TEXT: ®
  
  U.S., CANADA,
  ASIA, PACIFIC, & LATIN AMERICA
  Wizards of the Coast LLC
  P.O. Box 707
  Renton  WA  98057-0707
  Questions? 1-800-324-6496
  EUROPE, UK, EIRE, & SOUTH AFRICA
  Wizards of the Coast c/o Hasbro UK
  P.O. Box 43
  Newport NP19 4YD, UK
  Tel: 80022 427276 
  email wizards@hasbro.co.UK
  Dungeons & Dragons, D&D, Dungeon Master’s Guide, d20 System, the d20 System logo, Wizards of the Coast,  and 
  their respective logos are trademarks of Wizards of the Coast LLC. All Wizards characters, character names, and the 
  distinctive likenesses thereof are property of Wizards of the Coast LLC. This material is protected under the copyright 
  laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein 
  is prohibited without the express written permission of Wizards of the Coast LLC This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. Please retain company details for 
  future reference. PRINTED IN THE USA. ©2003 Wizards of the Coast LLC.
  620A0244000001 EN               9 8 7 6 5 4 3 2 1           ISBN 978-0-7869-6245-7 
  First Printing: July 2003, This Printing August 2012
  This Wizards of the Coast® game product contains no Open Game Content. 
  No portion of this work may be reproduced in any form without written permission. 
  To learn more about the Open Gaming License and the d20 System License, 
  please visit www.wizards.com/d20.
  Based on the original Dungeons & Dragons game  
  created by E. Gary Gygax and Dave Arneson.
  Visit our website at www.DungeonsandDragons.com
  Core Rulebook II v.3.5
  ®
  
  C R E D I T S
  DUNGEON MASTER’S GUIDE DESIGN
  Monte Cook
  DUNGEON MASTER’S GUIDE REVISION
  Andy Collins
  D&D 3RD EDITION CORE DESIGN TEAM
  Monte Cook, Jonathan Tweet, 
  Skip Williams
  D&D 3RD EDITION REVISION TEAM
  Richard Baker, Andy Collins, David 
  Noonan, Rich Redman, Skip Williams
  A D D I T I O N A L   D E S I G N
  Peter Adkison, Richard Baker, Andy 
  Collins, David Noonan
  D
  E
  V
  E
  L
  O
  P
  M
  E
  N
  T
  Gwendolyn F.M. Kestrel, Chris Sims
  E
  D
  I
  T
  O
  R
  S
  Julia Martin, John Rateliff, Gwendolyn 
  F.M. Kestrel
  E D I T O R I A L   A S S I S T A N C E   A N D 
  P
  R
  O
  O
  F
  R
  E
  A
  D
  I
  N
  G
  Duane Maxwell, Bill McQuillan, Cal 
  Moore, Katsuyo Nagasawa, Jeff Quick
  M A N A G I N G   E D I T O R
  Kim Mohan
  V I S U A L   C R E A T I V E   D I R E C T O R
  Jon Schindehette
  A
  R
  T
   
  D
  I
  R
  E
  C
  T
  O
  R
  Dawn Murin
  A D D I T I O N A L   A R T   D I R E C T I O N
  Kate Irwin, Karin Jaques, Stacy 
  Longstreet
  D & D   C O N C E P T U A L   A R T I S T S
  Todd Lockwood, Sam Wood
  D & D   L O G O   D E S I G N
  Matt Adelsperger, Sherry Floyd
  C
  O
  V
  E
  R
   
  A
  R
  T
  I
  S
  T
  Henry Higgenbotham
  I N T E R I O R   A R T I S T S
  Matt Cavotta, Ed Cox, Lars-Grant West, 
  Scott Fischer, John Foster, Jeremy 
  Jarvis, John and Laura Lakey, Todd 
  Lockwood, David Martin, Raven Mimura, 
  Wayne Reynolds, Scott Roller, Brian 
  Snoddy, Arnie Swekel, Kev Walker, 
  Sam Wood
  G R A P H I C   D E S I G N E R S
  Dee Barnett, Sherry Floyd, Sean Glenn, 
  Paul Hebron, Dawn Murin
  PUBLISHING PRODUCTION SPECIALISTS
  Victoria Ausland, Carmen Cheung, 
  Erin Dorries, Angelika Lokotz, 
  Nancy Walker
  C
  A
  R
  T
  O
  G
  R
  A
  P
  H
  E
  R
  Todd Gamble
  P
  H
  O
  T
  O
  G
  R
  A
  P
  H
  E
  R
  Craig Cudnohufsky
  P R E P R E S S   M A N A G E R
  Jefferson Dunlap
  I M A G I N G   T E C H N I C I A N
  Carmen Cheung
  P R O D U C T I O N   M A N A G E R
  Cynda Callaway
  R & D   G R O U P   M A N A G E R
  Mike Mearls
  D
  &
  D
   
  B
  R
  A
  N
  D
   
  T
  E
  A
  M
  Nathan Stewart, Liz Schuh, Laura 
  Tommervik, Shelly Mazzanoble, Chris 
  Lindsay, Hilary Ross
  O T H E R   W I Z A R D S   O F   T H E   C O A S T 
  R & D   C O N T R I B U T O R S
  Paul Barclay, Jason Carl, Michele 
  Carter, Jennifer Clarke Wilkes, Bruce 
  R. Cordell, Mike Donais, David 
  Eckelberry, Skaff Elias, Andrew Finch, 
  Jeff Grubb, Rob Heinsoo, Christopher 
  Perkins, Jon Pickens, Charles Ryan, Mike 
  Selinker, Bill Slavicsek, Ed Stark, 
  Jonathan Tweet, Penny Williams, 
  James Wyatt
  B A S E D   O N   T H E   D E S I G N   O F 
  P R E V I O U S   E D I T I O N S   B Y
  E. Gary Gygax, Dave Arneson, 
  David “Zeb” Cook
  S
  P
  E
  C
  I
  A
  L
   
  T
  H
  A
  N
  K
  S
  Mary Elizabeth Allen, Ryan Dancey, 
  Chas DeLong, Jefferson Dunlap, Martin 
  Durham, Joe Fernandez, Josh Fischer, 
  Richard Garfield, Mary Kirchoff, Jim 
  Lin, Stephen Radney-MacFarland, Cindi 
  Rice, Andy Smith, Mat Smith, Keith 
  Strohm, Anthony Valterra, Larry 
  Weiner, Alex Weitz
  
  Contents
  Introduction . . . . . . . . . . . . . . . . . . . . . . . . 4
  Chapter 1: Running the Game . . . . . . . 5
  What Is a DM?. . . . . . . . . . . . . . . . . . . . . 5
  Style of Play . . . . . . . . . . . . . . . . . . . . . . . 7
  Example of Play. . . . . . . . . . . . . . . . . . . . 8
  Running a Game Session . . . . . . . . . . 10
  Chapter 2: Using the Rules . . . . . . . . . 19
  More Movement Rules . . . . . . . . . . . . 19
  Movement and the Grid . . . . . . . . 19
  Moving in Three Dimensions . . . 20
  Evasion and Pursuit . . . . . . . . . . . . 20
  Moving around in Squares . . . . . . 20
  Bonus Types . . . . . . . . . . . . . . . . . . . . . . 21
  Combat . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Line of Sight . . . . . . . . . . . . . . . . . . 21
  Starting an Encounter . . . . . . . . . . 22
  New Combatants . . . . . . . . . . . . . . 23
  Keeping Things Moving . . . . . . . . 24
  Combat Actions. . . . . . . . . . . . . . . . 25
  Attack Rolls . . . . . . . . . . . . . . . . . . . 26
  Damage . . . . . . . . . . . . . . . . . . . . . . . 26
  Effect of Weapon Size . . . . . . . . . . 28
  Splash Weapons . . . . . . . . . . . . . . . 28
  Area Spells . . . . . . . . . . . . . . . . . . . . 28
  Big and Little Creatures 
  in Combat . . . . . . . . . . . . . . . . . . 29
  Skill and Ability Checks . . . . . . . . . . . 30
  Saving Throws . . . . . . . . . . . . . . . . . . . . 33
  Adjudicating Magic . . . . . . . . . . . . . . . 34
  Describing Spell Effects . . . . . . . . 34
  Handling Divinations . . . . . . . . . . 34
  Creating New Spells. . . . . . . . . . . . 35
  Rewards. . . . . . . . . . . . . . . . . . . . . . . . . . 36
  Experience Awards. . . . . . . . . . . . . 36
  Story Awards . . . . . . . . . . . . . . . . . . 40
  Character Death . . . . . . . . . . . . . . . . . . 41
  Making a New Character . . . . . . . 42
  Chapter 3: Adventures . . . . . . . . . . . . . 43
  Motivation . . . . . . . . . . . . . . . . . . . . . . . 43
  Structure . . . . . . . . . . . . . . . . . . . . . . . . . 44
  Site-Based Adventures. . . . . . . . . . . . . 46
  Event-Based Adventures . . . . . . . . . . . 47
  The End (?) . . . . . . . . . . . . . . . . . . . . . . . 48
  Encounters . . . . . . . . . . . . . . . . . . . . . . . 48
  Tailored or Status Quo. . . . . . . . . . 48
  Challenge Ratings and
  Encounter Levels . . . . . . . . . . . . 48
  Difficulty . . . . . . . . . . . . . . . . . . . . . 49
  Tougher Monsters . . . . . . . . . . . . . 50
  Location . . . . . . . . . . . . . . . . . . . . . . 50
  Rewards and Behavior. . . . . . . . . . 50
  Treasure. . . . . . . . . . . . . . . . . . . . . . . . . . 51
  Bringing Adventures Together. . . . . . 56
  Between Adventures . . . . . . . . . . . . . . 57
  The Dungeon. . . . . . . . . . . . . . . . . . . . . 57
  Dungeon Terrain. . . . . . . . . . . . . . . . . . 59
  Walls . . . . . . . . . . . . . . . . . . . . . . . . . 59
  Doors . . . . . . . . . . . . . . . . . . . . . . . . . 60
  Rooms . . . . . . . . . . . . . . . . . . . . . . . . 62
  Corridors . . . . . . . . . . . . . . . . . . . . . 63
  Miscellaneous Features . . . . . . . . . 63
  Cave-Ins and Collapses . . . . . . . . . 66
  Illumination. . . . . . . . . . . . . . . . . . . 67
  Traps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
  Elements of a Trap . . . . . . . . . . . . . 68
  Sample Traps . . . . . . . . . . . . . . . . . . 70
  Designing a Trap . . . . . . . . . . . . . . . 74
  Dungeon Ecology . . . . . . . . . . . . . . . . . 76
  Dungeon Animals. . . . . . . . . . . . . . 76
  Wandering Monsters. . . . . . . . . . . 77
  Random Dungeons. . . . . . . . . . . . . . . . 77
  Dungeon Level . . . . . . . . . . . . . . . . 77
  The Map and the Key. . . . . . . . . . . 77
  Random Dungeon Encounters . . 78
  A Sample Adventure . . . . . . . . . . . . . . 78
  Statistics Blocks. . . . . . . . . . . . . . . . . . . 85
  Wilderness Adventures . . . . . . . . . . . . 86
  Getting Lost . . . . . . . . . . . . . . . . . . . 86
  Forest Terrain. . . . . . . . . . . . . . . . . . 87
  Marsh Terrain . . . . . . . . . . . . . . . . . 88
  Hills Terrain. . . . . . . . . . . . . . . . . . . 89
  Mountain Terrain . . . . . . . . . . . . . . 89
  Desert Terrain . . . . . . . . . . . . . . . . . 91
  Plains Terrain. . . . . . . . . . . . . . . . . . 91
  Aquatic Terrain . . . . . . . . . . . . . . . . 92
  Underwater Combat . . . . . . . . . 93
  Weather. . . . . . . . . . . . . . . . . . . . . . . 93
  Random Wilderness
  Encounters. . . . . . . . . . . . . . . . . . 95
  Urban Adventures. . . . . . . . . . . . . . . . . 98
  Weapon and Spell Restrictions . . 99
  Urban Features . . . . . . . . . . . . . . . . 99
  Urban Encounters . . . . . . . . . . . . 101
  Chapter 4: Nonplayer Characters . . 103
  Everyone in the World . . . . . . . . . . . 103
  NPC Classes. . . . . . . . . . . . . . . . . . . . . 107
  Adept. . . . . . . . . . . . . . . . . . . . . . . . 107
  Aristocrat . . . . . . . . . . . . . . . . . . . . 108
  Commoner. . . . . . . . . . . . . . . . . . . 108
  Expert . . . . . . . . . . . . . . . . . . . . . . . 109
  Warrior . . . . . . . . . . . . . . . . . . . . . . 109
  NPC Statistics . . . . . . . . . . . . . . . . . . . 110
  NPC Attitudes . . . . . . . . . . . . . . . . . . . 128
  Fleshing out NPCs . . . . . . . . . . . . . . . 128
  Chapter 5: Campaigns. . . . . . . . . . . . . 129
  Establishing a Campaign. . . . . . . . . . 129
  Maintaining a Campaign . . . . . . . . . 130
  Characters and the World
  around Them. . . . . . . . . . . . . . . . . . 131
  War and Other Calamities . . . . . . . . 133
  Other Campaign Issues. . . . . . . . . . . 134
  World-Building . . . . . . . . . . . . . . . . . . 135
  Building a Different World. . . . . . . . 144
  Adventuring on Other Planes . . . . . 147
  Plane Descriptions . . . . . . . . . . . . . . . 151
  Creating a Cosmology . . . . . . . . . . . . 167
  Chapter 6: Characters 
  169
  Ability Scores. . . . . . . . . . . . . . . . . . . . 169
  Races . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
  Subraces . . . . . . . . . . . . . . . . . . . . . 170
  Modifying a Common Race. . . . 171
  Changes through Addition
  and Subtraction . . . . . . . . . . . . 171
  Class/Race Restrictions . . . . . . . 171
  New Races . . . . . . . . . . . . . . . . . . . 171
  Monsters as Races . . . . . . . . . . 172
  Classes . . . . . . . . . . . . . . . . . . . . . . . . . . 174
  Modifying Character Classes. . . 174
  Creating New Classes . . . . . . . . . 175
  Prestige Classes . . . . . . . . . . . . . . . . . . 176
  Arcane Archer. . . . . . . . . . . . . . . . 176
  Arcane Trickster . . . . . . . . . . . . . . 177
  Archmage. . . . . . . . . . . . . . . . . . . . 178
  Assassin. . . . . . . . . . . . . . . . . . . . . . 180
  Blackguard . . . . . . . . . . . . . . . . . . . 181
  Dragon Disciple . . . . . . . . . . . . . . 183
  Duelist. . . . . . . . . . . . . . . . . . . . . . . 185
  Dwarven Defender. . . . . . . . . . . . 186
  Eldritch Knight. . . . . . . . . . . . . . . 187
  Hierophant. . . . . . . . . . . . . . . . . . . 188
  Horizon Walker . . . . . . . . . . . . . . 189
  Loremaster . . . . . . . . . . . . . . . . . . . 190
  Mystic Theurge. . . . . . . . . . . . . . . 192
  Red Wizard . . . . . . . . . . . . . . . . . . 193
  Shadowdancer. . . . . . . . . . . . . . . . 194
  Thaumaturgist. . . . . . . . . . . . . . . . 196
  How PCs Improve . . . . . . . . . . . . . . . 197
  Learning Skills and Feats . . . . . . 197
  Learning New Spells . . . . . . . . . . 198
  Gaining Class Benefits . . . . . . . . 198
  General Downtime. . . . . . . . . . . . 198
  Gaining Fixed Hit Points . . . . . . 198
  Creating PCs above 1st Level. . . . . . 199
  Special Cohorts . . . . . . . . . . . . . . . . . . 199
  Familiars . . . . . . . . . . . . . . . . . . . . . . . . 200
  Mounts . . . . . . . . . . . . . . . . . . . . . . . . . 204
  Animal Companions . . . . . . . . . . . . . 205
  Epic Characters . . . . . . . . . . . . . . . . . . 206
  Chapter 7: Magic Items. . . . . . . . . . . . 211
  Handling Magic Items . . . . . . . . . . . 212
  Magic Item Descriptions . . . . . . . . . 215
  Armor . . . . . . . . . . . . . . . . . . . . . . . 216
  Weapons . . . . . . . . . . . . . . . . . . . . . 221
  Potions and Oils . . . . . . . . . . . . . . 229
  Rings . . . . . . . . . . . . . . . . . . . . . . . . 229
  Rods. . . . . . . . . . . . . . . . . . . . . . . . . 233
  Scrolls . . . . . . . . . . . . . . . . . . . . . . . 237
  Staffs . . . . . . . . . . . . . . . . . . . . . . . . 243
  Wands . . . . . . . . . . . . . . . . . . . . . . . 245
  Wondrous Items . . . . . . . . . . . . . . 246
  Intelligent Items. . . . . . . . . . . . . . . . . 268
  Cursed Items . . . . . . . . . . . . . . . . . . . . 272
  Artifacts. . . . . . . . . . . . . . . . . . . . . . . . . 277
  Creating Magic Items . . . . . . . . . . . . 282
  Masterwork Items . . . . . . . . . . . . 283
  Special Materials. . . . . . . . . . . . . . 283
  Chapter 8: Glossary . . . . . . . . . . . . . . . 289
  Special Abilities. . . . . . . . . . . . . . . . . . 289
  Condition Summary . . . . . . . . . . . . . 300
  The Environment . . . . . . . . . . . . . . . . 302
  Visual Aids . . . . . . . . . . . . . . . . . . . . . . . 305
  Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . 317
  List of Sidebars . . . . . . . . . . . . . . . . . . 319
  List of Numbered Tables . . . . . . . . . . 320
  3
  TABLE OF
  CONTENTS
  
  4
  Introduction
  This is the DUNGEONS & DRAGONS® Roleplaying Game, the game
  that defines the genre and has set the standard for fantasy role-
  playing for more than 30 years.
  Specifically, this is the Dungeon Master’s Guide. This book con-
  tains information that every Dungeon Master (DM) needs to set
  up adventures, narrate the action, run the monsters, and referee
  the DUNGEONS &DRAGONS game. This book, the Player’s Handbook,
  and the Monster Manual comprise the core rules for the D&D®
  game.
  THE DUNGEON MASTER
  We’ve distilled our knowledge of the D&D® game into the mate-
  rial that follows. Whether you need to know how to design an
  adventure, a campaign, or an entire game world, the material in
  this book can, and will, help you.
  You’re a member of a select group. Truly, not everyone has the cre-
  ativity and the dedication to be a DM. Dungeon Mastering (DMing)
  can be challenging, but it’s not a chore. You’re the lucky one out of
  your entire circle of friends who play the game. The real fun is in
  your hands. As you flip through the Monster Manual or look at pub-
  lished adventures on a store shelf, you get to decide what the player
  characters (PCs) take on next. You get to build a whole world, as well
  as design and play all its nonplayer characters (NPCs).
  It’s good to be the DM.
  The DM defines the game. A good DM results in a good game.
  Since you control the pacing, and the types of adventures and
  encounters, the whole tenor of the game is in your hands. It’s fun,
  but it’s a big responsibility. If you’re the sort of person who likes to
  provide the fun for your friends, or to come up with new ideas,
  then you’re an ideal candidate for DM.
  Once your group has a Dungeon Master, however, that doesn’t
  mean that you can’t switch around. Some DMs like to take a turn
  at being a player, and many players eventually want to try their
  hand at DMing.
  HOW TO USE THIS BOOK
  No one expects you to read this book cover to cover. It’s not a
  novel. Instead, we arranged this book into topics that you can refer
  to when you need them. Plus, an extended glossary at the back of
  the book provides quick reference to DM-related topics. 
  Based on those portions of the game that you control, you’ll find
  chapters that deal with running the game, adjudicating play, writ-
  ing adventures, building a campaign, awarding experience, and
  finding or creating the right magic items to stock your dungeons.
  Refer to the table of contents and the index to locate the specific
  topic you need at any given time.
  PLAYING ON THE BATTLE GRID
  The D&D game assumes the use of miniature figures, and the
  rules are written from that perspective. This book contains a battle
  grid and other tools to help you visualize the action.
  The poster-sized sheet in the back of the book has a 1-inch grid
  on one side, and a collection of rooms that can be used to repre-
  sent areas in a dungeon on the other side.
  The last 12 pages of this book (just ahead of the index) present a
  variety of visual aids that you can use to set up and play out
  encounters and adventures on the grid:
  —Six pages of diagrams that show the squares contained
  within areas of different sizes and shapes, and graphic depictions
  of space and reach for creatures of varying sizes.
  —Six pages of illustrations that represent various dungeon
  features, sized to fit the 1-inch grid, that you can photocopy, cut
  out, and place on the grid—enabling players to actually see
  what lies before their characters as they make their way through
  the dungeon.
  FINAL NOTE
  The power of creating worlds, controlling deities and dragons, and
  leading entire nations is in your hands. You are the master of the
  game—the rules, the setting, the action, and ultimately, the fun.
  This is a great deal of power, and you must use it wisely. This book
  shows you how.
  INTRODUCTION
  WHY A REVISION?
  The new DUNGEONS & DRAGONS game debuted in 2000. In the three years
  since the d20 Game System energized the roleplaying game industry,
  we’ve gathered tons of data on how the game is being played. We
  consider D&D to be a living game that constantly evolves as it is
  played. Using the gathered feedback, we’ve retooled the game from the
  ground up and incorporated everyone’s suggestions to improve the
  game and this product.
  If this is your first experience with D&D, we welcome you to a wonder-
  ful world of adventure and imagination. If you played the prior version of
  this book, rest assured that this revision is a testament to our dedication
  to continuous product improvement and innovation. We’ve updated
  errata, clarified rules, polished the presentation, and made the game
  better than it was. This is an upgrade of the d20 System, not a new edition
  of the game. This revision is compatible with existing products, and these
  products can be used with the revision with only minor adjustments.
  What’s new in the revised Dungeon Master’s Guide? The entire book has
  been polished and refined, all in response to your feedback and to reflect
  the way the game is actually being played. We’ve revised the encounter
  tables and magic item creation rules. We’ve expanded the movement
  rules, increased the number of prestige classes, added dozens of new
  magic items and magic item special abilities, and provided plenty of tools
  to help promote the three-dimensional experience.
  Take a look, play the game. We think you’ll like how everything turned
  out.
  p
  q
  q
  r
  s
  p
  q
  q
  r
  s
  THE PURPOSE OF SIDEBARS
  You’ll see blocks of text that look like this one frequently throughout
  this book. The information in these sidebars is not part of the rules per
  se, but you’ll find them useful and interesting in their own right. Most
  sidebars in this book serve either to introduce rules variants or to give
  you a glimpse “behind the curtain” into how some aspect of the D&D
  game was created.
  Variant: To give you an idea of some of the ways in which you can
  alter the D&D rules for your own campaign, some sidebars suggest
  variants that you can adopt or modify to suit your game.
  The basic rules presented in this book—that is, everything not iden-
  tified as a variant—apply to the baseline D&D campaign. If you are
  playing in an RPGA® Network event, that event uses the basic rules in
  this book. Establishing a standard set of rules makes a worldwide
  gaming network possible.
  Behind the Curtain: Some sidebars provide a further explanation of
  why the rules are the way they are—a look “behind the curtain” into
  how the game’s designers make decisions about the rules. If you’re the
  sort of DM who likes to tinker with the rules of the D&D game, these
  sidebars offer some advice and inspiration as you customize the game
  for yourself and your players.
  p
  q
  q
  r
  s
  p
  q
  q
  r
  s
  
  n your role as Dungeon Master, you’re the focus of the game. If the
  game’s fun, it will be to your credit. If it’s a failure, you’ll get the
  blame, whether it’s deserved or not. Don’t worry, though—run-
  ning a D&D® game is not as hard as it may seem at first. (But don’t
  tell the players that!)
  WHAT IS A DM?
  Dungeon Mastering involves writing, teaching, acting, referee-
  ing, arbitrating, and facilitating. Described below are the different
  duties of the DM. You’ll find that you like some more than others.
  As in any hobby, focus on what you enjoy the most, but remember
  that all the other duties are also important.
  PROVIDING ADVENTURES
  Your primary role in the game is to present adventures in which
  the other players can roleplay their characters. To accomplish
  this, you need to spend time outside the game sessions them-
  selves, preparing. This is true whether you write your own adven-
  tures or use prepared adventures that you have purchased.
  Writing Adventures
  Creating adventures takes a great deal of time. Many DMs find
  that they spend more time getting ready for the game than they
  do at the table actually playing. These same DMs often find this
  creation time to be the most fun and rewarding part of being a
  Dungeon Master. Making up interesting characters, settings,
  plots, and challenges to present before your friends can be a great
  creative outlet.
  Writing good adventures is so important that it receives its
  own chapter in this book. See Chapter 3: Writing an Adventure.
  Using Purchased Adventures
  Many published adventures are available for you to pur-
  chase if you don’t want to write one of your own, or if you
  just want a change of pace. In a published adventure, you’ll
  get a pregenerated scenario with all the maps, NPCs, mon-
  sters, and treasures you need, and an adventure plot
  designed to make the most of them. Sometimes, when
  you use a published adventure, you’ll see that it presents
  challenges you would have never thought of on your
  own.
  Remember, however, that you’re the one who has to
  run the adventure: Anything you want to change, you
  can. In fact, you will often find you need to make at least
  small changes to fit the adventure into your ongoing
  campaign and to get your players into the action. You
  can have a great deal of fun replacing the villain of an
  adventure with one the players have already heard of
  in your campaign, or changing the background of the
  adventure so that it involves your players’ characters
  in ways that the module’s designer never could have
  possibly imagined.
  TEACHING THE GAME
  Sometimes it’s going to be your responsibility to
  teach newcomers to the game how to play. This isn’t
  a burden, but a wonderful opportunity. Teaching
  other people how to play provides you with new play-
  ers and allows you to set them on the path to becoming
  top-notch roleplayers. It’s easier to learn to play with
  someone who already knows the game. Those who
  are taught by a good teacher who runs a fun game
  5
  Illus. by  A. Swekel
  
  6
  are more likely to join in the hobby for the long haul. Use this
  opportunity to encourage new players to become the sort of
  people you want to game with.
  Here are a few pointers on teaching the game.
  Read the Player’s Handbook and know the character creation
  rules so you can help new players build characters. Have each of
  the newcomers tell you what sort of character he or she wants to
  play and then show them how they can create those heroes with
  the D&D rules. If they don’t know what to play, show them the
  player character races and classes in the Player’s Handbook, briefly
  describe each, and let them choose the one that appeals to them
  the most. Another option is to keep a few simple characters
  (such as a 1st-level fighter or rogue) around for newcomers.
  Advance those characters in level as the party advances. and
  you’ll have “old friends” who adventure with the party when
  newcomers play them.
  Once the PCs are created, don’t worry about teaching the play-
  ers all the rules ahead of time. All they truly need to know are the
  basics that apply to understanding their characters (how spells
  work, what AC means, how to use skills, and so forth), and they
  can pick up most of this information as they go along. Remember
  the most basic rule: To attack, make a saving throw, or use a skill,
  roll a d20 and hope for a high number.
  As long as you know the rules, the players need be concerned
  only with their characters and how they react to what happens to
  them in the game. Have players tell you what they want their char-
  acters to do, and translate that into game terms for them. Teach
  them how the rules work when they need to learn them, on a case-
  by-case basis. For example, if the player of a wizard wants to cast a
  spell or the player of a fighter wants to attack, the player tells you
  what the character is attempting. Then you tell the player which
  modifier or modifiers to add to the roll of a d20, and what happens
  as a result. After a few times, the player will know what to do with-
  out asking.
  PROVIDING THE WORLD
  Every Dungeon Master is the creator of his or her own campaign
  world. Whether you use the GREYHAWK® setting (the standard
  D&D campaign setting) or another published setting for the D&D
  game, such as the FORGOTTEN REALMS® Campaign Setting, it’s still
  your world.
  The setting is more than just a backdrop for adventures, al-
  though it’s that too. The setting is everything in the fictional world
  except for the PCs and the adventure plot. A well-designed and
  well-run world seems to go on around the PCs, so that they feel a
  part of something, instead of apart from it. Though the PCs are
  powerful and important, they should seem to be residents of some
  fantasy world that is ultimately larger than they are.
  Consistency is the key to a believable fictional world. When the
  PCs go back into town for supplies, they ought to encounter some
  of the same NPCs they saw before. Soon, they’ll learn the bar-
  keep’s name—and she’ll remember theirs as well. Once you have
  achieved this degree of consistency, however, provide an occa-
  sional change. If the PCs come back to buy more horses at the sta-
  bles, you could have them discover that the man who ran the place
  went back home to the large city over the hills, and now his
  nephew runs the family business. That sort of change—one that
  has nothing to do with the PCs directly, but one that they’ll
  notice—makes the players feel as though they’re adventuring in a
  living world as real as themselves, not just a flat backdrop that
  exists only for them to delve its dungeons.
  For much more on running a campaign, see Chapter 5.
  ADJUDICATING
  When everyone gathers around the table to play the game, you’re
  in charge. That doesn’t mean you can tell people what to do out-
  side the boundaries of the game, but it does mean that you’re the
  final arbiter of the rules within the game. Good players will always
  recognize that you have ultimate authority over the game mechan-
  ics, even superseding something in a rulebook. Good DMs know
  not to change or overturn a published rule without a good, logical
  justification so that the players don’t rebel (more on that later).
  To carry out this responsibility, you need to know the rules.
  You’re not required to memorize the rulebooks, but you should
  have a clear idea of what’s in them, so that when a situation comes
  up that requires a ruling, you know where to reference the proper
  rule in the book.
  Often a situation will arise that isn’t explicitly covered by the
  rules. In such a situation, you need to provide guidance as to how
  it should be resolved. When you come upon a situation that the
  rules don’t seem to cover, consider the following courses of action.
  • Look to any similar situation that is covered in a rulebook. Try
  to extrapolate from what you see presented there and apply it to
  the current circumstance.
  • If you have to make something up, stick with it for the rest of
  the campaign. (This is called a house rule.) Consistency keeps
  players satisfied and gives them the feeling that they adventure
  in a stable, predictable universe and not in some random,
  nonsensical place subject only to the DM’s whims.
  • When in doubt, remember this handy little rule: Favorable
  conditions add +2 to any d20 roll, and unfavorable conditions
  penalize the roll by –2. You’ll be surprised how often this “DM’s
  best friend” will solve problems.
  If you come upon an apparent contradiction in the rules, con-
  sider these factors when adjudicating.
  • A rule found in a rulebook overrules one found in a published
  adventure, unless the rule presented in the published adven-
  ture deals with something specific and limited to the adventure
  itself.
  • Choose the rule that you like the best, then stick with it for the
  rest of the campaign. Consistency is a critical aspect of rules
  adjudication.
  PROPELLING THE GAME EVER FORWARD
  While all the players are responsible for contributing to the game,
  the onus must ultimately fall upon the DM to keep the game
  moving, maintain player interest, and keep things fun. Remember
  that keeping things moving is always more important than search-
  ing through rulebooks to find the exact details on some point or
  spending time in long debates over rules decisions.
  Even a well-run game can bog down sometimes. Perhaps the
  players have been at it a while and are growing a little tired of the
  same old thing. Maybe a playing session falls flat for no apparent
  reason. Sometimes this can’t be helped—you’re only human. In
  fact, occasionally you will find it’s better to cancel a playing ses-
  sion or cut it short rather than have a poor experience that may set
  back the whole campaign.
  However, an average playing session can be turned into a mem-
  orable one, or a poor session can be spiced up. For example, props
  can bring new life to a game. You can make fake parchment from
  normal paper, “aging” it by wetting it slightly with coffee or tea
  and then letting it dry to an uneven yellow. Toss in a few creases or
  small rips, and later when the PCs find a map or a message you can
  actually hand it to them. Old coins, tarot cards, a battered book in
  a foreign language, and the like all make wonderful handouts to
  get players into the spirit of the game.
  Another kind of visual aid is artwork. In all D&D game prod-
  ucts, you’ll find wonderful fantasy illustrations. Look through
  those products, or find a book cover or some other art source to
  provide you with a picture that fits something the PCs will
  encounter. Then, when the encounter comes to pass, pull out the
  picture and say, “This is what you see.” While players’ imagina-
  tions are fertile, sometimes seeing a depiction of something they
  encounter in the game—a character, a monster, or a place—
  CHAPTER 1:
  RUNNING 
  THE GAME
  
  makes the experience all the more exciting or real. Sometimes you
  can find illustrations in odd places. Jewelry catalogs can provide
  visual aids for some magic items or treasure, and sometimes a his-
  tory book or encyclopedia with illustrations is just as good as a fan-
  tasy book.
  Of course, you can’t always have a prop or a picture of some
  monster, NPC, or place that you have created. That’s when you
  rely on an evocative, exciting description. Pepper your descrip-
  tions of what the characters see with adjectives and vivid verbs.
  Remember that you are the players’ eyes and ears. “A dank, dark
  chamber with moss growing in cracks in the stone walls” is much
  more exciting than “a 10-foot-by-10-foot room.” Throughout the
  game, continually ask yourself: What exactly do the characters
  see? Do they hear anything? Are there any noticeable odors? An
  unpleasant tang in the air? Do they feel the chill wind against
  their skin? Is their hair tousled by hot, damp gusts?
  No player will forget a tense battle on a crumbling bridge in the
  middle of a thunderstorm. The best way to get the players’ atten-
  tion is with gripping action. While not every encounter needs to
  be life-threatening or earth-shaking, keep in mind how it would
  all seem in some action movie or exciting book. Villains shout epi-
  thets as they fight, and monsters roar menacingly. If a fight against
  gnolls is exciting, imagine how much more exciting a fight would
  be against gnolls on a ledge around a lava pit.
  Some DMs enjoy creating just the right atmosphere for their
  playing sessions. Music is often a good way to accomplish this. It’s
  sort of like having a soundtrack for your game. Not surprisingly,
  those who enjoy using music in their games often use soundtracks
  from adventure movies, although classical, ambient, or other
  styles work well. Keep in mind, though, that some players may
  find music distracting. Be receptive to what your players like—an
  atmosphere in which they can’t hear, are distracted, or aren’t enjoy-
  ing themselves is never a good one. Other ways DMs can create an
  atmosphere are with painted miniatures and dioramas, specially
  adjusted lighting, and even sound effects. (If the door to the room
  you are in squeaks, you may want to use that when the PCs open a
  dungeon door.)
  Another element many DMs employ and many players enjoy is
  for the DM to use different voices when speaking “in character.”
  Practicing several different accents or
  ways of speaking and assigning them
  to different NPCs can be a striking
  way to make those characters stand
  out in the players’ minds.
  Occasionally, a little miming of
  actions can supplement a game
  that otherwise exists only in your
  imagination. If an NPC is shriv-
  eled and stooped over when she
  walks, stand up and show the players exactly what you mean.
  When the ceiling above the PCs begins to collapse, slam your fists
  upon the table to simulate the sound of falling rocks. If someone
  holds out his hand and offers something to a PC, mime the
  action—almost every time, the player (assuming the character
  takes what’s offered) will follow your cue instinctively and reach
  out, miming the character’s grasping whatever it is. You could
  even make a player whose character is invisible sit under the table
  to remind everyone that they can’t see her, and her voice just
  comes out of nowhere. Keep in mind, though, that this sort of
  activity can quickly get out of hand. Don’t act out your combats, or
  someone could get a black eye!
  Finally, every once in a while, really surprise your players.
  The NPC they thought was a villain turns out to be a
  shapechanged unicorn with only the best of intentions. The
  clue they thought led to the treasure vault turns out to be a red
  herring. If the PCs are in a dungeon room, and a fire giant is
  about to storm into the room and attack, keep your voice at a
  moderate or even soft level while describing the room. Then,
  suddenly, raise your voice and leap to your feet as the giant
  enters. That’ll get their attention.
  STYLE OF PLAY
  The DM provides the adventure and the world. The players and
  the DM work together to create the game as a whole. However, it’s
  your responsibility to guide the way the game is played. The best
  way to accomplish this is by learning what the players want and
  figuring out what you want as well. Many styles of play exist; two
  that sit at opposite ends of the playing spectrum are detailed
  below as examples.
  KICK IN THE DOOR
  The PCs kick in the dungeon door, fight the monsters, and get the
  treasure. This style of play is straightforward, fun, exciting, and
  action-oriented. Very little time is spent on developing personas
  for the player characters, roleplaying noncombat encounters, or
  discussing situations other than what’s
  going on in the dungeon.
  7
  CHAPTER 1:
  RUNNING 
  THE GAME
  The kick-in-the-door 
  style of play.
  Illus. by S. Fischer
  
  8
  In such a game, let the PCs face mostly clearly evil monsters
  and opponents and meet clearly good helpful NPCs (occasion-
  ally). Don’t expect PCs to anguish over what to do with prisoners,
  or whether it’s right or wrong to invade and wipe out the bugbear
  lair. Don’t bother too much with money or time spent in town. Do
  whatever it takes to get the PCs back into the action as quickly as
  possible. Character motivation need be no more developed than a
  desire to kill monsters and acquire treasure.
  Rules and game balance are very important in this style of play.
  If some characters have combat ability greater than that of their
  fellows, unfair situations may develop in which the players of the
  overpowered characters can handle more of the challenges and
  thus have more fun. If you’re using this style, be very careful about
  adjudicating rules and think long and hard about additions or
  changes to the rules before making them.
  DEEP-IMMERSION STORYTELLING
  The Free City of Greyhawk is threatened by political turmoil. The
  PCs must convince the members of the ruling council to resolve
  their differences, but can only do so after they have come to terms
  with their own differing outlooks and agendas. This style of gam-
  ing is deep, complex, and challenging. The focus isn’t on combat
  but on talking, developing in-depth personas, and character inter-
  action. A whole game session may pass without a single die roll.
  In this style of game, the NPCs should be as complex and richly
  detailed as the PCs—although the focus should be on motivation
  and personality, not game statistics. Expect long digressions from
  each player about what his or her character will do, and why.
  Going to a store to buy iron rations and rope can be as important
  an encounter as fighting orcs. (And don’t expect the PCs to fight
  the orcs at all unless their characters are motivated to do so.) A
  character will sometimes take actions against his player’s better
  judgment, because “that’s what the character would do.” Adven-
  tures in this style of play deal mostly with negotiations, political
  maneuverings, and character interaction. Players talk about the
  “story” that they are collectively creating.
  Rules become less important in this style. Since combat isn’t the
  focus, game mechanics take a back seat to character development.
  Skill modifiers take precedence over combat bonuses, and even
  then the actual numbers often don’t mean much. Feel free to
  change rules to fit the player’s roleplaying needs. You may even
  want to streamline the combat system so that it takes less time
  away from the story.
  SOMETHING IN BETWEEN
  The style of play in most campaigns is going to fall between the two
  extremes just described. There’s plenty of action, but there’s a story-
  line and interaction between characters as well. Players will develop
  their characters, but they’ll be eager to get into a fight. Provide a nice
  mixture of roleplaying encounters and combat encounters. Even in
  a dungeon, you can present NPCs that aren’t meant to be fought but
  rather helped out, negotiated with, or just talked to.
  OTHER STYLE CONSIDERATIONS
  A few other style-related issues are worth your consideration.
  Serious versus Humorous: How seriously you take things
  sets the standard for how seriously the players take things. Jokes
  and silly remarks can make the game more fun, but they can also
  detract from the action. If you make funny comments during the
  game, expect that the players will, too.
  Likewise, if you design adventures that are lighthearted, create
  NPCs that are slightly silly, or introduce embarrassing or humor-
  ous situations into the game, realize that it changes the tenor of
  the game. If the king of the land is a talking dog named Muffy or
  if the PCs have to find a brassiere of elemental summoning rather
  than a brazier of elemental summoning, don’t expect anyone to take
  the game too seriously.
  Overall, it’s recommended that you play things straight. Don’t
  intentionally insert jokes into the game. There’ll be enough josh-
  ing around at the table already to keep the game fun. The in-game
  action should remain fairly serious (although an occasional funny
  moment is fine).
  Naming Conventions: Related to how serious or humorous
  the game is, character names should be fairly uniform in style
  throughout the group. Although any character name is fine in and
  of itself, a group that includes characters named Bob the Fighter,
  Aldorius Killraven of Thistledown, and Runtboy lacks the consis-
  tency to be credible.
  Multiple Characters: You need to decide if each player is
  going to be limited to one character or can have more than one,
  and whether a player is allowed to actually run more than one
  character at the same time. Generally, it’s best if you keep to one
  character per player. However, when players are few, you might
  allow them to run more than one character just to get the group
  size up to at least four characters.
  THE BOTTOM LINE
  You’re in charge. This is not being in charge as in telling everyone
  what to do. Rather, you get to decide how your player group is
  going to play this game, when and where the adventures take
  place, and what happens. That kind of being in charge.
  EXAMPLE OF PLAY
  A DM guides four players through their first adventure. The play-
  ers are playing Tordek (a dwarf fighter), Mialee (an elf wizard),
  Jozan (a human cleric), and Lidda (a halfling rogue). These four
  adventurers seek the ruins of an abandoned monastery, drawn by
  rumors of a fabulous fire opal, supposedly hidden there by the
  abbot when the place was attacked.
  After passing through the lifeless aboveground ruins of the mon-
  astery, the adventurers find a rubble-strewn staircase leading down. 
  Tordek: Let’s give these upper ruins one more quick look.
  DM: [Making some rolls in secret, but knowing there’s nothing to find
  in the burned-out shell of the monastery.] You don’t find anything.
  What are you going to do now?
  Jozan: Let’s go down!
  Lidda: We’ll light a torch first.
  DM: Fine, but I’ll need the marching order that you’ll be in.
  At this point, the players arrange their miniature figures, each repre-
  senting one character, in the order in which they will march down the
  stairs (and walk down corridors, and enter rooms). Tordek goes first, fol-
  lowed by Jozan (with the torch), then Mialee. Lidda brings up the rear, her
  player noting that she will be watching behind them occasionally.
  If the players didn’t have miniatures, writing down the marching order
  on a piece of paper would suffice.
  Tordek: Fortunately, the torchlight won’t spoil my darkvision—
  that’ll help us navigate in the dark down there.
  Jozan: Okay, we go down the stairs.
  DM: You descend southward, possibly 30 feet laterally, and at
  the end of the stairway you see an open space.
  Tordek: I enter and look around.
  Jozan: I come in behind with the torch.
  DM: You are in a chamber about 30 feet across to the south and
  30 feet wide east and west. You see 10-foot-wide passages to the left
  and right as well as straight ahead, each in the center of its respec-
  tive wall. Looking back, you see the stairway by which you entered
  the chamber in the center of the north wall.
  Lidda: What else do we see?
  DM: The floor is rough and damp. The ceiling is supported by
  arches that probably rise to meet in the center, about 20 feet above
  you—it’s hard to tell because of all the webs. Some moldering old
  sacks are lying in the southwest corner, and some rubbish is jum-
  CHAPTER 1:
  RUNNING 
  THE GAME
  
  bled in the center of the floor—dirt, old leather, scraps of cloth,
  and some sticks or bones.
  After a short discussion and the formation of a plan, each player
  announces an action for his or her character. Tordek looks down the south
  passage, Mialee investigates the rubbish in the middle, Jozan looks at the
  old sacks, and Lidda looks down the west passage. The players position
  their figures on a floor plan the DM has sketched out on paper.
  Since no one paid the webs any attention, the DM doesn’t worry about
  Spot checks to see the spider.
  DM: Okay. As two of you are looking down the passages and
  Jozan starts looking at the sacks . . . [The DM rolls a touch attack for
  the monstrous spider in the webs. He knows a 14 indicates success because
  he wrote down everyone’s AC ahead of time and knows Mialee’s AC is 13.]
  . . . Mialee, you feel something land on your shoulder—it feels
  hairy and moves toward your neck!
  Mialee: Yikes! What is it?
  Tordek: If I hear her call out, I’ll turn around. What do I see?
  DM: Wait just a minute. First, Mialee, roll for initiative.
  Mialee: [Rolls.] I got a 19!
  DM: [Rolls initiative for the spider, and gets a 9.] Everyone else
  should roll for initiative as well. Tordek, you heard Mialee gasp,
  and you turn to see a large, hairy spider on her neck.
  Jozan rolls a 10, Lidda an 8, and Tordek a 4.
  DM: Mialee, you go first. What do you do?
  Mialee: I grab it from my shoulder and throw it to the ground,
  where I can stomp on it with my boot.
  DM: Okay, but your unarmed attack provokes an attack of
  opportunity from the spider, so it bites as you grab at it. [He rolls an
  attack roll for the spider, and gets a 16.] Ugh! Mialee, you feel a sharp
  prick on your neck. Make a Fortitude saving throw. 
  The players all gasp in fear. Mialee rolls a die and would add her Forti-
  tude modifier, except that it’s +0.
  Mialee: Fortitude, my worst save! Let’s see—15 plus 0 is, well,
  15. Is that good enough?
  DM: You feel okay. But the bite still delivers 1 point of damage.
  Mialee: Ouch. Okay, then I roll a 14 to grab it and throw it to the
  ground. Do I succeed?
  DM: Yes. The spider lands on the ground and looks like it’s
  going to scuttle away, perhaps back up the wall to the webs above.
  Jozan: My turn. I run up to it and smash it with my mace! I roll
  a natural 20! With my bonus, that’s 22 in all.
  DM: Good roll! You can move that far and attack, so make a roll
  to see if that’s a critical hit.
  Jozan: [Excitedly rolling again.] Is a 15 good enough?
  DM: Yep. Roll damage—twice. Add the results together.
  Jozan: [Rolls.] Sweet! Twelve points altogether once I add my
  Strength bonus—which also doubled with the crit!
  DM: That mighty blow smashes the creature to bits.
  Mialee: Cool. Well, now that all the excitement is over, I’m
  going to search through this refuse on the floor like I said I would.
  DM: Okay. First, make another Fort save to see if there are any
  lingering effects from that spider bite.
  Mialee: Uh-oh, that doesn’t sound good . . . [Rolls.] . . . a 17! 
  DM: No problems, then. You feel fine. Looking at the pile of
  debris, you’d guess it’s probably refuse from the spider—leftovers
  of its victims and its own castings. Amid bits of bone and tatters of
  clothing, you find 19 silver pieces. And make a Search check.
  Mialee rolls a 9 and adds her +6 Search modifier for a result of 15—just
  enough to notice a hidden gem in the pile!
  DM: You see something sparkle inside a small skull. Looking
  closer, you see it’s a gem—a garnet.
  Mialee: Great! I get it out and put it in my pouch. We can try
  to appraise it later. You know, I’m getting a little nervous about
  that web.
  Lidda: Good point. Jozan, why not light the webs on fire with
  your torch?
  Jozan: Okay. I do. What happens? [Looks at the DM.]
  DM: The webs burn quickly. As they do, tiny burning husks of
  smaller spiders fall from the ceiling, but nothing the size of the
  creature that attacked.
  Tordek: [On lookout.] What do we see down the passages?
  DM: The south tunnel runs straight as far as you can see. The
  west corridor ends in a door at about 20 feet.
  Tordek: Okay, I’ll also glance down the east passage.
  DM: You see the east corridor goes straight for about 20 feet and
  then turns a corner to head north.
  Lidda: Let’s check out that door. [Everyone agrees.]
  DM: Okay. You walk down the west passage. The door is a great,
  heavy thing with a huge ring of corroded bronze in the center.
  Tordek: Mialee, your Listen modifier is better than mine. Why
  don’t you listen at this door?
  Mialee: Okay. I move forward to do so. [Rolls.] I roll a 13. Do I
  hear anything?
  DM: You hear a faint moaning sound—you can’t really tell what
  it is—that rises and then fades away. The door is hinged on the left
  and looks like it pulls inward toward you.
  Mialee: I hear moaning on the other side. Let’s get ready for
  action! And, by the way, I move to my position toward the back. . . 
  Tordek: [Laughs.] All right, I’ll open the door while the elf
  scrambles to the back of the line.
  DM: Make a Strength check.
  Tordek: [Rolls.] I only got a 10. If that’s not good enough, can I
  try again?
  DM: That’s not good enough, but if you’re willing to spend more
  time on it, you can keep trying.
  Tordek: [To the other players.] Look, we really want to get through
  this door, right? [They agree, so the player turns back to the DM.] I’m
  willing to spend enough time to take 20 on my roll. With my
  Strength bonus, that gives me a 22.
  DM: Ah, easily good enough. After a couple of minutes, Tordek
  forces open the stuck door. Immediately a blast of cold, damp air
  gusts into the passage where you are, blowing out Jozan’s torch.
  Tordek: Do I see anything with my darkvision?
  DM: Beyond the door is a chamber with rough walls, not blocks
  of stone like the room behind you. It’s 25 feet wide and extends
  about 40 feet to the south. A stream spills through the room into a
  pool, carrying with it a cold, damp breeze. You don’t see anything
  moving around, but some old barrels and buckets are here.
  Jozan: I cast light on a rock, since we’ll never get a torch lit in
  this wind.
  DM: Okay, now everyone can see.
  Tordek: I look at the ceiling and the floor for any more nasty
  surprises.
  Mialee: I’ll look in the barrels and buckets.
  Lidda: Jozan, bring your light over and we’ll check out the pool.
  DM: Tordek and Mialee, make Search checks. Lidda and Jozan,
  give me Spot checks, since you can’t “search” the pool without get-
  ting into it, but you can look into the water to spot anything that
  might be there. [The players comply and tell the DM their results,
  although the DM knows that there’s nothing for Tordek or Mialee to find.]
  There’s nothing alarming about the ceiling and floor, and the
  buckets are empty. The pool has some small white fish that look
  harmless—they don’t react at all to your light. The pool looks to be
  4 to 6 feet deep with a rough and rocky bottom. Jozan, with your
  result of 17 you see that what at first seemed to be a rock formation
  near the center of the pool looks somewhat like a skeleton.
  Jozan: Cool! Mialee, will you cast your own light spell so I can
  toss this rock down into the pool to get a better look at this skele-
  ton? It might be something interesting.
  Mialee: Okay, I do.
  Jozan: I toss the rock that I’ve cast light upon into the water,
  toward the center of the pool.
  DM: Your stone falls to the bottom of the pool, illuminating the
  center. The formation is clearly a limed-over skeleton—it must
  9
  CHAPTER 1:
  RUNNING 
  THE GAME
  
  10
  have been there for many years. Your stone impacts with it, stir-
  ring up dirt and muck, and dislodges what appears to be a cylinder
  about a foot long. The current quickly begins to carry it away. . . .
  Lidda: Oh, no! I leap into the water and get it—at least I’ll be
  able to see down there. Better, in fact, because of my low-light
  vision.
  DM: Hmmm. Make a Swim check.
  Lidda: Uh-oh. I don’t have that skill. Untrained, I use my
  Strength bonus, right? Uhh . . . don’t have one of those either.
  [Rolls.] Hey! I still got a 17!
  DM: You guys are rolling great tonight. Lidda, even with a
  penalty for the weight of the gear you’re carrying, you succeed.
  You manage to jump in and swim up to the tube just as the current
  is going to sweep it out of the room and down the underground
  stream. You have no idea if there would be air to breathe if you
  swam down the dark, narrow passage, which seems to be com-
  pletely filled with water.
  Lidda: Okay, then I try to grab the tube now.
  DM: Make an attack roll.
  Lidda rolls high enough to grab the tube. The DM relays this informa-
  tion, and Lidda swims up to the surface and climbs out of the pool with the
  help of the others—all of whom announce that their characters crowd
  around her to see what she’s found. The DM describes the sealed tube.
  Lidda: I dry off the tube a little, and then open it.
  DM: Inside is a roll of vellum.
  Tordek: Let’s get out of this room and back into that entry cham-
  ber where we can light torches again. It’s probably not going to be
  easy to read a scroll or whatever with this air current. [The other PCs
  agree, and they return to the first room, closing the door behind them.]
  DM: The tube must have allowed a bit of water to seep in slowly,
  because parts of the scroll are smudged and obliterated, but you
  can see what looks like a map of the passages under the monastery.
  You recognize the stairs down and the room with the pool and bar-
  rels. The eastern portion of the map is smeared beyond legibility,
  but you see that the south passage runs out of the room you’re in
  now to a blurred area, and beyond that you see a large area with
  coffinlike shapes drawn along the perimeter.
  Tordek: Let’s head south and see what the map is leading
  toward. [Everyone agrees. Tordek lights a torch and takes the lead.]
  DM: You pass down a long passage of stone blocks with an
  arched ceiling about 15 feet overhead. The passage stretches for
  about 60 feet, then opens into the northern portion of an unlit
  chamber that looks to be about 50 feet by 50 feet to those of you
  with darkvision or low-light vision. It’s completely empty and
  seems to be a dead end. What do you do?
  Lidda: Does this room look like the one with the coffin shapes
  on the map?
  DM: No. It looks more like the blotched area on the map.
  Mialee: I bet there’s a secret door here. Let’s check the south
  wall.
  The DM decides to make the Search checks himself, hidden from the
  players so that they won’t know the results. He knows that they can’t find
  anything; there is a secret door 10 feet above the floor, but he doesn’t want
  them to know that. Finding some holes in the wall requires no roll, so the
  DM randomly determines who finds them by rolling a d4. He also makes
  a Listen check for the ghouls at the far end of the secret corridor—an 18
  means they have heard the party tapping on the walls looking for a
  hollow spot.
  DM: The wall seems solid. However . . . Tordek, you noticed
  some strange holes in the wall—square places cut into the stone,
  each about half a foot on a side and about that deep. There are four
  all together. Each pair of holes is 10 feet apart, with one pair about
  3 feet from the floor and the other pair about 6 feet up. You find
  some wooden splinters in one of the holes.
  Jozan: Let’s look at that map again.
  Tordek: While you do that, I’ll feel around to find if the holes
  have any levers or catches or anything.
  DM: [Making some meaningless rolls, knowing there are no levers to
  find.] You don’t find anything like that, Tordek.
  Mialee: The only thing I can think of is that the holes are sock-
  ets for some sort of wooden construction.
  Lidda: Sure! How about a ramp or stairs? How high is the ceil-
  ing in this place?
  DM: Oh, about 25 feet.
  Lidda: How about hoisting me up and letting me search up
  high?
  Jozan: Good idea. Tordek, will you help me hold her steady?
  Tordek: Sure.
  Mialee: While they do that, I’ll keep a lookout to make sure
  nothing sneaks up behind us from the way we came.
  DM: Looks clear, Mialee. Lidda’s not heavy, so you guys don’t
  have to make Strength checks to lift her. You do have to make
  them to hold her steady so that she can . . . What is it you’re going
  to do once you’re hoisted up, Lidda?
  Lidda: I’ll scan the stone first to see if markings or some operat-
  ing device is evident.
  DM: Okay, how about those Strength checks? Tordek, you’re
  stronger, so Jozan is helping you rather than the other way around.
  If the cleric can succeed on a check against DC 10, he’ll add +2 to
  Tordek’s attempt.
  The check results are good enough that Tordek and Jozan are able to
  hold Lidda steady, so the DM makes a Search check for Lidda. She finds
  something.
  DM: Lidda, you find some stone projections that seem rather
  smooth, as if worn by use.
  Lidda: Then I’ll see if I can move any of the knobs. Maybe they’ll
  open a secret door. I’ll pull, push, twist, turn, and slide. . . .
  DM: Okay. One of the fist-sized projections moves inward, and
  there’s a grinding sound. A 10-foot-by-10-foot section of the wall,
  10 feet above the floor in the center of the south wall, swings
  inward and to the right.
  Lidda: I’ll pull myself up into the doorway, and then I’ll see if I
  can use my tools to somehow anchor a rope up here to help the
  others climb.
  DM: You get up there, and you’re looking around for a crack or
  something to wedge a spike into, right? Make a Spot check.
  The Spot check is actually to see if Lidda sees the ghouls waiting in the
  darkness, but Lidda doesn’t know that (although the fact that the DM didn’t
  ask for a Search check might have tipped off a more experienced player).
  Lidda: Oops. I rolled a 7.
  Now the DM begins rolling attacks for the ghouls. The players ask
  what’s going on, and why he’s rolling dice, but his silence adds to the ten-
  sion and suspense. The ghouls hit Lidda with their paralyzing touch.
  DM: Lidda, make a Fortitude save.
  Lidda: Oh, no! Why? A trap? [Rolls.] Arrgh—a 1. This is where
  our luck runs out.
  DM: [To the others.] You see a sickly gray arm strike the halfling
  as she’s looking around at the floor where she stands, 10 feet above
  you. She utters a muffled cry, and then a shadowy form drags her
  out of sight. What do you do?
  RUNNING A GAME SESSION
  After everything is prepared, and everyone sits down at the table,
  you’re on. It’s your show. Here are some points to consider, while
  at the table and before you ever get there, to help the game run as
  smoothly as possible.
  KNOWING THE PLAYERS
  Normally, but not always, the DM is in charge of inviting players
  to play in his or her game. If this is the case, it’s your responsibility
  to know and understand each of these people well enough that
  you can be reasonably sure that they’ll all get along, work well
  together, and enjoy the sort of game you run.
  CHAPTER 1:
  RUNNING 
  THE GAME
  
  A lot of this has to do with playing style. Ultimately, you have to
  know the kind of game your players want to play—and, with play-
  ers new to the game or a newly formed group, this knowledge may
  take a while to emerge. Recognize that while you’re in charge, it’s
  really everybody’s game—and that the players are all here, coming
  back session after session, because they trust that you’ll help them
  have a fun and rewarding gaming experience.
  Table Rules
  One thing that will help everyone, players and DM alike, to all get
  along is establishing a set of rules—rules that having nothing to
  do with the actual game but that govern what happens with the
  people around the table.
  Some table rules issues that you’ll need to deal with eventually
  are discussed below. It’s best to come up with the answers before
  you start a regular campaign. You can establish these yourself, or
  you can work them out with your players.
  Nonattending Players: Sometimes a regular player can’t show
  up for a game session. The others are faced with the question of
  what to do with his or her character. You have several choices.
  • Someone else runs that character for the session (and thus runs
  two characters at once). This is easiest on you, but sometimes the
  fill-in player resents the task, or the replaced player is unhappy
  with what happened to the character in his or her absence.
  • You run the character as though he or she were an NPC. This
  might actually be the best solution, but don’t do it if running a
  character and running the game at the same time is too much
  for you and hurts the whole session.
  • The character, like the player, can’t be present for this adven-
  ture. This solution only works in certain in-game situations, but
  if it makes sense for the character to be absent, that’s a handy
  way to take the character out of the action for a game session.
  Ideally, the reason for the character’s absence is one that allows
  him or her to jump back in with a minimum of fuss when the
  player is available again. (The character may have some other
  commitment, or she might fall victim to some minor disease,
  for instance.)
  • The character fades into the background for this session. This is
  probably the least desirable solution, because it strains every-
  one’s suspension of disbelief.
  Recognize that players come and go. Someone will move away,
  another’s regular life will become busier, and yet another will
  grow tired of the game. They’ll quit. At the same time, new players
  will want to join in. Make sure always to keep the group at a size
  that you’re comfortable with. The normal-sized group is around
  four players (with the DM as the fifth person). However, some
  groups are as small as two players, and others as large as eight or
  more. (Very large groups sometime use a nonplayer assistant who
  helps manage player actions, rules referencing, and NPCs to help
  the DM keep from getting bogged down.) You can also play the
  game one on one, with just one player and a DM, but that’s a very
  different sort of play experience. (It’s a good way to handle special
  missions such as a paladin’s atonement.)
  If you can, try to find out from the players how long they’re
  interested in playing, and try to get a modest commitment from
  them to show up on a regular basis during that time.
  Integrating New Players: When someone new joins the cam-
  paign, his or her character needs to be integrated into the game. At
  the same time, the player needs to be integrated into the group.
  Make sure that a new player knows the table rules as well as the
  game rules.
  Dice Conventions: When someone makes a roll and the die
  lands on the floor, do you reroll it or use the die as it lies? What do
  you do with a die that lands cocked against a book? Are players
  required to make all die rolls where the DM can see them? These
  questions have no right or wrong answers, but deciding your
  group’s answers ahead of time will save you from arguments later.
  Book Use: It’s best if you decide ahead of time which books
  (other than the Player’s Handbook) a player can reference during a
  playing session.
  Rules Discussions: It’s probably best if players don’t question
  your rulings or established rules, propose changes to the rules, or
  conduct discussions on other aspects of the game (aside from
  what’s immediately at hand) during the game itself. Such matters
  are best addressed at the beginning or end of the session.
  Jokes and Off-Topic Discussions: There are always funny
  things to be said, movie quotes, good gossip, and other conversa-
  tions that crop up during the game, whether they’re inspired by
  what’s going on in the session or completely extraneous. Decide
  for yourself (and as a group) how much is too much. Remember
  that this is a game and people are there to have fun, yet at the same
  time keep the focus on the actions of the characters, so the whole
  playing session doesn’t pass in idle chat.
  WORKING WITH PLAYERS
  Two players want the same magic item. Each thinks his character
  can use it best or deserves it for what he’s done. If the players
  can’t find a way to decide who gets it, you will have to arbitrate or
  impose a solution. Or, worse, one player is angry with another
  player for something that happened earlier that day outside the
  game, so now his character tries to harass or even kill the other
  player’s character. You shouldn’t sit back and let this happen. It’s
  up to you to step in and help resolve conflicts such as these.
  You’re a sort of master of ceremonies as well as an umpire during
  the game. Talk with the arguing players together or separately
  outside the game session and try to resolve the conflict. Make it
  clear as nicely as you can that you can’t let anyone’s arguments
  ruin the game for the other players and that you won’t tolerate
  real-world hard feelings affecting the way characters within the
  game react to each other.
  If a player gets angry when you rule against her, be firm but
  kind in telling her that you try your best to be fair and that you
  can’t have angry outbursts spoiling everyone else’s fun. Settle the
  matter outside the game session. Listen to her complaints, but
  remember that you’re the final arbiter, and that by agreeing to play
  in your game she has also agreed to accept your decisions as DM
  (see When Bad Things Happen to Good Characters, page 18).
  Sometimes one player’s actions ruin the fun for everyone. An
  obnoxious, irresponsible, troublemaking player can make the
  game really unpleasant. Sometimes he gets other characters killed
  because of his actions. Other times he stops the game altogether
  with arguments, tantrums, or off-topic conversations. Still other
  times he might keep everyone from playing by being late or not
  showing up at all. Ultimately, you should get rid of this player.
  Don’t invite him next time. Don’t play the game with someone you
  wouldn’t enjoy spending time with in another social setting.
  If one player dominates the game and monopolizes your time
  with her character’s actions, the other players will quickly grow
  dissatisfied. Make sure everyone gets his or her turn. Also, make
  sure each player gets to make his or her own decisions. (Overeager
  or overbearing players sometimes try to tell the others what to do.)
  If one player insists on controlling everything, talk to him outside
  the game session and explain that his actions are making things
  less fun for everyone.
  METAGAME THINKING
  “I figure there’ll be a lever on the other side of the pit that deacti-
  vates the trap,” a player says to the others, “because the DM would
  never create a trap that we couldn’t deactivate somehow.” That’s an
  example of metagame thinking. Any time the players base their
  characters’ actions on logic that depends on the fact that they’re
  playing a game; they’re using metagame thinking. This behavior
  should always be discouraged, because it detracts from real role-
  playing and spoils the suspension of disbelief.
  11
  CHAPTER 1:
  RUNNING 
  THE GAME
  
  12
  Surprise your players by foiling metagame thinking. Suppose
  the other side of the pit has a lever, for example, but it’s rusted and
  useless. Keep your players on their toes, and don’t let them second-
  guess you. Tell them to think in terms of the game world, not in
  terms of you as the DM. In the game world, someone made the
  trap in the dungeon for a purpose. You have figured out the reason
  why the trap exists, and the PCs will need to do the same.
  In short, when possible you should encourage the players to
  employ in-game logic. Confronted with the situation given above,
  an appropriate response from a clever character is “I figure there’ll
  be a lever on the other side of the pit that deactivates the trap,
  because the gnomes who constructed the trap must have a means
  to deactivate it.” In fact, this is wonderful—it shows smart think-
  ing as well as respect for the verisimilitude of the game world.
  KNOWING THE PCS
  One advantage that you always have over a professional writer
  designing an adventure is that you know your players. You know
  what they like, what they’re likely to do, what their capabilities
  are, and what’s going on in your campaign right now. That’s why
  even when you use a published adventure, you’ll want to work to
  ensure that it gets integrated into your campaign properly.
  A good DM will always know the following facts about the
  characters in his or her game.
  The Characters’ Basic Statistics: This includes class, race, level,
  hit points, save and attack bonuses, spells, and special abilities. You
  should be able to look at a monster’s hit points, AC, and special qual-
  ities and be able to judge whether it’s a fitting challenge. Compare,
  for example, the monster’s AC with the attack bonuses of the char-
  acters in the group—particularly the fighters. When you assume
  average rolls, can the fighters hit the creature? Do they need above-
  average rolls? (If so, the challenge will be great.) Do they need a nat-
  ural 20? (If so, the challenge is almost certainly too difficult.)
  Examine the attack bonus of the monster. Look at the damage it
  can deal. When you compare these pieces of information to the
  AC and hit points of the PCs, will the monster be able to hit or
  seriously damage the characters? Will it almost certainly kill one?
  If the monster’s attack bonus added to an average d20 roll hits the
  character’s AC, and the average damage dealt is more than the PC’s
  total hit points, the monster will kill the character. When you look
  at the save DCs for the monster’s special attacks, are the characters
  likely to successfully resist the attack?
  These sorts of questions and analyses allow you to judge mon-
  sters, encounters, and adventures and determine whether they are
  appropriate for your group. Challenge Rating assignments for
  such obstacles will help, but no one knows your group of charac-
  ters as well as you do. (See Chapter 3: Adventures for details about
  Challenge Ratings.)
  Keep a record of all the characters, their abilities, spells, hit
  points, AC, and so forth. One way to do this is to require the play-
  ers to give you a new copy of their character sheet whenever the
  character attains a new level. This information is helpful to you for
  balancing encounters and monitoring hit point loss and spell
  depletion during play. It’s also very handy if a player can’t make it
  to a session, enabling you to simply hand the character sheet to
  whoever is running the character for that session.
  The Players’ Likes and Dislikes: Some groups hate political
  intrigue and avoid or ignore it in favor of going down into the
  dungeon. Other groups are more likely to run from a serious com-
  bat challenge. Some groups prefer adventures with mind flayers
  and psionics. Some don’t. You’re the best judge, if you’re aware of
  what the players like and what entices them, of whether they will
  partake in and enjoy a particular encounter or adventure.
  For example, a DM might find that the lure of gold motivates
  the PCs in her group. She knows, then, that in order to get them
  involved in the adventure she has written (or purchased), there
  has to be some treasure involved, and the PCs need to know about
  it ahead of time. Another group, however, might be interested in
  heroic deeds. They don’t care about money, but if they hear that
  the duchy’s in danger from a storm-controlling wizard, they’re off
  to stop him in a flash.
  Nothing’s more frustrating for a DM than to create an adven-
  ture and provide the PCs with the hook that will bring them into
  the action, only to have them ignore or even consciously reject it.
  No one wants to see his or her adventure go unplayed. Know what
  interests and motivates the group, and you’ll be able to avoid this
  disheartening possibility.
  What’s Going on in the Campaign: Since you’re managing
  the events in the game, you need to keep track of what’s going on
  anyway. It’s important to always know what the characters are
  doing and a little about their plans. If the PCs want to leave the
  area and head into the mountains to find one of the characters’ old
  mentors, you need to keep that in mind when preparing that ses-
  sion’s adventure and in planning ahead for future sessions.
  Keep a record of every significant event that occurs in the game.
  A timeline can help you keep track of when events happened in
  relation to each other (especially handy for monitoring the activi-
  ties of recurring villains). Above all, make sure you always have a
  good grasp of NPCs’ names (particularly ones you’re forced to
  make up in the middle of the game), so that the name of the king
  doesn’t change abruptly from session to session. And of course you
  should remember what the PCs have accomplished, where they
  have been, enemies they have made, and so forth.
  KNOWING THE ADVENTURE AND
  OTHER MATERIALS
  You’re running the game, so you have to know everything. Well,
  maybe not everything, but certainly enough to keep things mov-
  ing. If you know the PCs want to head into the mountains, it’s
  helpful if, ahead of time, you have looked into how mountain
  travel affects their movement, what it’s like to be in the mountains
  (possibly through some research in an encyclopedia or travel
  book), and other considerations (climbing gear, mountain
  encounters, and the like). If you have a chance to try rock climb-
  ing, or if you’ve done it before, so much the better—there’s noth-
  ing like personal experience to lend realism to your descriptions.
  More to the point, you will want to have prepared as much as
  you can for the adventure ahead of time. You will want to have fig-
  ured out what will happen when, the layout of the area (both the
  large-scale landscape and individual encounter areas), what the
  PCs will encounter if they go to a particular area, how NPCs en-
  countered in the adventure will react to the PCs, and the events
  likely to happen (such as a conversation or a fight).
  When you are running a published adventure, this preparation
  often amounts to reading the material carefully and making notes
  where you need them. Useful points to note might include any of
  the following.
  • Page numbers in the rulebook for rules you know you’ll need to
  reference in a given encounter.
  • Changes needed for the adventure to fit into your campaign.
  • Changes you want to make to please your tastes or those of your
  group.
  • Preplanned actions you want NPCs to take in a given encounter
  (ambushes, dying speeches, spell sequences).
  • Reminders to yourself about rules, adventure structure, events
  that might occur (such as random encounter checks), or the
  consequences of certain actions.
  If you are designing an adventure on your own, your preparation
  requires (obviously) a lot more time. This preparation might in-
  clude any of the following elements.
  • Maps of the area (large scale) and of specific smaller areas where
  encounters are likely to occur. These can be as simple and
  sketchy or as detailed as you like.
  CHAPTER 1:
  RUNNING 
  THE GAME
  
  • A key to the map or maps detailing special areas and what
  might be encountered in each one, including foes, allies, trea-
  sure, traps, environmental situations, and possibly even
  descriptions of what the PCs see, hear, and experience upon
  entering an area.
  • NPC listings that include their statistics and notes on their
  potential reactions.
  • Bookmarks in the rulebooks (or notes listing page numbers) for
  rules that might need to be referenced.
  • Notes on the overall story or plot of the adventure if it is
  complex.
  • Statistics for any new monsters you’re introducing.
  This preparation can amount to a lot of work. However, not every
  adventure is going to require reams of notes in order to play. Not
  every DM likes to prepare detailed notes ahead of time. Some have
  more fun if they just “wing it.” And sometimes a DM would like to
  be better prepared, but there just isn’t time. Find the style of Dun-
  geon Mastering that suits you best.
  KNOWING THE RULES
  If you know that the aerial combat rules will be needed to play out
  the battle in which the PCs are mounted on griffons and the gar-
  goyles attack them, review those rules before playing. When rules
  less often used come into play in the course of the adventure, it
  slows things down if you have to reread them in the midst of a
  game. Looking over commonly used rules—such as descriptions
  for spells you know NPCs or PCs have prepared, or even the basic
  combat rules—before a game session is always a good idea.
  When a player has a rules question, you should be the one best
  able to answer the question. Mastery of the rules is one reason
  why the DM is sometimes called the referee.
  No matter how well you know the rules, though, a player might
  remember some point that didn’t occur to you. Most players, quite
  properly, won’t lord it over you if they know some rules better
  than you do. If someone else at the table corrects your recollection
  of a rule or adds some point you hadn’t thought of, thank that
  player for his help. When people cooperate to make the game
  better, everyone benefits.
  KEEPING GAME BALANCE
  A lot of people talk about game balance. They refer to rules they
  like as “balanced,” and rules that don’t seem to work as “unbal-
  anced.” But what does “game balance” really mean? All game bal-
  ance does is to ensure that most character choices are relatively
  equal in terms of their chances for success. A balanced game is one
  in which one character doesn’t dominate over the rest because of a
  choice that he or she made (race, class, skill, feat, spell, and so on).
  It also reflects that the characters aren’t too powerful for the
  threats they face; yet, neither are they hopelessly overmatched.
  The two factors that drive game balance are discussed below.
  Good DM Management: A DM who carefully watches all
  portions of the game so that nothing gets out of his or her con-
  trol helps keep the game balanced. PCs and NPCs, victories and
  defeats, awards and afflictions, treasure found and treasure
  spent—all these aspects must be monitored to maintain balance.
  No one character should become significantly greater than the
  others. If this does happen, the others should have an opportu-
  nity to catch up in short order. The PCs as a whole should never
  get so powerful that all the challenges become trivial to them.
  Nor should they be constantly overwhelmed by what they
  must face. It’s no fun to always lose, and always winning gets
  boring fast. (These types of games are known as “killer dun-
  geons” and “Monty Haul games,” respectively.) When temporary
  imbalances do occur, it’s easier to fix them by altering the chal-
  lenges than by changing anything about the PCs and their
  powers or equipment. No one likes to get something (a new
  magic sword, for example), only to have it taken away again
  because it was too unbalancing.
  Player–DM Trust: Players should trust the DM. Trust can be
  gained over time by consistent use of the rules, by not taking sides
  (that is, not favoring one player at another’s expense), and by mak-
  ing it clear that you’re not vindictive toward the players or the PCs.
  If the players trust you—and through you, the game system—
  they will recognize that anything that enters the game has been
  carefully considered. If you adjudicate a situation, the players
  should be able to trust it as a fair call and not question or second-
  guess it. That way, the players can focus their attention on playing
  their characters, succeeding in the game, and having fun, trusting
  you to take care of matters of fairness and realism. They also trust
  that you will do whatever you can to make sure they are able to
  enjoy playing their characters, can potentially succeed in the
  game, and will have fun. If this degree of trust can be achieved,
  you will be much more free to add or change things in your game
  without worrying about the players protesting or scrutinizing
  every decision.
  Handling Unbalanced PCs
  Sometimes, though, the unexpected will happen. The characters
  may defeat a villain, foiling what the villain (and you) thought was
  an unstoppable escape plan, and gain a vorpal sword that you never
  intended to fall into their hands. PCs entrusted to deliver an arti-
  fact to its rightful owner may decide to simply keep it instead. Or,
  even more likely, the combination of some new acquisition with
  an item or spell or power a character already has will prove unbal-
  ancing in a way you didn’t foresee.
  When a mistake is made, and a PC ends up too powerful, all is
  not yet lost. In fact, it’s usually simple to increase the challenges
  that the character faces to keep him or her from breezing through
  encounters. However, this way of solving the problem can be
  unsatisfying, and it can mean that the encounters become too dif-
  ficult for the other PCs. At the same time, as already noted, it’s
  never fun to lose some new aspect of your character that turns out
  to be unbalancing. From the player’s point of view, it’s not his or
  her fault.
  You have two options.
  Deal with the Problem In-Game: “In-game” is a term used to
  describe something that happens in the story created by the play
  of the game. For example, suppose a PC becomes an unbalanced
  character by using a wish spell to give herself the ability to cast all
  her prepared spells twice rather than once. (This should never
  happen from a wish, but DMs do make mistakes.) An in-game solu-
  tion might be to have an enemy cleric use a miracle to rob her of
  that newfound ability. Whatever you do, try not to make it obvious
  that the situation is actually just a tool to balance the game.
  Instead, make it seem just a part of the adventure. (If you don’t,
  indignant players will get very angry.)
  Deal with the Problem Out-of-Game: “Out-of-game” means
  something that takes place in the real world but has an impact on
  the game itself. An out-of-game solution to the problem described
  in the last paragraph would be to take the player aside between ses-
  sions and explain that the game has become unbalanced because of
  her character—things need to change, or the game may fall apart.
  A reasonable person will see the value in continuing the game, and
  she’ll work with you either in-game (perhaps donating a powerful
  item to an appropriate NPC guardian) or out-of-game (perhaps by
  erasing the unbalancing power or item from her character sheet
  and just pretending it was never there). Be warned, however, that
  some players may dislike this amount of intrusion on your part and
  resent giving up a great ability or item their character “earned.”
  Even if they don’t tell you to forget about it, they’ll begrudge the
  loss. What’s worse, after an unfortunate exchange of this type, it
  will seem obvious and contrived if you try to balance things with
  an in-game solution. Nobody said DMing was easy.
  13
  CHAPTER 1:
  RUNNING 
  THE GAME
  
  14
  CHANGING THE RULES
  Beyond simply adjudicating, sometimes you are going to want to
  change things. That’s okay. However, changing the rules is a chal-
  lenge for a DM with only a little experience.
  Altering the Way Things Work
  Every rule in the Player’s Handbook was written for a reason. That
  doesn’t mean you can’t change some rules for your own game. Per-
  haps your players don’t like the way initiative is determined, or
  you find that the rules for learning new spells are too limiting.
  Rules that you change for your own game are called house rules.
  Given the creativity of gamers, almost every campaign will, in
  time, develop its own house rules.
  The ability to use the mechanics as you wish is paramount to
  the way roleplaying games work—providing a framework for you
  and the players to create a campaign. Still, changing the way the
  game does something shouldn’t be taken lightly. If the Player’s
  Handbook presents the rules, then throughout the Dungeon Master’s
  Guide you will find explanations for why those rules are the way
  they are. Read these explanations carefully, and realize the impli-
  cations for making changes.
  Consider the following questions when you want to change
  a rule.
  • Why am I changing this rule?
  • Am I clear on how the rule that I’m going to change really
  works?
  • Have I considered why the rule existed as it did in the first
  place?
  • How will the change impact other rules or situations?
  • Will the change favor one class, race, skill, or feat more than the
  others?
  • Overall, is this change going to make more players happy or
  unhappy? (If the answer is “happy,” make sure the change isn’t
  unbalancing. If the answer is “unhappy,” make sure the change
  is worth it.)
  Often, players want to help redesign rules. This can be okay,
  since the game exists for the enjoyment of all its participants,
  and creative players can often find ways to fine-tune a rule. Be
  receptive to player concerns about game mechanics. At the
  same time, however, be wary of players who (whether selfishly
  or innocently) want to change the rules for their own benefit.
  The D&D game system is flexible, but it’s also meant to be a bal-
  anced set of rules. Players may express a desire to have the rules
  always work in their favor, but the reality is that if there were no
  challenges for the characters, the game would quickly grow
  dull. Resist the temptation to change the rules just to please
  your players. Make sure that a change genuinely improves your
  campaign for everybody.
  ADDITIONS TO THE GAME
  As DM, you get to make up your own spells, magic items, races,
  and monsters. Your campaign might have a real need for a spell
  that turns foes to crystal, or a monster covered in dozens of ten-
  tacles that drains heat from living creatures. Adding new races,
  spells, monsters, and magic items can be a really entertaining and
  rewarding experience.
  On the downside, an addition to the game can spoil game bal-
  ance. As stated earlier, maintaining balance is an important DM
  responsibility. Most unbalancing factors are actually hasty or ill-
  considered DM creations. Don’t let that happen to you.
  One way to judge whether a new skill, feat, spell, or other op-
  tion is balanced is to ask yourself, “If I add this to the game, is it
  so good that everyone will want to have it?” At the same time,
  ask yourself, “Is this so limited that no one will be interested in
  it?” Keep in mind that it’s easier and more tempting to create
  something that’s too good rather than not good enough. Watch
  yourself.
  Making Mistakes
  A magic item that allows the characters to move through walls
  unhindered, giving them easy access to all sorts of places you do
  not want them to go (at least without great effort), is a mistake.
  A 4th-level spell that kills multiple foes with no saving throw is
  a mistake. A race without a level adjustment that has bonuses of
  +4 to Strength and Dexterity is a mistake.
  Usually, the mistakes that creep into a campaign are the ones
  that seem innocuous at first. A 1st-level spell creating a blast of
  wind that knocks a foe down appears to be fine—until a shrewd
  player uses it to knock a powerful opponent off the edge of a cliff.
  On the other hand, you’ll know right away that you should never
  have put a staff of disintegration with unlimited charges in that trea-
  sure chest, or you should never have allowed your players to per-
  suade you that the game would be more fun if critical hits multi-
  plied all damage by five.
  When things get unbalanced, you need to fix them either in-
  game or out-of-game, depending on the situation and the involved
  players’ personalities. Unbalanced character abilities or items are
  best handled in-game, but rule changes can only be handled out-
  of-game. Sometimes it’s best for you to admit to the players that
  you made a mistake, and now it needs to be fixed in order to keep
  the game fun, balanced, and running smoothly. The more reason-
  able you are, the more likely your players are to understand.
  SETTING THE STAGE
  It’s worth stating again: Once the game starts, it’s all up to you. The
  players are likely to take their cues from you on how to act and
  react. If you handle the game seriously, they’ll be more likely to
  CHAPTER 1:
  RUNNING 
  THE GAME
  EQUIPMENT FOR RUNNING THE GAME
  The following kinds of equipment are available to streamline or
  enhance your game. They’re not for everyone, however.
  DM Screen: This is a cardstock screen (available in many game and
  hobby stores) that stands up on the table between you and the players. It
  has useful tables and rules reminders on it to speed play. You can also clip
  notes to it, so you can see them but the players can’t. Behind this screen,
  you can put your maps and records on the table, and roll dice where the
  players can’t see what you’re doing. The only drawback is that a screen
  creates a wall between you and the players, which can be distancing. DMs
  who wish to have the information on the screen handy but don’t want to
  set themselves apart from the players sometimes lay the screen flat on
  the table in front of them, hiding adventure notes underneath.
  Counters: If you don’t have miniature figures for every character or
  creature the PCs encounter, you can use any sorts of counters to
  represent characters and monsters: printed counters with pictures of
  the creatures, poker chips, checkers, coins, scraps of paper—anything
  you want. 
  Computers: With a computer at the table (or at your side nearby,
  but shielded from players), you can keep all your notes and maps in
  electronic files easily searched and referenced during the game.
  Special DM utility programs are available that manage NPCs, PCs,
  monsters, treasure, and other kinds of information. Some will deter-
  mine random encounters, create characters, and generate random
  numbers. Not all roleplaying groups prefer to use a computer,
  however, because of the tendency of the machine to draw the DM’s
  attention away from the players and the game. If you find yourself star-
  ing at the screen more than at your players, consider scaling back the
  computer’s in-game use and restrict it to generating or manipulating
  material between sessions.
  pqqqqrs
  pqqqqrs
  
  15
  CHAPTER 1:
  RUNNING 
  THE GAME
  take it seriously. If you come across with a relaxed, lighthearted
  tone, they will crack a few jokes and make side comments of their
  own. You make the game the way you want it to be.
  Recapping
  “Last time, you had just discovered the entrance to the lair of the
  basilisk and learned that a tribe of goblins living nearby appar-
  ently worships the creature like a god. You were near the end of
  your fifth day of traveling through the Thangrat Forest. Mialee the
  wizard had suffered a great wound while fighting the initial
  goblin scouts. Krusk wanted to go straight to the goblins’ camp
  and deal with them then and there, but the rest of you talked him
  into helping you find a suitable place to make a safe and defensible
  camp. The goblins, meanwhile, were obviously preparing for a
  fight, based on the sounds you had heard earlier that day. Now, as
  the sun sets beyond the distant mountains, it seems as though the
  basilisk is stirring within its lair. What do you do?”
  In the middle of a campaign, recapping activity from the previ-
  ous session (or sessions) at the start of a new session often helps
  establish the mood and remind everyone what was going on. It
  can be frustrating to DM and players alike that while in the game
  the characters continue what they were just doing, in real life the
  players have lived perhaps several days of real time between then
  and now. They might have forgotten important details that will
  affect their decisions if they don’t get reminders.
  Of course, you need to keep notes on what happens so that
  you don’t forget either. At the very least, jotting down a few sen-
  tences about what was going on at the very end of a game session
  and bringing them out at the beginning of the next session is
  always a good idea. You may find that you tend to think about the
  game between sessions more than the players do, and thus you
  have a better grasp of the events. You may get to the point where
  you won’t forget what has happened in past sessions, especially
  since the adventures you’re working on now will often build off
  those events.
  USING MINIATURE FIGURES
  Metal or plastic figures are used to represent characters, monsters,
  and scenery in the game. You can use them on a grid to determine and
  regulate the distance between individuals, tactical movement, line of
  sight, and areas of spell effects. This book includes a two-sided poster
  map containing a sample dungeon on one side and a 1-inch grid on
  the other. (For regular use, a vinyl mat with a grid that you can write
  on with wipe-off markers is especially useful. Mats of this sort are
  often available at the same hobby and game stores that sell dice.)
  Even without a grid, you can use miniatures arrayed on the
  table to show marching order and relative position, or you can use
  a tape measure and a scale of 1 inch = 5 feet to determine distances
  on the tabletop precisely. Sometimes position in combat means
  the difference between life and death, and miniature figures (per-
  haps along with other suitable objects to represent terrain features
  or dungeon furnishings) help everyone agree on the locations of
  characters, creatures, and significant objects.
  With a little searching, a player can usually find a miniature
  that resembles the character he or she wants to play, and perhaps
  is even posed the way the character would carry himself or herself.
  MAPPING
  When one of the players is drawing a map as the characters explore
  a new place, give her a break. Describe the layout of the place in as
  much detail as she wants, including dimensions of rooms. For clar-
  ity, you might draw out the shape and size of a room on a grid in
  front of you. Be willing to repeat a description if needed. Describe
  anything the characters should be able to see (considering illumi-
  nation and their own vision capabilities) or reasonably estimate
  (such as the distance to the far wall of a cavern).
  Of course, when the PCs are lost in a dungeon or walking
  through fog, the whole point of the situation is that they don’t
  know where they are (or where they’re going). In cases such as
  these, don’t take pains to help the mapper. If the characters are
  sneaking through a maze and they make a wrong turn, it’s all the
  more fun when they have to backtrack.
  PACING THE GAME SESSION
  The pace of the game determines how much time you spend on a
  given activity or action taken by the characters. Different players
  enjoy different paces. Some players have their characters pick up
  every copper piece; others decide it’s not worth the playing time.
  Some roleplay every encounter, while some want to skip on to the
  “good bits”—combat and other action-oriented activity.
  Do your best to please the group, but above all, keep things
  moving. Don’t feel that it’s necessary to play out rest periods,
  replenishing supplies, or carrying out daily tasks unless the play-
  ers want to. Sometimes that degree of detail is an opportunity to
  develop characters, but most of the time it’s unimportant.
  Determine ahead of time, if possible, how long the playing ses-
  sion will last. Doing this enables you to judge about how much
  time is left at any point and pace things accordingly—you should
  always end a session at a good stopping point (see Ending a Ses-
  sion, below). Three to four hours is a good length for an evening
  game. Some people like to play longer sessions, usually on a week-
  end. Even if you normally play for shorter periods, sometimes it’s
  fun to run a longer, “marathon” session.
  Referencing Rules
  Look at the rules only when you truly need to during a game. While
  the rulebooks are here to help you, paging through a book to
  double-check yourself can slow things down. Look when necessary
  (and mark things you’ll need to refer to again with a bookmark), but
  recall a rule from memory when you can. You may not be perfectly
  correct in your recollection, but the game keeps moving.
  Asking Questions
  Don’t be afraid to stop and ask important questions. If the players
  seem bored, ask if they would like you to skip ahead or pick up the
  pace. If you’re unsure how they want to handle a situation, ask.
  Taking Breaks
  When you finish up a lengthy combat encounter or a tension-
  filled scene, take a break. Particularly in a long playing session,
  establish a few breaks for food, drinks, trips to the bathroom, or
  just a little time to relax. During this time, you can take your mind
  off things for a few minutes, or you can begin to prepare for the
  coming encounter.
  HANDLING PC ACTIONS
  The important point to remember regarding the actions of player
  characters during an adventure is that each player controls his or
  her own character. Don’t force a character to take a specific action
  (unless the character is under a magical compulsion; see below).
  Don’t tell a player what his or her character’s emotions are. Even
  if an NPC with a high Charisma score attempts to persuade a
  character, no mere die roll should force a character into doing
  something. Some rules in the game apply specifically to NPCs
  and not PCs, the most significant of which are the rules concern-
  ing NPC attitudes (see NPC Attitudes, page 128, and the Diplo-
  macy skill on page 71 of the Player’s Handbook). These rules should
  never be used to enable an NPC to change the way a player char-
  acter views that NPC. When running an NPC, feel free to try
  praising, misleading, tricking, cajoling, or maligning a character,
  but don’t use your authority as DM to exert control over what a
  player character does.
  
  16
  Magical Compulsion
  Your responsibility for dictating PC actions shifts when a player
  character becomes subject to an effect (such as a charm person
  spell or the domination ability of a vampire) that puts him or her
  under the control of a monster or an NPC. Now the character is
  compelled to do the bidding of his or her controller—repre-
  sented by you.
  Sometimes, adjudicating this sort of situation involves walking
  a fine line: For instance, if an NPC wizard has just cast charm person
  on a PC, what will you (as the wizard) order the character to do?
  According to the spell description in the Player’s Handbook, “You
  can try to give the subject orders, but you must win an opposed
  Charisma check to convince it to do anything it wouldn’t ordinar-
  ily do.” Who decides what the PC “wouldn’t ordinarily do”—you or
  the player?
  The answer to that question is rarely clear-cut; at times, it may
  be necessary for you and the player to come to an agreement on
  what the character would “willingly” do in a certain situation. This
  is one of the times in the game when you should not make deci-
  sions on your own—confer briefly with the player of the PC, and,
  assuming both of you are reasonable about the scope of what the
  character would do, it shouldn’t be difficult to adjudicate the effect
  of the spell.
  As stipulated in an adventure you have written (or purchased),
  an NPC or a monster who gains control of a character may be
  motivated by goals that give you an idea of what to order the PC
  to do. Sometimes, the character’s response to such an order (or
  the character’s opportunity to make an opposed Charisma
  check) will be easy to determine; at other times, you
  may need to reach an agreement with the player
  as discussed above.
  HANDLING NPC ACTIONS
  Normally, NPCs should obey all the same rules as PCs. Occasion-
  ally, you might want to fudge the rules for them in one way or
  another (see DM Cheating and Player Perceptions, below), but in
  general, NPCs should live and die—fail and succeed—by the
  dice, just as PCs do.
  Be as quick—or quicker—to decide what the NPCs do on their
  turn as the players are when deciding the PCs’ actions. To keep
  things moving, be ready ahead of time with what each given NPC
  will do. (Since you know ahead of time that the encounter is
  coming, you can prepare better than the players can.) Jot down
  NPC strategies alongside their game statistics.
  Still, NPCs are people too. Don’t let it be obvious to the players
  that a particular character is “just an NPC,” implying that what he
  or she does isn’t as smart or important as what a PC does. While that
  might be true, it shouldn’t seem to be true. In order to make the
  game world seem real, the people who populate it should act real.
  DESCRIBING THE ACTION
  The players take all their cues from you. If you describe something
  incompletely or poorly, the players have no chance of understand-
  ing what’s going on in the game world. While this is important all
  the time that you’re running a game, it’s crucial that you do it well
  during combats.
  Your descriptions of each action that occurs, the locations of all
  important objects and participants, and the general environment are
  all crucial to the players’ abilities to make intelligent decisions for
  their characters. Thus, you need to be clear about everything. Allow
  the players to ask questions and answer them as concisely as you
  can. Refer to each character dis-
  tinctly. If you call each NPC “that
  guy,” the players will never know
  what you mean. If a monster
  attacks, describe its
  horns, bite, or claws
  so that the players
  understand what
  the beast is
  doing.
  CHAPTER 1:
  RUNNING 
  THE GAME
  Illus. by K. Walker
  Adventurers make careful plans regarding
  their next adventure.
  
  If the players do not seem to have understood something you
  said, say it again. Sometimes important points are lost among lots
  of new description. Don’t be afraid to repeat that a great deal of
  heat comes up from the grate, or each time the dragonne moves,
  the ceiling rumbles and dust shakes down onto the floor. The
  worst that can happen is that players are reminded how important
  the statement is, and they will act accordingly.
  When a character moves, add background. Say “The manticore
  moves away from the opening in the far wall, where the foul smell
  seems to originate,” or “The barbarian steps even closer to the pit,”
  or “The roper slides slowly across the uneven floor.” When a char-
  acter uses an object, describe the object. “The warrior slashes you
  with his wavy-bladed dagger” is much better than “He hits you for
  3 points of damage.”
  The tone of your descriptions controls the flow of an encounter
  and the mood that the encounter projects over the entire group. If
  you speak quickly and intently, this lends intensity to the action. If
  your words are frantic, they will make the mood of the scene seem
  urgent and desperate.
  Sometimes it’s effective to add a little pantomime to your de-
  scriptions. If a PC’s opponent raises his huge two-handed sword
  above his head to attack the character, raise your hands as if you
  are grasping the sword’s hilt. When someone takes a terrible hit in
  battle, flinch or recoil with a momentary look of mock pain. If the
  PCs are fighting a giant, stand up when the giant takes his actions,
  looking down at the seated players.
  Sometimes it’s hard to avoid saying “You miss. He hits. You
  take 12 points of damage.” And sometimes, that’s okay. Long
  verbal descriptions can get tedious to give and to hear, and the
  game effects are the important things. However, that’s the
  exception, not the rule. Most of the time, at the very least, make
  that “He ducks, and slashes with his longsword for 12 points of
  damage.” It is usually better in a descriptive way to talk about
  dealing damage rather than taking damage. “Its claws rake for 8
  points” is at least somewhat interesting, but “You take 8 points”
  describes nothing.
  Remember, too, that an attack that does not deal damage is not
  always a miss in the ordinary sense of the word. Heavily armored
  characters may be frequently hit, but their armor protects them. If
  you say “His short sword glances off your plate armor,” this not
  only describes the action, but makes the player feel good about his
  choice to spend extra gold on the good armor.
  NPC Actions
  When an NPC takes a combat action, the players sometimes need
  to have a clue about what’s going on—both in the fictional reality
  of the game and in terms of the game’s mechanics. This means that
  when a lizardfolk with a crossbow is taking a ready action to cover
  the area in front of a door, the players should have a pretty good
  idea that if they move in front of that door, the lizardfolk is going
  to shoot them.
  You need to think about what various actions look like while
  they’re happening. If you were all watching the combat in a movie,
  what would you see when a character casts a spell or does some-
  thing else that none of you have ever seen a real person do? Be dra-
  matic, and describe the action fully, but avoid overexplaining,
  because that will slow down the flow of the action. Be consistent
  as well, because your words are not just description, they’re cues
  by which the players make game decisions. If the last time some-
  one used the aid another action, you described it as “distracting”
  and “harrying,” use those words again. If that means that pretty
  soon your players listen to your description and then say, “Ooh,
  the wizard must be casting a spell,” you have accomplished some-
  thing good—the players have learned your verbal cues to spell-
  casting. Not only does that allow them to make good decisions
  based on your descriptions, but it lends believability to the fic-
  tional world you are creating.
  Here are some vivid descriptions you can use to tell players
  what’s going on when a character takes a certain action.
  Action
  Description
  Charge
  “He lunges forward at full speed, eyes full of
  violence.”
  Full defense
  “She raises her weapon and watches your
  attacks, attempting to parry each one.”
  Aid another
  “While his ally attacks, he darts in and out of
  the fight, distracting his foe.”
  Ready a 
  “He’s got his weapon trained on that 
  ranged weapon
  area, obviously waiting for something.”
  Cast a spell
  “He moves his hands in a deliberate manner
  and utters words that sound more like an
  invocation than a sentence.”
  Cast a stilled spell
  “She speaks a few short words, staring
  intently.”
  Cast a quickened 
  “With a word and a flick of his hand, . . .”
  spell
  Cast a silenced 
  “She does nothing but make a powerful 
  spell
  gesture.”
  Use a special ability
  “Without using words or gestures, she calls
  upon some power within herself, using her
  great will and inner strength.”
  Activate a 
  “He focuses intently on his item, 
  magic item
  drawing power from it.”
  Delay
  “She’s looking around, sizing up the
  situation, and waiting to react.”
  Interesting Combats
  The spiral pathway rose up to the circular platform where the sev-
  enteen magical gems were held in stasis. Below the path, a
  seething pit of raw, explosive magical energy waited like an open
  maw. The four adventurers climbed up the path, eager to reach
  their goal, but suddenly a quasit swooped down from some hidden
  recess. Tordek drew his axe, knowing that fighting on this narrow
  path would be difficult and dangerous. He wasn’t sure what would
  happen if one of them fell into that magical energy, but he didn’t
  want to find out.
  While any combat can be exciting, you should occasionally
  have the PCs face opponents in a nontraditional setting. Some-
  times mounted combat, or aerial combat, can provide a change of
  pace, and underwater settings can be interesting as well. A short
  list of other suggestions appears below.
  Factor
  Game Effect
  Pits, chasms, bridges,
  Characters can attempt to push
  and ledges
  opponents with a bull rush (see page 154 of
  the Player’s Handbook).
  Fog
  Concealment (20% miss chance) for everyone
  involved.
  Whirling blades or 
  Characters must make DC 13 Reflex saves
  giant, spinning gears
  each round or take 6d6 points of slashing or
  bludgeoning damage.
  Steam vents
  One random character must make a DC 15
  Reflex save each round or take 3d6 points of
  damage from the heat.
  Rising or lowering 
  Characters can only melee opponents at the
  platforms
  same elevation; platforms change elevation
  every other round.
  Ice or other slippery
  Characters must make DC 10 Balance checks 
  surfaces
  each round or fall prone, and then spend a
  move action to stand.
  For more ideas, see The Environment in Chapter 8: Glossary,
  Chapter 3: Adventures, or take inspiration from an exciting
  action movie or book.
  17
  CHAPTER 1:
  RUNNING 
  THE GAME
  
  18
  DETERMINING OUTCOMES
  You’re the arbiter of everything that happens in the game.
  Period.
  Rolling Dice
  Some die rolls, when seen by a player, reveal too
  much. A player who rolls to see if her character
  finds a trap and sees that she has rolled very
  poorly knows that the information you give her as
  a result of the roll is probably unreliable. (“Nope. No
  traps down that way, as far as you can tell.”) The game is
  much more interesting when the player of a character trying to
  hide or move silently does not know whether the character has
  succeeded.
  In cases where the player shouldn’t know the die result,
  you can make the roll, keeping dice behind a screen or oth-
  erwise out of sight. While this takes some of the fun of
  rolling dice away from the players (and let’s face it, that really
  is a part of the fun of the game), it helps you to maintain con-
  trol over what the player knows and doesn’t know.
  Consider making checks involving the following
  skills for the player where he or she can’t see the
  result: Bluff, Diplomacy, Hide, Listen, Move
  Silently, Use Rope, Search, and Spot.
  Do this on a case-by-case basis. When possible,
  always let players make the rolls themselves.
  When it would increase suspense to keep them in
  the dark, roll the dice yourself.
  DCs, ACs, and Saving Throws
  Don’t tell players what they need to roll to succeed. Don’t tell
  them what all the modifiers are to the roll. Instead, tell the players
  that keeping track of all those things is your job. Then, when they
  roll the dice, tell them whether they succeed or fail.
  This is important so that players focus on what their characters
  are doing, not on the numbers. It’s also a way to hide sneaky mon-
  ster tactics or the occasional DM cheat (see below).
  DM CHEATING AND
  PLAYER PERCEPTIONS
  Terrible things can happen in the game because the dice just go
  awry. Everything might be going fine, when suddenly the
  players have a run of bad luck. A round later, half the party’s
  down for the count and the other half almost certainly can’t
  take on the foes that remain. If everyone dies, the campaign
  might very well end then and there, and that’s bad for every-
  one. Do you stand by and watch them get slaughtered, or do
  you “cheat” and have the foes run off, or fudge the die rolls so
  that the PCs still miraculously win in the end? There are
  really two issues at hand.
  Do you cheat? The answer: The DM really can’t cheat. You’re
  the umpire, and what you say goes. As such, it’s certainly within
  your rights to sway things one way or another to keep people
  happy or keep things running smoothly. It’s no fun losing a long-
  term character who gets run over by a cart. A good rule of thumb
  is that a character shouldn’t die in a trivial way because of some
  fluke of the dice unless he or she was doing something really
  stupid at the time.
  However, you might not think it’s right or even fun unless you
  obey the same rules the players do. Sometimes the PCs get lucky
  and kill an NPC you had planned to have around for a long time.
  By the same token, sometimes things go against the PCs, and dis-
  aster may befall them. Both the DM and the players take the bad
  with the good. That’s a perfectly acceptable way to play, and if
  there’s a default method of DMing, that’s it.
  Just as important an issue, however, is whether the players real-
  ize that you bend the rules. Even if you decide that sometimes it’s
  okay to fudge a little to let the characters survive so the game can
  continue, don’t let the players in on this decision. It’s important to the
  game that they believe their characters are always in danger. If the
  players believe, consciously or subconsciously, that you’ll never let
  bad things happen to their characters, they’ll change the way they
  act. With no element of risk, victory will seem less sweet. And if
  thereafter something bad does happen to a character, that player
  may believe you’re out to get him if he feels you saved other play-
  ers when their characters were in trouble.
  When Bad Things Happen to Good Characters
  Characters suffer setbacks, lose magic items, take ability score
  penalties, lose levels, and die (sometimes repeatedly). Unfor-
  tunate events are part of the game, almost as much as suc-
  cess, gaining levels, earning treasure, and attaining
  greatness. But players don’t always take it well when
  something bad happens to their characters.
  Remind players that sometimes bad things happen.
  Challenges are what the game’s all about. Point out that
  a setback can be turned into an opportunity to succeed
  later. If a character dies, encourage the other players (per-
  haps subtly) to have their characters get the dead character raised
  or resurrected. If doing this is not an option, reassure the player of
  the dead character that there are lots of opportunities in new char-
  acter types she hasn’t yet tried. A bard somewhere will pen a ballad
  about the fallen character’s heroic demise even as the group wel-
  comes her new PC. The game goes on.
  It’s rare but possible that an entire party can be wiped out.
  In such a case, don’t let this catastrophe end the whole
  game. NPC adventurers might find the PCs and have
  them raised or resurrected, putting the PCs deeply in
  their debt (an adventure hook if ever there was
  one). The players can create a temporary party for
  the purpose of retrieving the bodies of the fallen
  adventurers for raising or at least honorable burial.
  Or, everyone can roll up new characters and start
  anew. Even that’s not really so bad—in fact, it’s an opportunity for
  a dramatic change of pace.
  ENDING A SESSION
  Try not to end a game session in the middle of an encounter. Leav-
  ing everything hanging in this way is a terrible note to end on. It’s
  difficult to keep track of information such as initiative order,
  spell durations, and other round-by-round details
  between sessions. The only exception to this guideline is
  when you purposely end a session with a cliffhanger. A
  cliffhanger ending is one in which the story pauses just as
  something monumental happens or some surprising turn of
  events occurs. The purpose is to keep players intrigued and
  excited until the next session. 
  If someone was missing from a session and you had her charac-
  ter leave the party for a while, make sure that there’s a way to work
  her character back in when she returns. Sometimes a cliffhanger
  can serve this purpose—the PC comes racing into the thick of
  things like the cavalry to help her beleaguered friends.
  Allow some time (a few minutes will do) at the end of play to
  have everyone discuss the events of the session. Listen to their
  reactions so you can learn more of what they like and don’t like.
  Reinforce what you thought were good decisions and smart ac-
  tions on their parts (unless such information gives too much away
  for the adventure). Always end the session on a positive note.
  You may want to award experience points at the end of each ses-
  sion, or you might wait until the end of each adventure. That’s up
  to you. However, the standard procedure is to give them out at the
  end of each session, so players whose characters go up a level have
  time to choose new spells, buy skills, and take care of other details
  related to level advancement.
  CHAPTER 1:
  RUNNING 
  THE GAME
  
  his chapter covers the rules you need to play the DUNGEONS
  & DRAGONS game, from the moment the characters enter
  the dungeon to the end of the session, when they tally up
  their experience points.
  MORE MOVEMENT RULES
  The Player’s Handbook covers tactical and overland movement for
  Small and Medium creatures either traveling across the ground, or
  using skills such as Climb, Jump, and Swim. This section of the rules
  expands on that information to include creatures smaller than
  Small and larger than Medium and also discusses flying movement.
  MOVEMENT AND THE GRID
  While this is a game of imagination, props and visual aids can
  help everyone imagine the same thing, avoid confusion, and
  enhance the entire game play experience.
  In a round-by-round simulation, particularly when you are
  using miniatures, movement will sometimes feel choppy. If a
  character runs across a room so large that it takes him 2 rounds to
  do so, it might seem as though he runs halfway, stops, and then
  runs the rest of the way a little later. Although there’s no way to
  avoid representing movement in a start-stop-start-stop fashion,
  try to keep in mind—and emphasize to the players—that all
  movement during an encounter is actually fluid and continuous.
  Movement and Position
  Few characters in a fight are likely to stand still for long. Enemies
  appear and charge the party; the adventurers reply, advancing to
  take on new foes after they down their first opponents. Wizards
  circle the fight, looking for the best place to use their magic;
  rogues quietly skirt the fracas, seeking a straggler or an
  unwary opponent to strike with a sneak attack. With all this
  tactical maneuvering going on, some way to represent char-
  acter location within a defined scale can really aid the game.
  Handle movement and position by using miniature fig-
  ures on a grid. Miniatures show where a figure is in rela-
  tion to others, and the grid makes it clear how far the char-
  acters and monsters can move.
  Standard Scale
  1-inch square = 5 feet
  30mm figure = human-size creature
  Scale and Squares
  The standard unit for tactical maps is the 5-foot square.
  This unit is useful for miniatures and for drawing dun-
  geon maps, which are usually created on graph paper.
  In a fight, each Small or Medium character occu-
  pies a single 5-foot square. Larger creatures take up
  more squares, and several smaller creatures fit in a
  square. See Table 8–4: Creature Size and Scale, page
  149 of the Player’s Handbook.
  Diagonal Movement
  When moving diagonally on a grid, the first square
  moved counts as 5 feet of movement, but the
  second diagonal move counts as 10 feet. This pattern of
  5 feet and then 10 feet continues as long as the character
  moves diagonally, even if some straight movement
  through squares separates the diagonal moves. For
  example, a character moves 1 square diagonally
  19
  Illus. by  A. Swekel
  
  20
  (5 feet), then 3 squares straight (15 feet), and then another square
  diagonally (10 feet) for a total movement of 30 feet.
  Armor and Encumbrance
  The Player’s Handbook explains the effect of armor and encum-
  brance on creatures with base speeds of 20 feet or 30 feet. The table
  below provides reduced speed figures for all base speeds from 20
  feet to 100 feet (in 10-foot increments).
  Base Speed
  Reduced Speed
  Base Speed
  Reduced Speed
  20 ft.
  15 ft.
  70 ft.
  50 ft.
  30 ft.
  20 ft.
  80 ft.
  55 ft.
  40 ft.
  30 ft.
  90 ft.
  60 ft.
  50 ft.
  35 ft.
  100 ft.
  70 ft.
  60 ft.
  40 ft.
  MOVING IN THREE DIMENSIONS
  Not every creature gets around by walking and running. A shark,
  even though it moves by swimming, can take a run action to swim
  faster. A character under the influence of a fly spell can make a
  flying charge. A climbing thief can use part of his speed to climb
  down a short wall and then use the remainder to hustle toward a
  foe. Use the movement rules to apply to any sort of movement, not
  just when traveling across a flat surface.
  Tactical Aerial Movement
  The elf barbarian mounted on the giant eagle swoops over the
  group of mind flayers, launching arrows from his bow. One of the
  mind flayers wears winged boots and takes to the air to better con-
  front the elf. Once movement becomes three-dimensional and
  involves turning in midair and maintaining a minimum velocity
  to stay aloft, it gets more complicated.
  Most flying creatures have to slow down at least a little to make
  a turn, and many are limited to fairly wide turns and must main-
  tain a minimum forward speed. Each flying creature has a maneu-
  verability, as shown on Table 2–1: Maneuverability. The entries on
  Table 2–1 are defined below.
  Minimum Forward Speed: If a flying creature fails to maintain its
  minimum forward speed, it must land at the end of its movement.
  If it is too high above the ground to land, it falls straight down,
  descending 150 feet in the first round of falling. If this distance
  brings it to the ground, it takes falling damage. If the fall doesn’t
  bring the creature to the ground, it must spend its next turn recov-
  ering from the stall. It must succeed on a DC 20 Reflex save to
  recover. Otherwise it falls another 300 feet. If it hits the ground, it
  takes falling damage. Otherwise, it has another chance to recover
  on its next turn.
  Hover: The ability to stay in one place while airborne.
  Move Backward: The ability to move backward without turning
  around.
  Reverse: A creature with good maneuverability uses up 5 feet of
  its speed to start flying backward.
  Turn: How much the creature can turn after covering the stated
  distance.
  Turn in Place: A creature with good or average maneuverability
  can use some of its speed to turn in place.
  Maximum Turn: How much the creature can turn in any one space.
  Up Angle: The angle at which the creature can climb.
  Up Speed: How fast the creature can climb.
  Down Angle: The angle at which the creature can descend.
  Down Speed: A flying creature can fly down at twice its normal
  flying speed.
  Between Down and Up: An average, poor, or clumsy flier must fly
  level for a minimum distance after descending and before climb-
  ing. Any flier can begin descending after a climb without an inter-
  vening distance of level flight.
  EVASION AND PURSUIT
  In round-by-round movement, simply counting off squares, it’s
  impossible for a slow character to get away from a determined fast
  character without mitigating circumstances. Likewise, it’s no
  problem for a fast character to get away from a slower one.
  When the speeds of the two concerned characters are equal, there’s
  a simple way to resolve a chase: If one creature is pursuing another,
  both are moving at the same speed, and the chase continues for at
  least a few rounds, have them make opposed Dexterity checks to see
  who is the faster over those rounds. If the creature being chased wins,
  it escapes. If the pursuer wins, it catches the fleeing creature.
  Sometimes a chase occurs overland and could last all day, with
  the two sides only occasionally getting glimpses of each other at a
  distance. In the case of a long chase, an opposed Constitution
  check made by all parties determines which can keep pace the
  longest. If the creature being chased rolls the highest, it gets away.
  If not, the chaser runs down its prey, outlasting it with stamina.
  MOVING AROUND IN SQUARES
  The characters are all within a corridor only 5 feet wide. A fighter
  stands at the end of the corridor, at a dead end. He’s been poisoned
  and is dying. The cleric wants to get at the fighter to help, but two
  other characters are between them. Thus, there’s no way for the cleric
  to get next to the fighter and cast neutralize poison. You can rule that it’s
  okay for the cleric to squeeze past the characters who are in the way,
  cast the spell, and then move back to where she previously stood.
  In general, when the characters aren’t engaged in round-by-
  round combat, they should be able to move anywhere and in any
  manner that you can imagine real people could. A 5-foot square,
  for instance, can hold several characters; they just can’t all fight
  effectively in that small space. The rules for movement of minia-
  tures are important for combat, but outside combat they can
  impose unnecessary hindrances on character activities.
  CHAPTER 2:
  USING 
  THE RULES
  Table 2–1: Maneuverability
  Maneuverability and Example Creature
  Perfect
  Good
  Average
  Poor
  Clumsy
  (Will-o’-wisp)
  (Beholder)
  (Gargoyle)
  (Wyvern)
  (Manticore)
  Minimum forward speed
  None
  None
  Half
  Half
  Half
  Hover
  Yes
  Yes
  No
  No
  No
  Move backward
  Yes
  Yes
  No
  No
  No
  Reverse
  Free
  –5 ft.
  No
  No
  No
  Turn
  Any
  90º/5 ft.
  45º/5 ft.
  45º/5 ft.
  45º/10 ft.
  Turn in place
  Any
  +90º/–5 ft.
  +45º/–5 ft.
  No
  No
  Maximum turn
  Any
  Any
  90º
  45º
  45º
  Up angle
  Any
  Any
  60º
  45º
  45º
  Up speed
  Full
  Half
  Half
  Half
  Half
  Down angle
  Any
  Any
  Any
  45º
  45º
  Down speed
  Double
  Double
  Double
  Double
  Double
  Between down and up
  0
  0
  5 ft.
  10 ft.
  20 ft.
  
  BONUS TYPES
  Many racial abilities, class features, spells, and magic items offer
  bonuses on attack rolls, damage rolls, saving throws, Armor Class,
  ability scores, or skill checks. These bonuses are classified by type,
  and each type is briefly described below.
  Bonuses of different types always stack. So a cloak of resistance +1
  (adds a resistance bonus on saving throws) works with a paladin’s
  bonus on saving throws from the divine grace class feature. Iden-
  tical types of bonuses do not stack, so a +3 longsword (+3 enhance-
  ment bonus for a +3 to attack, +3 to damage) would not be affected
  by a magic weapon spell that grants a weapon a +1 enhancement
  bonus on attack and damage rolls.
  Different named bonus types all stack, but usually a named
  bonus does not stack with another bonus of the same name,
  except for dodge bonuses and some circumstance bonuses.
  Alchemical: An alchemical bonus represents the benefit from
  a chemical compound, usually one ingested prior to receiving the
  bonus. Antitoxin, for example, provides a +5 alchemical bonus on
  Fortitude saving throws against poison.
  Armor: This is the bonus that nonmagical armor gives a char-
  acter. A spell that gives an armor bonus typically creates an invis-
  ible, tangible field of force around the affected character.
  Circumstance: This is a bonus or penalty based on situational
  factors, which may apply either to a check or the DC for that
  check. Circumstance modifiers stack with each other, unless they
  arise from essentially the same circumstance.
  Competence: When a character has a competence bonus, he
  actually gets better at what he’s doing, such as with the guidance
  spell.
  Deflection: A deflection bonus increases a character’s AC by
  making attacks veer off, such as with the shield of faith spell.
  Dodge: A dodge bonus enhances a character’s ability to get out
  of the way quickly. Dodge bonuses do stack with other dodge
  bonuses. Spells and magic items occasionally grant dodge bonuses.
  Enhancement: An enhancement bonus represents an increase
  in the strength or effectiveness of a character’s armor or weapon,
  as with the magic vestment and magic weapon spells, or a general
  bonus to an ability score, such as with the cat’s grace spell.
  Inherent: An inherent bonus is a bonus to an ability score that
  results from powerful magic, such as a wish spell. A character is
  limited to a total inherent bonus of +5 to any ability score.
  Insight: An insight bonus makes a character better at what he’s
  doing because he has an almost precognitive knowledge of factors
  pertinent to the activity, as with the true strike spell.
  Luck: A luck bonus is a general bonus that represents good for-
  tune, such as from the divine favor spell.
  Morale: A morale bonus represents the effects of greater hope,
  courage, and determination, such as from the bless spell.
  Natural Armor: A natural armor bonus is the type of bonus
  that many monsters get because of their tough or scaly hides. An
  enhancement to natural armor bonus bestowed by a spell (such as
  barkskin) indicates that the subject’s skin has become tougher.
  Profane: A profane bonus represents the power of evil, such as
  granted by the desecrate spell.
  Racial: Creatures gain racial bonuses—usually to skill
  checks—based on the kind of creature they are. Eagles receive a
  +8 racial bonus on Spot checks, for example.
  Resistance: A resistance bonus is a general bonus against
  magic or harm. Resistance bonuses almost always affect saving
  throws.
  Sacred: The opposite of a profane bonus, a sacred bonus relates
  to the power of good, such as granted by the consecrate spell.
  Shield: Much like an armor bonus, a shield bonus to AC repre-
  sents the protection a nonmagical shield affords. A spell that gives
  a shield bonus usually represents an invisible, tangible shield of
  force that moves to protect the character.
  Size: When a character gets bigger (such as through the effect
  of an enlarge person spell), his Strength increases (as might his Con-
  stitution). That’s a size bonus.
  COMBAT
  The brave party of adventurers smashes through the wooden door
  and into an ambush of bloodthirsty hobgoblins with spears and
  rusted blades. The trio of knights charges through the forest on
  their gallant mounts, their lances plunging into the scaly flesh of
  the horrible hydra that waits near the river’s edge. The dragon
  takes to the air and chases the elf lord and his retinue, jaws snap-
  ping behind them as they run in terror.
  Combat is a big part of what makes the D&D game exciting.
  There are few better ways to test your mettle against your foes
  than in pitched battle. Your most important job as DM is running
  combats—making things move quickly and smoothly, and adjudi-
  cating what happens during each round of the action.
  LINE OF SIGHT
  Line of sight establishes whether a particular character can see
  something else represented on the grid. When using a grid, draw
  an imaginary line (or use a ruler or a piece of string) from the
  square the character is in to the object in question. If nothing
  blocks this line, the character has line of sight (and can thus see it
  to cast a spell on it, target it with a bow, and so forth). If the object
  in question is actually another creature, measure line of sight
  from the square the character is in to the square that the creature
  occupies. If a character can see a portion of a large creature that
  occupies more than one square, she can target that creature for a
  spell or any other attack.
  If line of sight is completely blocked, a character can’t cast spells
  or use ranged weapons against the target. If it’s partially blocked,
  such as by the corner of a building, spells work normally but the
  target’s AC increases due to the cover.
  21
  CHAPTER 2:
  USING 
  THE RULES
  BEHIND THE CURTAIN: STACKING BONUSES
  Keeping track of the different types of bonuses a character gets from
  different sources may seem like a real bother. There are good reasons
  to do this, however.
  Balance: The main reason to keep track of what stacks and what
  doesn’t stack is to keep total bonuses from getting out of hand. If a
  character wears a belt of giant strength, it’s unbalancing to allow the
  cleric to cast bull’s strength on her as well and allow both bonuses to
  add up. Likewise, a character with mage armor, magic plate armor, a
  ring of protection, and a divine favor spell would be unbalanced if all his
  bonuses were cumulative. Stacking restrictions keep the game within
  manageable limits, while still allowing characters to benefit from
  multiple magic items. For instance, note that some of the items from
  the previous example—the magic plate armor, the ring, and the divine
  favor spell, for example—could work together, because they provide
  bonuses of different types.
  Consistency and Logic: The system of bonus types provides a way to
  make sense out of what can work together and what can’t. At some
  point, when adding types of protection together, a reasonable player
  realizes that some protections are just redundant. This system logically
  portrays how it all makes sense together.
  Encouraging Good Play: Categorizing bonuses by type allows play-
  ers to put together suites of effects that do work in conjunction in a
  consistent manner—encouraging smart play rather than pile-it-on play.
  pqqqqrs
  pqqqqrs
  
  22
  STARTING AN ENCOUNTER
  An encounter can begin in one of three situations.
  • One side becomes aware of the other and thus can act first.
  • Both sides become aware of each other at the same time.
  • Some, but not all, creatures on one or
  both sides become aware of the
  other side.
  When you decide that it is
  possible for either side to
  become aware of the
  other, use Spot checks,
  Listen checks, sight
  ranges, and so on
  to determine
  which of the
  three above
  cases
  comes into play.
  Although it’s good
  to give characters
  some chance to
  detect a coming
  encounter, ultimately it’s you
  who decides when the first
  round begins and where each
  side is when it does.
  One Side Aware First: In
  this case, you determine
  how much time the aware
  side has before the unaware side
  can react. Sometimes, the
  unaware side has no time to
  do anything before the aware
  side gets a chance to interact.
  If so, the character or party
  that is aware gets to take a stan-
  dard action before initiative is rolled, while the unaware character
  or party does nothing and is caught flat-footed. During this time,
  the unaware character or party gains no Dexterity bonus to AC.
  After this action, both sides make initiative checks to determine
  the order in which the participants act.
  Other times, the aware side has a few rounds to prepare. (If its
  members see the other side off in the distance, heading their way,
  for example.) You should track time in rounds at this point to
  determine how much the
  aware characters can accom-
  plish. Once the two sides come
  into contact, the aware characters
  can take a standard action while the
  unaware characters do nothing. Keep in
  mind that if
  the aware char-
  acters alert the
  unaware side before actual contact is
  made, then both sides are treated as
  aware.
  Example (Sudden Awareness): A kobold
  sorcerer with darkvision sees a party
  of adventurers coming down a long
  hallway. He can see the adventurers,
  since they’ve got light, but they can’t
  see him because he’s out of the
  range of their illumination. The
  sorcerer gets a standard action
  and casts lightning bolt at the
  party. Caught unaware, the
  party can do nothing but roll
  CHAPTER 2:
  USING 
  THE RULES
  Illus. by S. Wood
  VARIANT: ROLL INITIATIVE EACH ROUND
  Some players find combat more fun if they get to roll initiative every
  round rather than rolling once at the beginning of the encounter.
  Rather than determining a sequence of actions for each round at the
  beginning of an encounter, the players and DM reroll for all combat-
  ants, determining a different sequence at the start of each new round.
  The goal is to give the combat a feeling of shifting variability.
  Ultimately, this variant rule doesn’t change things much. You’ll find
  that it slows down play, because a new sequence of activity will need
  to be determined each round—more die rolling, more calculation,
  more organizing time. It doesn’t change spell durations, or how vari-
  ous combat actions work. Effects that last until the character’s next
  action still operate that way. The difference is that it’s possible for
  someone to take an action at the end of one round (such as a charge
  attack) that puts him at a penalty until his next action, and then to roll
  well in the next round so that he goes first and the penalty has no
  effect. This means that sometimes it can be beneficial to roll low for
  initiative in a round.
  And consider this case: A wizard wants to cast a spell unhindered by
  the oncoming monk who rushes toward him. He knows that if the
  monk reaches him, it will be difficult to cast a spell without drawing an
  attack of opportunity from her. He thinks to himself that his actions
  will depend on whether he wins initiative in this round (you need to
  keep this sort of change in approach in mind if you use this variant).
  Meanwhile, the monk wants to reach the wizard and use her stunning
  attack to keep him from casting spells. They roll initiative, and the
  wizard wins, casting a spell on the monk (but the monk saves and isn’t
  affected). The monk runs forward and stuns the wizard, a condition
  that lasts until the monk’s next action. In the next round, the monk
  wins initiative again, and attacks but misses. Now the wizard casts
  another spell—but because he lost initiative in this round, and acted
  after the monk’s action, the fact that he was stunned hardly hindered
  him at all.
  If you roll initiative each round, taking a readied action later in the
  same round or delaying an action until later in the same round gives
  you a cumulative –2 penalty on later initiative rolls. (The first time you
  do this causes a –2 penalty; if you take a readied action later in the
  same round or delay an action until later in the same round again
  during the current combat, the penalty becomes –4, and so on.) Taking
  a readied action in the next round or delaying until the next round
  carries no penalty, but you get no other action that round.
  Even if you normally use a single set of initiative rolls for the whole
  combat, some turn of events could make it worthwhile to reroll initia-
  tive. For example, the PCs are fighting a drow wizard using greater invis-
  ibility. It’s a climactic encounter with the survival of the party hinging
  on it. The drow, on his turn, walks within 30 feet of Jozan, who has cast
  invisibility purge. Suddenly, the drow is visible. Under normal initiative
  rules, whoever happens to act next would be able to attack the newly
  visible drow. Aside from game mechanics, there’s no good reason to
  let that character act first. Additionally, everyone else will get one turn
  before the drow gets to act again. Instead of following the previous
  order, you can call for everyone—the drow included—to roll initiative
  again to see how fast each character reacts to the new condition (the
  drow becoming visible).
  pqqqqrs
  pqqqqrs
  
  saving throws. Once the damage from the spell is assessed, both
  sides roll initiative.
  Example (Time to Prepare): Jozan the cleric hears the sounds of
  creatures moving beyond a door in a dungeon. He also hears some
  voices, and determines
  that the creatures are
  speaking Orc. He fig-
  ures that they don’t
  know he’s there. He
  takes the time to cast bless and
  shield of faith on himself
  before opening the door
  and using a standard action
  to cast hold person on the
  first foe he sees. He can cast
  the hold person spell before
  anyone makes an initiative check,
  unless the orcs heard him casting
  bless or shield of faith in the previous 2
  rounds, in which case they become
  aware, Jozan doesn’t get the action that
  enabled him to cast hold person, and he’d
  better hope he gets the higher result on his
  initiative check.
  Both Sides Aware at the Same
  Time: If both sides are aware at
  the same time and can interact,
  both should roll initiative and
  resolve actions normally.
  If each side becomes
  aware of the other but cannot
  interact immediately, track time in rounds,
  giving both sides the same amount of time
  in full rounds, until the two sides can
  begin to interact.
  Example (Both Aware and Can Interact
  Immediately): A party of adventurers burst
  into a dungeon room full of orcs, and neither
  knew of the other ahead of time. All are equally surprised and
  equally flat-footed. Initiative is rolled, reflecting that those charac-
  ters with better reflexes act quicker in such situations.
  Example (Both Aware but Cannot Interact Immediately): A party of
  adventurers comes along a dungeon corridor and hears the
  laughter of orcs beyond the door ahead. Meanwhile, the orc
  lookout sees the adventures through a peephole in the door and
  warns his comrades. The door is closed, so no direct interaction
  is possible yet. Jozan casts bless. Lidda drinks a potion. Tordek and
  Mialee move up to the door. At the same time, the orcs move into
  position, and one uses a ring of invisibility to hide. The DM
  records the passage of 1 round. The adventurers arrange them-
  selves around the door and make a quick plan. The orcs turn over
  tables and nock arrows in their shortbows. The DM tracks
  another round. The fighter opens the door, and the DM calls for
  an initiative check from all. The third round begins, this time
  with the order of actions being important (and dictated by the
  initiative check results).
  Some Creatures on One or Both Sides Aware: In this case,
  only the creatures that are aware can act. These creatures can take
  standard actions before the main action starts.
  Example: Lidda is scouting ahead. She and a gargoyle spot each
  other simultaneously, but the rest of Lidda’s party doesn’t see the
  monster (though they are close enough to hear any fighting that
  erupts). Lidda and the gargoyle each get standard actions, and then
  normal combat starts. Lidda and the gargoyle roll initiative
  before taking their actions, and everyone else rolls ini-
  tiative after those actions are concluded.
  The Surprise Round
  When only one side is aware of the other, the DM runs the first
  round of combat as a surprise round. In this round, each charac-
  ter gets only a standard action. Only those aware of the other side
  can take any action at all. This rule reflects the fact that even
  when a combatant is prepared, some amount of time is spent
  assessing the situation, and thus only standard actions are
  allowed to begin with.
  This rule makes initiative have less of an impact, since it is in
  the first round when initiative matters most. Even if a warrior gets
  the jump on an opponent, at best he can make a single attack
  against a foe before that foe can react.
  NEW COMBATANTS
  The adventurers are fighting for their lives against a group of trolls
  intent on throwing them into a dank pit to feed to the dragon that
  23
  CHAPTER 2:
  USING 
  THE RULES
  VARIANT: SAPIENT MOUNTS
  A paladin’s mount is as smart as some characters. Giant eagles, giant
  owls, and pegasi are all highly intelligent. When such creatures are part
  of the action, you have two choices.
  • You can force the mount to act on its rider’s initiative, just like
  mounts of animal intelligence. This means that mount and rider act,
  essentially, simultaneously.
  • You can ask the player to make a separate initiative check for the
  mount. This means the mount moves and attacks at its own place in
  the initiative order, reinforcing its nature as a separate character.
  However, that may be extremely inconvenient for a rider who is
  carried away from her opponent! In such cases, of course, the rider
  can always delay to synchronize her initiative check result with her
  mount’s. Likewise, the mount may choose to delay to coincide its
  movement with its rider’s.
  pqqqqrs
  pqqqqrs
  
  24
  controls this part of the dungeon. Suddenly, in the middle of the
  fight, a strike team of dwarves wanders into the room where the
  battle rages. If, in the course of a battle between two sides, some
  third group enters the battle, they should come into the action in
  between rounds. The following rules apply to this situation,
  whether or not the new group is allied with one or more existing
  side involved in the encounter.
  Newcomers Are Aware: If any (or all) of the newcomers are
  aware of one or both of the sides in a battle, they take their actions
  before anyone else. In effect, they go first in the initiative se-
  quence. Their initiative check result is considered to be 1 higher
  than the highest initiative check result among the other partici-
  pants in the encounter. If differentiation is needed for the actions
  of the newcomers, they act in order of their Dexterity scores, high-
  est to lowest. The reason for this rule is twofold.
  • Since they’re aware, but there’s no way to get an action ahead of
  everyone else (because the encounter has already started), they
  go first to simulate their advantage. This happens whether the
  other sides are aware of the new side or not.
  • Placing the newcomers at the beginning of the round means
  that those who had the highest initiative check results prior to
  their arrival are the first characters to have an opportunity to
  react to them. This is an important advantage for characters
  with high places in the initiative order.
  Newcomers Not Aware: If any or all of the newcomers are not
  aware of the other sides when they enter the encounter (for
  example, the PCs stumble unaware into a fight between two mon-
  sters in a dungeon), the newcomers still come into play at the
  beginning of the round, but they roll initiative normally. If one of
  the other characters involved in the encounter has a higher initia-
  tive check result than one or more of the newcomers, that charac-
  ter can react to those newcomers before they get a chance to act
  (the newcomers are caught flat-footed).
  If more than one new group enters an existing encounter at the
  same time, you must first decide if they are aware of the
  encounter. Those that are unaware, “stumbling in,” roll initiative.
  Those that are aware act first in the round, in the order of their
  Dexterity scores, even if they are not in the same group.
  Example: A group of powerful adventurers fights a naga in a
  dungeon room. The naga rolled badly for initiative, and all the ad-
  venturers act before it. Between rounds three and four of that bat-
  tle, three orcs on a random patrol stumble in. At the same time,
  two more nagas arrive, having been alerted by the sounds of the
  battle. At the beginning of round four, the two new nagas act in
  the order of their Dexterity scores. Then the orcs roll for initiative,
  and the results of their rolls are placed within the normal initiative
  order for the battle. In this case, poor check results place them
  dead last, even after the original naga.
  Then the adventurers act, able to react either to the flat-footed
  orcs or to the new naga reinforcements. Then the original naga
  acts, followed by the orcs (who probably flee from this battle,
  which is clearly out of their league). This same sequence is used
  for subsequent rounds of the battle.
  KEEPING THINGS MOVING
  Initiative dictates the flow of who goes when. It is the tool that the
  game uses to keep things moving, but ultimately it’s you who
  needs to make sure that happens. Encourage the players to be
  ready with their actions when each one’s turn comes up. Players
  have less fun if they spend a lot of time sitting at the table waiting
  for someone else to decide what to do.
  Some resourceful players will learn tricks to help you move
  things along. When attacking, they roll attack and damage dice at
  once, so that if successful, they can tell you the damage that they
  deal immediately. If they know that their next action will require
  a die roll, they’ll roll it ahead of time, so that when you ask them
  what they’re going to do, they can tell you immediately. (“I attack
  with my battleaxe and hit AC 14. If that’s good enough, I deal 9
  points of damage.”) Some DMs like to have players make each roll
  separately, so you’ll have to decide for yourself whether you allow
  prerolling.
  One useful thing you can do is to write down the initiative se-
  quence once it’s determined for a given encounter. If you place
  this information where all the players can see it, each will know
  when his character’s turn is coming and hopefully will be ready to
  tell you his action when it comes time for him to act. Don’t write
  down the NPCs’ places in the initiative sequence, at least not until
  they have acted once—the players shouldn’t know who’s going to
  act before the enemies and who will act after. It’s too easy to plan
  actions around when their opponents act.
  Simultaneous Activity
  When you play out a combat scene or some other activity for
  which time is measured in rounds, it can be important to remem-
  ber that all the PCs’ and NPCs’ actions are occurring simultane-
  ously. For instance, in one 6-second round, Mialee might be trying
  to cast a spell at the same time that Lidda is moving in to make a
  sneak attack.
  However, when everyone at the table plays out a combat round,
  each individual acts in turn according to the initiative count for
  his character. Obviously, this is necessary, because if every indi-
  vidual took his turn at the same time, mass confusion would
  result. However, this sequential order of play can occasionally lead
  to situations when something significant happens to a character at
  the end of his turn but before other characters have acted in the
  same round.
  For instance, suppose Tordek hustles 15 feet ahead of his
  friends down a corridor, turns a corner, and hustles another 10
  feet down a branching corridor, only to trigger a trap at the end of
  his turn. In order to maintain the appearance of simultaneous
  activity, you’re within your rights to rule that Tordek doesn’t trig-
  ger the trap until the end of the round. After all, it takes him some
  time to get down the corridor, and in an actual real-time situation
  the other characters who have yet to act in the round would be
  taking their actions during this same time.
  CHAPTER 2:
  USING 
  THE RULES
  VARIANT: STRIKING THE COVER 
  INSTEAD OF A MISSED TARGET
  In ranged combat against a target that has cover, it may be impor-
  tant to know whether the cover was actually struck by an incoming
  attack that misses the intended target. First, determine if the attack
  roll would have hit the protected target without the cover. If the
  attack roll falls within a range low enough to miss the target with
  cover but high enough to strike the target if there had been no
  cover, the object used for cover was struck. If a creature is provid-
  ing cover for another character and the attack roll exceeds the AC of
  the covering creature, the covering creature takes the damage
  intended for the target.
  If the covering creature has a Dexterity bonus to AC or a dodge
  bonus, and this bonus keeps the covering creature from being hit, then
  the original target is hit instead. The covering creature has dodged out
  of the way and didn’t provide cover after all. A covering creature can
  choose not to apply his Dexterity bonus to AC and/or his dodge bonus,
  if his intent is to try to take the damage in order to keep the covered
  character from being hit.
  pqqqqrs
  pqqqqrs
  
  COMBAT ACTIONS
  A troll with a longspear mounted on a purple worm can reach
  opponents 4 squares away. Surrounded by enemies, it can guide its
  mount’s attacks against the same foe that it attacks, hoping to take
  him out of the combat entirely, or it can attack one foe and encour-
  age the worm to bite (and try to swallow) another while it stings a
  third enemy with its venomous tail. Combat can be a tactical game
  in and of itself, filled with good and bad decisions.
  You need to play each NPC appropriately. A combat-savvy fight-
  er with a fair Intelligence score isn’t going to allow his opponents
  to get attacks of opportunity unless he has to, but a stupid goblin
  might. A phase spider with an Intelligence of 7 might figure that
  phasing in behind the dexterous wizard he’s fighting is the best
  course of action (since the wizard blasted him with a magic missile
  spell last round), but an ankheg (Intelligence 1) might not know
  which character is the biggest threat.
  Adjudicating Actions Not Covered
  While the combat actions defined in the Player’s Handbook are
  numerous and fairly comprehensive, they cannot begin to cover
  every possible action that a character might want to take. Your job
  is to make up rules on the spot to handle such things. In general,
  use the rules for combat actions as guidelines, and apply ability
  checks, skill checks, and (rarely) saving throws when they are
  appropriate.
  The following are a few examples of ad hoc rules decisions.
  • Reinforcements show up to help the bugbears that the adven-
  turers are fighting. Tordek can hear these newcomers attempt-
  ing to open the door to get in. He races to the door and tries to
  hold it shut while the others finish off the foes in the room. If
  it were a normal door, you might call for an opposed Strength
  check between Tordek and the bugbears pushing on the door.
  Since the door is already stuck, however, you decide that the
  bugbears must first push it open and then (if they succeed)
  make an opposed check against Tordek.
  • A monk wants to jump up, grab a chandelier, and swing on it
  into an enemy. You rule that a DC 13 Dexterity check allows the
  monk to grab the chandelier and swing. The player asks if the
  monk can use his Tumble skill, and you let him. Ruling that the
  swing is somewhat like a charge, you give the monk a +2 bonus
  on the roll to see if his dramatic swinging attack succeeds.
  • A sorcerer readies a spell so that he casts it as soon as he sees a
  beholder’s small eyes shoot rays. (He decides this is the best way
  for him to determine whether the beholder’s antimagic ray is
  currently active.) That means, however, that the rays need to
  have actually fired before the spell is cast (the spell can’t go
  before the rays in this case). Still, the sorcerer needs to know if
  he gets his spell cast before he’s struck by the dangerous rays.
  You rule that if the sorcerer can beat the beholder in an opposed
  check, he can get the spell off. The sorcerer makes a Wisdom
  check, and the beholder opposes that with a Dexterity check.
  Combat Actions outside Combat
  As a general rule, combat actions should only be performed in
  combat—when you’re keeping track of rounds and the players are
  acting in initiative order. You’ll find obvious exceptions to this
  rule. For example, a cleric doesn’t need to roll initiative to cast cure
  light wounds on a friend after the battle’s over. Spellcasting and skill
  use are often used outside combat, and that’s fine. Attacks, readied
  actions, charges, and other actions are meant to simulate combat,
  however, and are best used within the round structure.
  Consider the following situation: Outside combat, Lidda de-
  cides to pull a mysterious lever that she has found in a dungeon
  room. Mialee, standing right next to her, thinks that Lidda’s sud-
  den plan is a bad one. Mialee tries to stop Lidda. The best way to
  handle this situation is by using the combat rules as presented.
  Lidda and Mialee roll initiative. If Lidda wins, she pulls the lever.
  If Mialee wins, she grabs Lidda, requiring a melee touch attack (as
  if starting a grapple). If Mialee hits, Lidda needs to determine
  whether or not she resists. (Since Mialee is a good friend, grabbing
  Lidda’s arm might be enough to make her stop.) If Lidda keeps
  trying to pull the lever, use the grapple rules to determine
  whether Mialee can hold Lidda back.
  Adjudicating the Ready Action
  The ready action is particularly open-ended and requires that you
  make the players using it be as specific as possible about what
  their characters are doing. If a character readies a spell so that it
  will be cast when a foe comes at her, the player needs to specify
  the exact spell—and you’re justified in making the player identify
  a specific foe, either one that the character is currently aware of or
  one that might come at her from a certain direction.
  If a character specifies a readied action and then decides not to
  perform the action when the conditions are met, the standard rule
  is that the character can keep his action readied. Because combat is
  often confusing and fast, however, you’re within your rights to
  25
  CHAPTER 2:
  USING 
  THE RULES
  VARIANT: AUTOMATIC HITS AND MISSES
  The Player’s Handbook says that an attack roll of natural 1 (the d20
  comes up 1) is always a miss. A natural 20 (the d20 comes up 20) is
  always a hit.
  This rule means that the lowliest kobold can strike the most
  magically protected, armored, dexterous character on a roll of 20.
  It also means that regardless of a warrior’s training, experience,
  and magical assistance, he still misses a given foe at least 5% of
  the time.
  A different way to handle this is to say that a natural 1 is treated as
  a roll of –10. Someone with an attack bonus of +6 nets a –4 result,
  which can’t hit anything. Someone with a +23 attack bonus rolling a 1
  would hit AC 13 or lower. At the other extreme, a natural 20 is treated
  as a roll of 30. Even someone with a –2 attack penalty would hit AC 28
  with such a roll.
  VARIANT: DEFENSE ROLL
  More randomness can sometimes eliminate the foregone conclusion
  of a high-level character who always hits, or a low-level one who never
  has a chance. A good way to introduce this randomness is to allow (or
  force) characters to make defense rolls. Every time a character is
  attacked, rather than just using his never-changing, static AC, he
  makes a d20 roll and adds it to all his AC modifiers. Every attack
  becomes an opposed roll, with attacker and defender matching their
  modified rolls against one another. (One way to look at it is that with-
  out the defense roll, characters are “taking 10” on the roll each round,
  and thus are using a base of 10 for Armor Class.)
  The defense roll can be expressed like this:
  1d20 + (AC – 10)
  For example, a paladin attacks an evil fighter. The paladin rolls a 13 and
  adds his attack bonus of +10 for a result of 23. The fighter makes his
  defense roll and gets a 9. He adds his defensive bonuses (all the things
  that modify AC, including armor), which amount to +11. The fighter’s
  result is 20, less than 23, so the paladin hits.
  This variant rule really comes in handy at high levels, where high-
  level fighters always hit with their primary attacks, and other characters
  rarely do. Unfortunately, it can slow down play, almost doubling the
  number of rolls in any given combat. A compromise might be to have
  each defender make a defense roll once in a round, using that same
  total for all attacks made against him in that round.
  pqqqqrs
  pqqqqrs
  
  26
  make it a little harder on the character who readies an action and
  doesn’t take that action when the opportunity presents itself. You
  have two options.
  • Allow the character to forgo the action at the expense of losing
  the readied action.
  • Allow the character to attempt a DC 15 Wisdom check to avoid
  taking the readied action. Thus, if a character covers a door with
  a crossbow, he can make a Wisdom check to keep from firing
  the crossbow when his friend comes through the door. A
  successful check means that he doesn’t fire at his friend, and is
  still ready to shoot the ghoul chasing the friend. A failure
  means he completes the action he readied and shoots the first
  creature through the door—his friend.
  Smart players are going to learn that being specific is often bet-
  ter than making a general statement. If a character is covering a
  door with a crossbow, he might say, “I shoot the first enemy that
  comes through the door.” Although players can benefit from
  being specific, you should decide if a certain set of conditions is
  too specific. “I cover the door with my crossbow so that I shoot the
  first unwounded ghoul that comes through” might be too specific,
  because it’s not necessarily easy to tell an unwounded ghoul from
  a wounded one, especially when the judgment must be made in an
  instant. Ultimately, it’s your call.
  Don’t allow players to use the ready action outside combat.
  While the above examples are all acceptable in the middle of an
  encounter, a player cannot use the ready action to cover a door
  with his crossbow outside combat. It’s okay for a player to state
  that he’s covering the door, but what that means is that if some-
  thing comes through the door he’s unlikely to be caught unaware.
  If the character coming through the door wasn’t aware of him, he
  gets an extra standard action because he surprised the other char-
  acter, and so he can shoot the weapon. Otherwise, he still needs to
  roll initiative for his character normally.
  ATTACK ROLLS
  Rolling a d20 to see if an attack hits is the bread and butter of com-
  bat encounters. It’s almost certainly the most common die roll in
  any campaign. Because of that, these rolls run the risk of becom-
  ing boring. When a roll as exciting and important as one that
  determines success or failure in combat becomes dull, you’ve got
  to do something about it.
  Attack rolls can be boring if a player thinks that hitting is a fore-
  gone conclusion or that his character has no chance to hit. One
  way that the rules address this potential problem is by providing
  decreasing attack bonuses for multiple attacks. Even if a charac-
  ter’s primary attack always hits whatever he fights, that’s not true
  of his secondary or tertiary attacks.
  One thing that can keep attack rolls from becoming humdrum
  is good visual description. It’s not just “a hit,” it’s a slice across the
  dragon’s neck, bringing forth a gout of foul, draconic ichor. See
  below for more advice on description.
  Critical Hits
  When someone gets a 20 on an attack roll, you should be sure to
  point out that this is a threat, not a critical hit. Calling it a critical
  hit raises expectations that might be dashed by the actual critical
  roll. When a critical hit is achieved, a vital spot on the creature was
  hit. This is an opportunity for you to give the players some vivid
  description to keep the excitement high: “The mace blow hits the
  orc squarely on the side of the head. He lets out a groan, and his
  knees buckle from the impact.”
  Certain creatures are immune to critical hits because they do
  not have vital organs, points of weakness, or differentiation from
  one portion of the body to another. A stone golem is a solid,
  human-shaped mass of rock. A ghost is all insubstantial vapor. A
  gray ooze has no front, no back, and no middle.
  DAMAGE
  Since combat is a big part of the game, handling damage is a big
  part of being the DM.
  Nonlethal Damage
  When running a combat, make sure that you describe non-
  lethal and lethal damage differently. The distinction should
  be clear—both in the players’ imaginations and on their char-
  acter sheets.
  Use nonlethal damage to your advantage. It is an invaluable tool
  if your adventure plans involve the PCs’ capture or defeat, but you
  don’t want to risk killing them. However, if the PCs’ opponents are
  dealing nonlethal damage more often than not, the players begin
  to lose any feeling of their characters being threatened. Use non-
  lethal damage sparingly, but to good effect.
  Players, in general, hate for their characters to be captured.
  When your NPCs start dealing nonlethal damage to the charac-
  ters, the players may actually get more worried than if they were
  taking lethal damage!
  CHAPTER 2:
  USING 
  THE RULES
  BEHIND THE CURTAIN: CRITICAL HITS
  Critical hits are in the game to add moments of particular excitement.
  Critical hits, however, are deadly. The PCs, over the course of a single
  game session, let alone a campaign, are subject to many more attack
  rolls than any given NPC. That makes sense, since the PCs are in every
  battle, and most NPCs are in just one (the one in which the PCs defeat
  them, usually). Thus, more critical hits are going to be dealt upon any
  single PC than any single NPC (and the NPC was probably not going
  to survive the encounter anyway). Any given PC is more likely to survive
  an encounter—but a critical hit against the character can change all
  that. Be aware of this potential, and decide how you want to deal with
  it ahead of time.
  The reason that critical hits multiply all damage, rather than just the
  die roll, is so that they remain significant at high levels. When a high-
  level fighter adds +5 to his damage roll from magic and +10 from his
  magically enhanced strength, the result of the 1d8 damage roll from
  his longsword becomes trivial, even if doubled by a critical hit.
  Multiplying all damage, the roll and the bonuses, makes critical hits
  particularly dangerous. In fact, they can completely determine the
  course of a battle if one or two are dealt. That’s why they make the
  game both more interesting and more uncontrollable.
  Remember, a critical hit feels like a lot of damage, but the difference
  between a double-damage critical hit and a normal hit is no greater
  than the difference between a miss and a hit. Taking a triple-damage
  critical hit, however, is like getting hit an extra two times, and taking a
  quadruple-damage critical hit is like getting hit an extra three times.
  The weapons in the Player’s Handbook are balanced with the follow-
  ing idea in mind: Good weapons that deal triple-damage critical hits do
  so only on a 20. Good weapons that deal double-damage critical hits
  do so on a 19–20. Axes are big and heavy. They’re somewhat difficult
  to use efficiently, but when one does, the effect is devastating. An
  executioner uses an axe for this reason. Swords, on the other hand, are
  more precise—sword wielders get in decisive strikes more often, but
  they’re not as crushing as those dealt by axes. A few other factors are
  considered as well (reach, the ability to use a weapon as a ranged
  weapon, and more), but for the most part, this is the basic rule of
  thumb. Thus, it would be a mistake to add to the weapon list some
  new weapon that dealt triple-damage critical hits on a 19–20. (Results
  such as this might be possible through magic or feats, but should not
  be a basic quality of any weapon.)
  pqqqqrs
  pqqqqrs
  
  27
  CHAPTER 2:
  USING 
  THE RULES
  VARIANT: CLOBBERED
  Ultimately, damage doesn’t matter until a character is unconscious or
  dead. It has no effect while she’s up and fighting. It’s easy to imagine,
  however, that she could be hit so hard that she’s clobbered, but not
  knocked unconscious or dead.
  Using this variant, if a character takes half her current hit points in
  damage from a single blow, she is clobbered. On her next turn, she
  can take only a standard action, and after that turn she is no longer
  clobbered.
  This variant will often lead to slightly faster fights, since taking
  damage would somewhat reduce the ability to deal damage. It
  would also increase randomness by increasing the significance of
  dealing substantial but less than lethal damage. It would also
  make hit points more important; clerics would want to cure fight-
  ers long before fighters are at risk of dying, because they might be
  at risk of being clobbered. Finally, it may be easier for a superior
  combatant to get unlucky. That fact could hurt PCs more than
  NPCs in the long run.
  VARIANT: 
  MASSIVE DAMAGE BASED ON SIZE
  If a creature takes 50 points of damage or more from a single attack,
  she must make a Fortitude save or die. This rule exists primarily as a
  nod toward realism in the abstract system of hit point loss. As an extra
  touch of realism, you can vary the massive damage threshold by size,
  so that each size category larger or smaller than Medium raises or
  lowers the threshold by 10 hit points. This variant hurts halfling and
  gnome PCs, familiars, and some animal companions. It generally
  favors monsters.
  Size
  F
  D
  T
  S
  M
  L
  H
  G
  C
  Damage
  10
  20
  30
  40
  50
  60
  70
  80
  90
  VARIANT: DAMAGE TO SPECIFIC AREAS
  Sometimes, despite the abstract nature of combat, you’re going to
  want to apply damage to specific parts of the body, such as when a
  character’s hands are thrust into flames, when he steps on caltrops, or
  when he peeks through a hole in the wall and someone shoots an
  arrow into the hole from the other side. (This situation comes up most
  frequently with devious traps meant to chop at feet, smash fingers, or
  the like.)
  When a specific body part takes damage, you can apply a –2
  penalty to any action that the character undertakes using that
  portion of his body. For example, if a character’s fingers get slashed,
  he makes attacks rolls with a weapon in that hand at –2 and he takes
  a –2 penalty on skill checks involving the use of his hands. If a char-
  acter steps on a caltrop, he takes a –2 penalty on skill checks involv-
  ing the use of his feet (in addition to the effects described in the
  Player’s Handbook).
  Chapter 8 of this book defines some effects of damage to specific
  body parts, such as what happens when a character is blinded or deaf-
  ened. In addition to that information, use the table below as a guide to
  what rolls are modified by injuries to what body parts.
  This penalty lasts until the character heals, either magically or by
  resting. For a minor wound, such as stepping on a caltrop, a DC 15
  Heal check, 1 point of magical healing, or a day of rest removes the
  penalties.
  You can allow a character to make a Fortitude save (DC 10 +
  damage taken) to “tough it out” and ignore the penalty. Also, these
  penalties shouldn’t stack—two hand injuries should not impose a
  –4 penalty.
  Location
  Damage Affects:
  Hand
  Climb, Craft, Disable Device, Escape Artist, Forgery, Heal,
  Open Lock, Sleight of Hand, and Use Rope checks; attack
  rolls.
  Arm
  Climb and Swim checks; attack rolls; Strength checks.
  Head
  All attack rolls, saves, and checks.
  One eye
  Appraise, Craft, Decipher Script, Disable Device, Forgery,
  Open Lock, Search, Sense Motive, Spellcraft, and Spot
  checks; Survival checks (for tracking); initiative checks;
  Dexterity checks; ranged attack rolls; Reflex saving throws.
  Severe damage to both eyes causes a character to become
  blinded.
  One ear
  Listen checks; initiative checks. Severe damage to both ears
  causes a character to become deafened.
  Foot/Leg
  Balance, Climb, Jump, Move Silently, Ride, Swim, and
  Tumble checks; Reflex saving throws; Dexterity checks.
  VARIANT: WEAPON EQUIVALENCIES
  The party slays a drider armed with magic short swords. The party’s
  halfling rogue is delighted. Even the party’s human ranger wants one
  of the swords. As DM, you gently remind them that while they are short
  swords, they are Large weapons (see Weapon Categories on page 112
  of the Player’s Handbook). The human ranger can use one of them as
  a one-handed weapon at a –2 penalty, and the halfling rogue can use
  one as a two-handed weapon at a –4 penalty.
  The rules on weapon categories are based on the idea that most
  weapons do not look like smaller or larger versions of other weapons,
  nor are they used in the same fashion. The shape of a longsword
  reflects its primary use; it is not simply a big dagger. This variant
  suggests weapon equivalencies for DMs who wish to offer their play-
  ers more utility from monster weapons. If a weapon has an equiva-
  lent, a character proficient in the equivalent can use the weapon with
  no penalty.
  On the table below, find the Medium weapon in question in the left
  column and then read across to the size of the creature in question.
  For instance, a Medium battleaxe is equivalent in this system to a
  Large handaxe. Alternatively, find the size of the wielder and read down
  the column until you find its weapon. The weapon column then shows
  what is equivalent for a Medium character. For example, a Large battle-
  axe is equivalent in this system to a Medium greataxe.
  Weapon Equivalencies
  Medium
  ———— Size of Equivalent Weapon ————
  Weapon
  Tiny
  Small
  Large
  Battleaxe
  —
  Greataxe
  Handaxe
  Club
  —
  Greatclub
  Sap*
  Dagger
  Longsword 
  Short sword
  —
  Dart
  Spear
  Shortspear
  —
  Flail, heavy
  —
  —
  Flail, light
  Flail, light
  —
  Flail, heavy
  —
  Greataxe
  —
  —
  Battleaxe
  Greatclub
  —
  —
  Club
  Greatsword
  —
  —
  Longsword
  Handaxe
  Greataxe
  Battleaxe
  —
  Longsword
  —
  Greatsword
  Shortsword
  Mace, heavy
  —
  —
  Mace, light
  Mace, light
  —
  Mace, heavy
  —
  Pick, heavy
  —
  —
  Pick, light
  Pick, light
  —
  Pick, heavy
  —
  Shortspear
  —
  Spear
  Dart
  Short sword
  Greatsword
  Longsword
  Dagger
  Spear
  —
  —
  Shortspear
  * A sap deals nonlethal damage.
  pqqqqrs
  pqqqqrs
  
  28
  You can rule that certain damaging effects deal nonlethal
  damage when it seems appropriate. For example, a variant rule
  given in Chapter 8 (page 303) states that you can make the first
  1d6 of falling damage nonlethal damage. You can do so on a case-
  by-case basis if you wish. If a villager throws a rock at a knight,
  that also might be nonlethal damage. Certain types of damage,
  however, should never be nonlethal damage—puncturing
  wounds and most damage from energy attacks, such as fire.
  EFFECT OF WEAPON SIZE
  When weapons change size, many other factors change at the
  same time. The Player’s Handbook discusses the effect of size on
  weight and cost. According to Weapon Qualities on page 114 of
  that book, costs given are for Small and Medium versions of the
  weapons. Large versions cost twice as much. The same section says
  to halve the given weight for Small versions, and double it for
  Large versions.
  To calculate the damage a larger- or smaller-than-normal
  weapon deals, first determine how many size categories it changes
  from Medium. A longsword (normally Medium, commonly used
  by Medium beings) in the hand of a Huge cloud giant increases
  two size categories. For each category change, consult the accom-
  panying tables, finding the weapon’s original damage in the left
  column and reading across to the right to find its new damage.
  Table 2–2: Increasing Weapon Damage by Size
  Medium
  Number of Size Categories Increased
  Damage
  One
  Two
  Three
  Four
  1d2
  1d3
  1d4
  1d6
  1d8
  1d3
  1d4
  1d6
  1d8
  2d6
  1d4
  1d6
  1d8
  2d6
  3d6
  1d6
  1d8
  2d6
  3d6
  4d6
  1d8
  2d6
  3d6
  4d6
  6d6
  1d10
  2d8
  3d8
  4d8
  6d8
  1d12
  3d6
  4d6
  6d6
  8d6
  2d4
  2d6
  3d6
  4d6
  6d6
  2d6
  3d6
  4d6
  6d6
  8d6
  2d8
  3d8
  4d8
  6d8
  8d8
  2d10
  4d8
  6d8
  8d8
  12d8
  Table 2–3: Decreasing Weapon Damage by Size
  Medium
  Number of Size Categories Decreased
  Damage
  One
  Two
  Three
  Four
  1d2
  1
  —
  —
  —
  1d3
  1d2
  1
  —
  —
  1d4
  1d3
  1d2
  1
  —
  1d6
  1d4
  1d3
  1d2
  1
  1d8
  1d6
  1d4
  1d3
  1d2
  1d10
  1d8
  1d6
  1d4
  1d3
  1d12
  1d10
  1d8
  1d6
  1d4
  2d4
  1d6
  1d4
  1d3
  1d2
  2d6
  1d10
  1d8
  1d6
  1d4
  2d8
  2d6
  1d10
  1d8
  1d6
  2d10
  2d8
  2d6
  1d10
  1d8
  A weapon can only decrease in size so far. Weapons that deal less
  than 1 point of damage have no effect. Once a weapon only deals 1
  point of damage, it’s not a weapon if it shrinks further. 
  SPLASH WEAPONS
  A splash weapon is a ranged weapon that breaks apart on impact,
  splashing or scattering its contents over its target and nearby crea-
  tures or objects. Most splash weapons consist of liquids, such as
  acid or holy water, in breakable vials such as glass flasks. Attacks
  with splash weapons are ranged touch attacks. Attacking with
  splash weapons is covered on page 158 of the Player’s Handbook.
  Refer to pages 128 and 129 of the Player’s Handbook for specifics
  of certain splash weapons.
  AREA SPELLS
  Spells that affect an area are not targeted on a single creature,
  but on a volume of space, and thus must fit into the grid in order
  for you to adjudicate who is affected and who is not. Realize
  ahead of time that you will have to make ad hoc rulings when
  applying areas to the grid. Use the visual aids on pages 305-307
  and the following information as guidelines.
  Bursts and Emanations: To employ the spell using a grid, the
  caster needs to designate an intersection of two lines on the grid as
  the center of the effect. From that intersection, it’s easy to measure
  a radius using the scale on the grid. If you were to draw a circle
  using the measurements on the grid, with the chosen intersection
  CHAPTER 2:
  USING 
  THE RULES
  VARIANT: INSTANT KILL
  When you or a player rolls a natural 20 on an attack roll, a critical roll
  is made to see if a critical hit is scored. If that critical roll is also a 20,
  that’s considered a threat for an instant kill. Now a third roll, an instant
  kill roll, is made. If that roll scores a hit on the target in question (just
  like a normal critical roll after a threat), the target is instantly slain.
  Creatures immune to critical hits are also immune to instant kills.
  The instant kill variant only applies to natural 20s, regardless of the
  threat range for a combatant or weapon. (Otherwise weapons, feats,
  and magical powers that improve threat ranges would be much more
  powerful than they are intended to be.)
  The instant kill variant makes a game more lethal and combat more
  random. In any contest, an increase in randomness improves the odds
  for the underdog. Since the PCs win most fights, a rule that makes
  combat more random hurts the PCs more than it hurts their enemies.
  VARIANT: SOFTER CRITICAL HITS
  Instead of making critical hits more lethal, you can make them less
  lethal. Do so by reducing each weapon’s threat range one step.
  Weapons with a threat range of 20 and a ×2 multiplier deal no critical
  hits at all.
  Standard
  Softer
  Standard
  Softer
  Threat Range
  Threat Range
  Multiplier
  Multiplier
  20
  —
  ×2
  —
  19–20
  20
  ×3
  ×2
  18–20
  19–20
  ×4
  ×3
  This variant makes feats and magical powers that improve threat
  ranges less valuable, it slightly decreases the value of a monster’s
  immunity to critical hits, and it reduces randomness in combat.
  VARIANT: CRITICAL MISSES (FUMBLES)
  If you want to model the chance that in combat a character could
  fumble his weapon, then when a player rolls a 1 on his attack roll, have
  him make a DC 10 Dexterity check. If he fails, his character fumbles. You
  need to decide what it means to fumble, but in general, that character
  should probably lose a turn of activity as he regains his balance, picks
  up a dropped weapon, clears his head, steadies himself, or whatever.
  Fumbles are not appropriate to all games. They can add excitement
  or interest to combat, but they can also detract from the fun. They
  certainly add more randomness to combat. Add this variant rule only
  after careful consideration.
  pqqqqrs
  pqqqqrs
  
  at the center, then if the majority of a grid square lies within that
  circle, the square is a part of the spell’s area.
  Cones: Determining the area of a cone spell requires that the
  caster declare a direction and an intersection where the cone
  starts. From there, the cone expands in a quarter circle.
  Miscellaneous: Using the rules given above, apply areas to the
  grid as well as you can. Remember to maintain a consistent num-
  ber of affected squares in areas that differ on the diagonal.
  BIG AND LITTLE CREATURES IN COMBAT
  Creatures smaller than Small or larger than Medium have special
  rules relating to position. These rules concern the creatures’
  “faces,” or sides, and their reach.
  Table 2–4: Creature Sizes summarizes the characteristics of
  each of the nine size categories. The Max. Height and Max. Weight
  columns are guidelines, not firm limits; for instance, almost all
  Medium creatures weigh between 60 and 500 pounds, but excep-
  tions can exist. The figures in the Space and Natural Reach
  columns are explained below.
  Space: Space is the width of the square a creature needs to
  fight without penalties (see Squeezing Through, below). This
  width determines how many creatures can fight side by side in a
  10-foot-wide corridor, and how many opponents can attack a
  creature at the same time. A creature’s space does not have a front,
  back, left, or right side, because combatants are constantly
  moving and turning in battle. Unless a creature is immobile, it
  effectively doesn’t have a front or a left side—at least not one you
  can locate on the tabletop.
  Natural Reach: Natural reach is how far a creature can reach
  when it fights. The creature threatens the area within that distance
  from itself. Remember that when measuring diagonally, every
  second square counts as 2 squares. The exception is a creature with
  10-foot reach. It threatens targets up to 2 squares away, including a
  2-square distance diagonally away from its square. (This is an
  exception to the rule that 2 squares of diagonal distance is meas-
  ured as 15 feet.)
  As a general rule, consider creatures to be as tall as their space,
  meaning that a creature can reach up a distance equal to its space
  plus its reach.
  Big Creatures
  Large or larger creatures with reach weapons can strike out to
  double their natural reach but can’t use their weapons at their nat-
  ural reach or less.
  A creature may move through an occupied square if it is three
  size categories or more larger than the occupant.
  Very Small Creatures
  Tiny, Diminutive, and Fine creatures have no natural reach. They
  must enter an opponent’s square (and thus be subject to an attack
  of opportunity) in order to attack that opponent in melee
  unless they are armed with weapons that give them at least 5 feet
  of reach.
  Because Tiny, Diminutive, and Fine creatures have no natural
  reach, they do not normally get attacks of opportunity. Specific
  creatures may be exceptions, and some may carry reach weapons
  that do threaten adjacent squares. 
  Mixing It Up
  Two creatures less than two size categories apart cannot occupy
  the same spaces in combat except under special circumstances (for
  example, when grappling, riding a mount, or if one is unconscious
  or dead).
  Creatures two size categories apart can occupy the same space
  without special circumstances. Half the normal number of crea-
  tures can occupy the space as usual (fractions are not allowed).
  Creatures may occupy the same square if they are three or more
  size categories different. For instance, a human could occupy one
  of the squares also occupied by a purple worm.
  Example: A human (Medium) fights a cloud giant (Huge). The
  human occupies a single space. The cloud giant occupies roughly
  nine spaces. If the human tried to occupy one of the giant’s spaces,
  up to half as many humans as normal could fit, since the creatures
  are two size categories apart. Since that only amounts to one-half
  of a human, the human cannot occupy one of the giant’s spaces
  without grappling.
  Example: A halfling (Small) fights the same cloud giant. The
  halfling, like the human, occupies a single space. If the halfling
  tries to occupy one of the giant’s cubes, the normal number of
  halflings (one) could fit, since the creatures are three size cate-
  gories apart.
  If a creature is in at least one of the spaces occupied by a larger
  creature when that creature moves out of that space without
  taking a 5-foot adjustment or a withdraw action, then the smaller
  creature gets attacks of opportunity against the departing creature.
  Since a creature can attack into its own space (unless armed
  with a reach weapon), a smaller creature in one of the spaces occu-
  pied by another creature cannot take a withdrawal action.
  Any time more than one allied creature occupies an opponent’s
  space (either in the same square on the grid or in separate squares),
  the allied creatures provide each other with the benefit of flank-
  ing. If a creature occupies part of an opponent’s space, it provides
  flanking to all allied creatures outside the opponent’s space.
  Example: A colony of stirges (Tiny) attacks a human (Medium).
  Up to four Tiny creatures can occupy the same space. They are two
  size categories apart from a human, so up to two Tiny stirges can
  occupy the same space as the human, and they provide each other
  with flanking against the human.
  Example: A squad of halflings (Small) attacks a bulette (Huge).
  The bulette takes up a space three squares across. Since the half-
  lings are three or more size categories apart from the bulette, they
  can enter the space the bulette occupies. Each halfling can only
  occupy one space, but the bulette occupies nine squares, so up to
  nine halflings can occupy the same space as the bulette. The half-
  lings provide each other with flanking.
  Squeezing Through
  A creature can squeeze through a space as narrow in width as one-
  half its space. While doing so, it moves at half its normal speed. It
  takes a –4 penalty on attack rolls and a –4 penalty to AC. While a
  creature is squeezing through a narrow space, it’s not possible for
  other smaller creatures to also occupy that space.
  A creature can move through a space with a ceiling as low as
  half its height with the same penalties (in spaces both narrow and
  29
  CHAPTER 2:
  USING 
  THE RULES
  Table 2–4: Creature Sizes
  Max.
  Max.
  Natural Reach
  Size
  Height1
  Weight2
  Space
  (Tall)
  (Long)
  Fine
  6 in.
  1/8 lb.
  1/2 ft.
  0 ft.
  0 ft.
  or less
  or less
  Diminutive
  1 ft. 
  1 lb.
  1 ft.
  0 ft.
  0 ft.
  Tiny
  2 ft.
  8 lb.
  2-1/2 ft.
  0 ft.
  0 ft.
  Small
  4 ft.
  60 lb.
  5 ft.
  5 ft.
  5 ft.
  Medium
  8 ft.
  500 lb.
  5 ft.
  5 ft. 
  5 ft.
  Large
  16 ft.
  4,000 lb.
  10 ft.
  10 ft.
  5 ft.
  Huge
  32 ft.
  32,000 lb.
  15 ft.
  15 ft.
  10 ft.
  Gargantuan 64 ft.
  250,000 lb.
  20 ft.
  20 ft.
  15 ft.
  Colossal
  64 ft.
  250,000 lb.
  30 ft.
  30 ft.
  20 ft.
  or more or more
  or more
  or more or more
  1 Biped’s height, quadruped’s body length (nose to base of tail)
  2 Assumes that the creature is roughly as dense as a regular animal. A
  creature made of stone will weigh considerably more. A gaseous
  creature will weigh much less.
  
  30
  low, double the penalties). It can move through a space with a ceil-
  ing as low as one-quarter its height, but it must do so by going
  prone and crawling. The normal penalties and restrictions for
  being prone apply.
  Standing in Tight Quarters
  A creature may find itself standing atop a rocky pinnacle, fighting
  from the back of a wagon, or taking advantage of the cover pro-
  vided by a hole in the ground. In such cases, the creature’s space
  decreases to match the space available on the ground, but its at-
  tacks are unaffected because its upper body isn’t constrained. It
  can use its weapons and natural reach without penalties.
  SKILL AND ABILITY CHECKS
  The whole game can be boiled down to the characters trying to ac-
  complish various tasks, the DM determining how difficult those
  tasks are to accomplish, and the dice determining success or fail-
  ure. While combat and spellcasting have their own rules for how
  difficult tasks are, skill checks and ability checks handle just about
  everything else.
  MODIFYING THE ROLL OR THE DC
  Circumstances can modify a character’s die roll, and they can
  modify the Difficulty Class needed to succeed.
  • Circumstances that improve performance, such as having the
  perfect tools for the job, getting help from another character,
  and having unusually accurate information, provide a bonus on
  the die roll.
  • Circumstances that hamper performance, such as being forced
  to use improvised tools or having misleading information,
  provide a penalty on the die roll.
  • Circumstances that make the task easier, such as a friendly audi-
  ence or helpful environmental conditions, decrease the DC.
  • Circumstances that make the task harder, such as a hostile audi-
  ence or doing work that must be flawless, increase the DC.
  THE DM’S BEST FRIEND
  A favorable circumstance gives a character a +2 bonus on a skill
  check (or a –2 modifier to the DC) and an unfavorable one gives a
  –2 penalty on the skill check (or a +2 modifier to the DC). Take
  special note of this rule, for it may be the only one you’ll need.
  Mialee runs down a dungeon corridor, running from a
  beholder. Around the corner ahead wait two ogres. Does Mialee
  hear the ogres getting ready to make their ambush? The DM calls
  for a Listen check and rules that her running from the beholder
  makes it less likely that she’s listening carefully: –2 penalty on the
  check. But one of the ogres is readying a portcullis trap, and the
  cranking winch of the device makes a lot of noise: –2 modifier to
  the DC. Also, Mialee has heard from another adventurer that the
  ogres in this dungeon like to ambush adventurers: +2 bonus on
  the check. Her ears are still ringing from the shout spell that she
  cast at the beholder: –2 penalty on the check. The dungeon is
  already noisy because of the sound of the roaring dragon on the
  level below: +2 modifier to the DC.
  You can add modifiers endlessly (doing so is not really a good
  thing, since it slows down play), but the point is, other than the
  PC’s Listen check modifier, the only numbers that the DM and the
  player need to remember when calculating all the situational
  modifiers are +2 and –2. Multiple conditions add up to give the
  check a total modifier and the DC a final value.
  Going beyond the Rule: It’s certainly acceptable to modify
  this rule. For extremely favorable or unfavorable circumstances,
  you can use modifiers greater than +2 and less than –2. For
  example, you can decide that a task is practically impossible and
  modify the roll or the DC by 20. Feel free to modify these numbers
  as you see fit, using modifiers from 2 to 20.
  DELINEATING TASKS
  A task is anything that requires a die roll. Climbing half one’s
  speed is a task, as is making a pot, despite the fact that one task
  takes seconds and the other hours (or even days).
  A single task can encompass any of the following activities.
  • Moving a set distance (as covered in a skill description).
  • Making one item.
  • Influencing one person, creature, or group (DM decides if
  NPCs are acting as individuals or as a group).
  • Dealing with one object (opening a door, breaking a board,
  tying a rope, slipping out of a manacle, picking a lock).
  • Determining or acquiring one piece of information.
  • Searching or tracking over one area (as described in a skill or
  feat description).
  • Perceive one sound or sight (DM decides if NPCs are acting as
  individuals or as a group).
  Different skills handle task delineation in different ways. In
  fact, the same skill may handle tasks in different ways depending
  on what the character is doing. For example, Heal allows the
  healer to make one character stable or to assist in a group’s overall
  healing rate over a night’s rest. Both of these are single tasks,
  requiring only one roll.
  Sometimes, however, a task requires multiple rolls. You must
  decide, for example, if a character attempting to use Sense Motive
  on a group of ogres must treat them as a group (one roll) or as indi-
  viduals (a different roll for each ogre).
  If two different groups approach a character from a distance,
  he has to make two different Spot checks to see them if you have
  decided that they are indeed different groups. If a character
  searches one wall using the Search skill, he might find several
  objects of importance—but you decide that each such object
  requires a separate roll. In such a case, you should make the rolls
  beyond the first one in secret. Asking the player to make more
  than one roll at the same time gives him information that he
  shouldn’t have.
  A few examples of long-term duties (and how many tasks they
  comprise) follow.
  Character on Watch: The rest of the party sleeps while Mialee
  takes the watch. The DM asks for a Listen check about half an
  hour into her watch, and she succeeds. She hears a rustling noise
  in the nearby bushes (made by a goblin that was trying to sneak up
  on the party). She decides to investigate, and the DM calls for a
  Spot check opposed by a Hide check from the goblin. Mialee dis-
  covers nothing (the goblin successfully conceals itself), so she
  goes back to where she was keeping watch. Later, the DM asks for
  another Listen check (as the goblin once again tries to move in),
  and she succeeds again. This time she catches the goblin and alerts
  the rest of the party to deal with the foe. Eventually they go back
  to sleep, and she goes back on watch. Later, the DM calls for
  another Listen check, even though he knows there’s nothing to
  hear this time.
  The duty of being on watch required three Listen checks, be-
  cause the watch was broken into three segments—at the first
  appearance of the goblin, upon checking for the goblin the second
  time, and after the goblin was dealt with.
  Riding: Soveliss rides his horse along rocky terrain, making no
  roll to perform this mundane task. He guides it down into a steep
  gully, and you call for a DC 10 Ride check to do so. At the bottom
  of the gully, an owlbear menaces a wounded centaur. The ranger
  spurs his mount into the fray, making no roll to do so. Once in
  battle, the owlbear slashes at the ranger with a powerful claw. You
  call for a Ride check for Soveliss to stay on the horse, and another
  one to keep the now-panicking horse from running off. The
  ranger succeeds on both checks, and then decides to leap out of
  the saddle and fight the beast, requiring a DC 20 Ride check.
  Soveliss succeeds again, meaning that he dismounts without
  falling and moves to engage the owlbear.
  CHAPTER 2:
  USING 
  THE RULES
  
  31
  CHAPTER 2:
  USING 
  THE RULES
  Table 2–5: Difficulty Class Examples
  DC
  Example
  Roll (Key Ability)
  Who Could Do It
  –10
  Hear the sounds of a pitched battle
  Listen (Wis)
  A commoner on the other side of a stone wall
  0
  Track ten hill giants across a muddy field
  Search (Int)
  The village fool hustling at full speed at night
  5
  Climb a knotted rope
  Climb (Str)
  An average human carrying a 75-pound pack
  5
  Hear people talking on the other side of a door
  Listen (Wis)
  An absent-minded sage being distracted by allies
  10
  Run or charge down steep stairs
  Balance (Dex)
  A 1st-level rogue
  10
  Follow tracks of fifteen orcs across firm ground
  Search (Int)
  A 1st-level commoner
  10
  Ransack a chest full of junk to find a map
  Search (Int)
  A 1st-level commoner
  10
  Tie a firm knot
  Use Rope (Dex)
  A 1st-level commoner
  10
  Find out the current gossip
  Gather Information (Cha)
  A 1st-level commoner
  111
  Avoid being tripped by a wolf
  — (Str or Dex)
  A 1st-level commoner
  12
  Assess the value of a silver necklace
  Appraise (Int)
  A 1st-level rogue
  132
  Resist the command spell
  Will save (Wis)
  A 1st-level wizard or a low-level fighter
  13
  Bash open a simple wooden door
  — (Str)
  A fighter
  15
  Make a dying friend stable
  Heal (Wis)
  A 1st-level cleric
  15
  Make indifferent people friendly
  Diplomacy (Cha)
  A 1st-level paladin
  15
  Jump 10 feet (with a running start)
  Jump (Str)
  A 1st-level fighter
  15
  Tumble past a foe
  Tumble (Dex)
  A low-level monk
  151
  Get a minor lie past a canny guard
  Bluff (Cha)
  A 1st-level rogue
  16
  Identify a 1st-level spell as it is being cast
  Spellcraft (Int)
  A wizard (but not anyone untrained in spells)
  172
  Resist a 10th-level vampire’s dominating gaze
  Will save (Wis)
  A low-level monk or a high-level fighter
  18
  Bash open a strong wooden door
  — (Str)
  An enraged half-orc barbarian
  18
  Cast fireball while being shot with an arrow
  Concentration (Con)
  A low-level wizard
  20
  Notice a typical secret door
  Search (Int)
  A smart, 1st-level half-elf rogue
  20
  Notice a scrying sensor
  — (Int)
  A low-level wizard with Int 12 or higher
  20
  Notice an invisible creature moving nearby
  Spot (Wis)
  A low-level ranger
  20
  Pick a very simple lock
  Open Lock (Dex)
  A dexterous, 1st-level halfling rogue (but not anyone
  untrained at picking locks)
  20
  Find out what sorts of crimes the baron’s
  Gather Information (Cha)
  A low-level bard
  daughter has gotten away with
  20
  Avoid falling into a pit trap
  Reflex save (Dex)
  A mid-level rogue or a high-level paladin
  20
  Walk a tightrope
  Balance (Dex)
  A low-level rogue
  21
  Raise a dire wolf cub
  Handle Animal (Cha)
  A mid-level ranger
  211
  Sneak quietly past a hellcat 50 feet away
  Move Silently (Dex)
  A low-level rogue
  221
  Escape from an owlbear’s clutches
  Escape Artist (Dex)
  A low-level rogue
  231
  Grab a guard’s spear and wrest it out of his hands
  Melee attack (Str)
  A mid-level fighter
  24
  Resist the wail of the banshee spell
  Fortitude save (Con)
  A high-level fighter
  243
  Shoot an armored guard through an arrow slit
  Ranged attack (Dex)
  A high-level fighter
  25
  Notice that something’s wrong with a friend
  Sense Motive (Wis)
  A mid-level rogue
  who’s under a vampire’s control
  25
  Persuade the dragon that has captured you 
  Diplomacy (Cha)
  A high-level bard
  that it would be a good idea to let you go
  25
  Find out from a city’s inhabitants who the
  Gather Information (Cha)
  A high-level bard
  power behind the throne is
  26
  Jump over an orc’s head (with a running start)
  Jump (Str)
  A 20th-level ranger wearing light armor or a mid-level 
  barbarian wearing light armor (who really only needs
  a 22 because his speed is higher)
  28
  Disable a glyph of warding
  Disable Device (Int)
  A high-level rogue (but not anyone of another class)
  28
  Bash open an iron door
  — (Str)
  A fire giant
  29
  Calm a hostile owlbear
  Wild empathy (Cha)
  A high-level druid (and only a druid or ranger)
  30
  Hurriedly climb a slick brick wall
  Climb (Str)
  A high-level barbarian
  30
  Read a letter written in ancient Draconic
  Decipher Script (Int)
  A high-level wizard
  30
  Pick a good lock
  Open Lock (Dex)
  A high-level rogue
  30
  Notice a well-hidden secret door
  Search (Int)
  A high-level rogue
  43
  Track a goblin that passed over hard rocks 
  Survival (Wis)
  A 20th-level ranger who has maxed out his Survival 
  a week ago, and it snowed yesterday
  skill and has been fighting goblinoids as his 
  favored enemy since 1st level
  1 This number is actually the average roll on the opponent’s opposed
  check rather than a fixed number.
  2 Actual DC may be higher or lower depending on the caster or ability
  user.
  3 This is the target’s adjusted Armor Class.
  DC: The number a character needs to roll to succeed.
  Example: An example of a task with that DC.
  Roll (Key Ability): The roll the character makes, usually a skill check,
  but sometimes a saving throw, an ability check, or even an attack
  roll. The ability that modifies the roll is in parentheses. A “—” in this
  column means that the check is an ability check and no skill ranks,
  base save bonuses, or base attack bonuses apply.
  Who Could Do It: An example of a character that would have about a
  50% chance to succeed. When this entry names a character by class,
  it assumes that the character has the skill in question. (Other
  characters might have a better or worse chance to succeed.)
  
  32
  Riding a mount doesn’t normally require rolls. Only riding into
  difficult terrain or performing a specific task involving riding
  requires a roll.
  Tracking: Soveliss is following a giant scorpion across the
  desert. He follows the vermin for 3 miles, making a Survival
  check each mile, but tracking in the soft sand is easy. Shortly after
  the third mile, a windstorm comes up. Soveliss waits it out, and it
  passes after an hour. Now he must make a fourth check to see if
  he can pick up the trail in the wind-tossed sand. This check is of
  course more difficult than the earlier ones, as are all subsequent
  checks until the tracker gets to the place where the scorpion was
  when the storm passed.
  Normally, tracking requires a Survival check each mile, but a
  sudden change in situation can require an additional roll.
  Sneaking: Lidda is sneaking through a dungeon filled with
  hobgoblins. She must pass by an open doorway beyond which is
  a room where the brutes are drinking from a keg of ale. She
  makes a Move Silently check, and the hobgoblins make opposed
  Listen checks, but they’re not paying much attention, so the half-
  ling sneaks by easily. The hobgoblins aren’t even looking at the
  door, so no Hide check is required. To get out, however, she must
  pass right through a guard room. She must make a Hide check to
  keep to the dark shadows near the walls, and a new Move
  Silently check (new because the listeners are different individu-
  als, plus they’re more alert) to get past the guards and through
  the room.
  A new Move Silently check is needed for each different group
  that a sneaker is trying to avoid. Sometimes both a Move Silently
  check and a Hide check are needed when sneaking around. Some-
  times they’re not.
  GENERAL VERSUS SPECIFIC
  Sometimes a player will say, “I look around the room. Do I see
  anything?” and sometimes she’ll say, “I look into the room,
  knowing that I just saw a kobold dart inside. I look behind the
  chair and the table, and in all the dark corners. Do I see it?” In
  both cases, the DM replies, “Make a Spot check.” However, in
  the second example, the character has specialized knowledge of
  the situation. She’s asking specific questions. In such cases,
  always award the character a +2 bonus for favorable conditions.
  It’s good to reward a character who has knowledge that allows
  her to ask specific questions.
  If the kobold’s actually not in the room, but a cloaker waits in
  ambush on the ceiling, the character has no special knowledge
  and gains no bonus. She doesn’t get a penalty, either—don’t
  penalize specific questions. If both the kobold and the cloaker
  are in the room, two Spot checks are required (unless the mon-
  sters are working together as a group, which is highly unlikely).
  The character gets a +2 bonus on the check to spot the kobold
  and no bonus on the check to spot the cloaker.
  DEGREES OF SUCCESS
  When determining how much information a skill check or abil-
  ity check gives a character, the degree of success is important to
  the task. For example, an invisible assassin sneaks up on a cleric.
  The cleric makes a Listen check opposed by the assassin’s Move
  Silently check, and the cleric is successful. You could describe
  this success to the player of the cleric in many different ways,
  including these.
  • “You heard a noise and you know something’s out there, but
  you don’t see anything.”
  • “You heard a noise. It sounded like a person moving, and it
  came from ‘over there.’ ”
  • “You heard a noise. You know there’s an invisible creature
  about 15 feet northeast of you, and you can target that crea-
  ture’s location with an attack.”
  To determine how much information to give out, compare
  the opposed check results (or for a nonopposed check, the
  check result and the DC). In the example above, you give the
  first answer if the check merely succeeds on the check. If the
  cleric beats the assassin’s check result by 10 or more, he has
  achieved a greater success, and he gets the second answer. If he
  exceeds the assassin’s check result by 20 or more, he has
  achieved a perfect success, and he gets all the information—the
  third answer.
  Degrees of success usually only apply when the amount of
  information you have to give out can be different depending on
  how well the character succeeds. Most of the time, the only out-
  come that matters is whether the character succeeds or fails.
  DEGREES OF FAILURE
  Usually failure itself is a sufficient problem and does not need to
  be compounded. However, failure can sometimes cause addi-
  tional problems, such as a setting off a trap or alerting a sentry to
  the characters’ presence. When such consequences exist, a check
  that fails by 5 or more causes them to occur. For example, if
  Lidda the rogue misses a Disable Device check by 5 or more, she
  sets off the trap she’s trying to disable.
  Skills that carry an additional risk on a failed
  check include the following. Other risks on a
  failure may apply, at your discretion.
  CHAPTER 2:
  USING 
  THE RULES
  Incorporeal wraiths
  lunge toward 
  an adventurer.
  Illus. by  S. Fischer
  
  Skill
  Risk
  Balance
  Falling
  Climb
  Falling
  Craft
  Ruin raw materials
  Disable Device
  Device triggers, or is not disabled
  Spot (reading lips)
  Receive false information
  Swim
  Sink below surface of water
  Use Rope
  Grappling hook fails in 1d4 rounds
  TAKING 10
  Encourage players to use the take 10 rule. When a character is
  swimming or climbing a long distance, for example, this rule can
  really speed up play. Normally, you make a check each round with
  these movement-related skills, but if there’s no pressure, taking 10
  allows them to avoid making a lot of rolls just to get from point A
  to point B.
  ABILITY CHECKS
  The game has no rules for trying to stay awake through the
  night, writing down every word someone says without a mis-
  take, or opening the stuck lid of a container without spilling a
  single drop of its contents. However, in the course of an adven-
  ture any of these situations could potentially make or break an
  encounter. You have to be ready to make up checks for such non-
  standard activities.
  Using the example situations above, staying awake might be a
  Constitution check (DC 12, +4 for every previous night without
  sleep), with an elf character gaining a +2 bonus on her check
  because an elf is only giving up 4 hours of trance instead of 8
  hours of sleep. Writing down every word that someone says would
  require a DC 15 Intelligence check, and a DC 10 Dexterity check
  prior to the Intelligence check would provide a +2 bonus on the
  roll. Opening the container would normally be a Strength check
  (DC about 17), and once that’s accomplished, a DC 13 Dexterity
  check is required to keep from spilling the contents.
  The three kinds of ability checks you could call for to handle a
  nonstandard situation include the following.
  • A single check using an relevant ability (as in staying awake).
  • One ability check that, depending on the result, might provide
  a modifier on another check involving a different ability (as in
  writing down every word).
  • Two or more separate ability checks, usually involving different
  abilities, to accomplish a multipart task (such as opening the
  jug without spilling).
  You can also use a combination of an ability check and a skill
  check in an appropriate situation. For example, when swimming
  in frigid water, Lidda might have to make a Constitution check to
  avoid taking a penalty on her Swim check.
  Decisions on how to handle nonstandard situations are left to
  your best judgment.
  SAVING THROWS
  Adjudicating and varying saving throws works a lot like adjudicat-
  ing and varying skill and ability checks.
  WHICH KIND OF SAVE?
  Fortitude, Reflex or Will? When assigning something a saving
  throw, use these guidelines.
  Fortitude: Fortitude saves reflect physical toughness. They
  incorporate stamina, ruggedness, physique, bulk, metabolism,
  resistance, immunity, and other similar physical qualities. If it
  seems like something that a “tough guy” would be good at, it’s a
  Fortitude save.
  Reflex: Reflex saves reflect physical (and sometimes mental)
  agility. They incorporate quickness, nimbleness, hand-eye coor-
  dination, overall coordination, speed, and reaction time. If it
  seems like something that an agile person would be good at, it’s
  a Reflex save.
  Will: Will saves reflect inner strength. They incorporate will-
  power, mental stability, the power of the mind, levelheadedness,
  determination, self-confidence, self-awareness, the superego, and
  resistance to temptation. If it seems like something that a confi-
  dent or determined person would be good at, it’s a Will save.
  SAVE OR CHECK?
  A character slips and falls. He tries to catch himself on a ledge,
  while another character reaching forward attempts to catch him.
  Are these Reflex saves or Dexterity checks?
  The answer to the above question is “Both.” The character at-
  tempting to save himself makes a Reflex save. The character trying
  to grab him makes a Dexterity check.
  33
  CHAPTER 2:
  USING 
  THE RULES
  VARIANT: SKILLS WITH DIFFERENT ABILITIES
  Sometimes a check involves a character’s training (skill ranks) plus an
  innate talent (ability) not usually associated with that training. A skill
  check always includes skill ranks plus an ability modifier, but you can
  use a different ability modifier from normal if the character is in a situ-
  ation where the normal key ability does not apply.
  For example:
  • A character is underwater and tries to maneuver by pulling himself
  along some improvised handholds. Since his body has natural buoy-
  ancy (meaning he doesn’t need to pull as hard to lift himself), the
  DM rules that the player should make a Climb check keyed to
  Dexterity rather than to Strength.
  • A character is trying to pick the best horse from several that a
  merchant is selling. Normally this would be an Appraise check, but
  familiarity with horses ought to count for something. The DM lets
  the player use the character’s ranks in Ride instead of ranks in
  Appraise and applies the character’s Wisdom modifier (as normal
  for an Appraise check).
  • A character needs to use main force to restrain a panicked horse.
  Normally this would call for a Strength check, but a character skilled
  at handling animals ought to be able to use his knowledge to
  restrain the horse more easily. The DM lets the player add the char-
  acter’s ranks in Handle Animal (but not his Charisma modifier) to
  the Strength check.
  • A character has created a masterwork dagger as a gift for a visiting
  noble. He attempts to inscribe it with intricate designs. The DM
  rules that this is a Dexterity check to which the character’s ranks in
  Craft (weaponsmithing) apply.
  • A character is trying to climb a ladder to the bottom of a very deep
  chute. Normally, the DM would call for a Constitution check to see
  if the character can keep going, but he can also allow the player to
  add the character’s ranks in Climb to the roll.
  These sorts of unusual situations are always handled on a case-by-case
  basis, and only as exceptions. The vast majority of the time, use the
  normal key ability.
  Remember that when you change the way a skill works in this fash-
  ion, you should dictate when the change comes into play—it’s not up
  to a player to make this sort of decision. Players may try to rationalize
  why they should get to use their best ability score modifier with a skill
  that doesn’t normally use that ability, but you shouldn’t allow this sort
  of rule change unless you happen to agree with it.
  pqqqqrs
  pqqqqrs
  
  34
  Key Concept 1: Checks are used to accomplish something,
  while saves are used to avoid something.
  Key Concept 2: Check modifiers don’t take into account
  character level or class level. Save bonuses always do. If a task
  seems like it should be easier for a high-level character, use a
  saving throw. If it seems like the task should be equally difficult
  for any two characters with the same score in the relevant
  ability, use a check. For example, opening a door is merely a
  reflection of strength, not experience. Thus, it’s a Strength
  check. The middle ground is a skill check, such as a Balance
  check to avoid falling while running over broken ground. A
  Balance check takes level into account only if the character has
  ranks in the skill.
  DIFFICULTY CLASSES
  Assigning DCs is your job, but usually the rules are straightfor-
  ward. The game has a standard rule for the DC of a saving throw
  against a spell, and creatures and magic items with abilities that
  force others to make saves always have that saving throw clearly
  detailed (or else they function just like spells, and you use the
  spell rule). The general rules are as follows.
  Spells: 10 + spell level + caster’s ability modifier.
  Monster Abilities: 10 + 1/2 monster’s Hit Dice + monster’s
  ability modifier.
  Miscellaneous: 10 to 20. Use 15 as a default.
  As with checks, saving throw die rolls can be modified, or the
  DC can be modified. See The DM’s Best Friend, page 30.
  ADJUDICATING MAGIC
  At the middle range of levels (6th through 11th), most charac-
  ters cast spells, and they all use magic items, many of which pro-
  duce strange effects. Handling spells and effects well is often
  the difference between a good game and a really good one.
  DESCRIBING SPELL EFFECTS
  Magic is flashy. When characters cast spells or use magic items,
  you should describe what the spell looks, sounds, smells, or feels
  like as well as its game effects.
  A magic missile could be a dagger-shaped burst of energy that
  flies through the air. It also could be a fistlike creation of force
  that bashes into its target or the sudden appearance of a
  demonic head that spits a blast of energy. When someone
  becomes invisible, he or she fades away. A summoned fiend
  appears with a flash of blood-red energy and a smell of brim-
  stone. Other spells have more obvious visual effects. A fireball
  and a lightning bolt, for example, appear pretty much the way
  they are described in the Player’s Handbook. For dramatic flair,
  however, you could describe the lightning bolt as being a thin arc
  of blue lightning and the fireball as a blast of green fire with red
  twinkling bursts within it.
  You can let players describe the spells that their characters
  cast. Don’t, however, allow a player to use an original description
  that makes a spell seem more powerful than it is. A fireball spell
  that creates an illusion of a dragon breathing flames goes too far.
  Spells without obvious visual effects can be described as well.
  Since a target who makes his saving throw against a spell knows
  that something happened to him, you could describe a charm
  spell or a compulsion spell as a cold claw threatening to enclose
  his mind that he manages to shake off. (If the spell worked, the
  target would not be aware of such an effect, for his mind would
  not be entirely his own.)
  Sound can be a powerful descriptive force. You could say that a
  lightning bolt is accompanied by a clap of thunder. A cone of cold
  sounds like a rush of wind followed by a tinkling of crystalline ice.
  HANDLING DIVINATIONS
  Spells such as augury, divination, and legend lore require you to come
  up with information on the spot. Two problems can arise when
  dealing with divinations such as these.
  CHAPTER 2:
  USING 
  THE RULES
  VARIANT: CRITICAL SUCCESS OR FAILURE
  If a player rolls a natural (unmodified) 20 on a check, allow him or her
  to make another check. If the second check is successful, the charac-
  ter has achieved a critical success with the use of that skill or ability,
  and something particularly good happens. Likewise, if a player rolls a
  natural 1, he rolls again. If the second check is a failure, the character
  has achieved a critical failure (made a critical blunder), and something
  really bad happens.
  It’s up to you to determine the specific result of a critical success or
  failure. Some examples follow.
  Critical Successes
  On a Climb check or Swim check, the character moves twice as far
  as she would on a normal success.
  When using Diplomacy, the character makes a good, trusted friend
  for long-term play.
  When using a Knowledge skill, the character comes to an important
  conclusion related to the task at hand.
  When using Search, the character discovers something that she
  otherwise never could have found (if anything is present to be found).
  When using Survival to track, the character determines some amaz-
  ing minutiae about her prey. For instance, she realizes that the three
  subjects she’s tracking aren’t happy with one another because they
  occasionally stop and apparently argue, based on where they stand in
  relation to each other.
  When using Heal to give first aid, the character heals 1 point of
  damage dealt to the subject.
  Critical Failures
  When using a Perform skill, the character displeases his audience so
  greatly that they wish to do him harm.
  On a Climb check, the character falls so badly that he takes an
  additional 1d6 points of damage, or he falls and tears away a few
  good handholds, making it a more difficult climb (+5 to the DC) on
  the next try.
  When using Disguise, the character not only doesn’t look like what
  he intended, but actually looks like something offensive or hateful to
  the viewers.
  When using Escape Artist, the character actually gets himself more
  entangled or pinned, adding +5 to the DC on the next try.
  On a Use Rope check, the character breaks the rope.
  When using Open Lock, the character breaks off his pick in the lock,
  making it impossible to open.
  When using any kind of tool, the character destroys the tool.
  Sometimes, there’s nothing more that can be achieved with a critical
  success, or there’s nothing worse than a normal failure. In such a case,
  ignore this variant rule.
  You should also ignore this variant whenever a character takes 10 or
  takes 20. It’s not possible to achieve a critical success when all you’re
  trying to do is complete a task without worrying about completing it as
  well as possible, and it’s not possible to get a critical failure if you’re
  not under pressure when you’re making the check.
  pqqqqrs
  pqqqqrs
  
  The Player Could Learn Too Much: The strategic use of a
  divination spell could put too much information into the
  hands of the players, ruining a mystery or revealing a surprise
  too soon. The way to avoid this problem is to keep in mind the
  capabilities of the PCs when you create adventures. Don’t forget
  that the cleric might be able to use her commune spell to learn
  the identity of the king’s murderer. While you shouldn’t allow a
  divination to give a player more information than you want her
  to have, you shouldn’t cheat a player out of the effects of her
  spells just for the sake of the plot. Remember also that certain
  spells can protect someone from divinations such as detect evil
  and discern lies—but that’s not really the point. Don’t design sit-
  uations that make the PCs’ divinations worthless—design situ-
  ations to take divinations into account. Assume that the cleric
  learns the identity of the king’s murderer. That’s fine, but the
  adventure is about apprehending him, not just identifying him,
  and it’s especially important to stop him before he kills the
  queen as well.
  In short, you should control information, but don’t deny it to
  the character who has earned it.
  Needing Answers on the Fly: Most likely you won’t know
  that a character is going to use a divination spell until the spell is
  cast, and so you often need to come up with an answer on the fly.
  One of the ways to get around this problem is obvious. To an-
  swer a question about what lies at the bottom of the dark staircase,
  you have to know what’s there. Chances are you already do know
  what’s there, or the character using the divination wouldn’t con-
  sider the question worth asking. If you don’t know, then you need
  to make something up in a hurry.
  More difficult is coming up with a way to convey the infor-
  mation. For example, the description of the divination spell
  notes that “The advice can be as simple as a short phrase, or it
  might take the form of a cryptic rhyme or omen.” Cryptic
  rhymes are often difficult to come up with in the middle of a
  game. One trick is to create a rhyme ahead of time that can fit
  just about any question, such as “If X is the seed you sow, reap
  you will Y and know,” where X is an action and Y is the result. Or
  “If into X fate doth thee send, thou wilt find Y in the end,”
  where X is a place and Y is a result or consequence, such as
  “danger” or “treasure.”
  CREATING NEW SPELLS
  Introducing an unbalanced spell does more damage to your
  game than handing out an unbalanced magic item. A magic
  item can get stolen, destroyed, sold, or otherwise taken away—
  but once a character knows a spell, she’s going to want to keep
  using it.
  When creating a new spell, use the existing spells as bench-
  marks, and use common sense. Creating a spell is actually fairly
  easy—it’s assigning a level to the new spell that’s hard. If the
  “best” 2nd-level spell is invisibility, and the “best” 1st-level spell is
  charm person or sleep, and the new spell seems to fall between
  those spells in power, it’s probably a 2nd-level spell. (Sleep, how-
  ever, is a strange example, because it’s a spell that gets less useful
  as the caster gains levels—compared to a spell such as magic mis-
  sile or fireball, which gets better, up to a point, for higher-level
  casters. Make sure spells that only affect low-level creatures are
  low-level spells.)
  Here are some pieces of advice to consider.
  • If a spell is so good that you can’t imagine a caster not wanting
  it all the time, it’s either too powerful or too low in level.
  • An experience point (XP) cost is a good balancing force. An
  expensive material component is only a moderately good
  balancing force. (Money can be easy to come by; an XP loss
  almost always hurts.)
  • When determining level, compare range, duration, and target
  (or area) to other spells to balance. A long duration or a large
  area can make up for a lesser effect, depending on the spell.
  • A spell with a very limited use (only works against red dragons)
  could conceivably be one level lower than it would be if it had
  a more general application. Even at a low level, this is the sort of
  spell a sorcerer or bard never takes, and other casters would
  prepare it only if they knew in advance it would be worthwhile.
  • Wizards and sorcerers should not cast healing spells, but they
  should have the best offensive spells. If the spell is flashy or
  dramatic, it should probably be a wizard/sorcerer spell.
  • Clerics are best at spells that deal with alignment and have the
  best selection of curative and repair spells. They also have the
  best selection of information-gathering spells, such as
  commune and divination.
  • Druids are best at spells that deal with plants and animals.
  • Rangers and paladins should not have flashy attack spells in
  the manner of magic missile and fireball.
  • Bard spells include enchantments, information-gathering
  spells, and a mixture of other kinds of spells, but do not include
  powerful offensive spells such as cone of cold.
  Damage Caps for Spells
  For spells that deal damage, use the tables below (one for arcane
  spells, one for divine spells) to determine approximately how
  much damage a spell should deal. Remember that some spells
  (such as burning hands) use a d4 for damage, but fireball uses a d6.
  For clerics, a d8 damage die counts as 2d6 for determining the
  maximum damage a divine spell can deal. 
  35
  CHAPTER 2:
  USING 
  THE RULES
  VARIANT: SAVES WITH DIFFERENT ABILITIES
  To model unusual situations, you can change the ability score that
  modifies a save, just as you can do with a skill (see the sidebar on page
  33). This is purely a variant, however, since not all DMs want this
  degree of complication.
  Fortitude saves against mental attacks (such as phantasmal killer)
  could be based on Wisdom, making it a cross between a Fortitude and
  a Will save. (Apply the character’s Fortitude save bonus from class and
  level, then add his Will modifier instead of his Constitution modifier.)
  The DM may allow a character to cast a quickened dimension door
  spell in response to falling into a pit trap. Reacting quickly to a trap
  requires a Reflex save, but in this case the DM might make this a Reflex
  save based on Wisdom rather than Dexterity, since casting the spell is
  mainly a mental action.
  Will saves against enchantments could use Charisma instead of
  Will, since Charisma reflects force of personality.
  Will saves against illusions could be keyed to Intelligence, the abil-
  ity that best represents discernment.
  As with skills, changes to a saving throw’s key ability are always
  handled on a case-by-case basis. Unless you institute changes to
  saving throws as a house rule, these changes are very rare.
  Remember that when you change the way a saving throw works
  in this fashion, you should dictate when the change comes into
  play—it’s not up to a player to make this sort of decision. Players
  may try to rationalize why they should get to use their best ability
  modifier on a saving throw that doesn’t normally use that ability,
  but you shouldn’t allow this sort of rule change unles you happen
  to agree with it.
  pqqqqrs
  pqqqqrs
  
  36
  Maximum Damage for Arcane Spells
  Arcane
  Max Damage
  Max Damage
  Spell Level
  (Single Target)
  (Multiple Targets)
  1st
  5 dice
  —
  2nd
  10 dice
  5 dice
  3rd
  10 dice
  10 dice
  4th
  15 dice
  10 dice
  5th
  15 dice
  15 dice
  6th
  20 dice
  15 dice
  7th
  20 dice
  20 dice
  8th
  25 dice
  20 dice
  9th
  25 dice
  25 dice
  Maximum Damage for Divine Spells
  Divine
  Max Damage
  Max Damage
  Spell Level
  (Single Target)
  (Multiple Targets)
  1st
  1 die
  —
  2nd
  5 dice
  1 die
  3rd
  10 dice
  5 dice
  4th
  10 dice
  10 dice
  5th
  15 dice
  10 dice
  6th
  15 dice
  15 dice
  7th
  20 dice
  15 dice
  8th
  20 dice
  20 dice
  9th
  25 dice
  20 dice
  The damage cap depends on whether a spell affects a single
  target or multiple targets. A single-target spell affects only one
  creature or has its total damage divided among several creatures.
  For example, a magic missile spell can deliver 5 dice of damage to
  one target. If it strikes more than one target, its damage dice must
  be divided among them. A multiple-target spell deals full damage
  to two or more creatures simultaneously. For example, a fireball
  damages everything within its 20-foot spread.
  REWARDS
  Mialee and Tordek stand within the treasure chamber, surveying
  the riches before them. To get there, they slew three trolls, by-
  passed several devious traps, and solved the riddle of the golden
  golem to stop it from crushing them. Now they are not only
  richer, but from their experiences they have grown in knowledge
  and power.
  Experience points are a measure of accomplishment. They rep-
  resent training and learning by doing, and they illustrate the fact
  that, in fantasy, the more experienced a character is, the more pow-
  er he or she possesses. Experience points allow a character to gain
  levels. Gaining levels heightens the fun and excitement.
  Experience points can be spent by spellcasters to power some of
  their most potent spells. Experience points also represent the per-
  sonal puissance that a character must imbue an object with in
  order to create a magic item.
  In addition to experience, characters also earn treasure on their
  adventures. They find gold and other valuables that allow them to
  buy bigger and better equipment, and they find magic items that
  give them new and better abilities.
  EXPERIENCE AWARDS
  When the party defeats monsters, you award the characters expe-
  rience points (XP). The more dangerous the monsters, compared
  to the party’s level, the more XP the characters earn. The PCs split
  the XP between themselves, and each character increases in level
  as his or her personal XP total increases.
  You need to calculate XP awards during the course of an adven-
  ture, whether it’s one you wrote or one you purchased. You may
  wish to award experience points at the end of a session to enable
  players to advance their characters in level if they have enough
  experience points. Alternatively, you may wish to give out XP
  awards at the beginning of the game session following the one in
  which the characters earned it. This gives you time between ses-
  sions to use these rules and determine the experience award.
  As part of determining experience point awards, you need to
  break the game down into encounters and then break the encoun-
  ters down into parts. If you’re using monsters from the Monster
  Manual, some of the work has already been done for you. Each
  monster in that book has a Challenge Rating (CR) that, when
  compared to party level, translates directly into an XP award.
  A Challenge Rating is a measure of how easy or difficult a mon-
  ster or trap is to overcome. Challenge Ratings are used in Chapter
  3: Adventures to determine Encounter Levels (EL), which in turn
  indicate how difficult an encounter (often involving multiple
  monsters) is to overcome. A monster is usually overcome by defeat-
  ing it in battle, a trap by being disarmed, and so forth.
  You must decide when a challenge has been overcome. Usually,
  this is simple to do. Did the PCs defeat the enemy in battle? Then
  they met the challenge and earned experience points. Other
  CHAPTER 2:
  USING 
  THE RULES
  VARIANT: SPELL ROLL
  Substitute this variant for the standard method of determining saving
  throw DCs for spells. Every time a character casts a spell that requires
  a target to make a saving throw, the caster rolls 1d20 and adds the spell
  level and the appropriate ability modifier. The result is the DC for the
  saving throw. Roll once even for a spell that affects many creatures.
  This variant introduces a great deal more randomness into spell-
  casting—sometimes low-level spells cast by mediocre casters will
  have high DCs, and sometimes high-level spells cast by powerful
  casters are easy to resist. It downplays the level of the spell and the
  ability modifier. As with variant combat rules, any change that
  increases chance in a battle favors the underdog, and that’s usually
  the enemy of the PCs.
  VARIANT: POWER COMPONENTS
  The horn of the rare red minotaur can be combined with a potent
  mixture of herbs that can aid in restoring wholeness to the afflicted. So
  potent is the energy contained in the concoction that a cleric who uses
  it while casting greater restoration (and uses it up) need not devote any
  personal power (XP) in order to cast the spell.
  This variant allows for special rare ingredients (“power compo-
  nents”) to be added to material spell components in place of an XP
  component. You’re free to allow this on a case-by-case basis. Perhaps
  these components exist only for certain spells. They’re certainly rare,
  and certainly expensive—ten to twenty times the XP component in
  gold pieces is a good baseline price. Further, characters may need to
  consult sages or cast divinations in order to find out what the proper
  ingredients are.
  Consider not allowing characters to buy power components—
  instead, make them the object of an adventure. The hunt for the red
  minotaur can be a challenging and entertaining adventure by itself, but
  if the defeat of the minotaur is the first step toward the goal of bring-
  ing back a fallen comrade, the scenario takes on a larger importance.
  In the same way, special ingredients can substitute for the XP that a
  character otherwise has to spend to create magic items.
  This variant works if it makes powerful magic more colorful and if it
  fits the way you want to portray magic in your campaign. It fails if it
  means that the only hard control on casting powerful spells and creat-
  ing magic items (the XP component) slips away, so that such actions
  become commonplace.
  pqqqqrs
  pqqqqrs
  
  times, it can be trickier. Suppose the PCs sneak past the sleeping
  minotaur to get into the magical vault—did they overcome the
  minotaur encounter? If their goal was to get into the vault and the
  minotaur was just a guardian, then the answer is probably yes. It’s
  up to you to make such judgments.
  Only characters who take part in an encounter should gain the
  commensurate awards. Characters who died before the encounter
  took place, or did not participate for some other reason, earn noth-
  ing, even if they are raised or healed later on.
  To determine the XP award for an encounter, follow these steps.
  1. Determine each character’s level. Don’t forget to account for
  ECL (see Monsters as Races, page 172) if any of the characters
  are of a powerful race.
  2. For each monster defeated, determine that
  single monster’s Challenge Rating.
  3. Use Table 2–6: Experience Point
  Awards (Single Monster) to cross-
  reference one character’s level
  with the Challenge Rating for
  each defeated monster to
  find the base XP award.
  4. Divide the base XP award by the
  number of characters in the party. This is
  the amount of XP that one character
  receives for helping defeat that monster.
  5. Add up all the XP awards for all the
  monsters the character helped defeat.
  6. Repeat the process for each character.
  Do not award XP for creatures that enemies summon or other-
  wise add to their forces with magic powers. An enemy’s ability
  to summon or add these creatures is part of the enemy’s CR
  already. (You don’t give PCs more XP if a drow cleric casts unholy
  blight on them, so don’t give them more XP if she casts summon
  monster IV instead.)
  Example: A party of five PCs defeats two CR 2 monsters and a
  CR 3 monster. The party consists of a 3rd-level character, three
  4th-level characters, and a 5th-level character. The 3rd-level char-
  acter earns 600 XP for each CR 2 monster and 900 XP for the CR 3
  monster. That’s 2,100 XP, and dividing by 5 (the number of charac-
  ters in the party) yields an experience award of 420 XP. The 4th-
  level characters each earn 400 XP [(600 + 600 + 800) ÷ 5] and the
  5th-level character earns 350 XP [(500 + 500 + 750) ÷ 5].
  Monsters Below CR 1
  Some monsters are fractions of a Challenge Rating.
  For instance, a single orc is not a good challenge
  for even a 1st-level party, although two
  might be. You could think of an orc as
  approximately CR 1/2. For these cases,
  calculate XP as if the creature were CR
  1, then divide the result by 2.
  Challenge Ratings for NPCs
  An NPC with a PC class has a Challenge
  Rating equal to the NPC’s level. Thus, an 8th-level
  sorcerer is an 8th-level encounter. As a rule of thumb,
  doubling the number of foes adds 2 to the Encounter
  Level. Therefore, two 8th-level fighters are an EL 10 encounter. A party
  of four NPC 8th-level characters is an EL 12 encounter.
  Some powerful creatures are more of a challenge than their
  level would suggest. A drow, for example, has spell resistance and
  other abilities, so her CR is equal to her level +1.
  Some creatures have monster levels in addition to their class
  levels, such as a centaur ranger. In such a case, add the creature’s
  base CR to either its total class levels (for associated classes) or
  37
  CHAPTER 2:
  USING 
  THE RULES
  Illus. by S. Roller
  VARIANT: SUMMONING INDIVIDUAL MONSTERS
  When a character casts a summon monster or summon nature’s ally
  spell, she gets a typical, random creature of the kind she chooses. As
  a variant in your campaign, you can rule that each spellcaster gets
  specific, individual creatures rather than just some random one. This
  variant lets players feel more ownership over the creatures that their
  characters summon, but it entails some special problems, so don’t
  allow it without considering it carefully.
  Specific Creatures: Whenever a spellcaster summons a single crea-
  ture of a given kind, it’s always the same creature. A player can roll the
  ability scores and hit points for each creature that his character can
  summon. His specific creatures may be above or below average. Allow
  the player to take average statistics instead of rolling if he wants to
  avoid the risk of getting stuck with bad dice rolls. (There’s no “hope-
  less creature reroll” for bad ability scores in this case.) The player can
  also name each creature and define its distinguishing characteristics.
  Multiple Creatures: Whenever a spellcaster summons more crea-
  tures, the first one is always the same, and each successive creature is
  likewise always the same. Thus, if Mialee can summon up to three
  celestial eagles named Kulik, Skitky, and Kliss, then she always gets
  Kulik when she summons one celestial eagle, Kulik and Skitky when
  she summons two, and all three when she summons three. The player
  can roll ability scores and hit points for all three.
  The summoner gets the same creatures no matter which version of
  a spell she uses. Mialee gets Kulik with summon monster II and she
  gets Kulik plus possibly Skitky and Kliss with summon monster III.
  Summoning Limits: Getting the same intelligent summoned crea-
  ture over and over again gives a summoner certain advantages. She
  can, for instance, send a creature to scout out an area for the duration
  of the spell and then summon it up again to get a report. If the crea-
  ture is killed (and thus sent back to its home) or dispelled, however,
  that individual creature is not available to be summoned for 24 hours.
  The summoner summons one fewer creature of that kind because the
  unavailable creature still takes up its normal “slot.” Thus, if Kulik is
  killed and later that day Mialee summons two celestial eagles, she only
  gets Skitky (instead of Kulik and Skitky).
  If a creature that a character summons is actually, truly killed (not
  just “killed” while summoned), it is no longer available, and the
  summoner gets one less creature of that kind than normal. On attain-
  ing a new level, however, the summoner may replace the slain creature
  (see below).
  Replacing Creatures: Each time a summoner gains a level in a spell-
  casting class, she can drop out one of her creatures and roll up a new
  one to fill its “slot.” For example, at 5th level, Mialee can summon
  Kulik, Skitky, and Kliss with summon monster III. When she reaches 6th
  level, she can drop any one of her summonable creatures and replace
  it with a new one. If Kulik has low ability scores or if it has permanently
  died, she can drop it in favor of a new, randomly rolled creature, which
  then occupies her “first celestial eagle” slot.
  Improving Creatures: Summoners can improve their creatures.
  Typically, they do so by giving them magic items or other special
  objects. The trick is, a summoned creature can’t take things back home
  with it. When a summoned creature disappears, it leaves all the things
  that it gained while on the Material Plane. Mialee can’t just summon up
  Kulik and give it a cloak of resistance. She has to go to its plane or bring
  it actually onto the Material Plane before she can give it anything it can
  keep. The way to get a creature to actually come to the Material Plane is
  to use a lesser planar ally, planar ally, greater planar ally, lesser planar bind-
  ing, planar binding, greater planar binding, or gate spell, since these are
  all calling spells and actually bring the creature to the caster.
  pqqqqrs
  pqqqqrs
  
  38
  one-half its total class levels (for nonassociated classes) to get its
  overall CR. For example, a centaur is CR 1 and ranger levels are
  considered associated levels for a centaur, so a centaur who’s
  also a 7th-level ranger is CR 8. (Chapter 4: Advancing Monsters
  in the Monster Manual has information on determining whether
  class levels are associated or nonassociated.)
  Since NPC classes (see Chapter 5: Campaigns) are weaker than PC
  classes, levels in an NPC class contribute less to a creature’s CR than
  levels in a PC class. For an NPC with an NPC class, determine her
  Challenge Rating as if she had a PC class with one less level. For a
  creature with monster levels in addition to NPC class levels, add the
  NPC levels –1 to the creature’s base CR (always adding at least 1).
  For example, when adding associated class levels to some
  sample characters, the resulting CRs would be as given in the fol-
  lowing table. Remember that warrior is an NPC class, and fighter
  is a PC class.
  —————— Class Levels ——————
  Creature
  1
  2
  10
  Dwarf warrior
  CR 1/2
  CR 1
  CR 9
  Dwarf fighter
  CR 1
  CR 2
  CR 10
  Orc warrior
  CR 1/2
  CR 1
  CR 9
  Orc fighter
  CR 1
  CR 2
  CR 10
  Drow warrior
  CR 1
  CR 2
  CR 10
  Drow fighter
  CR 2
  CR 3
  CR 11
  Ogre warrior 1
  CR 4
  CR 4
  CR 12
  Ogre fighter 1
  CR 4
  CR 5
  CR 13
  1 The ogre with no class levels has a CR of 3. Ogres with class levels
  retain their original 4 HD, attack bonuses, and other aspects of their
  monster levels.
  CHAPTER 2:
  USING 
  THE RULES
  Table 2–6: Experience Point Awards (Single Monster)
  Character
  —–—————————————————————  Challenge Rating —–———————––—————————————— 
  Level
  CR 1
  CR 2
  CR 3
  CR 4
  CR 5
  CR 6
  CR 7
  CR 8
  CR 9
  CR 10
  1st–3rd
  300
  600
  900
  1,350
  1,800
  2,700
  3,600
  5,400
  7,200
  10,800
  4th
  300
  600
  800
  1,200
  1,600
  2,400
  3,200
  4,800
  6,400
  9,600
  5th
  300
  500
  750
  1,000
  1,500
  2,250
  3,000
  4,500
  6,000
  9,000
  6th
  300
  450
  600
  900
  1,200
  1,800
  2,700
  3,600
  5,400
  7,200
  7th
  263
  350
  525
  700
  1,050
  1,400
  2,100
  3,150
  4,200
  6,300
  8th
  200
  300
  400
  600
  800
  1,200
  1,600
  2,400
  3,600
  4,800
  9th
  *
  225
  338
  450
  675
  900
  1,350
  1,800
  2,700
  4,050
  10th
  *
  *
  250
  375
  500
  750
  1,000
  1,500
  2,000
  3,000
  11th
  *
  *
  *
  275
  413
  550
  825
  1,100
  1,650
  2,200
  12th
  *
  *
  *
  *
  300
  450
  600
  900
  1,200
  1,800
  13th
  *
  *
  *
  *
  *
  325
  488
  650
  975
  1,300
  14th
  *
  *
  *
  *
  *
  *
  350
  525
  700
  1,050
  15th
  *
  *
  *
  *
  *
  *
  *
  375
  563
  750
  16th
  *
  *
  *
  *
  *
  *
  *
  *
  400
  600
  17th
  *
  *
  *
  *
  *
  *
  *
  *
  *
  425
  18th
  *
  *
  *
  *
  *
  *
  *
  *
  *
  *
  19th
  *
  *
  *
  *
  *
  *
  *
  *
  *
  *
  20th
  *
  *
  *
  *
  *
  *
  *
  *
  *
  *
  Character
  —–—————————————————————  Challenge Rating —–———————––—————————————— 
  Level
  CR 11
  CR 12
  CR 13
  CR 14
  CR 15
  CR 16
  CR 17
  CR 18
  CR 19
  CR 20
  1st–3rd
  **
  **
  **
  **
  **
  **
  **
  **
  **
  **
  4th
  12,800
  **
  **
  **
  **
  **
  **
  **
  **
  **
  5th
  12,000
  18,000
  **
  **
  **
  **
  **
  **
  **
  **
  6th
  10,800
  14,400
  21,600
  **
  **
  **
  **
  **
  **
  **
  7th
  8,400
  12,600
  16,800
  25,200
  **
  **
  **
  **
  **
  **
  8th
  7,200
  9,600
  14,400
  19,200
  28,800
  **
  **
  **
  **
  **
  9th
  5,400
  8,100
  10,800
  16,200
  21,600
  32,400
  **
  **
  **
  **
  10th
  4,500
  6,000
  9,000
  12,000
  18,000
  24,000
  36,000
  **
  **
  **
  11th
  3,300
  4,950
  6,600
  9,900
  13,200
  19,800
  26,400
  39,600
  **
  **
  12th
  2,400
  3,600
  5,400
  7,200
  10,800
  14,400
  21,600
  28,800
  43,200
  **
  13th
  1,950
  2,600
  3,900
  5,850
  7,800
  11,700
  15,600
  23,400
  31,200
  46,800
  14th
  1,400
  2,100
  2,800
  4,200
  6,300
  8,400
  12,600
  16,800
  25,200
  33,600
  15th
  1,125
  1,500
  2,250
  3,000
  4,500
  6,750
  9,000
  13,500
  18,000
  27,000
  16th
  800
  1,200
  1,600
  2,400
  3,200
  4,800
  7,200
  9,600
  14,400
  19,200
  17th
  638
  850
  1,275
  1,700
  2,550
  3,400
  5,100
  7,650
  10,200
  15,300
  18th
  450
  675
  900
  1,350
  1,800
  2,700
  3,600
  5,400
  8,100
  10,800
  19th
  *
  475
  713
  950
  1,425
  1,900
  2,850
  3,800
  5,700
  8,550
  20th
  *
  *
  500
  750
  1,000
  1,500
  2,000
  3,000
  4,000
  6,000
  For monsters with CRs higher than 20, double the reward for a CR two levels below the desired CR. Thus, a CR 21 reward equals double the CR 19
  reward, CR 22 is double the CR 20 reward, CR 23 is double the CR 21 reward, and so on.
  Bold numbers indicate the amount of XP that a standard encounter for a party of that level should provide.
  * The table doesn’t support XP for monsters that individually are eight Challenge Ratings lower than the character’s level, since an encounter with
  multiple weak creatures is hard to measure. See Assigning Ad Hoc XP Awards, page 39.
  ** The table doesn’t support awards for encounters eight or more Challenge Ratings higher than the character’s level. If the party is taking on
  challenges that far above their level, something strange is going on, and the DM needs to think carefully about the awards rather than just taking
  them off a table. See Assigning Ad Hoc XP Awards, page 39.
  
  Challenge Ratings for Traps
  Traps vary considerably. Those presented in this book
  (see pages 70–74) have Challenge Ratings as-
  signed to them. For traps you and your players
  create, as a rule of thumb, assign +1 CR for
  every 2d6 points of damage the trap deals.
  For magic traps, start at CR 1 and then assign
  +1 CR for every 2d6 points of damage the trap
  deals or +1 for every level of the spell the trap
  simulates. Traps generally shouldn’t have a
  Challenge Rating greater than 10.
  Overcoming the challenge of a trap
  involves encountering the trap, either
  by disarming it, avoiding it, or simply
  surviving the damage it deals. A trap
  never discovered or never
  bypassed was not encountered
  (and hence provides no XP
  award).
  Modifying XP Awards
  and Encounter Levels
  An orc warband that attacks
  the PCs by flying over them
  on primitive hang gliders and
  dropping large rocks is not the
  same encounter as one in which
  the orcs just charge in with spears.
  Sometimes, the circumstances give the
  characters’ opponents a distinct advan-
  tage. Other times, the PCs have an
  advantage. Adjust the XP award and the
  EL depending on how greatly circum-
  stances change the encounter’s difficulty.
  Encounters of EL 2 or lower are the
  exception. They increase and decrease in
  proportion to the change in XP. For example,
  an EL 1 encounter that’s twice as difficult as
  normal is EL 2, not EL 3.
  You can, of course, increase or decrease XP
  by smaller amounts, such as +10% or –10%,
  and just eyeball the EL.
  Modify all ELs and experience rewards
  as you see fit, but keep these points in
  mind.
  • Experience points drive the game.
  Don’t be too stingy or too generous.
  • Most encounters do not need modi-
  fying. Don’t waste a lot of time 
  worrying about the minutiae. 
  Don’t worry about modifying encounters until after you have
  played the game a while.
  •
  Bad rolls or poor choices on the PCs’
  part should not modify ELs or XP
  awards. If the encounter is difficult
  because the players were unlucky
  or careless, they don’t get more
  experience.
  •
  Just because the PCs are
  worn down from prior encoun-
  ters does not mean that later (more
  difficult) encounters should gain
  higher awards. Judge the difficulty of an
  encounter on its own merits.
  Assigning Ad Hoc XP Awards
  Sometimes the XP table doesn’t quite
  cover a given situation. If two orcs
  are an EL 1 encounter, four orcs EL
  3, eight orcs EL 5, and sixteen orcs
  EL 7 (maybe), are thirty-two orcs
  an EL 9 encounter? A party of 9th
  level characters almost certainly
  can wipe them out with ease. By 9th
  level, a character’s defenses are so
  good that a standard orc cannot hit
  him or her, and one or two spells
  cast by a character of that level
  could destroy all thirty-two
  orcs. At such a point, your
  judgment overrules what-
  ever the XP table would
  say.
  An encoun-
  ter so easy that it
  uses up none or
  almost none of
  the PCs’ resources
  shouldn’t result in any
  XP award at all, while a
  dangerous encounter that
  the PCs overcome handily
  through luck or excellent
  strategy is worth full XP. How-
  ever, an encounter in which
  the PCs defeat something far
  above their own level (CRs higher
  than their level by eight or more) was
  probably the result of fantastic luck or a
  unique set of circumstances, and thus a full
  XP award may not be appropriate. You’re going
  to have to make these decisions. As a guideline, the min-
  imum and maximum awards given on Table 2–6: Experi-
  ence Point Awards (Single Monster) for a group of a given
  level are the least and most XP you should award a group.
  Circumstances in your campaign may alter this, however.
  You might decide that an EL 2 encounter is worth at least a little to
  39
  CHAPTER 2:
  USING 
  THE RULES
  Illus. by K. Walker
  XP Award 
  EL
  Circumstance
  Adjustment
  EAdjustment
  Half as difficult
  XP × 1/2
  EL –2
  Significantly less difficult
  XP × 2/3
  EL –1
  Significantly more difficult
  XP × 1-1/2
  EL +1
  Twice as difficult
  XP × 2
  EL +2
  VARIANT: FREE-FORM EXPERIENCE
  Instead of calculating experience points, just hand out about 75 XP
  times the average party level for each character in the party per
  balanced encounter. Hand out more for tough encounters: 100 XP per
  level per character, or even 150 XP. Award less for easy ones: 25 to 50
  XP. Alternatively, you could give out 300 XP times the average party
  level for each character per session, modified slightly for tough or easy
  sessions.
  It’s very simple to track how quickly characters gain levels using this
  system. The drawback is that it generalizes PC rewards, rather than
  granting them based on specific accomplishments. You risk players
  becoming dissatisfied by gaining the same reward every session.
  pqqqqrs
  pqqqqrs
  
  40
  your 10th-level party since it caused them to waste some major
  spells, so you give them half the XP an EL 3 encounter would have
  earned them, or 125 XP. Or you might judge that a large quantity
  of CR 1 monsters is indeed an appropriate challenge for a 10th-
  level party because the group had lost all their equipment before
  the fight started.
  STORY AWARDS
  The PCs have rescued the constable’s son from the troll lair. They
  leave the lair and stop their current quest so they can return the
  young boy to his home and parents. Do they get experience points
  for this?
  Some DMs want the answer to be “Of course they do.” To
  accomplish this, you need to set up a system in which you can
  award XP for accomplishing goals and for actions and encounters
  that don’t involve combat.
  Sometimes you may want to estimate experience point awards
  for actions that normally don’t result in an XP award under the
  standard system. These are called story awards, and they should
  only be used by an experienced DM.
  CRs for Noncombat Encounters
  You could award experience points for solving a puzzle, learning a
  secret, convincing an NPC to help, or escaping from a powerful
  foe. Mysteries, puzzles, and roleplaying encounters (such as nego-
  tiations) can be assigned Challenge Ratings, but these sorts of
  awards require more ad hoc ruling on the DM’s part.
  Challenge Ratings for noncombat encounters are even more of
  a variable than traps. A roleplaying encounter should only be con-
  sidered a challenge at all if there’s some risk involved and success
  or failure really matters. For example, the PCs encounter an NPC
  who knows the secret password to get into a magical prison that
  holds their companion. The PCs must get the information out of
  her—if they don’t, their friend remains trapped forever. In an-
  other instance, the characters must cross a raging river by wading,
  swimming, or climbing across a rope. If they fail, they can’t get to
  where the magic gem lies, and if they fail spectacularly, they are
  washed away down the river.
  You might see such situations as having a Challenge Rating
  equal to the level of the party. Simple puzzles and minor encoun-
  ters should have a CR lower than the party’s level, if they are worth
  an award at all. They should never have a CR higher than the
  party’s level. As a rule, you probably don’t want to hand out a lot of
  experience for these kinds of encounters unless you intentionally
  want to run a low-combat game.
  In the end, this kind of story award feels pretty much like a
  standard award. Don’t ever feel obligated to give out XP for an en-
  counter that you don’t feel was much of a challenge. Remember
  that the key word in “experience award” is award. The PCs should
  have to do something impressive to get an award.
  Mission Goals
  Often an adventure has a mission or a goal that pulls the PCs into
  the action. Should the PCs accomplish their goal, they may get a
  story award. No Challenge Ratings are involved here: The XP
  award is entirely up to you.
  Such rewards should be fairly large—large enough to seem sig-
  nificant when compared to the standard awards earned along the
  way toward achieving the mission goal. The mission award should
  be more than the XP for any single encounter on the mission, but
  not more than all standard awards for encounters for the mission
  put together (see Story Awards and Standard Awards, below).
  Potentially, you could give out only story awards and no standard
  awards. In this nonstandard game, the mission award would be the
  main contributor to the PCs’ experience point totals.
  It’s possible that in a single adventure a party can have multiple
  goals. Sometimes the goals are all known at the outset: Unchain
  the gold dragon, destroy or imprison the two black dragons, and
  find the lost staff of healing. Sometimes the next goal is discovered
  when the first one is accomplished: Now that the illithid is dead,
  find the people who were under its mental control and bring them
  back to town.
  Some players will want to set up personal goals for their char-
  acters. Perhaps the PC paladin holds a grudge against the night
  hag from when they encountered her before. Although not crit-
  ical to the adventure at hand, it becomes his personal goal to
  avenge the wrongs she committed by destroying her. Or,
  another character wants to find the magic item that will enable
  her to return to her home village and stop the plague. These are
  worthy goals, and the individual character who achieves them
  should get a special award. “I want to get more powerful” is not
  an individual goal, since that’s what just about everyone wants
  to accomplish.
  Remember: A goal that’s easy to accomplish is worth little or no
  award. Likewise, goals that merely reflect standard awards (such as
  “Kill all the monsters in this cavern complex”) should be treated as
  standard awards.
  Roleplaying Awards
  A player who enjoys playing a role well may sometimes make
  decisions that fit his or her character but don’t necessarily lead to
  the most favorable outcome for that character. Good roleplayers
  might perform some deeds that seem particularly fitting for
  their characters. Someone playing a bard might compose a short
  poem about events in the campaign. A smart-aleck sorcerer
  might crack an in-game joke that sends the other players to the
  floor laughing. Another player might have his character fall in
  love with an NPC and then devote some portion of his time to
  playing out that love affair. Such roleplaying should be
  rewarded, since it enhances the game. (If it doesn’t enhance the
  game, don’t give an award.)
  CHAPTER 2:
  USING 
  THE RULES
  VARIANT: FASTER OR SLOWER EXPERIENCE
  You control the pace of character progress, and the easiest way to do
  that is through experience point awards. Obviously, if you want the
  characters to progress faster, simply make every award 10%, 20%, or
  even 50% larger. If you want characters to progress more slowly, give
  awards that are some suitable fraction of the original award.
  When modifying awards in this way, keep track of the amount of
  change you impose on the PCs’ progress. You need to balance this with
  the pace of treasure awarded. For example, if you increase the amount
  of experience earned by the characters by 20% across the board, trea-
  sure also needs to increase by 20%, or else the PCs end up poor and
  underequipped for their level.
  Modifying Challenge Ratings
  The other way to modify character progress is to modify the Challenge
  Ratings of monsters encountered. If you increase the CRs, you increase
  the experience awards and speed up advancement.
  Of course, whether or not you want to change character progress,
  you may decide to modify various Challenge Ratings. If you think that
  a certain monster is worth more (or less) than its Monster Manual
  rating, feel free to change it. Keep in mind, however, that just because
  the PCs in your campaign happen to all have bane weapons useful
  against aberrations, that doesn’t necessarily make beholders a lesser
  challenge overall. It just means that your party is particularly well
  equipped to deal with their challenge.
  pqqqqrs
  pqqqqrs
  
  XP awards for roleplaying are purely ad hoc. That is, no system
  exists for assigning Challenge Ratings to bits of roleplaying. The
  awards should be just large enough for the player to notice them,
  probably no more than 50 XP per character level per adventure.
  Story Awards and Standard Awards
  You can handle story awards in one of two ways. The first is to
  make all awards story awards. Thus, killing monsters would earn
  no experience in and of itself—although it may allow characters
  to achieve what they need to do in order to earn a story award. If
  you follow this method, you should still pay attention to how
  many experience points the characters would be earning by
  defeating enemies, so that you can make sure the PCs’ treasure
  totals are in line with what they should be earning.
  The second way is to use standard awards for defeating enemies
  but award only half the normal amount for doing so, making up
  the other half through story awards. This method has the virtue of
  keeping the treasure earned at about the same rate as XP earned.
  Don’t simply add story awards to standard awards (even if
  you compensate by giving out more treasure as well) unless
  you want to speed up character progression.
  EXPERIENCE PENALTIES
  Characters can lose experience points by casting certain
  spells or creating magic items. This allocation of personal
  power serves a specific game function: It limits and controls
  these activities, as well as making them interesting choices for
  players. In general, however, you shouldn’t use experience
  penalties in any other situation. While awards can be used to
  encourage behavior, penalties don’t serve to discourage bad
  behavior. They usually only lead to arguments and anger. If a
  player behaves in a way you don’t want him to behave, talk to
  him about it. If he continues, stop playing with him.
  DEATH AND EXPERIENCE POINTS
  If a character takes part in an encounter, even if she dies
  during the encounter, that character gets a share of the experi-
  ence points. If a character dies and is raised, the awarded
  experience points are granted to her after she comes back
  from the dead (and after she loses the level from death, if
  appropriate).
  TREASURE AND OTHER REWARDS
  Unless you’re making up an adventure as you go, you assign
  treasure as you make up encounters. The rules for treasure and
  other rewards appear in Chapter 3: Adventures.
  CHARACTER DEATH
  It happens. Adventuring is a high-risk enterprise. Characters in
  your campaign will die, sometimes because they were reckless and
  sometimes because luck was against them. Fortunately, D&D is a
  game, and death doesn’t have to be the end.
  Raise dead, reincarnation, resurrection, and true resurrection can
  return characters to life. Bringing Back the Dead, on page 171 of
  the Player’s Handbook, briefly discusses all four. Any creature
  brought back to life loses one level of experience, unless brought
  back with true resurrection. The character’s new XP total is midway
  between the minimum needed for his or her new level and the
  minimum needed for the next one. If the character was 1st level,
  he or she loses 2 points of Constitution instead of losing a level.
  This level loss or Constitution loss cannot be repaired by any
  mortal spell, even wish or miracle. Still, the revived character can
  improve his or her Constitution normally (at 4th, 8th, 12th, 16th,
  and 20th level) and earn experience by further adventuring to
  regain the lost level.
  Raise dead has a number of limitations. The caster can only
  raise characters who have been dead up to one day per caster
  level. Casting time is a single minute. It does heal 1 hit point per
  Hit Die, but the body of the raised character must be whole.
  Raise dead doesn’t regenerate missing body parts. Paying some-
  one to cast raise dead costs 450 gp (assuming a 9th-level caster)
  plus 5,000 gp for expensive material components. 
  Reincarnate brings back creatures dead one week or less, but in
  entirely new bodies. The subject of the spell faces the same level
  loss or Constitution loss as with other spells. Paying someone to
  cast reincarnate costs 1,280 gp (assuming a 7th-level caster),
  making it the least expensive option. The drawback, of course, is
  that the player has no control over the new form and may
  not be welcome in civilized society.
  Resurrection must be cast within 10 years per
  caster level of the time of death. It
  works as long as some small
  portion of the character’s
  body still exists.
  41
  CHAPTER 2:
  USING 
  THE RULES
  Illus. by S. Roller
  BEHIND THE CURTAIN: 
  EXPERIENCE POINTS
  The experience point award for encounters is based on the concept
  that 13.33 encounters of an EL equal to the player characters’ level
  allow them to gain a level.
  Thirteen or fourteen encounters can seem to go by very quickly.
  This is particularly true at low levels, where most of the encounters
  that characters take part in are appropriate for their levels. At higher
  levels, the PCs face a varied range of Encounter Levels (more lower
  than higher, if they’re to survive) and thus gain levels somewhat
  more slowly. Higher-level characters also tend to spend more and
  more time interacting with each other and with NPCs, which results
  in fewer XP over time.
  With this information in mind, you can roughly gauge how quickly
  the PCs in your game will advance. In fact, you can control it. You are
  in charge of what encounters happen and the circumstances in which
  they occur. You can predict at what level the characters will reach the
  dark temple and prepare accordingly. If it turns out that you predicted
  incorrectly, you can engineer encounters to allow them to reach the
  appropriate level or increase the difficulty of the temple encounters
  as needed.
  Published adventures always provide a guideline for which levels
  of characters are appropriate to play. Keep in mind that this infor-
  mation is based on character power as well as expected treasure.
  Table 5–1: Character Wealth by Level gives a guideline for about how
  much treasure a character of a certain level should possess. This
  guideline is based on the (slightly more than) thirteen-encounters-
  per-level formula and assumes average treasures were given out. If
  you use a published adventure but tend to be generous with experi-
  ence points, you might find that the characters in your group don’t
  have as much treasure as the scenario assumes. Likewise, if you’re
  stingy with experience points, the characters will probably gain trea-
  sure faster than levels. Of course, if you’re stingy or generous with
  both treasure and experience points, it might just all even out.
  pqqqqrs
  pqqqqrs
  
  42
  Casting time is a full 10 minutes. It heals the character completely
  when cast, but the character suffers the same level loss or Constitu-
  tion loss as with raise dead. Paying someone to cast resurrection costs
  910 gp (assuming a 13th-level caster) plus 10,000 gp for expensive
  material components. 
  True resurrection, like resurrection, can be cast on a character who
  has been dead for up to 10 years per caster level. No part of the
  deceased is required for the spell. Casting time is a full 10 minutes.
  True resurrection restores a character completely, with no loss of
  level or Constitution. This is the most expensive of these spells to
  have cast. Paying someone to cast true resurrection costs 1,530 gp
  (assuming a 17th-level caster) plus 25,000 gp for expensive mate-
  rial components.
  MAKING A NEW CHARACTER
  A player may decide that she wants to make a new character rather
  than continue adventuring with her existing one. Or maybe
  you’ve recruited a new player for your campaign. When a player
  makes a new character for your game, you have an important
  choice to make: What level will the new character be?
  In general, D&D encourages continuity of characters in the
  adventuring group. Players get a greater sense of accomplish-
  ment if they develop their characters over time. The group is
  more effective—and has more fun—if they learn the strengths,
  weaknesses, and quirks of the PCs they’re adventuring with. A
  sense of teamwork is hard to develop if the roster of PCs is
  always shifting.
  But there are times when making a new character is the best
  option. Under the following circumstances, a new character may
  be warranted.
  • A new player joins the campaign.
  • An existing PC dies, and the party doesn’t have access to magic
  that brings her back to life.
  • An existing PC is unable to adventure for an extended period of
  time. Perhaps he was turned to stone by a medusa cult, which
  then absconded with the statue. The rest of the party intends to
  rescue him, but until that happens, he should have another
  character to play so he’s not left out.
  • The players find they don’t have a character to cover a key party
  role. If the player of the sole PC cleric moves away, another
  player might make up a new cleric so the party still has access
  to healing magic.
  • An existing PC has become difficult to play, and the player is
  amenable to a new character. Perhaps you allowed an ogre
  barbarian PC into your game, but the players find they prefer
  political intrigues and urban adventures. 
  • A player is eager to try a new race or class.
  How you handle each of these situations is up to you. Choosing
  a level for the new character is matter of finding the balance point
  where a new character is viable and fun to play without outshin-
  ing the other PCs.
  Under most circumstances, a new character should begin play
  at the beginning of the level lower than the player’s previous PC.
  For example, if a player wants his 9th-level paladin to ride off
  into the sunset, his new character starts with 28,000 XP, the
  beginning of 8th level. A new player should create his first char-
  acter at the beginning of the level where the lowest-level exist-
  ing PC is.
  In some circumstances, you might want to be more lenient. If
  the lowest-level PC is magically imprisoned, you can let that
  player create a new, temporary character at the same level until the
  original PC is rescued. But avoid situations where a player would
  be punished for sticking with an existing PC rather than creating
  a new one. It’s bad for continuity if a player picks a brand-new
  10th-level character over a longtime PC who will come back from
  the dead at 9th level.
  You also need to tell the player creating the new character how
  much gear to have. The new PC should have the proper equip-
  ment to be an effective character, but his weapons, armor, and
  magic items shouldn’t be so good that they inspire jealousy among
  the other players. Two factors determine how much gear to allow:
  the average amount of gear among the other PCs and whether the
  new PC will have access to an old PC’s gear.
  As long as your campaign is reasonably close to the PC gear
  guidelines outlined in Creating PCs above 1st Level (page 199),
  you can use Table 5–1: Character Wealth by Level to set the gear.
  For example, a new 13th-level character should have 110,000 gp
  in gear. If your characters are more than 20% higher or lower
  than the values on the table, adjust the gear value for the new
  character by the same percentage. If the three 12th-level charac-
  ters each have 132,000 gp in equipment (50% above the norm of
  88,000), give a new 11th-level character 99,000 gp (50% above the
  norm of 66,000).
  If the new character is replacing an old PC, reduce the trea-
  sure amount by whatever the old PC leaves behind. For example,
  if a player creates a new 3rd-level druid because her 4th-level
  druid died, she can just pick up the old PC’s gear and use it,
  rather than getting a gear allowance from you. But if the player
  makes a 3rd-level rogue instead, the gear of a 4th-level druid
  won’t be as useful. If the party sells the druid’s gear for 1,000 gp,
  give the new 3rd-level rogue a gear allowance of 1,700 gp so the
  character will have a total of 2,700 gp in equipment. If the party
  instead buries the druid with her equipment, give the rogue
  2,700 gp worth of equipment.
  As a general rule, a new character can spend no more than half
  her total wealth on a single item, and no more than one quarter
  the total wealth on consumables such as ammunition, scrolls,
  potions, wands, or alchemical items. 
  CHAPTER 2:
  USING 
  THE RULES
  BEHIND THE CURTAIN: 
  WHEN A PC FALLS BEHIND
  D&D works best when all the PCs are within a level or two of each
  other. The classes are carefully balanced against each other at each
  level, and the Challenge Rating system gives you great freedom to
  design appropriate challenges that are fun for everyone at the table.
  But often an unlucky PC—or the PC of a sometimes-absent player—
  will fall behind the rest of the party. If the difference is one or two levels,
  you don’t need to do anything special. The experience point system
  gives bigger awards to lower-level PCs, so a character who’s behind by
  a level or two will naturally catch up over time. For example, if a party of
  three 9th-level PCs and one 7th-level PC defeat a CR 9 vrock, the 9th-
  level PCs each get 675 XP (2,700 ÷ 4), but the 7th-level PC gets (4,200
  ÷ 4) 1,050 XP.
  The experience point system will diminish a three-level gap over
  time, but it might not erase it. And a PC four or more levels behind
  the rest of the party is a recipe for trouble. An encounter challeng-
  ing to the rest of the party is overwhelming to the lowest-level char-
  acter, increasing the likelihood that character will die—and thus
  fall further behind. The player of the lowest-level character might
  feel like his character can’t do anything useful, and the other play-
  ers might resent having to keep the lowest-level character out of
  harm’s way.
  If a PC falls that far behind the rest of the party, take action to restore
  a semblance of balance. You can discuss a new character with the
  player, write a solo adventure for that character to earn the XP needed
  to catch up, or design encounters that simultaneously provide chal-
  lenges appropriate for the low-level player and the rest of the PCs.
  pqqqqrs
  pqqqqrs
  
  reating adventures is one of the great benefits of being a
  Dungeon Master. It’s a way to express yourself creatively,
  designing fantastic places and events filled with monsters
  and imaginative elements of all kinds. When you design
  an adventure, you call the shots. You do things exactly the
  way you want to. Designing an adventure can be a lot of work, but
  the rewards are great. Your players will thrill at the challenges and
  mysteries you have created for them. Experienced DMs pride
  themselves on masterful adventures, creative new situations and
  locales, and intriguing NPCs. A well-honed encounter—whether
  it’s a monster, a trap, or an NPC who must be reasoned with—can
  be a thing of beauty.
  “What is an adventure?” isn’t as easy a question to answer as you
  might think. While a campaign is made up of adventures, it’s not
  always clear where one adventure ends and another begins.
  Adventures can be so varied that it’s tough to pin down the basics.
  This chapter is going to try to help you do that.
  An adventure starts with some sort of hook, whether it’s a
  rumor of treasure in an old, abandoned monastery or a plea for
  help from the queen. The hook is what draws the PCs into the
  action and gets them to the point where the story of the adven-
  ture truly begins. This point might be a location (such as the mon-
  astery or the queen’s palace) or an event (the theft of the queen’s
  scepter, which the PCs are tasked with recovering).
  Adventures are broken down into encounters. Encounters are
  typically keyed to areas on a map that you have prepared.
  Encounters can also be designed in the form of if/then state-
  ments: “If the PCs wait outside the druid’s grove for more than an
  hour, then his three trained dire bears attack.” The encounters of
  an adventure are all linked in some way, whether in theme (all
  the encounters that occur as they travel from the City of Grey-
  hawk to the Crystalmist Mountains), location (all the
  encounters in the ruins of Castle Temerity), or events (all
  the encounters that occur as the PCs attempt to rescue the
  mayor’s son from Rahurg the ogre king).
  MOTIVATION
  Motivation is what drives the adventure—it’s what gets
  the PCs involved in whatever you have designed for them
  to do. If the PCs aren’t motivated, they won’t do what you
  want them to, and all your work will be wasted. Greed,
  fear, revenge, need, morality, anger, and curiosity are all
  powerful motivators. So, of course, is fun. Never forget
  that last one.
  Writing an adventure with strong motivation is
  really a matter of knowing what style of game you and
  your players prefer (see page 7 for a discussion of dif-
  ferent playing styles).
  TAILORED OR STATUS QUO
  Tailored motivations are ones that you have specifi-
  cally designed with your group’s PCs in mind. Here
  are just a few of many possible examples.
  • The PCs are a hardened group of mercenaries, not
  interested in the pleas of innocents or the stories
  of evil that threatens some good kingdom.
  However, they are quite interested in gold. . . .
  • Mialee the wizard has been slain by the gargoyles in the
  Caverns of Dread. Now the other PCs seek a means
  to raise her. They know of a good-hearted cleric of
  Pelor to the south, in the city of Dyvers. When
  43
  Illus. by  A. Swekel
  
  44
  they arrive, the cleric is willing to raise Mialee, but only if the PCs
  help him by ridding the temple’s lower level of wererats. . . .
  • You know that the party has just finished clearing out a wizard’s
  tower and has lots of treasure. Therefore, you don’t lure them to
  the next adventure using the promise of gold, but instead with
  the rumor that the wizard isn’t dead, but has risen as a vampire
  and has sworn revenge. . . .
  • Tordek’s brother Ralcoss comes to the PCs, explains that a
  terrible tragedy has beset the dwarven city of Dumadan, and
  asks for their help . . .
  A status quo motivation isn’t really a motivation in the strict sense
  of the word. It’s the fact that (for instance) adventure awaits in the
  Lost Valley for anyone who dares brave the wyvern-haunted cliffs
  that surround the place. The PCs can go there or not, depending
  on how they feel. 
  While a tailored motivation is good for ensuring that the PCs end
  up in the adventure you have designed and for letting the players
  feel that their characters have a real place in the world, a status quo
  motivation allows you to set up situations unrelated to the PCs
  specifically. Doing this creates a sense of perspective, the feeling
  that the campaign world is a real place that extends beyond the PCs.
  STRUCTURE
  An adventure runs its course from the beginning to an ending.
  Some adventures are completed in an hour. Others take months of
  playing sessions. Length is up to you, although it’s smart to plan
  ahead and know roughly how many sessions an adventure will last
  (and make sure that the current group of players can commit to
  that length). Following are some guidelines to keep in mind for
  structuring good adventures and avoiding bad ones.
  GOOD STRUCTURE
  Good adventures are fun. That’s an easy generalization, but it’s also
  true. An adventure that everyone enjoys likely includes the fol-
  lowing features.
  Choices: A good adventure has at least a few points where the
  players need to make important decisions. What they decide should
  have significant impact on what happens next. A choice can be as
  simple as the players deciding not to go down the corridor to the
  left (where the pyrohydra waits for them) and instead going to the
  right (toward the magic fountain), or as complex as the PCs decid-
  ing not to help the queen against the grand vizier (so that she ends
  up being assassinated and the vizier’s puppet gains the throne).
  CHAPTER 3:
  ADVENTURES
  ONE HUNDRED ADVENTURE IDEAS
  Use the following list for spur-of-the-moment adventure seeds or for
  generating ideas.
  d% Adventure Idea
  1 Thieves steal the crown jewels.
  2 A dragon flies into a town and demands tribute.
  3 The tomb of an old wizard has been discovered.
  4 Wealthy merchants are being killed in their homes.
  5 The statue in the town square is found to be a petrified paladin.
  6 A caravan of important goods is about to leave for a trip
  through a dangerous area.
  7 Cultists are kidnapping potential sacrifices.
  8 Goblins riding spider eaters have been attacking the outskirts
  of a town.
  9 Local bandits have joined forces with a tribe of bugbears.
  10 A blackguard is organizing monsters in an area.
  11 A gate to the lower planes threatens to bring more demons to
  the world.
  12 Miners have accidentally released something awful that once
  was buried deep.
  13 A wizards’ guild challenges the ruling council.
  14 Racial tensions rise between humans and elves.
  15 A mysterious fog brings ghosts into town.
  16 The holy symbol of a high priest is missing.
  17 An evil wizard has developed a new kind of golem.
  18 Someone in town is a werewolf.
  19 Slavers continue to raid a local community.
  20 A fire elemental escapes from a wizard’s lab.
  21 Bugbears are demanding a toll on a well-traveled bridge.
  22 A mirror of opposition has created an evil duplicate of a hero.
  23 Two orc tribes wage a bloody war.
  24 New construction reveals a previously unknown underground
  tomb.
  25 A nearby kingdom launches an invasion.
  26 Two well-known heroes fight a duel.
  27 An ancient sword must be recovered to defeat a ravaging
  monster.
  28 A prophecy foretells of coming doom unless an artifact is
  recovered.
  29 Ogres kidnap the mayor’s daughter.
  30 A wizard is buried in a trap-filled tomb with her powerful magic
  items.
  31 An enchanter is compelling others to steal for him.
  32 A shapechanged mind flayer is gathering mentally controlled
  servitors.
  33 A plague brought by wererats threatens a community.
  34 The keys to disarming all the magic traps in a wizard’s tower
  have gone missing.
  35 Sahuagin are being driven out of the sea to attack coastal
  villages.
  36 Gravediggers discover a huge, ghoul-filled catacomb under the
  cemetery.
  37 A wizard needs a particularly rare spell component found only
  in the deep jungle.
  38 A map showing the location of an ancient magic forge is
  discovered.
  39 Various monsters have long preyed upon people from within
  the sewers of a major city.
  40 An emissary going into a hostile kingdom needs an escort.
  41 Vampires are preying upon a small town.
  42 A haunted tower is reputed to be filled with treasure.
  43 Barbarians begin tearing up a village in a violent rage.
  44 Giants steal cattle from local farmers.
  45 Unexplained snowstorms bring winter wolves into an otherwise
  peaceful area.
  46 A lonely mountain pass is guarded by a powerful sphinx
  denying all passage.
  47 Evil mercenaries begin constructing a fortress not far from a
  community.
  48 An antidote to a magic poison must be found before the duke
  dies.
  49 A druid needs help defending her grove against goblins.
  50 An ancient curse is turning innocent people into evil murderers.
  51 Gargoyles are killing giant eagles in the mountains.
  52 Mysterious merchants sell faulty magic items in town and then
  attempt to slink away.
  53 A recently recovered artifact causes arcane spellcasters’ powers
  to go awry.
  54 An evil noble puts a price on a good noble’s head.
  55 Adventurers exploring a dungeon have not returned in a week.
  pqqqqrs
  pqqqqrs
  continued on next page
  
  Difficult Choices: When a choice has a significant consequence, it
  should sometimes be a difficult one to make. Should the PCs help
  the church of Heironeous wage war on the goblins, even though
  the conflict will almost certainly keep them from reaching the
  Fortress of Nast before the evil duke summons the slaadi assassins?
  Should the PCs trust the words of a dragon, or ignore her warning?
  Different Sorts of Encounters: A good adventure should pro-
  vide a number of different experiences—attack, defense, prob-
  lem-solving, roleplaying, and investigation. Make sure you vary
  the kinds of encounters the adventure provides (see Encounters,
  page 48).
  Exciting Events: Like a well-told story, a good adventure
  should have rising and falling tension. This sort of pacing is easier
  to accomplish with an event-based adventure (since you have
  more control over when each encounter takes place), but it’s pos-
  sible in a site-based adventure to design a locale where the
  encounters are likely to occur in a desired fashion. Make sure to
  pace events appropriately. Start slowly and have the action build. A
  climactic encounter always makes for a good ending.
  Encounters that Make Use of PC Abilities: If the party’s
  wizard or sorcerer can cast fly, think about incorporating aerial
  encounters into the adventure. When there’s a cleric along, occa-
  sionally include undead that she can use her turning ability on. If
  the party has a ranger or a druid, include encounters with animals
  (dire animals can make challenging encounters for even mid- to
  high-level PCs; see the Monster Manual for more information). The
  advice to remember is “Everyone gets a chance to shine.” All abili-
  ties available to PCs were designed to make the characters better,
  but an ability (or a spell) that a character never gets to use is a waste.
  BAD STRUCTURE
  Try to avoid the pitfalls described below.
  Leading the PCs by the Nose: A bad event-based adventure is
  marked by mandates restricting PC actions or is based on events
  that occur no matter what the PCs do. For example, a plot that
  hinges on the PCs finding a mysterious heirloom, only to have it
  stolen by NPCs, is dangerous—if the players invent a good way to
  protect the heirloom, they won’t like having it stolen anyway just
  because that’s what you had planned beforehand. The players end
  up feeling powerless and frustrated. No matter what, all adven-
  tures should depend upon player choices, and players should feel
  as though what they choose to do matters. The results should
  affect the campaign setting (albeit perhaps in minor ways), and
  they should have consequences (good or bad) for the PCs.
  45
  CHAPTER 3:
  ADVENTURES
  56 The funeral for a good fighter is disrupted by enemies he made
  while alive.
  57 Colossal vermin are straying out of the desert to attack
  settlements.
  58 An evil tyrant outlaws nonofficially sanctioned magic use.
  59 A huge dire wolf, apparently immune to magic, is organizing
  the wolves in the wood.
  60 A community of gnomes builds a flying ship.
  61 An island at the center of the lake is actually the top of a
  strange, submerged fortress.
  62 Buried below the Tree of the World lies the Master Clock of
  Time.
  63 A child wanders into a vast necropolis, and dusk approaches
  quickly.
  64 All the dwarves in an underground city have disappeared.
  65 A strange green smoke billows out of a cave near a mysterious
  ruin.
  66 Mysterious groaning sounds come from a haunted wood at
  night.
  67 Thieves steal a great treasure and flee into Mordenkainen’s
  magnificent mansion.
  68 A sorcerer attempts to travel ethereally but disappears
  completely in the process.
  69 A paladin’s quest for atonement leads her to a troll lair too well
  defended for her to tackle alone.
  70 A kingdom known for its wizards prepares for war.
  71 The high priest is an illusion.
  72 A new noble seeks to clear a patch of wilderness of all
  monsters.
  73 A bulette is tearing apart viable farmland.
  74 An infestation of stirges drives yuan-ti closer to civilized lands.
  75 Treants in the woods are threatened by a huge fire of
  mysterious origin.
  76 Clerics who have resurrected a long-dead hero discover she’s
  not what they thought.
  77 A sorrowful bard tells a tale of his imprisoned companions.
  78 Evil nobles create an adventurers’ guild to monitor and control
  adventurers.
  79 A halfling caravan must traverse an ankheg-infested wilderness.
  80 All the doors in the king’s castle are suddenly arcane locked and
  fire trapped.
  81 An innocent man, about to be hanged, pleads for someone to
  help him.
  82 The tomb of a powerful wizard, filled with magic items, has
  sunk into the swamp.
  83 Someone is sabotaging wagons and carts to come apart when
  they travel at high speed.
  84 A certain kind of frogs, found only in an isolated valley, fall like
  rain on a major city.
  85 A jealous rival threatens to stop a well-attended wedding.
  86 A woman who mysteriously vanished years ago is seen walking
  on the surface of a lake.
  87 An earthquake uncovers a previously unknown dungeon.
  88 A wronged half-elf needs a champion to fight for her in a
  gladiatorial trial.
  89 At the eye of the storm that tears across the land lies a floating
  citadel.
  90 People grow suspicious of half-orc merchants peddling gold
  dragon parts in the market.
  91 An absentminded wizard lets her rod of wonder fall into the
  wrong hands.
  92 Undead shadows vex a large library, especially an old storeroom
  long left undisturbed.
  93 The door into an abandoned house in the middle of town turns
  out to be a magic portal.
  94 Barge pirates make a deal with a covey of hags and exact a high
  toll to use the river.
  95 Two parts of a magic item are in the hands of bitter enemies;
  the third piece is lost.
  96 A flight of wyverns is preying upon sheep as well as shepherds.
  97 Evil clerics gather in secret to summon a monstrous god to the
  world.
  98 A city faces a siege by a force of humans, duergar, and gnolls.
  99 A huge gemstone supposedly lies within a ruined monastery.
  100 Lizardfolk riding dragon turtles sell their services as
  mercenaries to the highest bidder.
  pqqqqrs
  pqqqqrs
  continued from previous page
  
  46
  PCs as Spectators: In this kind of bad adventure, NPCs
  accomplish all the important tasks. There might be an interesting
  story going on, but it’s going on around the PCs, and they have
  very little to do with it. As much as you might like one of your
  NPCs, resist the urge to have him or her accomplish everything
  instead of letting the PCs do the work. As great as it might be to
  have your big NPC hero fight the evil wizard (also an NPC)
  threatening the land, it’s not much fun for the players if all they
  get to do is watch.
  Deus ex Machina: Similar to the “PCs as spectators” problem is
  the potential pitfall of the deus ex machina, a term used to describe
  the ending to a story in which the action is resolved by the inter-
  vention of some outside agency rather than by the characters’ own
  actions. Don’t put the PCs in situations in which they can only sur-
  vive through the intervention of others. Sometimes it’s interesting
  to be rescued, but using this sort of “escape hatch” gets frustrating
  for the players quickly. Players would rather defeat a young dragon
  on their own than face an ancient wyrm and only defeat it because
  a high-level NPC teleports in to help them.
  Preempting the Characters’ Abilities: It’s good to know the
  PCs’ capabilities, but you shouldn’t design adventures that contin-
  ually countermand or foil what they can do. If the wizard just
  learned fireball, don’t continually throw fire-resistant foes at him.
  Don’t create dungeons where fly and teleport spells don’t work, just
  because it’s more difficult to design challenging encounters for
  characters with those capabilities. Use the PCs’ abilities to allow
  them to have more interesting encounters—don’t arbitrarily rule
  that their powers suddenly don’t work.
  THE FLOW OF INFORMATION
  Much of the structure of an adventure depends on what the PCs
  know and when they learn it. If they know that there’s a dragon at
  the bottom of the dungeon, they will conserve their strength for
  that encounter and have proper spells and strategies prepared.
  When they learn the identity of a traitor, they will probably act on
  this information immediately. If they learn too late that their ac-
  tions will cause a cavern complex to collapse, they won’t be able to
  keep it from happening.
  Don’t give away the whole plot in one go, but do give the play-
  ers some new bit of knowledge every so often. For example, if the
  drow elves are the secret masters behind an uprising of giants,
  slowly reveal clues to that fact. Information gained while fighting
  the hill giants leads the PCs to the frost giants, which in turn gar-
  ners them clues that take them to the fire giants. Only among the
  fire giants do the PCs encounter information that leads them to
  understand that the drow are involved. And thus the final en-
  counter with those drow masters is made all the more dramatic.
  In some situations, the PCs know everything they need to
  know before the adventure begins. That’s okay. Occasionally, there
  is no mystery. For example, the adventurers learn that a haunted
  tower in the woods is inhabited by a vampire and her minions.
  They go in with stakes and holy water, slay a bunch of undead, and
  finally meet up with the vampire and take her out. That’s a fine
  adventure. Sometimes, however, a surprise that the PCs never
  could have seen coming makes it all the more interesting—the
  vampire turns out to be a good-aligned undead resisting her blood-
  lust but slowly succumbing to the temptation of an erinyes devil
  who lives under the church back in town. Both the “no surprises”
  and the “unexpected twist” structures work well, so long as you
  avoid overusing either.
  Divination Magic
  Keep divination magic in mind when predetermining how
  you’re going to control the flow of information. Don’t deny the
  spells their potency. Instead, learn what they can and cannot do,
  and plan for the PCs to use them. (See Handling Divinations,
  page 34). After all, if you have assumed that they would cast the
  proper spells and they don’t use what’s available to them, they
  deserve to fail.
  SITE-BASED ADVENTURES
  The Tomb of Horrors, the Temple of Elemental Evil, the Ghost
  Tower of Inverness—these are places of legend, mystery, and ad-
  venture. If you create an adventure based around some place—a
  dungeon, a ruin, a mountain, a valley, a cave complex, a wilderness,
  a town—then you have created a site-based adventure. Site-based
  adventures revolve around a map with a key, detailing important
  spots on that map. Encounters in the adventure are triggered
  when the PCs enter a new location at the site. The implication is
  that each encounter describes what occurs at that site when the
  PCs arrive (or arrive for the first time).
  Creating a site-based adventure involves two steps: drawing a
  map and keying the encounters.
  Draw a Map: Graph paper is useful for mapping out dungeons,
  because you can assign a scale for the squares, such as 5 feet or 10
  feet per square. The printed gridlines also aid in drawing straight
  lines (particularly useful when you’re mapping the interior of a
  CHAPTER 3:
  ADVENTURES
  ADVENTURE WRITER’S CHECKLIST
  If you want to write an adventure but aren’t sure where to start, just
  work your way down the checklist below. Each entry corresponds to a
  section found later in this chapter.
  • Brainstorm one or more motivations for the adventure, keeping in
  mind the style of play you prefer. Why will the PCs put their lives at risk?
  • Decide whether you want a site-based adventure, an event-based
  adventure, or an adventure that incorporates both.
  • If it’s a site-based adventure, imagine where the adventure will take
  place. You don’t need to know every detail yet, just a broad sense of
  what the place is like.
  • If it’s an event-based adventure, imagine the starting scene, a likely
  climax scene, and a few “set piece” intermediate scenes you think
  would be fun.
  • Choose the most important antagonists for the PCs. If allies,
  patrons, or other NPCs are important, think about them too.
  • Begin assembling your adventure. If it’s a site-based adventure,
  sketch out the site and decide where your important NPCs spend
  most of their time. If it’s an event-based adventure, identify the most
  likely sequences of events that take the PCs from the beginning
  scene to the climax, hitting one or more of the important intermedi-
  ate scenes along the way.
  • Fill in the details. Create the areas and scenes that aren’t integral to
  the adventure but may be fun or challenging nonetheless. Draw the
  maps you’ll need, build the NPCs, and create any random encoun-
  ters you want for the adventure.
  • Check your work. Examine what you’ve done, but think like your play-
  ers. Is there a clever way to bypass many of the adventure’s chal-
  lenges? Think of ways to reward cleverness without rendering the
  adventure obsolete.
  Now that you’ve worked your way down the checklist, here’s a secret:
  You don’t have to do the items in order. You can just as easily start by
  saying, “I want to write an adventure with mind flayer assassins as the
  main villains,” starting with the antagonists and making the other
  choices later. You might design a site first, then figure out how to entice
  the characters inside. But it’s always a good idea to start with motiva-
  tion, because it’s the energy that gets your adventure off the ground.
  pqqqqrs
  pqqqqrs
  
  building or a dungeon). Mark important areas with numbers or
  letters that reference the map key. Make notes on the map describ-
  ing anything of importance, including room contents (statues,
  pools, furniture, pillars, steps, pits, curtains, and so on). Plan out
  which areas are linked by similar or allied inhabitants. Place traps,
  taking care to note particularly the location of trap triggers. Con-
  sider spell ranges—if an NPC wizard is in a particular area and you
  know that she might cast a particular spell, save yourself time
  during the playing of the adventure by noting now how far the
  spell effect can extend.
  As you map out the site, think about how you’ll depict each area
  at the gaming table. It’s a bad idea, for example, to design a site
  with many areas that are larger than the grid you place your minia-
  tures on. If it’s likely that characters will travel back and forth
  between two adjacent rooms, make each of the rooms small
  enough to fit both of them on the tabletop grid at the same time.
  Remember that the player characters are catalysts for change.
  While you play, note changes caused by the PCs’ presence—pos-
  sibly even writing them directly on the map. That way it’s easier to
  remember, on the second time they pass through an area, which
  doors they have knocked down, which traps they have triggered,
  which treasures they have looted, which guardians they have
  defeated, and so forth.
  Create a Key: A map key is a set of notes (as detailed or brief as
  you need them to be) detailing each area’s contents, NPCs
  (description, statistics, possible actions), and whatever else makes
  the place special. For example, on an outdoor map you might mark
  an area that triggers a landslide if crossed, a bridge over the river
  guarded by lizardfolk, and the lair of a basilisk—complete with
  details about the interior of the lair and the treasure formerly in
  the possession of the half-eaten, petrified victims in the back.
  Each entry should include the game information needed to run
  that encounter. If an area has nothing to write about, don’t bother
  marking it on the key.
  Most dungeon adventures are site-based. See The Dungeon,
  page 57, as well as the sample dungeon adventure that begins on
  page 78.
  A site-based adventure allows the PCs to drive the action. If
  they come to a fork in the path, they’re free to choose whichever
  way they want. It doesn’t matter which path they choose, or if they
  never go down one path at all. The characters can leave the loca-
  tion and come back, often resuming the adventure exactly where
  they left off (although some aspects of the site may have changed,
  depending on how static the site is; see below).
  A site-based adventure is easy to run once you’ve made all the
  preparations. All the information is right there in front of you, on
  the map and in the key. Between the two of them, you should be
  able to handle any sort of action the PCs may take during the
  adventure.
  Site-based adventures often lure PCs based simply on the repu-
  tation of the site, but sometimes an event triggers a site-based
  adventure, drawing the PCs to the location. Once they are at the
  site, your map and its key come into play.
  STATIC OR DYNAMIC
  Sometimes a site-based adventure takes place at a static location.
  The map depicts an old ruin filled with monsters, shows where
  the ancient treasures are located within the ruin, where the traps
  or danger spots are located, and so on. The PCs can arrive at this
  location at any time, stay as long as they desire, leave whenever
  they want, and come back later to find the site pretty much the
  same as they left it (although more monsters may have taken up
  residence, or a few may have wandered off; maybe a trap has been
  triggered by a monster and no longer threatens the PCs, or a trap
  the PCs previously triggered has been reset).
  Designing a static site-based adventure is fairly easy. You don’t
  have to think much about how the residents of the various en-
  counter areas interact, and each encounter area need only be de-
  signed with the most immediate implications in mind—namely,
  what happens when the PCs arrive?
  By contrast, a good example of a dynamic site is a drow fortress-
  temple. A dynamic site usually involves some sort of intelligent
  organization. As the PCs move around the site, they discover that
  actions in certain areas affect encounters in other areas. For
  example, if the PCs kill two of the drow priestesses in the fortress-
  temple but allow a third one to escape, the fortress-temple mobi-
  lizes its populace—now, defenders are moving around from loca-
  tion to location and are much more likely to attack any unknown
  intruders rather than ask questions. Perhaps the two dead priest-
  esses rise from the dead as vampires and start creating vampire
  spawn as bodyguards.
  Designing a dynamic site is more complicated than designing a
  static one. In addition to creating a map and a key—both of which
  might be updated significantly as the adventure develops—you
  must address the following issues as well.
  • Formulate defensive plans for the inhabitants. “If attacked, the
  guards use the gong to raise the alarm. The sound of the gong
  can be heard in areas A, B, and D. The inhabitants in those areas
  hastily don hide armor (5 rounds) and overturn tables to give
  themselves cover. The sorcerer in area B casts mass invisibility on
  himself and the barbarian.”
  • Develop conditional requirements for various areas. “If anyone
  disturbs the three unholy gems upon the altar, the Infernal
  Gates in area 5 open, allowing access to the City of Dis but also
  calling 3d4 barbazu devils, who live in the dungeon by day and
  come out at night to raid the countryside in a 5-mile radius.”
  • Determine the inhabitants’ long-term plans. “In a month’s time,
  the goblins will have completed the wall in area 39. With that
  defense to fall back on, they begin the assault on the kobold
  caves in areas 32 through 37. If no one intervenes, the goblins
  will clear out the kobolds in three weeks and the goblin adept
  will gain the wand of lightning bolt stored in the secret vault in
  area 35.”
  EVENT-BASED ADVENTURES
  The death of the king. The Rain of Colorless Fire. The carnival’s
  arrival in town. Unexplained disappearances. Merchants of Druus
  looking for caravan guards. Events can lead to adventures, drawing
  the PCs in and getting them involved in amazing predicaments.
  When you create an an event-based adventure, you structure it
  in the form of “Something happens, and if the PCs do this, then
  that happens. . . .” An event-based adventure is built around a series
  of events influenced by the PCs’ actions. The PCs’ reactions
  change the events that occur, or the order in which they occur, or
  both.
  In an event-based adventure, the PCs usually have a goal or a
  mission beyond “Kill all the monsters” or “Get as much treasure as
  possible” or even “Explore this area.” The adventure instead
  focuses on the adventurers trying to accomplish something spe-
  cific. The encounters in the adventure occur as an offshoot of that
  effort—either as a consequence of their actions, or as opposing
  forces attempting to stop them, or both.
  This kind of adventure is often described as story-based,
  because it’s more like a book or a movie and less like exploration of
  a passive site. An event-based adventure usually doesn’t use a
  room-by-room key of a location but instead consists of notes on
  which events occur when. Two of the best ways to organize these
  notes are in the form of a flowchart or a timeline.
  Flowchart: By drawing connected boxes or circles with event
  descriptions in them, it’s easy to visually track the flow of events:
  “As the PCs investigate the murder, they question the innkeeper.
  She tells them that she saw someone suspicious hanging around
  the back of the livery last night. If they ask specifically about Greg-
  47
  CHAPTER 3:
  ADVENTURES
  
  48
  ory, she tells them where he lives.” In this example, the flowchart
  has two lines drawn away from the innkeeper. One goes to the
  livery and the other goes to Gregory’s house, since those are the
  two likely paths the PCs will take next.
  Timeline: Another way to organize an event-based adventure is
  by the passage of time. A timeline starts when the PCs get involved
  in the story (or sometimes even before then). It marks what hap-
  pens when: “One day after the PCs arrive in town, Joham comes to
  them pleading for help. The next day, Joham is found dead in his
  room at the inn. That evening, Gregory comes to the inn, poking
  around for information to see if the body has been found.”
  Combination: An event-based adventure might use both a
  flowchart and a timeline that are closely integrated: “If the PCs ask
  the innkeeper about Gregory on the day after the murder, she tells
  them where he lives. The following morning, Gregory shows up at
  the inn, heavily disguised, and convinces the innkeeper that he is
  being framed for the murder. She agrees to hide him. If the PCs
  ask the innkeeper about Gregory after this occurs, she gives them
  the location of his house—but she also tells the PCs (untruth-
  fully) that Gregory has been away from town on a trip for the last
  several days.” 
  Random Encounters: Even in an adventure driven by events,
  an encounter unrelated to the flow of events can serve to empha-
  size (or distract from) the ongoing plot. See Table 3–28: Urban
  Encounters, page 102, for an example of an event-based random
  encounter table.
  THE END (?)
  Eventually, each adventure comes to an end. A climactic
  encounter places a nice capstone on an adventure, particularly if
  it’s one that the players have seen coming. (If the ogres they have
  been fighting have been referring to a dragon, then an encounter
  with the dragon is a suitable ending.)
  Many adventures require a denouement—some wrap-up to
  deal with the aftermath of the final encounter. This can be the
  time when the PCs discover what treasure is in the dragon’s hoard,
  a dramatic scene in the king’s court in which he thanks the adven-
  turers for slaying the dragon and passes out knighthoods all
  around, or a time to mourn those comrades who did not survive
  the battle. Generally, the denouement should not take nearly as
  long as the climax itself.
  As with movies and books, adventures sometimes deserve se-
  quels. Many adventures lead directly into new adventures for the
  PCs, relating to what they have accomplished or discovered. If the
  characters just destroyed the fortress of the evil overlord, they may
  find clues within the fortress that betray the identity of a traitor on
  the town council who has been secretly aiding the warlord. Per-
  haps the overlord’s orc minions fled the site—where did they go?
  (Orcs, no matter where they go, are sure to cause trouble!) Suppose
  bandits attacked the adventurers while they were on their way to
  the overlord’s fortress—going back now and finding the bandits’
  lair is an adventure of both justice and vengeance.
  ENCOUNTERS
  As interesting as it is to talk about adventures (and the stories be-
  hind them), the game is really composed of encounters. Each indi-
  vidual encounter is like its own game—with a beginning, a middle,
  an end, and victory conditions to determine a winner and a loser.
  TAILORED OR STATUS QUO
  Just as with motivations, encounters can be tailored specifically to
  the PCs or not. A tailored encounter is one in which you take into
  consideration that the wizard PC has a wand of invisibility and the
  fighter’s AC is 23. In a tailored encounter, you design things to fit
  the PCs and the players. In fact, you can specifically design some-
  thing for each PC to do—the skeletal minotaur is a challenge for
  the barbarian, another skeleton with a crossbow is on a ledge that
  only the rogue can reach, only the monk can leap across the chasm
  to pull the lever to raise the portcullis in front of the treasure, and
  the cleric’s hide from undead spell allows her to get to the treasure
  the skeletons are guarding while the battle rages.
  A status quo encounter forces the PCs to adapt to the encounter
  rather than the other way around. Bugbears live on Clover Hill,
  and if the PCs go there, they encounter bugbears, whether bug-
  bears are an appropriate encounter for them or not. This kind of
  encounter gives the world a certain verisimilitude, and so it’s good
  to mix a few in with the other sorts of encounters.
  If you decide to use only status quo encounters, you should
  probably let your players know about this. Some of the encounters
  you place in your adventure setting will be an appropriate chal-
  lenge for the PCs, but others might not be. For instance, you could
  decide where the dragon’s lair is long before the characters are ex-
  perienced enough to survive a fight against the dragon. If players
  know that the setting includes status quo encounters that their
  characters might not be able to handle, they will be more likely to
  make the right decision if they come upon a tough encounter.
  That decision, of course, is to run away and fight again another day
  (when the party is better equipped to meet the challenge).
  CHALLENGE RATINGS AND 
  ENCOUNTER LEVELS
  A monster’s Challenge Rating (CR) tells you the level of the party
  for which that monster is a good challenge. A monster of CR 5 is
  an appropriate challenge for a group of four 5th-level characters. If
  the characters are of higher level than the monster, they get fewer
  XP because the monster should be easier to defeat. Likewise, if the
  characters are of lower level than a monster’s Challenge Rating,
  the PCs get a greater award.
  Parties with five or more members can often take on monsters
  with higher CRs, and parties of three or fewer are challenged by
  monsters with lower CRs. The game rules account for these facts
  by dividing the XP earned by the number of characters in the
  party (see Rewards, page 36).
  Multiple Monsters and Encounter Levels
  Obviously, if one monster has a given Challenge Rating, more
  than one monster represents a greater challenge than that. You
  can use Table 3–1: Encounter Numbers to determine the
  Encounter Level of a group of monsters, as well as to determine
  how many monsters equate to a given Encounter Level (useful in
  balancing an encounter with a PC party).
  To balance an encounter with a party, determine the party’s
  level (the average of all the members’ character levels). You want
  the party’s level to match the level of the encounter, so find that
  number in the “Encounter Level” column. Then look across that
  line to find the CR of the kind of creature that you want to use in
  the encounter. Once you have found it, look at the top of that
  column to find the number of creatures that makes a balanced
  encounter for the party.
  For example, suppose you want to send ogres against a 6th-level
  party. The Monster Manual entry on ogres shows that they are CR 2.
  Looking at the “6” row in the “Encounter Level” column, you read
  across to the “2” entry and then check the top of that column to
  find that four CR 2 monsters make a good 6th-level encounter. To
  determine the Encounter Level of a group of monsters, reverse
  these steps (begin with the number of creatures, read down to find
  the CR for the creature, then look left to find the appropriate EL).
  In general, if a creature’s Challenge Rating is two lower than a
  given Encounter Level, then two creatures of that kind equal an
  encounter of that Encounter Level. Thus, a pair of frost giants (CR
  9 each) is an EL 11 encounter. The progression holds of doubling
  the number of creatures for each drop of two places in their indi-
  CHAPTER 3:
  ADVENTURES
  
  vidual CR, so that four CR 7 creatures (say, four hill giants) are an
  EL 11 encounter, as are eight CR 5 creatures (such as shadow mas-
  tiffs). This calculation does not work, however, with creatures
  whose CR is 1 or lower, so be sure to use Table 3–1: Encounter
  Numbers for such encounters.
  Mixed Pair: When dealing with a creature whose Challenge
  Rating is only one lower than the intended EL, you can raise the
  EL by one by adding a second creature whose CR is three less than
  the desired EL. For example, a DM wants to set up an encounter
  with an aboleth (CR 7) for an 8th-level party. Two aboleths would
  be EL 9, and she wants an encounter of EL 8, so she decides to give
  the aboleth a companion or pet to raise the encounter to EL 8.
  Checking Table 3–1: Encounter Numbers, she finds that the entry
  for 8th-level encounters in the “Mixed Pair” column is “7+5.” This
  means that a CR 7 monster and a CR 5 monster together are an EL
  8 encounter.
  In general, you can treat a group of creatures as a single creature
  whose CR equals the group’s EL. For example, instead of having
  the PCs encounter one CR 4 creature (say, a brown bear), you
  could substitute two CR 2 creatures (a pair of black bears), whose
  EL together is 4. However, creatures whose CR is far below the
  party’s level often provide no challenge at all, so don’t substitute
  hordes of low-CR creatures for a single high-CR creature.
  Some monsters’ CRs are fractions. For instance, a single orc (CR
  1/2) is not a good challenge even for a 1st-level party. This means
  that you should either calculate XP as if the orc were CR 1, then
  divide by 2, or treat each pair of orcs encountered as a CR 1 monster.
  Encounters with more than a dozen creatures are difficult to
  judge. If you need thirteen or more creatures to provide enough
  XP for a standard encounter, then those individual monsters are
  probably so weak that they don’t make for a good encounter. That’s
  why Table 3–1 doesn’t have an entry larger than twelve for
  “Number of Creatures.”
  Table 3–1: Encounter Numbers
  Encounter —————— Number of Creatures —————— Mixed
  Level
  1
  2
  3
  4
  5–6
  7–9
  10–12
  Pair
  1
  1, 2
  1/2
  1/3
  1/4
  1/6
  1/8
  1/8
  1/2+1/3
  2
  2, 3
  1
  1/2, 1
  1/2
  1/3
  1/4
  1/6
  1+1/2
  3
  3, 4
  1, 2
  1
  1/2, 1
  1/2
  1/3
  1/4
  2+1
  4
  3, 4, 5
  2
  1, 2
  1
  1/2, 1
  1/2
  1/3
  3+1
  5
  4, 5, 6
  3
  2
  1, 2
  1
  1/2
  1/2
  4+2
  6
  5, 6, 7
  4
  3
  2
  1, 2
  1
  1/2
  5+3
  7
  6, 7, 8
  5
  4
  3
  2
  1
  1/2
  6+4
  8
  7, 8, 9
  6
  5
  4
  3
  2
  1
  7+5
  9
  8, 9, 10
  7
  6
  5
  4
  3
  2
  8+6
  10
  9, 10, 11
  8
  7
  6
  5
  4
  3
  9+7
  11
  10, 11, 12
  9
  8
  7
  6
  5
  4
  10+8
  12
  11, 12, 13
  10
  9
  8
  7
  6
  5
  11+9
  13
  12, 13, 14
  11
  10
  9
  8
  7
  6
  12+10
  14
  13, 14, 15
  12
  11
  10
  9
  8
  7
  13+11
  15
  14, 15, 16
  13
  12
  11
  10
  9
  8
  14+12
  16
  15, 16, 17
  14
  13
  12
  11
  10
  9
  15+13
  17
  16, 17, 18
  15
  14
  13
  12
  11
  10
  16+14
  18
  17, 18, 19
  16
  15
  14
  13
  12
  11
  17+15
  19
  18, 19, 20
  17
  16
  15
  14
  13
  12
  18+16
  20
  19+
  18
  17
  16
  15
  14
  13
  19+17
  What’s Challenging?
  So, what counts as a “challenge”? Since a game session probably
  includes many encounters, you don’t want to make every
  encounter one that taxes the PCs to their limits. They would have
  to stop the adventure and rest for an extensive period after every
  fight, and that slows down the game. An encounter with an
  Encounter Level (EL) equal to the PCs’ level is one that should
  expend about 20% of their resources—hit points, spells, magic
  item uses, and so on. This means, on average, that after about four
  encounters of the party’s level the PCs need to rest, heal, and
  regain spells. A fifth encounter would probably wipe them out.
  The party should be able to take on many more encounters
  lower than their level but fewer encounters with ELs higher than
  their level. As a general rule, if the EL is two lower than the party’s
  level, the PCs should be able to take on twice as many encounters
  before having to stop and rest. Two levels lower than that, and the
  number of encounters they can cope with doubles again, and so
  on. By contrast, an encounter of even one or two levels higher
  than the party level might tax the PCs to their limit, although with
  luck they might be able to take on two such encounters before
  needing to recover. Remember that when the EL is higher than
  the party level, the chance for PC fatality rises dramatically.
  Single Monster Encounters
  Many adventures reach their climax when the party encounters
  the mastermind behind the plot, or when they track a big mon-
  ster, such as a dragon or beholder, to its lair. Unfortunately,
  encounters with single monsters can be very “swingy.” If the party
  takes the time to use the Gather Information skill and divination
  spells, they may begin the encounter immune to the monster’s
  most powerful weapons. If the party wins initiative, they can gang
  up on the monster and severely weaken it before it can act.
  When planning adventures, consider some or all of the follow-
  ing points to make single monster encounters more enjoyable.
  • If your monster uses spells or magic items, prepare additional
  statistics blocks that show the impact of ability enhancers and
  other defensive spells and effects. Depending on how much
  warning the monster has of the party’s approach, it may have all
  sorts of additional defenses. Remember, though, that readying
  an action is a combat action, and the monster shouldn’t do this
  until combat begins (no fair readying a fireball before anyone
  checks for surprise or rolls for initiative).
  • Prepare your monster’s tactics in advance, including what it
  does if it loses the initiative roll. It may flee, or it may simply
  choose a different order for its spells and attacks.
  • Distract or split up the party. If the entire party can gang up on
  a single opponent, the encounter can end very quickly (espe-
  cially if the party wins initiative).
  • Put the party in situations where they must burn resources in
  order to move forward. For example, a very hot environment
  might do damage every round, forcing the party to use spells
  such as endure elements, or to use most of the cleric’s spells to
  heal up after passing through the hot area.
  • Go on the aggressive. Let the single monster attack the party
  before the party has a chance to use all its ability enhancers and
  defensive effects.
  • Fool the party. Use lookalikes and decoys to convince the party
  that a major encounter is starting, so they use lots of high-level
  spells and powerful items before encountering your single
  monster.
  DIFFICULTY
  Sometimes, the PCs encounter something that’s a pushover for
  them. At other times, an encounter is too difficult, and they have
  to run away. A well-constructed adventure has a variety of encoun-
  ters at several different levels of difficulty. Table 3–2: Encounter
  Difficulty shows (in percentage terms) how many encounters of a
  certain difficulty an adventure should have.
  Table 3–2: Encounter Difficulty
  % of Total
  Encounter
  Description
  10%
  Easy
  EL lower than party level
  20%
  Easy if handled properly
  Special (see below)
  50%
  Challenging
  EL equals that of party
  15%
  Very difficult
  EL 1–4 higher than party level
  5%
  Overpowering
  EL 5+ higher than party level
  49
  CHAPTER 3:
  ADVENTURES
  
  50
  Easy: The PCs win handily with little threat to themselves. The
  Encounter Level for the encounter is lower than the party level.
  The group should be able to handle an almost limitless number of
  these encounters.
  Easy if Handled Properly: There’s a trick to this kind of encoun-
  ter—a trick the PCs must discover to have a good chance of vic-
  tory. Find and eliminate the evil cleric with greater invisibility first
  so she stops bolstering the undead, and everything else about the
  encounter becomes much easier. If not handled properly, this
  kind of encounter becomes challenging or even very difficult.
  Challenging: Most encounters seriously threaten at least one
  member of the group in some way. These are challenging encoun-
  ters, about equal in Encounter Level to the party level. The average
  adventuring group should be able to handle four challenging en-
  counters before they run low on spells, hit points, and other re-
  sources. If an encounter doesn’t cost the PCs some significant por-
  tion of their resources, it’s not challenging.
  Very Difficult: One PC might very well die. The Encounter Level
  is higher than the party level. This sort of encounter may be more
  dangerous than an overpowering one, because it’s not immedi-
  ately obvious to the players that the PCs should flee.
  Overpowering: The PCs should run. If they don’t, they will
  almost certainly lose. The Encounter Level is five or more levels
  higher than the party level.
  Difficulty Factors
  You have several options for making an encounter more or less dif-
  ficult by changing the circumstances of the encounter to account
  for some feature of the PCs’ surroundings or the makeup of the
  party. For instance:
  • Tight quarters make things more difficult for rogues, since it’s
  harder to skulk about and gain a sneak attack.
  • A spread-out force makes things more difficult for spellcasters,
  since the area affected by most spells is small.
  • Many lesser foes are harder for a character to engage in melee
  than one powerful foe.
  • Undead are much more difficult to fight without a cleric.
  • Encounters involving animals or plants are much more difficult
  without a druid or a ranger in the party.
  • Encounters involving evil outsiders are much more difficult
  without a paladin or cleric (and perhaps a wizard or sorcerer) in
  the party.
  • A large force is much more difficult to fight without a wizard or
  sorcerer in the party.
  • Locked doors and traps are much more difficult to overcome
  without a rogue in the party.
  • Multiple combat encounters are more difficult to win without a
  fighter, a barbarian, a ranger, or a paladin in the party.
  • Multiple combat encounters are more difficult to survive with-
  out a cleric in the party.
  • The bard and the cleric make good group support characters.
  Their presence makes practically every encounter easier.
  None of the above factors should necessarily be taken into
  account when assigning or modifying Challenge Ratings, but you
  should keep them in mind when designing encounters.
  TOUGHER MONSTERS
  A really big basilisk with more hit points and a higher attack
  bonus than a normal basilisk is a greater challenge. If you use the
  rules found in the Monster Manual for increasing the Hit Dice of
  monsters, you should also increase the experience point (XP)
  award for the monster appropriately. See Advanced Monster Chal-
  lenge Rating, page 293 of the Monster Manual.
  If a monster has levels in PC or NPC classes, see Monsters and
  Class Levels, page 290 of the Monster Manual, for how to determine
  its CR.
  LOCATION
  A fight between characters perched on a bridge made of skulls
  over a pool of bubbling lava is more exciting and more dangerous
  than that same fight in a nice, safe dungeon room. Location serves
  two purposes, both equally important. It can make a humdrum en-
  counter more interesting, and it can make an encounter easier or
  much more difficult.
  Making Things Interesting
  Arguably, the dungeon itself is a fairly exotic locale, but eventually
  the same old 30-foot-by-30-foot room starts to grow stale. Like-
  wise, a trip through the dark woods can be interesting and fright-
  ening, but the tenth trip through is less so. Since this is a fantasy
  game, allow yourself the freedom to consider all sorts of strange
  locations for encounters. Imagine an encounter inside a volcano,
  along a narrow ledge on the side of a cliff, atop a flying whale, or
  deep underwater. Think of the exciting location first, and then
  worry about how and why the PCs would get there.
  Situations within a location can have as much impact as the
  location itself. If a rogue has to pick the lock on the only door out
  of the top room of a tower that’s collapsing, it’s suddenly a much
  more exciting situation than just another locked door in a dun-
  geon corridor. Create an encounter in which the PCs must be
  diplomatic while all around them a battle rages. Fill an under-
  ground cave complex with water for a different sort of dungeon
  adventure. Set a series of encounters in a large wooden fort—that
  happens to be on fire.
  See the Interesting Combats section, page 17, for a short discus-
  sion that deals with this same issue.
  Modifying Difficulty
  Orcs with crossbows, behind cover, firing down at the PCs while
  the characters cross a narrow ledge over a pit full of spikes are
  much more dangerous than the same orcs being engaged in hand-
  to-hand combat in some tunnel. Likewise, if the PCs find them-
  selves on a balcony, looking down at oblivious orcs who are carry-
  ing barrels of flammable oil, the encounter is likely to be much
  easier than if the orcs were aware of the PCs.
  Consider the sorts of factors, related to location or situation,
  that make an encounter more difficult, such as the following.
  • Enemy has cover (for example, behind a low wall).
  • Enemy is at higher elevation or is hard to get at (on a ledge or
  atop a defensible wall).
  • Enemy has guaranteed surprise (PCs are asleep).
  • Conditions make it difficult to see or hear (mist, darkness,
  rumbling machinery all around).
  • Conditions make movement difficult (underwater, heavy grav-
  ity, very narrow passage).
  • Conditions require delicate maneuvering (climbing down a
  sheer cliff, hanging from the ceiling).
  • Conditions deal damage (in the icy cold, in a burning building,
  over a pit of acid).
  Conversely, the first three conditions given above make
  encounters easier from the PCs’ point of view if they are the ones
  benefiting from the cover, elevation, or surprise.
  REWARDS AND BEHAVIOR
  Encounters, either individually or strung together, reward certain
  types of behavior whether you are conscious of it or not. Encoun-
  ters that can or must be won by killing the opponents reward
  aggression and fighting prowess. If you set up your encounters
  like this, expect wizards and priests to soon go into every adven-
  ture with only combat spells prepared. The PCs will learn to use
  tactics to find the best way to kill the enemy quickly. By contrast,
  encounters that can be won by diplomacy encourage the PCs to
  talk to everyone and everything they meet. Encounters that
  reward subterfuge and prowling encourage sneakiness. Encoun-
  CHAPTER 3:
  ADVENTURES
  
  ters that reward boldness speed up the game, while those that
  reward caution slow it down.
  Always be aware of the sorts of actions you’re rewarding your
  players for taking. Reward, in this case, doesn’t just mean expe-
  rience points and treasure. More generally, it means anything
  that consistently leads to success. An adventure should contain
  encounters that reward different types of behavior. Not every-
  one prefers the same kind of encounter, and even those with a
  favorite enjoy a change of pace. Remember, then, that you can
  offer many different kinds of encounters, including all of the
  following.
  Combat: Combat encounters can be divided into two groups:
  attack and defense. Typically, the PCs are on the attack, invading
  monsters’ lairs and exploring dungeons. A defense encounter, in
  which the PCs must keep an area, an object, or a person safe from
  the enemy, can be a nice change of pace.
  Negotiation: Although threats can often be involved, a negoti-
  ation encounter involves less swordplay and more wordplay. Con-
  vincing NPCs to do what the PCs want them to is challenging for
  both players and DM—quick thinking and good roleplaying are
  the keys here. Don’t be afraid to play an NPC appropriately (stupid
  or intelligent, generous or selfish), as long as it fits. But don’t make
  an NPC so predictable that the PCs can always tell exactly what he
  or she will do in any given circumstance. Consistent, yes; one-
  dimensional, no.
  Environmental: Weather, earthquakes, landslides, fast-
  moving rivers, and fires are just some of the environmental condi-
  tions that can challenge even mid- to high-level PCs.
  Problem-Solving: Mysteries, puzzles, riddles, or anything that
  requires the players to use logic and reason to try to overcome the
  challenge counts as a problem-solving encounter.
  Judgment Calls: “Do we help the prisoner here in the dun-
  geon, even though it might be a trap?” Rather than depending
  on logic, these encounters usually involve inclination and gut
  instinct.
  Investigation: This is a long-term sort of encounter involving
  some negotiation and some problem-solving. An investigation
  may be called for to solve a mystery or to learn something new.
  TREASURE
  What adventure would be complete without treasure?
  A close second in importance to experience points, treasure
  provides an important motivator for PCs to go on adventures. As
  with experience points, treasure empowers the PCs. The more
  they get, the more powerful they become.
  MONSTERS WITH TREASURE
  The standard way to acquire treasure is to defeat enemies that pos-
  sess it, guard it, or happen to be near it. In the Monster Manual, ev-
  ery monster has a treasure rating (indicating how much treasure it
  has, although for some creatures the rating is “None”). The tables
  found in this section enable you to determine the specifics. After
  referencing the level and kind of treasure (coins, goods, items)
  found in the creature’s description, roll on the appropriate row and
  columns of the proper table.
  When generating an encounter dealing with monsters away
  from their lair (a patrol, a wandering creature, and so on), remem-
  ber that a creature only takes what it can easily carry with it. In the
  case of a creature such as a displacer beast, that generally means
  nothing. The monster safeguards or hides its treasure as well as it
  can, but it leaves it behind when outside the lair.
  Example: Gnolls that live in a dungeon often leave their lair to
  wage war on nearby orc brigands to steal treasure and food. The
  PCs encounter and defeat the gnolls while the bestial
  humanoids are on their way to raid the orcs. Each gnoll has a
  smattering of coins or gems on its person. The leader has the
  masterwork greatsword from the group’s hoard and uses it in the
  battle. The majority of the gnolls’ treasure, however, remains in
  their lair, guarded by a few gnolls left behind and two well-con-
  cealed pit traps.
  Monsters with Classes
  Many monsters advance by adding class levels (see the Monster
  Manual). To determine treasure for monsters with class levels, first
  give them equipment. Use Table 4–23: NPC Gear Value (page 127)
  and use just their class levels to determine the value of their equip-
  ment. Then generate their treasure according to their monster
  entry and the rules under Building a Treasure, below. This may
  generate more items that the monster can use, and that’s fine (see
  Custom Treasures, below).
  Treasure per Encounter
  Table 3–5: Treasure has been created so that if PCs face enough
  encounters of their own level to gain a level, they will have also
  gained enough treasure to keep them apace with the wealth-by-
  level information found in Table 5–1: Character Wealth by Level
  (page 135). Just as gaining a level requires between thirteen and
  fourteen encounters of a party’s level, so too fourteen average rolls
  on the table at the party’s level will get them the treasure they
  need to gain the appropriate amount for the next highest level,
  assuming that the PCs expend some resources such as potions and
  scrolls during those encounters.
  Table 3–3: Treasure Values per Encounter
  Encounter
  Treasure
  Encounter
  Treasure
  Level
  per Encounter
  Level
  per Encounter
  1
  300 gp
  11
  7,500 gp
  2
  600 gp
  12
  9,800 gp
  3
  900 gp
  13
  13,000 gp
  4
  1,200 gp
  14
  17,000 gp
  5
  1,600 gp
  15
  22,000 gp
  6
  2,000 gp
  16
  28,000 gp
  7
  2,600 gp
  17
  36,000 gp
  8
  3,400 gp
  18
  47,000 gp
  9
  4,500 gp
  19
  61,000 gp
  10
  5,800 gp
  20
  80,000 gp
  On average, the PCs should earn one treasure suitable to their
  level for each encounter they overcome. The key, of course, is
  “average.” Some monsters might have less treasure than average,
  some might have more, and some might have none at all. As you
  write an adventure, it’s okay to combine the individual treasures
  listed for each monster into one larger hoard. If a dungeon is
  home to a beholder and numerous bugbears, for example, you can
  take some or all of the bugbear treasure and add it to the
  beholder’s hoard.
  Monitor the progress of treasure into the hands of the PCs. For
  instance, you may want to use lots of high-treasure or low-treasure
  monsters, yet still hand out a normal amount of treasure overall.
  The PCs needn’t have average treasure at every stage in their
  careers, but if an imbalance (either high or low) persists for more
  than a few levels, you should take gradual action to correct it by
  awarding slightly more or slightly less treasure.
  Table 3–4: Average Treasure Results
  Type
  Average Result
  Gem
  275 gp
  Art object
  1,100 gp
  Mundane item
  350 gp
  Minor magic item
  1,000 gp
  Medium magic item
  10,000 gp
  Major magic item
  40,000 gp
  51
  CHAPTER 3:
  ADVENTURES
  
  52
  CHAPTER 3:
  ADVENTURES
  Table 3–5: Treasure
  Level
  d%
  –— Coins –—
  d%
  Goods 
  d%
  Items 
  1st
  01–14
  —
  01–90
  —
  01–71
  —
  15–29
  1d6×1,000 cp
  91–95
  1 gem
  72–95
  1 mundane
  30–52
  1d8×100 sp
  96–100
  1 art
  96–100
  1 minor 
  53–95
  2d8×10 gp
  96–100
  1d4×10 pp 
  2nd
  01–13
  —
  01–81
  —
  01–49
  —
  14–23
  1d10×1,000 cp
  82–95
  1d3 gems
  50–85
  1 mundane
  24–43
  2d10×100 sp
  96–100
  1d3 art
  86–100
  1 minor 
  44–95
  4d10×10 gp
  96–100
  1d8×10 pp 
  3rd
  01–11
  —
  01–77
  —
  01–49
  —
  12–21
  2d10×1,000 cp
  78–95
  1d3 gems
  50–79
  1d3 mundane
  22–41
  4d8×100 sp
  96–100
  1d3 art
  80–100
  1 minor
  42–95
  1d4×100 gp
  96–100
  1d10×10 pp 
  4th
  01–11
  —
  01–70
  —
  01–42
  —
  12–21
  3d10×1,000 cp
  71–95
  1d4 gems
  43–62
  1d4 mundane
  22–41
  4d12×1,000 sp
  96–100
  1d3 art
  63–100
  1 minor
  42–95
  1d6×100 gp
  96–100
  1d8×10 pp 
  5th
  01–10
  —
  01–60
  —
  01–57
  —
  11–19
  1d4×10,000 cp
  61–95
  1d4 gems
  58–67
  1d4 mundane
  20–38
  1d6×1,000 sp
  96–100
  1d4 art
  68–100
  1d3 minor
  39–95
  1d8×100 gp 
  96–100
  1d10×10 pp 
  6th
  01–10
  —
  01–56
  —
  01–54
  —
  11–18
  1d6×10,000 cp
  57–92
  1d4 gems
  55–59
  1d4 mundane
  19–37
  1d8×1,000 sp
  93–100
  1d4 art
  60–99
  1d3 minor
  38–95
  1d10×100 gp
  100
  1 medium 
  96–100
  1d12×10 pp 
  7th
  01–11
  —
  01–48
  —
  01–51
  —
  12–18
  1d10×10,000 cp
  49–88
  1d4 gems
  52–97
  1d3 minor
  19–35
  1d12×1,000 sp
  89–100
  1d4 art
  98–100
  1 medium
  36–93
  2d6×100 gp
  94–100
  3d4×10 pp 
  8th
  01–10
  —
  01–45
  —
  01–48
  —
  11–15
  1d12×10,000 cp
  46–85
  1d6 gems
  49–96
  1d4 minor
  16–29
  2d6×1,000 sp
  86–100
  1d4 art
  97–100
  1 medium
  30–87
  2d8×100 gp 
  88–100
  3d6×10 pp 
  9th
  01–10
  —
  01–40
  —
  01–43
  —
  11–15
  2d6×10,000 cp
  41–80
  1d8 gems
  44–91
  1d4 minor
  16–29
  2d8×1,000 sp
  81–100
  1d4 art
  92–100
  1 medium 
  30–85
  5d4×100 gp 
  86–100
  2d12×10 pp
  10th
  01–10
  —
  01–35
  —
  01–40
  —
  11–24
  2d10×1,000 sp
  36–79
  1d8 gems
  41–88
  1d4 minor
  25–79
  6d4×100 gp
  80–100
  1d6 art
  89–99
  1 medium
  80–100
  5d6×10 pp
  100
  1 major
  11th
  01–08
  —
  01–24
  —
  01–31
  —
  09–14
  3d10×1,000 sp
  25–74
  1d10 gems
  32–84
  1d4 minor
  15–75
  4d8×100 gp
  75–100
  1d6 art
  85–98
  1 medium
  76–100
  4d10×10 pp
  99–100
  1 major 
  
  BUILDING A TREASURE
  You can use any of several methods for determining what treas-
  ures to include in your encounters or adventures. All of them refer
  to Table 3–5: Treasure. Instructions for using that table appear in
  Using the Treasure Table, below.
  Random Treasures
  An easy approach is to determine treasure randomly using the
  treasure information given in the Monster Manual for each kind of
  creature. Some creatures have more than average treasure and
  some less. If you use this system, the kind of creatures in an adven-
  ture determines how rich the treasures are. An adventure with lots
  of intelligent creatures has higher than average treasure, and one
  with mostly oozes, vermin, and dire animals has poor treasure.
  Balance the treasure by balancing the kinds of creatures or simply
  by adjusting the treasures toward the average.
  If you want to include a balanced amount of treasure, you can just
  roll on Table 3–5: Treasure for each encounter according to its
  Encounter Level. If you want the treasures to make sense, roll for
  them randomly but then assign them to the encounters based on
  your best judgment. Double or triple up for some encounters, giving
  them two or three rolled treasures, and leave some others without
  treasure. In this way, you’re sure that the treasures are balanced to the
  encounters overall, even if some encounters have lots of treasure and
  others have none. For example, if your adventure has seven encoun-
  ters of EL 5 each, just roll on the 5th-level row on Table 3–5: Treasure
  seven times and assign the seven treasures among the encounters.
  Slightly more complex, you can figure out the percent chance
  to get each kind of treasure on Table 3–5: Treasure and roll once for
  each line on the table. For instance, at 1st level, you have a 15%
  chance to get copper coins, a 23% chance to get silver coins, a 43%
  chance to get gold coins, a 5% chance to get platinum coins, a 5%
  53
  CHAPTER 3:
  ADVENTURES
  Table 3–5: Treasure (cont.)
  Level
  d%
  –— Coins –—
  d%
  Goods 
  d%
  Items 
  12th
  01–08
  —
  01–17
  —
  01–27
  —
  09–14
  3d12×1,000 sp
  18–70
  1d10 gems
  28–82
  1d6 minor
  15–75
  1d4×1,000 gp
  71–100
  1d8 art
  83–97
  1 medium
  76–100
  1d4×100 pp
  98–100
  1 major 
  13th
  01–08
  —
  01–11
  —
  01–19
  —
  09–75
  1d4×1,000 gp
  12–66
  1d12 gems
  20–73
  1d6 minor
  76–100
  1d10×100 pp
  67–100
  1d10 art
  74–95
  1 medium
  96–100
  1 major
  14th
  01–08
  —
  01–11
  —
  01–19
  —
  09–75
  1d6×1,000 gp
  12–66
  2d8 gems
  20–58
  1d6 minor
  76–100
  1d12×100 pp
  67–100
  2d6 art
  59–92
  1 medium
  93–100
  1 major
  15th
  01–03
  —
  01–09
  —
  01–11
  —
  04–74
  1d8×1,000 gp
  10–65
  2d10 gems
  12–46
  1d10 minor
  75–100
  3d4×100 pp
  66–100
  2d8 art
  47–90
  1 medium
  91–100
  1 major
  16th
  01–03
  —
  01–07
  —
  01–40
  —
  04–74
  1d12×1,000 gp
  08–64
  4d6 gems
  41–46
  1d10 minor
  75–100
  3d4×100 pp
  65–100
  2d10 art
  47–90
  1d3 medium
  91–100
  1 major 
  17th
  01–03
  —
  01–04
  —
  01–33
  —
  04–68
  3d4×1,000 gp
  05–63
  4d8 gems
  34–83
  1d3 medium
  69–100
  2d10×100 pp
  64–100
  3d8 art
  84–100
  1 major
  18th
  01–02
  —
  01–04
  —
  01–24
  —
  03–65
  3d6×1,000 gp
  05–54
  3d12 gems
  25–80
  1d4 medium
  66–100
  5d4×100 pp
  55–100
  3d10 art
  81–100
  1 major
  19th
  01–02
  —
  01–03
  —
  01–04
  —
  03–65
  3d8×1,000 gp
  04–50
  6d6 gems
  05–70
  1d4 medium
  66–100
  3d10×100 pp
  51–100
  6d6 art
  71–100
  1 major
  20th
  01–02
  —
  01–02
  —
  01–25
  —
  03–65
  4d8×1,000 gp
  03–38
  4d10 gems
  26–65
  1d4 medium
  66–100
  4d10×100 pp
  39–100
  7d6 art
  66–100
  1d3 major
  For treasures above 20th level, use the 20th-level row and then add a number of random major items.
  Level
  Magic Items
  Level
  Magic Items
  Level
  Magic Items
  21st
  +1
  25th
  +9
  28th
  +23
  22nd
  +2
  26th
  +12
  29th
  +31
  23rd
  +4
  27th
  +17
  30th
  +42
  24th
  +6
  
  54
  chance to get a gem, a 5% chance to get an art object, a 24% chance
  to get a mundane item, and a 5% chance to get a minor item. This
  means that some treasures will have several different kinds of
  coins, or both a gem and an art object, and so forth.
  You can use Table 3–5: Treasure first for gems, art objects, and
  items. Total the value of the objects generated by the table, then
  subtract that total from the appropriate level of treasure from Table
  3–3: Treasure Values per Encounter. What remains is the value of
  coins in the treasure. Choose coin types
  and numbers to fill out the treasure.
  You can also bypass Table 3–5: Trea-
  sure and base treasures on what their
  overall value should be. For example,
  since each 5th-level trea-
  sure is worth 1,600 gp
  (on average), seven of
  them should be
  worth about
  11,200 gp
  (on average). You
  can go right to
  the other
  tables (Table
  3–6: Gems;
  Table 3–7:
  Art Objects; and so on) and roll on them instead. To balance
  these rolls, you need to know the average value of each table; see
  Table 3–4: Average Treasure Results. So, for a treasure worth about
  11,200 gp, you could roll for a medium magic item (10,000 gp) and
  an art object (1,100 gp) or roll for four minor items (1,000 gp each)
  and five gems (275 gp each), giving the rest in coins of the appro-
  priate value. Depending on your rolls, you can get a treasure worth
  less than average or much more, but over the course of a campaign
  you should get pretty close to average results overall.
  Finally, you could avoid rolling altogether and choose treasures.
  For treasures totaling 11,200 gp, you could just invent coins and
  gems worth 5,000 to 6,000 gp, and choose magic items from Chap-
  ter 7: Magic Items to fill the rest of the total.
  Wizards and Treasure
  If you’re designing an encounter with a wizard, subtract the value
  of a spellbook and material components (see Selling a Spellbook,
  page 179 of the Player’s Handbook) from the average
  treasure value before you start rolling up trea-
  sure. Alternatively, you can add the up the
  value of all the components and the spellbook
  and compare the total value to Table
  3–3: Treasure Values per
  Encounter. Find the
  level that most
  closely ap-
  proaches that
  total, and sub-
  tract it from the level of the
  encounter. Use that new level to
  generate the rest of the treasure.
  Custom Treasures
  You may wish to build a custom
  treasure for the toughest monster,
  the head of the conspiracy, the
  leader of the mercenary army, or
  other special encounter. The value of the
  treasure should still be determined using
  Table 3–3: Treasure Values per Encounter, but instead of rolling on
  Table 3–5: Treasure, you choose the items in the treasure.
  When you do so, spend no more than half the treasure value for
  the encounter on items that might be used up during the encoun-
  CHAPTER 3:
  ADVENTURES
  Illus. by D. Martin
  BEHIND THE CURTAIN: TREASURE VALUES
  There’s a relationship between Table 5–1: Character Wealth Level,
  Table 3–5: Treasure, and Table 3–2: Encounter Difficulty. Writing
  adventures following the guidelines in this chapter, and using Table
  3–2: Encounter Difficulty, should generate enough treasure using
  Table 3–5: Treasure to keep characters abreast of the wealth figures
  described in Table 5–1.  In fact, such adventures should provide more
  wealth, because characters expend some money on scrolls, potions,
  ammunition, and food, all of which get used up in the course of
  adventuring.
  As you can see, rewards using these tables generate more wealth
  than indicated. We assume characters use up that additional money
  on expenses such as being raised from the dead, potions, scrolls,
  ammunition, food, and so forth.
  Your job is to compare the wealth gained from the encounters in
  your adventure with the expected wealth gain shown on the table
  above. If your adventure has more treasure, reduce it. If your adven-
  ture has less treasure, plant enough treasure not related to en-
  counters to match the value (see Other Treasure, below).
  Your job is also to make sure that wealth gets evenly distributed.
  The third column in the table above shows that each character
  should get an equal share of the treasure from an adventure. If a
  single item, such as a magic staff, makes up most of the treasure,
  then most of the party earns nothing for their hard work. While you
  can make it up to them in later adventures, it is best to use the
  methods described in this chapter to ensure an even distribution of
  wealth.
  Wealth Comparisons
  Party
  Expected
  Treasure from
  Treasure per
  Level
  Wealth Gain
  Encounters
  Character
  1st
  900 gp
  3,999 gp
  1,000 gp
  2nd
  1,800 gp
  7,998 gp
  2,000 gp
  3rd
  2,700 gp
  11,997 gp
  2,999 gp
  4th
  3,600 gp
  15,996 gp
  3,999 gp
  5th
  4,000 gp
  21,328 gp
  5,332 gp
  6th
  6,000 gp
  26,660 gp
  6,665 gp
  7th
  8,000 gp
  34,658 gp
  8,665 gp
  8th
  9,000 gp
  45,322 gp
  11,331 gp
  9th
  13,000 gp
  59,985 gp
  14,996 gp
  10th
  17,000 gp
  77,314 gp
  19,329 gp
  11th
  22,000 gp
  99,975 gp
  24,994 gp
  12th
  22,000 gp
  130,634 gp
  32,659 gp
  13th
  40,000 gp
  173,290 gp
  43,323 gp
  14th
  50,000 gp
  226,610 gp
  56,653 gp
  15th
  60,000 gp
  293,260 gp
  73,315 gp
  16th
  80,000 gp
  373,240 gp
  93,310 gp
  17th
  100,000 gp
  479,880 gp
  119,970 gp
  18th
  140,000 gp
  626,510 gp
  156,628 gp
  19th
  180,000 gp
  813,130 gp
  203,283 gp
  Expected Wealth Gain: This is what Table 5–1 indicates a character
  should gain while reaching his next level.
  Treasure from Encounters: This is the average treasure value from Table
  3–3: Treasure Values per Encounter multiplied by 13.33 encounters.
  Treasure per Character: This is Treasure from Encounters divided by
  four, the expected party size. The amounts are rounded to the
  nearest gold piece.
  pqqqqrs
  pqqqqrs
  
  ter. If all the items in the encounter’s treasure are expendable,
  such as potions and scrolls, you don’t want to spend the entire trea-
  sure value on them. If you did, the characters might find nothing
  but empty potion bottles and scroll tubes after defeating the
  encounter.
  NPCs with Treasure
  The gear that NPCs carry serves as the bulk of their treasure. The
  average value of an NPC’s gear is listed on Table 4–23: NPC Gear
  Value, and examples of what specific gear a character of a given
  class and level would have are in the sample NPC descriptions in
  Chapter 4. NPCs may have treasure in addition to their gear, at
  your discretion, but an NPC’s gear is already worth about three
  times the average value of a treasure of his or her level. Defeating
  NPC foes brings about great reward for treasure-seekers, but since
  the gear is mostly magic that the NPC can use against the charac-
  ters (some of which is one-use), it all evens out.
  Other Treasure
  At times you’re going to want to generate a treasure on the fly
  that’s not directly related to a monster. You might, for example,
  have created a devious dungeon full of traps and puzzles with no
  monsters at all, and now you have to generate the “grand treasure”
  that the traps were protecting. You can still use the table. First find
  the average party level, then use the table in the Treasure Values
  sidebar (page 54) to figure out the wealth the PCs should gain in
  the course of the adventure. Subtract the total value of all the other
  treasure in the adventure. What’s left is the value of the grand trea-
  sure. You can generate the contents randomly by finding the aver-
  age treasure value on Table 3–3: Treasure Values per Encounter
  that most closely matches it. That tells you the level of the grand
  treasure, and you can use that to roll on Table 3–5: Treasure for
  coins, goods, and items.
  Using the Treasure Table
  Cross-reference the level of the treasure on the left with the type
  of treasure. The level of the treasure is equal to the EL of the
  encounter. A standard treasure (one that includes coins, goods,
  and items) requires three rolls, one for each category.
  TYPES OF TREASURE
  Treasure comes in many forms: piles of coins, pouches of gems,
  useful adventuring equipment, and magic items.
  Coins: The most basic type of treasure is money. Table 3–5:
  Treasure generates anything from common copper pieces to rare
  platinum pieces. When placing a hoard of coins, remember the
  volume and weight of large numbers of coins is considerable (50
  coins weigh 1 pound, so 10,000 coins weigh 200 pounds).
  Gems: PCs love gems because they’re small, lightweight, and
  easily concealed compared with the same value in coins. Gem
  treasures are more interesting when you describe them and pro-
  vide names. “A lustrous golden pearl” is more interesting than “a
  100 gp gem.”
  Art: Idols of solid gold, necklaces dripping with gems, old
  paintings of ancient kings, a bejeweled golden flagon—this cate-
  gory includes all these and more. Portability is a major concern
  here. A jeweled comb is easy to carry, but a life-sized bronze statue
  of a knight is not. In general, most treasure you place in encoun-
  ters should be easy for the PCs to carry (weighing 10 pounds or
  less). Treasure that’s impossible to take out of the dungeon isn’t
  really treasure.
  Mundane Items: While nonmagical, these items are worth-
  while as treasure because they are useful or valuable or both. Many
  of these treasures are used by intelligent opponents rather than
  just stored away as coins or gems are.
  55
  CHAPTER 3:
  ADVENTURES
  Table 3–6: Gems
  d%
  Value
  Average
  Examples
  01–25 4d4 gp
  10 gp
  Banded, eye, or moss agate;
  azurite; blue quartz; hematite;
  lapis lazuli; malachite; obsidian;
  rhodochrosite; tiger eye turquoise;
  freshwater (irregular) pearl
  26–50 2d4×10 gp
  50 gp
  Bloodstone; carnelian;
  chalcedony; chrysoprase; citrine;
  iolite, jasper; moonstone; onyx;
  peridot; rock crystal (clear quartz);
  sard; sardonyx; rose, smoky, or
  star rose quartz; zircon
  51–70 4d4×10 gp
  100 gp
  Amber; amethyst; chrysoberyl;
  coral; red or brown-green garnet;
  jade; jet; white, golden, pink, or
  silver pearl; red spinel, red-brown
  or deep green spinel; tourmaline
  71–90 2d4×100 gp
  500 gp
  Alexandrite; aquamarine; violet
  garnet; black pearl; deep blue
  spinel; golden yellow topaz
  91–99 4d4×100 gp
  1,000 gp
  Emerald; white, black, or fire opal;
  blue sapphire; fiery yellow or rich
  purple corundum; blue or black
  star sapphire; star ruby
  100
  2d4×1,000 gp
  5,000 gp
  Clearest bright green emerald;
  blue-white, canary, pink, brown, or
  blue diamond; jacinth
  Table 3–7: Art Objects
  d%
  Value
  Average
  Examples
  01–10 1d10×10 gp
  55 gp
  Silver ewer; carved bone or ivory
  statuette; finely wrought small
  gold bracelet
  11–25 3d6×10 gp
  105 gp
  Cloth of gold vestments; black
  velvet mask with numerous
  citrines; silver chalice with lapis
  lazuli gems
  26–40 1d6×100 gp
  350 gp
  Large well-done wool tapestry;
  brass mug with jade inlays
  41–50 1d10×100 gp
  550 gp
  Silver comb with moonstones;
  silver-plated steel longsword with
  jet jewel in hilt
  51–60 2d6×100 gp
  700 gp
  Carved harp of exotic wood with
  ivory inlay and zircon gems; solid
  gold idol (10 lb.)
  61–70 3d6×100 gp
  1,050 gp
  Gold dragon comb with red garnet
  eye; gold and topaz bottle stopper
  cork; ceremonial electrum dagger
  with a star ruby in the pommel
  71–80 4d6×100 gp
  1,400 gp
  Eyepatch with mock eye of
  sapphire and moonstone; fire opal
  pendant on a fine gold chain; old
  masterpiece painting
  81–85 5d6×100 gp
  1,750 gp
  Embroidered silk and velvet
  mantle with numerous
  moonstones; sapphire pendant on
  gold chain
  86–90 1d4×1,000 gp
  2,500 gp
  Embroidered and bejeweled glove;
  jeweled anklet; gold music box
  91–95 1d6×1,000 gp
  3,500 gp
  Golden circlet with four
  aquamarines; a string of small
  pink pearls (necklace)
  96–99 2d4×1,000 gp
  5,000 gp
  Jeweled gold crown; jeweled
  electrum ring
  100
  2d6×1,000 gp
  7,000 gp
  Gold and ruby ring; gold cup set
  with emeralds
  
  56
  Minor, Medium, and Major Magic Items: Refer to the
  appropriate column on Table 7–1: Random Magic Item Genera-
  tion and use it to generate the specified number of magic items.
  OTHER REWARDS
  With great deeds and increasing reputation come the grati-
  tude and admiration of those around you. Heroes are often
  awarded grants of land (which aid in the building of strong-
  holds), decreees of friendship from communities they have
  rescued, and even honorary titles of nobility. As PCs gain
  levels and complete adventure after adventure, their notoriety
  (good or bad) spreads throughout the land so that NPCs may
  recognize them on sight.
  Once PCs establish a reputation, it becomes easier for them to
  attract like-minded allies and admiring followers. Cohorts arrive
  who wish to share in their adventures, as do apprentices eager to
  be trained by such legendary figures. Villains begin to consider
  the PCs’ possible actions when concocting their evil schemes. The
  player characters have left their mark and made a place for them-
  selves in the campaign world with their grand exploits.
  Introducing rewards such as noble titles, land grants, and a
  widely known reputation is a matter of knowing what motivates
  your players. These less tangible rewards only work if your players
  perceive them as valuable. Experience points are always valuable,
  and even exotic treasure types can usually be sold for cash, but being
  known as a Knight of the Red Tower is only worth something if
  your players regard it as valuable. Perhaps its value lies in access to
  noble patrons who wouldn’t previously give the characters the time
  of day. Maybe there’s a hierarchy of knightly orders that the charac-
  ters are determined to climb. Or maybe players just like it when
  NPC peasants bow and scrape in the presence of their characters.
  Consider the example of a vacant stronghold given to a PC by a
  grateful king. For one player, the grant of a small keep is a chance
  to create a base of operations and leave her mark on the commu-
  nity. Another player might just ignore the keep, content to enjoy
  an adventurers’ wandering lifestyle. And a third player might
  bring the game to a halt, worried that the keep will be destroyed if
  he leaves on another adventurer. Before you introduce other
  rewards, think carefully about how your players will react to them.
  While less tangible rewards require a little more work than tra-
  ditional treasure and experience awards, they can be powerful
  motivators to players precisely because they can’t be reduced to gp
  or XP. After all, we often say of a valuable thing that it’s “something
  that money can’t buy.” You may be surprised at the lengths players
  will go to acquire something they can’t buy, borrow, or steal any
  other way.
  BRINGING ADVENTURES 
  TOGETHER
  Taking different adventures and tying them together makes a
  campaign. While creating a campaign is discussed elsewhere
  (see Chapter 5), below are some ideas for designing adventures
  that fit together.
  EPISODIC OR CONTINUING
  Episodic adventures are those that stand alone, with no relation to
  the one that came before or the one that follows. These adventures
  are fun, stand-alone scenarios that can be inserted anytime they’re
  needed or desired. They often provide interesting diversions from
  a continuing campaign. For example, in the middle of a series of
  adventures dealing with an evil prince, his minions, and the
  plague he unleashes on the land, the PCs might have a short
  episode dealing with recovering a lost lammasu cub.
  A continuing adventure has links that connect its compo-
  nents, each of them an individual adventure. A link may take the
  form of a recurring NPC or a group of related events. A sorcerer
  who sends the PCs on three different adventures, all to recover
  lost relics, forms the link that transforms those three missions
  into a continuing adventure. Another example might be three
  adventures dealing with defeating an evil monk, coping with his
  evil cronies who come to avenge his death, and fending off the
  evil bard who seeks the powerful magic gem the monk once
  owned. Each part of a continuing adventure builds on some-
  thing that has come before, with the ramifications of one series
  of events causing another series of events and thus producing
  another adventure.
  CHAPTER 3:
  ADVENTURES
  Table 3–8: Mundane Items
  d%
  Mundane Item
  01–17
  Alchemical item
  01–12
  Alchemist’s fire (1d4 flasks, 20 gp each)
  13–24
  Acid (2d4 flasks, 10 gp each)
  25–36
  Smokesticks (1d4 sticks, 20 gp each)
  37–48
  Holy water (1d4 flasks, 25 gp each)
  49–62
  Antitoxin (1d4 doses, 50 gp each)
  63–74
  Everburning torch
  75–88
  Tanglefoot bags (1d4 bags, 50 gp each)
  89–100
  Thunderstones (1d4 stones, 30 gp each)
  18–50
  Armor (roll d%: 01–10 = Small, 11–100 = Medium)
  01–12
  Chain shirt (100 gp)
  13–18
  Masterwork studded leather (175 gp)
  19–26
  Breastplate (200 gp)
  27–34
  Banded mail (250 gp)
  35–54
  Half-plate (600 gp)
  55–80
  Full plate (1,500 gp)
  81–90
  Darkwood
  01–50
  Light shield (203 gp)
  51–100
  Heavy shield (257 gp)
  91–100
  Masterwork shield
  01–17
  Buckler (165 gp)
  18–40
  Light wooden shield (153 gp)
  41–60
  Light steel shield (159 gp)
  61–83
  Heavy wooden shield (157 gp)
  84–100
  Heavy steel shield (170 gp)
  51–83
  Weapons
  01–50
  Masterwork common melee weapon (roll on Table 7–11:
  Common Melee Weapons)
  51–70
  Masterwork uncommon weapon (roll on Table 7–12:
  Uncommon Weapons)
  71–100
  Masterwork common ranged weapon (roll on Table
  7–13: Common Ranged Weapons)
  84–100
  Tools and gear
  01–03
  Backpack, empty (2 gp)
  04–06
  Crowbar (2 gp)
  07–11
  Lantern, bullseye (12 gp)
  12–16
  Lock, simple (20 gp)
  17–21
  Lock, average (40 gp)
  22–28
  Lock, good (80 gp)
  29–35
  Lock, superior (150 gp)
  36–40
  Manacles, masterwork (50 gp)
  41–43
  Mirror, small steel (10 gp)
  44–46
  Rope, silk (50 ft.) (10 gp)
  47–53
  Spyglass (1,000 gp)
  54–58
  Artisan’s tools, masterwork (55 gp)
  59–63
  Climber’s kit (80 gp)
  64–68
  Disguise kit (50 gp)
  69–73
  Healer’s kit (50 gp)
  74–77
  Holy symbol, silver (25 gp)
  78–81
  Hourglass (25 gp)
  82–88
  Magnifying glass (100 gp)
  89–95
  Musical instrument, masterwork (100 gp)
  96–100
  Thieves’ tools, masterwork (50 gp)
  
  Most campaigns need a blend of episodic and continuing
  adventures to be successful and fun. To get the best of both worlds,
  it’s possible to string together a number of unrelated episodic
  adventures with hints of a continuing plot in the background that
  eventually comes to fruition. For example, as the PCs progress
  from dungeon to dungeon and ruin to ruin, they hear rumors and
  find clues that some subterranean race is preparing to launch a
  strike against the surface world. Perhaps, as they delve into dun-
  geons, they learn that some of the monsters they face work for the
  masterminds, whom they eventually discover to be the mind flay-
  ers. Finally, the mind flayers make their move, and the PCs are
  there to stop it. Thus, a series of unrelated adventures suddenly
  feels like a coherent whole. This is the first step in refining the art
  known as plot weaving.
  PLOT WEAVING
  Plot weaving is what a DM does when he or she runs multiple
  adventures at the same time. For example: In one adventure, the
  identity of a murderer leads the PCs into conflict with a powerful
  assassins’ guild. In the second adventure, the PCs seek a magic
  staff rumored to be in the hands of a troglodyte priest. Here’s one
  way these adventures can be interwoven.
  1. The PCs, in town seeking the magic staff, witness a murder.
  When they look into it, they discover the culprit and track him
  down. He fights to the death, and on his body they discover a mys-
  terious tattoo.
  2. They learn that the staff of healing they seek was stolen by
  troglodytes years ago.
  3. While they attempt to learn more about the troglodytes and
  their lair, an assassin with the same mysterious tattoo attacks the PCs.
  4. They head to the caves where the troglodytes live. They
  encounter heavy resistance and withdraw.
  5. Returning to town again, the PCs find themselves under sur-
  veillance and eventually attack from the guild.
  6. They go back to the caves and obtain the staff.
  7. They return to town and, after learning the location of the
  assassins’ guild, confront the assassins directly.
  Plot weaving can make your campaign seem less like a series of
  adventures and more like . . . well, like real life. This intermingling
  of adventures can be difficult to manage, however, and once you
  begin to weave more than two or three plots together, players may
  feel somewhat dissatisfied with the number of loose ends that
  always seem to be left behind relating to one adventure while they
  find their characters embroiled in another. Some players don’t
  want plots to be interwoven. They prefer to stick with one goal if
  possible and don’t start anything new until they feel they have
  achieved closure on what is before them. In the above example,
  the PCs might ignore the troglodytes and the staff until they have
  decisively dealt with the assassins. Ultimately, a good DM runs the
  adventures that players want to play by paying attention to the
  way they want to play.
  BETWEEN ADVENTURES 
  When an adventure comes to an end, you should always handle a
  few tasks before proceeding to the next one.
  AWARD EXPERIENCE POINTS
  Even if you award experience points at the end of each game ses-
  sion, another XP award is called for at the end of the adventure—
  which, presumably, is also the end of the current game session. At
  the least, this will be an award commensurate with what the PCs
  accomplished to successfully resolve the adventure. It may also
  include story awards (see page 40). If a character earns enough XP
  to attain a new level, work with that player (either before the game
  session breaks up or before the next adventure begins) to modify
  his or her character sheet properly.
  UPDATE PC INFORMATION
  Bring your notes on the PCs up to date, recording such accom-
  plishments as new magic items gained, new levels earned, ene-
  mies they have angered, friends they have made, and anything
  else that’s pertinent. The amount and detail of this information
  will vary depending on whether the adventure just concluded was
  episodic (featuring characters and challenges the PCs are not
  likely to encounter again) or continuing (featuring characters and
  challenges that may be recurring or may lead to other, related
  characters and challenges).
  UPDATE YOUR RECORDS
  If you and your players just finished an episodic adventure, you
  may not need to spend a lot of time on this task, since little if any
  of what the PCs have just gone through will have any bearing on
  the future events of the campaign.
  If the PCs have just concluded a part of a continuing adventure,
  your records need to be more thorough. Be sure your notes on
  what happened in the adventure are accurate and sufficiently
  complete. Record new NPCs encountered, significant monsters
  defeated, secrets learned, magic discovered, and so forth.
  In either case, make notes about opportunities for further ad-
  ventures based on what has happened in the one just concluded.
  Remember what the players seemed to like and dislike, so you can
  tailor future adventures accordingly.
  THE DUNGEON
  Dungeons are deep, dark pits filled with subterranean horrors and
  lost, ancient treasures. Dungeons are labyrinths where evil villains
  and carnivorous beasts hide from the light, waiting for a time to
  strike out into the sunlit lands of good. Dungeons contain pits of
  seething acid and magic traps that blast intruders with fire, as well
  as dragons guarding their hoards and magic artifacts waiting to be
  discovered.
  In short, dungeons mean adventure.
  THE DUNGEON AS ADVENTURE SETTING
  The term “dungeon” is a loose one. A dungeon is usually under-
  ground, but an aboveground site can be a dungeon as well. Some
  DMs apply the term to virtually any adventure site. For this dis-
  cussion, a dungeon is an enclosed, defined space made up of
  encounter areas connected in some fashion.
  The most common form of dungeon is an underground com-
  plex built by intelligent creatures for some purpose. Physically,
  such a place has rooms joined by corridors, stairs connecting it
  with the surface, and doors and traps to keep out intruders. The
  archetypal dungeon is abandoned, with creatures other than the
  builders now occupying areas within it. Adventurers explore such
  places with the hope of finding treasure either left behind by the
  original inhabitants or in the hoards of such squatters.
  TYPES OF DUNGEONS
  The four basic dungeon types are defined by their current status.
  Many dungeons are variations on these basic types or combina-
  tions of more than one of them. Sometimes old dungeons are used
  again and again by different inhabitants for different purposes.
  Ruined Structure: Once occupied, this place is now aban-
  doned (completely or in part) by its original creator or creators,
  and other creatures have wandered in. Many subterranean crea-
  tures look for abandoned underground constructions in which to
  make their lairs. Any traps that might exist have probably been set
  off, but wandering beasts might very well be common.
  Areas within the ruined structure usually contain clues to their
  original intended use. What is now the lair of a family of rust mon-
  sters might once have been an old barracks, the rotting remains of
  the beds and other furnishings now arranged to make nests for the
  57
  CHAPTER 3:
  ADVENTURES
  
  58
  creatures. An ancient throne room, adorned with the tatters of
  once-beautiful tapestries, might be empty and quiet—the ancient
  curse that struck down the queen still hanging in the air before
  the verdigris-encrusted bronze throne.
  A ruined structure dungeon is a place that cries out to be ex-
  plored. Adventurers might hear tales of treasure still lingering in
  the abandoned labyrinth, leading them to brave the dangers to un-
  cover it. This is the simplest and most straightforward of the dun-
  geon types, and it usually balances danger (the inhabitants) with
  reward (the treasure). The creatures dwelling in a ruined structure
  aren’t necessarily organized, so PCs can usually come and go as
  they please, making it easy to start and stop an adventure.
  Occupied Structure: This type of dungeon is still in use. Crea-
  tures (usually intelligent) live there, although they may not be the
  dungeon’s creators. An occupied structure might be a home, a for-
  tress, a temple, an active mine, a prison, or a headquarters. This
  type of dungeon is less likely to have traps or wandering beasts,
  and more likely to have organized guards—both on watch and on
  patrol. Traps or wandering beasts that might be encountered are
  usually under the control of the occupants. Occupied structures
  have furnishings to suit the inhabitants, as well as decorations,
  supplies, and the ability for occupants to move around (doors they
  can open, hallways large enough for them to pass through, and so
  on). The inhabitants might have a communication system, and
  they almost certainly control an access to the outside.
  Some dungeons are partially occupied and partially empty or
  in ruins. In such cases, the occupants are typically not the origi-
  nal builders but instead a group of intelligent creatures that
  have set up their base, lair, or fortification within an abandoned
  dungeon.
  Use an occupied structure dungeon for the lair of a goblin tribe,
  a secret underground fortress, or an occupied castle. This is one of
  the most challenging types of dungeons for adventurers to enter
  and explore, if the occupants are hostile. The challenge comes
  from the organized nature of the inhabitants. It’s always harder to
  fight a foe on his own terms in an area he knows well and is pre-
  pared to defend.
  Safe Storage: When people want to protect something, they
  might bury it underground. Whether the item they want to pro-
  tect is a fabulous treasure, a forbidden artifact, or the dead body of
  an important figure, these valuable objects are placed within a
  dungeon and surrounded by barriers, traps, and guardians.
  The safe storage type of dungeon is the most likely to have traps
  but the least likely to have wandering beasts. The crypt of an an-
  cient lich may be filled with all manner of magic traps and guard-
  ians, but it’s unlikely that any subterranean monsters have moved
  in and made a part of the dungeon their lair—the traps and guard-
  ians will have held them at bay. This type of dungeon normally is
  built for function rather than appearance, but sometimes it has
  ornamentation in the form of statuary or painted walls. This is par-
  ticularly true of the tombs of important people.
  Sometimes, however, a vault or a crypt is constructed in such a
  way as to house living guardians. The problem with this strategy is
  that something must be done to keep the creatures alive between
  intrusion attempts. Magic is usually the best solution to provide
  food and water for these creatures.
  Even if there’s no way anything living can survive in a safe stor-
  age dungeon, certain monsters can still serve as guardians.
  Builders of vaults or tombs often place undead creatures or con-
  structs, both of which which have no need for sustenance or rest,
  to guard their dungeons. Magic traps can attack intruders by sum-
  moning monsters into the dungeon. These guardians also need no
  sustenance, since they appear only when they’re needed and dis-
  appear when their task is done.
  Natural Cavern Complex: Underground caves provide homes
  for all sorts of subterranean monsters. Created naturally and con-
  nected by a labyrinthine tunnel system, these caverns lack any
  sort of pattern, order, or decoration. With no intelligent force
  behind its construction, this type of dungeon is the least likely to
  have traps or even doors.
  Fungi of all sorts thrive in caves, sometimes growing in huge
  forests of mushrooms and puffballs. Subterranean predators prowl
  these forests, looking for those feeding upon the fungi. Some vari-
  eties of fungus give off a phosphorescent glow, providing a natural
  cavern complex with its own limited light source. In other areas, a
  daylight spell or similar magical effect can provide enough light
  for green plants to grow.
  Often, a natural cavern complex connects with another type
  of dungeons, the caves having been discovered when the manu-
  factured dungeon was delved. A cavern complex can connect
  two otherwise unrelated dungeons, sometimes creating a
  strange mixed environment. A natural cavern complex joined
  with another dungeon often provides a route by which subter-
  ranean creatures find their way into a manufactured dungeon
  CHAPTER 3:
  ADVENTURES
  BEHIND THE CURTAIN: WHY DUNGEONS?
  Dungeons facilitate game play. Being underground, they set apart the
  “adventure” from the rest of the world in a clean way. The idea of walk-
  ing down a corridor, opening a door, and entering an encounter—while
  a gross oversimplification and generalization of what can happen in a
  dungeon—facilitates the flow of the game by reducing things down to
  easily grasped and digestible concepts.
  You have an easy way to control the adventure in a dungeon without
  leading the characters by the nose. In a dungeon, the parameters are
  clearly defined for the PCs—they can’t walk through walls (not at first,
  anyway) or go into rooms that aren’t there. Aside from those limits,
  they can go wherever they like in whatever order they like. The limited
  environment of the dungeon grants players a feeling of control over
  their characters’ destiny.
  A dungeon is really nothing but an adventure flowchart. The rooms
  are encounters, and the corridors are connections between the
  encounters, showing which encounters should (or could) follow
  which other ones. You could design a dungeonlike flowchart for an
  adventure that didn’t take place in a dungeon and accomplish the
  same thing. One encounter leads to two more, which in turn lead to
  others, some of which double back on previous encounters. The
  dungeon becomes a model, in this way, for all adventures.
  Academic analysis aside, dungeons are fun. Deep, dark under-
  ground places are mysterious and frightening. Dungeons have many
  encounters crammed into one small space. Nothing is more exciting
  than anticipating what’s on the other side of the next door. Dungeons
  offer many kinds of challenges—combat, tactics, navigation, overcom-
  ing obstacles, traps, and more. They encourage players to pay close
  attention to their environment, since everything in a dungeon is a
  potential danger.
  In the DUNGEONS & DRAGONS game, the classes, spells, magic items,
  and many other facets of the game have been designed with
  dungeons in mind. That’s not to say that the dungeon is the only
  possible adventuring environment, but it is the default setting. Many
  of the tasks that characters can do well, such as a rogue’s Open Lock
  skill or an elf’s ability to notice secret doors, are centered around
  dungeon adventuring.
  When in doubt while creating the setting for an adventure, use a
  dungeon. However, despite opportunities for exploration and the
  combat-intensive nature of dungeons, don’t neglect to include chances
  for PCs to interact with NPCs such as dwarf strike teams, other adven-
  turing parties, or weird denizens that are happier to talk than to fight.
  pqqqqrs
  pqqqqrs
  
  and populate it. Rumors in some places speak of the Underdark, a
  subterranean world that is one enormous natural cavern complex
  running under the surface of entire continents.
  Natural cavern complexes can be quite beautiful, with stalac-
  tites, stalagmites, flowstone, columns, and other limestone forma-
  tions. However, from an adventuring point of view they have a seri-
  ous shortcoming: less treasure. Since the dungeon was not created
  for a specific purpose, there’s little chance of happening upon a se-
  cret room filled with gold left behind by the previous occupants.
  DUNGEON TERRAIN
  Practically all dungeons have walls, floors, doors, and other kinds
  of common features. Adventurers quickly learn what the common
  features of a dungeon are—and you can use this fact to your ad-
  vantage. Common features create consistency (which helps sus-
  pend disbelief) and allow you to create interesting surprises by
  changing the features—sometimes only slightly. When the PCs
  enter a dungeon, it’s often useful to establish some conventions so
  that misunderstandings don’t crop up later.
  Convention #1—Default Ele-
  ments: Tell your players what the
  floor is like, what the walls are made
  of, and how high the ceilings are.
  Say that you’ll let them know if any
  of these default elements change.
  That helps them imagine the dun-
  geon, and it keeps you from having
  to repeat yourself. If most of the doors
  or tombs in your dungeon are identical,
  you can describe the first one in detail
  and add, “Unless I say otherwise, they’re
  all like this one.”
  Convention #2—On the Grid, Each
  Square Has One Feature: When you
  draw something such as a pool of shallow
  water on your map grid, any square that’s
  more than half covered by the pool is con-
  sidered to have water in it, but squares that
  just have water in a small fraction of their
  area are considered dry. Using this conven-
  tion means you don’t have to create
  straight-edged, unnatural-looking terrain fea-
  tures by forcing them to conform to a square grid that doesn’t exist
  in the game world.
  Convention #3—Establish Standard Procedures:
  Once the characters fall into a predictable pattern when
  confronted with some recurring kind of challenge such
  as a closed door, it’s okay to assume that the characters
  do that every time. For example, if the rogue always
  searches a door for traps, then makes a Listen check to
  hear what’s on the other side, then tries to pick the lock,
  you can establish that as the standard procedure. This
  convention saves time because you don’t have to wait for
  players to declare their characters’ actions before calling
  for the checks, and it helps the players because they won’t
  accidentally overlook a step in their standard procedure.
  WALLS
  Sometimes, masonry walls—stones piled on top of each
  other (usually but not always held in place with
  mortar)—divide dungeons into corridors and chambers.
  Dungeon walls can also be hewn from solid rock, leaving
  them with a rough, chiseled look. Or, dungeon walls can
  be the smooth, unblemished stone of a naturally occur-
  ring cave. Dungeon walls are difficult to break down or
  through, but they’re generally easy to climb.
  Masonry Walls: The most common kind of dungeon wall,
  masonry walls are usually at least 1 foot thick. Often these ancient
  walls sport cracks and crevices, and sometimes dangerous slimes
  or small monsters live in these areas and wait for prey. Masonry
  walls stop all but the loudest noises. It takes a DC 20 Climb check
  to travel along a masonry wall.
  Superior Masonry Walls: Sometimes masonry walls are
  better built (smoother, with tighter-fitting stones and less crack-
  ing), and occasionally these superior walls are covered with plaster
  or stucco. Covered walls often bear
  paintings, carved reliefs, or other
  decoration. Superior masonry walls
  are no more difficult to destroy than
  regular masonry walls but are more dif-
  ficult to climb (DC 25).
  Hewn Stone Walls: Such walls usu-
  ally result when a chamber or passage is
  tunneled out from solid rock. The rough
  surface of a hewn wall frequently pro-
  vides minuscule ledges where fungus
  grows and fissures where vermin, bats,
  and subterranean snakes live. When such
  a wall has an “other side” (it separates two
  chambers in the dungeon), the wall is usu-
  ally at least 3 feet thick; anything thinner
  risks collapsing from the weight of all the
  stone overhead. It takes a DC 25 Climb
  check to climb a hewn stone wall.
  Unworked Stone Walls: These sur-
  faces are uneven and rarely flat. They
  are smooth to the touch but filled
  with tiny holes, hidden alcoves, and
  ledges at various heights. They’re also usually wet
  or at least damp, since it’s water that most frequently creates natu-
  ral caves. When such a wall has an “other side,” the wall is usually
  at least 5 feet thick. It takes a DC 15 Climb check to move along an
  unworked stone wall.
  Special Walls: Sometimes you can place special walls in a dun-
  geon. Expect players to react with curiosity and suspicion when
  their characters encounter these unusual walls.
  Reinforced Walls: These are masonry walls with iron bars on one
  or both sides of the wall, or placed within the wall to strengthen it.
  The hardness of a reinforced wall remains the same, but its hit
  points are doubled and the Strength check DC to break through it
  is increased by 10.
  Iron Walls: These walls are placed within dun-
  geons around important places such as vaults.
  Paper Walls: Paper walls are the opposite of iron
  walls, placed as screens to block line of sight but
  nothing more.
  Wooden Walls: Wooden walls often exist as recent
  additions to older dungeons, used to create animal
  pens, storage bins, or just to make a number of smaller
  rooms out of a larger one.
  Magically Treated Walls: These walls are stronger than
  average, with a greater hardness, more hit points, and
  a higher break DC. Magic can usually double the
  hardness and hit points and can add up to 20 to the
  break DC. A magically treated wall also gains a saving
  throw against spells that could affect it, with the save
  bonus equaling 2 + one-half the caster level of the magic
  reinforcing the wall. Creating a magic wall requires the
  Craft Wondrous Item feat and the expenditure of 1,500 gp
  for each 10 foot-by-10-foot wall section.
  Walls with Arrow Slits: Walls with arrow slits can be
  made of any durable material but are most commonly
  masonry, hewn stone, or wood. Such a wall allows
  59
  CHAPTER 3:
  ADVENTURES
  Illus. by W. Reynolds
  Unworked
  stone 
  wall
  Masonry wall
  Hewn stone wall
  
  60
  defenders to fire arrows or crossbow bolts at intruders from
  behind the safety of the wall. Archers behind arrow slits
  have improved cover that gives them a +8 bonus to
  Armor Class, a +4 bonus on Reflex saves, and the
  benefits of the improved evasion class feature.
  Floors
  As with walls, dungeon floors come in many
  types. 
  Flagstone: Like masonry walls, flagstone floors
  are made of fitted stones. They are usually cracked
  and only somewhat level. Slime and mold grows in
  these cracks. Sometimes water runs in rivulets
  between the stones or sits in stagnant puddles. Flag-
  stone is the most common dungeon floor.
  Uneven Flagstone: Over time, some floors can
  become so uneven that a DC 10 Balance check is
  required to run or charge across the surface. Failure
  means the character can’t move in this round. Floors
  as treacherous as this should be the exception, not
  the rule.
  Hewn Stone Floors: Rough and uneven, hewn
  floors are usually covered with loose stones, gravel,
  dirt, or other debris. A DC 10 Balance check is required to run or
  charge across such a floor. Failure means the character can still act,
  but can’t run or charge in this round.
  Light Rubble: Small chunks of debris litter the ground. Light
  rubble adds 2 to the DC of Balance and Tumble checks.
  Dense Rubble: The ground is covered with debris of all sizes. It
  costs 2 squares of movement to enter a square with dense rubble.
  Dense rubble adds 5 to the DC of Balance and Tumble checks, and
  it adds 2 to the DC of Move Silently checks.
  Smooth Stone Floors: Finished and sometimes even polished,
  smooth floors are found only in dungeons with capable and care-
  ful builders. (They are a hallmark of dwarf-delved dungeons.)
  Sometimes mosaics are set in the floor, some depicting interesting
  images and others just smooth marble.
  Natural Stone Floors: The floor of a natural cave is as uneven
  as the walls. Caves rarely have flat surfaces of any great size.
  Rather, their floors have many levels. Some adjacent floor surfaces
  might vary in elevation by only a foot, so that moving from one to
  the other is no more difficult than negotiating a stair step, but in
  other places the floor might suddenly drop off or rise up several
  feet or more, requiring Climb checks to get from one surface to
  the other. Unless a path has been worn and well marked in the
  floor of a natural cave, it takes 2 squares of movement to enter a
  square with a natural stone floor, and the DC of Balance and
  Tumble checks increases by 5. Running and charging are impos-
  sible, except along paths.
  Special Floors: A number of strange floorings and floor fea-
  tures exist to make a dungeon more interesting.
  Slippery: Water, ice, slime, or blood can make any of the dun-
  geon floors described in this section more treacherous. Slippery
  floors increase the DC of Balance and Tumble checks by 5.
  Grate: A grate often covers a pit or an area lower than the main
  floor. Grates are usually made from iron, but large ones can also be
  made from iron-bound timbers. Many grates have hinges to allow
  access to what lies below (such grates can be locked like any
  door), while others are permanent and designed not to
  move. A typical 1-inch-thick iron grate has 25 hit points,
  hardness 10, and a DC of 27 for Strength checks to break
  through it or tear it loose.
  Ledge: Ledges allow creatures to walk above some lower
  area. They often circle around pits, run along under-
  ground streams, form balconies around large rooms, or
  provide a place for archers to stand while firing upon
  enemies below. Narrow ledges (12 inches wide or less)
  require those moving along them to make Balance checks
  (see the skill description on page 67 of the Player’s Hand-
  book for DCs). Failure results in the moving character
  falling off the ledge.
  Ledges sometimes have railings. In such a case, char-
  acters gain a +5 circumstance bonus on Balance checks
  to move along the ledge. A character who is next to a rail-
  ing gains a +2 circumstance bonus on his or her opposed
  Strength check to avoid being bull rushed off the edge.
  Ledges can also have low walls 2 to 3 feet high along
  their edges. Such walls provide cover against attackers
  within 30 feet on the other side of the wall, as long as the
  target is closer to the low wall than the attacker is.
  Transparent Floor: Transparent floors, made of rein-
  forced glass or magic materials (even a wall of force), allow a dan-
  gerous setting to be viewed safely from above. Transparent floors
  are sometimes placed over lava pools, arenas, monster dens, and
  torture chambers. They can be used by defenders to watch key
  areas for intruders.
  Sliding Floors: A sliding floor is a type of trapdoor, designed to
  be moved and thus reveal something that lies beneath it. A typical
  sliding floor moves so slowly that anyone standing on one can
  avoid falling into the gap it creates, assuming there’s somewhere
  else to go. If such a floor slides quickly enough that there’s a
  chance of a character falling into whatever lies beneath—a spiked
  pit, a vat of burning oil, or a pool filled with sharks—then it’s a
  trap (see page 67).
  Trap Floors: Some floors are designed to become suddenly
  dangerous. With the application of just the right amount of
  weight, or the pull of a lever somewhere nearby, spikes protrude
  from the floor, gouts of steam or flame shoot up from hidden
  holes, or the entire floor tilts. These strange floors are sometimes
  found in an arena, designed to make combats more exciting and
  deadly. Construct these floors as you would any other trap.
  DOORS
  Doors in dungeons are much more than mere entrances and
  exits. Often they can be encounters all by themselves. After all,
  anything that can trigger a nasty trap, offer you a clue, zap you
  with a spell, or simply block your way deserves attention from the
  dungeon explorer. The doorways that doors are set in may be
  CHAPTER 3:
  ADVENTURES
  Illus. by W. Reynolds
  WALLS, DOORS, AND DETECT SPELLS
  Stone walls, iron walls, and iron doors are usually thick enough to
  block most detect spells, such as detect thoughts. Wooden walls,
  wooden doors, and stone doors are usually not thick enough to do so.
  However, a secret stone door built into a wall and as thick as the wall
  itself (at least 1 foot) does block most detect spells.
  p
  q
  q
  r
  s
  p
  q
  q
  r
  s
  Reinforced wall
  Table 3–9: Walls
  Typical
  Break
  Hit
  Climb
  Wall Type
  Thickness
  DC
  Hardness
  Points1
  DC
  Masonry
  1 ft.
  35
  8
  90 hp
  20
  Superior masonry
  1 ft.
  35
  8
  90 hp
  25
  Reinforced masonry
  1 ft.
  45
  8
  180 hp
  15
  Hewn stone
  3 ft.
  50
  8
  540 hp
  25
  Unworked stone
  5 ft.
  65
  8
  900 hp
  15
  Iron
  3 in.
  30
  10
  90 hp
  25
  Paper
  Paper-thin
  1
  —
  1 hp
  30
  Wood
  6 in.
  20
  5
  60 hp
  21
  Magically treated2
  —
  +20
  ×2
  ×23
  —
  1 Per 10-foot-by-10-foot section.
  2 These modifiers can be applied to any of the other wall types.
  3 Or an additional 50 hit points, whichever is greater.
  
  plain arches and lintels, or may be festooned with carvings—
  often gargoyles or leering faces but sometimes carved words that
  might reveal a clue to what lies beyond. Dungeon doors come in
  three basic types: wooden, stone, and iron.
  Wooden Doors: Constructed of thick planks nailed together,
  sometimes bound with iron for strength (and to reduce swelling
  from dungeon dampness), wooden doors are the most common
  type. Wooden doors come in varying strengths: simple, good, and
  strong doors. Simple doors (break DC 13) are not meant to keep
  out motivated attackers. Good doors (break DC 16), while sturdy
  and long-lasting, are still not meant to take much punishment.
  Strong doors (break DC 23) are bound in iron and are a sturdy
  barrier to those attempting to get past them.
  Iron hinges fasten the door to its frame, and typically a circu-
  lar pull-ring in the center is there to help open it. Sometimes,
  instead of a pull-ring, a door has an iron pull-bar on one or both
  sides of the door to serve as a handle. In inhabited dungeons,
  these doors are usually well maintained (not stuck) and
  unlocked, although important areas are locked up if possible.
  Stone: Carved from solid blocks of stone, these heavy,
  unwieldy doors are often built so that they pivot when
  opened, although dwarves and other skilled craftsfolk are
  able to fashion hinges strong enough to hold up a stone
  door. Secret doors concealed within a stone wall are usu-
  ally stone doors. Otherwise, such doors stand as tough
  barriers protecting something important beyond. Thus,
  they are often locked or barred.
  Iron: Rusted but sturdy, iron doors in a dungeon are
  hinged like wooden doors. These doors are the tough-
  est form of nonmagical door. They are usually locked or
  barred.
  Locks, Bars, and Seals: Dungeon doors may be
  locked, trapped, reinforced, barred, magically sealed, or
  sometimes just stuck. All but the weakest characters can
  eventually knock down a door with a heavy tool such as
  a sledgehammer, and a number of spells and magic
  items give characters an easy way around a locked door.
  Attempts to literally chop a door down with a slashing
  or bludgeoning weapon use the hardness and hit points
  given in Table 3–10: Doors. Often the easiest way to over-
  come a recalcitrant door is not by demolishing it but by
  breaking its lock, bar, or hinges. When assigning a DC to an
  attempt to knock a door down, use the following as guide-
  lines:
  DC 10 or Lower: a door just about
  anyone can break open.
  DC 11–15: a door that a strong
  person could break with one try and
  an average person might be able to
  break with one try.
  DC 16–20: a door that almost
  anyone could break, given time.
  DC 21–25: a door that only a strong
  or very strong person has a hope of
  breaking, probably not on the first try.
  DC 26 or Higher: a door that only an
  exceptionally strong person has a hope
  of breaking.
  For specific examples in applying
  these guidelines, see Table 3–17:
  Random Door Types (page 78).
  Locks: Dungeon doors are often
  locked, and thus the Open Lock skill
  comes in very handy. Locks are usually
  built into the door, either on the edge oppo-
  site the hinges or right in the middle of the door. Built-in locks
  either control an iron bar that juts out of the door and into the wall
  of its frame, or else a sliding iron bar or heavy wooden bar that
  rests behind the entire door. By contrast, padlocks are not built-in
  but usually run through two rings, one on the door and the other
  on the wall. More complex locks, such as combination locks and
  puzzle locks, are usually built into the door itself. Because such
  keyless locks are larger and more complex, they are typically
  only found in sturdy doors (strong wooden, stone, or iron
  doors).
  The Open Lock DC to pick a lock often falls into the
  range of 20 to 30, although locks with lower or higher
  DCs can exist. A door can have more than one lock,
  each of which must be unlocked separately. Locks are
  often trapped, usually with poison needles that
  extend out to prick a rogue’s finger.
  Breaking a lock is sometimes quicker than break-
  ing the whole door. If a PC wants to whack at a lock
  with a weapon, treat the typical lock as having hard-
  ness 15 and 30 hit points. A lock can only be broken
  if it can be attacked separately from the door, which
  means that a built-in lock is immune to this sort of
  treatment.
  Keep in mind that in an occupied dungeon,
  every locked door should have a key somewhere.
  If the adventurers are unable to pick a lock or
  break down the door, finding whoever has the key
  and getting it away from its possessor can be an interesting
  part of the adventure.
  A special door (see below for examples) might have a lock with
  no key, instead requiring that the right combination of nearby
  levers must be manipulated or the right symbols must be pressed
  on a keypad in the correct sequence to open the door. You’re per-
  fectly justified in ruling that some puzzle
  doors must be solved by the characters
  rather than being bypassed with an
  Open Lock check—for example, if a
  door only unlocks when the riddle
  carved on it is correctly answered,
  then it’s up to the characters to
  solve the riddle.
  Stuck Doors: Dungeons are
  often damp, and sometimes doors
  get stuck, particularly wooden
  doors. Assume that about 10% of
  wooden doors and 5% of non-
  wooden doors are stuck. These num-
  bers can be doubled (to 20% and 10%,
  respectively) for long-abandoned or
  neglected dungeons. Table 3–17
  (page 78) gives Strength check DCs
  to open various kinds of stuck doors.
  Barred Doors: When characters
  try to bash down a barred door, it’s
  the quality of the bar that matters,
  61
  CHAPTER 3:
  ADVENTURES
  Table 3–10: Doors
  Typical
  Hit
  Break DC
  Door Type
  Thickness Hardness Points
  Stuck
  Locked
  Simple wooden
  1 in.
  5
  10 hp
  13
  15
  Good wooden
  1-1/2 in.
  5
  15 hp
  16
  18
  Strong wooden
  2 in.
  5
  20 hp
  23
  25
  Stone
  4 in.
  8
  60 hp
  28
  28
  Iron
  2 in.
  10
  60 hp
  28
  28
  Portcullis, wooden
  3 in
  5
  30 hp
  251
  251
  Portcullis, iron
  2 in.
  10
  60 hp
  251
  251
  Lock
  —
  15
  30 hp
  Hinge
  —
  10
  30 hp
  1 DC to lift. Use appropriate door figure for breaking.
  Wooden door
  Stone door
  Iron door
  
  62
  not the material the door is made of. It takes a DC 25 Strength
  check to break through a door with a wooden bar, and a DC 30
  Strength check if the bar is made of iron. Characters can attack the
  door and destroy it instead, leaving the bar hanging in the now-
  open doorway.
  Magic Seals: In addition to magic traps (described in the traps
  section below), spells such as arcane lock can discourage passage
  through a door. A door with an arcane lock spell on it is considered
  locked even if it doesn’t have a physical lock. It takes a knock spell,
  a dispel magic spell, or a successful Strength check (DC equal to 10
  + the value given on Table 3–17: Random Door Types, page 78) to
  get through such a door.
  Hinges: Most doors have hinges. Obviously, sliding doors do
  not. (They usually have tracks or grooves instead, allowing them
  to slide easily to one side.)
  Standard Hinges: These hinges are metal, joining one edge of the
  door to the doorframe or wall. Remember that the door swings
  open toward the side with the hinges. (So, if the hinges are on the
  PCs’ side, the door opens toward them; otherwise it opens away
  from them.) Adventurers can take the hinges apart one at a time
  with successful Disable Device checks (assuming the hinges are
  on their side of the door, of course). Such a task has a DC of 20
  because most hinges are rusted or stuck. Breaking a hinge is diffi-
  cult. Most have hardness 10 and 30 hit points. The break DC for a
  hinge is the same as for breaking down the door (see Table 3–17:
  Random Door Types, page 78).
  Nested Hinges: These hinges are much more complex than ordi-
  nary hinges, and are found only in areas of excellent construction,
  such as an underground dwarven citadel. These hinges are built
  into the wall and allow the door to swing open in either direction.
  PCs can’t get at the hinges to fool with them unless they break
  through the doorframe or wall. Nested hinges are typically found
  on stone doors but sometimes on wooden or iron doors as well.
  Pivots: Pivots aren’t really hinges at all, but simple knobs jutting
  from the top and bottom of the door that fit into holes in the
  doorframe, allowing the door to spin. The advantages of pivots is
  that they can’t be dismantled like hinges and they’re simple to
  make. The disadvantage is that since the door pivots on its center
  of gravity (typically in the middle), nothing larger than half the
  door’s width can fit through. Doors with pivots are usually stone
  and are often quite wide to overcome this disadvantage. Another
  solution is to place the pivot toward one side and have the door be
  thicker at that end and thinner toward the other end so that it
  opens more like a normal door. Secret doors in walls often turn
  on pivots, since the lack of hinges makes it easier to hide the
  door’s presence. Pivots also allow objects such as bookcases to be
  used as secret doors.
  Special Doors: An interesting facet of a dungeon might be a
  sealed door too strong to break down. Such a door might be
  opened only by operating secret switches, or hidden (and distant)
  levers. Crafty builders make using the switches or levers more dif-
  ficult by requiring that they be used in a special way. For example,
  a particular door might only open if a series of four levers is moved
  into a specific configuration—two pushed up and two pushed
  down. If a lever in the series is put in the wrong position, a trap is
  sprung. Now imagine how much more difficult it would be if
  there were a dozen or more levers, with multiple settings, spread
  out through the entire dungeon. Finding the method to open a
  special door (perhaps leading into the vault, the vampire’s lair, or
  the dragon’s secret temple) can be an adventure in itself.
  Sometimes a door is special because of its construction. A lead-
  lined door, for example, provides a barrier against many detection
  spells. A heavy iron door might be built in a circular design,
  rolling to one side on a track once it is opened. A mechanical door
  linked with levers or winches might not open unless the proper
  mechanism is activated. Such doors often sink into the floor, rise
  up into the ceiling, lower like a drawbridge, or slide into the wall
  rather than merely swinging open like a normal door.
  Secret Doors: Disguised as a bare patch of wall (or floor, or ceil-
  ing), a bookcase, a fireplace, or a fountain, a secret door leads to a
  secret passage or room. Someone examining the area finds a secret
  door, if one exists, on a successful Search check (DC 20 for a typi-
  cal secret door to DC 30 for a well-hidden secret door). Remember
  that elves have a chance to detect a secret door just by casually
  looking at an area.
  Many secret doors require a special method of opening, such as
  a hidden button or pressure plate. Secret doors can open like nor-
  mal doors, or they may pivot, slide, sink, rise, or even lower like a
  drawbridge to permit access. Builders might put a secret door
  down low near the floor or high up in a wall, making it difficult to
  find or reach. Wizards and sorcerers have a spell, phase door, that
  allows them to create a magic secret door that only they can use.
  Magic Doors: Enchanted by the original builders, a door might
  speak to explorers, warning them away. It might be protected from
  harm, increasing its hardness or giving it more hit points as well as
  an improved saving throw bonus against disintegrate and other
  similar spells. A magic door might not lead into the space revealed
  beyond, but instead it might be a portal to a faraway place or even
  another plane of existence. Other magic doors might require pass-
  words or special keys (ranging from the tail feather of an evil
  eagle, to a note played upon a lute, to a certain frame of mind) to
  open them. Effectively, the range and variety of magic doors is
  limited only by your imagination.
  Door Traps: More often than just about any other facet of a
  dungeon, doors are protected by traps. The reason is pretty obvi-
  ous—an opened door means an intruder. A mechanical trap can
  be connected to a door by wires or springs so that it activates when
  the door is opened—firing an arrow, releasing a cloud of gas,
  opening a trapdoor, letting loose a monster, dropping a heavy
  block on intruders, or whatever. Magic traps such as glyphs of ward-
  ing typically are cast directly on the door, blasting intruders with
  flame or some other magical attack.
  Portcullises: These special doors consist of iron or thick, iron-
  bound, wooden shafts that descend from a recess in the ceiling
  above an archway. Sometimes a portcullis has crossbars that create
  a grid, sometimes not. Typically raised by means of a winch or a
  capstan, a portcullis can be dropped quickly, and the shafts end in
  spikes to discourage anyone from standing underneath (or from
  attempting to dive under it as it drops). Once it is dropped, a port-
  cullis locks, unless it is so large that no normal person could lift it
  anyway. In any event, lifting a typical portcullis requires a DC 25
  Strength check.
  ROOMS
  Rooms in dungeons vary in shape and size. Although many are
  simple in construction and appearance, particularly interesting
  rooms have multiple levels joined by stairs, ramps, or ladders, as
  well as statuary, altars, pits, chasms, bridges, and more.
  Keep three things in mind when designing a dungeon room:
  decoration, ceiling support, and exits.
  Most kinds of intelligent creatures have a tendency to decorate
  their lairs. It should be fairly commonplace to find carvings or
  paintings on the walls of dungeon rooms. Exploring adventurers
  also often encounter statues and bas reliefs, as well as scrawled
  messages, marks, and maps left behind by others who have come
  this way before. Some of these marks amount to little more than
  graffiti (“Robilar was here”), while others may be useful to adven-
  turers who examine them closely.
  Underground chambers are prone to collapse, so many rooms—
  particularly large ones—have arched ceilings or pillars to support
  the weight of the rock overhead.
  Pay close attention to the exits. Creatures that can’t open doors
  can’t make a lair in a sealed room without some sort of external
  assistance. Strong creatures without the ability to open doors
  CHAPTER 3:
  ADVENTURES
  
  smash them down if necessary. Burrowing creatures might dig
  their own exits.
  In general, both the PCs and the monsters should be able to
  move around a room without too much difficulty. Fighting a battle
  in particularly tight quarters can make for an interesting change
  of pace, however.
  Common dungeon rooms fall into the following broad cate-
  gories. Use them as a springboard for your own creations, not as a
  limited list.
  Guard Post: Intelligent, social denizens of the dungeon will
  generally have a series of adjacent rooms they consider “theirs,”
  and they’ll guard the entrances to that common area. A guard post
  may just be a room with a table where bored gnolls play a dice
  game. Or it might be a pair of iron golems backed up by two fire-
  ball-casting drow wizards hiding in balconies overhead. When you
  design a guard post, decide how many guards are on duty, note
  their Listen and Spot modifiers, and decide what they do when
  they notice intruders. Some will rush headlong into a fight, while
  others will negotiate, sound an alarm, or retreat to get help.
  Living Quarters: All but the most nomadic creatures have a
  lair where they can rest, eat, and store their treasure. Living quar-
  ters commonly include beds (if the creature sleeps), possessions
  (both valuable and mundane), and some sort of food preparation
  area (anything from a well-stocked kitchen to a fire pit to a hunk
  of rotting venison). Noncombatant creatures such as juveniles and
  the elderly are often found here.
  Work Area: The bugbear fletcher has an alcove where she
  makes new arrows for the tribe. The mind flayers have a grisly tor-
  ture chamber where they bring their stunned victims for brain
  extraction. Most intelligent creatures do more than just guard, eat,
  and sleep, and many devote rooms to magic laboratories, work-
  shops for weapons and armor, or studios for more esoteric tasks.
  Shrine: The ogre in the cave keeps a candle lit next to the skull
  of her child, which was killed by human hunters. The kuo-toas
  have a series of underwater altars dedicated to their dread god
  Blibdoolpoolp. Any creature that is particularly religious may have
  some place dedicated to worship, and others may venerate some-
  thing of great historical or personal value. Depending on the crea-
  ture’s resources and piety, a shrine can be humble or extensive. A
  shrine is where PCs will likely encounter NPC clerics, and it’s
  common for wounded monsters to flee to a shrine friendly to
  them when they seek healing.
  Vault: Well protected, often by a locked iron door, a vault is a
  special room that contains treasure. There’s usually
  only one entrance—an appropriate place for a
  trap.
  Crypt: Although sometimes constructed
  like a vault, a crypt can also be a series of
  individual rooms, each with its own sar-
  cophagus, or a long hall with recesses on
  either side—shelves to hold coffins or
  bodies. Wise adventurers expect to
  encounter undead in a crypt, but are often
  willing to risk it to look for the treasure that’s
  often buried with the dead. Crypts of most cul-
  tures are well appointed and highly decorated,
  since the fact that the crypt was created at all shows
  great reverence for the dead entombed
  within.
  Those who are worried about undead
  rising from the grave take the precaution
  of locking and trapping a crypt from the out-
  side—making the crypt easy to get into but
  difficult to leave. Those worried about
  tomb robbers make their crypts difficult to
  get into. Some builders do both, just to be
  on the safe side.
  CORRIDORS
  Stretching into the darkness, a mysterious, cobweb-filled passage
  deeper into the dungeon can be intriguing and a little frightening.
  All dungeons have rooms, and most have corridors. While most
  corridors simply connect rooms, sometimes they can be
  encounter areas in their own right because of traps, guard patrols,
  and wandering monsters out on the hunt.
  When designing a dungeon, make sure the corridors are large
  enough for the dungeon residents to use. (For example, a dragon
  needs a pretty big tunnel to get in and out of its lair.) Wealthy,
  powerful, or talented dungeon builders may favor wide corridors
  to give a grand appearance to their residences. Otherwise, pas-
  sages are no larger than they need to be. (Tunneling is expensive,
  back-breaking, and time-consuming work.) Corridors narrower
  than 10 feet can make it difficult for all the members of the PC
  party to get involved in any fights that occur, so make them the
  exception rather than the rule.
  Corridor Traps: Because passageways in dungeons tend to be
  narrow, offering few movement options, dungeon builders like to
  place traps in them. In a cramped passageway, there’s no way for
  intruders to move around concealed pits, falling stones, arrow
  traps, tilting floors, and sliding or rolling rocks that fill the entire
  passage. For the same reason, magic traps such as glyphs of warding
  are effective in hallways as well.
  Mazes: Usually, passages connect chambers in the simplest and
  straightest manner possible. Some dungeon builders, however,
  design a maze or a labyrinth within the dungeon. This sort of con-
  struction is difficult to navigate (or at least to navigate quickly)
  and, when filled with monsters or traps, can be an effective bar-
  rier. A maze can be used to cut off one area of the dungeon, deflect-
  ing intruders away from a protected spot. Generally, though, the
  far side of a maze holds an important crypt or vault—someplace
  that the dungeon’s regular inhabitants rarely need to get to.
  MISCELLANEOUS FEATURES
  Any dungeon is made more interesting by the inclusion of some
  or all of the following features.
  Stairs: The usual way to connect different levels of a dungeon
  is with stairs. Straight stairways, spiral staircases, or stairwells
  with multiple landings between flights of stairs are all common
  in dungeons, as are ramps (sometimes with an incline so slight
  that it can be difficult to notice; Spot DC 15). Stairs are important
  accessways, and are sometimes guarded or trapped. Traps on
  stairs often cause intruders to slide or fall down to the
  bottom, where a pit, spikes, a pool of acid, or some other
  danger awaits.
  Gradual Stairs: Stairs that rise less than 5 feet for every 5
  feet of horizontal distance they cover don’t affect move-
  ment, but characters who attack a foe below them gain a +1
  bonus on attack rolls from being on higher ground. Most stairs in
  dungeons are gradual, except for spiral stairs (see below).
  Steep Stairs: Characters moving up steep stairs (which rise at a 45-
  degree angle or steeper) must spend 2 squares of movement to enter
  each square of stairs. Characters running or charging down
  steep stairs must succeed on a DC 10 Balance check upon
  entering the first steep stairs square. Characters who fail
  stumble and must end their movement 1d2×5 feet later.
  Characters who fail by 5 or more take 1d6 points of damage
  and fall prone in the square where they end their movement.
  Steep stairs increase the DC of Tumble checks by 5.
  Spiral Stairs: This form of steep stairs is designed to make
  defending a fortress easier. Characters gain cover against foes
  below them on spiral stairs because they can easily duck
  around the staircase’s central support.
  Railings and Low Walls: Stairs that are open to large rooms
  often have railings or low walls. They function as described for
  ledges (see Special Floors, page 60).
  63
  CHAPTER 3:
  ADVENTURES
  Illus. by  W. Reynolds
  Spiral staircase made of iron
  
  64
  Bridge: A bridge connects two higher areas separated by a lower
  area, stretching across a chasm, over a river, or above a pit. A simple
  bridge might be a single wooden plank, while an elaborate one
  could be made of mortared stone with iron supports and side rails.
  Narrow Bridge: If a bridge is particularly narrow, such as a series
  of planks laid over lava fissures, treat it as a ledge (see Special
  Floors, page 60). It requires a Balance check (DC dependent on
  width) to cross such a bridge.
  Rope Bridge: Constructed of wooden planks suspended from
  ropes, a rope bridge is convenient because it’s portable and can be
  easily removed. It takes two full-round actions to untie one end of
  a rope bridge, but a DC 15 Use Rope check reduces the time to a
  move action. If only one of the two supporting ropes is attached,
  everyone on the bridge must succeed on a DC 15 Reflex save to
  avoid falling off, and thereafter must make DC 15 Climb checks to
  move along the remnants of the bridge.
  Rope bridges are usually 5 feet wide. The two ropes that support
  them have 8 hit points each.
  Drawbridge: Some bridges have mechanisms that allow them to
  be extended or retracted from the gap they cross. Typically, the
  winch mechanism exists on only one side of the bridge. It takes a
  move action to lower a drawbridge, but the bridge doesn’t come
  down until the beginning of the lowering character’s next turn. It
  takes a full-round action to raise a drawbridge; the drawbridge is
  up at the end of the action.
  Particularly long or wide drawbridges may take more time to
  raise and lower, and some may require Strength checks to rotate
  the winch.
  Railings and Low Walls: Some bridges have railings or low walls
  along the sides. If a bridge does, the railing or low walls affect Bal-
  ance checks and bull rush attempts as described for ledges (see
  Special Floors, page 60). Low walls likewise provide cover to
  bridge occupants.
  Chutes and Chimneys: Stairs aren’t the only way to move up
  and down in a dungeon. Sometimes a vertical shaft connects
  levels of a dungeon or links a dungeon with the surface. Chutes
  are usually traps that dump characters into a lower area—often a
  place featuring some dangerous situation with which they must
  contend.
  Pillar: A common sight in any dungeon, pillars and columns
  give support to ceilings. The larger the room, the more likely it has
  pillars. As a rule of thumb, the deeper in the dungeon a room is,
  the thicker the pillars need to be to support the overhead weight.
  Pillars tend to be polished and often have carvings,
  paintings, or inscriptions upon them. 
  Slender Pillar: These pillars are only a foot or two
  across, so they don’t occupy a whole square. Place a
  dot in the center of each square that has a slender
  pillar in it, and don’t worry about exactly how much
  space it takes up. A creature standing in the same
  square as a slender pillar gains a +2 cover bonus to
  Armor Class and a +1 cover bonus on Reflex saves
  (these bonuses don’t stack with cover bonuses from
  other sources). The presence of a slender pillar does
  not otherwise affect a creature’s fighting space,
  because it’s assumed that the creature is using the
  pillar to its advantage when it can. A typical slender
  pillar has AC 4, hardness 8, and 250 hit points.
  Wide Pillar: These pillars take up an entire square
  and provide cover to anyone behind them. They
  have AC 3, hardness 8, and 900 hit points.
  A DC 20 Climb check is sufficient to climb most
  pillars; the DC increases to 25 for polished or
  unusually slick ones.
  Stalagmite/Stalactite: These tapering nat-
  ural rock columns extend from the floor (sta-
  lagmite) or the ceiling (stalactite). Stalagmites and
  stalactites function as slender pillars, although
  it is rumored that deep in the Underdark,
  some wide stalagmites and stalactites exist.
  Statue: Reflections of bygone days, statues
  found in dungeons can be realistic depictions
  of persons, creatures, or scenes, or they can be
  less lifelike in their imagery. Statues often
  serve as commemorative representations of
  people from the past as well as idols of gods.
  Statues may be either painted or left bare. Some
  have inscriptions. Adventurers wisely distrust
  statues in dungeons for fear that they may ani-
  mate and attack, as a stone golem can do. Statues
  in a dungeon could also be a sign indicating the
  presence of a monster with a petrifying power
  (such as a medusa or a cockatrice). Feel free to uti-
  lize both of these ideas, but don’t forget that some-
  times a statue is just a statue.
  Most statues function as wide pillars, taking up a
  square and providing cover. Some statues are
  smaller and act as slender pillars. A DC 15
  Climb check allows a character to climb a
  statue.
  Tapestry: Elaborately embroidered patterns or scenes on cloth,
  tapestries hang from the walls of well-appointed dungeon rooms or
  corridors. They not only make chambers more comfortable as a resi-
  dence but can add a ceremonial touch to shrines and throne rooms.
  Crafty builders take advantage of tapestries to place alcoves, con-
  cealed doors, or secret switches behind them. Sometimes the images
  in a tapestry contain clues to the nature of the builders, the inhabi-
  tants, or the dungeon itself.
  Tapestries provide total concealment (50% miss chance) to char-
  acters behind them if they’re hanging from the ceiling, or con-
  cealment (20% miss chance) if they’re flush with the wall.
  Climbing a big tapestry isn’t particularly difficult, requiring a
  DC 15 Climb check (or DC 10 if a wall is within reach).
  Pedestal: Anything important on display in a dungeon, from a
  fabulous treasure to a coffin, tends to rest atop a pedestal or a dais.
  Raising the object off the floor focuses attention on it (and, in
  practical terms, keeps it safe from any water or other substance
  that might seep onto the floor). A pedestal is often trapped to pro-
  tect whatever sits atop it. It can conceal a secret trapdoor beneath
  itself or provide a way to reach a door in the ceiling above itself.
  Only the largest pedestals take up an entire square; most provide
  no cover.
  Pool: Pools of water collect naturally in low spots in dungeons (a
  dry dungeon is rare). Pools can also be wells or natural under-
  ground springs, or they can be intentionally created basins,
  cisterns, and fountains. In any event, water is fairly
  common in dungeons, harboring sightless fish
  and sometimes aquatic monsters. Pools
  provide water for dungeon denizens, and
  thus are as important an area for a predator
  to control as a watering hole aboveground in
  the wild.
  Shallow Pool: If a square contains a shallow
  pool, it has roughly 1 foot of standing water.
  It costs 2 squares of movement to move into
  a square with a shallow pool, and the DC of
  Tumble checks in such squares increases
  by 2.
  Deep Pool: These squares have at
  least 4 feet of standing water. It costs
  Medium or larger creatures 4 squares of
  movement to move into a square with a
  deep pool, or characters can swim if
  they wish. Small or smaller creatures
  CHAPTER 3:
  ADVENTURES
  Illus. by W. Reynolds
  Pillar
  Statue of a warrior
  A pedestal 
  displaying a grand gem
  
  must swim to move through a square containing a deep pool. Tum-
  bling is impossible in a deep pool.
  The water in a deep pool provides cover for
  Medium or larger creatures. Smaller creatures
  gain improved cover (+8 bonus to AC, +4 bonus on
  Reflex saves). Medium or larger creatures can crouch
  as a move action to gain this improved cover. Crea-
  tures with this improved cover take a –10 penalty
  on attacks against creatures that aren’t also under-
  water.
  Deep pool squares are usually clustered together
  and surrounded by a ring of shallow pool squares.
  Both shallow pools and deep pools impose a –2 cir-
  cumstance penalty on Move Silently checks.
  Special Pools: Through accident or design, a pool can
  become magically enhanced. Rarely, a pool or a fountain
  may be found that has the ability to bestow beneficial
  magic on those who drink from it—healing, ability score
  modification, transmutation magic, or even something
  as amazing as a wish spell. However, magic pools are just
  as likely to curse the drinker, causing a loss of health,
  an unwanted polymorphing, or some even greater
  affliction. Typically, water from a magic pool loses its
  potency if removed from the pool for more than an hour or so.
  Some pools have fountains. Occasionally these are merely deco-
  rative, but they often serve as the focus of a trap or the source of a
  pool’s magic.
  Most pools are made of water, but anything’s possible in a
  dungeon. Pools can hold unsavory substances such as blood,
  poison, oil, or magma. And even if a pool holds water, it can be
  holy water, saltwater, or water tainted with disease (see page 292
  for some possible diseases).
  Elevator: In place of or in addition to stairs, an ele-
  vator (essentially an oversized dumbwaiter) can take
  inhabitants from one dungeon level to the next.
  Such an elevator may be mechanical (using gears, pulleys,
  and winches) or magical (such as a levitate spell cast on a
  movable flat surface). A mechanical elevator might be
  as small as a platform that holds one character at a time,
  or as large as an entire room that raises and lowers. A
  clever builder might design an elevator room that
  moves up or down without the occupants’ knowledge to
  catch them in a trap, or one that appears to have moved
  when it actually remained still.
  A typical elevator ascends or descends 10 feet per
  round at the beginning of the operator’s turn (or on
  initiative count 0 if it functions without regard to
  whether creatures are on it. Elevators can be
  enclosed, can have railings or low walls, or may
  simply be treacherous floating platforms.
  Ladders: Whether free-standing or rungs set into
  a wall, a ladder requires a DC 0 Climb check to
  ascend or descend.
  Shifting Stone or Wall: These features can cut off
  access to a passage or room, trapping adventurers in a dead end or
  preventing escape out of the dungeon. Shifting walls can force
  explorers to go down a dangerous path or prevent them from
  entering a special area. Not all shifting walls need be traps. For
  example, stones controlled by pressure plates, counterweights, or
  a secret lever can shift out of a wall to become a staircase leading to
  a hidden upper room or secret ledge.
  Shifting stones and walls are generally constructed as traps (see
  65
  CHAPTER 3:
  ADVENTURES
  A pool with a grim fountain
  Table 3–11: 
  Major Features and Furnishings
  d%
  Feature/Furnishing
  01
  Alcove
  02
  Altar
  03
  Arch
  04
  Arrow slit (wall)/murder hole (ceiling)
  05
  Balcony
  06
  Barrel
  07
  Bed
  08
  Bench
  09
  Bookcase
  10
  Brazier
  11
  Cage
  12
  Caldron
  13
  Carpet
  14
  Carving
  15
  Casket
  16
  Catwalk
  17
  Chair
  18
  Chandelier
  19
  Charcoal bin
  20
  Chasm
  21
  Chest
  22
  Chest of drawers
  23
  Chute
  24
  Coat rack
  25
  Collapsed wall
  26
  Crate
  27
  Cupboard
  28
  Curtain
  29
  Divan
  30
  Dome
  31
  Door (broken)
  32
  Dung heap
  33
  Evil symbol
  34
  Fallen stones
  35
  Firepit
  36
  Fireplace
  37
  Font
  38
  Forge
  39
  Fountain
  40
  Furniture (broken)
  41
  Gong
  42
  Hay (pile)
  43
  Hole
  44
  Hole (blasted)
  45
  Idol
  46
  Iron bars
  47
  Iron maiden
  48
  Kiln
  49
  Ladder
  50
  Ledge
  51
  Loom
  52
  Loose masonry
  53
  Manacles
  54
  Manger
  55
  Mirror
  56
  Mosaic
  57
  Mound of rubble
  58
  Oven
  59
  Overhang
  60
  Painting
  61
  Partially collapsed ceiling
  62
  Pedestal
  63
  Peephole
  64
  Pillar
  65
  Pillory
  66
  Pit (shallow)
  67
  Platform
  68
  Pool
  69
  Portcullis
  70
  Rack
  71
  Ramp
  72
  Recess
  73
  Relief
  74
  Sconce
  75
  Screen
  76
  Shaft
  77
  Shelf
  78
  Shrine
  79
  Spinning wheel
  80
  Stall or pen
  81
  Statue
  82
  Statue (toppled)
  83
  Steps
  84
  Stool
  85
  Stuffed beast
  86
  Sunken area
  87
  Table (large)
  88
  Table (small)
  89
  Tapestry
  90
  Throne
  91
  Trash (pile)
  92
  Tripod
  93
  Trough
  94
  Tub
  95
  Wall basin
  96
  Wardrobe
  97
  Weapon rack
  98
  Well
  99
  Winch and pulley
  100
  Workbench
  
  66
  page 67), with triggers and Search and Disable Device DCs. How-
  ever they don’t have Challenge Ratings because they’re inconven-
  iences, not deadly in and of themselves.
  Teleporters: Sometimes useful, sometimes devious, places in a
  dungeon rigged with a teleportation effect (such as a teleportation
  circle) transport characters to some other location in the dungeon
  or someplace far away. They can be traps, teleporting the unwary
  into dangerous situations, or they can be an easy mode of trans-
  port for those who built or live in the dungeon, good for bypassing
  barriers and traps or simply to get around more quickly. Devious
  dungeon designers might place a teleporter in
  a room that transports characters to another
  seemingly identical room so that they don’t
  even know they’ve been teleported. A detect
  magic spell will provide a clue to the presence
  of a teleporter, but direct experimentation
  or other research is the only way to discover
  where the teleporter leads.
  Altars: Temples—particularly to dark
  gods—often exist underground. Usually
  taking the form of a stone block, an altar
  is the main fixture and central focus of
  such a temple. Sometimes all the other
  trappings of the temple are long gone,
  lost to theft, age, and decay, but the altar
  survives. Some altars have traps or power-
  ful magic within them. Most take up one
  or two squares on the grid and provide
  cover to creatures behind them.
  CAVE-INS AND COLLAPSES (CR 8)
  Cave-ins and collapsing tunnels are extremely dangerous. Not only
  do dungeon explorers face the danger of being crushed by tons of
  falling rock, even if they survive they may be buried beneath a pile
  of rubble or cut off from the only known exit. A cave-in buries
  anyone in the middle of the collapsing area, and then sliding debris
  damages anyone in the periphery of the collapse. A typical corridor
  subject to a cave-in might have a bury zone with a 15-foot radius
  and a 10-foot-radius slide zone extending beyond the bury zone.
  A weakened ceiling can be spotted with a DC 20 Knowledge
  (architecture and engineering) or DC 20 Craft (stonemasonry)
  check. Remember that Craft checks can be made untrained as In-
  telligence checks. A dwarf can make such a check if he simply
  passes within 10 feet of a weakened ceiling.
  A weakened ceiling may collapse when subjected to a major
  impact or concussion. A character can cause a cave-in by destroy-
  ing half the pillars holding the ceiling up. If you want to create a
  room where a collapse is a real possibility, include a number of
  pillars that have already toppled before the PCs arrive. (The
  presence of broken pillars is an obvious clue to a weakened ceil-
  ing, even for characters with no particular knowledge.)
  Characters in the bury zone of a cave-in take 8d6 points of
  damage, or half that amount if they make a DC 15 Reflex save.
  They are subsequently buried. Characters in the slide zone
  take 3d6 points of damage, or no damage at all if they make a
  DC 15 Reflex save. Characters in the slide zone who fail their
  saves are buried.
  Characters take 1d6 points of nonlethal damage per
  minute while buried. If such a character falls unconscious, he
  must make a DC 15 Constitution check. If it fails, he takes 1d6
  points of lethal damage each minute thereafter until freed or dead.
  CHAPTER 3:
  ADVENTURES
  Illus. by W. Reynolds
  An altar
  dedicated to
  an evil deity
  Table 3–12: 
  Minor Features and Furnishings
  d%
  Feature/Furnishing
  01
  Anvil
  02
  Ash
  03
  Backpack
  04
  Bale (straw)
  05
  Bellows
  06
  Belt
  07
  Bits of fur
  08
  Blanket
  09
  Bloodstain
  10
  Bones (humanoid)
  11
  Bones (nonhumanoid)
  12
  Books
  13
  Boots
  14
  Bottle
  15
  Box
  16
  Branding iron
  17
  Broken glass
  18
  Bucket
  19
  Candle
  20
  Candelabra
  21
  Cards (playing cards)
  22
  Chains
  23
  Claw marks
  24
  Cleaver
  25
  Clothing
  26
  Cobwebs
  27
  Cold spot
  28
  Corpse (adventurer)
  29
  Corpse (monster)
  30
  Cracks
  31
  Dice
  32
  Discarded weapons
  33
  Dishes
  34
  Dripping water
  35
  Drum
  36
  Dust
  37
  Engraving
  38
  Equipment (broken)
  39
  Equipment (usable)
  40
  Flask
  41
  Flint and tinder
  42
  Foodstuffs (spoiled)
  43
  Foodstuffs (edible)
  44
  Fungus
  45
  Grinder
  46
  Hook
  47
  Horn
  48
  Hourglass
  49
  Insects
  50
  Jar
  51
  Keg
  52
  Key
  53
  Lamp
  54
  Lantern
  55
  Markings
  56
  Mold
  57
  Mud
  58
  Mug
  59
  Musical instrument
  60
  Mysterious stain
  61
  Nest (animal)
  62
  Odor (unidentifiable)
  63
  Oil (fuel)
  64
  Oil (scented)
  65
  Paint
  66
  Paper
  67
  Pillows
  68
  Pipe (smoking pipe)
  69
  Pole
  70
  Pot
  71
  Pottery shard
  72
  Pouch
  73
  Puddle (water)
  74
  Rags
  75
  Razor
  76
  Rivulet
  77
  Ropes
  78
  Runes
  79
  Sack
  80
  Scattered stones
  81
  Scorch marks
  82
  Scroll (nonmagical)
  83
  Scroll case (empty)
  84
  Skull
  85
  Slime
  86
  Sound (unexplained)
  87
  Spices
  88
  Spike
  89
  Teeth
  90
  Tongs
  91
  Tools
  92
  Torch (stub)
  93
  Tray
  94
  Trophy
  95
  Twine
  96
  Urn
  97
  Utensils
  98
  Whetstone
  99
  Wood (scraps)
  100
  Words (scrawled)
  
  Characters who aren’t buried can dig out their friends. In 1
  minute, using only her hands, a character can clear rocks and
  debris equal to five times her heavy load limit (see Table 9–1: Car-
  rying Capacity, page 162 of the Player’s Handbook). The amount of
  loose stone that fills a 5-foot-by-5-foot area weighs one ton (2,000
  pounds). Therefore, the average adventurer (Str 10, heavy load
  limit 100 lb.) takes 4 minutes to clear a 5-foot cube filled with
  stone (100 lb. × 5 = 500 lb.; 500 lb. × 4 = 2,000 lb.). A half-orc with
  20 Strength (heavy load limit 400 lb.) can accomplish the same
  feat in 1 minute (400 lb. × 5 = 2,000 lb.). Armed with an appropri-
  ate tool, such as a pick, crowbar, or shovel, a digger can clear loose
  stone twice as quickly as by hand. You may allow a buried charac-
  ter to free himself with a DC 25 Strength check.
  ILLUMINATION
  Some dungeons are well-lighted, while others are as dark as pitch.
  The illumination in a dungeon you create should depend on two
  factors: the monsters that inhabit it and your preference as a DM.
  Obviously, monsters without any way to see in the dark will
  carry light with them or keep the areas they frequent illuminated.
  On the opposite end of the spectrum, creatures with blindsight
  and tremorsense can often do without light. In general, smart
  monsters will keep the lights off if they’re worried about attacks
  from humans and other creatures that can’t see in the dark. And
  less intelligent monsters may live in the dark simply because they
  haven’t mastered the crafts of magic or making fire.
  Creatures with 60-foot darkvision fall somewhere between the
  two extremes. They have an advantage against creatures without
  darkvision if they fight in the dark. On the other hand, few intelli-
  gent creatures will willingly live their day-to-day lives in black and
  white when a simple torch or 0-level spell would let them see colors.
  Many underground civilizations keep “safe” areas lighted, but douse
  their lanterns if they’re warned of intruders from the surface world.
  Another aspect of darkvision to consider is its limited range.
  Creatures who live in a vast underground cavern might have
  torches to light the entrance, which otherwise they couldn’t see
  because it’s more than 60 feet away from much of the cavern.
  Because regular vision extends until it’s blocked, their guards can
  see without being seen—a major tactical advantage.
  You may want to have combat in the dark sparingly because it can
  be frustrating for the players, who spend much of their time guessing
  which squares their foes are in. A fight in the darkness is also harder
  for you to keep track of, because you have to know where every
  unseen foe is. It may be easier for you and the players to simply estab-
  lish the convention that in this dungeon, torches are set in sconces
  every 40 feet along the walls. But done sparingly and well, a fight in
  the darkness can turn into an exciting cat-and-mouse game, in which
  characters with good Listen scores really have a chance to shine.
  Random Features and Furnishings
  Table 3–11: Major Features and Furnishings is a list of large or pre-
  dominant features commonly found in dungeons. Use this table
  as a feature generator when creating a random dungeon or to
  round out one you are creating.
  Adventures can also come across small bits and contents of dun-
  geon rooms while exploring. Use Table 3–12: Minor Features and
  Furnishings to generate these contents randomly, or pick what
  appeals to you from the list.
  TRAPS
  In a dungeon, adventurers can fall to their deaths, be burned alive,
  or find themselves peppered with poisoned darts—all without ever
  having encountered a single monster. Dungeons tend to be filled
  with barriers or life-threatening traps of one kind or another. The
  following section describes how traps work, provides a large selec-
  tion of sample traps, and offers some basic rules for trap creation.
  Types of Traps: A trap can be either mechanical or magic in
  nature. Mechanical traps include pits, arrow traps, falling blocks,
  water-filled rooms, whirling blades, and anything else that
  depends on a mechanism to operate. A mechanical trap can be
  constructed by a PC through successful use of the Craft (trapmak-
  ing) skill (see Designing a Trap, page 74, and the skill description
  on page 70 of the Player’s Handbook).
  Magic traps are further divided into spell  traps and magic
  device traps. Magic device traps initiate spell effects when acti-
  vated, just as wands, rods, rings, and other magic items do. Creat-
  ing a magic device trap requires the Craft Wondrous Item feat (see
  Designing a Trap, page 74, and the feat description on page 92 of
  the Player’s Handbook).
  Spell traps are simply spells that themselves function as traps,
  such as fire trap or glyph of warding. Creating a spell trap requires
  the services of a character who can cast the needed spell or spells,
  who is usually either the character creating the trap or an NPC
  spellcaster hired for the purpose.
  MECHANICAL TRAPS
  Dungeons are frequently equipped with deadly mechanical (non-
  magical) traps, such as hidden crossbows that fire when the target
  unwittingly steps on a trigger plate on the floor, or hallways rigged
  to collapse in a deadly cave-in. A trap typically is defined by its loca-
  tion and triggering conditions, how hard it is to spot before it goes
  off, how much damage it deals, and whether or not the heroes
  receive a saving throw to mitigate its effects. Traps that attack with
  arrows, sweeping blades, and other types of weaponry make normal
  attack rolls, with a specific attack bonus dictated by the trap’s design.
  Creatures who succeed on a DC 20 Search check detect a simple
  mechanical trap before it is triggered. (A simple trap is a snare, a
  trap triggered by a tripwire, or a large trap such as a pit.)
  A character with the trap sense class feature who succeeds on a
  DC 21 (or higher) Search check detects a well-hidden or complex
  mechanical trap before it is triggered. Complex traps are denoted
  by their triggering mechanisms and involve pressure plates,
  mechanisms linked to doors, changes in weight, disturbances in
  the air, vibrations, and other sorts of unusual triggers.
  MAGIC TRAPS
  Many spells can be used to create dangerous traps. For example,
  high-level clerics can create glyphs of warding or symbol spells to
  prevent intruders from entering a particular area, while high-level
  wizards can create fire traps or permanent images to conceal dangers
  or confuse invaders. Unless the spell or item description states
  otherwise, assume the following to be true.
  • A successful Search check (DC 25 + spell level) made by a
  rogue (and only a rogue) detects a magic trap before it goes off.
  Other characters have no chance to find a magic trap with a
  Search check.
  67
  CHAPTER 3:
  ADVENTURES
  BEHIND THE CURTAIN: TRAPS
  Why use traps? Traps change the play of the game. If the adventurers
  suspect traps or have encountered them frequently in the past, they’re
  much more likely to be cautious on adventures and particularly in dun-
  geons. While instilling a little fear and paranoia in players can be fun, you
  should be aware that this also tends to slow down play, and searching
  every square foot of a corridor can get tedious for players and DM alike.
  The solution is to place traps only when appropriate. Characters and
  creatures put traps on tombs and vaults to keep out intruders, but
  traps can be annoying and inappropriate in well-traveled areas. An
  intelligent creature is never going to build a trap that it might fall victim
  to itself.
  pqqqqrs
  pqqqqrs
  
  68
  • Magic traps permit a saving throw in order to avoid the effect
  (DC 10 + spell level × 1.5).
  • Magic traps may be disarmed by a rogue (and only a rogue) with
  a successful Disable Device check (DC 25 + spell level).
  ELEMENTS OF A TRAP
  All traps—mechanical or magic—have the following elements:
  trigger, reset, Search DC, Disable Device DC, attack bonus (or
  saving throw or onset delay), damage/effect, and Challenge
  Rating. Some traps may also include optional elements, such as
  poison or a bypass. These characteristics are described below.
  Trigger
  A trap’s trigger determines how it is sprung.
  Location: A location trigger springs a trap when someone
  stands in a particular square. For example, a covered pit trap typi-
  cally activates when a creature steps on a certain spot.
  Proximity: This trigger activates the trap when a creature ap-
  proaches within a certain distance of it. A proximity trigger differs
  from a location trigger in that the creature need not be standing in
  a particular square. Creatures that are flying can spring a trap with
  a proximity trigger but not one with a location trigger. Mechanical
  proximity triggers are extremely sensitive to the slightest change
  in the air. This makes them useful only in places such as crypts,
  where the air is unusually still.
  The proximity trigger used most often for magic device traps is
  the alarm spell. Unlike when the spell is cast, an alarm spell used
  as a trigger can have an area that’s no larger than the area the trap
  is meant to protect.
  Some magic device traps have special proximity triggers that
  activate only when certain kinds of creatures approach. For
  example, a detect good spell can serve as a proximity trigger on an
  evil altar, springing the attached trap only when someone of good
  alignment gets close enough to it.
  Sound: This trigger springs a magic trap when it detects any
  sound. A sound trigger functions like an ear and has a +15 bonus on
  Listen checks. A successful Move Silently check, magical silence, and
  other effects that would negate hearing defeat it. A trap with a
  sound trigger requires the casting of clairaudience during its con-
  struction.
  Visual: This trigger for magic traps works like an actual eye,
  springing the trap whenever it “sees” something. A trap with a
  visual trigger requires the casting of arcane eye, clairvoyance, or true
  seeing during its construction. Sight range and the Spot bonus con-
  ferred on the trap depend on the spell chosen, as shown.
  Spell
  Sight Range
  Spot Bonus
  arcane eye
  Line of sight (unlimited range)
  +20
  clairvoyance
  One preselected location
  +15
  true seeing
  Line of sight (up to 120 ft.)
  +30
  If you want the trap to “see” in the dark, you must either choose
  the true seeing option or add darkvision to the trap as well. (Dark-
  vision limits the trap’s sight range in the dark to 60 feet.) If invisi-
  bility, disguises, or illusions can fool the spell being used, they can
  fool the visual trigger as well.
  Touch: A touch trigger, which springs the trap when touched,
  is one of the simplest kinds of trigger to construct. This trigger
  may be physically attached to the part of the mechanism that
  deals the damage (such as a needle that springs out of a lock), or it
  may not. You can make a magic touch trigger by adding alarm to
  the trap and reducing the area of the effect to cover only the trig-
  ger spot.
  Timed: This trigger periodically springs the trap after a certain
  duration has passed. A sharpened blade that thrusts out from a slit
  in a corridor wall every 4 rounds is an example of a timed trigger.
  Spell: All spell traps have this kind of trigger. The appropriate
  spell descriptions in the Player’s Handbook explain the trigger con-
  ditions for traps that contain spell triggers.
  Reset
  A reset element is the set of conditions under which a trap be-
  comes ready to trigger again.
  No Reset: Short of completely rebuilding the trap, there’s no
  way to trigger it more than once. Spell traps have no reset element.
  Repair: To get the trap functioning again, you must repair it.
  Manual: Resetting the trap requires someone to move the parts
  back into place. This is the kind of reset element most mechanical
  traps have.
  Automatic: The trap resets itself, either immediately or after a
  timed interval.
  Repairing and Resetting Mechanical Traps
  Repairing a mechanical trap requires a Craft (trapmaking) check
  against a DC equal to the one for building it. The cost for raw mate-
  rials is one-fifth of the trap’s original market price. To calculate
  how long it takes to fix a trap, use the same calculations you would
  for building it, but use the cost of the raw materials required for
  repair in place of the market price.
  Resetting a trap usually takes only a minute or so—someone
  just has to lever the trapdoor back into place, reload the crossbow
  behind the wall, or push the poisoned needle back into the lock.
  For a trap with a more difficult reset method, you should set the
  time and labor required.
  Bypass (Optional Element)
  If the builder of a trap wants to be able to move past the trap after
  it is created or placed, it’s a good idea to build in a bypass mecha-
  nism—something that temporarily disarms the trap. Bypass ele-
  ments are typically used only with mechanical traps; spell traps
  usually have built-in allowances for the caster to bypass them.
  Lock: A lock bypass requires a DC 30 Open Lock check to open.
  Hidden Switch: A hidden switch requires a DC 25 Search
  check to locate.
  Hidden Lock: A hidden lock combines the features above,
  requiring a DC 25 Search check to locate and a DC 30 Open Lock
  check to open.
  Search and Disable Device DCs 
  The builder sets the Search and Disable Device DCs for a mechan-
  ical trap. For a magic trap, the values depend on the highest-level
  spell used.
  Mechanical Trap: The base DC for both Search and Disable
  Device checks is 20. Raising or lowering either of these DCs
  affects the base cost (Table 3–15) and possibly the CR (Table 3–13).
  Magic Trap: The DC for both Search and Disable Device checks
  is equal to 25 + the spell level of the highest-level spell used. Only
  characters with the trap sense class feature can attempt a Search
  check or a Disable Device check involving a magic trap. These
  DCs do not affect the trap’s cost or CR.
  Attack Bonus/Saving Throw DC
  A trap usually either makes an attack roll or forces a saving throw
  to avoid it. Occasionally a trap uses both of these options, or nei-
  ther (see Never Miss, page 70).
  Pits: These are holes (covered or not) that characters can fall
  into and take damage. A pit needs no attack roll, but a successful
  Reflex save (DC set by the builder) avoids it. Other save-depend-
  ent mechanical traps also fall into this category.
  Pits in dungeons come in three basic varieties: uncovered, cov-
  ered, and chasms. Like a cliff or a wall, a pit or a chasm forces charac-
  ters to either detour around it or take the time and trouble to figure
  out a way across. Pits and chasms can be defeated by judicious appli-
  cation of the Climb skill, the Jump skill, or various magical means.
  CHAPTER 3:
  ADVENTURES
  
  Uncovered pits serve mainly to discourage intruders from
  going a certain way, although they cause much grief to characters
  who stumble into them in the dark, and they can greatly compli-
  cate a melee taking place nearby.
  Covered pits are much more dangerous. They can be detected
  with a DC 20 Search check, but only if the character is
  taking the time to carefully examine the area before
  walking across it. A character who fails to detect
  a covered pit is still entitled to a DC 20
  Reflex save to avoid falling into it.
  However, if she was running or
  moving recklessly at the time,
  she gets no saving throw and
  falls automatically.
  Trap coverings can be
  as simple as piled refuse
  (straw, leaves, sticks,
  garbage), a large rug,
  or an actual trapdoor
  concealed to appear
  as a normal part of the
  floor. Such a trap-
  door usually swings
  open when enough
  weight (usually
  about 50 to 80
  pounds) is placed
  upon it. Devious trap
  builders sometimes
  design trapdoors so
  that they spring back
  shut after they open,
  ready for the next
  victim. The trapdoor
  might lock once it’s
  back in place, leaving
  the stranded charac-
  ter well and truly
  trapped. Opening
  such a trapdoor is
  just as difficult as
  opening a regular door
  (assuming the trapped
  character can reach it),
  and a DC 13 Strength
  check is needed to
  keep a spring-loaded
  door open.
  Pit traps often have
  something nastier than
  just a hard floor at the
  bottom. A trap designer
  may put spikes, mon-
  sters, or a pool of acid, lava,
  or even water at the
  bottom (since even a
  victim proficient in
  swimming will tire and
  drown if trapped long
  enough).
  Spikes at the bottom
  of a pit may impale un-
  lucky characters. The
  spikes deal damage as daggers
  with a +10 attack bonus and a
  +1 bonus on damage for every 10 feet of the fall (to a maximum
  bonus on damage of +5). If the pit has multiple spikes, a falling
  victim is attacked by 1d4 of them. This damage is in addition to
  any damage from the fall itself.
  Monsters sometimes live in pits—oozes and jellies find that
  plenty of food comes to them if the trapped area is well traveled.
  Any monster that can fit into the pit might have
  been placed there by the dungeon’s designer, or
  might simply have fallen in and not been able to
  climb back out. In the latter case, either it
  hasn’t been there long, or something has
  been feeding it. If the pit has water,
  the builder may have stocked it
  with small carnivorous fish.
  Monsters that need no suste-
  nance, such as undead and
  constructs, make the best
  choices for creatures to
  inhabit a pit.
  A secondary trap,
  mechanical or magi-
  cal, at the bottom of a
  pit can be particularly
  deadly. Activated by a
  falling victim, the sec-
  ondary trap attacks the
  already injured character
  when she’s least ready for
  it. Arrow traps, blasts of
  flame, sprays of acid, symbol
  spells or glyphs of warding,
  or even magic monster
  summoning devices can all
  be found at the bottoms
  of pits.
  Ranged Attack Traps:
  These traps fling darts,
  arrows, spears, or the like at
  whoever activated the trap. The
  builder sets the attack bonus. A
  ranged attack trap can be con-
  figured to simulate the effect
  of a composite bow with a high
  strength rating (see page 119 of
  the Player’s Handbook), which
  provides the trap with a
  bonus on damage equal to
  its strength rating.
  Melee Attack Traps:
  These traps feature such ob-
  stacles as sharp blades that
  emerge from walls and stone
  blocks that fall from ceilings.
  Once again, the builder sets
  the attack bonus.
  Damage/Effect
  The effect of a trap is what
  happens to those who spring
  it. Usually this takes the form
  of either damage or a spell
  effect, but some traps have spe-
  cial effects.
  Pits: Falling into a pit deals 1d6
  points of damage per 10 feet of depth.
  Ranged Attack Traps: These traps deal whatever dam-
  age their ammunition normally would. A trap that fires long-
  bow arrows, for example, deals 1d8 points of damage per hit. If a
  trap is constructed with a high strength rating, it has a correspon-
  69
  CHAPTER 3:
  ADVENTURES
  Illus. by W. Reynolds
  
  70
  ding bonus on damage. For example, a ranged attack trap (+4 Str
  bonus) that fires shortspears could deal up to 1d8+4 points of
  damage per successful hit.
  Melee Attack Traps: These traps deal the same damage as the
  melee weapons they “wield.” In the case of a falling stone block, you
  can assign any amount of bludgeoning damage you like, but remem-
  ber that whoever resets the trap has to lift that stone back into place.
  A melee attack trap can be constructed with a built-in bonus on
  damage rolls, just as if the trap itself had a high Strength score.
  Spell Traps: Spell traps produce the spell’s effect, as described
  in the appropriate entry in the Player’s Handbook. Like all spells, a
  spell trap that allows a saving throw has a save DC of 10 + spell
  level + caster’s relevant ability modifier.
  Magic Device Traps: These traps produce the effects of any
  spells included in their construction, as described in the appropri-
  ate entries in the Player’s Handbook. If the spell in a magic device
  trap allows a saving throw, its save DC is 10 + spell level × 1.5.
  Some spells make attack rolls instead.
  Special: Some traps have miscellaneous features that produce
  special effects, such as drowning for a water trap or ability
  damage for poison. Saving throws and damage depend on the
  poison (see Table 8–3: Poisons, page 297) or are set by the builder,
  as appropriate.
  Miscellaneous Trap Features
  Some traps include optional features that can make them consid-
  erably more deadly. The most common such features are discussed
  below.
  Alchemical Item: Mechanical traps may incorporate alchemi-
  cal devices or other special substances or items, such as tanglefoot
  bags, alchemist’s fire, thunderstones, and the like. Some such
  items mimic spell effects. For example, the effect of a tanglefoot
  bag is similar to that of an entangle spell, and the effect of a thun-
  derstone is similar to that of a deafness spell. If the item mimics a
  spell effect, it increases the CR as shown on Table 3–13.
  Gas: With a gas trap, the danger is in the inhaled poison it deliv-
  ers. Traps employing gas usually have the never miss and onset
  delay features (see below).
  Liquid: Any trap that involves a danger of drowning (such as a
  locked room filling with water or a patch of quicksand that char-
  acters can fall into) is in this category. Traps employing liquid usu-
  ally have the never miss and onset delay features (see below).
  Multiple Target: Traps with this feature can affect more than
  one character.
  Never Miss: When the entire dungeon wall moves to crush
  you, your quick reflexes won’t help, since the wall can’t possibly
  miss. A trap with this feature has neither an attack bonus nor a
  saving throw to avoid, but it does have an onset delay (see below).
  Most traps involving liquid or gas are of the never miss variety.
  Onset Delay: An onset delay is the amount of time between
  when the trap is sprung and when it deals damage. A never miss
  trap always has an onset delay.
  Poison: Traps that employ poison are deadlier than their non-
  poisonous counterparts, so they have correspondingly higher
  CRs. To determine the CR modifier for a given poison, consult
  Table 3–13 (page 74). Only injury, contact, and inhaled poisons are
  suitable for traps; ingested types are not.
  Some traps, such as a table covered with contact poison, simply
  deal the poison’s damage. Others, such as a poisoned arrow or
  sword blade, deal damage with ranged or melee attacks as well.
  Pit Spikes: Treat spikes at the bottom of a pit as daggers, each
  with a +10 attack bonus. The damage bonus for each spike is +1 per
  10 feet of pit depth (to a maximum of +5). Each character who falls
  into the pit is attacked by 1d4 spikes. Pit spikes do not add to the
  average damage of the trap (see Average Damage, page 75).
  Pit Bottom: If something other than spikes waits at the bottom
  of a pit, it’s best to treat that as a separate trap (see Multiple Traps,
  page 75) with a location trigger that activates on any significant
  impact, such as a falling character. Possibilities for pit bottom traps
  include acid, monsters, and water.
  Touch Attack: This feature applies to any trap that needs only a
  successful touch attack (melee or ranged) to hit.
  SAMPLE TRAPS
  The following traps are suitable for protecting a dungeon, mer-
  chant guildhouse, or military complex. The costs listed for
  mechanical traps are market prices; those for magic traps are raw
  material costs. Caster level and class for the spells used to produce
  the trap effects are provided in the entries for magic device traps
  and spell traps. For all other spells used (in triggers, for example),
  the caster level is assumed to be the minimum required.
  CR 1 Traps
  Basic Arrow Trap: CR 1; mechanical; proximity trigger;
  manual reset; Atk +10 ranged (1d6/×3, arrow); Search DC 20; Dis-
  able Device DC 20. Market Price: 2,000 gp.
  Camouflaged Pit Trap: CR 1; mechanical; location trigger;
  manual reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall);
  Search DC 24; Disable Device DC 20. Market Price: 1,800 gp.
  Deeper Pit Trap: CR 1; mechanical; location trigger; manual
  reset; hidden switch bypass (Search DC 25); DC 15 Reflex save
  avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each
  of two adjacent 5-ft. squares); Search DC 20; Disable Device DC 23.
  Market Price: 1,300 gp.
  Doorknob Smeared with Contact Poison: CR 1; mechanical;
  touch trigger (attached), manual reset; poison (carrion crawler
  brain juice, DC 13 Fortitude save resists, paralysis/0); Search DC
  19; Disable Device DC 19. Market Price: 900 gp.
  Fusillade of Darts: CR 1; mechanical; location trigger; manual
  reset; Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4
  darts at each target in two adjacent 5-ft. squares); Search DC 14;
  Disable Device DC 20. Market Price: 500 gp.
  Poison Dart Trap: CR 1; mechanical; location trigger; manual
  reset; Atk +8 ranged (1d4 plus poison, dart); poison (bloodroot, DC
  CHAPTER 3:
  ADVENTURES
  VARIANT: WHAT DISABLING A DEVICE MEANS
  So a character makes her Disable Device check against a trap. What does
  that success do to the trap? With this variant rule, the answer to that
  question depends on the amount by which the character beat the DC.
  Check the paragraph below that corresponds to the margin of success.
  Check Result = DC +0–3: The next time the trigger would spring the
  trap, it doesn’t. After that, however, the trigger operates normally, and
  another Disable Device check is required to disarm it again.
  Check Result = DC +4–6: The character messed up the trap’s work-
  ings. It won’t function again until it’s reset. If it’s a trap that resets
  automatically, use the next result below.
  Check Result = DC +7–9: The character really broke the trap. It won’t
  go off again until someone repairs it using the Craft (trapmaking) skill.
  This repair costs 1d8×10% of the trap’s total construction cost.
  Check Result = DC +10 or more: The character either broke the
  trap (as above) or succeeded in adding or discovering a bypass
  element. This latter option enables characters to either get past the
  trap without triggering it or avoid its effect, but the trap remains
  active. For example, a character who achieves this degree of success
  on a Disable Device check could manage to prop open a spring-
  loaded trap so that it can’t fire, or could notice the niche in the wall
  that provides refuge from the rolling boulder.
  pqqqqrs
  pqqqqrs
  
  12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis); Search DC 20;
  Disable Device DC 18. Market Price: 700 gp.
  Poison Needle Trap: CR 1; mechanical; touch trigger; manual
  reset; Atk +8 ranged (1 plus greenblood oil poison); Search DC 22;
  Disable Device DC 20. Market Price: 1,300 gp.
  Portcullis Trap: CR 1; mechanical; location trigger; manual
  reset; Atk +10 melee (3d6); Search DC 20; Disable Device DC 20.
  Note: Damage applies only to those underneath the portcullis.
  Portcullis blocks passageway. Market Price: 1,400 gp.
  Razor-Wire across Hallway: CR 1; mechanical; location trig-
  ger; no reset; Atk +10 melee (2d6, wire); multiple targets (first
  target in each of two adjacent 5-ft. squares); Search DC 22; Disable
  Device DC 15. Market Price: 400 gp.
  Rolling Rock Trap: CR 1; mechanical; location trigger; manual
  reset; Atk +10 melee (2d6, rock); Search DC 20; Disable Device DC
  22. Market Price: 1,400 gp.
  Scything Blade Trap: CR 1; mechanical; location trigger; auto-
  matic reset; Atk +8 melee (1d8/×3); Search DC 21; Disable Device
  DC 20. Market Price: 1,700 gp.
  Spear Trap: CR 1; mechanical; location trigger; manual reset;
  Atk +12 ranged (1d8/×3, spear); Search DC 20; Disable Device DC
  20. Note: 200-ft. max range, target determined randomly from
  those in its path. Market Price: 1,200 gp.
  Swinging Block Trap: CR 1; mechanical; touch trigger;
  manual reset; Atk +5 melee (4d6, stone block); Search DC 20; Dis-
  able Device DC 20. Market Price: 500 gp.
  Wall Blade Trap: CR 1; mechanical; touch trigger; automatic
  reset; hidden switch bypass (Search DC 25); Atk +10 melee
  (2d4/×4, scythe); Search DC 22; Disable Device DC 22. Market
  Price: 2,500 gp.
  CR 2 Traps
  Box of Brown Mold: CR 2; mechanical; touch trigger (open-
  ing the box); automatic reset; 5-ft. cold aura (3d6, cold nonlethal);
  Search DC 22; Disable Device DC 16. Market Price: 3,000 gp.
  Bricks from Ceiling: CR 2; mechanical; touch trigger; repair
  reset; Atk +12 melee (2d6, bricks); multiple targets (all targets in
  two adjacent 5-ft. squares); Search DC 20; Disable Device DC 20.
  Market Price: 2,400 gp.
  Burning Hands Trap: CR 2; magic device; proximity trigger
  (alarm); automatic reset; spell effect (burning hands, 1st-level
  wizard, 1d4 fire, DC 11 Reflex save half damage); Search DC 26;
  Disable Device DC 26. Cost: 500 gp, 40 XP.
  Camouflaged Pit Trap: CR 2; mechanical; location trigger;
  manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); mul-
  tiple targets (first target in each of two adjacent 5-ft. squares);
  Search DC 24; Disable Device DC 19. Market Price: 3,400 gp.
  Inflict Light Wounds Trap: CR 2; magic device; touch trigger;
  automatic reset; spell effect (inflict light wounds, 1st-level cleric,
  1d8+1, DC 11 Will save half damage); Search DC 26; Disable
  Device DC 26. Cost: 500 gp, 40 XP.
  Javelin Trap: CR 2; mechanical; location trigger; manual reset;
  Atk +16 ranged (1d6+4, javelin); Search DC 20; Disable Device DC
  18. Market Price: 4,800 gp.
  Large Net Trap: CR 2; mechanical; location trigger; manual
  reset; Atk +5 melee (see note); Search DC 20; Disable Device DC
  25. Note: Characters in 10-ft. square are grappled by net (Str 18) if
  they fail a DC 14 Reflex save. Market Price: 3,000 gp.
  Pit Trap: CR 2; mechanical, location trigger; manual reset; DC
  20 Reflex save avoids; 40 ft. deep (4d6, fall); Search DC 20; Disable
  Device DC 20. Market Price: 2,000 gp.
  Poison Needle Trap: CR 2; mechanical; touch trigger; repair
  reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus
  poison, needle); poison (blue whinnis, DC 14 Fortitude save resists
  (poison only), 1 Con/unconsciousness); Search DC 22; Disable
  Device DC 17. Market Price: 4,720 gp.
  Spiked Pit Trap: CR 2; mechanical; location trigger; automatic
  reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple tar-
  gets (first target in each of two adjacent 5-ft. squares); pit spikes
  (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Search DC
  18; Disable Device DC 15. Market Price: 1,600 gp.
  Tripping Chain: CR 2; mechanical; location trigger; automatic
  reset; multiple traps (tripping and melee attack); Atk +15 melee
  touch (trip), Atk +15 melee (2d4+2, spiked chain); Search DC 15;
  Disable Device DC 18. Market Price: 3,800 gp.
  Note:This trap is really one CR 1 trap that trips and a second CR
  1 trap that attacks with a spiked chain. If the tripping attack suc-
  ceeds, a +4 bonus applies to the spiked chain attack because the
  opponent is prone.
  Well-Camouflaged Pit Trap: CR 2; mechanical; location trig-
  ger; repair reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall);
  Search DC 27; Disable Device DC 20. Market Price: 4,400 gp.
  CR 3 Traps
  Burning Hands Trap: CR 3; magic device; proximity trigger
  (alarm); automatic reset; spell effect (burning hands, 5th-level
  wizard, 5d4 fire, DC 11 Reflex save half damage); Search DC 26;
  Disable Device DC 26. Cost: 2,500 gp, 200 XP.
  Camouflaged Pit Trap: CR 3; mechanical; location trigger;
  manual reset; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); mul-
  tiple targets (first target in each of two adjacent squares); Search
  DC 24; Disable Device DC 18. Market Price: 4,800 gp.
  Ceiling Pendulum: CR 3; mechanical; timed trigger; auto-
  matic reset; Atk +15 melee (1d12+8/×3, greataxe); Search DC 15;
  Disable Device DC 27. Market Price: 14,100 gp.
  Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (fire trap,
  3rd-level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search
  DC 27; Disable Device DC 27. Cost: 85 gp to hire NPC spellcaster.
  Extended Bane Trap: CR 3; magic device; proximity trigger
  (detect good); automatic reset; spell effect (extended bane, 3rd-level
  cleric, DC 13 Will save negates); Search DC 27; Disable Device DC
  27. Cost: 3,500 gp, 280 XP.
  Ghoul Touch Trap: CR 3; magic device; touch trigger; automatic
  reset; spell effect (ghoul touch, 3rd-level wizard, DC 13 Fortitude save
  negates); Search DC 27; Disable Device DC 27. Cost: 3,000 gp, 240 XP.
  Hail of Needles: CR 3; mechanical; location trigger; manual
  reset; Atk +20 ranged (2d4); Search DC 22; Disable Device DC 22.
  Market Price: 5,400 gp.
  Melf ’s Acid Arrow Trap: CR 3; magic device; proximity trigger
  (alarm); automatic reset; Atk +2 ranged touch; spell effect (Melf ’s
  acid arrow, 3rd-level wizard, 2d4 acid/round for 2 rounds); Search
  DC 27; Disable Device DC 27. Cost: 3,000 gp, 240 XP.
  Pit Trap: CR 3; mechanical, location trigger; manual reset; DC
  20 Reflex save avoids; 60 ft. deep (6d6, fall); Search DC 20; Disable
  Device DC 20. Market Price: 3,000 gp.
  Poisoned Arrow Trap: CR 3; mechanical; touch trigger;
  manual reset; lock bypass (Open Lock DC 30); Atk +12 ranged
  (1d8 plus poison, arrow); poison (Large monstrous scorpion
  venom, DC 14 Fortitude save resists, 1d4 Con/1d4 Con); Search
  DC 19; Disable Device DC 15. Market Price: 2,900 gp.
  Spiked Pit Trap: CR 3; mechanical; location trigger; manual
  reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple tar-
  gets (first target in each of two adjacent 5-ft. squares); pit spikes
  (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Search DC
  21; Disable Device DC 20. Market Price: 3,600 gp.
  Stone Blocks from Ceiling: CR 3; mechanical; location trig-
  ger; repair reset; Atk +10 melee (4d6, stone blocks); Search DC 25;
  Disable Device DC 20. Market Price: 5,400 gp.
  CR 4 Traps
  Bestow Curse Trap: CR 4; magic device; touch trigger (detect
  chaos); automatic reset; spell effect (bestow curse, 5th-level cleric,
  DC 14 Will save negates); Search DC 28; Disable Device DC 28.
  Cost: 8,000 gp, 640 XP.
  71
  CHAPTER 3:
  ADVENTURES
  
  72
  Camouflaged Pit Trap: CR 4; mechanical; location trigger;
  manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); mul-
  tiple targets (first target in each of two adjacent 5-ft. squares);
  Search DC 25; Disable Device DC 17. Market Price: 6,800 gp.
  Collapsing Column: CR 4; mechanical; touch trigger
  (attached); no reset; Atk +15 melee (6d6, stone blocks); Search DC
  20; Disable Device DC 24. Market Price: 8,800 gp.
  Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell
  effect (glyph of warding [blast], 5th-level cleric, 2d8 acid, DC 14 Reflex
  save half damage); multiple targets (all targets within 5 ft.); Search
  DC 28; Disable Device DC 28. Cost: 350 gp to hire NPC spellcaster.
  Lightning Bolt Trap: CR 4; magic device; proximity trigger
  (alarm); automatic reset; spell effect (lightning bolt, 5th-level
  wizard, 5d6 electricity, DC 14 Reflex save half damage); Search DC
  28; Disable Device DC 28. Cost: 7,500 gp, 600 XP.
  Pit Trap: CR 4; mechanical, location trigger; manual reset; DC
  20 Reflex save avoids; 80 ft. deep (8d6, fall); Search DC 20; Disable
  Device DC 20. Market Price: 4,000 gp.
  Poisoned Dart Trap: CR 4; mechanical; location trigger; manual
  reset; Atk +15 ranged (1d4+4 plus poison, dart); multiple targets (1
  dart per target in a 10-ft.-by-10-ft. area); poison (Small  monstrous
  centipede poison, DC 10 Fortitude save resists, 1d2 Dex/1d2 Dex);
  Search DC 21; Disable Device DC 22. Market Price: 12,090 gp.
  Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell
  effect (sepia snake sigil, 5th-level wizard, DC 14 Reflex save
  negates); Search DC 28; Disable Device DC 28. Cost: 650 gp to hire
  NPC spellcaster.
  Spiked Pit Trap: CR 4; mechanical; location trigger; automatic
  reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); pit spikes
  (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); Search DC
  20; Disable Device DC 20. Market Price: 4,000 gp.
  Wall Scythe Trap: CR 4; mechanical; location trigger; auto-
  matic reset; Atk +20 melee (2d4+8/×4, scythe); Search DC 21; Dis-
  able Device DC 18. Market Price: 17,200 gp.
  Water-Filled Room Trap: CR 4; mechanical; location trigger;
  automatic reset; multiple targets (all targets in a 10-ft.-by-10-ft.
  room); never miss; onset delay (5 rounds); liquid; Search DC 17;
  Disable Device DC 23. Market Price: 11,200 gp.
  Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location
  trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6,
  fall); multiple targets (first target in each of two adjacent 5-ft.
  squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2
  each); Search DC 18; Disable Device DC 25. Market Price: 7,200 gp.
  CR 5 Traps
  Camouflaged Pit Trap: CR 5; mechanical; location trigger;
  manual reset; DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); mul-
  tiple targets (first target in each of two adjacent 5-ft. squares);
  Search DC 25; Disable Device DC 17. Market Price: 8,500 gp.
  Doorknob Smeared with Contact Poison: CR 5; mechanical;
  touch trigger (attached); manual reset; poison (nitharit, DC 13 For-
  titude save resists, 0/3d6 Con); Search DC 25; Disable Device DC
  19. Market Price: 9,650 gp.
  Falling Block Trap: CR 5; mechanical; location trigger; manual
  reset; Atk +15 melee (6d6); multiple targets (can strike all charac-
  ters in two adjacent specified squares); Search DC 20; Disable
  Device DC 25. Market Price: 15,000 gp.
  Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (fire trap,
  7th-level wizard, 1d4+7 fire, DC 16 Reflex save half damage);
  Search DC 29; Disable Device DC 29. Cost: 305 gp to hire NPC
  spellcaster.
  Fireball Trap: CR 5; magic device; touch trigger; automatic reset;
  spell effect (fireball, 8th-level wizard, 8d6 fire, DC 14 Reflex save
  half damage); Search DC 28; Disable Device DC 28. Cost: 12,000 gp,
  960 XP.
  Flooding Room Trap: CR 5; mechanical; proximity trigger;
  automatic reset; no attack roll necessary (see note below); Search
  DC 20; Disable Device DC 25. Note: Room floods in 4 rounds (see
  Drowning, page 304). Market Price: 17,500 gp.
  Fusillade of Darts: CR 5; mechanical; location trigger; manual
  reset; Atk +18 ranged (1d4+1, dart); multiple targets (1d8 darts per
  target in a 10-ft.-by-10-ft. area); Search DC 19; Disable Device DC
  25. Market Price: 18,000 gp.
  Moving Executioner Statue: CR 5; mechanical; location trig-
  ger; automatic reset; hidden switch bypass (Search DC 25); Atk +16
  melee (1d12+8/×3, greataxe); multiple targets (both arms attack);
  Search DC 25; Disable Device DC 18. Market Price: 22,500 gp.
  Phantasmal Killer Trap: CR 5; magic device; proximity trigger
  (alarm covering the entire room); automatic reset; spell effect
  (phantasmal killer, 7th-level wizard, DC 16 Will save for disbelief
  and DC 16 Fort save for partial effect); Search DC 29; Disable
  Device DC 29. Cost: 14,000 gp, 1,120 XP.
  Pit Trap: CR 5; mechanical, location trigger; manual reset; DC
  20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 20; Dis-
  able Device DC 20. Market Price: 5,000 gp.
  Poison Wall Spikes: CR 5; mechanical; location trigger;
  manual reset; Atk +16 melee (1d8+4 plus poison, spike); multiple
  targets (closest target in each of two adjacent 5-ft. squares); poison
  (Medium monstrous spider venom, DC 12 Fortitude save resists,
  1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21. Market
  Price: 12,650 gp.
  Spiked Pit Trap: CR 5; mechanical; location trigger; manual
  reset; DC 25 Reflex save avoids; 40 ft. deep (4d6, fall); multiple tar-
  gets (first target in each of two adjacent 5-ft. squares); pit spikes
  (Atk +10 melee, 1d4 spikes per target for 1d4+4 each); Search DC
  21; Disable Device DC 20. Market Price: 13,500 gp.
  Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trig-
  ger, manual reset; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall),
  pit spikes (Atk +10 melee, 1d4 spikes for 1d4+5 each); Search DC
  20; Disable Device DC 20. Market Price: 5,000 gp.
  Ungol Dust Vapor Trap: CR 5; mechanical; location trigger;
  manual reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft.
  room); never miss; onset delay (2 rounds); poison (ungol dust, DC
  15 Fortitude save resists, 1 Cha/1d6 Cha plus 1 Cha drain); Search
  DC 20; Disable Device DC 16. Market Price: 9,000 gp.
  CR 6 Traps
  Built-to-Collapse Wall: CR 6; mechanical; proximity trigger;
  no reset; Atk +20 melee (8d6, stone blocks); multiple targets (all
  targets in a 10-ft.-by-10-ft. area); Search DC 14; Disable Device DC
  16. Market Price: 15,000 gp.
  Compacting Room: CR 6; mechanical; timed trigger; auto-
  matic reset; hidden switch bypass (Search DC 25); walls move
  together (12d6, crush); multiple targets (all targets in a 10-ft.-by-
  10-ft. room); never miss; onset delay (4 rounds); Search DC 20;
  Disable Device DC 22. Market Price: 25,200 gp.
  Flame Strike Trap: CR 6; magic device; proximity trigger (detect
  magic); automatic reset; spell effect (flame strike, 9th-level cleric,
  9d6 fire, DC 17 Reflex save half damage); Search DC 30; Disable
  Device DC 30. Cost: 22,750 gp, 1,820 XP.
  Fusillade of Spears: CR 6; mechanical; proximity trigger;
  repair reset; Atk +21 ranged (1d8, spear); multiple targets (1d6
  spears per target in a 10 ft.-by-10-ft. area); Search DC 26; Disable
  Device DC 20. Market Price: 31,200 gp.
  Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell
  effect (glyph of warding [blast], 16th-level cleric, 8d8 sonic, DC 14
  Reflex save half damage); multiple targets (all targets within 5 ft.);
  Search DC 28; Disable Device DC 28. Cost: 680 gp to hire NPC
  spellcaster.
  Lightning Bolt Trap: CR 6; magic device; proximity trigger
  (alarm); automatic reset; spell effect (lightning bolt, 10th-level
  wizard, 10d6 electricity, DC 14 Reflex save half damage); Search
  DC 28; Disable Device DC 28. Cost: 15,000 gp, 1,200 XP.
  Spiked Blocks from Ceiling: CR 6; mechanical; location trig-
  CHAPTER 3:
  ADVENTURES
  
  ger; repair reset; Atk +20 melee (6d6, spikes); multiple targets (all
  targets in a 10-ft.-by-10-ft. area); Search DC 24; Disable Device DC
  20. Market Price: 21,600 gp.
  Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location
  trigger, manual reset; DC 20 Reflex save avoids; 100 ft. deep (10d6,
  fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5
  each); Search DC 20; Disable Device DC 20. Market Price: 6,000 gp.
  Whirling Poison Blades: CR 6; mechanical; timed trigger; auto-
  matic reset; hidden lock bypass (Search DC 25, Open Lock DC 30);
  Atk +10 melee (1d4+4/19–20 plus poison, dagger); poison (purple
  worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); multi-
  ple targets (one target in each of three preselected 5-ft. squares);
  Search DC 20; Disable Device DC 20. Market Price: 30,200 gp.
  Wide-Mouth Pit Trap: CR 6; mechanical; location trigger,
  manual reset; DC 25 Reflex save avoids; 40 ft. deep (4d6, fall); mul-
  tiple targets (all targets within a 10-ft.-by-10-ft. area); Search DC
  26; Disable Device DC 25. Market Price: 28,200 gp.
  Wyvern Arrow Trap: CR 6; mechanical; proximity trigger;
  manual reset; Atk +14 ranged (1d8 plus poison, arrow); poison
  (wyvern poison, DC 17 Fortitude save resists, 2d6 Con/2d6 Con);
  Search DC 20; Disable Device DC 16. Market Price: 17,400 gp.
  CR 7 Traps
  Acid Fog Trap: CR 7; magic device; proximity trigger (alarm);
  automatic reset; spell effect (acid fog, 11th-level wizard, 2d6/round
  acid for 11 rounds); Search DC 31; Disable Device DC 31. Cost:
  33,000 gp, 2,640 XP.
  Blade Barrier Trap: CR 7; magic device; proximity trigger
  (alarm); automatic reset; spell effect (blade barrier, 11th-level cleric,
  11d6 slashing, DC 19 Reflex save half damage); Search DC 31; Dis-
  able Device DC 31. Cost: 33,000 gp, 2,640 XP.
  Burnt Othur Vapor Trap: CR 7; mechanical; location trigger;
  repair reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft.
  room); never miss; onset delay (3 rounds); poison (burnt othur
  fumes, DC 18 Fortitude save resists, 1 Con drain/3d6 Con); Search
  DC 21; Disable Device DC 21. Market Price: 17,500 gp.
  Chain Lightning Trap: CR 7; magic device; proximity trigger
  (alarm); automatic reset; spell effect (chain lightning, 11th-level
  wizard, 11d6 electricity to target nearest center of trigger area plus
  5d6 electricity to each of up to eleven secondary targets, DC 19
  Reflex save half damage); Search DC 31; Disable Device DC 31.
  Cost: 33,000 gp, 2,640 XP.
  Evard’s Black Tentacles Trap: CR 7; magic device; proximity trigger
  (alarm); no reset; spell effect (Evard’s black tentacles, 7th-level wizard,
  1d4+7 tentacles, Atk +7 melee [1d6+4, tentacle]); multiple targets
  (up to six tentacles per target in each of two adjacent 5-ft. squares);
  Search DC 29; Disable Device DC 29. Cost: 1,400 gp, 112 XP.
  Fusillade of Greenblood Oil Darts: CR 7; mechanical; loca-
  tion trigger; manual reset; Atk +18 ranged (1d4+1 plus poison,
  dart); poison (greenblood oil, DC 13 Fortitude save resists, 1 Con/
  1d2 Con); multiple targets (1d8 darts per target in a 10-ft.-by-10-ft.
  area); Search DC 25; Disable Device DC 25. Market Price: 33,000 gp.
  Lock Covered in Dragon Bile: CR 7; mechanical; touch trig-
  ger (attached); no reset; poison (dragon bile, DC 26 Fortitude save
  resists, 3d6 Str/0); Search DC 27; Disable Device DC 16. Market
  Price: 11,300 gp.
  Summon Monster VI Trap: CR 7; magic device; proximity trigger
  (alarm); no reset; spell effect (summon monster VI, 11th-level wizard),
  Search DC 31; Disable Device DC 31. Cost: 3,300 gp, 264 XP.
  Water-Filled Room: CR 7; mechanical; location trigger;
  manual reset; multiple targets (all targets in a 10-ft.-by-10-ft.
  room); never miss; onset delay (3 rounds); water; Search DC 20;
  Disable Device DC 25. Market Price: 21,000 gp.
  Well-Camouflaged Pit Trap: CR 7; mechanical; location trig-
  ger; repair reset; DC 25 Reflex save avoids; 70 ft. deep (7d6, fall);
  multiple targets (first target in each of two adjacent 5-ft. squares);
  Search DC 27; Disable Device DC 18. Market Price: 24,500 gp.
  CR 8 Traps
  Deathblade Wall Scythe: CR 8; mechanical; touch trigger;
  manual reset; Atk +16 melee (2d4+8 plus poison, scythe); poison
  (deathblade, DC 20 Fortitude save resists, 1d6 Con/2d6 Con);
  Search DC 24; Disable Device DC 19. Market Price: 31,400 gp.
  Destruction Trap: CR 8; magic device; touch trigger (alarm);
  automatic reset; spell effect (destruction, 13th-level cleric, DC 20
  Fortitude save for 10d6 damage); Search DC 32; Disable Device
  DC 32. Cost: 45,500 gp, 3,640 XP. 
  Earthquake Trap: CR 8; magic device; proximity trigger (alarm);
  automatic reset; spell effect (earthquake, 13th-level cleric, 65-ft.
  radius, DC 15 or 20 Reflex save, depending on terrain); Search DC
  32; Disable Device DC 32. Cost: 45,500 gp, 3,640 XP.
  Insanity Mist Vapor Trap: CR 8; mechanical; location trigger;
  repair reset; gas; never miss; onset delay (1 round); poison (insan-
  ity mist, DC 15 Fortitude save resists, 1d4 Wis/2d6 Wis); multiple
  targets (all targets in a 10-ft.-by-10-ft. room); Search DC 25; Disable
  Device DC 20. Market Price: 23,900 gp.
  Melf ’s Acid Arrow Trap: CR 8; magic device; visual trigger (true
  seeing); automatic reset; multiple traps (two simultaneous Melf ’s
  acid arrow traps); Atk +9 ranged touch and +9 ranged touch; spell
  effect (Melf ’s acid arrow, 18th-level wizard, 2d4 acid damage for 7
  rounds); Search DC 27; Disable Device DC 27. Cost: 83,500 gp,
  4,680 XP.
  Note: This trap is really two CR 6 Melf ’s acid arrow traps that fire
  simultaneously, using the same trigger and reset.
  Power Word Stun Trap: CR 8; magic device; touch trigger; no
  reset; spell effect (power word stun, 13th-level wizard), Search DC
  32; Disable Device DC 32. Cost: 4,550 gp, 364 XP.
  Prismatic Spray Trap: CR 8; magic device; proximity trigger
  (alarm); automatic reset; spell effect (prismatic spray, 13th-level
  wizard, DC 20 Reflex, Fortitude, or Will save, depending on
  effect); Search DC 32; Disable Device DC 32. Cost: 45,500 gp,
  3,640 XP.
  Reverse Gravity Trap: CR 8; magic device; proximity trigger
  (alarm, 10-ft. area); automatic reset; spell effect (reverse gravity,
  13th-level wizard, 6d6 fall [upon hitting the ceiling of the 60-ft.-
  high room], then 6d6 fall [upon falling 60 ft. to the floor when the
  spell ends], DC 20 Reflex save avoids damage); Search DC 32; Dis-
  able Device DC 32. Cost: 45,500 gp, 3,640 XP.
  Well-Camouflaged Pit Trap: CR 8; mechanical; location trig-
  ger; repair reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall);
  Search DC 27; Disable Device DC 18. Market Price: 16,000 gp.
  Word of Chaos Trap: CR 8; magic device; proximity trigger
  (detect law); automatic reset; spell effect (word of chaos, 13th-level
  cleric); Search DC 32; Disable Device DC 32. Cost: 46,000 gp,
  3,680 XP.
  CR 9 Traps
  Drawer Handle Smeared with Contact Poison: CR 9;
  mechanical; touch trigger (attached); manual reset; poison (black
  lotus extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con);
  Search DC 18; Disable Device DC 26. Market Price: 21,600 gp.
  Dropping Ceiling: CR 9; mechanical; location trigger; repair
  reset; ceiling moves down (12d6, crush); multiple targets (all tar-
  gets in a 10-ft.-by-10-ft. room); never miss; onset delay (1 round);
  Search DC 20; Disable Device DC 16. Market Price: 12,600 gp.
  Incendiary Cloud Trap: CR 9; magic device; proximity trigger
  (alarm); automatic reset; spell effect (incendiary cloud, 15th-level
  wizard, 4d6/round for 15 rounds, DC 22 Reflex save half damage);
  Search DC 33; Disable Device DC 33. Cost: 60,000 gp, 4,800 XP.
  Wide-Mouth Pit Trap: CR 9; mechanical; location trigger;
  manual reset; DC 25 Reflex save avoids; 100 ft. deep (10d6, fall);
  multiple targets (all targets within a 10-ft.-by-10-ft. area); Search
  DC 25; Disable Device DC 25. Market Price: 40,500 gp.
  Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9;
  mechanical; location trigger; manual reset; hidden lock bypass
  73
  CHAPTER 3:
  ADVENTURES
  
  74
  (Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 70 ft.
  deep (7d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft.
  area); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5
  plus poison each); poison (giant wasp poison, DC 14 Fortitude save
  resists, 1d6 Dex/1d6 Dex); Search DC 20; Disable Device DC 20.
  Market Price: 11,910 gp.
  CR 10 Traps
  Crushing Room: CR 10; mechanical; location trigger; auto-
  matic reset; walls move together (16d6, crush); multiple targets
  (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2
  rounds); Search DC 22; Disable Device DC 20. Market Price:
  29,000 gp.
  Crushing Wall Trap: CR 10; mechanical; location trigger; auto-
  matic reset; no attack roll required (18d6, crush); Search DC 20;
  Disable Device DC 25. Market Price: 25,000 gp.
  Energy Drain Trap: CR 10; magic device; visual trigger (true
  seeing); automatic reset; Atk +8 ranged touch; spell effect (energy
  drain, 17th-level wizard, 2d4 negative levels for 24 hours, DC 23
  Fortitude save negates); Search DC 34; Disable Device DC 34. Cost:
  124,000 gp, 7,920 XP.
  Forcecage and Summon Monster VII trap: CR 10; magic device;
  proximity trigger (alarm); automatic reset; multiple traps (one
  forcecage trap and one summon monster VII trap that summons a
  hamatula); spell effect (forcecage, 13th-level wizard), spell effect
  (summon monster VII, 13th-level wizard, hamatula); Search DC 32;
  Disable Device DC 32. Cost: 241,000 gp, 7,280 XP.
  Note: This trap is really one CR 8 trap that creates a forcecage and
  a second CR 8 trap that summons a hamatula in the same area. If
  both succeed, the hamatula appears inside the forcecage. These
  effects are independent of each other.
  Poisoned Spiked Pit Trap: CR 10; mechanical; location trig-
  ger; manual reset; hidden lock bypass (Search DC 25, Open Lock
  DC 30); DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple
  targets (first target in each of two adjacent 5-ft. squares); pit spikes
  (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each);
  poison (purple worm poison, DC 24 Fortitude save resists, 1d6
  Str/2d6 Str); Search DC 16; Disable Device DC 25. Market Price:
  19,700 gp.
  Wail of the Banshee Trap: CR 10; magic device; proximity trigger
  (alarm); automatic reset; spell effect (wail of the banshee, 17th-level
  wizard, DC 23 Fortitude save negates); multiple targets (up to 17
  creatures); Search DC 34; Disable Device DC 34. Cost: 76,500 gp,
  6,120 XP.
  DESIGNING A TRAP
  Traps have long been part of the DM’s arsenal, but by using the
  Craft (trapmaking) skill, player characters can design unique traps
  to improve the defenses of their hideouts and fortresses. If one of
  your players wants to have his character design and build a partic-
  ular trap (and you want to go along with the idea), you can take the
  player through the process described in this section.
  You can also make use of these trapmaking rules to develop
  your own special traps to spring on unwary PCs.
  Mechanical Traps: Designing a mechanical trap is somewhat
  simpler for a DM than it is for a player character, because you don’t
  have to worry about constraints such as making Craft (trapmak-
  ing) checks and having the necessary amount of cash on hand.
  Simply select the elements you want the trap to have and add up
  the adjustments to the trap’s Challenge Rating that those elements
  require (see Table 3–13) to arrive at the trap’s final CR.
  PC-Designed Mechanical Traps: If a player character wants to
  design and build a mechanical trap (and if you go along with the
  idea), the first step is for the player to describe his idea. Assign the
  appropriate characteristics, making whatever adjustments to the
  cost of the trap those elements require, and tell the player how
  much it will cost to craft the trap. (He may subsequently decide to
  remove or change some elements to raise or lower the cost.) When
  you and the player have agreed on what elements the trap con-
  tains, you can determine the CR of the trap, and from that number
  you can derive the DC of the Craft (trapmaking) checks the char-
  acter must make to construct the trap.
  Magic Traps: As with mechanical traps, you don’t have to do
  anything other than decide what elements you want and then
  determine the CR of the resulting trap (see Table 3–14).
  PC-Designed Magic Traps: If a player character wants to design
  and construct a magic trap, he must have the Craft Wondrous Item
  feat. In addition, he must be able to cast the spell or spells that the
  trap requires—or, failing that, he must be able to hire an NPC to
  cast the spells for him (see NPC Spellcasting, page 107). When
  you and the player have agreed on what spells and other elements
  the trap contains, you can determine the cost of the raw materials
  for the trap and the CR of the trap.
  CHAPTER 3:
  ADVENTURES
  Table 3–13: CR Modifiers for Mechanical Traps
  Feature
  CR Modifier
  Search DC
  15 or lower
  –1
  25–29
  +1
  30 or higher
  +2
  Disable Device DC
  15 or lower
  –1
  25–29
  +1
  30 or higher
  +2
  Reflex Save DC (Pit or Other Save-Dependent Trap)
  15 or lower
  –1
  16–24
  —
  25–29
  +1
  30 or higher
  +2
  Attack Bonus (Melee or Ranged Attack Trap)
  +0 or lower
  –2
  +1 to +5
  –1
  +6 to +14
  —
  +15 to +19
  +1
  +20 to +24
  +2
  Damage/Effect
  Average damage
  +1/7 points*
  Miscellaneous Features
  Alchemical device
  Level of spell mimicked
  Liquid
  +5
  Multiple target
  +1 (or 0 if never miss)
  Onset delay 1 round
  +3
  Onset delay 2 rounds
  +2
  Onset delay 3 rounds
  +1
  Onset delay 4+ rounds
  –1
  Poison
  CR of poison (see below)
  Black adder venom
  +1
  Large scorpion venom
  +3
  Black lotus extract
  +8
  Malyss root paste
  +3
  Bloodroot
  +1
  Medium spider venom
  +2
  Blue whinnis
  +1
  Nitharit
  +4
  Burnt othur fumes
  +6
  Purple worm poison
  +4
  Carrion crawler brain juice +1
  Sassone leaf residue
  +3
  Deathblade
  +5
  Shadow essence
  +3
  Dragon bile
  +6
  Small centipede poison
  +1
  Giant wasp poison
  +3
  Terinav root
  +5
  Greenblood oil
  +1
  Ungol dust
  +3
  Insanity mist
  +4
  Wyvern poison
  +5
  Pit spikes
  +1
  Touch attack
  +1
  * Rounded to the nearest multiple of 7 (round up for an average that
  lies exactly between two numbers). For example, a trap that deals
  2d8 points of damage (an average of 9 points) rounds down to 7,
  while one that does 3d6 points of damage (an average of 10.5)
  rounds up to 14.
  
  Challenge Rating of a Trap
  To calculate the Challenge Rating of a trap, add all the CR modi-
  fiers (see Table 3–13 for mechanical traps, Table 3–14 for magic
  traps) to the base CR for the trap type.
  Mechanical Trap: The base CR for a mechanical trap is 0. If
  your final CR is 0 or lower, add features until you get a CR of 1 or
  higher. 
  Magic Trap: For a spell trap or magic device trap, the base CR is
  1. The highest-level spell used modifies the CR (see Table 3–14).
  Average Damage: If a trap (either mechanical or magic) does
  hit point damage, calculate the average damage for a successful hit
  and round that value to the nearest multiple of 7. Use this value to
  adjust the Challenge Rating of the trap, as indicated on Table 3–13
  or Table 3–14. Damage from poisons and pit spikes does not count
  toward this value, but damage from a high strength rating and
  extra damage from multiple attacks does. For example, if a trap
  fires 1d4 darts at each target, the average damage is the average
  number of darts × the average damage per dart, rounded to the
  nearest multiple of 7, or 2.5 darts × 2.5 points of damage = 6.25
  points, which rounds to 7.
  For a magic trap, only one modifier applies to the CR—either
  the level of the highest-level spell used in the trap, or the average
  damage figure, whichever is larger.
  Multiple Traps: If a trap is really two or more connected traps
  that affect approximately the same area, determine the CR of each
  one separately.
  Multiple Dependent Traps: If one trap depends on the success of
  the other (that is, you can avoid the second trap altogether by not
  falling victim to the first), they must be treated as separate traps.
  Multiple Independent Traps: If two or more traps act independ-
  ently (that is, none depends on the success of another to activate),
  use their CRs to determine their combined Encounter Level as
  though they were monsters, according to Table 3–1 (page 49). The
  resulting Encounter Level is the CR for the combined traps.
  Table 3–14: CR Modifiers for Magic Traps
  Feature
  CR Modifier
  Highest-level spell
  + Spell level OR
  +1 per 7 points of average
  damage per round*
  *See the note following Table 3–13.
  Mechanical Trap Cost
  The base cost of a mechanical trap is 1,000 gp. Apply all the modi-
  fiers from Table 3–15 for the various features you’ve added to the
  trap to get the modified base cost.
  The final cost is equal to (modified base cost × Challenge
  Rating) + extra costs. The minimum cost for a mechanical trap is
  (CR × 100) gp.
  After you’ve multiplied the modified base cost by the Challenge
  Rating, add the price of any alchemical items or poison you incor-
  porated into the trap. If the trap uses one of these elements and
  has an automatic reset, multiply the poison or alchemical item
  cost by 20 to provide an adequate supply of doses.
  Multiple Traps: If a trap is really two or more connected traps,
  determine the final cost of each separately, then add those values
  together. This holds for both multiple dependent and multiple
  independent traps (see the previous section).
  Magic Device Trap Cost
  Building a magic device trap involves the expenditure of experi-
  ence points as well as gold pieces, and requires the services of a
  spellcaster. Table 3–16 summarizes the cost information for magic
  device traps. If the trap uses more than one spell (for instance, a
  sound or visual trigger spell in addition to the main spell effect),
  the builder must pay for them all (except alarm, which is free
  unless it must be cast by an NPC; see below).
  The costs derived from Table 3–16 assume that the builder is
  casting the necessary spells himself (or perhaps some other PC
  is providing the spells for free). If an NPC spellcaster must be
  hired to cast them, see Table 7–8: Goods and Services, page 128 of
  the Player’s Handbook, for these costs.
  A magic device trap takes one day to construct per 500 gp of
  its cost.
  Table 3–16: Cost Modifiers for Magic Device Traps
  Feature
  Cost Modifier
  Alarm spell used in trigger
  —
  One-Shot Trap
  Each spell used in trap
  +50 gp × caster level × spell level,
  +4 XP × caster level × spell level
  Material components
  + Cost of all material components
  XP components
  + Total of XP components × 5 gp
  Automatic Reset Trap
  Each spell used in trap
  +500 gp × caster level × spell level,
  +40 XP × caster level × spell level
  Material components
  + Cost of all material components 
  × 100 gp
  XP components
  + Total of XP components × 500 gp
  75
  CHAPTER 3:
  ADVENTURES
  Table 3–15: Cost Modifiers for Mechanical Traps
  Feature
  Cost Modifier
  Trigger Type
  Location
  —
  Proximity
  +1,000 gp
  Touch
  —
  Touch (attached)
  –100 gp
  Timed
  +1,000 gp
  Reset Type
  No reset
  –500 gp
  Repair
  –200 gp
  Manual
  —
  Automatic
  +500 gp (or 0 if trap has timed trigger)
  Bypass Type
  Lock
  +100 gp (Open Lock DC 30)
  Hidden switch
  +200 gp (Search DC 25)
  Hidden lock
  +300 gp (Open Lock DC 30, Search DC 25)
  Search DC
  19 or lower
  –100 gp × (20 – DC)
  20
  —
  21 or higher
  +200 gp × (DC – 20)
  Disable Device DC
  19 or lower
  –100 gp × (20 – DC)
  20
  —
  21 or higher
  +200 gp × (DC – 20)
  Reflex Save DC (Pit or Other Save-Dependent Trap)
  19 or lower
  –100 gp × (20 – DC)
  20
  —
  21 or higher
  +300 gp × (DC – 20)
  Attack Bonus (Melee or Ranged Attack Trap)
  +9 or lower
  –100 gp × (10 – bonus)
  +10
  —
  +11 or higher
  +200 gp × (bonus – 10)
  Damage Bonus
  High strength rating
  +100 gp × bonus (max +4)
  (ranged attack trap)
  High Strength bonus
  +100 gp × bonus (max +8)
  (melee attack trap)
  Miscellaneous Features
  Never miss
  +1,000 gp
  Poison
  Cost of poison* (see Table 8–3, page 297)
  Alchemical item
  Cost of item* (see Table 7–8, page 128 of the
  Player’s Handbook)
  * Multiply cost by 20 if trap features automatic reset.
  
  76
  Spell Trap Cost
  A spell trap has a cost only if the builder must hire an NPC spell-
  caster to cast it. See Table 7–8: Goods and Services, page 128 of the
  Player’s Handbook, for these costs.
  Craft DCs for Mechanical Traps
  Once you know the Challenge Rating of a trap that a PC wants to
  design and build, determine the Craft (trapmaking) DC by refer-
  ring to the table and the modifiers given below.
  Trap CR
  Base Craft (Trapmaking) DC
  1–3
  20
  4–6
  25
  7–10
  30
  Modifier to Craft
  Additional Components
  (Trapmaking) DC
  Proximity trigger
  +5
  Automatic reset
  +5
  Making the Checks: To determine how much progress a char-
  acter makes on building a trap each week, that character makes a
  Craft (trapmaking) check. Page 70 of the Player’s Handbook contains
  details on Craft checks and the circumstances that can affect them.
  DUNGEON ECOLOGY
  An inhabited dungeon is an environment in and of itself. The crea-
  tures that live there need to eat, drink, breathe, and sleep just as
  the creatures of the forest or the plains do. Predators need prey.
  Creatures living in the dungeon need to be able to get around.
  Locked doors, or even doors that require hands to open, can pre-
  vent creatures from getting to food or water.
  Consider these factors when designing a dungeon you want the
  players to believe in. If the environment doesn’t have some logic
  behind it, the PCs can’t make decisions based on reasoning while
  adventuring there. For example, upon finding a pool of fresh
  water in the dungeon, a character should be able to make the
  assumption that many of the creatures inhabiting the place come
  to that spot often. Thus, the PCs could wait in ambush for a partic-
  ular creature that they’re after. Bits of faulty dungeon logic, such as
  all the doors in a dungeon being locked when the dungeon is
  home to many creatures, destroy any chance of verisimilitude.
  DUNGEON ANIMALS
  Not everything that lives in a dungeon is a monster. Other crea-
  tures inhabit these unlit labyrinths as well.
  Creepy Crawlers: Insects, spiders, grubs, and worms of all
  kinds live in the dark recesses of dungeons. They don’t present a
  real threat, but they do provide food for predators and scavengers
  in the dungeon—which in turn pose a threat to adventurers.
  Rats: Rats make up an important part of any dungeon ecology.
  These omnivorous rodents serve as the staple for most dungeon
  predators and scavengers. In huge swarms, they become a threat
  themselves.
  Bats: Like rats, bats are found throughout any dungeon with
  access to outside air. Although normal bats aren’t dangerous, a
  swarm of bats can obscure vision and hamper the actions of dun-
  geon delvers—particularly spellcasting.
  Other Animals: Small creatures such as badgers and ferrets or
  large omnivores such as bears and apes may take to a full-time (or
  almost full-time) subterranean existence in a world filled with
  dungeons and caverns. Predatory animals such as tigers, wolves,
  and snakes follow their prey down into the dungeons and remain,
  becoming a part of the ecology. Deep dungeon delvers have
  brought back stories of colossal caverns far underground with
  flocks of birds flying about. And of course underground streams,
  lakes, and even seas teem with all sorts of fish, water mammals,
  and aquatic reptiles.
  Over the generations, dungeon animals have developed dark-
  vision in order to survive. They have adapted to their environ-
  ment, and now they thrive in the dark confines of caves and pas-
  sages. They feed on mold, fungi, or each other. Because of the lack
  of sunlight, many species have become entirely white, while
  others have evolved a black coloration to hide in the darkness.
  Slimes, Molds, and Fungi
  In a dungeon’s damp, dark recesses, molds and fungi thrive. While
  some plants and fungi are monsters (see the Monster Manual), and
  other slime, mold, and fungus is just normal, innocuous stuff, a
  few varieties are dangerous dungeon encounters. For purposes of
  spells and other special effects, all slimes, molds, and fungi are
  treated as plants. Like traps, dangerous slimes and molds have
  CRs, and characters earn XP for encountering them.
  A form of glistening organic sludge coats almost anything that
  remains in the damp and dark for too long. This kind of slime,
  though it might be repulsive, is not dangerous.
  Molds and fungi flourish in dark, cool, damp places. While some
  are as inoffensive as the normal dungeon slime, others are quite
  dangerous. Mushrooms, puffballs, yeasts, mildew, and other sorts
  of bulbous, fibrous, or flat patches of fungi can be found through-
  out most dungeons. They are usually inoffensive, and some are
  even edible (though most are unappealing or odd-tasting).
  Green Slime (CR 4):This dungeon peril  is a dangerous variety
  of normal slime. Green slime devours flesh and organic materials
  on contact and is even capable of dissolving metal. Bright green,
  wet, and sticky, it clings to walls, floors, and ceilings in patches,
  reproducing as it consumes organic matter. It drops from walls
  and ceilings when it detects movement (and possible food) below.
  A single 5-foot square of green slime deals 1d6 points of Con-
  stitution damage per round while it devours flesh. On the first
  round of contact, the slime can be scraped off a creature (most
  likely destroying the scraping device), but after that it must be
  frozen, burned, or cut away (dealing damage to the victim as
  well). Anything that deals cold or fire damage, sunlight, or a
  remove disease spell destroys a patch of green slime. Against
  wood or metal, green slime deals 2d6 points of damage per
  round, ignoring metal’s hardness but not that of wood. It does
  not harm stone.
  Dwarves consider green slime to be one of the worst hazards
  of mining and underground construction. They have their own
  ways of burning it out of infested areas, methods that they say are
  thorough. “If you don’t do it proper, the stuff comes right back,”
  they claim.
  Yellow Mold (CR 6): If disturbed, a 5-foot square of this mold
  bursts forth with a cloud of poisonous spores. All within 10 feet of
  the mold must make a DC 15 Fortitude save or take 1d6 points of
  Constitution damage. Another DC 15 Fortitude save is required 1
  minute later—even by those who succeeded on the first save—to
  avoid taking 2d6 points of Constitution damage. Fire destroys
  yellow mold, and sunlight renders it dormant.
  Brown Mold (CR 2): Brown mold feeds on warmth, drawing
  heat from anything around it. It normally comes in patches 5 feet
  in diameter, and the temperature is always cold in a 30-foot radius
  around it. Living creatures within 5 feet of it take 3d6 points of
  nonlethal cold damage. Fire brought within 5 feet of brown mold
  causes it to instantly double in size. Cold damage, such as from a
  cone of cold, instantly destroys it.
  Phosphorescent Fungus (No CR): This strange underground
  fungus grows in clumps that look almost like stunted shrubbery.
  Drow elves cultivate it for food and light. It gives off a soft violet
  glow that illuminates underground caverns and passages as well
  as a candle does. Rare patches of fungus illuminate as well as a
  torch does.
  CHAPTER 3:
  ADVENTURES
  
  WANDERING MONSTERS
  While the adventurers are exploring the dungeon, the light of
  their lanterns attracts the attention of hungry dire weasels, who
  come to see if they can catch some soft and juicy things to eat. On
  another delve, a carrion crawler finds them and follows them, out
  of sight. When it hears a fight, it scrambles up from behind and
  tries to make off with a character who has fallen in combat. On yet
  another expedition, the party meets another party of adventurers.
  If the two groups can work together, they can exchange vital
  information, trade valuable items, and possibly even work
  together. The meeting, however, could just as easily turn into a
  nasty fight. Wandering monsters such as these add unpredictabil-
  ity and action to dungeon adventures.
  Wandering Monster Rolls
  As the adventurers explore a dungeon, make rolls to see if they
  encounter wandering monsters. Use wandering monster rolls to
  add an unpredictable element to a dungeon delve, to encourage
  characters to keep moving, and to put a price on being noisy. The
  exact formula for when you roll for wandering monsters is up to
  you. Generally, the chance is 10% for a wandering monster to
  show up when certain conditions are met.
  When a Certain Amount of Time Has Passed: Making one roll per
  hour is typical. You can roll more often in heavily populated areas,
  up to as often as once every 10 minutes. If you’re not already track-
  ing time in the dungeon and you don’t want to start, roll for wan-
  dering monsters when the characters are doing anything that
  takes a long time (such as taking 20 while searching a room for
  secret doors) instead of keeping track of the clock.
  When Characters Make Noise: Breaking a door or having a typical
  fight counts as making noise. Breaking a door and then having a
  fight right away counts as one instance of noise, so it’s one roll.
  Getting into a loud argument, knocking over a statue, and running
  up and down stairs in full kit at top speed are other actions that
  might call for a wandering monster roll.
  In High-Traffic Areas: Deciding what constitutes a high-traffic
  area is up to you. You can roll every time the characters enter a
  new  corridor, provided such a corridor makes it easy for creatures
  to get to and fro and thus sees a lot of traffic. Other areas, such as
  pools of fresh water, might also attract many creatures.
  In Cleared-Out Areas: If the PCs have cleared out part of the dun-
  geon, then you can roll for wandering monsters as they travel
  through a previously cleared area to an uncleared area. After all,
  creatures spread out to fill a vacuum, claiming abandoned terri-
  tory as their own.
  When Leaving the Dungeon: While you have every right to roll
  for wandering monsters as the party is leaving the dungeon, you
  might decide not to. The characters generally make good time as
  they head for the surface, and they’re usually taking a route they
  have used on their way in, so it’s reasonable for the chance for
  wandering monsters to go down. Also, if the players know that the
  characters might face an extra encounter on the way home, they
  tend to break off their exploration when they feel they can still
  handle another encounter, causing them to act more cautiously
  than they want to or than you may want them to.
  Monsters Encountered
  In a sprawling, random dungeon, you can simply use the random
  dungeon encounter tables (pages 79–81) to determine which
  monsters wander by. Reroll if the result would be a stationary crea-
  ture or one unlikely to wander. In a smaller or special dungeon,
  make your own random encounter tables.
  The entries on a customized wandering monster table can indi-
  cate individual monsters or groups of monsters rather than kinds
  of monsters. For example, the entry “Large monstrous scorpion”
  could mean a particular scorpion that lives in this dungeon rather
  than a random scorpion from an indefinitely large population of
  similar scorpions. That way, once the characters have killed that
  scorpion, they can’t encounter it again. Creatures on a customized
  table could also have lairs keyed on the dungeon map, so that
  adventurers who kill a creature while it’s wandering would later
  find its lair empty. Similarly, those who kill it in its lair would
  never encounter it wandering.
  In the same way that you can invent the denizens of specific
  dungeon rooms rather than determining them randomly, you can
  invent specific wandering monsters. These could include mon-
  sters that escaped from the PCs before (or that the PCs escaped
  from). Indeed, you can replace the idea of the wandering monster
  with a random event instead. The characters could hear fighting in
  the distance, stumble across random clues to the dungeon’s past,
  or become subject to strange, fluctuating magical auras in place of
  encountering a wandering monster.
  Wandering Monsters’ Treasure
  Overall, wandering monsters don’t have as much treasure as mon-
  sters encountered in their lairs. When NPCs are encountered as
  wandering monsters, their gear is their treasure. Intelligent wan-
  dering monsters might (50% chance) have a treasure whose level
  is equal to the dungeon level. Unintelligent monsters don’t have
  treasure. A dire weasel’s den might be littered with the valuables of
  creatures it has killed, but it doesn’t carry that stuff around with it.
  Since wandering monsters have less treasure than monsters in
  their lairs or homes, characters typically try to minimize their
  encounters with wandering monsters.
  RANDOM DUNGEONS
  This section tells you how to generate dungeons randomly, from
  the first door to the great red dragon and its massive treasure
  hoard on the lowest, most dangerous level.
  DUNGEON LEVEL
  Some dungeons are a series of levels or floors, each beneath the
  one above, with more dangerous levels found lower down and
  safer ones nearer the surface. For such dungeons, the floor nearest
  the surface can be 1st level (EL 1) and each successively deeper
  level can be one dungeon level higher. (The second one down
  would be 2nd level, the third one 3rd level, and so forth.)
  The term “level” as it pertains to dungeons measures how dan-
  gerous the dungeon (or any other adventure area) is at a particular
  location. Generally, a party of characters should adventure in areas
  whose level matches their party level (though large groups can handle
  tougher areas and small groups might need to stay in easier areas).
  THE MAP AND THE KEY
  Once you have decided the level of your dungeon (or the part of it
  you’re creating, if it has multiple levels), draw a map on graph
  paper (or any other paper that suits you). Determine the general
  wall and floor types—masonry, hewn stone, natural caves, and so
  on, as you draw the map. The map should show rooms, corridors,
  and doors. If you plan to make a sprawling dungeon of enormous
  size, you don’t need to map it all at once.
  You also need a separate sheet of paper for the map’s key. The
  key describes the dungeon.
  77
  CHAPTER 3:
  ADVENTURES
  Wandering Monster Summary
  Wandering Monster Chance = 10%
  Make a roll on d% in the following circumstances.
  • Every hour the characters are in the dungeon.
  • When the characters make noise.
  • In high-traffic areas.
  You may decide to add or omit rolls in the following circumstances.
  • In cleared-out areas of the dungeon.
  • While the characters are leaving the dungeon.
  
  78
  First, create the special parts of your dungeon. These could be
  rooms with your favorite monsters and treasures, devious traps,
  strange rooms with magic pools or enchanted statues, mysteries
  and enigmas, or anything unusual you want to include. When
  you invent the contents of a room, describe it in the key, give it a
  number, and then put that number on the map to indicate where
  those features are found. To determine what sort of door (or
  doors) a room will have, you can roll d% and refer to Table 3–17:
  Random Door Types or simply select a type from that list.
  Next, you can fill out the rest of the dungeon, either by deciding
  what goes in each room or determining it randomly. If you deter-
  mine it randomly, roll on Table 3–18: Random Room Contents for
  each room. The results you get will lead you to other random
  tables here and in other chapters.
  You can roll for each door ahead of time and record the
  results on your key, or just roll for each door randomly as you
  play. If you like, you can even start with a blank map and roll
  door types and room contents as the player characters explore,
  one room at a time.
  RANDOM DUNGEON ENCOUNTERS
  This section provides you with a way to generate dungeon
  encounters randomly. You can also use the tables in this section
  simply as lists from which you choose the encounters you want to
  put in your dungeon.
  The dungeon encounters tables given here offer a wide range of
  possibilities, but even so they represent only a small fraction of the
  creatures (and combinations of creatures) that would make an
  appropriate encounter at a certain level within the dungeon. By
  using the rules about Challenge Ratings and Encounter Levels
  (see page 48), you could design your own encounters to supple-
  ment or replace the ones on these tables.
  Using the Tables
  To generate a random dungeon encounter, follow these steps:
  1. Determine the dungeon level (see above) that you want to
  generate the encounter for.
  2. Roll d% and refer to the appropriate dungeon encounters
  table (1st-Level through 20th-Level) to see what creature or
  creatures make up the encounter. In some cases, this roll may
  direct you to roll again on the table for the next lower or next
  higher level.
  3. When applicable, roll the indicated die to see how many crea-
  tures are in the encounter.
  4. Refer to the Monster Manual (or in some cases Chapter 4 of
  this book if the encounter is with one or more NPCs) for sta-
  tistics and other information about the creature or creatures in
  the encounter. Use the Treasure entry in the monster’s descrip-
  tion to determine how much treasure (if any) the encounter
  promises.
  A SAMPLE ADVENTURE
  This section provides a few examples of how to compose descrip-
  tions of encounter areas. These descriptions may be more (or less)
  detailed than the notes you use, but they give you an idea of what you
  CHAPTER 3:
  ADVENTURES
  Table 3–17: Random Door Types
  d%
  Type (DC to break)
  01–08
  Wooden, simple, unlocked
  09
  Wooden, simple, unlocked and trapped
  10–23
  Wooden, simple, stuck (13)
  24
  Wooden, simple, stuck (13) and trapped
  25–29
  Wooden, simple, locked (15)
  30
  Wooden, simple, locked (15) and trapped
  31–35
  Wooden, good, unlocked
  36
  Wooden, good, unlocked and trapped
  37–44
  Wooden, good, stuck (18)
  45
  Wooden, good, stuck (18) and trapped
  46–49
  Wooden, good, locked (18)
  50
  Wooden, good, locked (18) and trapped
  51–55
  Wooden, strong, unlocked
  56
  Wooden, strong, unlocked and trapped
  57–64
  Wooden, strong, stuck (23)
  65
  Wooden, strong, stuck (23) and trapped
  66–69
  Wooden, strong, locked (25)
  70
  Wooden, strong, locked (25) and trapped
  71
  Stone, unlocked
  72
  Stone, unlocked and trapped
  73–75
  Stone, stuck (28)
  76
  Stone, stuck (28) and trapped
  77–79
  Stone, locked (28)
  80
  Stone, locked (28) and trapped
  81
  Iron, unlocked
  82
  Iron, unlocked and trapped
  83–85
  Iron, stuck (28)
  86
  Iron, stuck (28) and trapped
  87–89
  Iron, locked (28)
  90
  Iron, locked (28) and trapped
  91–93
  Door slides to one side rather than opening normally. 
  Reroll type (ignoring rolls of 91+). Add +1 to break DC.
  94–96
  Door slides down rather than opening normally. 
  Reroll type (ignoring rolls of 91+). Add +1 to break DC.
  97–99
  Door slides up rather than opening normally. 
  Reroll type (ignoring rolls of 91+). Add +2 to break DC.
  100
  Door magically reinforced. 
  Reroll type (ignoring rolls of 91+). Break DC is 30 for 
  wooden and 40 for stone or iron doors.
  Trapped: Roll on Table 3–19: Random Traps CR 1–3, or Table 3–20:
  Random Traps CR 4–6, or Table 3–21: Random Traps CR 7–10 to
  determine the nature of the trap, then refer to the trap descriptions on
  pages 70–74.
  Table 3–18: Random Room Contents
  d%
  Room Contents
  01–18
  Monster only
  19–44
  Monster and features
  45
  Monster and hidden treasure
  46
  Monster and trap
  47
  Monster, features, and hidden treasure
  48
  Monster, features, and trap
  49
  Monster, hidden treasure, and trap
  50
  Monster, features, hidden treasure, and trap
  51–76
  Features only
  77
  Features and hidden treasure
  78
  Features and trap
  79
  Features, hidden treasure, and trap
  80
  Hidden treasure only
  81
  Hidden treasure and trap
  82
  Trap only
  83–100
  Nothing
  Features: Roll 1d4 minor features on Table 3–12: Minor Features and
  Furnishings (01–40), 1d4 major features on Table 3–11: Major
  Features and Furnishings (41–80), or both (81–100).
  Hidden Treasure: Roll a random treasure of the dungeon’s level on
  Table 3–5: Treasure. Typically, the treasure is hidden in such a way that
  it takes a Search check (DC 20 + dungeon level) to find it.
  Monster: Roll on the dungeon encounter table (see below) for the
  appropriate dungeon level. Creatures in rooms with traps or hidden
  treasures may or may not know about them.
  Trap: Roll on Table 3–19: Random Traps CR 1–3, Table 3–20: Random
  Traps CR 4–6, or Table 3–21: Random Traps CR 7–10, or invent a trap
  that suits the other contents of the room.
  
  79
  CHAPTER 3:
  ADVENTURES
  1st-Level Dungeon Encounters
  d%
  Encounter
  01–03 1d3 Medium monstrous
  centipedes (vermin)
  04–08 1d4 dire rats
  09–10 1d4 giant fire beetles (vermin)
  11–13 1d3 Small monstrous scorpions
  (vermin)
  14–16
  1d3 Small monstrous spiders (vermin)
  17–20 1d3 dwarf warriors
  21–22 1d3 elf warriors
  23–25 1 darkmantle
  26–28 1 krenshar
  29–30 1 lemure (devil)
  31–40 1d3+1 goblin warriors
  41–50 1d4+2 kobold warriors
  51–56 1d4 human warrior skeletons
  57–62 1d3 human commoner zombies
  63–71 1d4+1 Tiny viper snakes (animal)
  72–80 1d3 orc warriors
  81–85 1d3 stirges
  86–90 1 spider swarm
  91–100 Roll on 2nd-level table
  2nd-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 1st-level table
  11–12 1 lantern archon
  13–19 1 hobgoblin warrior and 1d4 goblin
  warriors
  20–23 1 bugbear
  24–26 1 choker
  27–28 1 dretch (demon)
  29–30 1 quasit (demon)
  31–32 1 imp (devil)
  33–35 1 dire bat
  36–38 1d4+1 fiendish dire rats
  39–40 1d3+1 formian workers
  41–43 1d3+1 halfling warriors
  44–50 2d4+1 kobold warriors
  51–55 1 wererat (lycanthrope)
  56–62 1d3+1 orc warriors
  63–65 1 shocker lizard
  66–68 1 owlbear skeleton
  69–70 1 bat swarm
  71–72 1 rat swarm
  73–74 1 thoqqua
  75–79 1 worg
  80–83 1 constrictor snake (animal)
  84–87 1d4+2 Small viper snakes (animal)
  88–90 1 Huge monstrous centipede
  (vermin)
  91–100 Roll on 3rd-level table
  3rd-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 2nd-level table
  11–13 1 allip
  14–16 1 cockatrice
  17–19 2d4+1 dire rats
  20–21 1 doppelganger
  22–23 1 wyrmling brass dragon
  24–27 1d3 drow elves
  28–29 1 ethereal filcher
  30–31 1 ethereal marauder
  32–33 1 ettercap
  34–35 1 violet fungus (fungus)
  36–38 1 ghast (ghoul)
  39–43 1d3 gnolls
  44–45 1 grick
  46–48 1 hell hound
  49–50 1 howler
  51–52 1d3 krenshars
  53–55 1d3 lizardfolk
  56–57 1 werewolf (lycanthrope)
  58–62 1 ogre
  63–65 1 gelatinous cube (ooze)
  66–67 1 phantom fungus
  68–69 1 rust monster
  70–72 1 shadow
  73–75 2d4 stirges
  76–77 1 locust swarm
  78–80 1 wight
  81–82 1 yuan-ti pureblood
  83–84 1d3 troglodyte zombies
  85–86 1d3 Medium viper snakes (animal)
  87–88 1 giant praying mantis (vermin)
  89–90 1d3 Medium monstrous scorpions
  (vermin)
  91–100 Roll on 4th-level table
  4th-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 3rd-level table
  11–12 1 barghest
  13–14 1d3 lantern archons
  15–16 1 hound archon
  17–20 1 carrion crawler
  21–22 1d4+1 darkmantles
  23–27 1 displacer beast
  28–30 1 young white dragon
  31–33 1d3+1 duergar dwarves
  34–38 1 gargoyle
  39–40 1 janni (genie)
  41–44 1d3+1 ghouls
  45–47 1d3+1 svirfneblin gnomes
  48–50 1d3+1 grimlocks
  51–52 1 harpy
  53–54 1 five-headed hydra
  55–56 1 wereboar (lycanthrope)
  57–59 1 mimic
  60–62 1 minotaur
  63–64 1 gray ooze (ooze)
  65–67 1 otyugh
  68–69 1 owlbear
  70–71 1 centipede swarm
  72–73 1d3+1 spider swarms
  74–76 1d4+1 troglodytes 
  77–78 1 vampire spawn
  79–80 1d3 worgs
  81–83 1 minotaur zombie
  84–85 1d3 Large viper snakes (animal)
  86–88 1d4+1 Large monstrous centipedes
  (vermin)
  89–90 1d3 Large monstrous spiders
  (vermin)
  91–100 Roll on 5th-level table
  5th-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 4th-level table
  11–12 1 basilisk
  13–14 1 greater barghest
  15–17 1d3+1 bugbears
  18–19 1d3 celestial lions
  20–21 1 cloaker
  22–23 1 bearded devil
  24–26 1d4+4 dire bats
  27–28 1d3 doppelgangers
  29–33 1d4+2 drow elves
  34–35 1 ettercap and 1d3+1 Medium
  monstrous spiders (vermin)
  36–37 1 djinni (genie)
  38–39 1 gibbering mouther
  40–41 1 green hag (hag)
  42–43 1d3 hell hounds
  44–45 1 six-headed hydra
  46–47 1 werebear (lycanthrope)
  48–49 1d3 wererats (lycanthrope) and 2d4
  dire rats
  50–51 1 manticore
  52–53 1 mummy
  54–56 1d3 ogres
  57–58 1 ochre jelly (ooze)
  59–60 1 phase spider
  61–62 1d3 rust monsters
  63–64 1 shadow mastiff
  65–66 1d4+1 skum
  67–68 1d3+1 rat swarms
  69–71 1 troll
  72–73 1d4+1 vargouilles
  74–76 1 wraith
  77–78 1 yuan-ti halfblood
  79–80 1 giant constrictor snake (animal)
  81–82 1d3 Huge viper snakes (animal)
  83–84 1d3 giant worker ants (vermin)
  85–86 1d3+1 Large monstrous scorpions
  (vermin)
  87–88 5th-level human monk NPC
  89–90 5th-level kobold sorcerer NPC
  91–100 Roll on 6th-level table
  6th-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 5th-level table
  11–12 1d4+2 lantern archons
  13–14 1 gauth (beholder)
  15–16 1d3+1 cockatrices
  17–18 1 babau (demon)
  19–21 1d3+1 derros
  22–23 1 chain devil
  24–25 1 digester
  26–30 1d3 displacer beasts
  31–32 1 bralani (eladrin)
  33–36 1 ettin
  37–38 1d3+1 formian workers
  39–42 1d3 gargoyles
  43–45 1d3+1 ghasts (ghoul)
  46–48 1d4+1 gnolls and 1d3 hyenas
  49–50 1d3+1 gricks
  51–52 1 annis (hag)
  53–54 1 half-dragon 4th-level fighter
  55–56 1d3 harpies
  57–58 1d3+1 howlers
  59–60 1 five-headed hydra (pyro- or cryo-)
  
  80
  CHAPTER 3:
  ADVENTURES
  61–63 1 wereboar (lycanthrope) and 1d3
  boars
  64–65 1d3+1 mephits (mixed types)
  66–67 1 average salamander
  68–71 1d4+1 shadows
  72–73 1d3+2 shocker lizards
  74–75 1d3+1 locust swarms
  76–78 1d3+1 troglodytes and 1d3
  monitor lizards
  79–80 1 will-o’-wisp
  81–82 1 xill
  83–84 1d3+1 minor xorns
  85–86 1d3+1 yuan-ti purebloods
  87–88 1d4+2 giant bombardier beetles
  (vermin)
  89–90 5th-level lizardfolk druid NPC (with
  crocodile)
  91–100 Roll on 7th-level table
  7th-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 6th-level table
  11–12 1 aboleth
  13–14 1d4+1 carrion crawlers
  15–16 1 chaos beast
  17–19 1 chuul
  20–21 1 succubus (demon)
  22–23 1 hellcat (devil)
  24–25 1 dire bear
  26–28 1 young copper dragon
  29–31 1 drider
  32–33 1d3+1 violet fungi and 1d3+2
  shriekers (fungus)
  34–35 1d3+1 jann (genie)
  36–38 1 ghost, 5th-level fighter
  39–42 1 hill giant
  43–45 1 flesh golem
  46–47 1 eight-headed hydra
  48–49 1 invisible stalker
  50–51 1d3 weretigers (lycanthrope)
  52–53 1d3 manticores
  54–56 1 medusa
  57–59 1d3+1 minotaurs
  60–61 1 ogre barbarian, 4th level
  62–63 1 black pudding (ooze)
  64–65 1 phasm
  66–67 1d3+2 flamebrother salamanders
  68–69 1d3 shadow mastiffs
  70–71 1 red slaad
  72–74 1 spectre
  75–76 1d3+1 centipede swarms
  77–80 1 umber hulk
  81–82 1 vampire, 5th-level fighter
  83–84 1d4+1 wights
  85–86 1 yuan-ti abomination
  87–88 1 Gargantuan monstrous centipede
  89–90
  5th-level hobgoblin fighter NPC and
  5th-level goblin rogue NPC
  91–100 Roll on 8th-level table
  8th-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 7th-level table
  11–12 1d4+2 hound archons
  13–14 1d4+2 barghests
  15–17 1 behir
  18–19 1d3 gauths (beholder)
  20–21 1 bodak
  22–23 1 destrachan
  24–25 1d3+1 bearded devils
  26–28 1 erinyes (devil)
  29–31 1d3 bralanis (eladrin)
  32–35
  1 ettin and 1d3 brown bears (animal)
  36–37 1 formian taskmaster and 1
  dominated 5th-level human
  barbarian NPC
  38–39 1 noble djinni (genie)
  40–42 1 efreeti (genie)
  43–44 1d3+1 ghasts (ghoul) and 2d4+1
  ghouls
  45–46 1 stone giant
  47–48 1 gorgon
  49–51
  1 seven-headed hydra (pyro- or cryo-)
  52–54 1 mind flayer
  55–56 1 mohrg
  57–58 1d3+1 mummies
  59–60 1 dark naga
  61–64 1 ogre mage
  65–66 1d4+1 phase spiders
  67–69 1 greater shadow
  70–71 1d3 advanced megaraptor
  skeletons
  72–73 1 blue slaad
  74–75 1 hellwasp swarm
  76–78 1d3+1 trolls
  79–81 1d4+1 vampire spawns
  82–83 1d3 average xorns
  84–86 1d3+1 yuan-ti halfbloods
  87–88 1d4+1 giant stag beetles (vermin)
  89–90 1d3 5th-level troglodyte cleric NPCs
  91–100 Roll on 9th-level table
  9th-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 8th-level table
  11–13 1d4+2 greater barghests
  14–16 1d4+2 basilisks
  17–19 1d4+2 cloakers
  20–21 1 delver
  22–24 1 vrock (demon)
  25–27 1 bone devil
  28–30 1d3 devils, hellcat
  31–33 1d3+1 chain devils
  34–36 1d3 dire bears
  37–38 1 young adult black dragon
  39
  1 juvenile bronze dragon
  40–42 1 drider and 2d4+3 Medium
  monstrous spiders (vermin)
  43–44 1 formian myrmarch and 2d4+1
  formian warriors
  45–48 1 frost giant
  49–52 1 hill giant and 1d4+2 dire wolves
  53–55 1 avoral (guardinal)
  56–58 1 half-fiend 7th-level cleric
  59–61 1 ten-headed hydra
  62–63 1 zelekhut (inevitable)
  64–66 1 spirit naga
  67–69 1 night hag
  70–72 1 ogre barbarian, 4th level, and
  1d4+3 ogres
  73–75 1 green slaad
  76–77 1d3+1 will-o’-wisps
  78–81 1d4+1 wraiths
  82–84 1d3 yuan-ti abominations
  85–87 1d3+1 gray render zombies
  88–90 1d4+2 5th-level human paladin
  NPCs
  91–100 Roll on 10th-level table
  10th-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 9th-level table
  11–12 1d3+1 aboleths
  13–15 1d3 behirs
  16–17 1d4+2 gauths (beholder)
  18–20 1d4+1 chuuls
  21–23 1d4+2 babaus (demon)
  24–26 1 bebilith (demon)
  27–29 1d4+2 digesters
  30–33 1d3+1 ghosts, 5th-level fighters
  34–39 1 fire giant
  40–43 1 clay golem
  44–46 1d3+1 flesh golems
  47–49 1 nine-headed hydra (pyro- or cryo-)
  50–52 1d3+1 medusas
  53–54 1 guardian naga
  55–57 1d3 ogre mages
  58–60 1d3+2 average salamanders
  61–62 1 noble salamander
  63–64 1d3 young adult red dragon
  skeletons
  65–67 1d4+1 red slaadi
  68–70 1 gray slaad
  71–73 1d3+1 spectres
  74–76 1d3+1 umber hulks
  77–80 1d4+1 xills
  81–83 1d3 elder xorns
  84–86 Yuan-ti troupe: 1 abomination,
  1d3 halfbloods, and 1d4+1
  purebloods
  87–88 1d3+1 Huge monstrous scorpions
  (vermin)
  89–90 5th-level drow wizard NPC, 1
  hellcat (devil), and 1 mind flayer
  91–100 Roll on 11th-level table
  11th-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 10th-level table
  11–13 1d3+1 aboleths and 2d4+3 skums
  14–18 1 hezrou (demon)
  19–22 1 retriever (demon)
  23–26 1 barbed devil
  27–30 1 devourer
  31–35 1d3+1 efreet (genie)
  36–41 1d4+1 hill giants
  42–45 1 stone golem
  46–49 1d3 avorals (guardinal)
  50–52 9th-level half-celestial human paladin
  53–56 1 twelve-headed hydra
  57–60 1 hill giant dire wereboar
  (lycanthrope)
  61–64 1d3+1 mohrgs
  65–67 1d3+1 dark nagas
  
  81
  CHAPTER 3:
  ADVENTURES
  Illus. by S. Roller
  68–71 1 elder black pudding (ooze)
  72–75 1d4+1 blue slaadi
  76–78 1d3+1 hellwasp swarms
  79–82 1 troll hunter
  83–86 1 dread wraith
  87–90 5th-level gnoll ranger NPC, 1d3
  invisible stalkers, and 1 greater
  shadow
  91–100 Roll on 12th-level table
  12th-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 11th-level table
  11–14 1d3+1 bodaks
  15–17 1 abyssal greater basilisk
  18–24 1d3+1 vrocks (demon)
  25–27 1d3+3 destrachans
  28–34 1d3+1 bone devils
  35–38 1 displacer beast pack lord
  39–45 1d4+1 frost giants
  46–48 1 leonal (guardinal)
  49–52
  1 eleven-headed hydra (pyro- or cryo-)
  53–54 1 kolyarut (inevitable)
  55–58 1d3+2 mind flayers
  59–62 10th-level half-orc barbarian NPC
  and 10th-level human cleric NPC
  63–66 1d3+1 spirit nagas
  67–72 1 purple worm
  73–77 1 roper
  78–84 1d3 noble salamanders
  85–90 1d4+1 green slaadi
  91–100 Roll on 13th-level table
  13th-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 12th-level table
  11–18 1 beholder
  19–24 1 glabrezu (demon)
  25–31 1 ice devil
  32–33 1 adult green dragon
  34–35 1 young adult silver dragon
  36–41 1 ghaele (eladrin)
  42–48 1d3 fire giants and 1 Nessian war
  hound (hell hound)
  49–54 1d3+1 clay golems
  55–61 1 iron golem
  62–66
  1 twelve-headed hydra (pyro- or cryo-)
  67–70 1 lich, 11th-level wizard
  71–73 10th-level drow wizard NPC and
  10th-level goblin rogue NPC
  74–79 1 mummy lord
  80–84 1d3+1 guardian nagas
  85–90 1 death slaad
  91–100 Roll on 14th-level table
  14th-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 13th-level table
  11–15 1 astral deva (angel)
  16–20 1 trumpet archon
  21–27 1d3+1 hezrous (demon)
  28–35 1 nalfeshnee (demon)
  36–45 1d3+1 barbed devils
  46–52 2 displacer beast pack lords
  53–63 2d4+2 stone giants and 1 elder
  stone giant
  64–69 1d3+1 stone golems
  70–78 1 werewolf lord (lycanthrope)
  79–80 1 nightwing (nightshade)
  81–83 1d4+2 10th-level goblin rogue NPCs
  84–90 1 truly horrid umber hulk
  91–100 Roll on 15th-level table
  15th-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 14th-level table
  11–17 1 abyssal greater basilisk
  18–26 1d3 beholders
  27–37 Demon troupe: 1 glabrezu, 1
  succubus,  and 1d4+1 vrocks
  38–48 Devil troupe: 1 ice devil, 2d4+3
  bearded devils, and 1d3 bone
  devils
  49–58 1d3 ghaeles (eladrin)
  59–65 1 marut (inevitable)
  66–74 1 vampire, elite
  75–82 15th-level hobgoblin fighter NPC
  83–90 15th-level kobold sorcerer NPC
  91–100 Roll on 16th-level table
  16th-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 15th-level table
  11–15 1 planetar (angel)
  16–21 1 hound archon hero
  22–28 1d3 trumpet archons
  29–36 Demon troupe: 1 nalfeshnee, 1
  hezrou, and 2d4+1 vrocks
  37–47 1 horned devil
  48–50 1 mature adult blue dragon
  51–52 1 adult gold dragon
  53–60 1d3+1 golems, iron
  61–67 1 golem, greater stone
  68–74 1 nightshade, nightwalker
  75–82 1d4+2 ropers
  83–90 15th-level lizardfolk druid NPC
  91–100 Roll on 17th-level table
  17th-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 16th-level table
  11–20 1 aboleth mage
  21–30 1d4+2 beholders
  31–43 1 marilith (demon)
  44–45 1 very old white dragon
  46–47 1 old brass dragon
  48–49 1 mature adult bronze dragon
  50–62 1 frost giant jarl
  63–73 9th-level mind flayer sorcerer
  74–82 15th-level human paladin NPC and
  15th-level human monk NPC
  83–90 1d3 15th-level hobgoblin fighter
  NPCs
  91–100 Roll on 18th-level table
  18th-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 17th-level table
  11–25 1d4+2 astral devas (angel)
  26–35 1d3 planetars (angel)
  36–38 1 very old black dragon
  39–41 1 old dragon (blue or green)
  42–44 1 mature adult dragon (red or
  silver)
  45–47 1 ancient white dragon
  48–62 1 nightcrawler (nightshade)
  63–72 1d3 15th-level half-orc barbarian
  NPCs and 15th-level human bard
  NPC
  73–90 15th-level kobold sorcerer NPC and
  1 werewolf lord (lycanthrope)
  91–100 Roll on 19th-level table
  19th-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 18th-level table
  11–21 2d4+5 abyssal greater basilisks
  22–36 1d3 mariliths (demon)
  37–49 1d3+1 horned devils
  50–52 1 ancient black dragon
  53–55 1 very old dragon (blue, green, or
  brass)
  56–58 1 wyrm white dragon
  59–61 1 old dragon (bronze or copper)
  62–64 1 mature adult gold dragon
  65–79 1d3+1 greater stone golems
  80–90 1d3+1 15th-level gnoll ranger
  NPCs
  91–100 Roll on 20th-level table
  20th-Level Dungeon Encounters
  d%
  Encounter
  01–10 Roll on 19th-level table
  11–45 1 balor (demon)
  46–80 1 pit fiend (devil)
  81–85
  1 wyrm black dragon
  86–90
  1 old dragon (red or silver)
  91–95
  1 ancient brass dragon
  96–100 1 very old copper dragon
  
  82
  need to record in order to have a ready-to-play adventure planned
  out. The notes in italic type relate to the use of the dungeon map and
  cutouts in this book to play out the adventure with miniature figures.
  When you create an adventure, identify each encounter area
  with a number (and label your map accordingly). These numbers
  don’t necessarily correspond to the order in which the characters
  will visit the encounter areas, but they serve as a way for you to
  keep track of where the characters are and where they’re headed.
  Each of the encounter areas in this sample adventure can be simu-
  lated using a portion of the sample dungeon on the back of the
  battle grid that came with this book.
  Shaded Text:The following sample entries include shaded text
  meant to be paraphrased or read aloud to your players. Shaded text
  mentions those features that would be apparent to the PCs upon
  first entering that area (and is thus very helpful to the player who’s
  making a map for the characters). It does not mention hidden fea-
  tures such as traps, nor monsters and items out of the PCs’ imme-
  diate line of sight.
  CHAPTER 3:
  ADVENTURES
  Table 3–19: Random Traps CR 1–3
  d%
  Trap
  CR
  01–03
  Basic arrow trap
  1
  04–06
  Camouflaged pit trap
  1
  07–09
  Deeper pit trap
  1
  10–11
  Doorknob smeared with contact poison
  1
  12–14
  Fusillade of darts
  1
  15–16
  Poison dart trap
  1
  17–19
  Poison needle trap
  1
  20–22
  Portcullis trap
  1
  23–24
  Razor-wire across hallway
  1
  25–27
  Rolling rock trap
  1
  28–30
  Scything blade trap
  1
  31–33
  Spear trap
  1
  34–35
  Swinging block trap
  1
  36–38
  Wall blade trap
  1
  39–41
  Box of brown mold
  2
  42–44
  Bricks from ceiling
  2
  45–47
  Burning hands trap
  2
  48–50
  Camouflaged pit trap
  2
  51–53
  Inflict light wounds trap
  2
  54–56
  Javelin trap
  2
  57–58
  Large net trap
  2
  59–61
  Pit trap
  2
  62–64
  Poison needle trap
  2
  65–67
  Spiked pit trap
  2
  68–69
  Tripping chain
  2
  70–72
  Well-camouflaged pit trap
  2
  73–75
  Burning hands trap
  3
  76–78
  Camouflaged pit trap
  3
  79–80
  Ceiling pendulum
  3
  81–83
  Fire trap
  3
  84–85
  Extended bane trap
  3
  86–87
  Ghoul touch trap
  3
  88–90
  Hail of needles
  3
  91–92
  Melf’s acid arrow trap
  3
  93–95
  Pit trap
  3
  96–98
  Spiked pit trap
  3
  99–100
  Stone blocks from ceiling
  3
  Table 3–20: Random Traps CR 4–6
  d%
  Trap
  CR
  01–02
  Bestow curse trap
  4
  03–05
  Camouflaged pit trap
  4
  06–07
  Collapsing column
  4
  08–10
  Glyph of warding (blast)
  4
  11–12
  Lightning bolt trap
  4
  13–15
  Pit trap
  4
  16–18
  Poisoned dart trap
  4
  19–21
  Sepia snake sigil trap
  4
  22–24
  Spiked pit trap
  4
  25–26
  Wall scythe trap
  4
  27–29
  Water-filled room trap
  4
  30–32
  Wide-mouth spiked pit trap
  4
  33–35
  Camouflaged pit trap
  5
  36–37
  Doorknob smeared with contact poison
  5
  38–40
  Falling block trap
  5
  d%
  Trap
  CR
  41–43
  Fire trap
  5
  44–46
  Fireball trap
  5
  47–48
  Flooding room trap
  5
  49–51
  Fusillade of darts
  5
  52–53
  Moving executioner statue
  5
  54–55
  Phantasmal killer trap
  5
  56–58
  Pit trap
  5
  59–61
  Poison wall spikes
  5
  62–64
  Spiked pit trap
  5
  65–67
  Spiked pit trap (80 ft.)
  5
  68–69
  Ungol dust vapor trap
  5
  70–71
  Built-to-collapse wall
  6
  72–74
  Compacting room
  6
  75–77
  Flame strike trap
  6
  78–80
  Fusillade of spears
  6
  81–83
  Glyph of warding (blast)
  6
  84–85
  Lightning bolt trap
  6
  86–88
  Spiked blocks from ceiling
  6
  89–91
  Spiked pit trap (100 ft.)
  6
  92–94
  Whirling poison blades
  6
  95–97
  Wide-mouth pit trap
  6
  98–100
  Wyvern arrow trap
  6
  Table 3–21: Random Traps CR 7–10
  d%
  Trap
  CR
  01–04
  Acid fog trap
  7
  05–07
  Blade barrier trap
  7
  08–10
  Burnt othur vapor trap
  7
  11–14
  Chain lightning trap
  7
  15–17
  Evard’s black tentacles trap
  7
  18–20
  Fusillade of greenblood oil darts
  7
  21–23
  Lock covered in dragon bile
  7
  24–26
  Summon monster VI trap
  7
  27–30
  Water-filled room
  7
  31–33
  Well-camouflaged pit trap
  7
  34–36
  Deathblade wall scythe
  8
  37–39
  Destruction trap
  8
  40–42
  Earthquake trap
  8
  43–46
  Insanity mist vapor trap
  8
  47–49
  Melf’s acid arrow trap
  8
  50–52
  Power word stun trap
  8
  53–55
  Prismatic spray trap
  8
  56–59
  Reverse gravity trap
  8
  60–62
  Well-camouflaged pit trap
  8
  63–65
  Word of chaos trap
  8
  66–68
  Drawer handle smeared with contact poison
  9
  69–71
  Dropping ceiling
  9
  72–74
  Incendiary cloud trap
  9
  75–77
  Wide-mouth pit trap
  9
  78–80
  Wide-mouth spiked pit with poisoned spikes
  9
  81–84
  Crushing room
  10
  85–88
  Crushing wall trap
  10
  89–91
  Energy drain trap
  10
  92–94
  Forcecage and summon monster VII trap
  10
  95–97
  Poisoned spiked pit trap 
  10
  98–100
  Wail of the banshee trap
  10
  
  You don’t have to literally make shaded text for your own notes,
  but be sure to highlight material in your notes that you want to
  use to quickly describe the area in an interesting way. Be sure not
  to include information that could not be known to the characters,
  and do not describe PC actions or emotions (such as “As you cower
  in fear . . .”). Be fair about providing the players with clues, such as
  the webs in the shaded text for area 1 below, but don’t draw atten-
  tion to them. The best way to write shaded text or note what the
  characters entering a location would sense is to imagine what you
  could see, hear, smell, or feel if you were entering that area, then
  set down the pertinent information as succinctly as possible.
  THE MONASTERY CELLAR
  The abandoned monastery is a burned-out ruin, destroyed when
  the place was attacked years ago by gnolls. The interesting part lies
  belowground, in the cellars and crypts underneath the ruins. The
  characters have traveled to the monastery and, after some search-
  ing, discovered a stairway leading down into the darkness. When
  they descend, they find themselves in encounter area 1.
  1. Entry Chamber (EL 3)
  To represent this chamber, use the 4-by-4-square room on the left side of
  the dungeon map (the room that’s adjacent to the 4-by-5-square room).
  You can use the cutouts provided at the back of this book to identify the
  locations of specific features, such as doors and treasure. To begin, place
  one of the staircase cutouts in the 2-square-wide corridor that extends
  from this room’s north wall (and ignore the wall between the room and
  the corridor). The adventure gets under way when the characters descend
  this staircase and find themselves inside the room. In addition to what
  the players learned from the shaded text, the room has other features that
  will become apparent to the PCs as they investigate the place. One of the
  first things they see is a door in the east wall—place a door cutout over
  any square along the wall between this room and the one to the east. They
  will also quickly notice a pile of rubbish in the center of the room and
  another pile of trash in the northwest corner; you can use cutouts repre-
  senting rubble to show the location of these features.
  A litter of husks, skin, bones, spider castings, and filth lies in a dis-
  gusting pile in the middle of the room. A DC 22 Spot check is
  required to notice the creatures (a spider and its young; see below)
  hiding in the webs above. The refuse pile in the middle of the
  room contains treasure.
  The Spot DC for the lurking spider is intentionally difficult, but
  not out of the reach of the intended PCs (in this case, all 1st-level
  characters).
  Ten moldy sacks of flour and grain are stacked in the northwest
  corner. The cloth tears easily, revealing the ruined contents. One
  of the sacks contains a trap.
  There is a solid oak door on the east wall. The door is not locked,
  but it is stuck (DC 16 to open). Anyone listening at the door who
  makes a DC 12 Listen check hears a moaning sound, rising and then
  fading. This is merely a strong breeze that blows in area 2. As soon as
  the door opens, the breeze rushes out the opening in a gust, extin-
  guishing torches and possibly (50% chance) blowing out lanterns as
  well. Torches can’t be relit in the area while the door is open.
  (The low DC for the Listen check is intentional—you want the
  PCs to hear the moaning and get spooked, thinking it’s a ghost or
  something similarly horrible. Also, always remember to make a
  note of the DC to open a stuck or locked door.)
  Creatures: A Small monstrous spider and six Tiny young spi-
  ders hide in the upper part of the webs in the center of the room.
  If the characters fail to spot the Small spider, it drops down on any
  character in the center of the room (a move action). A successful
  touch attack roll indicates that the spider lands on a character. The
  Tiny spiders remain in the web and eat small meals trapped by the
  web. They only move down from the web when all is still to eat a
  meal pacified by the larger spider.
  If the PCs burn the webs, the six young spiders are killed and
  the adult spider (if still in the web) takes 1d6 points of damage.
  The webs burn for 8 rounds.
  Small Monstrous Spider (1): hp 7.
  Tiny Monstrous Spiders (6): hp 2 each.
  Treasure: Scattered amid the pile in the middle of the room are
  19 sp and a goblin skull with a 50 gp garnet inside. Characters only
  notice the gem with a DC 15 Search check.
  Trap: One of the sacks in the northwest corner has yellow mold
  inside it. If disturbed, it bursts—all within 10 feet must make a
  DC 15 Fortitude save or take 1d6 points of Constitution damage.
  One minute later, everyone exposed to the initial burst must save
  again (same DC) or take 2d6 points of Constitution damage,
  whether or not they took damage in the initial exposure.
  (It’s not always necessary to write out complete rules, as has
  been done here for yellow mold. You can add this level of descrip-
  tion to your notes if you need it, or you can simply jot down the
  page number and book where it’s found.)
  2. Water Room
  A good example of what not to include in shaded text is the fact that
  the water is icy cold—there’s no way the characters could know this
  just by looking at the water from the doorway. Characters who
  simply turn around and leave after a glance inside may never dis-
  cover the sunken skeleton, much less the helpful items beside it.
  This chamber is represented by the 4-by-5-square room adjacent to the area
  where the adventure began. The pool occupies the 2-by-2-square area in
  the southeast corner of the chamber. 
  The only way out of this room, aside from the door the PCs
  entered through, is a secret door on the south wall in the south-
  west corner of the chamber. Locating it requires a DC 18 Search
  check. (Don’t put a cutout on the map to represent this door until the PCs
  discover it.)
  The monks who once lived here worked this natural cavern in
  order to enlarge it. A strong, damp breeze makes it impossible to
  keep torches lit here. Eight rotting barrels remain lined up along
  the west wall from when the room was used to gather water for the
  monastery. A few buckets also lie scattered about.
  (In a ruin, it’s always handy to know what a room or area was
  formerly used for, even if it now serves a different purpose, or no
  purpose at all. Your descriptions can often convey that former pur-
  pose, reminding the players that this place has its own history—
  it’s not just a backdrop for adventures.)
  Lying at the bottom of the pool is the limed-over skeleton of the
  abbot. Without a DC 15 Spot check, this appears to be just an
  unusual mineral formation. In its bony fingers, the skeleton holds
  a tube of the sort designed to contain a rolled-up piece of vellum
  or parchment. If the remains are disturbed, the act dislodges the
  tube from the skeleton’s grasp. The stream’s current carries away
  the tube unless a character dives into the icy water immediately to
  get it. This requires a DC 13 Swim check and an attack roll against
  the tube’s AC of 14 (modified for size and, in this special case,
  A fast-flowing stream 3 to 5 feet deep enters this chamber at
  the north end and exits to the south. Toward the south end of
  the chamber, some of the water collects in a depression, form-
  ing a pool about 4 feet deep at its edge and about 7 feet deep at
  the center. You can see a few blind, white crayfish crawling
  among the rocks on the bottom.
  This damp chamber has an arched, vaulted ceiling 20 feet high
  in the center. The walls are made of cut stone blocks, the floor
  rough flagstones. Thick webs cover the ceiling.
  83
  CHAPTER 3:
  ADVENTURES
  
  84
  speed). If the PCs do not act quickly, the tube is swept away and
  lost in a single round. The tube contains treasure.
  Getting the map will be hard for characters unless they act fast
  and roll well. However, the reward is great, because they are
  shown a secret passage that they probably would otherwise miss.
  Treasure: Inside this not-quite-watertight ivory tube is a
  vellum map, smeared due to water seepage.
  Depending on how you want to proceed, this map might depict
  other rooms deeper inside the monastery cellar (if you want to
  develop them and continue this adventure) or some other site that
  you want to use as a springboard for further adventuring.
  3. Empty Ceremonial Chamber (EL 4)
  This area can be represented by the 3-by-5-square room to the south of the
  area the PCs are coming from (disregard the walls that block off the two
  squares in the southeast corner).
  The monks brought the faithful here after death, consecrated each
  corpse, and then carried it to its final resting place in the crypts. A
  wooden platform against the west wall served as both a dais upon
  which to hold the ceremony and as a means to reach the secret
  door leading into the crypts to the west. The platform has been
  gone from this site for many years; when it was here, it rose 9 feet
  off the ground, with the bottom of the secret door being 1 foot
  above that. Two knobs just above the level of the vanished plat-
  form look like mere bumps in the wall, but when they are pushed
  simultaneously, a 5-foot-by-5-foot portion of the wall swings out-
  ward with a grinding noise.
  To move any farther into the monastery cellar, the PCs will have
  to solve the puzzle of how to open this secret passage. The two
  knobs that need to be pushed simultaneously are 10 feet off the
  ground in adjacent squares in the southwest corner of the room.
  Before the characters can begin to figure this out, they must con-
  tend with the other occupants of the room.
  Creatures:Three ghouls lurk in the east end of this chamber on
  the other side of the 5-foot-wide stream. They rush forward to
  attack the PCs as soon as all of them have moved into this chamber.
  Ghouls (3): hp 13, 13, 18.
  Going on from Here
  If you use these three encounter areas as the start of an adventure
  in the corridors and chambers beneath the monastery, you can
  take the adventure in any direction you like after the PCs dispose
  of the ghouls and figure out how to open the secret door. That
  door might lead to a long corridor riddled with traps (to discour-
  age looters from entering the crypts), or it might provide egress
  into an enormous chamber with a number of different corridors
  leading away from it . . . or anything else you can think of.
  MONSTER STATISTICS
  Here are the statistics blocks (a form of condensed creature statis-
  tics) for the creatures briefly mentioned above. These sample sta-
  tistics blocks present all the information needed to run an
  encounter with the spiders and one with the ghouls. For informa-
  tion on how to read a statistics block, see the following page.
  For your own notes, you can write out this information in as
  much or as little detail as you like. It’s best to include all the infor-
  mation you may need at first, then gradually make the entries
  more abbreviated (for example: 3 ghouls, hp 13 each, ghoul fever,
  paralysis, undead type) as you become familiar with various crea-
  tures’ abilities through repeated encounters.
  Small Monstrous Spider (1): CR 1/2; Small vermin; HD 1d8;
  hp 7; Init +3; Spd 30 ft., climb 20 ft.; AC 14, touch 14, flat-footed 11;
  Base Atk +0; Grp –6; Atk +4 melee (1d4–2 plus poison, bite); Full
  Atk +4 melee (1d4–2 plus poison, bite); Space/Reach 5 ft./5 ft.; SA
  poison, web; SQ_tremorsense, vermin traits; AL N; SV Fort +2, Ref
  +3, Will +0; Str 7, Dex 17, Con 10, Int —, Wis 10, Cha 2.
  Skills and Feats: Climb +11, Hide +11*, Jump +4, Spot +12*;
  Weapon Finesse.
  Poison (Ex): Injury, Fortitude DC 10, initial and secondary
  damage 1d3 Str.
  Web (Ex): This spider produces silk. Spiders can wait in their
  webs, then lower themselves silently on silk strands and leap onto
  prey passing beneath. A single strand is strong enough to support
  the spider and one creature of the same size. *Monstrous spiders
  gain a +8 competence bonus on Hide and Move Silently checks
  when using their webs.
  Web-spinning spiders can throw a web eight times per day. This
  attack is similar to an attack with a net but maximum range of 50
  feet, range increment 10 feet, and effective against targets up to
  one size category larger than the spider. The web anchors the
  target in place, allowing no movement. An entangled creature can
  escape with a DC 15 Escape Artist check or burst it with a DC 14
  Strength check. Both are standard actions.
  Web-spinning spiders often create sheets of sticky webbing.
  Approaching creatures must succeed on a DC 20 Spot check to
  notice a web; otherwise, they stumble into it and become trapped
  as though by a successful thrown web attack. Attempts to escape
  or burst the webbing gain a +5 bonus if the trapped creature has
  something to walk on or grab while pulling free. Each 5-foot sec-
  tion has 4 hit points, and sheet webs have damage reduction
  5/fire.
  A monstrous spider can move across its own sheet web at its
  climb speed and can determine the exact location of any creature
  touching the web.
  Tremorsense (Ex): A monstrous spider can detect and locate any
  creature or object in contact with the ground within 60 feet, or
  any creature or object in contact with the spider’s webs at an
  unlimited range.
  Vermin Traits: Darkvision out to 60 feet. Mindless; no Intelli-
  gence score, and immunity to mind-affecting effects (charms,
  compulsions, phantasms, patterns, and morale effects).
  Tiny Monstrous Spiders (6): CR 1/4; Tiny vermin; HD 1/2 d8;
  hp 2 each; Init +3; Spd 20 ft., climb 10 ft.; AC 15, touch 15, flat-footed
  12; Base Atk +0; Grp –12; Atk +5 melee (1d3–4 plus poison, bite);
  Full Atk +5 melee (1d3–4 plus poison, bite); Space/Reach 2-1/2 ft./0
  ft.; SA poison, web; SQ tremorsense, vermin traits; AL N; SV Fort +2,
  Ref +3, Will +0; Str 3, Dex 17, Con 10, Int —, Wis 10, Cha 2.
  Skills and Feats: Climb +11, Hide +15*, Jump +0, Spot +12*;
  Weapon Finesse.
  Poison (Ex): Injury, Fortitude DC 10, initial and secondary
  damage 1d2 Str.
  Web (Ex): The webs in this encounter were all produced by the
  mother spider; see the Small monstrous spider entry, above, for
  details. *Monstrous spiders gain a +8 competence bonus on Hide
  and Move Silently checks when using their webs.
  These monstrous spiders can move across their mother’s sheet
  web at their climb speed and can determine the exact location of
  any creature touching the web.
  Tremorsense (Ex): A monstrous spider can detect and locate any
  creature or object in contact with the ground within 60 feet, or
  any creature or object in contact with the spider’s webs at an
  unlimited range.
  Vermin Traits: Darkvision out to 60 feet. Mindless; no Intelli-
  gence score, and immunity to mind-affecting effects (charms,
  compulsions, phantasms, patterns, and morale effects).
  This room appears to be a dead end. Its domed ceiling arches
  up to 25 feet high in the center. On the east side of the cham-
  ber, a fast-flowing stream of water 5 feet wide runs from north
  to south.
  CHAPTER 3:
  ADVENTURES
  
  Ghouls (3): CR 1; Medium undead; HD 2d12; hp 13, 13, 18;
  Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk +1; Grp
  +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee
  (1d6+1 plus paralysis, bite) and +0/+0 melee (1d3 plus paralysis, 2
  claws); Space/Reach 5 ft./5 ft.; SA ghoul fever, paralysis; SQ +2
  turn resistance, undead traits; AL CE; SV Fort +0, Ref +2, Will +5;
  Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 12.
  Skills and Feats: Balance +6,
  Climb +5, Hide +6, Jump +5,
  Move Silently +6, Spot +7;
  Multiattack (see page 304 of
  the Monster Manual).
  Ghoul Fever (Su): Those hit
  by a ghoul’s bite must succeed
  on a DC 12 Fortitude save or
  succumb to ghoul fever (incu-
  bation period 1 day, damage
  1d3 Con and 1d3 Dex). A
  humanoid who dies of ghoul
  fever rises as a ghoul at mid-
  night of the next day (see page
  118 of the Monster Manual for
  more information).
  Paralysis (Ex): Those hit by a
  ghoul’s bite or claw attack
  must succeed on a DC 12 For-
  titude save or be paralyzed for
  1d4+1 minutes. Elves are
  immune to this paralysis.
  Undead Traits: Darkvision
  out to 60 feet. Immunity to
  poison, magic sleep effects,
  paralysis, stunning, disease,
  and death effects. Not subject
  to critical hits, nonlethal
  damage, ability drain, or
  energy drain. Immunity to
  any effect that requires a Forti-
  tude save (unless the effect
  also works on objects or is
  harmless). Not at risk of death from massive damage, but
  destroyed when reduced to 0 hit points or lower. Not affected by
  raise dead or reincarnate spells or abilities.
  STATISTICS BLOCKS
  Every character and creature in the D&D game has a number of
  different abilities and characteristics. A creature’s statistics block
  (“stat block” for short)  summarizes those attributes.
  At the end of the sample adventure above, statistics blocks are
  provided for the spiders and the ghouls that the PCs encounter.
  This information is taken from the Monster Manual entries for
  those creatures and presented here in an abbreviated form. Many
  published adventures contain stat blocks for the creatures therein
  as a convenience, preventing you from needing to look up infor-
  mation from one of the core rulebooks (usually the Monster
  Manual) in order to run the adventure.
  Some stat blocks are less detailed than others, sometimes
  because those characters or creatures are only “bit players” (com-
  moners or other unimportant NPCs) and sometimes because only
  certain aspects of a creature’s abilities are relevant to the adventure. 
  For instance, the stat block for a gold dragon would only need
  to mention that the dragon can breathe underwater if the place
  where it’s encountered includes a body of water large enough for
  this ability to be potentially useful.
  Following is a summary of the main elements of a statistics
  block. All the terms used in this summary are discussed in more
  detail elsewhere in the rules. For examples of various types of
  character stat blocks, see the sample NPCs in Chapter 4. For exam-
  ples of stat blocks describing various kinds of creatures, see Famil-
  iars on pages 200–204.
  Name: The word or phrase that identifies the creature.
  Race and Class: Provided only for characters with levels.
  CR: The Challenge Rating of an individual creature of this kind.
  Size and Type: The creature’s
  size category and its type (and
  subtype or subtypes, if appli-
  cable).
  HD: The creature’s Hit Dice
  (and any hit points it gains or
  loses because of its Constitu-
  tion modifier).
  hp: The creature’s full
  normal hit point total (usually
  average rolls on each Hit Die).
  Init: The creature’s modifier
  on initiative checks.
  Spd: The creature’s base land
  speed, followed by speeds for
  other modes of movement if
  applicable.
  AC: The creature’s Armor
  Class against most regular
  attacks, followed by its AC
  against touch attacks (which
  disregard armor) and its AC
  when flat-footed (or at any
  other time when denied its
  Dexterity bonus to AC).
  Base Atk: The creature’s base
  attack bonus without any modi-
  fiers.
  Grp: The creature’s grapple
  bonus (base attack + size modi-
  fier + Str bonus).
  Atk: The single attack the
  creature makes when taking
  an attack action (modified attack bonus, whether the attack is
  melee or ranged, how much damage the attack deals, and the
  weapon used for the attack).
  Full Atk: All the physical attacks the creature can make when
  taking a full attack action (often the same as the Atk entry).
  Space/Reach: How large a square the creature takes up on the
  battle grid and how far its natural reach extends. The vast majority
  of creatures have a space/reach of 5 ft./5 ft.; as such, a stat block
  might omit this entry unless it’s different from the “default.”
  SA: The creature’s special attacks (some of which may be de-
  scribed in more detail beneath the Skills and Feats paragraph).
  SQ: The creature’s special qualities (some of which may be de-
  scribed in more detail beneath the Skills and Feats paragraph).
  AL: The one- or two-letter abbreviation denoting the creature’s
  alignment.
  SV: The creature’s saving throw bonuses.
  Ability Scores: The creature’s ability scores in the customary
  order (Str, Dex, Con, Int, Wis, Cha).
  Skills and Feats: In a new paragraph, a list of all the creature’s skill
  modifiers and feats.
  Details: Special attacks and special qualities that need further
  explanation are covered next.
  Spells Known: For sorcerers and members of other classes that do
  not prepare spells.
  Spells Prepared: For wizards, clerics, and members of other classes
  that prepare spells. A cleric’s stat block also includes the domains
  he has access to (with domain spells asterisked in the list of pre-
  85
  CHAPTER 3:
  ADVENTURES
  Illus. by E. Cox
  
  86
  pared spells), his deity (if applicable), and the granted powers of
  his domains.
  Spellbook: Optionally (in addition to Spells Prepared), you may
  wish to provide the contents of a caster’s spellbook in her stat
  block. (See the sample NPC wizards on page 125 for what this
  looks like.) This information can be important for an NPC whom
  the characters might encounter repeatedly over the course of sev-
  eral days (so that she could choose to prepare different spells on
  different days).
  Possessions: A list of items the creature or character is wearing or
  carrying.
  Obviously, any stat block you create for your own use can be as
  sparse or as detailed as you need it to be. If all that really matters
  for an encounter is a creature’s hit points, AC, and attack bonus,
  then those are the only characteristics you need to make note of.
  Use your own stat blocks to streamline the action during play by
  enabling you to have what you need at your fingertips—but don’t
  feel that your stat blocks have to provide every conceivable statistic
  for every creature (unless that’s what you want them to do, of course).
  WILDERNESS ADVENTURES
  In the great outdoors, dragons cross the sky, looking for prey on
  the ground, while tribes of hobgoblins stalk their own victims. An
  ankheg bursts forth from the earth, and monstrous spiders drop
  from the trees.
  Adventures and encounters outdoors can be as interesting as
  those underground, but they’re different in many ways. Charac-
  ters have greater freedom to roam. In a dungeon, characters are
  constrained by the doors and hallways available to them, but in a
  forest, they can travel in any direction they please.
  The open wilderness can be liberating for the players, and it
  demands that the DM be flexible. You don’t have to have every
  5-foot square of the Abbor-Alz Mountains mapped before the
  adventure begins, but you should be able to draw the terrain in
  the immediate area when the red dragon roars out of the sky.
  Furthermore, you should know—in general terms, at least—what
  the characters will find if they cross that ridge or ford that stream.
  A second difference between wilderness adventures and dun-
  geon adventures is the possibility of retreat. In a dungeon, the PCs
  can generally retreat and recuperate without too much difficulty.
  But the wilderness is by definition far from the comforts of civi-
  lization, so the characters have to rely more on their own
  resources. There probably isn’t a friendly temple full of healers in
  the middle of the trackless swamp the characters are fighting their
  way through, so the PC cleric will have to handle all the party’s
  healing. There’s no inn, so some characters will have to stay awake
  and keep watch while the other characters sleep. And if the char-
  acters are beset by foes, they have no safe place to run to—or at
  least no safe place nearby.
  Finally, wilderness adventures differ from dungeon ones be-
  cause the wilderness is often ancillary to the characters’ larger pur-
  pose. Wilderness adventures usually involve travel through the
  wild to a specific destination, not exploration of the wilderness for
  its own sake. A dungeon is a place you travel to, but the wilderness
  is a place you travel through. Characters are less inclined to linger
  without a good reason, because they’re usually on their way to
  someplace else.
  For obvious reasons, doors, floors, and walls are few and far be-
  tween in the wilderness. Instead the characters will have to con-
  tend with everything from towering trees to quicksand as they
  make their way through the wilderness. The kinds of dangers
  they’ll face depend on the terrain (forest, mountain, and so on)
  and climate (hot, temperate, or cold).
  GETTING LOST
  There are many ways to get lost in the wilderness. Following an
  obvious road, trail, or feature such as a stream or shoreline pre-
  vents any possibility of becoming lost, but travelers striking off
  cross-country may become disoriented—especially in conditions
  of poor visibility or in difficult terrain.
  Poor Visibility: Any time characters cannot see at least 60
  feet in the prevailing conditions of visibility, they may become
  lost. Characters traveling through fog, snow, or a downpour
  might easily lose the ability to see any landmarks not in their
  immediate vicinity. Similarly, characters traveling at night may
  be at risk, too, depending on the quality of their light sources, the
  amount of moonlight, and whether they have darkvision or low-
  light vision.
  Difficult Terrain: Any character in forest, moor, hill, or moun-
  tain terrain may become lost if he or she moves away from a trail,
  road, stream, or other obvious path or track. Forests are especially
  dangerous because they obscure far-off landmarks and make it
  hard to see the sun or stars.
  Chance to Get Lost: If conditions exist that make getting lost
  a possibility, the character leading the way must succeed on a Sur-
  vival check or become lost. The difficulty of this check varies
  based on the terrain, the visibility conditions, and whether or not
  the character has a map of the area being traveled through. Refer
  to the table below and use the highest DC that applies.
  Survival DC
  Survival DC
  Moor or hill, map
  6
  Poor visibility
  12
  Mountain, map
  8
  Mountain, no map
  12
  Moor or hill, no map
  10
  Forest
  15
  A character with at least 5 ranks in Knowledge (geography) or
  Knowledge (local) pertaining to the area being traveled through
  gains a +2 bonus on this check.
  Check once per hour (or portion of an hour) spent in local or
  overland movement to see if travelers have become lost. In the
  case of a party moving together, only the character leading the
  way makes the check. (Tip: Make this check in secret, since the
  characters may not realize that they’re lost right away.)
  Effects of Being Lost: If a party becomes lost, it is no longer
  certain of moving in the direction it intended to travel. Randomly
  determine the direction in which the party actually travels during
  each hour of local or overland movement. The characters’ move-
  ment continues to be random until they blunder into a landmark
  they can’t miss, or until they recognize that they are lost and make
  an effort to regain their bearings.
  Recognizing that You’re Lost: Once per hour of random travel, each
  character in the party may attempt a Survival check (DC 20, –1 per
  hour of random travel) to recognize that they are no longer certain
  of their direction of travel. Some circumstances may make it obvi-
  ous that the characters are lost; if they expected to reach a certain
  spot within an hour but three or four hours pass by with no sign of
  their destination, that’s a bad sign.
  Setting a New Course: A lost party is also uncertain of determin-
  ing in which direction it should travel in order to reach a desired
  objective—even an objective such as “the point where we left the
  road and went off into these dratted woods.” Determining the cor-
  rect direction of travel once a party has become lost requires a Sur-
  vival check (DC 15, +2 per hour of random travel). If a character
  fails this check, he chooses a random direction as the “correct”
  direction for resuming travel. (Tip: Again, this is a check you
  should make in secret. The lost characters may think they know
  the way to travel after regaining their bearings, but could be
  entirely wrong again.)
  Once the characters are traveling along their new course, cor-
  rect or incorrect, they may get lost again. If the conditions still
  make it possible for travelers to become lost, check once per hour
  CHAPTER 3:
  ADVENTURES
  
  of travel as described in Chance to Get Lost, above, to see if the
  party maintains its new course or begins to move at random again.
  Conflicting Directions: It’s possible that several characters may
  attempt to determine the right direction to proceed after becom-
  ing lost. That’s just fine. You make a Survival check for each char-
  acter in secret, then tell the players whose characters succeeded
  the correct direction in which to travel, and tell the players whose
  characters failed a random direction they think is right. (Tip: A few
  extraneous die rolls behind your screen might make it less appar-
  ent which characters are right and which characters are wrong.)
  Regaining Your Bearings: There are several ways to become
  un-lost. First, if the characters successfully set a new course and
  follow it to the destination they’re trying to reach, they’re not lost
  anymore. Second, the characters through random movement
  might run into an unmistakable landmark. Third, if conditions
  suddenly improve—the fog lifts or the sun comes up—lost char-
  acters may attempt to set a new course, as described above, with a
  +4 bonus on the Survival check. Finally, magic such as find the path
  may make their course clear.
  FOREST TERRAIN
  Forest terrain can be divided into three categories: sparse,
  medium, and dense. An immense forest could have all three cate-
  gories within its borders, with more sparse terrain at the outer
  edge of the forest and dense forest at its heart.
  The table below describes in general terms how likely it is that
  a given square has a terrain element in it. You shouldn’t roll for
  each square. Instead, use the percentages in the table below to
  guide the maps you create.
  Forest Terrain Features
  ———— Category of Forest ————
  Sparse
  Medium
  Dense
  Typical trees
  50%
  70%
  80%
  Massive trees
  —
  10%
  20%
  Light undergrowth
  50%
  70%
  50%
  Heavy undergrowth
  —
  20%
  50%
  Trees: The most important terrain element in a forest is the trees,
  obviously. Place a dot in the center of each square that you decide
  has a tree in it, and don’t worry about the tree’s exact location within
  the square. A creature standing in the same square as a tree gains a
  +2 bonus to Armor Class and a +1 bonus on Reflex saves (these
  bonuses don’t stack with cover bonuses from other sources). The
  presence of a tree doesn’t otherwise affect a creature’s fighting space,
  because it’s assumed that the creature is using the tree to its advan-
  tage when it can. The trunk of a typical tree has AC 4, hardness 5,
  and 150 hp. A DC 15 Climb check is sufficient to climb a tree.
  Medium and dense forests have massive trees as well. These
  trees take up an entire square and provide cover to anyone behind
  them. They have AC 3, hardness 5, and 600 hp. Like their smaller
  counterparts, it takes a DC 15 Climb check to climb them.
  Undergrowth: Vines, roots, and short bushes cover much of the
  ground in a forest. A space covered with light undergrowth costs 2
  squares of movement to move into, and it provides concealment.
  Undergrowth increases the DC of Tumble and Move Silently
  checks by 2 because the leaves and branches get in the way.
  Heavy undergrowth costs 4 squares of movement to move into,
  and it provides concealment with a 30% miss chance (instead of the
  usual 20%). It increases the DC of Tumble and Move Silently checks
  by 5. Heavy undergrowth is easy to hide in, granting a +5 circum-
  stance bonus on Hide checks. Running and charging are impossible.
  Squares with undergrowth are often clustered together. Under-
  growth and trees aren’t mutually exclusive; it’s common for a
  5-foot square to have both a tree and undergrowth.
  Forest Canopy: It’s common for elves and other forest
  dwellers to live on raised platforms far above the surface floor.
  These wooden platforms generally have rope bridges (described
  on page 64) between them. To get to the treehouses, characters
  generally ascend the trees’ branches (Climb DC 15), use rope lad-
  ders (Climb DC 0), or take pulley elevators (which can be made to
  rise a number of feet equal to a Strength check, made each round
  as a full-round action). Creatures on platforms or branches in a
  forest canopy are considered to have cover when fighting crea-
  tures on the ground, and in medium or dense forests they have
  concealment as well.
  Other Forest Terrain Elements: Fallen logs generally stand
  about 3 feet high and provide cover just as low walls do. They
  cost 5 feet of movement to cross. Forest streams are generally 5
  to 10 feet wide and no more than 5 feet deep. Pathways wind
  through most forests, allowing normal movement and providing
  neither cover nor concealment. These paths are less common in
  dense forests, but even unexplored forests will have occasional
  game trails.
  Stealth and Detection in a Forest: In a sparse forest, the max-
  imum distance at which a Spot check for detecting the nearby
  presence of others can succeed is 3d6×10 feet. In a medium
  forest, this distance is 2d8×10 feet, and in a dense forest it is
  2d6×10 feet.
  Because any square with undergrowth provides concealment,
  it’s usually easy for a creature to use the Hide skill in the forest.
  Logs and massive trees provide cover, which also makes hiding
  possible.
  The background noise in the forest makes Listen checks more
  difficult, increasing the DC of the check by 2 per 10 feet, not 1 (but
  note that Move Silently is also more difficult in undergrowth).
  Forest Fires (CR 6)
  Most campfire sparks ignite nothing, but if conditions are dry,
  winds are strong, or the forest floor is dried out and flammable, a
  forest fire can result. Lightning strikes often set trees afire and
  start forest fires in this way. Whatever the cause of the fire, travel-
  ers can get caught in the conflagration.
  A forest fire can be spotted from as far away as 2d6×100 feet by
  a character who makes a Spot check, treating the fire as a Colossal
  creature (reducing the DC by 16). If all characters fail their Spot
  checks, the fire moves closer to them. They automatically see it
  when it closes to half the original distance.
  Characters who are blinded or otherwise unable to make Spot
  checks can feel the heat of the fire (and thus automatically “spot”
  it) when it is 100 feet away.
  87
  CHAPTER 3:
  ADVENTURES
  Sample Temperate Forest Encounter Table (EL 6)
  d%
  Encounter
  Average EL
  01–04
  1d4+3 dryads
  8
  05–10
  1 treant
  8
  11–16
  5th-level lizardfolk druid NPC 
  7
  and 2 centaurs
  17–19
  1 nymph
  7
  20–25
  1d4 unicorns
  7
  26–33
  1d6+1 wolves
  7
  34–43
  1d4 centaurs
  6
  44–51
  1d4 dire wolves
  6
  52–61
  1d3 owlbears
  6
  62–69
  1d3 pixies
  6
  70–73
  1 ghast (ghoul) and 2 ghouls
  5
  74–79
  5th-level gnoll ranger NPC
  5
  80–85
  1d4+1 satyrs
  5
  86–88
  1d4+1 owlbear skeletons
  5
  89–93
  1 wraith
  5
  94–97
  2 black bears (animal)
  4
  98–100
  1 wereboar (lycanthrope)
  4
  For information on how to build your own wilderness encounter
  tables, see page 95.
  
  88
  The leading edge of a fire (the downwind side) can advance
  faster than a human can run (assume 120 feet per round for winds
  of moderate strength). Once a particular portion of the forest is
  ablaze, it remains so for 2d4×10 minutes before dying to a smok-
  ing smolder. Characters overtaken by a forest fire may find the
  leading edge of the fire advancing away from them faster than
  they can keep up, trapping them deeper and deeper in its grasp.
  Within the bounds of a forest fire, a character faces three dan-
  gers: heat damage, catching on fire, and smoke inhalation.
  Heat Damage: Getting caught within a forest fire is even worse
  than being exposed to extreme heat (see Heat Dangers, page 303).
  Breathing the air causes a character to take 1d6 points of damage
  per round (no save). In addition, a character must make a Forti-
  tude save every 5 rounds (DC 15, +1 per previous check) or take
  1d4 points of nonlethal damage. A character who holds his breath
  can avoid the lethal damage, but not the nonlethal damage. Those
  wearing heavy clothing or any sort of armor take a –4 penalty on
  their saving throws. In addition, those wearing metal armor or
  coming into contact with very hot metal are affected as if by a heat
  metal spell (see page 239 of the Player’s Handbook).
  Catching on Fire: Characters engulfed in a forest fire are at
  risk of catching on fire when the leading edge of the fire overtakes
  them, and are then at risk once per minute thereafter (see Catch-
  ing on Fire, page 303).
  Smoke Inhalation: Forest fires naturally produce a great deal
  of smoke. A character who breathes heavy smoke must make a
  Fortitude save each round (DC 15, +1 per previous check) or spend
  that round choking and coughing. A character who chokes for 2
  consecutive rounds takes 1d6 points of nonlethal damage. Also,
  smoke obscures vision, providing concealment to characters
  within it.
  MARSH TERRAIN
  Two categories of marsh exist: relatively dry moors and watery
  swamps. Both are often bordered by lakes (described in Aquatic
  Terrain, below), which effectively are a third category of terrain
  found in marshes.
  The table below describes terrain features found in marshes.
  The percentages are indicative of typical marsh terrain and don’t
  represent the exact chance that a given square will contain the ter-
  rain element.
  Marsh Terrain Features
  — Marsh Category —
  Moor
  Swamp
  Shallow bog
  20%
  40%
  Deep bog
  5%
  20%
  Light undergrowth
  30%
  20%
  Heavy undergrowth
  10%
  20%
  Bogs: If a square is part of a shallow bog, it has deep mud or
  standing water of about 1 foot in depth. It costs 2 squares of move-
  ment to move into a square with a shallow bog, and the DC of
  Tumble checks in such a square increases by 2.
  A square that is part of a deep bog has roughly 4 feet of standing
  water. It costs Medium or larger creatures 4 squares of movement
  to move into a square with a deep bog, or characters can swim if
  they wish. Small or smaller creatures must swim to move through
  a deep bog. Tumbling is impossible in a deep bog.
  The water in a deep bog provides cover for Medium or larger
  creatures. Smaller creatures gain improved cover (+8 bonus to AC,
  +4 bonus on Reflex saves). Medium or larger creatures can crouch
  as a move action to gain this improved cover. Creatures with this
  improved cover take a –10 penalty on attacks against creatures
  that aren’t underwater.
  Deep bog squares are usually clustered together and sur-
  rounded by an irregular ring of shallow bog squares.
  Both shallow and deep bogs increase the DC of Move Silently
  checks by 2.
  Undergrowth: The bushes, rushes, and other tall grasses in
  marshes function as undergrowth does in a forest (see above). A
  square that is part of a bog does not also have undergrowth.
  Quicksand: Patches of quicksand present a deceptively solid
  appearance (appearing as undergrowth or open land) that may
  trap careless characters. A character approaching a patch of quick-
  sand at a normal pace is entitled to a DC 8 Survival check to spot
  the danger before stepping in, but charging or running characters
  don’t have a chance to detect a hidden bog before blundering in. A
  typical patch of quicksand is 20 feet in diameter; the momentum
  of a charging or running character carries him or her 1d2×5 feet
  into the quicksand.
  Effects of Quicksand: Characters in quicksand must make a DC 10
  Swim check every round to simply tread water in place, or a DC 15
  Swim check to move 5 feet in whatever direction is desired. If a
  trapped character fails this check by 5 or more, he sinks below the
  surface and begins to drown whenever he can no longer hold his
  breath (see the Swim skill description, page 84 of the Player’s Hand-
  book, and Drowning, page 304 of this book).
  Characters below the surface of a bog may swim back to the sur-
  face with a successful Swim check (DC 15, +1 per consecutive
  round of being under the surface).
  Rescue: Pulling out a character trapped in quicksand can be dif-
  ficult. A rescuer needs a branch, spear haft, rope, or similar tool
  that enables him to reach the victim with one end of it. Then he
  must make a DC 15 Strength check to successfully pull the
  victim, and the victim must make a DC 10 Strength check to hold
  onto the branch, pole, or rope. If the victim fails to hold on, he
  must make a DC 15 Swim check immediately to stay above the
  surface. If both checks succeed, the victim is pulled 5 feet closer
  to safety.
  Hedgerows: Common in moors, hedgerows are tangles of
  stones, soil, and thorny bushes.
  Narrow hedgerows function as low walls, and it takes 15 feet of
  movement to cross them.
  Wide hedgerows are more than 5 feet tall and take up entire
  squares. They provide total cover, just as a wall does. It takes 4
  squares of movement to move through a square with a wide
  hedgerow; creatures that succeed on a DC 10 Climb check need
  only 2 squares of movement to move through the square.
  Sample Temperate Marsh Encounter Table (EL 9)
  d%
  Encounter
  Average EL
  01–07
  1 eleven-headed hydra
  10
  08–11
  1d3 mohrgs
  10
  12–15
  1 young adult black dragon
  9
  16–19
  1d4+2 5th-level kobold sorcerer NPCs
  9
  20–30
  1d3 chuuls
  9
  31–38
  1d3 medusas
  9
  39–45
  1d4+2 5th-level goblin rogue NPCs
  9
  46–53
  1d3 spectres
  9
  54–63
  1d4 will-o’-wisps
  9
  64–70
  1d4 gray render zombies
  9
  71–81
  1 gray render
  8
  82–91
  1 hag covey (sea hag, annis, green hag)
  8
  92–97
  2d4 harpies
  8
  98–100
  1 shambling mound
  6
  Other Marsh Terrain Elements: Some marshes, particularly
  swamps, have trees just as forests do, usually clustered in small
  stands. Paths lead across many marshes, winding to avoid bog
  areas. As in forests, paths allow normal movement and don’t pro-
  vide the concealment that undergrowth does.
  Stealth and Detection in a Marsh: In a moor, the maximum
  distance at which a Spot check for detecting the nearby presence
  CHAPTER 3:
  ADVENTURES
  
  of others can succeed is 6d6×10 feet. In a swamp, this distance is
  2d8×10 feet.
  Undergrowth and deep bogs provide plentiful concealment, so
  it’s easy to hide in a marsh.
  A marsh imposes no penalties on Listen checks, and using the
  Move Silently skill is more difficult in both undergrowth and bogs.
  HILLS TERRAIN
  A hill can exist in most other types of terrain, but hills can also
  dominate the landscape. Hills terrain is divided into two cate-
  gories: gentle hills and rugged hills. Hills terrain often serves as a
  transition zone between rugged terrain such as mountains and flat
  terrain such as plains.
  Hills terrain requires extra forethought on your part because play-
  ers will naturally want to know which direction is uphill. The table
  below indicates typical percentages of gradual and steep slopes in
  hills terrain, but you’ll want to draw your map carefully so uphill and
  downhill are clear and logical. The percentages below include no
  provision for flat space, but you may want the tops of your hills and
  the bottoms of your valleys to have at least a few squares of flat space.
  Hills Terrain Features
  ——Hills Category——
  Gentle Hill
  Rugged Hill
  Gradual slope
  75%
  40%
  Steep slope
  20%
  50%
  Cliff
  5%
  10%
  Light undergrowth
  15%
  15%
  To draw hills terrain quickly, decide where you want your hill-
  tops and valleys to be, then surround them with rings of gradual
  slope and steep slope squares. If you use cliffs, put them next to or
  within steep slope squares. Finally, draw arrows pointing downhill.
  Gradual Slope: This incline isn’t steep enough to affect move-
  ment, but characters gain a +1 bonus on melee attacks against foes
  downhill from them.
  Steep Slope: Characters moving uphill (to an adjacent square
  of higher elevation) must spend 2 squares of movement to enter
  each square of steep slope. Characters running or charging down-
  hill (moving to an adjacent square of lower elevation) must suc-
  ceed on a DC 10 Balance check upon entering the first steep slope
  square. Mounted characters make a DC 10 Ride check instead.
  Characters who fail this check stumble and must end their move-
  ment 1d2×5 feet later. Characters who fail by 5 or more fall prone
  in the square where they end their movement.
  A steep slope increases the DC of Tumble checks by 2.
  Cliff: A cliff typically requires a DC 15 Climb check to scale and
  is 1d4×10 feet tall, although the needs of your map may mandate a
  taller cliff. A cliff isn’t perfectly vertical, taking up 5-foot squares if
  it’s less than 30 feet tall and 10-foot squares if it’s 30 feet or taller.
  Light Undergrowth: Sagebrush and other scrubby bushes
  grow on hills, athough they rarely cover the landscape as they do
  in forests and marshes. Light undergrowth provides concealment
  and increases the DC of Tumble and Move Silently checks by 2.
  Other Hills Terrain Elements: Trees aren’t out of place in hills
  terrain, and valleys often have active streams (5 to 10 feet wide and
  no more than 5 feet deep) or dry streambeds (treat as a trench 5 to
  10 feet across) in them. If you add a stream or streambed, remem-
  ber that water always flows downhill. 
  Stealth and Detection in Hills: In gentle hills, the maximum
  distance at which a Spot check for detecting the nearby presence
  of others can succeed is 2d10×10 feet. In rugged hills, this dis-
  tance is 2d6×10 feet.
  Hiding in hills terrain can be difficult if there isn’t undergrowth
  around. A hilltop or ridge provides enough cover to hide from
  anyone below the hilltop or ridge.
  Hills don’t affect Listen or Move Silently checks.
  Sample Temperate Hills Encounter Table (EL 5)
  d%
  Encounter
  Average EL
  01–02
  1 young copper dragon
  7
  03–05
  1 bulette
  7
  06–09
  1 hill giant
  7
  10–17
  1d3 displacer beasts
  6
  18–27
  1d3 griffons
  6
  28–34
  1 wyvern
  6
  35–44
  5th-level human bard NPC
  5
  45–58
  1 ogre and 1d4+2 hobgoblin warriors
  5
  59–68
  1d3 ogre zombies
  5
  69–77
  1 rast
  5
  78–85
  1d3 wights
  5
  86–95
  1d3 hippogriffs
  4
  96–100
  1 doppelganger
  3
  MOUNTAIN TERRAIN
  The three mountain terrain categories are alpine meadows,
  rugged mountains, and forbidding mountains. As characters
  ascend into a mountainous area, they’re likely to face each terrain
  category in turn, beginning with alpine meadows, extending
  through rugged mountains, and reaching forbidding mountains
  near the summit.
  To draw a map for mountain terrain, use the percentages in
  the table below to arrange the terrain elements. As with hills
  terrain, you’ll want to pay close attention to uphill and downhill,
  identifying the direction of descent on slopes. Gentle slopes,
  steep slopes, cliffs, and chasms are mutually exclusive. Either of
  the slope types may have undergrowth, scree, or dense rubble
  on it.
  Mountains have an important terrain element, the rock wall,
  that is marked on the border between squares rather than taking
  up squares itself. After you draw the other terrain elements on the
  map, add rock walls, placing them within or adjacent to steep
  slopes and cliffs. 
  Mountain Terrain Features
  ———— Mountain Category ————
  Alpine Meadow
  Rugged
  Forbidding
  Gradual slope
  50%
  25%
  15%
  Steep slope
  40%
  55%
  55%
  Cliff
  10%
  15%
  20%
  Chasm
  —
  5%
  10%
  Light undergrowth
  20%
  10%
  —
  Scree
  —
  20%
  30%
  Dense rubble
  —
  20%
  30%
  Gradual and Steep Slopes: These function as described in
  Hills Terrain, above.
  Cliff: These terrain elements also function like their hills ter-
  rain counterparts, but they’re typically 2d6×10 feet tall. Cliffs
  taller than 80 feet take up 20 feet of horizontal space.
  Chasm: Usually formed by natural geological processes,
  chasms function like pits in a dungeon setting. Chasms aren’t
  hidden, so characters won’t fall into them by accident (although
  bull rushes are another story). A typical chasm is 2d4×10 feet deep,
  at least 20 feet long, and anywhere from 5 feet to 20 feet wide. It
  takes a DC 15 Climb check to climb out of a chasm.
  In forbidding mountain terrain, chasms are typically 2d8×10
  feet deep.
  Light Undergrowth: This functions as described in Forest Ter-
  rain, above.
  Scree: A field of shifting gravel, scree doesn’t affect speed, but it
  can be treacherous on a slope. The DC of Balance and Tumble
  checks increases by 2 if there’s scree on a gradual slope and by 5 if
  there’s scree on a steep slope. The DC of Move silently checks in-
  creases by 2 if the scree is on a slope of any kind.
  89
  CHAPTER 3:
  ADVENTURES
  
  90
  Dense Rubble: The ground is covered with rocks of all sizes. It
  costs 2 squares of movement to enter a square with dense rubble.
  The DC of Balance and Tumble checks on dense rubble increases
  by 5, and the DC of Move Silently checks increases by +2.
  Rock Wall: A vertical plane of stone, rock walls require DC 25
  Climb checks to ascend. A typical rock wall is 2d4×10 feet tall in
  rugged mountains and 2d8×10 feet tall in forbidding mountains.
  Rock walls are drawn on the edges of squares, not in the squares
  themselves.
  Cave Entrance: Found in cliff and steep slope squares and next
  to rock walls, cave entrances are typically between 5 and 20 feet
  wide and 5 feet deep. Beyond the entrance, a cave could be any-
  thing from a simple chamber to the entrance to an elaborate dun-
  geon. Caves used as monster lairs typically have 1d3 rooms that
  are 1d4×10 feet across.
  Other Mountain Terrain Features: Most alpine meadows
  begin above the tree line, so trees and other forest elements are
  rare in the mountains. Mountain terrain can include active
  streams (5 to 10 feet wide and no more than 5 feet deep) and dry
  streambeds (treat as a trench 5 to 10 feet across). Particularly
  high-altitude areas tend to be colder than the lowland areas that
  surround them, so they may be covered in ice sheets (described
  below).
  Stealth and Detection in Mountains: As a guideline, the
  maximum distance in mountain terrain at which a Spot check for
  detecting the nearby presence of others can succeed is 4d10×10
  feet. Certain peaks and ridgelines afford much better vantage
  points, of course, and twisting valleys and canyons have much
  shorter spotting distances. Because there’s little vegetation to
  obstruct line of sight, the specifics on your map are your best
  guide for the range at which an encounter could begin.
  As in hills terrain, a ridge or peak provides enough cover to hide
  from anyone below the high point.
  It’s easier to hear faraway sounds in the mountains. The DC of
  Listen checks increases by 1 per 20 feet between listener and
  source, not per 10 feet.
  Sample Cold Mountains Encounter Table (EL 11)
  d%
  Encounter
  Average EL
  01–04
  1 beholder 
  13
  05–07
  1 young adult silver dragon
  13
  08–19
  1d3 10th-level half-orc barbarian NPCs
  12
  20–29
  1 devourer 
  11
  30–47
  1d3 frost giants
  11
  48–58
  1d4 greater shadows
  11
  59–75
  1 troll hunter
  11
  76–88
  10th-level drow wizard NPC 
  11
  and 1 shield guardian
  89–100
  2d4 trolls
  9
  Avalanches (CR 7)
  The combination of high peaks and heavy snowfalls means that
  avalanches are a deadly peril in many mountainous areas. While
  avalanches of snow and ice are common, it’s also possible to have
  an avalanche of rock and soil. 
  An avalanche can be spotted from as far away as 1d10×500 feet
  downslope by a character who makes a DC 20 Spot check, treat-
  ing the avalanche as a Colossal creature. If all characters fail their
  Spot checks to determine the encounter distance, the avalanche
  moves closer to them, and they automatically become aware of it
  when it closes to half the original distance.
  It’s possible to hear an avalanche coming even if you can’t see it.
  Under optimum conditions (no other loud noises occurring), a
  character who makes a DC 15 Listen check can hear the avalanche
  or landslide when it is 1d6×500 feet away. This check might have a
  DC of 20, 25, or higher in conditions where hearing is difficult
  (such as in the middle of a thunderstorm).
  A landslide or avalanche consists of two distinct areas: the bury
  zone (in the direct path of the falling debris) and the slide zone
  (the area the debris spreads out to encompass). Characters in the
  bury zone always take damage from the avalanche; characters in
  the slide zone may be able to get out of the way.
  Characters in the bury zone take 8d6 points of damage, or half
  that amount if they make a DC 15 Reflex save. They are subse-
  quently buried (see below).
  Characters in the slide zone take 3d6 points of damage, or no damage
  if they make a DC 15 Reflex save. Those who fail their saves are buried.
  Buried characters take 1d6 points of nonlethal damage per
  minute. If a buried character falls unconscious, he or she must
  make a DC 15 Constitution check or take 1d6 points of lethal
  damage each minute thereafter until freed or dead.
  The typical avalanche has a width of 1d6×100 feet, from one
  edge of the slide zone to the opposite edge. The bury zone in the
  center of the avalanche is half as wide as the avalanche’s full width.
  To determine the precise location of characters in the path of an
  avalanche, roll 1d6×20; the result is the number of feet from the
  center of the path taken by the bury zone to the center of the
  party’s location. Avalanches of snow and ice advance at a speed of
  500 feet per round, and rock avalanches travel at a speed of 250
  feet per round.
  Mountain Travel
  High altitude can be extremely fatiguing—or sometimes
  deadly—to creatures that aren’t used to it. Cold becomes extreme,
  and the lack of oxygen in the air can wear down even the most
  hardy of warriors.
  Acclimated Characters: Creatures accustomed to high alti-
  tude generally fare better than lowlanders. Any creature with an
  Environment entry that includes mountains is considered native
  to the area, and acclimated to the high altitude. Characters can also
  acclimate themselves by living at high altitude for a month. Char-
  acters who spend more than two months away from the moun-
  tains must reacclimate themselves when they return.
  Undead, constructs, and other creatures that do not breathe are
  immune to altitude effects.
  Altitude Zones: In general, mountains present three possible
  altitude bands: low pass, low peak/high pass, and high peak.
  Low Pass (lower than 5,000 feet): Most travel in low mountains
  takes place in low passes, a zone consisting largely of alpine mead-
  ows and forests. Travelers may find the going difficult (which is
  reflected in the movement modifiers for traveling through moun-
  tains), but the altitude itself has no game effect.
  Low Peak or High Pass (5,000 to 15,000 feet): Ascending to the high-
  est slopes of low mountains, or most normal travel through high
  mountains, falls into this category. All nonacclimated creatures
  labor to breathe in the thin air at this altitude. Characters must
  succeed on a Fortitude save each hour (DC 15, +1 per previous
  check) or be fatigued. The fatigue ends when the character de-
  scends to an altitude with more air.
  Acclimated characters do not have to attempt the Fortitude save.
  High Peak (more than 15,000 feet): The highest mountains exceed
  20,000 feet in height. At these elevations, creatures are subject to
  both high altitude fatigue (as described above) and altitude sick-
  ness, whether or not they’re acclimated to high altitudes.
  Altitude sickness represents long-term oxygen deprivation, and
  it affects mental and physical ability scores. After each 6-hour
  period a character spends at an altitude of over 15,000 feet, he
  must succeed on a Fortitude save (DC 15, +1 per previous check)
  or take 1 point of damage to all ability scores.
  Creatures acclimated to high altitude receive a +4 competence
  bonus on their saving throws to resist high altitude effects and
  altitude sickness, but eventually even seasoned mountaineers
  must abandon these dangerous elevations.
  CHAPTER 3:
  ADVENTURES
  
  DESERT TERRAIN
  Desert terrain exists in warm, temperate, and cold climates, but all
  deserts share one common trait: little rain. The three categories of
  desert terrain are tundra (cold deserts), rocky desert (often tem-
  perate), and sandy desert (often warm).
  Desert Terrain Features
  ——— Desert Category ———
  Tundra
  Rocky
  Sandy
  Light undergrowth
  15%
  5%
  5%
  Ice sheet
  25%
  —
  —
  Light rubble
  5%
  30%
  10%
  Dense rubble
  —
  30%
  5%
  Sand dunes
  —
  —
  50%
  Sample Warm Desert Encounter Table (EL 7)
  d%
  Encounter
  Average EL
  01–07
  1 androsphinx
  9
  08–15
  1 gynosphinx
  8
  16–23
  1d3 lamias
  8
  24–31
  1d3 basilisks
  7
  32–41
  1 criosphinx
  7
  42–49
  5th-level human monk NPC 
  7
  and 5th-level human bard NPC
  50–57
  1 flesh golem
  7
  58–69
  1d3 hieracosphinxes
  7
  70–80
  1 Huge monstrous scorpion (vermin)
  7
  81–88
  1d3 jann (genie)
  6
  89–96
  1d4+2 Large monstrous scorpions (vermin)
  6
  97–100
  1 mummy
  5
  Tundra differs from the other desert categories in two impor-
  tant ways. Because snow and ice cover much of the landscape, it’s
  easy to find water. And during the height of summer, the per-
  mafrost thaws to a depth of a foot or so, turning the landscape into
  a vast field of mud. The muddy tundra affects movement and skill
  use as the shallow bogs described in marsh terrain, although
  there’s little standing water.
  The table above describes terrain elements found in each of the
  three desert categories. The percentages are intended to guide
  your map-drawing; don’t roll for each square. The terrain ele-
  ments on this table are mutually exclusive; for instance, a square
  of tundra may contain either light undergrowth or an ice sheet,
  but not both.
  Light Undergrowth: Consisting of scrubby, hardy bushes
  and cacti, light undergrowth functions as described for other ter-
  rain types.
  Ice Sheet: The ground is covered with slippery ice. It costs 2
  squares of movement to enter a square covered by an ice sheet, and
  the DC of Balance and Tumble checks there increases by 5. A DC
  10 Balance check is required to run or charge across an ice sheet.
  Light Rubble: Small rocks are strewn across the ground,
  making nimble movement more difficult more difficult. The DC
  of Balance and Tumble checks increases by 2.
  Dense Rubble: This terrain feature consists of more and larger
  stones. It costs 2 squares of movement to enter a square with dense
  rubble. The DC of Balance and Tumble checks increases by 5, and
  the DC of Move Silently checks increases by 2.
  Sand Dunes: Created by the action of wind on sand, sand
  dunes function as hills that move. If the wind is strong and con-
  sistent, a sand dune can move several hundred feet in a week’s
  time. Sand dunes can cover hundreds of squares. They always have
  a gentle slope pointing in the direction of the prevailing wind and
  a steep slope on the leeward side.
  Other Desert Terrain Features: Tundra is sometimes bor-
  dered by forests, and the occasional tree isn’t out of place in the
  cold wastes. Rocky deserts have towers and mesas consisting of
  flat ground surrounded on all sides by cliffs and steep slopes (de-
  scribed in Mountain Terrain, above). Sandy deserts sometimes
  have quicksand; this functions as described in Marsh Terrain,
  above, although desert quicksand is a waterless mixture of fine
  sand and dust. All desert terrain is crisscrossed with dry
  streambeds (treat as trenches 5 to 15 feet wide) that fill with water
  on the rare occasions when rain falls.
  Stealth and Detection in the Desert: In general, the maxi-
  mum distance in desert terrain at which a Spot check for detect-
  ing the nearby presence of others can succeed is 6d6×20 feet;
  beyond this distance, elevation changes and heat distortion in
  warm deserts makes spotting impossible. The presence of dunes
  in sandy deserts limits spotting distance to 6d6×10 feet.
  The desert imposes neither bonuses nor penalties on Listen or
  Spot checks. The scarcity of undergrowth or other elements that
  offer concealment or cover makes hiding more difficult.
  Sandstorms
  A sandstorm reduces visibility to 1d10×5 feet and provides a –4
  penalty on Listen, Search, and Spot checks. A sandstorm deals 1d3
  points of nonlethal damage per hour to any creatures caught in
  the open, and leaves a thin coating of sand in its wake. Driving
  sand creeps in through all but the most secure seals and seams, to
  chafe skin and contaminate carried gear.
  PLAINS TERRAIN
  Plains are where most civilizations flourish, so they are often set-
  tled. Plains come in three categories: farms, grasslands, and battle-
  fields. Farms are common in settled areas, of course, while grass-
  lands represent untamed plains. The battlefields where large
  armies clash are temporary places, usually reclaimed by natural
  vegetation or the farmer’s plow. Battlefields represent a third ter-
  rain category because adventurers tend to spend a lot of time
  there, not because they’re particularly prevalent.
  The table below shows the proportions of terrain elements in
  the different categories of plains. On a farm, light undergrowth
  represents most mature grain crops, so farms growing vegetable
  crops will have less light undergrowth, as will all farms during the
  time between harvest and a few months after planting.
  The terrain elements in the table below are mutually exclusive.
  Plains Terrain Features
  ——— Plains Category ———
  Farm
  Grassland
  Battlefield
  Light undergrowth
  40%
  20%
  10%
  Heavy undergrowth
  —
  10%
  —
  Light rubble
  —
  —
  10%
  Trench
  5%
  —
  5%
  Berm
  —
  —
  5%
  Undergrowth: Whether they’re crops or natural vegetation,
  the tall grasses of the plains function like light undergrowth in a
  forest. Particularly thick bushes form patches of heavy under-
  growth that dot the landscape in grasslands.
  Light Rubble: On the battlefield, light rubble usually repre-
  sents something that was destroyed: the ruins of a building or the
  scattered remnants of a stone wall, for example. It functions as
  described in the desert terrain section above.
  Trench: Often dug before a battle to protect soldiers, a trench
  functions as a low wall, except that it provides no cover against
  adjacent foes. It costs 2 squares of movement to leave a trench, but
  it costs nothing extra to enter one. Creatures outside a trench who
  make a melee attack against a creature inside the trench gain a +1
  bonus on melee attacks because they have higher ground.
  In farm terrain, trenches are generally irrigation ditches.
  Berm: A common defensive structure, a berm is a low, earthen
  wall that slows movement and provides a measure of cover. Put a
  91
  CHAPTER 3:
  ADVENTURES
  
  92
  berm on the map by drawing two adjacent rows of steep slope
  (described in Hills Terrain, above), with the edges of the berm on
  the downhill side. Thus, a character crossing a two-square berm
  will travel uphill for 1 square, then downhill for 1 square. Two-
  square berms provide cover as low walls for anyone standing
  behind them. Larger berms provide the low wall benefit for
  anyone standing 1 square downhill from the top of the berm.
  Fences: Wooden fences are generally used to contain livestock
  or impede oncoming soldiers. It costs an extra square of move-
  ment to cross a wooden fence. A stone fence provides a measure of
  cover as well, functioning as low walls. Mounted characters can
  cross a fence without slowing their movement if they succeed on
  a DC 15 Ride check. If the check fails, the steed crosses the fence,
  but the rider falls out of the saddle.
  Sample Temperate Plains Encounter Table (EL 4)
  d%
  Encounter
  Average EL
  01–03
  1 half-dragon, 4th-level human fighter
  6
  04–08
  1d4+2 worgs
  6
  09–13
  1d3 cockatrices
  5
  14–19
  1d3 locust swarms 
  5
  20–26
  5th-level human paladin NPC
  5
  27–35
  1d3 blink dogs
  4
  36–44
  1d3 giant soldier ants
  4
  45–57
  1d4+4 goblins
  4
  58–69
  1d3 wererats (lycanthrope)
  4
  70–78
  1 vampire spawn
  4
  79–86
  1 allip
  3
  87–94
  1 ankheg
  3
  95–100
  1d3 gnolls
  3
  Other Plains Terrain Features: Occasional trees dot the land-
  scape in many plains, although on battlefields they’re often felled
  to provide raw material for siege engines (described in Urban Fea-
  tures, page 99). Hedgerows (described in Marsh Terrain, page 88)
  are found in plains as well. Streams, generally 5 to 20 feet wide and
  5 to 10 feet deep, are commonplace.
  Stealth and Detection in Plains: In plains terrain, the maxi-
  mum distance at which a Spot check for detecting the nearby
  presence of others can succeed is 6d6×40 feet, although the
  specifics of your map may restrict line of sight.
  Plains terrain provides no bonuses or penalties on Listen and
  Spot checks. Cover and concealment are not uncommon, so a
  good place of refuge is often nearby, if not right at hand.
  AQUATIC TERRAIN
  Aquatic terrain is the least hospitable to most PCs, because they can’t
  breathe there. Characters are as likely to find themselves unwillingly
  thrust into the water (when it’s at the bottom of a pit, for example) as
  they are to intentionally seek adventure under the waves.
  Aquatic terrain doesn’t offer the variety that land terrain does.
  The ocean floor holds many marvels, including undersea ana-
  logues of any of the terrain elements described earlier in this sec-
  tion. But if your characters find themselves in the water because
  they were bull rushed off the deck of a pirate ship, the tall kelp
  beds hundreds of feet below them don’t matter.
  Accordingly, these rules simply divide aquatic terrain into two
  categories: flowing water (such as streams and rivers) and non-
  flowing water (such as lakes and oceans).
  Sample Temperate Aquatic Encounter Table (EL 8)
  d%
  Encounter
  Average EL
  01–04
  1 juvenile bronze dragon
  9
  05–08
  1 dragon turtle
  9
  09–17
  1 giant squid (animal)
  9
  18–28
  1 giant octopus (animal)
  8
  29–39
  1d4+2 sea cats
  8
  40–56
  1d4+2 Huge sharks (animal)
  8
  57–70
  2d4+4 tritons
  8
  71–83
  1 cachalot whale (animal)
  7
  84–94
  1 water naga
  7
  95–100
  1d4 merrow (ogre)
  6
  Flowing Water: Large, placid rivers move at only a few miles
  per hour, so they function as still water for most purposes. But
  some rivers and streams are swifter; anything floating in them
  moves downstream at a speed of 10 to 40 feet per round. The
  fastest rapids send swimmers bobbing downstream at 60 to 90 feet
  per round. Fast rivers are always at least rough water (Swim DC
  15), and whitewater rapids are stormy water (Swim DC 20).
  If a character is in moving water, move her downstream the
  indicated distance at the end of her turn. A character trying to
  maintain her position relative to the riverbank can spend some or
  all of her turn swimming upstream.
  Swept Away: Characters swept away by a river moving 60 feet
  per round or faster must make DC 20 Swim checks every round to
  avoid going under. If a character gets a check result of 5 or more
  over the minimum necessary, he arrests his motion by catching a
  rock, tree limb, or bottom snag—he is no longer being carried
  along by the flow of the water. Escaping the rapids by reaching the
  bank requires three DC 20 Swim checks in a row. Characters
  arrested by a rock, limb, or snag can’t escape under their own
  power unless they strike out into the water and attempt to swim
  their way clear. Other characters can rescue them as if they were
  trapped in quicksand (described in Marsh Terrain, above).
  Nonflowing Water: Lakes and oceans simply require a swim
  speed or successful Swim checks to move through (DC 10 in calm
  water, DC 15 in rough water, DC 20 in stormy water). Characters
  need a way to breathe if they’re underwater; failing that, they risk
  drowning (see Drowning, page 304). When underwater, charac-
  CHAPTER 3:
  ADVENTURES
  Table 3–22: Combat Adjustments Underwater
  ————— Attack/Damage —————
  Condition
  Slashing or Bludgeoning
  Tail
  Movement
  Off Balance?4
  Freedom of movement
  normal/normal
  normal/normal
  normal
  No
  Has a swim speed
  –2/half
  normal
  normal
  No
  Successful Swim check
  –2/half1
  –2/half
  quarter or half2
  No
  Firm footing3
  –2/half
  –2/half
  half
  No
  None of the above
  –2/half
  –2/half
  normal
  Yes
  1 A creature without a freedom of movement effects or a swim speed makes grapple checks underwater at a –2 penalty, but deals damage normally
  when grappling.
  2 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
  3 Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A creature can only walk along the bottom if
  it wears or carries enough gear to weigh itself down—at least 16 pounds for Medium creatures, twice that for each size category larger than
  Medium, and half that for each size category smaller than Medium.
  4 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature
  loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.
  
  ters can move in any direction as if they were flying with perfect
  maneuverability.
  Stealth and Detection Underwater: How far you can see
  underwater depends on the water’s clarity. As a guideline, crea-
  tures can see 4d8×10 feet if the water is clear, and 1d8×10 feet if it’s
  murky. Moving water is always murky, unless it’s in a particularly
  large, slow-moving river.
  It’s hard to find cover or concealment to hide underwater
  (except along the seafloor). Listen and Move Silently checks func-
  tion normally underwater.
  Invisibility: An invisible creature displaces water and leaves a
  visible, body-shaped “bubble” where the water was displaced. The
  creature still has concealment (20% miss chance), but not total
  concealment (50% miss chance).
  Underwater Combat
  Land-based creatures can have considerable
  difficulty when fighting in water. Water
  affects a creature’s Armor Class, attack
  rolls, damage, and move-
  ment. In some cases
  a creature’s oppo-
  nents may get a
  bonus on attacks.
  The effects are sum-
  marized in the
  accompanying
  table. They apply
  whenever a charac-
  ter is swimming,
  walking in chest-
  deep water, or walk-
  ing along the bottom.
  Ranged Attacks
  Underwater: Thrown
  weapons are ineffective
  underwater, even when
  launched from land.
  Attacks with other
  ranged weapons take a –2
  penalty on attack rolls for
  every 5 feet of water they pass
  through, in addition to the
  normal penalties for range.
  Attacks from Land: Char-
  acters swimming, floating, or
  treading water on the surface, or
  wading in water at least chest deep, have improved cover (+8 bonus
  to AC, +4 bonus on Reflex saves) from opponents on land. Land-
  bound opponents who have freedom of movement effects ignore this
  cover when making melee attacks against targets in the water. A
  completely submerged creature has total cover against opponents
  on land unless those opponents have freedom of movement effects.
  Magical effects are unaffected except for those that require attack
  rolls (which are treated like any other effects) and fire effects.
  Fire: Nonmagical fire (including alchemist’s fire) does not
  burn underwater. Spells or spell-like effects with the fire de-
  scriptor are ineffective underwater unless the caster makes a
  Spellcraft check (DC 20 + spell level). If the check succeeds, the
  spell creates a bubble of steam instead of its usual fiery effect, but
  otherwise the spell works as described. A supernatural fire effect
  is ineffective underwater unless its description states otherwise.
  The surface of a body of water blocks line of effect for any fire
  spell. If the caster has made a Spellcraft check to make the fire
  spell usable underwater, the surface still blocks the spell’s line of
  effect. For example, a fireball cast underwater cannot be targeted at
  creatures above the surface.
  Floods
  In many wilderness areas, river floods are a common occurrence.
  In spring, an enormous snowmelt can engorge the streams and
  rivers it feeds. Other catastrophic events such as massive rain-
  storms or the destruction of a dam can create floods as well.
  During a flood, rivers become wider, deeper, and swifter. As-
  sume that a river rises by 1d10+10 feet during the spring flood,
  and its width increases by a factor of 1d4×50%. Fords may disap-
  pear for days, bridges may be swept away, and even ferries might
  not be able to manage the crossing of a flooded river.
  A river in flood makes Swim checks one category harder (calm
  water becomes rough, and rough water becomes stormy). Rivers
  also become 50% swifter.
  WEATHER
  Sometimes weather can play an
  important role in an adven-
  ture—rain can wash away
  tracks, a thunderstorm can
  force the adventurers to seek
  shelter, or a gale can delay
  their ship from sailing.
  If your adventure involves
  spending a lot of time out-
  doors, create a random table
  to determine the weather
  conditions in a particular
  area. Local conditions
  have a dramatic effect on
  weather. High-altitude
  areas are often much
  colder than lowlands,
  for example. The
  presence of a moun-
  tain range can cause
  an area adjacent to
  the mountains
  where little pre-
  cipitation falls.
  Table 3–23: Ran-
  dom Weather is
  an appropriate
  weather table
  for general use,
  and you can use it as the basis for
  your own weather tables. Terms on that table are
  defined as follows.
  Calm: Wind speeds are light (0 to 10 mph).
  Cold: Between 0° and 40° Fahrenheit during the day, 10 to 20
  degrees colder at night.
  Cold Snap: Lowers temperature by –10° F.
  Downpour:Treat as rain (see Precipitation, below), but conceals as
  fog. Can create floods (see above). A downpour lasts for 2d4 hours.
  Heat Wave: Raises temperature by +10° F.
  Hot: Between 85° and 110° Fahrenheit during the day, 10 to 20
  degrees colder at night.
  Moderate: Between 40° and 60° Fahrenheit during the day, 10
  to 20 degrees colder at night.
  Powerful Storm (Windstorm/Blizzard/Hurricane/Tornado):
  Wind speeds are over 50 mph (see Table 3–24: Wind Effects). In
  addition, blizzards are accompanied by heavy snow (1d3 feet), and
  hurricanes are accompanied by downpours (see above). Wind-
  storms last for 1d6 hours. Blizzards last for 1d3 days. Hurricanes
  can last for up to a week, but their major impact on characters will
  come in a 24-to-48-hour period when the center of the storm
  moves through their area. Tornadoes are very short-lived (1d6×10
  minutes), typically forming as part of a thunderstorm system.
  93
  CHAPTER 3:
  ADVENTURES
  Illus. by R. Mimura
  
  94
  Precipitation: Roll d% to determine whether the precipita-
  tion is fog (01–30), rain/snow (31–90), or sleet/hail (91–00).
  Snow and sleet occur only when the temperature is 30° Fahren-
  heit or below. Most precipitation lasts for 2d4 hours. By contrast,
  hail lasts for only 1d20 minutes but usually accompanies 1d4
  hours of rain.
  Storm (Duststorm/Snowstorm/Thunderstorm): Wind speeds are
  severe (30 to 50 mph) and visibility is cut by three-quarters.
  Storms last for 2d4–1 hours. See Storms, below, for more details.
  Warm: Between 60° and 85° Fahrenheit during the day, 10 to 20
  degrees colder at night.
  Windy: Wind speeds are moderate to strong (10 to 30 mph); see
  Table 3–24 on the following page.
  Rain, Snow, Sleet, and Hail
  Bad weather frequently slows or halts travel and makes it virtu-
  ally impossible to navigate from one spot to another. Torrential
  downpours and blizzards obscure vision as effectively as a
  dense fog.
  Most precipitation is rain, but in cold conditions it can manifest
  as snow, sleet, or hail. Precipitation of any kind followed by a cold
  snap in which the temperature dips from above freezing to 30° F
  or below may produce ice (see Cold Dangers, page 302).
  Rain: Rain reduces visibility ranges by half, resulting in a –4
  penalty on Spot and Search checks. It has the same effect on
  flames, ranged weapon attacks, and Listen checks as severe wind
  (see the following page).
  Snow: Falling snow has the same effects on visibility, ranged
  weapon attacks, and skill checks as rain, and it costs 2 squares of
  movement to enter a snow-covered square. A day of snowfall
  leaves 1d6 inches of snow on the ground.
  Heavy Snow: Heavy snow has the same effects as normal snow-
  fall, but also restricts visibility as fog does (see Fog, below). A day
  of heavy snow leaves 1d4 feet of snow on the ground, and it costs
  4 squares of movement to enter a square covered with heavy snow.
  Heavy snow accompanied by strong or severe winds may result in
  snowdrifts 1d4×5 feet deep, especially in and around objects big
  enough to deflect the wind—a cabin or a large tent, for instance.
  There is a 10% chance that a heavy snowfall is accompanied by
  lightning (see Thunderstorm, below).
  Heavy snow has the same effect on flames as moderate wind (see
  the following page).
  Sleet: Essentially frozen rain, sleet has the same effect as rain
  while falling (except that its chance to extinguish protected
  flames is 75%) and the same effect as snow once on the ground.
  Hail: Hail does not reduce visibility, but the sound of falling hail
  makes Listen checks more difficult (–4 penalty). Sometimes (5%
  chance) hail can become large enough to deal 1 point of lethal
  damage (per storm) to anything in the open. Once on the ground,
  hail has the same effect on movement as snow.
  Storms
  The combined effects of precipitation (or dust) and wind that ac-
  company all storms reduce visibility ranges by three quarters,
  imposing a –8 penalty on Spot, Search, and Listen checks. Storms
  make ranged weapon attacks impossible, except for those using
  siege weapons, which have a –4 penalty on attack rolls. They auto-
  matically extinguish candles, torches, and similar unprotected
  flames. They cause protected flames, such as those of lanterns, to
  dance wildly and have a 50% chance to extinguish these lights. See
  Table 3–24: Wind Effects for possible consequences to creatures
  caught outside without shelter during such a storm. Storms are
  divided into the following three types.
  Duststorm (CR 3): These desert storms differ from other storms
  in that they have no precipitation. Instead, a duststorm blows fine
  grains of sand that obscure vision, smother unprotected flames,
  and can even choke protected flames (50% chance). Most dust-
  storms are accompanied by severe winds (see the following page)
  and leave behind a deposit of 1d6 inches of sand. However, there
  is a 10% chance for a greater duststorm to be accompanied by
  windstorm-magnitude winds (see Table 3–24: Wind Effects).
  These greater duststorms deal 1d3 points of nonlethal damage
  each round to anyone caught out in the open without shelter and
  also pose a choking hazard (see Drowning, page 304—except that
  a character with a scarf or similar protection across her mouth and
  nose does not begin to choke until after a number of rounds equal
  to 10 × her Constitution score). Greater duststorms leave 2d3–1
  feet of fine sand in their wake.
  Snowstorm: In addition to the wind and precipitation common
  to other storms, snowstorms leave 1d6 inches of snow on the
  ground afterward.
  Thunderstorm: In addition to wind and precipitation (usually
  rain, but sometimes also hail), thunderstorms are accompanied
  by lightning that can pose a hazard to characters without proper
  shelter (especially those in metal armor). As a rule of thumb,
  assume one bolt per minute for a 1-hour period at the center of
  the storm. Each bolt causes electricity damage equal to 1d10
  eight-sided dice. One in ten thunderstorms is accompanied by a
  tornado (see below).
  Powerful Storms: Very high winds and torrential precipita-
  tion reduce visibility to zero, making Spot, Search, and Listen
  checks and all ranged weapon attacks impossible. Unprotected
  flames are automatically extinguished, and protected flames have
  a 75% chance of being doused. Creatures caught in the area must
  make a DC 20 Fortitude save or face the effects based on the size of
  the creature (see Table 3–24). Powerful storms are divided into the
  following four types.
  Windstorm: While accompanied by little or no precipitation,
  windstorms can cause considerable damage simply through the
  force of their wind.
  Blizzard: The combination of high winds, heavy snow (typically
  1d3 feet), and bitter cold (see Cold Dangers, page 302) make bliz-
  zards deadly for all who are unprepared for them.
  Hurricane: In addition to very high winds and heavy rain, hurri-
  canes are accompanied by floods (see page 93). Most adventuring
  activity is impossible under such conditions.
  Tornado: One in ten thunderstorms is accompanied by a
  tornado.
  Fog
  Whether in the form of a low-lying cloud or a mist rising from the
  ground, fog obscures all sight, including darkvision, beyond 5
  feet. Creatures 5 feet away have concealment (attacks by or against
  them have a 20% miss chance).
  CHAPTER 3:
  ADVENTURES
  Table 3–23: Random Weather 
  d%
  Weather
  Cold Climate
  Temperate Climate1
  Desert
  01–70
  Normal weather
  Cold, calm
  Normal for season2
  Hot, calm
  71–80
  Abnormal weather
  Heat wave (01–30) or cold snap (31–100)
  Heat wave (01–50) or cold snap (51–100)
  Hot, windy
  81–90 
  Inclement weather
  Precipitation (snow)
  Precipitation (normal for season)
  Hot, windy
  91–99 
  Storm
  Snowstorm
  Thunderstorm, snowstorm
  Duststorm
  100
  Powerful storm
  Blizzard
  Windstorm, blizzard, hurricane, tornado
  Downpour
  1 Temperate includes forest, hills, marsh, mountains, plains, and warm aquatic.
  2 Winter is cold, summer is warm, spring and autumn are temperate. Marsh regions are slightly warmer in winter.
  
  Winds
  The wind can create a stinging spray of sand or dust, fan a large
  fire, heel over a small boat, and blow gases or vapors away. If pow-
  erful enough, it can even knock characters down (see Table 3–24:
  Wind Effects), interfere with ranged attacks, or impose penalties
  on some skill checks.
  Light Wind: A gentle breeze, having little or no game effect.
  Moderate Wind: A steady wind with a 50% chance of extinguish-
  ing small, unprotected flames, such as candles.
  Strong Wind: Gusts that automatically extinguish unprotected
  flames (candles, torches, and the like). Such gusts impose a –2
  penalty on ranged attack rolls and on Listen checks.
  Severe Wind: In addition to automatically extinguishing any
  unprotected flames, winds of this magnitude cause protected
  flames (such as those of lanterns) to dance wildly and have a 50%
  chance of extinguishing these lights. Ranged weapon attacks and
  Listen checks are at a –4 penalty. This is the velocity of wind pro-
  duced by a gust of wind spell.
  Windstorm: Powerful enough to bring down branches if not
  whole trees, windstorms automatically extinguish unprotected
  flames and have a 75% chance of blowing out protected flames,
  such as those of lanterns. Ranged weapon attacks are impossible,
  and even siege weapons have a –4 penalty on attack rolls. Listen
  checks are at a –8 penalty due to the howling of the wind.
  Hurricane-Force Wind: All flames are extinguished. Ranged at-
  tacks are impossible (except with siege weapons, which have a –8
  penalty on attack rolls). Listen checks are impossible: All charac-
  ters can hear is the roaring of the wind. Hurricane-force winds
  often fell trees.
  Tornado (CR 10): All flames are extinguished. All ranged attacks
  are impossible (even with siege weapons), as are Listen checks.
  Instead of being blown away (see Table 3–24: Wind Effects), char-
  acters in close proximity to a tornado who fail their Fortitude
  saves are sucked toward the tornado. Those who come in contact
  with the actual funnel cloud are picked up and whirled around for
  1d10 rounds, taking 6d6 points of damage per round, before being
  violently expelled (falling damage may apply). While a tornado’s
  rotational speed can be as great as 300 mph, the funnel itself
  moves forward at an average of 30 mph (roughly 250 feet per
  round). A tornado uproots trees, destroys buildings, and causes
  other similar forms of major destruction.
  RANDOM WILDERNESS ENCOUNTERS
  When setting out to generate random encounters for an adven-
  ture that involves travel through the wilderness, the first thing
  you need to do is determine the chance for an encounter to
  happen in a given area. Refer to the table below, determining the
  type of area in question and then rolling d% at the end of every
  hour the PCs spend in the area to see if an encounter occurs.
  Chance of Wilderness Encounter
  Type of Area
  d% Chance
  Desolate/wasteland
  5% chance per hour
  Frontier/wilderness
  8% chance per hour
  Verdant/civilized area
  10% chance per hour
  Heavily traveled
  12% chance per hour
  Building a Wilderness Encounter Table
  In this section are all the tools you need to build encounter tables
  suited to various regions of your campaign world. These tools in-
  clude Table 3–25: Wilderness Encounter Lists, in which creatures
  from the Monster Manual are grouped according to the environ-
  ment where they can typically be encountered. The lists include
  all creatures from the Monster Manual except for those that are
  found only underground (see the earlier section of this chapter,
  where dungeon encounter tables are provided), those that are
  native to a plane of existence other than the Material Plane (see
  Adventuring on Other Planes, beginning on page 147), and some
  creatures with low CRs that are usually not appropriate for
  encounters (such as the toad, the lizard, and the monkey).
  The sample encounter tables presented in the section on terrain
  features (beginning with forest terrain on page 87) were con-
  structed using the procedure described below. Refer to those
  tables when you begin building your own.
  95
  CHAPTER 3:
  ADVENTURES
  Table 3–24: Wind Effects
  Wind
  Wind 
  Ranged Attacks
  Wind Effect
  Fort Save
  Force
  Speed
  Normal/Siege Weapons1
  Creature Size2
  on Creatures
  DC
  Light 
  0–10 mph
  —/—
  Any
  None
  —
  Moderate 
  11–20 mph
  —/—
  Any
  None
  —
  Strong 
  21–30 mph
  –2/—
  Tiny or smaller
  Knocked down
  10
  Small or larger
  None
  Severe
  31–50 mph
  –4/—
  Tiny
  Blown away
  15
  Small
  Knocked down
  Medium
  Checked
  Large or larger
  None
  Windstorm
  51–74 mph
  Impossible/–4
  Small or smaller
  Blown away
  18
  Medium
  Knocked down
  Large or Huge
  Checked
  Gargantuan or Colossal
  None
  Hurricane
  75–174 mph
  Impossible/–8
  Medium or smaller
  Blown away
  20
  Large
  Knocked down
  Huge
  Checked
  Gargantuan or Colossal
  None
  Tornado
  175–300 mph
  Impossible/impossible
  Large or smaller
  Blown away
  30
  Huge
  Knocked down
  Gargantuan or Colossal
  Checked
  1 The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.
  2 Flying or airborne creatures are treated as one size category smaller than their actual size, so an airborne Gargantuan dragon is treated as Huge
  for purposes of wind effects.
  Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6×5 feet.
  Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet.
  Blown Away: Creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying
  creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting.
  
  96
  CHAPTER 3:
  ADVENTURES
  Table 3–25: 
  Wilderness Encounter Lists
  CR Any Wilderness Environment
  1/8 Rat (animal)
  1/3 Dire rat
  1/3 Human warrior skeleton
  1/2 Tiny animated object
  1/2 Human commoner zombie
  1 Small animated object
  1 Ghoul
  1 Homunculus
  2 Medium animated object
  2 Wererat (lycanthrope)
  2 Rat swarm
  3 Allip
  3 Large animated object
  3 Doppelganger
  3 Ghast (ghoul)
  3 Shadow
  3 Wight
  4 Gargoyle
  4 Vampire spawn
  5 Huge animated object
  5 Mummy
  5 Wraith
  7 Gargantuan animated object
  7 Flesh golem
  7 Spectre
  8 Greater shadow
  8 Mohrg
  8 Shield guardian
  10 Colossal animated object
  10 Clay golem
  11 Devourer
  11 Dread wraith
  11 Stone golem
  13 Iron golem
  13 Lich, 11th-level human wizard
  14 Nightwing (nightshade)
  15 Mummy lord
  16 Greater stone golem
  16 Nightwalker (nightshade)
  18 Nightcrawler (nightshade)
  20 Tarrasque
  CR Cold Aquatic
  1 Medium shark (animal)
  2 Large shark (animal)
  4 Huge shark (animal)
  5 Scrag (troll)
  5 Orca whale (animal)
  9 Dire shark
  CR Cold Deserts
  7 Remorhaz
  CR Cold Forests
  2 Wolverine (animal)
  4 Brown bear (animal)
  4 Dire wolverine
  5 Werebear (lycanthrope)
  5 Winter wolf
  7 Dire bear
  CR Cold Hills
  5 Ettin skeleton
  6 Ettin
  6 Gauth (beholder)
  6 Ogre mage
  13 Beholder
  CR Cold Marshes
  4 Gray ooze (ooze)
  6 Annis (hag)
  6 Five-headed cryohydra
  7 Six-headed cryohydra
  8 Seven-headed cryohydra
  9 Eight-headed cryohydra
  10 Nine-headed cryohydra
  11 Ten-headed cryohydra
  12 Eleven-headed cryohydra
  13 Twelve-headed cryohydra
  CR Cold Mountains
  2 Wyrmling white dragon
  3 Very young white dragon
  3 Troll skeleton
  4 Young white dragon
  5 Troll
  6 Juvenile white dragon
  7 Young adult white dragon
  9 Frost giant
  10 Adult white dragon
  11 Troll hunter
  12 Mature adult white dragon
  15 Old white dragon
  17 Very old white dragon
  17 Frost giant jarl
  18 Ancient white dragon
  19 Wyrm white dragon
  21 Great wyrm white dragon
  CR Cold Plains
  4 Polar bear (animal)
  12 Frost worm
  CR Temperate Aquatic
  1/2 Aquatic elf
  1/2 Merfolk
  1/2 Porpoise (animal)
  1 Nixie (sprite)
  1 Squid (animal)
  2 Kuo-toa
  2 Triton
  3 Merrow (ogre)
  4 Sea cat
  4 Sea hag (hag)
  7 Cachalot whale (animal)
  7 Water naga
  9 Dragon turtle
  9 Giant squid (animal)
  12 Kraken
  CR Temperate Deserts
  1/6 Donkey (animal)
  2 Dire bat
  2 Bat swarm
  3 Wyrmling blue dragon
  4 Very young blue dragon
  6 Young blue dragon
  6 Lamia
  7 Dragonne
  8 Juvenile blue dragon
  8 Lammasu
  11 Young adult blue dragon
  14 Adult blue dragon
  16 Mature adult blue dragon
  18 Old blue dragon
  19 Very old blue dragon
  21 Ancient blue dragon
  23 Wyrm blue dragon
  25 Great wyrm blue dragon
  CR Temperate Forests
  1/4 Kobold
  1/4 Tiny monstrous spider (vermin)
  1/4 Kobold zombie
  1/2 Badger (animal)
  1/2 Wood elf
  1/2 Tallfellow halfling
  1/2 Half-elf
  1/2 Small monstrous spider (vermin)
  1 Grig
  1 Krenshar
  1 Medium monstrous spider (vermin)
  1 Pseudodragon
  1 Wolf skeleton
  1 Wolf (animal)
  2 Black bear (animal)
  2 Boar (animal)
  2 Dire badger
  2 Large monstrous spider (vermin)
  2 Satyr
  2 Owlbear skeleton
  3 Assassin vine
  3 Centaur
  3 Dire wolf
  3 Wyrmling green dragon
  3 Dryad
  3 Giant praying mantis (vermin)
  3 Giant wasp (vermin)
  3 Werewolf (lycanthrope)
  3 Giant owl
  3 Pegasus
  3 Unicorn
  4 Aranea
  4 Dire boar
  4 Very young green dragon
  4 Giant stag beetle (vermin)
  4 Wereboar (lycanthrope)
  4 Owlbear
  4 Pixie (sprite)
  5 Young green dragon
  5 Huge monstrous spider (vermin)
  5 Pixie with Otto’s irresistible dance
  (sprite)
  5 Spider eater
  6 Tendriculos
  7 Nymph
  8 Juvenile green dragon
  8 Gargantuan monstrous spider (vermin)
  8 Treant
  11 Celestial charger (unicorn)
  11 Young adult green dragon
  11 Colossal monstrous spider (vermin)
  13 Adult green dragon
  14 Werewolf lord (lycanthrope)
  15 Vampire, elite
  16 Mature adult green dragon
  18 Old green dragon
  
  97
  CHAPTER 3:
  ADVENTURES
  19 Very old green dragon
  21 Ancient green dragon
  22 Wyrm green dragon
  24 Great wyrm green dragon
  CR Temperate Hills
  1/2 Gnome
  1/2 Forest gnome
  1/2 Orc
  2 Dire weasel
  2 Hippogriff
  3 Wyrmling bronze dragon
  3 Ogre
  3 Ogre zombie
  4 Displacer beast
  4 Griffon
  5 Very young bronze dragon
  7 Bulette
  7 Chimera
  7 Young bronze dragon
  7 Hill giant
  7 Ogre barbarian
  8 Athach
  8 Juvenile bronze dragon
  8 Dark naga
  11 Hill giant dire wereboar (lycanthrope)
  12 Displacer beast pack lord
  12 Young adult bronze dragon
  15 Adult bronze dragon
  17 Mature adult bronze dragon
  19 Old bronze dragon
  20 Very old bronze dragon
  22 Ancient bronze dragon
  23 Wyrm bronze dragon
  25 Great wyrm bronze dragon
  CR Temperate Marshes
  1/3 Tiny viper snake (animal)
  1/2 Small viper snake (animal)
  1 Lizardfolk
  1 Medium viper snake (animal)
  2 Large viper snake (animal)
  3 Huge viper snake (animal)
  4 Harpy
  4 Five-headed hydra
  5 Green hag (hag)
  5 Six-headed hydra
  5 Ochre jelly (ooze)
  6 Seven-headed hydra
  6 Shambling mound
  6 Will-o’-wisp
  6 Gray render zombie
  7 Chuul
  7 Eight-headed hydra
  7 Medusa
  8 Gray render
  8 Nine-headed hydra
  9 Ten-headed hydra
  9 Spirit naga
  10 Eleven-headed hydra
  11 Harpy archer
  11 Twelve-headed hydra
  CR Temperate Mountains
  1/2 Dwarf
  1/2 Eagle
  1/2 Gray elf
  2 Bugbear
  2 Bugbear zombie
  3 Giant eagle
  4 Wyrmling silver dragon
  5 Very young silver dragon
  7 Young silver dragon
  7 Cloud giant skeleton
  8 Stone giant
  9 Yrthak
  10 Juvenile silver dragon
  11 Cloud giant
  13 Young adult silver dragon
  15 Adult silver dragon
  18 Mature adult silver dragon
  20 Old silver dragon
  21 Very old silver dragon
  23 Ancient silver dragon
  24 Wyrm silver dragon
  26 Great wyrm silver dragon
  CR Temperate Plains
  1/4 Pony (animal)
  1/4 Pony, war (animal)
  1/3 Dog (animal)
  1/3 Goblin
  1/2 Giant bee (vermin)
  1 Aasimar (planetouched)
  1 Dog, riding (animal)
  1 Giant ant, worker (vermin)
  1 Horse, heavy (animal)
  1 Horse, light (animal)
  1 Horse, light war (animal)
  1 Tiefling (planetouched)
  2 Bison (animal)
  2 Blink dog
  2 Giant ant, queen (vermin)
  2 Giant ant, soldier (vermin)
  2 Horse, heavy war (animal)
  2 Worg
  3 Cockatrice
  3 Locust swarm
  6 Half-dragon 4th-level human fighter
  7 Ghost, 5th-level human fighter
  7 Triceratops (dinosaur)
  7 Vampire, 5th-level human fighter
  8 Gorgon
  9 Half-fiend, 7th-level human cleric
  10 Guardian naga
  11 Half-celestial, 9th-level human paladin
  CR Warm Aquatic
  1/2 Locathah
  1 Manta ray (animal)
  1 Octopus (animal)
  2 Sahuagin
  6 Baleen whale (animal)
  7 Elasmosaurus (dinosaur)
  8 Giant octopus (animal)
  CR Warm Deserts
  1/4 Tiny monstrous scorpion (vermin)
  1/2 Small monstrous scorpion (vermin)
  1 Camel (animal)
  1 Hyena (animal)
  1 Medium monstrous scorpion (vermin)
  2 Large monstrous scorpion (vermin)
  3 Wyrmling brass dragon
  4 Very young brass dragon
  4 Janni (genie)
  5 Basilisk
  5 Hieracosphinx
  6 Young brass dragon
  7 Criosphinx
  7 Huge monstrous scorpion (vermin)
  8 Juvenile brass dragon
  8 Gynosphinx 
  9 Androsphinx
  10 Young adult brass dragon
  10 Gargantuan monstrous scorpion 
  (vermin)
  12 Adult brass dragon
  12 Colossal monstrous scorpion (vermin)
  15 Mature adult brass dragon
  17 Old brass dragon
  19 Very old brass dragon
  20 Ancient brass dragon
  21 Wyrm brass dragon
  23 Great wyrm brass dragon
  CR Warm Forests
  1/2 Wild elf
  1 Spider swarm
  2 Ape (animal)
  2 Giant bombardier beetle (vermin)
  2 Leopard (animal)
  2 Monitor lizard (animal)
  2 Constrictor snake (animal)
  3 Deinonychus (dinosaur)
  3 Dire ape
  3 Ettercap
  3 Yuan-ti pureblood
  4 Tiger (animal)
  5 Girallon
  5 Weretiger (lycanthrope)
  5 Giant constrictor snake (animal)
  5 Yuan-ti halfblood
  6 Digester
  6 Megaraptor (dinosaur)
  6 Advanced megaraptor skeleton
  7 Yuan-ti abomination
  8 Dire tiger
  10 Couatl
  CR Warm Hills
  1/2 Deep halfling
  1/2 Hobgoblin
  3 Wyrmling copper dragon
  4 Wyvern zombie
  5 Very young copper dragon
  5 Phase spider
  5 Rast
  6 Wyvern
  7 Young copper dragon
  8 Behir
  9 Juvenile copper dragon
  11 Young adult copper dragon
  14 Adult copper dragon
  16 Mature adult copper dragon
  19 Old copper dragon
  20 Very old copper dragon
  22 Ancient copper dragon
  23 Wyrm copper dragon
  25 Great wyrm copper dragon
  
  98
  To create a wilderness encounter table, first decide what you
  want the average Encounter Level to be. Then look at the relevant
  list, choosing monsters with Challenge Ratings that fall in a range
  from (EL – 6) to (EL + 2). Supplement these choices with selec-
  tions from other sources, such as these:
  • The Any Wilderness Environment list, which includes wide-
  ranging creatures.
  • The lists for other climates (adding a few warm forest creatures
  to your temperate forest, for example).
  • Some NPCs relevant to the area (dwarf barbarians in the moun-
  tains, perhaps, or elven druids in the forest).
  Now build your encounter table line by line. Strive for some EL
  variety on the table. Just as you wouldn’t design a dungeon where
  every single room is exactly EL 7, you shouldn’t create a wilder-
  ness table where every entry is EL 7.
  If a monster’s Challenge Rating is higher than your target EL,
  the same number, or 1 lower than your target EL, it can go onto
  the table as a solitary monster. If your target EL is 8, you can build
  an entry that simply reads “Treant,” because treants are CR 8.
  For monsters that have a CR significantly lower than your target
  EL, you’ll want the encounter to feature more than one of those crea-
  tures. Table 3–1 (page 49) tells you how many monsters you need for
  an encounter of a given EL. Convert that number to an appropriate
  die range for the encounter table. For example, if you know you want
  an encounter with five gargoyles (individually CR 4) to make an EL
  8 encounter, you’ll add a “2d4 gargoyles” entry to the encounter table,
  because rolling 2d4 yields an average result of 5.
  The organization entries for the creatures in the Monster Manual
  can be a big help. They tell you how likely a monster is to congregate
  with others of its kind; allips are almost always solitary, for example,
  so you don’t want a “2d6 allips” entry on the encounter table. The
  organization entries also indicate combinations of monsters that
  make an effective encounter. Ettins often keep brown bears as pets,
  so an entry of “Ettin and 1d2 brown bears” would be appropriate.
  Once you have every entry for your encounter table ready, you
  need only assign percentages to the table. You can rigorously adjust
  the percentages to ensure that the encounter table yields an average
  EL exactly equal to your target EL, but frankly it isn’t necessary.
  Simply assign larger chances to the lines you know generate en-
  counters close to your target EL, and assign smaller chances to the
  lines that have EL significantly higher or lower than your target.
  URBAN ADVENTURES
  Cities are often the places where characters spend time between
  adventures. But urban areas are themselves rich in many of the
  elements that make for an exciting adventure: chases through
  winding streets, duels in the courtyard, and intrigue during the
  king’s banquet. The “cobblestone jungle” of a metropolis can be as
  dangerous as any dungeon.
  At first glance, a city is much like a dungeon, made up of walls,
  doors, rooms, and corridors. Adventures that take place in cities
  have two salient differences from their dungeon counterparts,
  however. Characters have greater access to resources, and they
  must contend with law enforcement.
  Access to Resources: A friendly temple of healers might be
  just down the street, and a locate object scroll can be had on a quick
  shopping trip. Unlike in dungeons and the wilderness, characters
  can buy and sell gear quickly in a city. A large city or metropolis
  probably has high-level NPCs and experts in obscure fields of
  knowledge who can provide assistance and decipher clues. And
  when the PCs are battered and bruised, they can retreat to the
  comfort of a room at the inn.
  The freedom to retreat and ready access to the marketplace
  means that the players have a greater degree of control over the
  pacing of an urban adventure. They can obtain healing and replen-
  ish their resources after every encounter, if they wish. For this
  reason, you have the freedom to use higher-level encounters
  against them than you would in a different setting. In a city, you
  can provide challenges one or two Encounter Levels higher than
  the PCs would face in a dungeon. And conveniently, cities are full
  of high-level NPCs that provide those greater challenges.
  Law Enforcement: The other key distinctions between adven-
  turing in a city and delving into a dungeon is that a dungeon is,
  almost by definition, a lawless place where the only law is that of
  the jungle: Kill or be killed. A city, on the other hand, is held to-
  gether by a code of laws, many of which are explicitly designed to
  prevent the sort of behavior that adventurers engage in all the
  time: killing and looting. 
  Even so, most cities’ laws recognize monsters as a threat to the
  stability the city relies on, and prohibitions about murder rarely
  apply to monsters such as aberrations or evil outsiders. Most evil
  humanoids, however, are typically protected by the same laws
  CHAPTER 3:
  ADVENTURES
  CR Warm Marshes
  1/2 Stirge
  2 Crocodile (animal)
  2 Shocker lizard
  3 Wyrmling black dragon
  4 Giant crocodile (animal)
  4 Very young black dragon
  5 Young black dragon
  5 Manticore
  6 Five-headed pyrohydra
  7 Juvenile black dragon
  7 Six-headed pyrohydra
  8 Seven-headed pyrohydra
  9 Young adult black dragon
  9 Eight-headed pyrohydra
  10 Nine-headed pyrohydra
  10 Rakshasa
  11 Adult black dragon
  11 Ten-headed pyrohydra
  12 Eleven-headed pyrohydra
  13 Twelve-headed pyrohydra
  14 Mature adult black dragon
  16 Old black dragon
  18 Very old black dragon
  19 Ancient black dragon
  20 Wyrm black dragon
  22 Great wyrm black dragon
  CR Warm Mountains
  4 Wyrmling red dragon
  5 Very young red dragon
  7 Young red dragon
  8 Young adult red dragon skeleton
  9 Roc
  10 Juvenile red dragon
  10 Fire giant
  13 Young adult red dragon
  13 Storm giant
  15 Adult red dragon
  18 Mature adult red dragon
  20 Old red dragon
  21 Very old red dragon
  23 Ancient red dragon
  24 Wyrm red dragon
  26 Great wyrm red dragon
  CR Warm Plains
  1/3 Giant fire beetle (vermin)
  1/2 Baboon (animal)
  1/2 Halfling
  1 Gnoll
  1 Mule (animal)
  2 Cheetah (animal)
  3 Ankheg
  3 Lion (animal)
  4 Rhinoceros (animal)
  5 Dire lion
  5 Wyrmling gold dragon
  7 Very young gold dragon
  7 Elephant (animal)
  8 Tyrannosaurus (dinosaur)
  9 Young gold dragon
  11 Juvenile gold dragon
  14 Young adult gold dragon
  16 Adult gold dragon
  19 Mature adult gold dragon
  21 Old gold dragon
  22 Very old gold dragon
  24 Ancient gold dragon
  25 Wyrm gold dragon
  27 Great wyrm gold dragon
  25 Wyrm gold dragon
  27 Great wyrm gold dragon
  
  that protect all the citizens of the city. Having an evil alignment is
  not a crime (except in some severely theocratic cities, perhaps,
  with the magical power to back up the law); only evil deeds are
  against the law. Even when adventurers encounter an evildoer in
  the act of perpetrating some heinous evil upon the populace of
  the city, the law tends to frown on the sort of vigilante justice that
  leaves the evildoer dead or otherwise unable to testify at a trial.
  The important point to remember about city laws when run-
  ning a city campaign is to use them to encourage creative thinking
  and alternative ways of solving problems. If the players stop
  having fun and long for a return to the dungeon, where they can
  use their combat might to its fullest potential, it’s generally a good
  idea to cut them some slack where the city laws are concerned,
  and let them focus on the exciting aspects of adventure in the city.
  On the other hand, if your players in a city-centered campaign
  make feat, skill, and spell selections in order to optimize their
  characters’ effectiveness in working within and around the law,
  then they are approaching the problem creatively and deserve the
  chance to try out their schemes.
  WEAPON AND SPELL RESTRICTIONS
  Some cities demand that characters who enter the city bind their
  weapons into their sheaths with knotted cord to prevent easy access.
  Other cities may forbid enchantments or divinations such as detect
  thoughts in the bazaar. Different cities have different laws about such
  issues as carrying weapons in public and restricting spellcasters.
  When you plan an urban adventure, decide what the relevant laws are.
  The most important consideration is to enhance the game with
  such laws, not interfere with the players’ fun. While it might be
  quite logical for a city to confiscate weapons and material compo-
  nents, such restrictions can really put a damper on player enjoy-
  ment of an urban adventure. If you want to increase the challenge
  of urban life by forcing characters to make do without weapons or
  spells, that’s fine—but be sure that the challenges they face are
  appropriate to their hindered state. Unless you’ve accounted for
  the restrictions in your adventure, it’s best if the characters have
  relatively free access to all their capabilities.
  The city’s laws may not affect all characters equally. A monk isn’t
  hampered at all by a law about peace-bonding weapons, but a
  cleric is reduced to a fraction of his power if all holy symbols are
  confiscated at the city’s gates.
  At the same time, it’s a good idea to let characters who are
  resourceful or clever enough get around such restrictions—such
  as the wizard with the Eschew Materials feat who doesn’t need
  material components or the bard with a rapier concealed in the
  neck of his lute.
  URBAN FEATURES
  Walls, doors, poor lighting, and uneven footing: In many ways a city
  is much like a dungeon. Many of the dungeon terrain elements
  described earlier in this chapter work equally well in the city. Some
  new considerations for an urban setting are covered below.
  Walls and Gates
  Many cities are surrounded by walls. A typical small city wall is a
  fortified stone wall 5 feet thick and 20 feet high. Such a wall is
  fairly smooth, requiring a DC 30 Climb check to scale. The walls
  are crenellated on one side to provide a low wall for the guards
  atop it, and there is just barely room for guards to walk along the
  top of the wall.
  A typical small city wall has AC 3, hardness 8, and 450 hp per
  10-foot section.
  A typical large city wall is 10 feet thick and 30 feet high, with
  crenellations on both sides for the guards on top of the wall. It is
  likewise smooth, requiring a DC 30 Climb check to scale.
  Such a wall has AC 3, hardness 8, and 720 hp per 10-foot section.
  A typical metropolis wall is 15 feet thick and 40 feet tall. It has
  crenellations on both sides and often has a tunnel and small
  rooms running through its interior.
  Metropolis walls have AC 3, hardness 8, and 1,170 hp per 10-
  foot section.
  Unlike smaller cities, metropolises often have interior walls as well
  as surrounding walls—either old walls that the city has outgrown, or
  walls dividing individual districts from each other. Sometimes these
  walls are as large and thick as the outer walls, but more often they
  have the characteristics of a large city’s or small city’s walls.
  Watch Towers: Some city walls are adorned with watch towers
  set at irregular intervals. Few cities have enough guards to keep
  someone constantly stationed at every tower, unless the city is
  expecting attack from outside. The towers provide a superior view
  of the surrounding countryside as well as a point of defense
  against invaders.
  Watch towers are typically 10 feet higher than the wall they
  adjoin, and their diameter is 5 times the thickness of the wall.
  Arrow slits line the outer sides of the upper stories of a tower, and
  the top is crenellated like the surrounding walls are. In a small
  tower (25 feet in diameter adjoining a 5-foot-thick wall), a simple
  ladder typically connect the tower’s stories and the roof. In a larger
  tower, stairs serve that purpose.
  Heavy wooden doors, reinforced with iron and bearing good
  locks (Open Lock DC 30), block entry to a tower, unless the tower
  is in regular use.
  As a rule, the captain of the guard keeps the key to the tower
  secured on her person, and a second copy is in the city’s inner
  fortress or barracks.
  Gates: A typical city gate is a gatehouse with two portcullises
  and murder holes above the space between them.
  In towns and some small cities, the primary entry is through
  iron double doors set into the city wall.
  Gates are usually open during the day and locked or barred at
  night. Usually, one gate lets in travelers after sunset and is staffed
  by guards who will open it for someone who seems honest, pres-
  ents proper papers, or offers a large enough bribe (depending on
  the city and the guards).
  Guards and Soldiers
  A city typically has full-time military personnel equal to 1% of its
  adult population, in addition to militia or conscript soldiers equal
  to 5% of the population. The full-time soldiers are city guards re-
  sponsible for maintaining order within the city, similar to the role
  of modern police, and (to a lesser extent) for defending the city
  from outside assault. Conscript soldiers are called up to serve in
  case of an attack on the city.
  A typical city guard force works on three eight-hour shifts, with
  30% of the force on a day shift (8 A.M. to 4 P.M.), 35% on an evening
  shift (4 P.M. to 12 A.M.), and 35% on a night shift (12 A.M. to 8 A.M.).
  At any given time, 80% of the guards on duty are on the streets
  patrolling, while the remaining 20% are stationed at various posts
  throughout the city, where they can respond to nearby alarms. At
  least one such guard post is present within each neighborhood of
  a city (each neighborhood consisting of several districts).
  The majority of a city guard force is made up of warriors, mostly
  1st level. Officers include higher-level warriors, fighters, a fair
  number of clerics, and wizards or sorcerers, as well as multiclass
  fighter/spellcasters. 
  Siege Engines
  Siege engines are large weapons, temporary structures, or pieces
  of equipment traditionally used in besieging a castle or fortress.
  Catapult, Heavy: A heavy catapult is a massive engine capable of
  throwing rocks or heavy objects with great force. Because the cata-
  pult throws its payload in a high arc, it can hit squares out of its line
  of sight. To fire a heavy catapult, the crew chief makes a special check
  against DC 15 using only his base attack bonus, Intelligence modi-
  99
  CHAPTER 3:
  ADVENTURES
  
  100
  fier, range increment penalty, and the appropriate modifiers from
  the lower section of Table 3–26. If the check succeeds, the catapult
  stone hits the square the catapult was aimed at, dealing the indicated
  damage to any object or character in the square. Characters who suc-
  ceed on a DC 15 Reflex save take half damage. Once a catapult stone
  hits a square, subsequent shots hit the same square unless the cata-
  pult is reaimed or the wind changes direction or speed.
  If a catapult stone misses, roll 1d8 to determine where it lands.
  This determines the misdirection of the throw, with 1 being back
  toward the catapult and 2 through 8 counting clockwise around
  the target square. (See the diagram on page 158 of the Player’s
  Handbook.) Then, count 3 squares away from the target square for
  every range increment of the attack.
  Loading a catapult requires a series of full-round actions. It
  takes a DC 15 Strength check to winch the throwing arm down;
  most catapults have wheels to allow up to two crew members to
  use the aid another action, assisting the main winch operator. A
  DC 15 Profession (siege engineer) check latches the arm into
  place, and then another DC 15 Profession (siege engineer) check
  loads the catapult ammunition. It takes four full-round actions to
  reaim a heavy catapult (multiple crew members can perform these
  full-round actions in the same round, so it would take a crew of
  four only 1 round to reaim the catapult).
  A heavy catapult takes up a space 15 feet across.
  Catapult, Light: This is a smaller, lighter version of the heavy
  catapult. It functions as the heavy catapult, except that it takes a
  DC 10 Strength check to winch the arm into place, and only two
  full-round actions are required to reaim the catapult.
  A light catapult takes up a space 10 feet across.
  Ballista: A ballista is essentially a Huge heavy crossbow fixed in
  place. Its size makes it hard for most creatures to aim it, as de-
  scribed under Weapon Size on page 113 of the Player’s Handbook.
  Thus, a Medium creature takes a –4 penalty on attack rolls when
  using a ballista, and a Small creature takes a –6 penalty. It takes a
  creature smaller than Large two full-round actions to reload the
  ballista after firing.
  A ballista takes up a space 5 feet across.
  Ram: This heavy pole is sometimes suspended from a movable
  scaffold that allows the crew to swing it back and forth against
  objects. As a full-round action, the character closest to the front of
  the ram makes an attack roll against the AC of the construction,
  applying the –4 penalty for lack of proficiency. (It’s not possible to
  be proficient with this device.) In addition to the damage given on
  Table 3–26, up to nine other characters holding the ram can add
  their Strength modifier to the ram’s damage, if they devote an
  attack action to doing so. For example, ten gnolls (each Str 15, +2
  Str modifier) wielding a ram will deal 3d8+20 points of damage on
  a successful hit. It takes at least one Huge or larger creature, two
  Large creatures, four Medium-size creatures, or eight Small crea-
  tures to swing a ram. (Tiny or smaller creatures can’t use a ram.)
  A ram is typically 30 feet long. In a battle, the creatures wield-
  ing the ram stand in two adjacent columns of equal length, with
  the ram between them.
  Siege Tower: This device is a massive wooden tower on wheels
  or rollers that can be rolled up against a wall to allow attackers to
  scale the tower and thus to get to the top of the wall with cover.
  The wooden walls are usually 1 foot thick.
  A typical siege tower takes up a space 15 feet across. The crea-
  tures inside push it at a speed of 10 feet (and a siege tower can’t
  run). The eight creatures pushing on the ground floor have total
  cover, and those on higher floors get improved cover and can fire
  through arrow slits.
  City Streets
  Typical city streets are narrow and twisting. Most streets average
  15 to 20 feet wide [(1d4+1)×5 feet)], while alleys range from 10
  feet wide to only 5 feet. Cobblestones in good condition allow
  normal movement, but ones in poor repair and heavily rutted dirt
  streets are considered light rubble, increasing the DC of Balance
  and Tumble checks by 2.
  Some cities have no larger thoroughfares, particularly cities
  that gradually grew from small settlements to larger cities. Cities
  that are planned, or perhaps have suffered a major fire that
  allowed authorities to construct new roads through formerly
  inhabited areas, might have a few larger streets through town.
  These main roads are 25 feet wide—offering room for wagons to
  pass each other—with 5-foot-wide sidewalks on either side.
  Crowds: Urban streets are often full of people going about their
  daily lives. In most cases, it isn’t necessary to put every 1st-level
  commoner on the map when a fight breaks out on the city’s main
  thoroughfare. Instead just indicate which squares on the map con-
  tain crowds. If crowds see something obviously dangerous, they’ll
  move away at 30 feet per round at initiative count 0.
  It takes 2 squares of movement to enter a square with crowds.
  The crowds provide cover for anyone who does so, enabling a Hide
  check and providing a bonus to Armor Class and on Reflex saves.
  Directing Crowds: It takes a DC 15 Diplomacy check or DC 20
  Intimidate check to convince a crowd to move in a particular
  direction, and the crowd must be able to hear or see the character
  making the attempt. It takes a full-round action to make the Diplo-
  macy check, but only a free action to make the Intimidate check. 
  If two or more characters are trying to direct a crowd in differ-
  ent directions, they make opposed Diplomacy or Intimidate
  checks to determine whom the crowd listens to. The crowd
  ignores everyone if none of the characters’ check results beat the
  DCs given above.
  Above and beneath the Streets
  Adventurers often chase shadowy figures through the cityscape,
  and many PCs spend time on the run from the city watch. When a
  chase leads upward or downward from the city streets, here are
  some tips to keep things exciting.
  CHAPTER 3:
  ADVENTURES
  Table 3–26: Siege Engines
  Item 
  Cost
  Damage
  Critical
  Range Increment
  Typical Crew
  Catapult, heavy
  800 gp
  6d6
  —
  200 ft. (100 ft. minimum)
  4
  Catapult, light
  550 gp
  4d6
  —
  150 ft. (100 ft. minimum)
  2
  Ballista
  500 gp
  3d8
  19–20
  120 ft.
  1
  Ram
  1,000 gp
  3d8*
  —
  —
  10
  Siege tower
  2,000 gp
  —
  —
  —
  20
  * See description for special rules.
  Catapult Attack Modifiers
  Condition
  Modifier
  No line of sight to target square
  –6
  Successive shots (crew can see where most recent misses landed)
  Cumulative +2 per previous miss  (maximum +10)
  Successive shots (crew can’t  see where most recent misses landed, 
  Cumulative +1 per previous miss  (maximum +5)
  but observer is providing feedback)
  
  Rooftops: Getting to a roof usually requires climbing a wall (see
  the Walls section, page 59), unless the character can reach a roof by
  jumping down from a higher window, balcony, or bridge. Flat roofs,
  common only in warm climates (accumulated snow can cause a flat
  roof to collapse), are easy to run across. Moving along the peak of a
  roof requires a DC 20 Balance check. Moving on an angled roof sur-
  face without changing altitude (moving parallel to the peak, in
  other words) requires a DC 15 Balance check. Moving up and down
  across the peak of a roof requires a DC 10 Balance check.
  Eventually a character runs out of roof, requiring a long jump
  across to the next roof or down to the ground. The distance to the
  next closest roof is usually 1d3×5 feet horizontally, but the roof
  across the gap is equally likely to be 5 feet higher, 5 feet lower, or the
  same height. Use the guidelines on page 77 of the Player’s Handbook
  (a horizontal jump’s peak height is one-fourth of the horizontal dis-
  tance) to determine whether a character can make a jump.
  Sewers: In the baseline D&D game world, sewers are much
  more prevalent than they were in real-world medieval times. To
  get into the sewers, most characters open a grate (a full-round
  action) and jump down 10 feet. Sewers are built exactly like dun-
  geons, except that they’re much more likely to have floors that are
  slippery or covered with water (treat as a shallow pool, described
  on page 64). Sewers are also similar to dungeons in terms of crea-
  tures liable to be encountered therein (see the dungeon encounter
  tables earlier in this chapter). Some cities were built atop the ruins
  of older civilizations, so their sewers sometimes lead to treasures
  and dangers from a bygone age.
  City Buildings
  Most city buildings fall into three categories. The majority of
  buildings in the city are two to five stories high, built side by side
  to form long rows separated by secondary or main streets. These
  row houses usually have businesses on the ground floor, with
  offices or apartments above. 
  Inns, successful businesses, and large warehouses—as well as
  millers, tanners, and other businesses that require extra space—
  are generally large, free-standing buildings with up to five stories.
  Finally, small residences, shops, warehouses, or storage sheds
  are simple, one-story wooden buildings, especially if they’re in
  poorer neighborhoods.
  Most city buildings are made of a combination of stone or clay
  brick (on the lower one or two stories) and timbers (for the upper
  stories, interior walls, and floors). Roofs are a mixture of boards,
  thatch, and slates, sealed with pitch.
  A typical lower-story wall is 1 foot thick, with AC 3, hardness 8,
  90 hp, and a Climb DC of 25.
  Upper-story walls are 6 inches thick, with AC 3, hardness 5, 60
  hp, and a Climb DC of 21.
  Exterior doors on most buildings are good wooden doors (see
  page 61) that are usually kept locked, except on public buildings
  such as shops and taverns.
  Buying Buildings
  Characters might want to buy their own buildings or even con-
  struct their own castle. Use the prices in Table 3–27 below directly,
  or as a guide when you extrapolate costs for more exotic structures.
  City Lights
  If a city has main thoroughfares, they are lined with lanterns
  hanging at a height of 7 feet from building awnings. These
  lanterns are spaced 60 feet apart, so their illumination is all but
  continuous. Secondary streets and alleys are not lit; it is common
  for citizens to hire lantern-bearers when going out after dark.
  Alleys can be dark places even in daylight, thanks to the shad-
  ows of the tall buildings that surround them. A dark alley in day-
  light is rarely dark enough to afford true concealment, but it can
  lend a +2 circumstance bonus on Hide checks.
  URBAN ENCOUNTERS
  The random encounter table, a staple of dungeon and wilderness
  adventuring, functions differently in an urban setting where “en-
  counters” are the norm rather than the exception. Seeing people
  on the streets of a city is constant and expected, and almost every
  site in a city has dozens of potential encounters nearby. In the
  wilderness, it’s unusual to encounter another creature, such as a
  manticore flying overhead or an ankheg erupting from the earth
  to attack. In contrast, it would be strange to not see other people
  around in an urban setting.
  Because cities are by their nature crowded, most urban en-
  counter tables are event-based, not site-based. An encounter in the
  city means something significant, something worthy of the char-
  acters’ attention. Seeing merchants hawking their wares in a market-
  place district may be interesting, but it is not an encounter.
  Each day that characters spend in a city, make an encounter
  check to determine whether an event occurs that demands their
  attention. An encounter check is a d20 roll, modified by circum-
  stances as shown on the table below. (Apply one modifier from
  each section of the table, as applicable.) A result of 20 or higher
  indicates that an encounter occurs.
  If an encounter is indicated, roll on Table 3–28. On this roll,
  apply the same modifier used to determine if an encounter occurs
  (a result greater than 20 is possible). Descriptions and definitions
  of the entries on Table 3–28 follow.
  Admirer: A friendly character (usually an NPC with class levels)
  with a CR equal to 2 less than the party level approaches the charac-
  ters with a request. She may wish to hire the characters, tell them a
  rumor she heard, or simply tag along as they explore the city.
  Animal: The characters are set upon by animals in some way.
  This challenge could be anything from thieving monkeys to a
  rampaging escaped circus bear.
  Brawl in Progress: This can be the classic barroom brawl
  (either in an actual barroom or spilled out onto the street), a battle
  between rival factions, families, or gangs in the city (think Romeo
  and Juliet), or a fight between city guards and criminals trying to
  escape. The characters could just be witnesses, they could get hit
  by stray arrow fire, they could be grabbed and used as cover or hos-
  tages by one side, or they could be mistaken for members of one
  group and attacked by the other. 
  101
  CHAPTER 3:
  ADVENTURES
  Table 3–27: Buildings
  Item
  Cost
  Simple house
  1,000 gp
  Grand house
  5,000 gp
  Mansion
  100,000 gp
  Tower
  50,000 gp
  Keep
  150,000 gp
  Castle
  500,000 gp
  Huge castle
  1,000,000 gp
  Moat with bridge
  50,000 gp
  Simple House: This one- to three-room house is made of wood and
  has a thatched roof.
  Grand House: This four- to ten-room house is made of wood and has
  a thatched roof.
  Mansion: This ten- to twenty-room residence has two or three stories
  and is made of wood and brick. It has a slate roof.
  Tower: This round or square, three-level tower is made of stone.
  Keep: This fortified stone building has fifteen to twenty-five rooms.
  Castle: A castle is a keep surrounded by a 15-foot stone wall with four
  towers. The wall is 10 feet thick.
  Huge Castle: A huge castle is a particularly large keep with numerous
  associated buildings (stables, forge, granaries, and so on) and an
  elaborate 20-foot-high wall that creates bailey and courtyard areas.
  The wall has six towers and is 10 feet thick.
  Moat with Bridge: The moat is 15 feet deep and 30 feet wide. The
  bridge may be a wooden drawbridge or a permanent stone structure.
  
  102
  Bullies: These may be ordinary street thugs, but such charac-
  ters never target those who look tougher than  they. Bullies could
  also be seasoned adventurers who look down on low-level charac-
  ters. A group of bullies always outnumbers the characters by at
  least two (+50% is a good rule of thumb), and each bully has a CR
  equal to 1 less than the party level. For example, a group of four
  player characters averaging 6th level would be targeted by a group
  of six bullies, each with a CR of 5 (5th-level adventurers or 6th-
  level warriors), for an EL 10 encounter. A single 7th-level charac-
  ter might find himself the target of three bullies of CR 6 (6th-level
  adventurers or 7th-level warriors), which is an EL 9 encounter. To
  be meaningful, bullies have to be tough; run-of-the-mill thugs are
  described in the Muggers entry below.
  Construction Accident: One or more of the characters are po-
  tentially struck by a falling object, fall through unsafe scaffolding,
  or face a similar mishap. Run this encounter by adapting a trap
  from the list that begins on page 70.
  Contest in Progress: The characters are invited to participate
  in or judge a contest of some sort. The match could be anything
  from a foot race to an intellectual test to a drinking competition.
  Corpse: The characters find a dead body. The corpse could be
  the victim of a crime, mishap, or strange circumstance.
  District-Specific Encounter: Use an encounter that fits the
  district of the city in which the characters are currently located.
  For example, a PC might be confronted with a press gang in the
  waterfront district or a young foreigner eager to test his diplo-
  matic immunity in the embassy district.
  Duel in Progress: The characters witness a duel—either a tra-
  ditional duel with swords or one involving spellcasters.
  Employment Offer: The characters meet someone who offers
  them work. The job depends on their overall circumstances and
  on the nature of the employer.
  Escaped Prisoner: Someone breaks free from the custody of
  the watch and flees past the PCs. They can help apprehend the
  prisoner or help her escape. The prisoner typically has a CR 1d6
  lower than the characters’ party level.
  Fire (building, ship, etc.): Fire is a danger that threatens the
  whole city. Treat a fire in the city as a forest fire for purposes of
  how fast it moves (see page 87).
  Found Item: The characters find an item of some value: jewelry
  or a map, for example. They can make use of it, or try to find the
  rightful owner. Or perhaps the rightful owner will try to find them.
  Guard Harassment: The PCs encounter a guard officer who
  wants to throw his weight around. The characters can use their
  social skills to defuse the situation, or they can resort to magic or
  force of arms if the situation degenerates. Guards typically have
  individual CRs of 1 to 3. Dealing with an abusive guard captain
  should be treated as an encounter with at least some of the guards
  in the gatehouse, because they’re backing the captain up. The char-
  acters successfully overcome this encounter if they end the har-
  assment, no matter how they do so.
  Guards Need Help: The characters get a request from someone
  affiliated with law enforcement in the city. The request could be as
  simple as a request for some healing or divination magic, or it
  could be as complex as a plea to solve a series of grisly murders
  that have the city’s detectives baffled.
  Lost Child: A parent or other caregiver seeks help from the
  PCs. The child might be simply lost, or perhaps is the victim of a
  more sinister fate.
  Mistaken Identity: One or more of the PCs are mistaken for
  someone else—often someone famous or infamous.
  Monster: A creature (one appropriate to the terrain surround-
  ing the city) rampages through the city, and its path crosses that of
  the characters.
  Muggers: Some thugs have bitten off more than they can chew
  when they decide to pick on the characters. There’s roughly one
  mugger for every PC, and each has a CR of 4 to 6 less than the
  party level.
  Runaway Cart: A team of horses pulling a wagon is racing pell-
  mell through the city streets. The characters must avoid the horses
  (an overrun attack). If they can stop the wagon, the owner (who is
  running behind the cart) will be grateful.
  Pickpockets: One or more rogues tries to steal from the PCs. A
  pickpocket has rogue levels equal to 2 less than the party level and
  a Sleight of Hand modifier equal to 4 more than the party level.
  Prominent Personage: The characters meet an important
  political, religious, mercantile, or military NPC. Most important
  NPCs have a retinue or guard of some sort.
  Robbery in Progress: Criminals burst out of a nearby shop,
  eager to cause as much mayhem as possible during their escape.
  Each of the 1d4+1 robbers has a CR equal to 3 less than the party
  level. The loot from the robbery is double standard for the CR of
  the robbers.
  Spectacle:The characters witness some unusual form of public
  entertainment—a talented bard, a street circus, or flashy magic,
  for example.
  Spell Gone Awry: A spellcaster has foolishly experimented
  with a spell or had a mishap with a scroll. The PCs might have to
  contend with a rampaging summoned creature, the aftermath of a
  fireball in the marketplace, or a squad of the city guard under a con-
  fusion effect.
  CHAPTER 3:
  ADVENTURES
  Urban Encounter Check Modifiers
  Circumstance
  Modifier
  City Size
  Small city
  +1
  Large city
  +2
  Metropolis
  +3
  Characters’ Status/Activity
  Characters are unusually anonymous1
  –2
  Characters are unusually famous2
  +2
  Characters are laying low
  –2
  Characters are looking for action
  +2
  Characters’ Party Level
  1–5
  +0
  6–10
  +1
  11–15
  +2
  16 or higher
  +3
  1 Use this modifier if the characters are not as famous in this city as
  other characters of their level would be. Perhaps they’re new to the
  area, or they simply keep their activities quiet. Never apply this
  modifier to characters of lower than 6th level.
  2 Use this modifier if the characters are more widely known in this city
  than other characters of their level would be. Perhaps they have
  been publicly recognized for saving the mayor, or their faces are on
  wanted posters all over town.
  Table 3–28: Urban Encounters
  d20 Encounter
  0
  Bullies
  1
  Muggers
  2
  Guard harassment
  3
  Pickpockets
  4
  Spectacle
  5
  Found item
  6
  Lost child
  7
  Corpse
  8
  Animal
  9
  Overturned/runaway cart
  10
  District-specific encounter
  11
  District-specific encounter
  12
  Contest in progress
  13
  Duel/mageduel in
  progress
  d20 Encounter
  14
  Brawl/street fight/gang
  war in progress
  15
  Robbery in progress
  16
  Escaped prisoner
  17
  Monster
  18
  Fire (building, ship, etc.)
  19
  Construction accident
  20
  Spell gone awry
  21
  Prominent personage
  22
  Mistaken identity
  23
  Guards need help
  24
  Employment offer
  25+ Admirer
  
  s you run your campaign, you need to portray all sorts of
  characters. Use the information in this chapter for creat-
  ing and controlling the NPCs that populate your cam-
  paign world.
  EVERYONE IN THE WORLD
  It’s your job to portray everyone in the world who isn’t a player
  character. NPCs run the gamut from the old woman who operates
  the livery to the foul necromancer out to destroy the kingdom to
  the dragon in its lair, counting gold. The vast majority of folk
  don’t care about the PCs unless the PCs have reached the point
  where they are saving the world. Even then, most people proba-
  bly don’t know about them.
  Most people and creatures go about their own lives, oblivious
  to the actions of the PCs and the events in the PCs’ adventures.
  Common people whom they meet in a town won’t see them as dif-
  ferent from anyone else unless the PCs do something to draw
  attention to themselves. In short, the rest of the world doesn’t
  know that the PCs are, in fact, player characters. It treats them no
  differently from anyone else, gives them no special breaks (or spe-
  cial penalties), and gives them no special attention. The PCs have
  to rely on their own actions. If they are foolish or unruly, they
  make enemies and earn the distrust of all. If they are wise and
  kind, they make friends and garner respect—and probably also
  run afoul of enemies that don’t share the PCs’ virtues.
  ENEMIES
  Running the foes of the PCs is one of your main tasks, and one of
  the most fun. When creating enemies for the PCs, keep the fol-
  lowing points in mind.
  Fully Rounded Characters: Flesh out enemies. Give
  thought to why NPCs are doing what they do, why they are
  where they are, and how they interact with all that’s around
  them. If you don’t think of them as just bad guys for the
  PCs to kill, the players won’t either.
  Intelligence: Play enemies as smart as they are—no
  more, no less. Ogres might not be the best strategists, but
  mind flayers are incredibly intelligent and always have
  schemes and contingency plans.
  Don’t Be Afraid to Make Them Evil: Evil is evil. Don’t
  hesitate to make the villains truly vile. Betrayal, devious lies,
  and hideous acts all make enemies more rewarding to
  defeat.
  Evil Is Not Everywhere: An NPC opponent doesn’t
  have to be evil. Sometimes neutral and even good char-
  acters might oppose what the PCs are doing, since not
  all good people agree on everything. Sometimes it’s
  interesting to face an opponent whom you don’t want
  to kill outright.
  Evil Doesn’t Always Cooperate: Even if all the
  PCs’ foes are evil, that doesn’t mean they all work
  together. In fact, evil rarely gets along with evil (par-
  ticularly in the case of chaotic evil creatures), because
  the goals of one selfish, destructive creature by defi-
  nition conflict with the goals of other selfish,
  destructive creatures.
  The Prisoner Dilemma: What should the PCs do
  with enemy prisoners? If an NPC foe surrenders, the
  characters face a quandary. Do they spare the lives of
  their evil foes, or put them to the sword? What’s the
  greater wrong, killing something evil or letting it
  103
  Illus. by  A. Swekel
  
  104
  live to commit more evil acts? In some campaigns or some locales
  in a campaign world, bounties are paid for living prisoners. The
  prisoners’ friends can also offer ransoms to get them back alive.
  These two facts can help PCs decide what to do with prisoners, as
  can some indication from you through other allied NPCs as to
  what the accepted course of action is for the land the characters
  are adventuring in. Although you should play the NPCs as appro-
  priately as you can, don’t make the PCs face a prisoner dilemma
  unless you are sure you want to.
  Villains
  A diabolical sorcerer, an evil high priest, a master assassin, a lich,
  an ancient red dragon—the possibilities for intelligent villains are
  endless, and they make for some of the PCs’ most memorable and
  most hated foes. A well-played villain can become a recurring
  character who is a constant thorn in the side of the PCs. 
  Here are some pointers for well-played villains.
  Use Lackeys: Don’t have a major villain confront the PCs her-
  self unless necessary. Eventually, the PCs will want to take the
  fight to her, but she should use underlings, cohorts, and sum-
  moned creatures to challenge the characters whenever possible.
  Nevertheless, don’t deny the PCs the satisfaction of ultimately
  having the opportunity to defeat her.
  Be Sneaky and Resourceful: Use all available options to foil
  the PCs. A sneaky villain might use undetectable alignment or non-
  detection to foil attempts to find him. A detect scrying spell or—even
  better—a screen spell can keep scrying from revealing his actions.
  Mind blank foils detect thoughts, and spell resistance potentially foils
  most everything. The basic idea to keep in mind is that for every
  ability the PCs might have, an NPC villain might be able to
  counter it with the right spell, item, or ability.
  Have an Escape Plan: Once the PCs have confronted the vil-
  lain and foiled his plans, it can be hard for him to get away without
  preparing beforehand. PCs are notorious for dogging the heels of
  a villain who tries to escape. Use secret passages, invisibility, dimen-
  sion door, teleport, contingency, and swarms of underlings to aid the
  villain’s escape.
  Take Hostages: Put the PCs in a moral dilemma. Are they will-
  ing to attack the villain if her servants are prepared to slay on her
  command a number of townsfolk she captured?
  Use Magic: A high-level villain (even a fighter or a rogue)
  should have a great deal of magic to fall back on, perhaps through
  the use of spellcasting servants or magic items. The PCs have
  plenty of magic to bring to bear against the villain, so she should
  have a fair number of tricks and surprises for them as well.
  Fight on the Villain’s Terms: A smart villain fights the PCs
  only when he has to, and only when he’s prepared. Preferably, he
  engages them after they have been weakened by fighting their
  way through his guardian- and trap-filled lair.
  Animals and Other Monsters
  Animals, vermin, magical beasts, and other low-intelligence mon-
  sters form a special category of NPC. They don’t act the way more
  intelligent creatures do. Instead, they are driven by instinct and
  need. Hunger and fear, for example, motivate animals. They are
  occasionally curious, but usually they are looking for food. When
  setting up encounters with animals other and low-intelligence crea-
  tures, remember to develop some sort of ecology. A hundred orcs
  might all organize themselves together in one area, but a hundred
  displacer beasts never would unless an intelligent, outside force
  were compelling them to do so. In a dungeon, for example, preda-
  tors need something to eat and probably would not lair too close to
  each other to avoid competition for food. The logical demands of an
  ecosystem can sometimes make a dungeon difficult to rationalize or
  to design so that it is at least somewhat believable. An intelligent,
  organizing force often helps to explain the presence of creatures in
  numbers or locations contrary to their natural inclination.
  Animals and other low-intelligence monsters want to eat, want
  to be safe, and want to protect their young. They are not thrilled
  about competition for food, but only the most aggressive attack
  for no other reason than that. They don’t collect treasure, but the
  possessions of the characters they have slain can be found in their
  lairs, untouched by the creatures.
  These sorts of creatures make great foes for PCs, since few
  moral issues are raised by slaying a dire wolf or even an umber
  hulk or a wyvern. Thus, even though humans are a poor choice of
  prey for most animals in the real world, assume that most preda-
  tors in the campaign don’t mind or even prefer hunting and eating
  intelligent creatures.
  FRIENDS
  Not everyone hates the PCs. If the characters are smart, as the
  campaign progresses they will make as many friends as enemies.
  Characters who don’t oppose the PCs are divided into four types:
  allies, cohorts, followers, and hirelings. The Leadership feat (see
  PCs as Leaders, page 106) enables a character to attract cohorts and
  followers. Allies and hirelings have different relationships with
  PCs than cohorts and hirelings do. 
  Allies
  Markiov Thenuril is a rugged ranger who patrols the wilderness to
  the west. Ever since the PCs helped him fight off the gnoll incur-
  sion two years ago, he has been willing to provide them with infor-
  mation about his territory whenever they need it. He has intro-
  duced them to Viran Rainsong, an elf wizard/bard who gives them
  great deals on potions and scrolls that she manufactures. Viran’s
  half-brother Ethin traveled with the PCs when they went to the
  Forgotten Mountain and the Lichlair.
  Allies come in two types: those who help the PCs with infor-
  mation, equipment, or a place to stay the night, and those who
  actually travel with them on adventures. The former make useful
  contacts and resources. The latter function as party members and
  earn a full share of experience points and treasure just as any
  other character does. Essentially, these latter allies are adventur-
  ers who just happen not to be controlled by players. They differ
  from cohorts and hirelings (see below), who work directly for
  the PCs.
  Cohorts
  Cohorts are loyal servants who follow a particular character or
  sometimes a group of characters. (NPC adventurers can have co-
  horts, too.) They are hired by or seek out a PC or PCs, and they
  work out a deal agreeable to both parties so that the NPC works
  for the characters. A cohort serves as a general helper, a body-
  guard, a sidekick, or just someone to watch a character’s back.
  Although technically subservient, cohorts are usually too valuable
  to waste on performing menial tasks.
  There are no limitations on the class, race, or gender of a char-
  acter’s cohorts, nor limits to the number of cohorts who can be
  employed by a character. Mistreated cohorts become disloyal and
  eventually leave or even seek revenge against their employers.
  Loyal cohorts become trusted friends and long-time helpers.
  So, what’s really the difference between allies who come along
  and use their abilities to face dangers alongside the PCs, and
  cohorts who do the same thing?
  Cohorts are people who take on a subservient role. Cohorts are
  not leaders. They might voice an opinion now and again, but for
  the most part, they do as they’re told. 
  Experience Points: Cohorts earn experience points, but not at
  the same rate as player characters. To determine a cohort’s XP
  award, follow this procedure:
  1. Don’t include a cohort as a party member when determining
  the XP awards for individual characters. In a party containing four
  PCs and one cohort, each PC gets 1/4 of the overall XP award.
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  
  2. Divide the cohort’s level by the level of the PC with whom he
  or she is associated (the character who attracted the cohort).
  3. Multiply this result by the total XP awarded to the PC and add
  that number of experience points to the cohort’s total.
  For example, a 4th-level cohort associated with a 6th-level PC
  gains 2/3 as much XP as the character gains.
  If a cohort gains enough XP to bring it to a level one lower
  than the associated PC’s character level, the cohort does not gain
  the new level—its new XP total is 1 less than the amount needed
  to attain the next level. This rule is especially significant when
  the PC loses one or more levels; a cohort’s level advancement
  could be stalled for quite some time until the PC regains his or
  her lost levels and gains enough additional XP to be eligible for a
  higher-level cohort (see the Leadership feat on the following
  page).
  Treasure: Although the PCs can work out other deals, their
  cohorts usually get only a half share of any treasure the party
  gains. Sometimes a cohort seeks no pay, only the opportunity to
  serve alongside the PCs. Such cohorts require only living costs.
  However, they are not common.
  The easiest way to calculate a half share is to treat the cohort as
  getting a full share, but award him or her only half, and then
  divide out the remainder to the group. For instance, if a party of
  four PCs and one cohort earns 1,000 gp, divide the gold pieces by
  5 (which is 200 apiece), but award the cohort only 100, and divide
  the leftover 100 among the four PCs (25 each).
  Followers
  Followers are similar to cohorts, except they’re generally low-level
  NPCs. Because they’re generally five or more levels behind the
  character they follow, they’re rarely effective in combat. But a
  clever player can use them as scouts, spies, messengers, errand-
  runners, or guards.
  Followers don’t earn experience and thus don’t gain levels.
  However, when a character with the Leadership feat (see page
  106) attains a new level, the player consults the table in the feat
  description to determine if she has acquired more followers, some
  of which may be higher level than the existing followers. (You
  don’t consult the table to see if your cohort gains levels, however,
  because cohorts earn experience on their own.)
  Followers don’t demand a share of treasure, although they
  depend on the PC they follow to equip them and keep them fed.
  Replacing Cohorts and Followers
  If a leader loses a cohort or followers, he can generally replace
  them, according to his current Leadership score. It takes time (1d4
  months) to recruit replacements. If the leader is to blame for the
  deaths of the cohort or followers, it takes extra time to replace
  them, up to a full year. Note that the leader also picks up a reputa-
  tion of failure, which decreases his Leadership score.
  Hirelings
  When the PCs need to hire someone to perform a task—make
  items, speak with sages, care for their horses, or help build a castle,
  hirelings are the NPCs they employ. Characters can use hirelings
  to carry torches, tote their treasure, and fight for them. Hirelings
  differ from cohorts in that they have no investment in what’s
  going on. They just do their jobs.
  Unlike cohorts, hirelings do not make decisions. They do as
  they’re told (at least in theory). Thus, even if they go on an
  adventure with the PCs, they gain no experience and do not
  affect any calculations involving the party level. Like cohorts,
  hirelings must be treated fairly well, or they will leave and
  might even turn against their former employers. Some hirelings
  might require hazard pay (perhaps as high as double normal
  pay) if placed in particularly dangerous situations. In addition
  to demanding hazard pay, hirelings placed in great danger
  might be unfriendly (see Influencing NPC Attitudes, page 72 of
  the Player’s Handbook), but characters potentially can influence
  them to a better attitude and perhaps even talk them out of
  hazard pay.
  Hirelings are helpful to have around, particularly for specific
  tasks. If the PCs wipe out a nest of wererats but have to leave
  treasure behind, they can hire porters to come back down with
  them into the lair to help carry out the goods. An animal tender
  or two to watch the PCs’ horses while they’re down in a dungeon
  can be useful. Mercenary warriors can provide vital additional
  strength to the party’s ability to combat foes. 
  Middle and high-level PCs should be aware that taking a 1st-
  level commoner with them on an adventure so that she can carry
  equipment or fight as a mercenary probably places her at great
  risk. Hirelings who are expected to fight are best used to deal with
  foes of their level—goblin warriors, for instance, or an evil cleric’s
  skeleton army.
  Table 4–1: Prices for Hireling Services gives an idea of the daily
  wage that hirelings of various types will expect or demand. The
  prices on the table are for long-term retention of services; hiring
  someone for just a day or two might cost two or three times the
  indicated price.
  Also, the prices do not include materials, tools, or weapons the
  hireling may need to do his or her job.
  Table 4–1: Prices for Hireling Services
  Hireling
  Per Day
  Hireling
  Per Day
  Alchemist*
  1 gp
  Mason/craftsperson*
  3 sp
  Animal tender/groom
  15 cp
  Mercenary
  2 sp
  Architect/engineer
  5 sp
  Mercenary cavalry
  4 sp
  Barrister
  1 gp
  Mercenary leader
  6 sp
  Clerk
  4 sp
  Porter
  1 sp
  Cook
  1 sp
  Sage
  2 or more gp
  Entertainer/performer
  4 sp
  Scribe
  3 sp
  Laborer
  1 sp
  Smith
  4 sp*
  Limner
  6 sp
  Teamster
  3 sp
  Maid
  1 sp
  Valet/lackey
  2 sp
  * If paid to create a specific item, use item prices and working times
  instead.
  The types of hirelings characters might employ (from Table 4–1)
  are described below. 
  Alchemist: One who works with chemicals. Also includes
  apothecaries (those who deal with drugs and medicines).
  Animal Tender/Groom: Someone to care for animals. Also
  includes shepherds, shearers, and swineherds.
  Architect/Engineer: A skilled, educated planner, essential for
  large building projects. Also includes shipwrights.
  Barrister: A lawyer.
  Clerk: A scribe specializing in accounting. Also includes trans-
  lators and interpreters.
  Cook: Someone who can prepare meals, often for large groups.
  Entertainer/Performer: A minstrel, actor, singer, dancer, or
  poet.
  Laborer: Anyone performing unskilled or relatively unskilled
  labor. Includes ditchdiggers, gravediggers, bloomers (forge work-
  ers), plowers, quarriers, and many other kinds.
  Limner: A painter. Includes all types of artisans.
  Maid: A household servant who cleans.
  Mason/Craftsperson: A mason is a stoneworker, but this cat-
  egory also covers carpenters, tanners (leatherworkers), haberdash-
  ers, brewers, coopers, cordwainers (shoemakers), bookbinders,
  fletchers, fullers (feltmakers), bowyers, cobblers, drapers, joiners,
  parchmentmakers, plasterers, chandlers (candlemakers), dyers,
  skinners, soapmakers, jewelers, tinkers, vintners, weavers, gem-
  cutters, wheelwrights, cartwrights, horners, mercers, hosiers, and
  other individuals who perform a craft.
  105
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  
  106
  Mercenary: A 1st-level warrior (see the warrior NPC class,
  page 109).
  Mercenary Cavalry: A 1st-level warrior who can ride and fight
  on horseback.
  Mercenary Leader: A 2nd-level warrior. For a mercenary
  leader of higher level than 2nd, add 3 sp per day per level more
  than is shown on Table 4–1.
  Porter: Someone who carries heavy loads.
  Sage: A researcher, a scholar, or a wise, educated person who
  provides information. You should assign a time period required to
  research the answer to a question, which may be as short as an
  hour or as long as a month or more (depending both on the diffi-
  culty of the question and the likelihood that the sage knows the
  answer or can find it quickly). More renowned sages demand
  higher fees, particularly for difficult areas of research.
  Scribe: Someone who can write. Also includes scriveners
  (manuscript copiers).
  Smith: A metalworker. Includes blacksmiths, goldsmiths, sil-
  versmiths, coppersmiths, pewterers, minters (coinmakers), laton-
  ers (bronzeworkers), braziers (brassworkers), locksmiths, weapon-
  smiths, and armorers.
  Teamster: Cart or wagon driver.
  Valet/Lackey: A general servant required to perform many and
  varied duties.
  PCS AS LEADERS
  When PCs gain levels, they also garner reputations. Those who
  show promise, great power, a path toward success, or perhaps just
  a friendly demeanor may find that NPCs want to follow them.
  These NPCs may wish for apprenticeships, employment, or a
  leader they can look up to.
  Attracting Cohorts
  A character of 6th level or higher can start attracting cohorts (see page
  104) and followers (see page 105) by taking the Leadership feat (see
  below). Unlike other feats, this one depends heavily on the social set-
  ting of the campaign, the actual location of the PC, and the group
  dynamics. You’re free to disallow this feat if it would disrupt the cam-
  paign. Be sure to consider the effect of a PC having a cohort. A cohort
  is effectively another PC in the party under that player’s control, one
  whose share of XP, treasure, and spotlight time is bound to take some-
  thing away from the other players’ characters. If your group is small,
  cohorts may be a great idea. If it’s big enough that a cohort would be a
  problem, don’t let the PCs have cohorts.
  A character can try to attract a cohort of a particular race, class,
  and alignment. The cohort’s alignment may not be opposed to the
  leader’s alignment on either the law-vs.-chaos or good-vs.-evil axis,
  and the leader takes a Leadership penalty if he recruits a cohort of
  an alignment different from his own. The DM determines the
  details of the cohort. The cohort has gear as an NPC (see Table
  4–23: NPC Gear Value, page 127).
  LEADERSHIP [GENERAL]
  A character with this feat is the sort of individual others want to
  follow, and he or she has done some work attempting to recruit
  cohorts and followers.
  Prerequisites: A character must be at least 6th level to take
  this feat.
  Benefits: Having this feat enables the character to attract loyal
  companions and devoted followers, subordinates who assist her.
  See the table below for what sort of cohort and how many follow-
  ers the character can recruit.
  Leadership Modifiers: Several factors can affect a character’s
  Leadership score, causing it to vary from the base score (character
  level + Cha modifier). A character’s reputation (from the point of
  view of the cohort or follower he is trying to attract) raises or
  lowers his Leadership score:
  Leader’s Reputation
  Modifier
  Great renown
  +2
  Fairness and generosity
  +1
  Special power
  +1
  Failure
  –1
  Aloofness
  –1
  Cruelty
  –2
  Other modifiers may apply when the character tries to attract a
  cohort:
  The Leader . . .
  Modifier
  Has a familiar, special mount, or
  –2
  animal companion
  Recruits a cohort of a different alignment
  –1
  Caused the death of a cohort
  –2*
  * Cumulative per cohort killed.
  Followers have different priorities from cohorts. When the char-
  acter tries to attract a new follower, use any of the following mod-
  ifiers that apply.
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  Leadership
  Cohort
  —— Number of Followers by Level ——
  Score
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  1 or lower
  —
  —
  —
  —
  —
  —
  —
  2
  1st
  —
  —
  —
  —
  —
  —
  3
  2nd
  —
  —
  —
  —
  —
  —
  4
  3rd
  —
  —
  —
  —
  —
  —
  5
  3rd
  —
  —
  —
  —
  —
  —
  6
  4th
  —
  —
  —
  —
  —
  —
  7
  5th
  —
  —
  —
  —
  —
  —
  8
  5th
  —
  —
  —
  —
  —
  —
  9
  6th
  —
  —
  —
  —
  —
  —
  10
  7th
  5
  —
  —
  —
  —
  —
  11
  7th
  6
  —
  —
  —
  —
  —
  12
  8th
  8
  —
  —
  —
  —
  —
  13
  9th
  10
  1
  —
  —
  —
  —
  14
  10th
  15
  1
  —
  —
  —
  —
  15
  10th
  20
  2
  1
  —
  —
  —
  16
  11th
  25
  2
  1
  —
  —
  —
  17
  12th
  30
  3
  1
  1
  —
  —
  18
  12th
  35
  3
  1
  1
  —
  —
  19
  13th
  40
  4
  2
  1
  1
  —
  20
  14th
  50
  5
  3
  2
  1
  —
  21
  15th
  60
  6
  3
  2
  1
  1
  22
  15th
  75
  7
  4
  2
  2
  1
  23
  16th
  90
  9
  5
  3
  2
  1
  24
  17th
  110
  11
  6
  3
  2
  1
  25 or higher
  17th
  135
  13
  7
  4
  2
  2
  Leadership Score: A character’s base Leadership score equals his level
  plus any Charisma modifier. In order to take into account negative
  Charisma modifiers, this table allows for very low Leadership scores,
  but the character must still be 6th level or higher in order to gain the
  Leadership feat. Outside factors can affect a character’s Leadership
  score, as detailed below.
  Cohort Level: The character can attract a cohort of up to this level.
  Regardless of a character’s Leadership score, he can only recruit a
  cohort who is two or more levels lower than himself. A 6th-level
  paladin with a +3 Charisma bonus, for example, can still only
  recruit a cohort of 4th level or lower. The cohort should be
  equipped with gear appropriate for its level (see Table 4–23: NPC
  Gear Value, page 127).
  Number of Followers by Level: The character can lead up to the
  indicated number of characters of each level. For example, a
  character with a Leadership score of 14 can lead up to fifteen 1st-
  level followers and one 2nd-level follower.
  
  The Leader . . .
  Modifier
  Has a stronghold, base of operations, 
  +2
  guildhouse, or the like
  Moves around a lot
  –1
  Caused the death of other followers
  –1
  NPC SPELLCASTING
  Characters need healing. They need curses removed. They need to
  be teleported. They need to be raised from the dead. At various
  points during the campaign, the PCs will need to find NPCs to cast
  spells for them, either because they don’t want to do it themselves
  or, more often, because a particular spell is beyond them. Refer to
  page 139 for information on the highest-level spellcaster available
  in a given community.
  Assuming that the PCs can find a caster of the needed level and
  that she’s amenable to helping them out, the NPC charges them 10
  gp per spell level × her caster level (or 5 gp × her caster level for a
  0-level spell). If she’s a cleric, she might require the amount as a
  donation to her faith. If she’s a wizard, she might call the price a
  “magical research fee.” Whatever the case, the higher her caster
  level, the more she can charge for spells.
  If a spell has an expensive material component, the NPC makes
  her client pay for those expenses in addition to the base cost.
  If the spell requires a focus component (other than a divine
  focus), the NPC makes her client pay 10% of the cost of the focus
  (even if caster already possesses the item).
  Finally, if the spell has an XP component, the NPC charges an
  additional 5 gp for each experience point she must expend.
  NPC CLASSES
  The Player’s Handbook extensively describes adventurers. But what
  about the rest of the world? Surely not everyone’s a fighter, rogue,
  or wizard. Presented in this section are five classes specifically
  designed for NPCs. None of them, with the possible exceptions of
  the expert and the aristocrat, stands up as a playable class for PCs.
  Instead, they represent the rest of the people in the world around
  the PCs who don’t train to go on adventures and explore dungeons.
  Treat these classes as you would any other. Their members get
  feats every three levels and ability score increases every four levels
  (see Table 3–2: Experience and Level-Dependent Benefits on page
  22 of the Player’s Handbook). Most NPCs take feats such as En-
  durance, Skill Focus, Track, and other noncombat-related abilities.
  It’s possible for NPCs to multiclass, and even to obtain levels in PC
  classes if you so desire.
  The level and class of an NPC give an indication of how well
  that NPC knows his or her field. A typical blacksmith might only
  be a 3rd-level commoner, but the world’s greatest blacksmith is
  probably a 20th-level expert. That 20th-level character is a capable
  person with great skill, but she can’t fight as well as a fighter equal
  to her level (or even one much lower in level), nor can she cast
  spells or do the other things that characters with PC class levels
  can do.
  NPCs gain experience points the same way that PCs do. Not
  being adventurers, however, their opportunities are more limited.
  Therefore, a commoner is likely to progress in levels very slowly.
  Most commoners never attain higher than 2nd or 3rd level in
  their whole lives. A warrior serving as a town guard is more likely
  to earn XP here and there and thus might gain a few levels, but
  this experience is still paltry compared to what an adventurer
  gains. Keep in mind, though, that dangerous areas are more likely
  to produce higher-level NPCs than peaceful, settled lands. A com-
  moner who must regularly fight off gnolls trying to ransack his
  farm or burn his crops is likely to be of higher level than one who
  rarely encounters a challenge of this sort.
  These NPC classes should provide enough distinction to create
  anyone the PCs meet who isn’t an adventurer. See Total Characters
  of Each Class, page 138, for information on how many characters
  belonging to each of these NPC classes are found in a typical town
  and their respective levels.
  ADEPT
  Some tribal societies or less sophisticated regions don’t have the
  resources to train wizards and clerics. Reflecting a lesser knowl-
  edge of magic yet an intriguing combination of arcane and divine
  skills, the adept serves these cultures as both wise woman (or holy
  man) and mystical defender.
  Adepts can be found in isolated human, elf, dwarf, gnome, and
  halfling communities but are most prevalent among more bestial
  humanoid and giant species such as orcs, goblins, gnolls, bug-
  bears, and ogres.
  Hit Die: d6.
  Class Skills
  The adept’s class skills (and the key ability for each skill) are Con-
  centration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis),
  107
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  Table 4–2: The Adept
  NPC
  Base
  Fort
  Ref
  Will
  ——————— Spells per Day ——––———
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  0
  1st
  2nd
  3rd
  4th
  5th
  1st
  +0
  +0
  +0
  +2
  3
  1
  —
  —
  —
  —
  2nd
  +1
  +0
  +0
  +3
  Summon familiar
  3
  1
  —
  —
  —
  —
  3rd
  +1
  +1
  +1
  +3
  3
  2
  —
  —
  —
  —
  4th
  +2
  +1
  +1
  +4
  3
  2
  0
  —
  —
  —
  5th
  +2
  +1
  +1
  +4
  3
  2
  1
  —
  —
  —
  6th
  +3
  +2
  +2
  +5
  3
  2
  1
  —
  —
  —
  7th
  +3
  +2
  +2
  +5
  3
  3
  2
  —
  —
  —
  8th
  +4
  +2
  +2
  +6
  3
  3
  2
  0
  —
  —
  9th
  +4
  +3
  +3
  +6
  3
  3
  2
  1
  —
  —
  10th
  +5
  +3
  +3
  +7
  3
  3
  2
  1
  —
  —
  11th
  +5
  +3
  +3
  +7
  3
  3
  3
  2
  —
  —
  12th
  +6/+1
  +4
  +4
  +8
  3
  3
  3
  2
  0
  —
  13th
  +6/+1
  +4
  +4
  +8
  3
  3
  3
  2
  1
  —
  14th
  +7/+2
  +4
  +4
  +9
  3
  3
  3
  2
  1
  —
  15th
  +7/+2
  +5
  +5
  +9
  3
  3
  3
  3
  2
  —
  16th
  +8/+3
  +5
  +5
  +10
  3
  3
  3
  3
  2
  0
  17th
  +8/+3
  +5
  +5
  +10
  3
  3
  3
  3
  2
  1
  18th
  +9/+4
  +6
  +6
  +11
  3
  3
  3
  3
  2
  1
  19th
  +9/+4
  +6
  +6
  +11
  3
  3
  3
  3
  3
  2
  20th
  +10/+5
  +6
  +6
  +12
  3
  3
  3
  3
  3
  2
  
  108
  Knowledge (all skills taken individually) (Int), Profession (Wis),
  Spellcraft (Int), and Survival (Wis). See Chapter 4: Skills in the
  Player’s Handbook for skill descriptions.
  Skill Points at 1st Level: (2 + Int modifier) × 4.
  Skill Points at Each Additional Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the adept NPC class.
  Weapon and Armor Proficiency: Adepts are skilled with all
  simple weapons. Adepts are not proficient with any type of armor
  nor with shields.
  Spells: An adept casts divine spells (the same type of spells
  available to the cleric, druid, paladin, and ranger), which are
  drawn from the adept spell list (see below). Like a cleric, an adept
  must choose and prepare her spells in advance. Unlike a cleric, an
  adept cannot spontaneously cast cure or inflict spells.
  To prepare or cast a spell, an adept must have a Wisdom score
  equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis
  11 for 1st-level spells, and so forth). The Difficulty Class for a
  saving throw against an adept’s spell is 10 + the spell level + the
  adept’s Wisdom modifier.
  Adepts, unlike wizards, do not acquire their spells from books
  or scrolls, nor do they prepare them through study. Instead, they
  meditate or pray for their spells, receiving them as divine inspira-
  tion or through their own strength of faith. Each adept must
  choose a time each day at which she must spend an hour in quiet
  contemplation or supplication to regain her daily allotment of
  spells. Time spent resting has no effect on whether an adept can
  prepare spells.
  Like other spellcasters, an adept can cast only a certain number
  of spells of each spell level per day. Her base daily spell allotment
  is given on Table 4–2: The Adept. In addition, she receives bonus
  spells per day if she has a high Wisdom score (see Table 1–1: Abil-
  ity Modifiers and Bonus Spells, page 8 of the Player’s Handbook).
  When Table 4–2 indicates that the adept gets 0 spells per day of a
  given spell level (for instance, 0 2nd-level spells for a 4th-level
  adept), she gains only the bonus spells she would be entitled to
  based on her Wisdom score for that spell level.
  Each adept has a particular holy symbol (as a divine focus)
  depending on the adept’s magical tradition.
  Summon Familiar: At 2nd level, an adept can call a familiar,
  just as a sorcerer or wizard can. See the sidebar on page 52 of the
  Player’s Handbook for more information.
  Starting Gear
  2d4 × 10 gp worth of equipment.
  Adept Spell List
  Adepts choose their spells from the following list.
  0 Level: create water, cure minor wounds, detect magic, ghost sound,
  guidance, light, mending, purify food and drink, read magic, touch of
  fatigue.
  1st Level: bless, burning hands, cause fear, command, comprehend
  languages, cure light wounds, detect chaos, detect evil, detect good, detect
  law, endure elements, obscuring mist, protection from chaos, protection
  from evil, protection from good, protection from law, sleep.
  2nd Level: aid, animal trance, bear’s endurance, bull’s strength, cat’s
  grace, cure moderate wounds, darkness, delay poison, invisibility, mirror
  image, resist energy, scorching ray, see invisibility, web.
  3rd Level: animate dead, bestow curse, contagion, continual flame,
  cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize
  poison, remove curse, remove disease, tongues.
  4th Level: cure critical wounds, minor creation, polymorph, restora-
  tion, stoneskin, wall of fire.
  5th Level: baleful polymorph, break enchantment, commune, heal,
  major creation, raise dead, true seeing, wall of stone.
  ARISTOCRAT
  Aristocrats are usually educated, wealthy individuals who were
  born into high position. Aristocrats are the wealthy or politi-
  cally influential people in the world. They are given the free-
  dom to train in the fields of their choice, for the most part, and
  often travel widely. With access to all the best goods and oppor-
  tunities, many aristocrats become formidable individuals. Some
  even go on adventures with fighters, wizards, and members of
  other classes, although usually such activities are nothing more
  than a lark.
  The aristocrat might work as a PC class, since it has an
  impressive selection of skills and respectable combat training.
  Being an aristocrat, however, isn’t so much a choice as a position
  you’re born into. An aristocrat cannot be a multiclass character
  unless his or her first level is in the aristocrat class. Mostly, you
  should reserve the aristocrat class for rulers, their families, and
  their courtiers.
  Hit Die: d8.
  Table 4–3: The Aristocrat
  NPC
  Base
  Fort
  Ref
  Will
  Level
  Attack Bonus
  Save
  Save
  Save
  1st
  +0
  +0
  +0
  +2
  2nd
  +1
  +0
  +0
  +3
  3rd
  +2
  +1
  +1
  +3
  4th
  +3
  +1
  +1
  +4
  5th
  +3
  +1
  +1
  +4
  6th
  +4
  +2
  +2
  +5
  7th
  +5
  +2
  +2
  +5
  8th
  +6/+1
  +2
  +2
  +6
  9th
  +6/+1
  +3
  +3
  +6
  10th
  +7/+2
  +3
  +3
  +7
  11th
  +8/+3
  +3
  +3
  +7
  12th
  +9/+4
  +4
  +4
  +8
  13th
  +9/+4
  +4
  +4
  +8
  14th
  +10/+5
  +4
  +4
  +9
  15th
  +11/+6/+1
  +5
  +5
  +9
  16th
  +12/+7/+2
  +5
  +5
  +10
  17th
  +12/+7/+2
  +5
  +5
  +10
  18th
  +13/+8/+3
  +6
  +6
  +11
  19th
  +14/+9/+4
  +6
  +6
  +11
  20th
  +15/+10/+5
  +6
  +6
  +12
  Class Skills
  The aristocrat’s class skills (and the key ability for each skill) are
  Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha),
  Forgery (Int), Gather Information (Cha), Handle Animal (Cha),
  Intimidate (Cha), Knowledge (all skills taken individually) (Int),
  Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis),
  Speak Language, Spot (Wis), Swim (Str), and Survival (Wis). See
  Chapter 4: Skills in the Player’s Handbook for skill descriptions.
  Skill Points at 1st Level: (4 + Int modifier) × 4.
  Skill Points at Each Additional Level: 4 + Int modifier.
  Class Features
  The following is a class feature of the aristocrat NPC class.
  Weapon and Armor Proficiency: The aristocrat is proficient
  in the use of all simple and martial weapons and with all types of
  armor and shields.
  Starting Gear
  6d8 × 10 gp worth of equipment.
  COMMONER
  The common folk farm the fields, staff the shops, build the homes,
  and produce the goods in the world around the adventurers. Com-
  moners usually have no desire to live the dangerous life of an
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  
  adventurer and none of the skills needed to undertake the chal-
  lenges adventurers must face. Commoners are skilled in their own
  vocations and make up the majority of the population.
  Commoners make poor adventurers. This class should be
  reserved for everyone who does not qualify for any other class.
  Hit Die: d4.
  Table 4–4: The Commoner
  NPC
  Base
  Fort
  Ref
  Will
  Level
  Attack Bonus
  Save
  Save
  Save
  1st
  +0
  +0
  +0
  +0
  2nd
  +1
  +0
  +0
  +0
  3rd
  +1
  +1
  +1
  +1
  4th
  +2
  +1
  +1
  +1
  5th
  +2
  +1
  +1
  +1
  6th
  +3
  +2
  +2
  +2
  7th
  +3
  +2
  +2
  +2
  8th
  +4
  +2
  +2
  +2
  9th
  +4
  +3
  +3
  +3
  10th
  +5
  +3
  +3
  +3
  11th
  +5
  +3
  +3
  +3
  12th
  +6/+1
  +4
  +4
  +4
  13th
  +6/+1
  +4
  +4
  +4
  14th
  +7/+2
  +4
  +4
  +4
  15th
  +7/+2
  +5
  +5
  +5
  16th
  +8/+3
  +5
  +5
  +5
  17th
  +8/+3
  +5
  +5
  +5
  18th
  +9/+4
  +6
  +6
  +6
  19th
  +9/+4
  +6
  +6
  +6
  20th
  +10/+5
  +6
  +6
  +6
  Class Skills
  The commoner’s class skills (and the key ability for each skill) are
  Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen
  (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and
  Use Rope (Dex). See Chapter 4: Skills in the Player’s Handbook for
  skill descriptions.
  Skill Points at 1st Level: (2 + Int modifier) × 4.
  Skill Points at Each Additional Level: 2 + Int modifier.
  Class Features
  The following is a class feature of the commoner NPC class.
  Weapon and Armor Proficiency:The commoner is proficient
  with one simple weapon. He is not proficient with any other
  weapons, nor is he proficient with any type of armor or shields.
  Starting Gear
  5d4 gp worth of equipment.
  EXPERT
  Experts operate as craftsfolk and professionals in the world. They
  normally do not have the inclination or training to be adventurers,
  but they are capable in their own field. The skilled blacksmith, the
  astute barrister, the canny merchant, the educated sage, and the
  master shipwright are all experts.
  The expert could make a PC-worthy class choice, but only for
  those players willing to create a character focused on something
  other than a traditional adventuring career. Experts have a vast
  range of skills. Most towns and communities have at least a few
  experts in various fields. DMs should use the expert class for
  NPCs such as elite craftsfolk, experienced merchants, seasoned
  guides, and other highly skilled professionals.
  Hit Die: d6.
  Class Skills
  The expert can choose any ten skills to be class skills. See Chapter
  4: Skills in the Player’s Handbook for skill descriptions.
  Skill Points at 1st Level: (6 + Int modifier) × 4.
  Skill Points at Each Additional Level: 6 + Int modifier.
  Table 4–5: The Expert
  NPC
  Base
  Fort
  Ref
  Will
  Level
  Attack Bonus
  Save
  Save
  Save
  1st
  +0
  +0
  +0
  +2
  2nd
  +1
  +0
  +0
  +3
  3rd
  +2
  +1
  +1
  +3
  4th
  +3
  +1
  +1
  +4
  5th
  +3
  +1
  +1
  +4
  6th
  +4
  +2
  +2
  +5
  7th
  +5
  +2
  +2
  +5
  8th
  +6/+1
  +2
  +2
  +6
  9th
  +6/+1
  +3
  +3
  +6
  10th
  +7/+2
  +3
  +3
  +7
  11th
  +8/+3
  +3
  +3
  +7
  12th
  +9/+4
  +4
  +4
  +8
  13th
  +9/+4
  +4
  +4
  +8
  14th
  +10/+5
  +4
  +4
  +9
  15th
  +11/+6/+1
  +5
  +5
  +9
  16th
  +12/+7/+2
  +5
  +5
  +10
  17th
  +12/+7/+2
  +5
  +5
  +10
  18th
  +13/+8/+3
  +6
  +6
  +11
  19th
  +14/+9/+4
  +6
  +6
  +11
  20th
  +15/+10/+5
  +6
  +6
  +12
  Class Features
  The following is a class feature of the expert NPC class.
  Weapon and Armor Proficiency: The expert is proficient in
  the use of all simple weapons and with light armor but not shields.
  Starting Gear
  3d4 × 10 gp worth of equipment.
  WARRIOR
  The warrior is a strong, stout combatant without the specialized
  training and finesse of a fighter, the survival and outdoor skills of
  the barbarian or ranger, or the sophistication and religious focus
  of a paladin. The warrior is a straightforward and unsubtle oppo-
  nent in a fight, but a respectable one.
  Warriors are not as good as fighters, and thus PCs should be en-
  couraged to avoid this class in favor of the standard combat-ori-
  ented ones given in the Player’s Handbook. Representing experi-
  ence in fighting and related areas but not sophisticated training,
  warriors are common among the humanoids and giants (orcs,
  ogres, and so forth). You can also use the warrior class for soldiers
  (although perhaps not for commanders or career soldiers), guards,
  local thugs, toughs, bullies, and even regular people who have
  learned to defend their homes with some ability.
  Hit Die: d8.
  Class Skills
  The warrior’s class skills (and the key ability for each skill) are
  Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str),
  Ride (Dex), and Swim (Str). See Chapter 4: Skills in the Player’s
  Handbook for skill descriptions.
  Skill Points at 1st Level: (2 + Int modifier) × 4.
  Skill Points at Each Additional Level: 2 + Int modifier.
  Class Features
  The following is a class feature of the warrior NPC class.
  Weapon and Armor Proficiency: The warrior is proficient in
  the use of all simple and martial weapons and all armor and shields.
  Starting Gear
  3d4 × 10 gp worth of equipment.
  109
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  
  110
  Table 4–6: The Warrior
  NPC
  Base
  Fort
  Ref
  Will
  Level
  Attack Bonus
  Save
  Save
  Save
  1st
  +1
  +2
  +0
  +0
  2nd
  +2
  +3
  +0
  +0
  3rd
  +3
  +3
  +1
  +1
  4th
  +4
  +4
  +1
  +1
  5th
  +5
  +4
  +1
  +1
  6th
  +6/+1
  +5
  +2
  +2
  7th
  +7/+2
  +5
  +2
  +2
  8th
  +8/+3
  +6
  +2
  +2
  9th
  +9/+4
  +6
  +3
  +3
  10th
  +10/+5
  +7
  +3
  +3
  11th
  +11/+6/+1
  +7
  +3
  +3
  12th
  +12/+7/+2
  +8
  +4
  +4
  13th
  +13/+8/+3
  +8
  +4
  +4
  14th
  +14/+9/+4
  +9
  +4
  +4
  15th
  +15/+10/+5
  +9
  +5
  +5
  16th
  +16/+11/+6/+1
  +10
  +5
  +5
  17th
  +17/+12/+7/+2
  +10
  +5
  +5
  18th
  +18/+13/+8/+3
  +11
  +6
  +6
  19th
  +19/+14/+9/+4
  +11
  +6
  +6
  20th
  +20/+15/+10/+5
  +12
  +6
  +6
  NPC STATISTICS
  This section provides a set of baseline statistics for NPCs of every
  standard class at levels 1st through 20th, with rules for how to
  adjust those statistics for various races and kinds of monster. Start-
  ing with just an NPC’s level (or Challenge Rating, which is usually
  the same thing), you can generate an NPC randomly, or you can
  put the pieces of the character together as you see fit. The rules
  cover every kind of character from a typical dwarf fighter to a half-
  fiend minotaur sorcerer.
  These statistics give you basic characters with a minimum
  amount of work. If you want to put more effort into handcrafting
  NPCs, you can use these statistics as a place to start.
  To create an NPC, you can select options from the following
  tables, or you can put a character together from scratch.
  TABLE-BASED NPCS
  The tables in this section are intended to help you create an NPC
  when planning an adventure. They give the bare bones and sug-
  gest basic equipment, leaving the rest to your design. To create an
  NPC from these tables, follow these steps.
  1. Decide the NPC’s class and level, and what race or kind of
  monster the NPC is.
  2. Find the class and level on the NPC tables (Table 4–12 to
  Table 4–22).
  3. Modify the statistics given there by the race or kind informa-
  tion from Adjustments by Race or Kind, page 126.
  4. Equip the NPC with the basic gear given on the table and pur-
  chase additional equipment up to the total gp amount allowed for
  that character level. If you prefer, adjust the basic gear to suit your
  character concept.
  Random Class, Level, and Race or Kind 
  To randomly generate an NPC’s class, level, and race or kind of
  monster, start with the NPC’s level (or Challenge Rating, which is
  usually the same thing). Then determine the following informa-
  tion randomly.
  1. Roll the NPC’s alignment on Table 4–7: Random NPC Align-
  ment.
  2. Roll class randomly on Table 4–8: Random NPC Class.
  3. Roll the race or kind randomly on the appropriate column on
  Table 4–9: Good NPC Race or Kind, 4–10: Neutral NPC Race or
  Kind, or 4–11: Evil NPC Race or Kind.
  Table 4–7: Random NPC Alignment
  d%
  Alignment
  01–20
  Good (LG, NG, or CG)
  21–50
  Neutral (LN, N, or CN)
  51–100
  Evil (LE, NE, or CE)
  Table 4–8: Random NPC Class
  Good
  Neutral
  Evil
  Class
  01–05
  01–05
  01–10
  Barbarian
  06–10
  06–10
  11–15
  Bard
  11–30
  11–15
  16–35
  Cleric
  31–35
  16–25
  36–40
  Druid
  36–45
  26–45
  41–50
  Fighter
  46–50
  46–50
  51–55
  Monk
  51–55
  —
  —
  Paladin
  56–65
  51–55
  56–60
  Ranger
  66–75
  56–75
  61–80
  Rogue
  76–80
  76–80
  81–85
  Sorcerer
  81–100
  81–100
  86–100
  Wizard
  HANDCRAFTED NPC
  To create an NPC from scratch, simply use the information from
  the Player’s Handbook, the Monster Manual, and the earlier parts of
  this chapter.
  The one additional piece of information you need is the value of
  an NPC’s gear. See Table 4–23: NPC Gear Value to find the total
  value of the NPC’s equipment. Select equipment whose total value
  is this amount or less and let the balance be cash on hand. You can
  use the other tables as guidelines and shortcuts.
  If the NPC’s gear includes a magic item with charges, consider
  the item’s value to be one-half its full market price, and roll ran-
  domly for the number of charges it has just as you normally do for
  a random magic item. (If the item is one of the few with value
  beyond its charges, however, halve only the part of its value that’s
  based on its charges. Use your discretion.)
  When selecting gear for a spellcaster, count magic items that
  she can make herself as 70% as expensive as normal. This rule
  effectively treats the XP cost as an extra gold piece cost. If the item
  is charged, then count it as half normal value (a net 35%) and
  determine charges left randomly.
  PREGENERATED NPCS
  If you’re in a hurry, and you don’t have the time to create an appro-
  priate NPC, you can use one of the pregenerated NPCs that
  accompany Tables 4–12 through 4–22. For each character class,
  one or two samples are presented at different levels of advance-
  ment. You might have to adjust some of these character’s statistics
  “on the fly” to account for a different kind of creature or a different
  character level.
  COMBINATION METHOD
  Of course, you can combine these methods, using the material
  here as a starting point and then making different choices for your
  NPC: different skills, different feats, different gear, even different
  classes (for a multiclass character).
  ELITE AND AVERAGE CHARACTERS
  All PCs and all the NPCs described in this section are “elite,” a cut
  above the average. Elite characters (whether they are PCs or not)
  have above-average ability scores and automatically get maximum
  hit points from their first Hit Die. Average characters, on the other
  hand, have average abilities (rolled on 3d6) and don’t get maximum
  hit points from their first Hit Die. The monsters described in the
  Monster Manual are average characters rather than elite ones
  (though elite monsters also exist). Likewise, some fighters, wizards,
  and so on are average people rather than elites; they have fewer hit
  points and lower ability scores than the NPCs described here.
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  
  READING THE NPC DESCRIPTIONS
  The NPC descriptions that follow summarize a lot of information
  about the NPCs they describe. Below are details about each cate-
  gory of information.
  Starting Ability Scores: All these NPCs have starting ability
  scores that were determined by using the elite array (15, 14, 13, 12,
  10, 8) and arranging the numbers to the character’s best advantage.
  (See page 169 for more about the elite array and other alternative
  methods of determining ability scores.)
  Increased Ability Scores: Some of the NPC’s ability scores
  increase at higher levels, either because the character attains a
  level where an ability score increase is gained or because the char-
  acter gains possession of a magic item that improves a score. Mag-
  ically enhanced ability scores are in parentheses.
  Melee and Ranged: Each NPC is equipped with a melee
  weapon and a ranged weapon (the monk has an unarmed attack
  listing as well). These columns on the table provide the NPC’s total
  attack bonuses due to class and level. The Ranged figure does not
  include any bonus from ammunition that might also apply.
  F/R/W: The class’s level-based bonuses on Fortitude, Reflex,
  and Will saves.
  Skill Pts./Feats: The numbers of skill points and feats an NPC
  has are calculated assuming a nonhuman character; for a human,
  add skill points and bonus feats as appropriate. The number of
  total feats includes any bonus feats granted by the class.
  Spells: The number of spells of each level a spellcaster has is
  given in order of level, from lowest to highest. Thus, “6/7/4” for a
  4th-level sorcerer means six 0-level spells, seven 1st-level spells,
  and four 2nd-level spells.
  Gear: This column lists the basic armor, generic melee and
  ranged weapons (mundane, masterwork, or magical), and
  common types of magic equipment each NPC has. You can pick
  any simple or martial weapon of an appropriate kind (but not an
  exotic weapon). If the ranged weapon you choose is a composite
  111
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  Table 4–10: Neutral NPC Race or Kind
  Bbn
  Brd
  Clr
  Drd
  Ftr
  Mnk
  Rgr
  Rog
  Sor
  Wiz
  Race/Kind
  Level2
  01
  01
  01–15
  —
  01–10
  —
  —
  01
  —
  —
  Dwarf, deep
  Normal
  02
  02–03
  16–25
  —
  11–29
  —
  01
  02–04
  01
  —
  Dwarf, hill
  Normal
  —
  —
  26
  —
  30–34
  —
  —
  —
  —
  —
  Dwarf, mountain
  Normal
  —
  04–05
  —
  01
  —
  —
  —
  —
  —
  01
  Elf, gray
  Normal
  —
  06–15
  27
  02–06
  35
  01–02
  02–06
  05–08
  02
  02–26
  Elf, high
  Normal
  03–13
  16
  28
  07–11
  —
  —
  07
  —
  03–12
  —
  Elf, wild
  Normal
  14
  17–21
  29–38
  12–31
  36–41
  03
  08–36
  09
  13–15
  27–28
  Elf, wood
  Normal
  —
  —
  —
  32
  —
  —
  37
  —
  —
  —
  Gnome, forest
  Normal
  —
  22–23
  39
  —
  —
  —
  38
  10
  16
  29
  Gnome, rock
  Normal
  15–16
  24–33
  40–48
  33–37
  42–46
  04–13
  39–55
  11–25
  17–31
  30–44
  Half-elf
  Normal
  17–18
  34–36
  49–58
  38
  47
  14
  56
  26–53
  32–41
  45–47
  Halfling, lightfoot
  Normal
  19
  37
  59
  —
  48
  15
  —
  54–58
  42
  —
  Halfling, deep
  Normal
  —
  38
  60
  39
  —
  —
  57
  59–63
  43
  48–49
  Halfling, tallfellow
  Normal
  20–58
  39–40
  61–62
  40
  49–58
  16–25
  58–67
  64–73
  44–48
  50
  Half-orc
  Normal
  59–87
  41–98
  63–90
  41–88
  59–96
  26–100
  68–96
  74–97
  49–95
  51–97
  Human
  Normal
  88–98
  —
  91–97
  89–98
  97
  —
  97–98
  —
  96–97
  —
  Lizardfolk
  Normal
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  Gnome, svirfneblin
  –1
  —
  —
  98
  —
  98
  —
  —
  98
  98
  98
  Doppelganger
  –3
  99
  99
  99
  99
  99
  —
  99
  99
  99
  99
  Wereboar (lycanthrope)1
  –1
  100
  100
  100
  100
  100
  —
  100
  100
  100
  100
  Weretiger (lycanthrope)1
  –1
  1 Reroll to determine the NPC’s base race or kind. (On the reroll, ignore rolls marked with a 1.)
  2 If the creature is exceptionally powerful, reduce its class level to balance. If its class level is 0 or lower, reroll.
  Table 4–9: Good NPC Race or Kind
  Bbn
  Brd
  Clr
  Drd
  Ftr
  Mnk
  Pal
  Rgr
  Rog
  Sor
  Wiz
  Race/Kind
  Level2
  —
  01
  01
  —
  —
  01–02
  01–10
  —
  —
  01–02
  01
  Aasimar (planetouched)
  Normal
  —
  —
  02
  —
  01–03
  —
  —
  —
  —
  03
  —
  Dwarf, deep
  Normal
  01–02
  02–06
  03–22
  —
  04–33
  03
  11–20
  01–05
  01–05
  04–05
  02
  Dwarf, hill
  Normal
  —
  —
  23–24
  —
  34–41
  —
  21
  —
  06
  06
  —
  Dwarf, mountain
  Normal
  —
  07–11
  25
  01
  42
  —
  —
  —
  —
  07–08
  03–07
  Elf, gray
  Normal
  —
  12–36
  26–35
  02–11
  43–47
  04–13
  —
  06–20
  07–19
  09–11
  08–41
  Elf, high
  Normal
  03–32
  37
  36–40
  12–21
  —
  —
  —
  21
  —
  12–36
  —
  Elf, wild
  Normal
  33–34
  38
  41
  22–31
  —
  —
  —
  22–36
  —
  37
  42
  Elf, wood
  Normal
  —
  39
  42
  32–36
  —
  —
  —
  37–41
  20
  38
  43
  Gnome, forest
  Normal
  —
  40–44
  43–51
  37
  48
  —
  22
  42
  21–25
  39–40
  44–48
  Gnome, rock
  Normal
  35
  45–53
  52–56
  38–46
  49–50
  14–18
  23–27
  43–57
  26–35
  41–45
  49–58
  Half-elf
  Normal
  36
  54
  57–66
  47
  51
  19
  28
  58
  36–60
  46–54
  59–63
  Halfling, lightfoot
  Normal
  —
  55
  67
  —
  52
  20
  29
  —
  61–66
  55
  64
  Halfling, deep
  Normal
  —
  56
  68–69
  48
  —
  —
  —
  59
  67–72
  56
  65–67
  Halfling, tallfellow
  Normal
  37–61
  57
  70
  49
  53–57
  21–25
  30
  60–64
  73–77
  57–58
  68
  Half-orc
  Normal
  62–98
  58–97
  71–95
  50–99
  58–97
  26–97
  31–97
  65–97
  78–96
  59–95
  69–96
  Human
  Normal
  —
  98
  96
  —
  —
  —
  —
  —
  97
  96
  97
  Gnome, svirfneblin
  –1
  99
  99
  97–98
  100
  98
  98
  98
  98
  98
  97
  98
  Half-celestial1
  –1
  100
  100
  99
  —
  99
  99
  99
  99
  99
  98–99
  99
  Half-dragon1
  –2
  —
  —
  100
  —
  100
  100
  100
  100
  100
  100
  100
  Werebear (lycanthrope)1
  –2
  1 Reroll to determine the NPC’s base race or kind. (On the reroll, ignore rolls marked with a 1.)
  2 If the creature is exceptionally powerful, reduce its class level to balance. If its class level is 0 or lower, reroll.
  
  112
  bow, that bow does not have a high strength rating (see Composite
  Longbow, page 119 of the Player’s Handbook). For brevity in this
  column, “mwk” is an abbreviation for “masterwork,” and the terms
  “melee” and “ranged” should be read as “melee weapon” and “ranged
  weapon.” Also, the name of a specific magic item is shortened to a
  single word in all references after the first one; for instance, ring of
  protection becomes ring.
  The wealth possessed by an NPC in excess of his or her gear’s
  value is indicated at the end of this entry and can be used to pur-
  chase additional equipment as desired. The expense of outfitting a
  character with an exotic weapon or with a ranged weapon that has
  a high strength rating should come out of this excess wealth.
  These balances are rounded to the nearest 50 gp for neatness; it’s
  okay to exceed them by a few gp.
  Spells Known per Level: For bards and sorcerers, an addi-
  tional table gives the number of spells known at each level from
  1st through 20th.
  NPC BARBARIAN
  Starting Ability Scores: Str 15, Dex 14, Con 13, Int 10, Wis 12,
  Cha 8.
  Increased Ability Scores: 4th, Str 16; 8th, Con 14; 12th, Str 17;
  16th, Str 18; 17th, Str 18 (20); 19th, Str 18 (24), Dex 14 (16); 20th,
  Str 19 (25).
  Sample 5th-Level NPC Barbarian: Half-orc Bbn 5; CR 5;
  Medium humanoid (orc); HD 5d12+5; hp 43; Init +2; Spd 30 ft.;
  AC 18, touch 12, flat-footed 18; Base Atk +5; Grp +9; Atk +11 melee
  (1d12+6/×3, masterwork greataxe) or +7 ranged (1d8+4/×3, com-
  posite longbow [+4 Str bonus]); Full Atk +11 melee (1d12+6/×3,
  masterwork greataxe) or +7 ranged (1d8+4/×3, composite long-
  bow [+4 Str bonus]); SA —; SQ darkvision 60 ft., improved
  uncanny dodge, rage 2/day, trap sense +1, uncanny dodge; AL CE;
  SV Fort +5, Ref +3, Will +2; Str 18, Dex 14, Con 13, Int 8, Wis 12,
  Cha 6.
  Skills and Feats: Climb +7, Jump +7, Listen +7, Survival +7;
  Dodge, Weapon Focus (greataxe).
  Improved Uncanny Dodge (Ex): This barbarian cannot be flanked
  except by a rogue of at least four levels higher than the barbarian.
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to AC for up
  to 6 rounds.
  Trap Sense (Ex): This barbarian has an intuitive sense that alerts
  him to danger from traps, granting a +1 bonus on Reflex saves and
  a +1 dodge bonus to AC against attacks by traps.
  Uncanny Dodge (Ex): This barbarian can react to danger before
  his senses would normally allow him to do so. He retains his Dex-
  terity bonus to AC even when caught flat-footed.
  Possessions: +1 breastplate, masterwork greataxe, composite long-
  bow (+4 Str bonus), 20 arrows, 5 cold iron arrows, 5 silvered
  arrows, 2 potions of cure moderate wounds, potion of lesser restoration,
  potion of neutralize poison, 3 flasks alchemist’s fire, climber’s kit,
  dagger.
  Sample 10th-Level NPC Barbarian: Half-orc Bbn 10; CR 10;
  Medium humanoid (orc); HD 10d12+30; hp 90; Init +2; Spd 40 ft.;
  AC 18, touch 12, flat-footed 18; Base Atk +10; Grp +14; Atk +16
  melee (1d12+7/19–20/×3, +1 greataxe) or +13 ranged (1d8+5/×3, +1
  composite longbow [+4 Str bonus]); Full Atk +16/+11 melee
  (1d12+7/19–20/×3, +1 greataxe) or +13/+8 ranged (1d8+5/×3, +1
  composite longbow [+4 Str bonus]); SA —; SQ darkvision 60 ft.,
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  Table 4–11: Evil NPC Race or Kind
  Bbn
  Brd
  Clr
  Drd
  Ftr
  Mnk
  Rgr
  Rog
  Sor
  Wiz
  Race/Kind
  Level2
  —
  —
  01–02
  —
  01–02
  —
  —
  01
  —
  —
  Dwarf, deep
  Normal
  —
  —
  03
  —
  03–04
  —
  —
  —
  —
  —
  Dwarf, hill
  Normal
  —
  01
  04
  —
  05
  —
  01
  02
  —
  01–10
  Elf, high
  Normal
  01
  —
  05
  —
  —
  —
  —
  —
  01
  —
  Elf, wild
  Normal
  02–03
  02
  06–08
  01–02
  06–07
  —
  02–11
  03
  —
  11
  Elf, wood
  Normal
  04
  03–17
  09–18
  03
  08–12
  01–10
  12–28
  04–18
  02–16
  12–26
  Half-elf
  Normal
  05
  18
  19–20
  —
  13
  —
  29
  19–38
  17–21
  27
  Halfling, lightfoot
  Normal
  06
  19
  21
  —
  14
  —
  —
  39
  22
  —
  Halfling, deep
  Normal
  —
  20
  22
  04
  —
  —
  30
  40
  23
  28
  Halfling, tallfellow
  Normal
  07–29
  21–22
  23–25
  05–06
  15–23
  11–20
  31–39
  41–50
  24–28
  —
  Half-orc
  Normal
  30–39
  23–97
  26–56
  07–56
  24–53
  21–90
  40–69
  51–70
  29–68
  29–78
  Human
  Normal
  40–44
  —
  57–63
  57–71
  54
  —
  70–71
  —
  69
  —
  Lizardfolk
  Normal
  45
  98
  64
  72
  55
  —
  —
  71–85
  70
  —
  Goblin
  Normal
  46
  —
  65
  73
  56–80
  91–93
  72
  86
  71
  79–80
  Hobgoblin
  Normal
  47
  —
  66
  74
  81
  —
  —
  87
  72–86
  —
  Kobold
  Normal
  48–77
  —
  67
  75
  82–86
  —
  —
  —
  —
  —
  Orc
  Normal
  78
  99
  68
  —
  —
  94
  —
  88–89
  —
  81
  Tiefling (planetouched)
  Normal
  —
  —
  69–71
  —
  87
  —
  —
  —
  —
  —
  Drow (elf) [female]
  –1
  —
  —
  —
  —
  88
  —
  —
  —
  —
  82–91
  Drow (elf) [male]
  –1
  —
  —
  72
  —
  89
  —
  —
  —
  —
  —
  Dwarf, duergar
  –1
  —
  —
  —
  —
  90
  —
  —
  —
  —
  —
  Derro
  –1
  79–83
  —
  73–74
  76–100
  91
  —
  73–92
  —
  87
  92
  Gnoll
  –1
  84
  —
  75–89
  —
  92
  —
  93
  —
  88–90
  —
  Troglodyte
  –1
  85–86
  —
  90–91
  —
  93
  —
  94
  90–93
  91
  93
  Bugbear
  –2
  87–90
  —
  92
  —
  94
  —
  95
  —
  92
  —
  Ogre
  –2
  91–94
  —
  93
  —
  —
  —
  —
  —
  93
  —
  Minotaur
  –4
  —
  —
  94
  —
  95
  —
  —
  94
  94
  94
  Mind flayer
  –8
  —
  —
  95
  —
  96
  95–96
  —
  —
  95
  95–96
  Ogre mage
  –8
  —
  —
  96
  —
  97
  97–98
  96
  95–96
  96
  97
  Wererat (lycanthrope)1
  –1
  95–96
  100
  97
  —
  98
  —
  97–98
  97
  97
  98
  Werewolf (lycanthrope)1
  –1
  97–98
  —
  98–99
  —
  99
  99
  99
  98–99
  98
  99
  Half-fiend1
  –2
  99–100
  —
  100
  —
  100
  100
  100
  100
  99–100
  100
  Half-dragon1
  –2
  1 Reroll to determine the NPC’s base race or kind. (On the reroll, ignore rolls marked with a 1.)
  2 If the creature is exceptionally powerful, reduce its class level to balance. If its class level is 0 or lower, reroll.
  
  damage reduction 2/–, improved uncanny dodge, rage 3/day, trap
  sense +3, uncanny dodge; AL CE; SV Fort +9, Ref +5, Will +4; Str
  18, Dex 14, Con 14, Int 8, Wis 12, Cha 6.
  Skills and Feats: Climb +11, Jump +10, Listen +7, Survival +8;
  Dodge, Improved Critical (greataxe), Power Attack, Weapon Focus
  (greataxe).
  Improved Uncanny Dodge (Ex): This barbarian cannot be flanked
  except by a rogue of at least four levels higher than the barbarian.
  Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to AC for up
  to 7 rounds.
  Trap Sense (Ex): This barbarian has an intuitive sense that alerts
  him to danger from traps, granting a +3 bonus on Reflex saves and
  a +3 dodge bonus to AC against attacks by traps.
  Uncanny Dodge (Ex): This barbarian can react to danger before
  his senses would normally allow him to do so. He retains his Dex-
  terity bonus to AC even when caught flat-footed.
  Possessions: +2 breastplate, amulet of natural armor +1, +1 greataxe, +1
  composite longbow (+4 Str bonus), 20 arrows, 5 silvered arrows, 2
  potions of cure moderate wounds, climber’s kit, dagger.
  NPC BARD
  Starting Ability Scores: Str 10, Dex 13, Con 12, Int 14, Wis 8,
  Cha 15.
  Increased Ability Scores: 4th, Cha 16; 8th, Cha 17 (19); 12th,
  Cha 18 (20); 16th, Cha 19 (21); 17th, Cha 19 (23); 18th, Cha 19 (25);
  20th, Cha 20 (26).
  Sample 15th-Level NPC Bard: Human Brd 15; CR 15; Medium
  humanoid; HD 15d6+15; hp 70; Init +5; Spd 30 ft.; AC 19, touch 14,
  flat-footed 18; Base Atk +11; Grp +11; Atk +14 melee (1d8+2/19–20,
  +2 longsword) or +13 ranged (1d8/19–20, masterwork light cross-
  bow); Full Atk +14/+9/+4 melee (1d8+2/19–20, +2 longsword) or +13
  ranged (1d8/19–20, masterwork light crossbow); SA —; SQ bardic
  knowledge 17, bardic music 15/day (countersong, fascinate, inspire
  courage, inspire competence, suggestion, inspire greatness, song of
  freedom, or inspire heroics); AL NE; SV Fort +6, Ref +10, Will +8;
  Str 10, Dex 13, Con 12, Int 14, Wis 8, Cha 20. 
  Skills and Feats: Balance +3, Bluff +23, Decipher Script +20,
  Diplomacy +30, Gather Information +23, Intimidate +7, Jump +2,
  Perform +26, Sense Motive +17, Spellcraft +23, Tumble +19, Use
  Magic Device +5; Dodge, Improved Initiative, Mobility, Skill
  Focus (Diplomacy), Skill Focus (Perform), Skill Focus (Spellcraft),
  Weapon Focus (longsword).
  Countersong (Su): This bard can counter magical effects that
  depend on sound by making a Perform check for each round of
  countersong. Any creature within 30 feet of the bard who is
  affected by a sonic or language-dependent magical attack may use
  the bard’s Perform check result in place of his or her saving throw
  if desired. Countersong lasts for 10 rounds. 
  Fascinate (Sp): This bard can cause up to five creatures within 90
  feet that can see and hear him to become fascinated with him (sit
  quietly, –4 penalty on skill checks made as reactions, such as
  Listen and Spot checks). The bard’s Perform check result is the DC
  for the opponent’s Will save. Any obvious threat breaks the effect.
  Fascination lasts 15 rounds. 
  Inspire Competence (Su): An ally within 30 feet who can see and
  hear this bard gets a +2 competence bonus on skill checks with a
  particular skill for as long as he can hear the music. Inspire confi-
  dence lasts for up to 20 rounds.
  Inspire Courage (Su): Allies (including the bard) who can hear
  this bard receive a +3 morale bonus on saves against charm and
  fear effects and a +3 morale bonus on attack and weapon damage
  rolls. The effect lasts for 5 rounds after the ally can no longer hear
  the bard.
  Inspire Greatness (Su): After hearing this bard sing for a full
  round, up to three creatures within 30 feet (including the bard, if
  desired) gain +2 Hit Dice (d10s that grant temporary hit points), a
  +2 competence bonus on attacks, and a +1 competence bonus on
  Fortitude saves. The effect lasts until 5 rounds after the creature
  can no longer hear the bard.
  113
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  Table 4–12: NPC Barbarian
  Skill Pts./
  Level
  hp
  AC
  Melee
  Ranged
  F/R/W
  Feats
  Gear
  1st
  13
  16
  +4
  +3
  +3/+2/+1
  16/1
  Mwk scale, mwk melee, mundane ranged, 200 gp
  2nd
  20
  17
  +5
  +5
  +4/+2/+1
  20/1
  Mwk breastplate, mwk melee, mundane ranged, 1,200 gp
  3rd
  28
  17
  +6
  +6
  +4/+3/+2
  24/2
  As 2nd level, except 1,700 gp
  4th
  35
  17
  +8
  +7
  +5/+3/+2
  28/2
  As 2nd level, except 2,500 gp
  5th
  43
  18
  +9
  +8
  +5/+3/+2
  32/2
  +1 breastplate, mwk melee, mundane ranged, 2,500 gp 
  6th
  50
  18
  +10/5
  +9/4
  +6/+4/+3
  36/3
  As 5th level, except 3,800 gp
  7th
  58
  18
  +11/6
  +10/5
  +6/+4/+3
  40/3
  +1 breastplate, +1 melee, mundane ranged, 3,500 gp
  8th
  73
  19
  +12/7
  +11/6
  +8/+4/+3
  44/3
  +1 breastplate, amulet of natural armor +1, +1 melee, mundane
  ranged, 3,500 gp
  9th
  81
  20
  +13/8
  +12/7
  +8/+5/+4
  48/4
  +2 breastplate, amulet +1, +1 melee, mundane ranged,
  6,000 gp
  10th
  90
  20
  +14/9
  +14/9
  +9/+5/+4
  52/4
  +2 breastplate, amulet +1, +1 melee, +1 ranged, 1,000 gp
  11th
  98
  21
  +15/10/5
  +15/10/5
  +9/+5/+4
  56/4
  +3 breastplate, amulet +1, +1 melee, +1 ranged, 1,000 gp
  12th
  107
  22
  +16/11/6
  +16/11/6
  +10/+6/+5
  60/5
  +3 breastplate, amulet +2, +1 melee, +1 ranged, 1,000 gp 
  13th
  115
  24
  +17/12/7
  +17/12/7
  +10/+6/+5
  64/5
  As 12th level, except 9,000 gp
  14th
  124
  24
  +19/14/9
  +18/13/8
  +11/+6/+5
  68/5
  +3 breastplate, amulet +2, ring of protection +2, +2 melee,  +1
  ranged, 11,000 gp 
  15th
  132
  24
  +21/16/11
  +19/14/9
  +11/+7/+6
  72/6
  +3 breastplate, amulet +2, ring +2, +3 melee, +1 ranged,
  14,000 gp 
  16th
  141
  24
  +24/19/14/9
  +21/16/11/6
  +12/+7/+6
  76/6
  +3 breastplate, amulet +2, ring +2, +4 melee, +2 ranged,
  25,000 gp 
  17th
  149
  26
  +26/21/16/11
  +22/17/12/7
  +12/+7/+6
  80/6
  +4 breastplate, amulet +3, ring +2, +4 melee, +2 ranged,
  gauntlets of ogre power +2, 3,000 gp
  18th
  158
  28
  +27/22/17/12
  +24/19/14/9
  +13/+7/+6
  84/7
  +5 breastplate, amulet +3, ring +3, +4 melee, +3 ranged,
  gauntlets +2, 17,000 gp
  19th
  166
  29
  +30/25/20/15
  +26/21/16/11
  +13/+8/+6
  88/7
  +5 breastplate, amulet +3, ring +3, +4 melee, +3 ranged, belt of
  giant strength +6, gloves of Dexterity +2, 16,000 gp
  20th
  175
  29
  +31/26/21/16
  +27/22/17/12
  +14/+9/+7
  92/7
  As 19th level, except 66,000 gp
  
  114
  Song of Freedom (Sp): By singing for 1 minute without interrup-
  tion, this bard can create a break enchantment effect as the spell
  from a 15th-level caster, on a single target within 30 feet. The bard
  cannot use this ability on himself.
  Suggestion (Sp): This bard can make a suggestion (as the spell) to
  a creature he has already fascinated. A DC 22 Will save negates the
  effect.
  Bard Spells Known (4/6/4/4/4/3; save DC 15 + spell level):
  0—dancing lights, daze, ghost sound, light, lullaby, read magic;
  1st—cause fear, charm person, cure light wounds, sleep; 2nd—cure
  moderate wounds, glitterdust, hold person, invisibility; 3rd—blink,
  charm monster, dispel magic, glibness; 4th—break enchantment,
  dominate person, hold monster, shout; 5th—greater dispel magic,
  mind fog, mislead.
  Possessions: Amulet of natural armor +2, bracers of armor +3, ring of
  protection +3, +2 longsword, masterwork light crossbow, 10 bolts, 5
  cold iron bolts, 5 silvered bolts, 3 potions of cure serious wounds, 2
  potions of eagle’s splendor, 2 potions of fly, 3 potions of glibness, 2 potions
  of tongues, cloak of Charisma +2, wand of summon monster II, master-
  work lute.
  NPC CLERIC
  Starting Ability Scores: Str 13, Dex 8, Con 14, Int 10, Wis 15,
  Cha 12.
  Increased Ability Scores: 4th, Wis 16; 8th, Wis 17; 10th, Wis
  17 (19); 12th, Wis 18 (20); 13th, Dex 8 (10); 14th, Wis 18 (22); 16th,
  Wis 19 (23); 17th, Wis 19 (25); 20th, Wis 20 (26).
  Sample 5th-Level NPC Cleric: Human Clr 5; CR 5; Medium
  humanoid; HD 5d8+10; hp 36; Init –1; Spd 20 ft.; AC 21, touch 9,
  flat-footed 21; Base Atk +3; Grp +4; Atk +6 melee (1d8+1, master-
  work morningstar) or +2 ranged (1d8/19–20, light crossbow); Full
  Atk +6 melee (1d8+1, masterwork morningstar) or +2 ranged
  (1d8/19–20, light crossbow); SA turn undead 4/day; SQ —; AL
  NG; SV Fort +6, Ref +2, Will +7; Str 13, Dex 8, Con 14, Int 10, Wis
  16, Cha 12.
  Skills and Feats: Concentration +10, Listen +11, Spellcraft +8;
  Brew Potion, Lightning Reflexes, Weapon Focus (morningstar).
  Cleric Spells Prepared (5/5/4/3; save DC 13 + spell level): 0—detect
  magic, guidance (2), light, resistance; 1st—bane, bless (2), sanctuary*,
  shield of faith; 2nd—aid, bull’s strength, cure moderate wounds*, sound
  burst; 3rd—dispel magic, magic circle against evil, protection from
  energy*.
  *Domain spell. Domains: Healing (cast healing spells at +1 caster
  level), Protection (protective ward grants +5 resistance bonus on
  next save, 1/day).
  Possessions: +1 full plate, +1 heavy steel shield, masterwork morn-
  ingstar, light crossbow, 10 bolts, 2 scrolls of cure light wounds,
  wooden holy symbol, 6 torches.
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  Table 4–13: NPC Bard
  Skill Pts./
  Spells
  Level
  hp
  AC
  Melee
  Ranged
  F/R/W
  Feats
  per Day
  Gear
  1st
  7
  14
  +1
  +2
  +1/+3/+1
  24/1
  2
  Mwk studded leather*, mwk melee, mwk ranged
  2nd
  11
  14
  +2
  +3
  +1/+4/+2
  30/1
  3/1 
  As 1st level, plus 1,000 gp
  3rd
  16
  14
  +3
  +4
  +2/+4/+2
  36/2
  3/2
  As 1st level, plus 1,500 gp
  4th
  20
  14
  +4
  +5
  +2/+5/+3
  42/2
  3/3/1 
  As 1st level, plus 2,300 gp
  5th
  25
  15
  +4
  +5
  +2/+5/+3
  48/2
  3/4/2 
  Mwk studded leather, amulet of natural armor +1,
  mwk melee, mwk ranged, 1,400 gp
  6th
  29
  15
  +5
  +6
  +3/+6/+4
  54/3
  3/4/3
  As 5th level, except 2,500 gp
  7th
  34
  15
  +6
  +7
  +3/+6/+4
  60/3
  3/4/3/1
  As 5th level, except 4,000 gp
  8th
  38
  15
  +7/2
  +8/3
  +3/+7/+5
  66/3
  3/4/4/2 
  Mwk studded leather, amulet +1, mwk melee,
  mwk ranged, cloak of Charisma +2, 2,500 gp
  9th
  43
  15
  +7/2
  +8/3
  +4/+7/+5
  72/4
  3/4/4/3
  As 8th level, except 5,000 gp
  10th
  47
  15
  +8/3
  +9/4
  +4/+8/+6
  78/4
  3/4/4/3/1
  amulet +2, bracers of armor +2, mwk melee,
  mwk ranged, cloak +2
  11th
  52
  16
  +9/4
  +10/5
  +4/+8/+6
  84/4
  3/4/4/4/2
  amulet +2, bracers +3, mwk melee, mwk ranged,
  cloak +2
  12th
  56
  17
  +10/5
  +11/6
  +5/+9/+7
  90/5
  3/5/4/4/3
  amulet +2, bracers +3, ring of protection +1, +1 melee,
  mwk ranged, cloak +2, 1,400 gp
  13th
  61
  18
  +10/5
  +11/6
  +5/+9/+7
  96/5
  3/5/4/4/3/1
  amulet +2, bracers +3, ring +2, +1 melee, mwk
  ranged, cloak +2, 3,500 gp
  14th
  65
  19
  +12/7
  +12/7
  +5/+10/+8
  102/5
  4/5/4/4/4/2
  amulet +2, bracers +3, ring +3, +2 melee, mwk
  ranged, cloak +2, 2,500 gp
  15th
  70
  19
  +13/8/3
  +13/8/3
  +6/+10/+8
  108/6
  4/6/4/4/4/3
  As 14th level, except 16,500 gp
  16th
  74
  20
  +14/9/4
  +14/9/4
  +6/+11/+9
  114/6
  4/6/5/4/4/3
  amulet +2, bracers +4, ring +3, +2 melee, mwk
  ranged, cloak +2, 28,500 gp
  17th
  79
  22
  +14/9/4
  +14/9/4
  +6/+11/+9
  120/6
  4/6/6/5/4/4/2
  amulet +3, bracers +5, ring +3, +2 melee, mwk
  ranged, cloak +4, 20,000 gp
  18th
  83
  23
  +15/10/5
  +15/10/5
  +7/+12/+10
  126/7
  4/6/6/6/5/4/3 amulet +4, bracers +5, ring +3, +2 melee,  mwk
  ranged, cloak +6, 22,000 gp
  19th
  88
  23
  +16/11/6
  +16/11/6
  +7/+12/+10
  132/7
  4/6/6/6/5/5/4 As 18th level, except 62,000 gp
  20th
  92
  23
  +17/12/7
  +17/12/7
  +7/+13/+11
  138/7
  4/6/6/6/6/5/5
  As 18th level, except 112,000 gp
  Spells Known per Level
  Level
  Spells
  Level
  Spells
  Level
  Spells
  Level
  Spells
  1st
  4
  2nd
  5/2
  3rd
  6/3
  4th
  6/3/2
  5th
  6/4/3
  6th
  6/4/3
  7th
  6/4/4/2
  8th
  6/4/4/3
  9th
  6/4/4/3
  10th
  6/4/4/4/2
  11th
  6/4/4/4/3
  12th
  6/4/4/4/3
  13th
  6/4/4/4/4/2
  14th
  6/4/4/4/4/3
  15th
  6/4/4/4/4/3
  16th
  6/5/4/4/4/4
  17th
  6/5/5/4/4/4/3
  18th
  6/5/5/5/4/4/3
  19th
  6/5/5/5/5/4/4
  20th
  6/5/5/5/5/5/4
  
  Sample 10th-Level NPC Cleric: Human Clr 10; CR 10; Me-
  dium humanoid; HD 10d8+20; hp 68; Init –1; Spd 20 ft.; AC 22,
  touch 10, flat-footed 22; Base Atk +7; Grp +8; Atk +8 melee (1d8+2,
  masterwork morningstar) or +6 ranged (1d8+1/19–20, light cross-
  bow with +1 bolts); Full Atk +8/+3 melee (1d8+2, masterwork
  morningstar) or +6 ranged (1d8+1/19–20, light crossbow with +1
  bolts); SA turn undead 4/day; SQ —; AL NG; SV Fort +9, Ref +4,
  Will +11; Str 13, Dex 8, Con 14, Int 10, Wis 19, Cha 12.
  Skills and Feats: Concentration +15, Listen +17, Spellcraft +13;
  Brew Potion, Combat Casting, Lightning Reflexes, Scribe Scroll,
  Weapon Focus (morningstar).
  Cleric Spells Prepared (6/6/6/5/5/3; save DC 14 + spell level): 0—
  detect magic, guidance (2), light, resistance (2); 1st—bane (2), bless (2),
  sanctuary*, shield of faith; 2nd—aid, bull’s strength (2), cure moderate
  wounds*, hold person, sound burst; 3rd—dispel magic (2), magic circle
  against evil, protection from energy, searing light; 4th—divine power,
  greater magic weapon, restoration (2), spell immunity*; 5th—flame
  strike, spell resistance*, true seeing.
  *Domain spell. Domains: Healing (cast healing spells at +1 caster
  level), Protection (protective ward grants +10 resistance bonus on
  next save, 1/day).
  Possessions: +1 full plate, +1 heavy steel shield, ring of protection +1,
  periapt of Wisdom +2, masterwork morningstar, light crossbow,
  10 +1 bolts, 2 scrolls of cure light wounds, wooden holy symbol, 6
  torches.
  NPC DRUID
  Starting Ability Scores: Str 10, Dex 14, Con 13, Int 12, Wis 15,
  Cha 8.
  Increased Ability Scores: 4th, Wis 16; 8th, Wis 17; 11th, Wis
  17 (19); 12th, Wis 18 (20); 14th, Wis 18 (22); 16th, Wis 19 (23);
  17th, Wis 19 (25); 20th, Wis 20 (26).
  Sample 5th-Level NPC Druid: Lizardfolk Drd 5; CR 6;
  Medium humanoid (reptilian); HD 7d8+14; hp 50; Init +2; Spd 30
  ft.; AC 19, touch 12, flat-footed 17; Base Atk +3; Grp +4; Atk +5
  melee (1d4+1, 2 claws) and +3 melee (1d4, bite); or +6 melee
  (1d6+2/18–20, masterwork scimitar); or +7 ranged (1d6, master-
  work sling); Full Atk +5/+5 melee (1d4+1, 2 claws) and +3 melee
  (1d4, bite); or +6 melee (1d6+2/18–20, masterwork scimitar); or +7
  ranged (1d6, masterwork sling); SA —; SQ animal companion,
  hold breath, link with companion, nature sense, resist nature’s
  lure, share spells, trackless step, wild empathy, wild shape (Small
  or Medium animal 1/day), woodland stride; AL N; SV Fort +6, Ref
  +6, Will +7; Str 12, Dex 14, Con 15, Int 10, Wis 16, Cha 8. 
  Skills and Feats: Balance +6, Concentration +6, Handle Animal
  115
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  Table 4–14: NPC Cleric
  Skill Pts./
  Spells
  Level
  hp
  AC
  Melee
  Ranged
  F/R/W
  Feats
  per Day*
  Gear
  1st
  10
  17
  +2
  –1
  +4/–1/+4
  8/1
  3/3
  Splint mail, heavy steel shield, mwk melee,
  mundane ranged, 300 gp
  2nd
  16
  18
  +3
  +0
  +5/–1/+5
  10/1
  4/4 
  Half-plate, heavy steel shield, mwk melee,
  mundane ranged, 1,000 gp
  3rd
  23
  19
  +4
  +1
  +5/+0/+5
  12/2
  4/4/3 
  Full plate, heavy steel shield, mwk melee,
  mundane ranged, 600 gp
  4th
  29
  19
  +5
  +2
  +6/+0/+7
  14/2
  5/5/4 
  As 3rd level, except 1,400 gp
  5th
  36
  19
  +5
  +2
  +6/+0/+7
  16/2
  5/5/4/3 
  As 3rd level, except 2,500 gp
  6th
  42
  20
  +6
  +3
  +7/+1/+8
  18/3
  5/5/5/4 
  +1 full plate, heavy steel shield, mwk melee,
  mundane ranged, 3,600 gp
  7th
  49
  20
  +7
  +4
  +7/+1/+8
  20/3
  6/6/5/4/2 
  As 6th level, except 4,200 gp
  8th
  55
  21
  +8/3
  +5/0
  +8/+1/+9
  22/3
  6/6/5/5/3 
  +1 full plate, +1 heavy steel shield, mwk
  melee, mundane ranged, 6,200 gp
  9th
  62
  22
  +8/3
  +5/0
  +8/+2/+9
  24/4
  6/6/6/5/3/2 
  +1 full plate, +1 heavy steel shield,  ring of
  protection +1, mwk melee,  mundane ranged,
  7,000 gp
  10th
  68
  22
  +9/4
  +6/1
  +9/+2/+11
  26/4
  6/6/6/5/5/3 
  +1 full plate, +1 heavy steel shield, ring +1,
  mwk melee, mundane ranged,  periapt of
  Wisdom +2, 11,500 gp
  11th
  75
  22
  +10/5
  +7/2
  +9/+2/+11
  28/4
  6/7/6/6/5/3/2 
  As 10th level, except 20,000 gp
  12th
  81
  23
  +11/6
  +8/3
  +10/+3/+13
  30/5
  6/8/6/6/5/5/3 
  +1 full plate, +1 heavy steel shield, amulet of
  natural armor +1, ring +1, +1 melee, mundane
  ranged, periapt +2, 14,000 gp
  13th
  88
  24
  +11/6
  +9/4
  +10/+4/+13
  32/5
  6/8/7/6/6/5/3/2 
  +1 full plate, +1 heavy steel shield, amulet +1,
  ring +1, +1 melee, mundane ranged, gloves of
  Dexterity +2, periapt +2, 18,000 gp
  14th
  94
  24
  +12/7
  +10/5
  +11/+4/+15
  34/5
  6/8/8/6/6/5/5/3 
  +1 full plate, +1 heavy steel shield, amulet +1,
  ring +1, +1 melee, mundane ranged, gloves
  +2, periapt +4, 16,000 gp
  15th
  101
  24
  +13/8/3
  +11/6/1
  +11/+5/+15
  36/6
  6/8/8/7/6/6/5/3/2 
  As 14th level, except 30,000 gp
  16th
  107
  26
  +14/9/4
  +12/7/2
  +12/+5/+16
  38/6
  6/8/8/7/6/6/5/4/3 
  +2 full plate, +2 heavy steel shield, amulet +1,
  ring +1, +1 melee, mundane ranged, gloves
  +2, periapt +4, 41,000 gp
  17th
  114
  26
  +14/9/4
  +12/7/2
  +12/+5/+17
  40/6
  6/8/8/8/7/6/6/5/3/2
  +2 full plate, +2 heavy steel shield, amulet +1,
  ring +1, +1 melee, mundane ranged, gloves
  +2, periapt +6, 44,000 gp
  18th
  120
  26
  +15/10/5
  +13/8/3
  +13/+6/+18
  42/7
  6/8/8/8/7/6/6/5/4/3
  As 17th level, except 74,000 gp
  19th
  127
  26
  +16/11/6
  +14/9/4
  +13/+6/+18
  44/7
  6/8/8/8/7/7/6/6/4/4
  As 17th level, except 114,000 gp
  20th
  133
  26
  +17/12/7
  +15/10/5
  +14/+6/+20
  46/7
  6/8/8/8/8/7/6/6/6/5
  As 17th level, except 164,000 gp
  *Includes domain spells. You must choose one spell per spell level from the appropriate domains.
  
  116
  +3, Jump +7, Knowledge (nature) +8, Spellcraft +4, Swim +9, Sur-
  vival +9; Multiattack (see page 304 of the Monster Manual), Scribe
  Scroll, Track.
  Animal Companion (Ex): This druid has a crocodile as an animal
  companion. This creature is a loyal companion that accompanies
  the druid on adventures as appropriate for its kind. Its abilities and
  characteristics are summarized below.
  Crocodile Animal Companion: CR —; Medium mag-
  ical beast; HD 3d8+9; hp 22; Init +1, Spd 20 ft., swim 30 ft.;
  AC 15, touch 11, flat-footed 14; Base Atk +2; Grp +6; Atk +6
  melee (1d8+6, bite), or +6 melee (tail slap, 1d12+6); Full
  Atk +6 melee (1d8+6, bite), or +6 melee (tail slap, 1d12+6);
  Space/Reach 5 ft./5 ft.; SA improved grab; SQ bonus trick,
  hold breath, low-light vision; AL N; SV Fort +6, Ref +4,
  Will +2; Str 19, Dex 13, Con 17, Int 1, Wis 12, Cha 2.
  Skills and Feats: Hide +7, Listen +4, Spot +4, Swim +12;
  Alertness, Skill Focus (Hide).
  Improved Grab (Ex): To use this ability, a crocodile must
  hit with its bite attack. If it wins the grapple check, the
  crocodile grabs the opponent with its mouth and drags it
  into deep water, attempting to pin it to the bottom.
  Bonus Trick: This animal companion is capable of learn-
  ing one trick in addition to any that the druid might
  choose to teach it (see the Handle Animal skill, page 74 of
  the Player’s Handbook). This bonus trick doesn’t require any
  training time or Handle Animal checks, and it doesn’t
  count against the normal limit of tricks known by the
  creature. The druid selects this bonus trick, and once
  selected, it can’t be changed.
  Hold Breath (Ex): This creature can hold its breath for 68
  rounds before it risks drowning.
  Low-Light Vision (Ex): Can see twice as far as a human in
  dim light.
  Hold Breath (Ex): Lizardfolk can hold their breath for 60 rounds
  before they risk drowning.
  Link with Companion (Ex):This druid can handle its animal com-
  panion as a free action, or push it as a move action, with a +4 bonus
  on wild empathy and Handle Animal checks made while dealing
  with that animal.
  Nature Sense (Ex): This druid gains a +2 bonus on Knowledge
  (nature) and Survival checks (these bonuses are included in the
  statistics given above).
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  Table 4–15: NPC Druid
  Skill Pts./
  Spells
  Level
  hp
  AC
  Melee
  Ranged
  F/R/W
  Feats
  per Day
  Gear
  1st
  9
  17
  +1
  +3
  +3/+2/+4
  20/1
  3/2
  Hide armor, heavy wooden shield, mwk
  melee, mwk ranged, 250 gp
  2nd
  14
  17
  +2
  +4
  +4/+2/+5
  25/1
  4/3 
  As 1st level, except 1,350 gp
  3rd
  20
  17
  +3
  +5
  +4/+3/+5
  30/2
  4/3/2 
  As 1st level, except 1,800 gp
  4th
  25
  17
  +4
  +6
  +5/+3/+7
  35/2
  5/4/3 
  As 1st level, except 2,600 gp
  5th
  31
  17
  +4
  +6
  +5/+3/+7
  40/2
  5/4/3/2 
  As 1st level, except 3,000 gp
  6th
  36
  18
  +5
  +7
  +6/+4/+8
  45/3
  5/4/4/3 
  +1 hide armor, heavy wooden shield, mwk
  melee, mwk ranged, 3,400 gp
  7th
  42
  18
  +6
  +8
  +6/+4/+8
  50/3
  6/5/4/3/1 
  As 6th level, except 5,000 gp
  8th
  47
  19
  +7/2
  +9/4
  +7/+4/+9
  55/3
  6/5/4/4/2 
  +1 hide armor, +1 heavy wooden shield, ring of
  protection +1, mwk melee, mwk ranged,
  3,400 gp
  9th
  53
  20
  +7/2
  +9/4
  +7/+5/+9
  60/4
  6/5/5/4/2/1
  As 8th level, except 6,000 gp
  10th
  58
  21
  +8/3
  +10/5
  +8/+5/+10
  65/4
  6/5/5/4/3/2
  +1 hide armor, +1 heavy wooden shield, amulet
  of natural armor +1, ring +1, mwk melee,
  mwk ranged, 8,000 gp
  11th
  64
  21
  +9/4
  +11/6
  +8/+5/+11
  70/4
  6/6/5/5/4/2/1
  +1 hide armor, +1 heavy wooden shield, amulet
  +1, ring +1, mwk melee, mwk ranged, periapt
  of Wisdom +2, 9,000 gp
  12th
  69
  21
  +10/5
  +12/7
  +9/+6/+13
  75/5
  6/7/5/5/4/4/2
  +1 hide armor, +1 heavy wooden shield, amulet
  +1, ring +1, +1 melee, mwk ranged, periapt
  +2, 6,500 gp
  13th
  75
  22
  +10/5
  +12/7
  +9/+6/+13
  80/5
  6/7/6/5/5/4/2/1
  +2 hide armor, +1 heavy wooden shield, amulet
  +1, ring +1, +1 melee, mwk ranged, periapt
  +2, 19,500 gp
  14th
  80
  22
  +11/6
  +13/8
  +10/+6/+15
  85/5
  6/7/7/5/5/4/4/2
  +2 hide armor, +1 heavy wooden shield, amulet
  +1, ring +1, +1 melee, mwk ranged, periapt
  +4, 17,500 gp
  15th
  86
  23
  +12/7/2
  +14/9/4
  +10/+7/+15
  90/6
  6/7/7/6/5/5/4/2/1
  +2 hide armor, +1 heavy wooden shield, amulet
  +2, ring +1, +1 melee, mwk ranged, periapt
  +4, 29,500 gp
  16th
  91
  24
  +14/9/4
  +15/10/5
  +11/+7/+16
  95/6
  6/7/7/6/5/5/4/3/2
  +2 hide armor, +1 heavy wooden shield, amulet
  +2, ring +2, +2 melee, mwk ranged, periapt
  +4, 31,000 gp
  17th
  97
  25
  +14/9/4
  +15/10/5
  +11/+7/+17
  100/6
  6/7/7/7/6/5/5/4/2/1
  +2 hide armor, +2 heavy wooden shield, amulet
  +2, ring +2, +2 melee, mwk ranged, periapt
  +6, 41,000 gp
  18th
  102
  28
  +15/10/5
  +16/11/6
  +12/+8/+18
  105/7
  6/7/7/7/6/5/5/4/3/2
  +3 hide armor, +4 heavy wooden shield, amulet
  +2, ring +2, +2 melee, mwk ranged, periapt
  +6, 54,000 gp
  19th
  108
  28
  +16/11/6
  +17/12/7
  +12/+8/+18
  110/7
  6/7/7/7/6/6/5/5/3/3
  As 18th level, except 94,000 gp
  20th
  113
  28
  +17/12/7
  +18/13/8
  +13/+8/+20
  115/7
  6/7/7/7/7/6/5/5/5/4
  As 18th level, except 144,000 gp
  
  Resist Nature’s Lure (Ex): This druid gains a +4 bonus on saving
  throws against the spell-like abilities of fey.
  Share Spells (Ex): This druid may have any spell it casts on itself
  also affect its animal companion if the latter is within 5 feet at the
  time. The druid may also cast a spell with a target of “You” on its
  animal companion.
  Trackless Step (Ex): This druid leaves no trail in natural surround-
  ings and cannot be tracked.
  Wild Empathy (Ex): This druid can improve the attitude of an
  animal in the same way as a Diplomacy check for sentient beings.
  The druid rolls 1d20+10, or 1d20+6 if attempting to influence
  magical beasts with an Intelligence score of 1 or 2.
  Wild Shape (Su): This druid can change into a Small or Medium
  animal and back again once per day, as per the polymorph spell.
  Woodland Stride (Ex): This druid may move through natural
  thorns, briars, overgrown areas, and similar terrain at its normal
  speed and without damage or other impairment. However, thorns,
  briars, and overgrown areas that are magically manipulated to
  impede motion still affect the druid.
  Druid Spells Prepared (5/4/3/2; save DC 13 + spell level): 0—detect
  magic, detect poison, guidance, light, purify food and drink; 1st—
  entangle, magic fang (2), obscuring mist; 2nd—barkskin, flame blade,
  resist energy; 3rd—call lightning, protection from energy.
  Possessions: Heavy wooden shield, masterwork scimitar, master-
  work sling, 10 bullets, 2 scrolls of cure moderate wounds, 2 scrolls of
  neutralize poison, 2 scrolls of speak with plants, phylactery of faithful-
  ness, 2 Quaal’s feather tokens (tree), wand of cure light wounds.
  NPC FIGHTER
  Starting Ability Scores: Str 15, Dex 13, Con 14, Int 10, Wis 12,
  Cha 8.
  Increased Ability Scores: 4th, Str 16; 8th, Str 17; 12th, Str 18;
  16th, Str 19; 17th, Str 19 (21); 19th, Str 19 (25), Con 14 (16); 20th,
  Str 20 (26).
  Sample 5th-Level NPC Fighter: Hobgoblin Ftr 5; CR 5;
  Medium humanoid (goblinoid); HD 5d10+15; hp 47; Init +6; Spd
  20 ft.; AC 21, touch 11, flat-footed 20; Base Atk +5; Grp +8; Atk +10
  melee (1d10+5/19–20, masterwork bastard sword) or +8 ranged
  (1d8+3/×3, masterwork composite longbow [+3 Str bonus]); Full
  Atk +10 melee (1d10+5/19–20, masterwork bastard sword) or +8
  ranged (1d8+3/×3, masterwork composite longbow [+3 Str
  bonus]); SA —; SQ darkvision 60 ft.; AL LE; SV Fort +8, Ref +4,
  Will +3; Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 8. 
  Skills and Feats: Climb +1, Jump +3, Move Silently –1; Exotic
  Weapon Proficiency (bastard sword), Improved Initiative, Power
  Attack, Weapon Focus (bastard sword), Weapon Specialization
  (bastard sword).
  Possessions: Full plate, heavy steel shield, masterwork bastard
  sword, masterwork composite longbow (+3 Str bonus), 10 normal
  arrows, 10 cold iron arrows, 10 silvered arrows, cloak of resistance +1,
  potion of bear’s endurance, potion of cure moderate wounds.
  Sample 15th-Level NPC Fighter: Hobgoblin Ftr 15; CR 15;
  Medium humanoid (goblinoid); HD 15d10+45; hp 132; Init +6;
  Spd 20 ft.; AC 28, touch 12, flat-footed 27; Base Atk +15; Grp +19;
  Atk +23 melee (1d10+9/17–20, +3 bastard sword) or +19 ranged
  (1d8+7/19–20/×3, +1 composite longbow [+4 Str bonus]); Full Atk
  +23/+18/+13 melee (1d10+9/17–20, +3 bastard sword) or
  +19/+14/+9 ranged (1d8+7/19–20/×3, +1 composite longbow [+4 Str
  bonus]); SA —; SQ darkvision 60 ft.; AL LE; SV Fort +14, Ref +9,
  Will +8; Str 18, Dex 15, Con 16, Int 10, Wis 12, Cha 8. 
  Skills and Feats: Climb +10, Intimidate +5, Jump +8, Move Silently
  +1; Cleave, Dodge, Exotic Weapon Proficiency (bastard sword),
  117
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  Table 4–16: NPC Fighter
  Skill Pts./
  Level
  hp
  AC
  Melee
  Ranged
  F/R/W
  Feats
  Gear
  1st
  12
  18
  +4
  +2
  +4/+1/+1
  8/2
  Splint mail, heavy steel shield, mwk melee, mundane ranged,
  350 gp
  2nd
  19
  19
  +5
  +4
  +5/+1/+1
  10/3
  Half-plate, heavy steel shield, mwk melee, mwk ranged, 750 gp
  3rd
  27
  21
  +6
  +5
  +5/+2/+2
  12/4
  Full plate, heavy steel shield, mwk melee, mwk ranged, 350 gp
  4th
  34
  21
  +8
  +6
  +6/+2/+2
  14/5
  As 3rd level, except 1,150 gp
  5th
  42
  21
  +9
  +7
  +6/+2/+2
  16/5
  As 3rd level, except 2,150 gp
  6th
  49
  22
  +10/5
  +8/3
  +7/+3/+3
  18/7
  +1 full plate, heavy steel shield, mwk melee, mwk ranged,
  2,300 gp
  7th
  57
  22
  +11/6
  +9/4
  +7/+3/+3
  20/7
  +1 full plate, heavy steel shield, +1 melee, mwk ranged, 2,900 gp
  8th
  64
  23
  +12/7
  +10/5
  +8/+3/+3
  22/8
  +1 full plate, +1 heavy steel shield, +1 melee, mwk ranged, 4,900 gp
  9th
  72
  23
  +13/8
  +11/6
  +8/+4/+4
  24/9
  +1 full plate, +1 heavy steel shield, +1 melee, +1 ranged, 4,500 gp
  10th
  79
  24
  +14/11
  +12/7
  +9/+4/+4
  26/10
  +2 full plate, +1 heavy steel shield, +1 melee, +1 ranged, 5,500 gp
  11th
  87
  25
  +15/10/5
  +13/8/3
  +9/+4/+4
  28/10
  +2 full plate, +1 heavy steel shield, ring of protection +1, +1 melee,
  +1 ranged, 8,500 gp
  12th
  94
  25
  +18/13/8
  +14/10/4
  +10/+5/+5
  30/12
  +2 full plate, +1 heavy steel shield, ring of protection +1,  +2 melee,
  +1 ranged, 9,500 gp
  13th
  102
  25
  +19/14/9
  +15/10/5
  +10/+5/+5
  32/12
  As 12th level, except 18,500 gp
  14th
  109
  27
  +20/15/10
  +16/11/6
  +11/+5/+5
  34/13
  +2 full plate, +1 heavy steel shield, amulet of natural armor +2, ring
  +1, +2 melee, +1 ranged, 20,500 gp
  15th
  117
  28
  +22/17/12
  +17/12/7
  +11/+6/+6
  36/14
  +2 full plate, +2 heavy steel shield, amulet +2, ring +1, +3 melee,
  +1 ranged, 21,500 gp
  16th
  124
  30
  +23/18/13/8
  +19/14/9/4
  +12/+6/+6
  38/15
  +2 full plate, +3 heavy steel shield, amulet +2, ring +2, +3 melee,
  +2 ranged, 27,500 gp
  17th
  132
  31
  +25/20/15/10
  +20/15/10/5
  +12/+6/+6
  40/15
  +3 full plate, +3 heavy steel shield, amulet +2, ring +2, +3 melee,
  +2 ranged, gauntlets of agre power +2, 47,500 gp
  18th
  139
  32
  +27/22/17/12
  +21/16/11/6
  +13/+7/+7
  42/17
  +4 full plate, +3 heavy steel shield, amulet +2, ring +2, +4 melee,
  +2 ranged, gauntlets +2, 56,500 gp
  19th
  166
  32
  +30/25/20/15
  +22/17/12/7
  +14/+7/+7
  44/17
  +4 full plate, +3 heavy steel shield, amulet +2, ring +2, +4 melee,
  +2 ranged, belt of giant strength +6, pink Ioun stone, 52,500 gp
  20th
  175
  34
  +32/27/22/17
  +23/18/13/8
  +15/+7/+7
  46/18
  +4 full plate, +3 heavy steel shield, amulet +2, ring +4, +4 melee,
  +2 ranged, belt +6, pink Ioun stone, 78,500 gp
  
  118
  Great Cleave, Improved Critical (bastard sword), Improved Critical
  (composite longbow), Improved Initiative, Point Blank Shot,
  Power Attack, Precise Shot, Weapon Focus (bastard sword),
  Weapon Focus (composite longbow), Weapon Specialization (bas-
  tard sword), Weapon Specialization (composite longbow).
  Possessions: +2 full plate, +2 heavy steel shield, amulet of natural armor
  +2, ring of protection +1, +3 bastard sword, +1 composite longbow (+4 Str
  bonus), 15 normal arrows, 5 adamantine arrows, 5 cold iron
  arrows, 10 silvered arrows, 15 +2 arrows, quiver of Ehlonna, boots of
  speed, cloak of resistance +2, potion of bear’s endurance, potion of cure mod-
  erate wounds, potion of heroism.
  NPC MONK
  Starting Ability Scores: Str 14, Dex 13, Con 12, Int 10, Wis 15,
  Cha 8.
  Increased Ability Scores: 4th, Dex 14; 8th, Wis 16; 12th, Dex 15;
  15th, Dex 15 (17), Wis 16 (18); 16th, Dex 16 (18); 19th, Str 14 (16),
  Con 12 (14), Dex 16 (20), Wis 16 (20); 20th, Dex 16 (22), Wis 17 (23).
  Sample 5th-Level NPC Monk: Human Mnk 5; CR 5; Medium
  humanoid; HD 5d8+5; hp 31; Init +2; Spd 40 ft.; AC 16, touch 15,
  flat-footed 14; Base Atk +3; Grp +5; Atk +5 or +7 melee (1d8+2,
  unarmed strike or 1d6+3, +1 kama); or +6 ranged (1d6+2, master-
  work sling); Full Atk +5 or +7 melee (1d8+2, unarmed strike or
  1d6+3, +1 kama); or +4/+4 or +6/+6 melee (1d8+2, unarmed strike
  or 1d6+3, +1 kama); or +6 ranged (1d6+2, masterwork sling); SA
  flurry of blows, ki strike (magic); SQ evasion, purity of body, slow
  fall 20 ft., still mind; AL LN; SV Fort +6, Ref +7, Will +7; Str 14, Dex
  14, Con 12, Int 10, Wis 15, Cha 8. 
  Skills and Feats: Balance +12, Climb +10, Hide +10, Jump +12,
  Tumble +12; Deflect Arrows, Dodge, Mobility, Stunning Fist,
  Weapon Focus (kama).
  Flurry of Blows (Ex):This monk may use a full attack action to make
  one extra attack per round with an unarmed strike or a special monk
  weapon at her highest base attack, but this attack and each other
  attack made that round take a –1 penalty apiece. This penalty applies
  for 1 round, so it affects attacks of opportunity the monk might make
  before her next action. If armed with a kama, nunchaku, or siangham,
  the monk makes the extra attack either with that weapon or
  unarmed. If armed with two such weapons, she uses one for her reg-
  ular attack(s) and the other for the extra attack. In any case, her
  damage bonus on the attack with her off hand is not reduced. 
  Ki Strike (Su): This monk’s unarmed strike can deal damage to a
  creature with damage reduction as if the blow were made with a
  weapon having a +1 enhancement bonus.
  Evasion (Ex): If this monk makes a successful Reflex saving
  throw against an attack that normally deals half damage on a suc-
  cessful save, she instead takes no damage.
  Purity of Body (Ex): This monk has immunity to all diseases ex-
  cept for magical diseases such as mummy rot and lycanthropy.
  Slow Fall (Ex): A monk within arm’s reach of a wall can use it to
  slow her descent while falling. This monk takes damage as if the
  fall were 20 feet shorter than it actually is.
  Still Mind (Ex): This monk gains a +2 bonus on saving throws
  against spells and effects from the enchantment school.
  Possessions: +1 kama, masterwork sling, cloak of resistance +1, potion
  of cat’s grace, potion of cure moderate wounds.
  Sample 15th-Level NPC Monk: Human Mnk 15; CR 15;
  Medium humanoid; HD 15d8+15; hp 86; Init +7; Spd 80 ft.; AC 26,
  touch 22, flat-footed 23; Base Atk +11; Grp +13; Atk +13 or +17
  melee (2d10+2/19–20, unarmed strike or 1d6+5/19–20, +3 kama); or
  +16 ranged (1d6+4, +2 sling); Full Atk +13/+8/+3 or +17/+12/+7
  melee (2d10+2/19–20, unarmed strike or 1d6+5/19–20, +3 kama);
  or +13/+13/+13/+8/+3 or +17/+17/+17/+12/+7 melee (2d6+2/19–20,
  unarmed strike or 1d6+5/19–20, +3 kama); or +16 ranged (1d6+4, +2
  sling); SA flurry of blows, ki strike (lawful, magic), quivering palm;
  SQ abundant step, diamond body, diamond soul, improved evasion,
  purity of body, slow fall 70 ft., still mind, wholeness of body; AL
  LN; SV Fort +10, Ref +12, Will +13; Str 14, Dex 17, Con 12, Int 10,
  Wis 18, Cha 8.
  Skills and Feats: Balance +23, Climb +20, Hide +21, Jump +22,
  Tumble +23; Combat Reflexes, Dodge, Improved Critical (un-
  armed strike), Improved Critical (kama), Improved Disarm, Im-
  proved Grapple, Improved Initiative, Iron Will, Mobility, Spring
  Attack, Weapon Focus (kama).
  Flurry of Blows (Ex): This monk may use a full attack action to
  make two extra attacks per round with an unarmed strike or a spe-
  cial monk weapon at her highest base attack.
  Ki Strike (Su): This monk’s unarmed strike can deal damage to a
  creature with damage reduction as if the blow were made with a
  lawful weapon with a +1 enhancement bonus.
  Quivering Palm (Su): Once per week, this monk can use an un-
  armed strike to set up potentially fatal vibrations within the body of
  another creature. The monk must have more levels than the target
  has Hit Dice. If the target takes damage from the monk’s blow, the
  quivering palm attack succeeds. At any later time within 15 days,
  the monk can will the target to die (a free action) unless the target
  makes a DC 21 Fortitude save. If the save is successful, the target is
  no longer in danger from that particular quivering palm attack.
  Abundant Step (Sp): This monk can slip magically between spaces,
  as per the spell dimension door, once per day as a 7th-level caster.
  Diamond Body (Su): This monk has immunity to poison of all
  kinds.
  Diamond Soul (Ex): This monk has spell resistance 25.
  Improved Evasion (Ex): If this monk makes a successful Reflex
  saving throw against an attack that normally deals half damage on
  a successful save, she instead takes no damage. In addition, she
  takes only half damage on a failed save.
  Slow Fall (Ex): A monk within arm’s reach of a wall can use it to
  slow her descent while falling. This monk takes damage as if the
  fall were 70 feet shorter than it actually is.
  Wholeness of Body (Su): This monk can cure up to 30 hit points of
  her own wounds each day, and she can spread this healing out over
  several uses.
  Possessions: Amulet of natural armor +1, bracers of armor +3, ring of
  protection +1, +3 kama, +2 sling, gloves of Dexterity +2, monk’s belt, peri-
  apt of Wisdom +2, potion of heroism.
  NPC PALADIN
  Starting Ability Scores: Str 14, Dex 8, Con 12, Int 10, Wis 13,
  Cha 15.
  Increased Ability Scores: 4th, Wis 14; 8th, Cha 16; 12th, Cha
  17 (19); 16th, Cha 18 (20); 19th, Cha 18 (24); 20th, Cha 19 (25).
  Sample 5th-Level NPC Paladin: Human Pal 5; CR 5; Medium
  humanoid; HD 5d10+5; hp 37; Init –1; Spd 20 ft.; AC 19, touch 9,
  flat-footed 19; Base Atk +5; Grp +7; Atk +9 melee (1d8+2/19–20,
  masterwork longsword) or +5 ranged (1d8+2/×3, masterwork
  composite longbow [+2 Str bonus]); Full Atk +9 melee (1d8+2/
  19–20, masterwork longsword) or +5 ranged (1d8+2/×3, master-
  work composite longbow [+2 Str bonus]); SA smite evil 2/day,
  turn undead 5/day; SQ aura of courage, detect evil, divine grace,
  divine health, empathic link with mount, heavy warhorse mount,
  lay on hands, share spells with mount; AL LG; SV Fort +7, Ref +2,
  Will +5; Str 14, Dex 8, Con 12, Int 10, Wis 14, Cha 15.
  Skills and Feats: Concentration +9, Heal +10, Ride +7; Mounted
  Combat, Ride-By Attack, Weapon Focus (longsword).
  Smite Evil (Su): Twice per day this paladin may attempt to smite
  evil with one normal melee attack. She adds +2 to her attack roll
  and deals 5 extra points of damage. Smiting a creature that is not
  evil has no effect but uses the ability for that day.
  Turn Undead (Su): As a 2nd-level cleric.
  Aura of Courage (Su): This paladin is immune to fear, magical or
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  
  otherwise. Allies within 10 feet of her gain a +4 morale bonus on
  saving throws against fear effects. 
  Detect Evil (Sp): This paladin can detect evil at will as the spell.
  Divine Grace (Su): This paladin applies her Charisma bonus on
  all saving throws. (This modifier is already figured into the statis-
  tics given above.)
  Divine Health (Ex): This paladin is immune to all diseases,
  including magical diseases such as mummy rot and lycanthropy.
  Empathic Link (Su): This paladin can communicate telepathi-
  cally with her mount at a distance of up to 1 mile. The paladin has
  the same connection to an item or a place that the mount does.
  Heavy Warhorse Mount: For as much as 10 hours per day, this pal-
  adin can call upon the services of a special heavy warhorse mount.
  The creature’s abilities and characteristics are summarized below.
  Heavy Warhorse: Large magical beast; HD 6d8+12; hp
  39; Init +1; Spd 50 ft.; AC 18, touch 10, flat-footed 17; Base
  Atk +3; Grp +11; Atk +6 melee (1d6+4, hoof); Full Atk
  +6/+6 melee (1d6+4, 2 hooves) and +1 melee (1d4+2, bite);
  Space/Reach 10 ft./5 ft.; SQ improved evasion, low-light
  vision, scent; SV Fort +7, Ref +5, Will +2; Str 19, Dex 13,
  Con 17, Int 6, Wis 13, Cha 6.
  Skills and Feats: Listen +5, Spot +4; Endurance, Run.
  Improved Evasion (Ex): When subjected to an attack that
  normally allows a Reflex saving throw for half damage,
  this mount takes no damage if it makes a successful saving
  throw and half damage if the saving throw fails.
  Low-Light Vision (Ex): Can see twice as far as a human in
  dim light.
  Scent (Ex): Can detect approaching enemies, sniff out
  hidden foes, and track by sense of smell.
  Lay on Hands (Su): This paladin can heal wounds by touch as a
  standard action. Each day she can cure 10 hit points. The paladin
  can cure herself and can divide the curing among multiple recipi-
  ents. She doesn’t have to use it all at once. Alternatively, the pal-
  adin can use some or all of these points to deal damage to undead
  creatures as a touch attack.
  Share Spells (Ex): This paladin may have any spell she casts on her-
  self also affect her mount if the latter is within 5 feet at the time. The
  paladin may also cast a spell with a target of “You” on her mount.
  Paladin Spells Prepared(1; save DC 12 + spell level): 1st—bless weapon.
  Possessions: Full plate, masterwork heavy steel shield, master-
  work longsword, masterwork composite longbow (+2 Str bonus),
  119
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  Table 4–17: NPC Monk
  Unarmed
  Flurry of Blows
  Skill Pts./
  Level
  hp
  AC
  Strike
  (Unarmed)
  Melee
  Ranged
  F/R/W
  Feats
  Gear
  1st
  9
  13
  +2
  +0/0
  +3
  +1
  +3/+3/+4
  16/21
  Mwk melee, mundane ranged, 550 gp
  2nd
  14
  13
  +3
  +1/1
  +4
  +3
  +4/+4/+5
  20/42
  As 1st level, except 1,650 gp
  3rd
  20
  13
  +4
  +2/2
  +6
  +4
  +4/+4/+5
  24/5
  +1 melee, mwk ranged
  4th
  25
  14
  +5
  +3/3
  +6
  +6
  +5/+6/+6
  28/5
  As 3rd level, plus 650 gp
  5th
  31
  16
  +5
  +4/4
  +6
  +6
  +5/+6/+6
  32/5
  As 3rd level, plus 1,650 gp
  6th
  36
  16
  +6
  +5/5
  +7
  +7
  +7/+8/+8
  36/73
  Bracers of armor +1, +1 melee, mwk
  ranged, 2,000 gp
  7th
  42
  17
  +7
  +6/6
  +8
  +8
  +7/+8/+8
  40/7
  Bracers +1, ring of protection +1,
  +1 melee, mwk ranged, 1,500 gp
  8th
  47
  19
  +8/3 
  +7/7
  +9/4
  +9/4
  +8/+9/+10
  44/7
  Amulet of natural armor +1, bracers
  +1, ring +1, +1 melee, mwk ranged,
  1,750 gp
  9th
  53
  19
  +8/3
  +7/7
  +9/4
  +9/4
  +8/+9/+10
  48/8
  As 8th level, except +1 ranged and
  2,300 gp
  10th
  58
  20
  +9/4
  +9/9/9
  +11/6
  +10/5
  +8/+9/+10
  52/8
  Amulet +1, bracers +1, ring +1,
  +2 melee, +1 ranged, 350 gp
  11th
  64
  21
  +10/5
  +10/10/5
  +12/7
  +11/6
  +8/+9/+10
  56/8
  As 10th level, except bracers +2 and
  2,300 gp
  12th
  69
  21
  +11/6
  +11/11/11/6
  +13/8
  +13/8
  +9/+10/+11
  60/9
  As 10th level, except bracers +2,
  +2 ranged, and 2,300 gp
  13th
  75
  21
  +11/6
  +11/11/11/6
  +13/8
  +13/8
  +9/+10/+11
  64/9
  As 10th level, except bracers +2,
  +2 ranged, and 10,000 gp
  14th
  80
  21
  +12/7
  +12/12/12/7
  +15/10
  +14/9
  +10/+11/+12
  68/9
  Amulet +1, bracers +2, ring +1,
  +3 melee, +2 ranged, 10,000 gp
  15th
  86
  25
  +13/8/3
  +13/13/13/8/3
  +16/11/6
  +16/11/6
  +10/+12/+13
  72/10
  Amulet +1, bracers +3, ring +1, +3
  melee, +2 ranged, gloves of Dexterity
  +2, periapt of Wisdom +2, 11,000 gp
  16th
  91
  26
  +14/9/4
  +14/14/14/9/4
  +17/12/7
  +18/13/8 
  +11/+14/+14
  76/10
  As 15th level, except 29,000 gp
  17th
  97
  27
  +14/9/4
  +14/14/14/9/4
  +18/13/8
  +18/13/8
  +11/+14/+14
  80/10
  Amulet +1, bracers +3, ring +2,
  +4 melee, +2 ranged, gloves +2,
  periapt +2, 9,000 gp
  18th
  102
  28
  +15/10/5
  +15/15/15/10/5
  +20/15/10
  +19/14/9
  +12/+15/+15
  84/11
  As 17th level, except amulet +2,
  +5 melee, and 38,000 gp
  19th
  127
  30
  +17/12/7
  +17/17/17/12/7
  +22/17/12
  +21/16/11
  +13/+16/+16
  88/11
  Amulet +2, bracers +3, ring +2,
  +5 melee, +2 ranged, gloves +4,
  periapt +4, pale blue ioun stone, pink
  ioun stone, 36,000 gp
  20th
  133
  34
  +18/13/8
  +18/18/18/13/8
  +23/18/13
  +23/18/13
  +14/+18/+18
  92/11
  As 19th level, except bracers +4,
  gloves +6, periapt +6, and 36,000 gp
  1 Bonus Feat: either Improved Grapple or Stunning Fist.
  2 Bonus Feat: either Combat Reflexes or Deflect Arrows.
  3 Bonus Feat: either Improved Disarm or Improved Trip.
  
  120
  10 normal arrows, 10 cold iron arrows, 10 silvered arrows, 4 potions
  of cure light wounds, potion of bear’s endurance, 2 scrolls of magic
  weapon, 2 scrolls of protection from evil, bit and bridle (mount),
  dagger, 3 flasks holy water, healer’s kit, masterwork scale mail
  barding (mount), military saddle (mount), saddlebags (mount),
  silver holy symbol.
  Sample 15th-Level NPC Paladin: Human Pal 15; CR 15;
  Medium humanoid; HD 15d10+15; hp 102; Init –1; Spd 20 ft.; AC
  26, touch 10, flat-footed 26; Base Atk +15; Grp +17; Atk +21 melee
  (1d8+5/17–20, +3 longsword) or +15 ranged (1d8+3/×3, +1 compos-
  ite longbow [+2 Str bonus]); Full Atk +21/+16/+11 melee
  (1d8+5/17–20, +3 longsword) or +15/+10/+5 ranged (1d8+3/×3, +1
  composite longbow [+2 Str bonus]); SA smite evil 4/day, turn
  undead 11/day; SQ aura of courage, detect evil, divine grace, divine
  health, empathic link with mount, heavy warhorse mount, lay on
  hands, remove disease 4/week, share spells with mount; AL LG; SV
  Fort +14, Ref +10, Will +13; Str 14, Dex 8, Con 12, Int 10, Wis 14,
  Cha 19. 
  Skills and Feats: Concentration +19, Heal +20, Ride +17; Extra
  Turning, Improved Critical (longsword), Iron Will, Lightning
  Reflexes, Mounted Combat, Ride-By Attack, Weapon Focus (long-
  sword).
  Smite Evil (Su): Four times per day this paladin may attempt to
  smite evil with one normal melee attack. She adds +4 to her attack
  roll and deals 15 extra points of damage. Smiting a creature that is
  not evil has no effect but uses the ability for that day.
  Turn Undead (Su): As a 12th-level cleric.
  Aura of Courage (Su): This paladin is immune to fear, magical or
  otherwise. Allies within 10 feet of her gain a +4 morale bonus on
  saving throws against fear effects. 
  Detect Evil (Sp): This paladin can detect evil at will as the spell.
  Divine Grace (Su): This paladin applies her Charisma bonus on
  all saving throws. (This modifier is already figured into the statis-
  tics given above.)
  Divine Health (Ex): This paladin is immune to all diseases,
  including magical diseases such as mummy rot and lycanthropy.
  Empathic Link (Su): This paladin can communicate telepathi-
  cally with her mount at a distance of up to 1 mile. The paladin has
  the same connection to an item or a place that the mount does.
  Heavy Warhorse Mount: Whenever she desires, this paladin can
  call upon the services of a special heavy warhorse mount. The crea-
  ture’s abilities and characteristics are summarized below.
  Heavy Warhorse: Large magical beast; HD 12d8+12;
  hp 66; Init +1; Spd 60 ft.; AC 24, touch 10, flat-footed 23;
  Base Atk +3; Grp +13; Atk +8 melee (1d6+4, hoof); Full Atk
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  Table 4–18: NPC Paladin
  Skill Pts./
  Spells
  Level
  hp
  AC
  Melee
  Ranged
  F/R/W
  Feats
  per Day
  Gear
  1st
  11
  17
  +4
  +0
  +3/–1/+1
  8/1
  —
  Splint mail, heavy steel shield, mwk melee,
  mundane ranged, 350 gp
  2nd
  17
  18
  +5
  +2
  +6/+1/+3
  10/1
  —
  Half-plate, heavy steel shield, mwk melee,
  mwk ranged, 650 gp
  3rd
  24
  18
  +6
  +3
  +6/+2/+4
  12/2
  —
  Mwk half-plate, heavy steel shield, mwk
  melee, mwk ranged, 1,100 gp
  4th
  30
  19
  +7
  +4
  +7/+2/+5
  14/2
  1
  Full plate, mwk heavy steel shield, mwk
  melee, mwk ranged, 1,000 gp
  5th
  37
  19
  +8
  +5
  +7/+2/+5
  16/2
  1
  As 4th level, except 3,300 gp
  6th
  43
  19
  +9/4
  +6/1
  +8/+3/+6
  18/3
  2
  Full plate, mwk heavy steel shield,
  +1 melee, mwk ranged, 2,900 gp
  7th
  50
  20
  +10/5
  +7/2
  +8/+3/+6
  20/3
  2
  +1 full plate, mwk heavy steel shield,
  +1 melee, mwk ranged, 1,900 gp
  8th
  56
  21
  +11/6
  +8/3
  +10/+4/+7
  22/3
  2/1
  As 7th level, except +1 heavy steel shield and
  3,100 gp
  9th
  63
  22
  +12/7
  +9/4
  +10/+5/+8
  24/4
  2/1
  +1 full plate, +1 heavy steel shield, ring of
  protection +1, +1 melee, mwk ranged,
  3,700 gp
  10th
  69
  22
  +13/8
  +10/5
  +11/+5/+8
  26/4
  2/2
  As 9th level, except 7,700 gp
  11th
  76
  22.
  +15/10/5
  +11/6/1
  +11/+5/+8
  28/4
  2/2
  As 9th level, except +2 melee and 7,500 gp
  12th
  82
  23
  +16/11/6
  +12/7/2
  +13/+7/+10
  30/5
  2/2/1
  +2 full plate, +1 heavy steel shield, ring +1,
  +2 melee, mwk ranged, cloak of Charisma
  +2, 6,500 gp
  13th
  89
  24
  +17/12/7
  +13/8/3
  +13/+7/+10
  32/5
  2/2/1
  +2 full plate, +2 heavy steel shield, ring +1,
  +2 melee, +1 ranged, cloak +2, 9,500 gp
  14th
  95
  24
  +19/14/9
  +14/9/4
  +14/+7/+10
  34/5
  3/2/1
  As 13th level, except +3 melee weapon
  15th
  102
  26
  +20/15/10
  +15/10/5
  +14/+9/+11
  36/6
  3/2/1/1
  +3 full plate, +3 heavy steel shield, ring +1,
  +3 melee, +1 ranged, cloak +2, 13,500 gp
  16th
  108
  28
  +21/16/11/6
  +16/11/6/1
  +16/+9/+12
  38/6
  3/3/1/1
  +3 full plate, +3 heavy steel shield, amulet of
  natural armor +1, ring +2, +3 melee,
  +1 ranged, cloak +2, 23,500 gp
  17th
  115
  29
  +23/18/13/8
  +17/12/7/2
  +16/+9/+12
  40/6
  3/3/2/1
  As 16th level, except +4 full plate, +4 melee,
  and 25,500 gp
  18th
  121
  30.
  +25/20/15/10
  +18/13/8/3
  +17/+10/+13
  42/7
  4/3/2/1
  +4 full plate, +4 heavy steel shield, amulet
  +1, ring +2, +5 melee, +1 ranged, cloak +2,
  30,500 gp
  19th
  128
  30
  +26/21/16/11
  +20/15/10/5
  +19/+12/+15
  44/7
  4/4/3/2
  As 18th level, except +2 ranged, cloak +6,
  and 44,500 gp
  20th
  134
  30
  +27/22/17/12
  +21/16/11/6
  +20/+12/+15
  46/7
  4/4/3/3
  As 18th level, except +2 ranged, cloak +6,
  and 94,500 gp
  
  +8/+8 melee (1d6+4, 2 hooves) and +1 melee (1d4+2, bite);
  Space/Reach 10 ft./5 ft.; SQ command, low-light vision,
  scent, spell resistance 20; SV Fort +7, Ref +5, Will +2; Str
  22, Dex 13, Con 17, Int 9, Wis 13, Cha 6.
  Skills and Feats: Listen +5, Spot +4; Endurance, Run.
  Command (Sp): Usable 7/day against other equines (Will
  DC 21 negates).
  Improved Evasion (Ex): When subjected to an attack that
  normally allows a Reflex saving throw for half damage,
  this mount takes no damage if it makes a successful saving
  throw and half damage if the saving throw fails.
  Low-Light Vision (Ex): Can see twice as far as a human in
  dim light.
  Scent (Ex): Can detect approaching enemies, sniff out
  hidden foes, and track by sense of smell.
  Lay on Hands (Su): This paladin can cure 60 hit points of
  wounds per day.
  Remove Disease (Sp): This paladin can remove disease, as the spell,
  four times per week 
  Paladin Spells Prepared (3/2/1/1; save DC 14 + spell level): 1st—
  bless weapon (2), divine favor; 2nd—bull’s strength, shield other; 3rd—
  heal mount; 4th—holy sword.
  Possessions: +3 full plate, +3 heavy steel shield, ring of protection +1, +3
  longsword, +1 composite longbow (+2 Str bonus), 10 normal arrows, 10
  +2 arrows, 10 cold iron arrows, 10 silvered arrows, 8 adamantine
  arrows, cloak of Charisma +2, bag of holding type II, 2 potions of cure
  moderate wounds, 2 potions of cure serious wounds, potion of fly, potion of
  owl’s wisdom, potion of tongues, scroll of death ward, 3 scrolls of delay
  poison, 2 scrolls of magic weapon, 2 scrolls of remove paralysis, 2
  scrolls of resist energy (fire), 2 doses antitoxin, bit and bridle
  (mount), dagger, 4 flasks holy water, masterwork banded mail
  barding (mount), military saddle (mount), saddlebags (mount),
  silver holy symbol.
  NPC RANGER
  Starting Ability Scores: Str 14, Dex 15, Con 13, Int 10, Wis 12,
  Cha 8.
  Increased Ability Scores: 4th, Dex 16; 8th, Dex 17; 10th, Dex
  17 (19); 12th, Dex 18 (20); 14th, Wis 12 (14); 16th, Str 14 (18); Dex
  19 (21); 17th, Dex 19 (23); 20th, Dex 20 (24).
  Sample 5th-Level NPC Ranger: Gnoll Rgr 5; CR 6; Medium
  humanoid; HD 7d8+14; hp 49; Init +3; Spd 30 ft.; AC 18, touch 13,
  flat-footed 15; Base Atk +6; Grp +10; Atk +11 melee (1d8+6/19–20,
  masterwork longsword) or +11 ranged (1d8+4/×3, masterwork
  composite longbow [+4 Str bonus]); Full Atk +11/+6 melee
  (1d8+6/19–20, masterwork longsword) or +11/+6 ranged
  (1d8+4/×3, masterwork composite longbow [+4 Str bonus]) or
  +9/+9/+4 ranged (1d8+4/×3, masterwork composite longbow [+4
  Str bonus]); SA —; SQ animal companion, darkvision 60 ft.,
  favored enemy elves +4, favored enemy humans +2, link with
  companion, share spells; AL CE; SV Fort +6, Ref +7, Will +2; Str 18,
  Dex 16, Con 15, Int 8, Wis 12, Cha 6.
  Skills and Feats: Hide +10, Listen +5, Move Silently +10, Spot +11,
  Survival +8; Endurance, Power Attack, Quick Draw, Rapid Shot,
  Track, Weapon Focus (composite longbow). 
  Combat Style (Ex): This ranger has selected archery. He gains the
  Rapid Shot feat without the normal prerequisites.
  Animal Companion (Ex): This ranger has a wolf as an animal
  companion. This creature is a loyal companion that accompanies
  the ranger on adventures as appropriate for its kind. Its abilities
  and characteristics are summarized below.
  Wolf Animal Companion: CR —; Medium magical
  beast; HD 2d8+4; hp 13; Init +2, Spd 50 ft.; AC 14, touch 12,
  flat-footed 12; Base Atk +1; Grp +2; Atk +3 melee (1d6+1,
  bite); Full Atk +3 melee (1d6+1, bite); Space/Reach 5 ft./5
  ft.; SA trip; SQ bonus trick, evasion, low-light vision, scent;
  AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15,
  Int 2, Wis 12, Cha 6.
  Skills and Feats: Hide +2, Listen +3, Move Silently +3,
  Spot +3, Survival +1; Track, Weapon Focus (bite).
  Trip (Ex): A wolf that hits with a bite attack can attempt
  to trip the opponent as a free action. See page 158 of the
  Player’s Handbook for more information.
  Bonus Trick: This animal companion is capable of learn-
  ing one trick in addition to any that the ranger might
  choose to teach it (see the Handle Animal skill, page 74 of
  the Player’s Handbook). This bonus trick doesn’t require any
  training time or Handle Animal checks, and it doesn’t
  count against the normal limit of tricks known by the
  creature. The ranger selects this bonus trick, and once
  selected, it can’t be changed.
  Evasion (Ex): If an animal companion is subjected to an
  attack that normally allows a Reflex saving throw for half
  damage, it takes no damage if it makes a successful saving
  throw.
  Low-Light Vision (Ex): Can see twice as far as a human in
  dim light.
  Scent (Ex): Can detect approaching enemies, sniff out
  hidden foes, and track by sense of smell.
  Favored Enemy (Ex): This ranger gains the indicated bonus on his
  Bluff, Listen, Sense Motive, Spot, and Survival checks when using
  these skills against this type of creature. He gets the same bonus
  on weapon damage rolls against creatures of this type.
  Link with Companion (Ex): This ranger can handle his animal
  companion as a free action, or push it as a move action, with a +4
  bonus on wild empathy and Handle Animal checks made while
  dealing with that animal.
  Share Spells (Ex): This ranger may have any spell he casts on him-
  self also affect his animal companion if the latter is within 5 feet at
  the time. The ranger may also cast a spell with a target of “You” on
  his animal companion.
  Wild Empathy (Ex): This ranger can improve the attitude of an
  animal in the same way a Diplomacy check can improve the atti-
  tude of a sentient being. He rolls 1d20+3, or 1d20–1 if attempting
  to influence a magical beast with an Intelligence score of 1 or 2.
  Ranger Spells Prepared (1; save DC 12): 1st—entangle.
  Possessions: +1 studded leather, masterwork longsword, master-
  work composite longbow (+4 Str bonus), 20 normal arrows, 10
  cold iron arrows, 10 silvered arrows, eyes of the eagle, 3 potions of cure
  light wounds.
  Sample 15th-Level NPC Ranger: Gnoll Rgr 15; CR 16;
  Medium humanoid; HD 17d8+34; hp 114; Init +5; Spd 40 ft.;
  AC 23, touch 16, flat-footed 18; Base Atk +16; Grp +20; Atk +23
  melee (1d8+8/17–20, +2 longsword) or +24 ranged (1d8+6/×3, +2
  composite longbow [+4 Str bonus]); Full Atk +23/+18/+13/+8
  melee (1d8+8/17–20, +2 longsword); or +21/+16/+11/+6 melee
  (1d8+8/17–20, +2 longsword) and +20/+15/+10 melee
  (1d6+3/19–20, +1 short sword); or +24/+19/+14/+9 ranged
  (1d8+6/×3, +2 composite longbow [+4 Str bonus]); SA —; SQ
  animal companion, camouflage, darkvision 60 ft., evasion,
  favored enemy elves +6, favored enemy humans +4, favored
  enemy magical beasts +2, favored enemy fey +2, swift tracker,
  woodland stride; AL CE; SV Fort +11, Ref +13, Will +7; Str 18,
  Dex 21, Con 15, Int 8, Wis 14, Cha 6. 
  Skills and Feats: Handle Animal +13, Hide +25, Jump +9, Listen
  +6, Move Silently +20, Ride +7, Spot +23, Survival +17; Endurance,
  Greater Two-Weapon Fighting, Improved Critical (longsword),
  Point Blank Shot, Power Attack, Precise Shot, Track, Weapon
  Focus (composite longbow) Weapon Focus (short sword).
  Combat Style Mastery (Ex): This ranger has selected two-weapon
  combat. He gains the Greater Two-Weapon Fighting feat without
  the normal prerequisites.
  121
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  
  122
  Animal Companion (Ex): This ranger has a dire wolf as an animal
  companion. This creature is a loyal companion that accompanies
  the ranger on adventures as appropriate for its kind. Its abilities
  and characteristics are summarized below.
  Dire Wolf Animal Companion: CR —; Large magical
  beast; HD 6d8+18; hp 45; Init +2, Spd 50 ft.; AC 14, touch
  11, flat-footed 12; Base Atk +4; Grp +15; Atk +10 melee
  (1d8+10, bite); Full Atk +10 melee (1d8+10, bite);
  Space/Reach 10 ft./5 ft.; SA trip; SQ bonus trick, low-light
  vision, scent; AL N; SV Fort +8, Ref +7, Will +6; Str 26, Dex
  16, Con 17, Int 2, Wis 12, Cha 10.
  Skills and Feats: Hide +0, Listen +7, Move Silently +4,
  Spot +7, Survival +2; Alertness, Run, Track, Weapon Focus
  (bite).
  Trip (Ex): A wolf that hits with a bite attack can attempt
  to trip the opponent as a free action. See page 158 of the
  Player’s Handbook for more information.
  Bonus Trick: This animal companion is capable of learn-
  ing one trick in addition to any that the ranger might
  choose to teach it (see the Handle Animal skill, page 74 of
  the Player’s Handbook). This bonus trick doesn’t require any
  training time or Handle Animal checks, and it doesn’t
  count against the normal limit of tricks known by the
  creature. The ranger selects this bonus trick, and once
  selected, it can’t be changed.
  Low-Light Vision (Ex): Can see twice as far as a human in
  dim light.
  Scent (Ex): Can detect approaching enemies, sniff out
  hidden foes, and track by sense of smell.
  Camouflage (Ex): This ranger can use Hide in terrain that doesn’t
  grant cover or concealment.
  Swift Tracker (Ex):This ranger can track at normal speed without
  taking the usual –5 penalty, or can track at double speed at only a
  –10 penalty.
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  Table 4–19: NPC Ranger
  Skill Pts./
  Spells
  Level
  hp
  AC
  Melee1
  Ranged2
  F/R/W
  Feats
  per Day
  Gear
  1st
  9
  15
  +3
  +4
  +3/+4/+1
  24/1 + Track
  —
  Studded leather, mundane melee, mwk
  ranged, 550 gp
  2nd
  15
  15
  +5
  +5
  +4/+5/+1
  30/1
  —
  Mwk studded leather, mwk melee, mwk
  ranged, 1,200 gp
  3rd
  20
  15
  +6
  +6
  +4/+5/+2 36/2 + Endurance
  —
  As 2nd level, except 1,700 gp
  4th
  25
  17
  +7
  +8
  +5/+7/+2
  42/2
  1
  +1 studded leather, mwk melee, mwk ranged,
  1,500 gp
  5th
  31
  17
  +8
  +9
  +5/+7/+2
  48/2
  1
  As 4th level, except 2,500 gp
  6th
  37
  17
  +9/4
  +10/5
  +6/+8/+3
  54/3
  2
  +1 studded leather, +1 melee, mwk ranged,
  2,800 gp
  7th
  42
  17
  +10/5
  +11/6
  +6/+8/+3
  60/3
  2
  +1 studded leather, +1 melee , +1 ranged,
  1,400 gp
  8th
  48
  17
  +11/6
  +12/7
  +7/+9/+3
  66/3
  2
  As 7th level, except 3,600 gp
  9th
  53
  17
  +12/7
  +13/8
  +7/+9/+4
  72/4
  2
  As 7th level, except 6,200 gp
  10th
  59
  18
  +13/8
  +15/10
  +8/+11/+4
  78/4
  2/1
  +1 studded leather, +1 melee, +1 ranged,
  gloves of Dexterity +2, 6,200 gp
  11th
  64
  19
  +14/9/4
  +16/11/6
  +8/+11/+4
  84/4
  2/1
  +2 studded leather, +1 melee, +1 ranged,
  gloves +2, 8,200 gp
  12th
  70
  20
  +15/10/5
  +18/13/8
  +9/+13/+5
  90/5
  2/1
  As 11th level, except 15,000 gp
  13th
  75
  22
  +16/11/6
  +20/15/10
  +9/+13/+5
  96/5
  2/1
  +2 studded leather, amulet of natural armor
  +1, ring of protection +1, +1 melee, +2
  ranged, gloves +2, 12,000 gp
  14th
  81
  22
  +18/13/8
  +21/16/11
  +10/+14/+6
  102/5
  3/2/1
  +2 studded leather, amulet +1, ring +1,
  +2 melee, +2 ranged, gloves +2, periapt of
  Wisdom +2, 12,000 gp
  15th
  86
  23
  +19/14/9
  +22/17/12
  +10/+14/+7
  108/6
  3/2/1/1
  As 14th level, except +3 studded leather and
  21,000 gp
  16th
  92
  23
  +22/17/12/7
  +23/18/13/8
  +11/+15/+7
  114/6
  3/3/1/1
  +3 studded leather, amulet +1, ring +1,
  +2 melee, +2 ranged, belt of giant strength +4,
  gloves +2, periapt +2, 19,000 gp
  17th
  97
  24
  +23/18/13/8
  +25/20/15/10
  +11/+16/+7
  120/6
  3/3/2/1
  As 16th level, except gloves +4 and 30,000 gp
  18th
  103
  25
  +25/20/15/10
  +27/22/17/12
  +12/+17/+8
  126/7
  4/3/2/1
  +4 studded leather, amulet +1, ring +1,
  +3 melee, +3 ranged, belt +4, gloves +4,
  periapt +2, 33,000 gp
  19th
  108
  25
  +26/21/16/11
  +28/23/18/13
  +12/+17/+8
  132/7
  4/4/3/2
  As 18th level, except 73,000 gp
  20th
  114
  25
  +28/23/18/13
  +31/26/21/16
  +13/+19/+8
  138/7
  4/4/3/3
  +4 studded leather, amulet +1, ring +1,
  +4 melee, +4 ranged, belt +4, gloves +4,
  periapt +2, 95,000 gp
  1 If the ranger’s combat style is two-weapon fighting, as a full attack action, she can use a second light melee weapon in combat. Doing so allows
  an extra attack with that weapon at the highest attack value, but all attacks that round take a –2 penalty. From 6th–11th level, doing so allows two
  extra attacks with the second weapon, once at the highest attack value and once at a –5 penalty. (There’s still a –2 penalty on all attacks.) From
  11th level on, doing so allows three extra attacks with the second weapon: once at the highest attack value, once at a –5 penalty, and once at a
  –10 penalty. (There’s still a –2 penalty on all attacks.)
  2 If the ranger’s combat style is archery, as a full attack action, she can make an extra ranged attack at the highest attack value, but all attacks that
  round take a –2 penalty. From 6th–11th level, the ranger may shoot an additional arrow in the same attack (and can shoot an extra time per 5
  points of base attack bonus above +6). All attacks that round take a –4 penalty, worsened by –2 for each additional arrow beyond the second.
  
  Wild Empathy (Ex): This ranger can improve the attitude of an
  animal in the same way a Diplomacy check can improve the atti-
  tude of a sentient being. He rolls 1d20+17, or 1d20+13 if attempt-
  ing to influence a magical beast with an Intelligence score of 1 or 2.
  Ranger Spells Prepared (3/2/1/1; save DC 12 + spell level): 1st—
  delay poison, entangle, resist energy; 2nd—cure light wounds, snare;
  3rd—greater magic fang; 4th—tree stride.
  Possessions: +3 studded leather, amulet of natural armor +1, ring of pro-
  tection +1, +2 longsword, +1 short sword, +2 composite longbow (+4 Str
  bonus), 12 normal arrows, 5 +3 arrows, 10 cold iron arrows, 15 sil-
  vered arrows, 10 adamantine arrows, boots of striding and springing,
  cloak of elvenkind, eyes of the eagle, gloves of Dexterity +2, lesser bracers of
  archery, periapt of Wisdom +2, quiver of Ehlonna.
  NPC ROGUE
  Starting Ability Scores: Str 12, Dex 15, Con 13, Int 14, Wis 10,
  Cha 8.
  Increased Ability Scores: 4th, Dex 16; 8th, Dex 17; 12th, Dex
  18 (20); 16th, Dex 19 (21); 17th, Dex 19 (23); 19th, Dex 19 (25);
  20th, Dex 20 (26).
  Sample 5th-Level NPC Rogue: Goblin Rog 5; CR 5; Small
  humanoid (goblinoid); HD 5d6+5; hp 25; Init +8; Spd 30 ft.; AC 19,
  touch 15, flat-footed 19; Base Atk +3; Grp –1; Atk +5 melee
  (1d3/19–20, masterwork dagger) or +9 ranged (1d4/×3, masterwork
  shortbow); Full Atk +5 melee (1d3/19–20, masterwork dagger) or +9
  ranged (1d4/×3, masterwork shortbow); SA sneak attack +3d6; SQ
  evasion, trapfinding, trap sense +1, uncanny dodge; AL N; SV Fort
  +3, Ref +9, Will +2; Str 10, Dex 18, Con 13, Int 14, Wis 10, Cha 6.
  Skills and Feats: Appraise +10, Balance +6, Disable Device +10,
  Hide +20, Jump +2, Listen +8, Move Silently +12, Open Lock +12,
  Ride (worg) +8, Search +10, Spot +8, Tumble +12, Use Magic
  Device +6; Improved Initiative, Shield Proficiency. 
  Evasion (Ex): If this rogue is exposed to any effect that normally
  allows her to attempt a Reflex saving throw for half damage, she
  takes no damage with a successful saving throw.
  Trap Sense (Ex): This rogue has an intuitive sense that alerts her
  to danger from traps, granting a +1 bonus on Reflex saves and a +1
  dodge bonus to AC against attacks by traps.
  Trapfinding (Ex): This rogue can use the Search skill to locate
  traps when the task has a DC higher than 20. Finding a non-
  magical trap has a DC of at least 20, higher if it is well hidden.
  Finding a magic trap has a DC of 25 + the level of the spell used
  to create it. Rogues can use the Disable Device skill to disarm
  magic traps. Disabling a magic trap generally has a DC of 25 +
  the level of the spell used to create it. A rogue who beats a trap’s
  DC by 10 or more with a Disable Device check can generally
  study a trap, figure out how it works, and bypass it (with her
  party) without disarming it.
  Uncanny Dodge (Ex): This rogue can react to danger before her
  senses would normally allow her to do so. She retains her Dexter-
  ity bonus to AC even when caught flat-footed.
  Possessions: Masterwork leather armor, masterwork buckler,
  masterwork dagger, masterwork shortbow, 10 normal arrows, 5
  cold iron arrows, 5 silvered arrows, cloak of resistance +1, 6 potions
  of cure light wounds, 2 potions of neutralize poison, masterwork
  thieves’ tools.
  Sample 10th-Level NPC Rogue: Goblin Rog 10; CR 10;
  Small humanoid (goblinoid); HD 10d6+10; hp 47; Init +8; Spd
  30 ft.; AC 21, touch 16, flat-footed 21; Base Atk +7; Grp +3; Atk
  +13 melee (1d4/18–20, Small +1 rapier) or +13 ranged (1d4/×3,
  Small +1 shortbow); Full Atk +13/+8 melee (1d4/18–20, Small +1
  rapier) or +13/+8 ranged (1d4/×3, Small +1 shortbow); SA sneak
  attack +5d6; SQ evasion, improved evasion, improved uncanny
  dodge, trapfinding, trap sense +3, uncanny dodge; AL N; SV
  Fort +4, Ref +11, Will +3; Str 10, Dex 19, Con 13, Int 14, Wis 10,
  Cha 6.
  Skills and Feats: Appraise +10, Balance +12, Disable Device +10,
  Hide +20, Jump +2, Listen +8, Move Silently +14, Open Lock +12,
  Ride (worg) +10, Search +8, Spot +6, Tumble +12, Use Magic
  Device +4; Dodge, Improved Initiative, Point Blank Shot,
  Weapon Finesse.
  Evasion (Ex): If this rogue is exposed to any effect that normally
  allows her to attempt a Reflex saving throw for half damage, she
  takes no damage with a successful saving throw.
  Improved Evasion (Ex): This ability works like evasion, except
  that while this rogue still takes no damage on a successful Reflex
  save against spells such as fireball or a breath weapon, she now
  takes only half damage on a failed save.
  Improved Uncanny Dodge (Ex): This rogue cannot be flanked
  except by a rogue of at least 14th level.
  123
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  Table 4–20: NPC Rogue
  Skill Pts./
  Level
  hp
  AC
  Melee
  Ranged
  F/R/W
  Feats
  Gear
  1st
  7
  15
  +2
  +3
  +1/+4/+0
  40/1
  Mwk studded leather, mwk melee, mwk ranged, 100 gp
  2nd
  11
  15
  +3
  +4
  +1/+5/+0
  50/1 
  As 1st level, except 1,200 gp
  3rd
  16
  16
  +4
  +5
  +2/+5/+1
  60/2 
  Mwk studded leather, mwk buckler, mwk melee, mwk ranged, 1,500 gp
  4th
  20
  17
  +5
  +7
  +2/+7/+1
  70/2 
  As 3rd level, except 2,300 gp
  5th
  25
  17
  +5
  +7
  +2/+7/+1
  80/2 
  As 3rd level, except 3,000 gp
  6th
  29
  17
  +6
  +8
  +3/+8/+2
  90/3 
  As 3rd level, except 4,600 gp
  7th
  34
  19
  +7
  +9 
  +3/+8/+2
  100/3 
  +1 studded leather, +1 buckler, mwk melee, mwk ranged, 4,200 gp
  8th
  38
  19
  +8/3
  +10/5
  +3/+9/+2
  110/3 
  As 7th level, except 6,400 gp
  9th
  43
  19
  +8/3
  +10/5
  +4/+9/+3
  120/4 
  +1 studded leather, +1 buckler, +1 melee, +1 ranged, 5,000 gp
  10th
  47
  19
  +9/4
  +11/6
  +4/+10/+3
  130/4 
  +2 buckler, bracers of armor +2, ring of protection +1, +1 melee, +1 ranged,
  1,000 gp
  11th
  52
  19
  +10/5
  +12/7
  +4/+10/+3
  140/4 
  As 10th level, except 6,000 gp
  12th
  56
  22
  +11/6
  +15/10
  +5/+13/+4
  150/5 
  +2 buckler, amulet of natural armor +1, bracers +2, ring +1, +1 melee,
  +1 ranged, gloves of Dexterity +2, 6,000 gp
  13th
  61
  22
  +12/7
  +15/10
  +5/+13/+4
  160/5 
  As 12th level, except +2 melee and 8,000 gp
  14th
  65
  22
  +13/8
  +16/11
  +5/+14/+4
  170/5 
  As 12th level, except +2 melee and 18,000 gp
  15th
  70
  22
  +14/9/4
  +17/12/7
  +6/+14/+5
  180/6 
  Amulet +1, bracers +4, ring +2, +2 melee, +1 ranged, gloves +2, 18,000 gp
  16th
  74
  22
  +15/10/5
  +18/13/8
  +6/+15/+5
  190/6 
  As 15th level, except 36,000 gp
  17th
  79
  24
  +15/10/5
  +20/15/10
  +6/+16/+5
  200/6 
  Amulet +1, bracers +5, ring +2, +2 melee, +2 ranged, gloves +4, 32,000 gp
  18th
  83
  24
  +16/11/6
  +21/16/11
  +7/+17/+6
  210/7 
  As 17th level, except 62,000 gp
  19th
  88
  25
  +18/13/8
  +23/18/13
  +7/+18/+6
  220/7 
  Amulet +1, bracers +5, ring +2, +3 melee, +2 ranged, gloves +6, 72,000 gp
  20th
  92
  26
  +19/14/9
  +26/21/16
  +7/+20/+6
  230/7 
  As 19th level, except +3 ranged and 112,000 gp
  
  124
  Trap Sense (Ex): This rogue has an intuitive sense that alerts her
  to danger from traps, granting a +3 bonus on Reflex saves and a +3
  dodge bonus to AC against attacks by traps.
  Trapfinding (Ex): This rogue can use the Search skill to locate
  traps when the task has a DC higher than 20. Finding a nonmag-
  ical trap has a DC of at least 20, higher if it is well hidden. Find-
  ing a magic trap has a DC of 25 + the level of the spell used to
  create it. Rogues can use the Disable Device skill to disarm magic
  traps. Disabling a magic trap generally has a DC of 25 + the level
  of the spell used to create it. A rogue who beats a trap’s DC by 10
  or more with a Disable Device check can generally study a trap,
  figure out how it works, and bypass it (with her party) without
  disarming it.
  Uncanny Dodge (Ex): This rogue can react to danger before her
  senses would normally allow her to do so. She retains her Dexter-
  ity bonus to AC even when caught flat-footed.
  Possessions: +2 buckler, bracers of armor +2, ring of protection +1, Small
  +1 rapier, Small +1 shortbow, 20 arrows, 5 silvered arrows, potion of
  cure serious wounds, masterwork thieves’ tools.
  NPC SORCERER
  Starting Ability Scores: Str 8, Dex 14, Con 13, Int 10, Wis 12,
  Cha 15.
  Increased Ability Scores: 4th, Cha 16; 8th, Cha 17; 12th, Cha
  18 (20); 14th, Dex 14 (16); 15th, Cha 18 (22); 16th, Cha 19 (23);
  18th, Cha 19 (25); 20th, Cha 20 (26).
  Sample 5th-Level NPC Sorcerer: Kobold Sor 5; CR 5; Small
  humanoid (reptilian); HD 5d4+3; hp 17; Init +6; Spd 30 ft.; AC 15,
  touch 13, flat-footed 13; Base Atk +2; Grp –2; Atk +3 melee (1d4/×3,
  shortspear) or +6 ranged (1d6/19–20, masterwork light crossbow);
  Full Atk +3 melee (1d4/×3, shortspear) or +6 ranged (1d6/19–20,
  masterwork light crossbow); SA —; SQ empathic link, light sensi-
  tivity, share spells, Tiny viper snake familiar; AL CE; SV Fort +1,
  Ref +3, Will +5; Str 10, Dex 14, Con 11, Int 8, Wis 12, Cha 16.
  Skills and Feats: Bluff +6, Concentration +4, Craft (trapmaking)
  +1, Hide +6, Listen +3, Profession (miner) +3, Search +1, Spellcraft
  +3, Spot +3; Alertness, Improved Initiative, Toughness.
  Empathic Link (Su): This sorcerer can communicate telepathi-
  cally with its familiar at a distance of up to 1 mile. The master has
  the same connection to an item or a place that the familiar does.
  Light Sensitivity (Ex): Kobolds are sensitive to light and take a –1
  circumstance penalty on attack rolls in bright sunlight or within
  the radius of a daylight spell.
  Share Spells (Su): This sorcerer may have any spell he casts on
  himself also affect his familiar if the latter is within 5 feet at the
  time. The master may also cast a spell with a target of “You” on his
  familiar. 
  Tiny Viper Snake Familiar: This creature grants its master a +3
  bonus on Bluff checks. It also grants Alertness as long as it is
  within 5 feet. The familiar uses the better of its own and its
  master’s base save bonuses. The creature’s abilities and characteris-
  tics are summarized below.
  Tiny Viper Snake Familiar: CR —; Tiny magical
  beast; HD 5; hp 8; Init +3, Spd 15 ft., climb 15 ft., swim 15
  ft.; AC 20, touch 15, flat-footed 17; Base Atk +0; Grp –11;
  Atk +5 melee (poison, bite); Full Atk +5 melee (poison,
  bite); Space/Reach 2-1/2 ft./0 ft.; SA poison; SQ deliver
  touch spells, improved evasion, scent, speak with master;
  AL CE; SV Fort +2, Ref +5, Will +1; Str 4, Dex 17, Con 11,
  Int 8, Wis 12, Cha 2.
  Skills and Feats: Balance +11, Climb +11, Hide +15, Listen
  +6, Spot +6, Swim +5; Weapon Finesse.
  Poison (Ex): Injury, Fortitude DC 11, initial and second-
  ary damage 1d6 Con.
  Improved Evasion (Ex): When subjected to an attack that
  normally allows a Reflex saving throw for half damage,
  this creature takes no damage if it makes a successful
  saving throw and half damage if the saving throw fails.
  Scent (Ex): Can detect approaching enemies, sniff out
  hidden foes, and track by sense of smell.
  Sorcerer Spells Known (6/7/5; save DC 13 + spell level): 0—daze,
  ghost sound, mage hand, ray of frost, read magic, touch of fatigue; 1st—
  cause fear, mage armor, magic missile, sleep; 2nd—blur, flaming sphere.
  Possessions: Bracers of armor +1, masterwork shortspear, master-
  work light crossbow, 10 bolts, potion of blur, potion of cure moderate
  wounds, potion of haste, 2 scrolls of invisibility, 2 scrolls of Melf ’s acid
  arrow, 2 scrolls of web, dagger.
  Sample 15th-Level NPC Sorcerer: Kobold Sor 15; CR 15;
  Small humanoid (reptilian); HD 15d4+3; hp 42; Init +6; Spd 30 ft.;
  AC 19, touch 15, flat-footed 17; Base Atk +7; Grp +3; Atk +9 melee
  (1d4+1/×3, +1 shortspear) or +11 ranged (1d6/19–20, masterwork
  light crossbow); Full Atk +9/+4 melee (1d4+1/×3, +1 shortspear) or
  +11 ranged (1d6/19–20, masterwork light crossbow); SA —; SQ
  empathic link, light sensitivity, scry on familiar, share spells, Tiny
  viper snake familiar; AL CE; SV Fort +5, Ref +7, Will +10; Str 10,
  Dex 14, Con 11, Int 8, Wis 12, Cha 22.
  Skills and Feats: Bluff +9, Concentration +9, Craft (trapmaking)
  +1, Hide +6, Listen +3, Profession (miner) +3, Search +1, Spellcraft
  +8, Spot +3; Alertness, Combat Casting, Craft Wand, Dodge,
  Improved Initiative, Spell Penetration, Toughness.
  Empathic Link (Su): This sorcerer can communicate telepathi-
  cally with its familiar at a distance of up to 1 mile. The master has
  the same connection to an item or a place that the familiar does.
  Light Sensitivity (Ex): Kobolds are sensitive to light and take a –1
  circumstance penalty on attack rolls in bright sunlight or within
  the radius of a daylight spell.
  Scry on Familiar (Sp): This sorcerer may scry on its familiar as if
  casting the spell scrying once per day.
  Share Spells (Su): This sorcerer may have any spell he casts on
  himself also affect his familiar if the latter is within 5 feet at the
  time. The master may also cast a spell with a target of “You” on his
  familiar. 
  Tiny Viper Snake Familiar: This creature grants its master a +3
  bonus on Bluff checks. It also grants Alertness as long as it is
  within 5 feet. The familiar uses the better of its own and its
  master’s base save bonuses. The creature’s abilities and characteris-
  tics are summarized below.
  Tiny Viper Snake Familiar: CR —; Tiny magical beast;
  HD 15; hp 21; Init +3, Spd 15 ft., climb 15 ft., swim 15 ft.;
  AC 25, touch 15, flat-footed 22; Base Atk +0; Grp –11; Atk
  +5 melee (poison, bite); Full Atk +5 melee (poison, bite);
  Space/Reach 2-1/2 ft./0 ft.; SA poison; SQ deliver touch
  spells, improved evasion, scent, speak with master, speak
  with other reptiles, spell resistance 20; AL CE; SV Fort +2,
  Ref +5, Will +1; Str 4, Dex 17, Con 11, Int 8, Wis 12, Cha 2.
  Skills and Feats: Balance +11, Climb +11, Hide +15, Listen
  +6, Spot +6, Swim +5; Weapon Finesse.
  Poison (Ex): Injury, Fortitude DC 11, initial and second-
  ary damage 1d6 Con.
  Improved Evasion (Ex): When subjected to an attack that
  normally allows a Reflex saving throw for half damage,
  this creature takes no damage if it makes a successful
  saving throw and half damage if the saving throw fails.
  Scent (Ex): Can detect approaching enemies, sniff out
  hidden foes, and track by sense of smell.
  Sorcerer Spells Known (6/8/8/7/7/7/7/4; save DC 16 + spell
  level): 0—dancing lights, daze, detect magic, ghost sound, mage hand,
  ray of frost, read magic, resistance, touch of fatigue; 1st—cause fear, mage
  armor, magic missile, obscuring mist, sleep; 2nd—blur, flaming sphere,
  invisibility, Melf ’s acid arrow, spectral hand; 3rd—dispel magic, hold
  person, lightning bolt, vampiric touch; 4th—ice storm, lesser globe of
  invulnerability, shout, stoneskin; 5th—cloudkill, cone of cold, hold mon-
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  
  ster, teleport; 6th—acid fog, disintegrate, greater dispel magic; 7th—
  ethereal jaunt, prismatic spray.
  Possessions: Amulet of natural armor +1, bracers of armor +3, ring of
  protection +2, +1 shortspear, masterwork light crossbow, 10 bolts,
  cloak of Charisma +4, potion of blur, potion of haste, 2 scrolls of domi-
  nate person, wand of magic missile (9th-level caster, maximized),
  dagger.
  NPC WIZARD
  Starting Ability Scores: Str 10, Dex 14, Con 13, Int 15, Wis 12,
  Cha 8.
  Increased Ability Scores: 4th, Int 16; 8th, Int 17; 12th, Int 18
  (20); 14th, Dex 14 (16); 15th, Int 18 (22); 16th, Int 19 (23); 18th, Int
  19 (25); 20th, Int 20 (26).
  Sample 5th-Level NPC Wizard: Drow Wiz 5; CR 6; Medium
  humanoid (elf); HD 5d4+3; hp 17; Init +3; Spd 30 ft.; AC 14, touch
  13, flat-footed 11; Base Atk +2; Grp +2; Atk +2 melee (1d6/18–20,
  rapier) or +6 ranged (1d4/19–20, masterwork hand crossbow); Full
  Atk +2 melee (1d6/18–20, rapier) or +6 ranged (1d4/19–20, mas-
  terwork hand crossbow); SA —; SQ drow traits; AL NE; SV Fort
  +2, Ref +5, Will +6; Str 10, Dex 16, Con 11, Int 18, Wis 12, Cha 10.
  Skills and Feats: Concentration +8, Craft (alchemy) +9, Knowl-
  edge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge
  (history) +9, Listen +3, Search +6, Spellcraft +14, Spot +3; Brew
  Potion, Combat Casting, Scribe Scroll, Toughness. 
  Drow Traits: Immune to magic sleep spells and effects; +2 racial
  bonus on saves against enchantment spells or effects; darkvision
  120 ft.; entitled to a Search check when within 5 feet of a secret or
  concealed door as though actively looking for it; spell resistance
  16; +2 racial bonus on Will saves against spells or spell-like abili-
  ties; spell-like abilities (1/day—dancing lights, darkness, and faerie
  fire as the spells from a 5th-level caster); light blindness (blinded
  for 1 round by abrupt exposure to bright light, –1 circumstance
  penalty on all attack rolls, saves, and checks while operating in
  bright light); +2 racial bonus on Listen, Spot, and Search checks
  (already figured into the statistics given above).
  Wizard Spells Prepared (4/4/3/2; save DC 14 + spell level): 0—
  daze, detect magic, ghost sound, ray of frost; 1st—mage armor, magic mis-
  sile (2), magic weapon; 2nd—blur, glitterdust, Melf ’s acid arrow; 3rd—
  fireball, haste.
  Spellbook: 0—all; 1st—color spray, identify, mage armor, magic mis-
  sile, magic weapon; 2nd—blur, bear’s endurance, glitterdust, knock,
  Melf ’s acid arrow, resist energy; 3rd—dispel magic, fireball, haste, magic
  circle against good.
  Possessions: Bracers of armor +1, rapier, masterwork hand cross-
  bow, 10 bolts, cloak of resistance +1, potion of blur, potion of cure moder-
  ate wounds, potion of cure serious wounds, potion of haste, scroll of con-
  fusion, 2 scrolls of fireball, scroll of web, dagger.
  Sample 10th-Level NPC Wizard: Drow Wiz 10; CR 11;
  Medium humanoid (elf); HD 10d4+3; hp 29; Init +3; Spd 30 ft.; AC
  125
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  Table 4–21: NPC Sorcerer
  Skill Pts./
  Spells
  Level
  hp
  AC
  Melee
  Ranged
  F/R/W
  Feats
  per Day
  Gear
  1st
  5
  12
  –1
  +3
  +1/+2/+3
  8/1
  5/4
  Mundane melee, mwk ranged, 550 gp
  2nd
  8
  12
  +0
  +4
  +1/+2/+4
  10/1
  6/5 
  As 1st level, except 1,650 gp
  3rd
  12
  12
  +0
  +4
  +2/+3/+4
  12/2
  6/6 
  As 1st level, except 2,150 gp
  4th
  15
  13
  +1
  +5
  +2/+3/+5
  14/2
  6/7/4 
  Bracers of armor +1, mundane melee, mwk
  ranged, 950 gp
  5th
  19
  13
  +1
  +5
  +2/+3/+5
  16/2
  6/7/5 
  As 4th level, except 2,000 gp
  6th
  23
  13
  +2
  +6
  +3/+4/+6
  18/3
  6/7/6/4 
  As 4th level, except 4,300 gp
  7th
  26
  14
  +2
  +6
  +3/+4/+6
  20/3
  6/7/7/5 
  Bracers +1, ring of protection +1, mundane melee,
  mwk ranged, 3,900 gp
  8th
  30
  14
  +3
  +7
  +3/+4/+7
  22/3
  6/7/7/6/3 
  As 7th level, except 6,100 gp
  9th
  33
  15
  +3
  +7
  +4/+5/+7
  24/4
  6/7/7/7/4 
  Bracers +2, ring +1, mundane melee, mwk
  ranged, 5,700 gp
  10th
  37
  15
  +4
  +8
  +4/+5/+8
  26/4
  6/7/7/7/5/3 
  As 9th level, except 9,700 gp
  11th
  40
  16
  +4
  +8
  +4/+5/+8
  28/4
  6/7/7/7/6/4 
  Amulet of natural armor +1, bracers +2, ring +1,
  mundane melee, mwk ranged, 12,700 gp
  12th
  44
  17
  +5/0
  +9/4
  +5/+6/+9
  30/5
  6/8/7/7/7/6/3 
  Amulet +1, bracers +2, ring +2, mundane melee,
  mwk ranged, cloak of Charisma +2, 9,700 gp
  13th
  47
  18
  +6 /1
  +9/4
  +5/+6/+9
  32/5
  6/8/7/7/7/7/4 
  Amulet +1, bracers +3, ring +2, +1 melee, mwk
  ranged, cloak +2, 9,300 gp
  14th
  51
  19
  +7/2
  +11/6
  +5/+7/+10
  34/5
  6/8/7/7/7/7/5/3 
  As 13th level, except gloves of Dexterity +2 and
  19,000 gp
  15th
  54
  19
  +7/2
  +11/6
  +6/+8/+10
  36/6
  6/8/8/7/7/7/7/4 
  As 14th level, except cloak +4 and 21,000 gp
  16th
  58
  19
  +8/3
  +12/7
  +6/+8/+11
  38/6
  6/8/8/7/7/7/7/5/3 
  As 14th level, except cloak +4 and 39,000 gp
  17th
  61
  21
  +8/3
  +12/7
  +6/+8/+11
  40/6
  6/8/8/7/7/7/7/6/4 
  Amulet +2, bracers +4, ring +2, +1 melee, mwk
  ranged, cloak +4, gloves +2, 49,000 gp
  18th
  65
  22
  +9/4
  +13/8
  +7/+9/+12
  42/7
  6/8/8/8/7/7/7/7/5/3 
  Amulet +2, bracers +5, ring +2, +1 melee, mwk
  ranged, cloak +6, gloves +2, 50,000 gp
  19th
  68
  22
  +9/4
  +13/8
  +7/+9/+12
  44/7
  6/8/8/8/7/7/7/7/6/4 
  As 18th level, except 90,000 gp
  20th
  72
  22
  +10/5
  +14/9
  +7/+9/+13
  46/7
  6/8/8/8/8/7/7/7/7/6 
  As 18th level, except 140,000 gp
  Spells Known per Level
  Level
  Spells
  Level
  Spells
  Level
  Spells
  Level
  Spells
  1st
  4/2
  2nd
  5/2
  3rd
  5/3
  4th
  6/3/1
  5th
  6/4/2
  6th
  7/4/2/1
  7th
  7/5/3/2
  8th
  8/5/3/2/1
  9th
  8/5/4/3/2
  10th
  9/5/4/3/2/1
  11th
  9/5/5/4/3/2
  12th
  9/5/5/4/3/2/1
  13th
  9/5/5/4/4/3/2
  14th
  9/5/5/4/4/3/2/1
  15th
  9/5/5/4/4/4/3/2
  16th
  9/5/5/4/4/4/3/2/1
  17th
  9/5/5/4/4/4/3/3/2
  18th
  9/5/5/4/4/4/3/3/2/1
  19th
  9/5/5/4/4/4/3/3/3/2
  20th
  9/5/5/4/4/4/3/3/3/3
  
  126
  17, touch 14, flat-footed 14; Base Atk +5; Grp +5; Atk +6 melee
  (1d6+1/18–20, masterwork rapier) or +9 ranged (1d4/19–20, mas-
  terwork hand crossbow); Full Atk +6 melee (1d6+1/18–20, master-
  work rapier) or +9 ranged (1d4/19–20, masterwork hand cross-
  bow); SA —; SQ drow traits; AL NE; SV Fort +4, Ref +7, Will +9;
  Str 10, Dex 16, Con 11, Int 19, Wis 12, Cha 10.
  Skills and Feats: Concentration +13, Craft (alchemy) +14, Knowl-
  edge (arcana) +17, Knowledge (dungeoneering) +17, Knowledge
  (history) +14, Listen +3, Search +6, Spellcraft +19, Spot +3; Brew
  Potion, Combat Casting, Craft Wondrous Item, Great Fortitude,
  Scribe Scroll, Spell Penetration, Toughness.
  Drow Traits: Immune to magic sleep spells and effects; +2 racial
  bonus on saves against enchantment spells or effects; darkvision
  120 ft.; entitled to a Search check when within 5 feet of a secret or
  concealed door as though actively looking for it; spell resistance
  26; +2 racial bonus on Will saves against spells or spell-like abili-
  ties; spell-like abilities (1/day—dancing lights, darkness, and faerie
  fire as the spells from a 10th-level caster); light blindness (blinded
  for 1 round by abrupt exposure to bright light, –1 circumstance
  penalty on all attack rolls, saves, and checks while operating in
  bright light); +2 racial bonus on Listen, Spot, and Search checks
  (already figured into the statistics given above).
  Wizard Spells Prepared (4/5/5/4/4/2; save DC 14 + spell level):
  0—daze, detect magic, ghost sound, ray of frost; 1st—magic missile (3),
  shield, true strike; 2nd—blur, flaming sphere, glitterdust, Melf ’s acid
  arrow, web; 3rd—dispel magic, fireball, haste, lightning bolt; 4th—
  enervation, ice storm (2), shout; 5th—cone of cold, teleport.
  Spellbook: 0—all; 1st—charm person, identify, mage armor, magic
  missile, magic weapon, protection from good, shield, true strike; 2nd—
  bear’s endurance, blur, bulls’s strength, cat’s grace, glitterdust, invisibility,
  Melf’s acid arrow, resist energy, scorching ray, web; 3rd—dispel magic, fire-
  ball, fly, haste, hold person, invisibility sphere, lightning bolt, suggestion;
  4th—charm monster, confusion, dimension door, enervation, ice storm,
  Otiluke’s resilient sphere, scrying, shout, stoneskin; 5th—cone of cold, dom-
  inate person, telekinesis, teleport, wall of force.
  Possessions: Bracers of armor +2, ring of protection +1, amulet of natu-
  ral armor +1, cloak of resistance +1, masterwork rapier, masterwork
  hand crossbow, 10 bolts, 3 doses drow knockout poison, spellbook.
  ADJUSTMENTS BY RACE OR KIND
  Add the adjustments below to the class-based statistics. Add and
  apply all adjustments, such as ability score adjustments. For
  example, a halfling gains a racial modifier of +2 to Dexterity (and
  thus a +1 Dex bonus) and a +1 bonus on all saves, which means
  that the finished character has a +2 Reflex save bonus. If a feat is
  duplicated, select a new one.
  See the Player’s Handbook or Dungeon Master’s Guide for other
  traits by race or kind. (Racial traits that always affect a skill check
  are already included in the adjustments to total skill bonuses.)
  Explanations/Definitions
  The following notes explain or define certain terms used in the
  adjustments list.
  –3 Ranks/Skill: Subtract 3 ranks from each skill modifier the
  NPC is listed as having at 1st level. (The NPC has Hit Dice as a
  monster and therefore doesn’t get 4 times its per-level skill ranks
  at 1st level.)
  Large: The NPC’s attack and AC bonuses are 1 lower, and it takes
  a –4 penalty on Hide checks. The NPC’s weapon is larger, increas-
  ing damage (see page 28). The creature has 10-foot reach.
  Slow: The NPC’s base land speed is 20 feet instead of 30 feet.
  Small: The NPC’s attack and AC bonuses are 1 higher, and it
  gains a +4 bonus on Hide checks. The NPC’s weapon is smaller,
  decreasing damage (see page 28).
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  Table 4–22: NPC Wizard
  Skill Pts./
  Spells
  Lvl
  hp
  AC
  Melee
  Ranged
  F/R/W
  Feats
  per Day
  Gear
  1st
  5
  12
  +0
  +2
  +1/+2/+3
  16/1 + 
  3/2 
  Mundane melee, mundane ranged, 800 gp
  Scribe Scroll
  2nd
  8
  12
  +1
  +4
  +1/+2/+4
  20/1
  4/3 
  Mundane melee, mwk ranged, 1,650 gp
  3rd
  12
  12
  +1
  +4
  +2/+3/+4
  24/2
  4/3/2 
  As 2nd level, except 2,150 gp
  4th
  16
  13
  +2
  +5
  +2/+3/+5
  35/2
  4/4/3 
  Bracers of armor +1, mundane melee, mwk
  ranged, 950 gp
  5th
  19
  13
  +2
  +5
  +2/+3/+5
  40/3
  4/4/3/2 
  As 4th level, except 2,000 gp
  6th
  23
  13
  +3
  +6
  +3/+4/+6
  45/4
  4/4/4/3 
  As 4th level, except 4,300 gp
  7th
  26
  14
  +3
  +6
  +3/+4/+6
  50/4
  4/5/4/3/1 
  Bracers +1, ring of protection +1, mundane melee,
  mwk ranged, 3,900 gp
  8th
  30
  14
  +4
  +7
  +3/+4/+7
  55/4
  4/5/4/4/2 
  As 7th level, except 6,100 gp
  9th
  33
  15
  +4
  +7
  +4/+5/+7
  60/5
  4/5/5/4/2/1 
  Bracers +2, ring +1, mundane melee, mwk
  ranged, 5,700 gp
  10th
  37
  15
  +5
  +8
  +4/+5/+8
  65/6
  4/5/5/4/3/2 
  As 9th level, except 9,700 gp
  11th
  40
  16
  +5
  +8
  +4/+5/+8
  70/6
  4/5/5/5/3/2/1 
  Amulet of natural armor +1, bracers +2, ring +1,
  mundane melee, mwk ranged, 12,700 gp
  12th
  44
  17
  +6/1
  +9/4
  +5/+6/+9
  105/7
  4/6/5/5/4/4/2 
  Amulet +1, bracers +3, ring +1, mundane melee,
  mwk ranged, headband of intellect +2, 9,700 gp
  13th
  47
  18
  +7/2
  +9/4
  +5/+6/+9
  112/7
  4/6/5/5/5/4/2/1 
  Amulet +1, bracers +3, ring +2, +1 melee, mwk
  ranged, headband +2, 9,300 gp
  14th
  51
  19
  +8/3
  +11/6
  +5/+7/+10
  119/7
  4/6/5/5/5/4/3/2 
  Amulet +1, bracers +3, ring +2, +1 melee, mwk
  ranged, gloves of Dexterity +2, headband +2,
  15,000 gp
  15th
  54
  20
  +8/3
  +11/6
  +6/+8/+10
  144/9
  4/6/6/5/5/5/4/2/1 
  Amulet +2, bracers +3, ring +2, +1 melee, mwk
  ranged, gloves +2, headband +4, 11,000 gp
  16th
  58
  20
  +9/4
  +12/7
  +6/+8/+11
  152/9
  4/6/6/5/5/5/4/3/2 
  As 15th level, except 29,000 gp
  17th
  61
  22
  +9/4
  +12/7
  +6/+8/+11
  160/9
  4/6/6/5/5/5/5/3/2/1
  Amulet +2, bracers +5, ring +2, +1 melee, mwk
  ranged, gloves +2, headband +6, 26,000 gp
  18th
  65
  23
  +10/5
  +13/8
  +7/+9/+12
  189/10
  4/6/6/4/5/5/5/4/3/2 
  As 17th level, except bracers +6 and 45,000 gp
  19th
  68
  23
  +10/5
  +13/8
  +7/+9/+12
  198/10
  4/6/6/6/5/5/5/5/3/3 
  As 17th level, except bracers +6 and 85,000 gp
  20th
  72
  23
  +11/6
  +14/9
  +7/+9/+13
  230/11
  4/6/6/6/6/5/5/5/5/4 
  As 17th level, except bracers +6 and 135,000 gp
  
  Weapon Proficiency: Regardless of class, the NPC is proficient at
  least with simple weapons and weapons listed for its kind in the
  Monster Manual.
  NPC Adjustments
  The statistics given here represent adjustments to a creature’s abil-
  ities and skills. If a creature has racial Hit Dice, this material
  includes relative adjustments to base attack bonus and skill modi-
  fiers. In addition to the adjustments noted below, add feats based
  on total Hit Dice and add the base creature’s special attacks and
  special qualities.
  Aasimar (Planetouched): +2 Wis, +2 Cha. +2 Listen, +2 Spot.
  Bugbear: +2 CR. +4 Str, +2 Dex, +2 Con, –2 Cha. +3d8 HD. +2
  base attack. +1 Fort, +3 Ref, +1 Will. +3 natural armor. –3
  ranks/skill, +2 Climb, +4 Hide, +2 Listen, +6 Move Silently, +2
  Spot.
  Derro: +3 CR. +4 Dex, +2 Con, –6 Wis, +6 Cha. +3d8 HD. +3
  base attack. +1 Fort, +3 Ref, +3 Will. +2 natural armor. –3
  ranks/skill, +2 Bluff, +7 Hide, +4 Listen, +7 Move Silently. Small.
  Speed 20 ft. 
  Doppelganger: +3 CR. +2 Str, +2 Dex, +2 Con, +2 Int, +4 Wis,
  +2 Cha. +4d8 HD. +4 base attack. +1 Fort, +4 Ref, +4 Will. +4 natu-
  ral armor. –3 ranks/skill, +9 Bluff, +8 Disguise, +4 Listen, +4 Sense
  Motive, +4 Spot.
  Drow (Elf): +1 CR. +2 Dex, –2 Con, +2 Int, +2 Cha. +2 Listen, +2
  Search, +2 Spot.
  Dwarf, Duergar: +1 CR. +2 Con, –4 Cha. +1 Listen, +4 Move
  Silently, +1 Spot. Speed 20 ft.
  Dwarf, Deep: +2 Con, –2 Cha. Speed 20 ft.
  Dwarf, Hill [Common]: +2 Con, –2 Cha. Speed 20 ft.
  Dwarf, Mountain: +2 Con, –2 Cha. Speed 20 ft.
  Elf, Gray: –2 Str, +2 Dex, –2 Con, +2 Int. +2 Listen, +2 Search,
  +2 Spot.
  Elf, High [Common]: +2 Dex, –2 Con. +2 Listen, +2 Search,
  +2 Spot.
  Elf, Wild: +2 Dex, –2 Int. +2 Listen, +2 Search, +2 Spot.
  Elf, Wood: +2 Str, +2 Dex, –2 Con, –2 Int. +2 Listen, +2 Search,
  +2 Spot.
  Gnoll: +1 CR. +4 Str, +2 Con, –2 Int, –2 Cha. +2d8 HD. +1 base
  attack. +3 Fort. +1 natural armor. –3 ranks/skill, +2 Listen, +3 Spot.
  Gnome, Forest: –2 Str, +2 Con, +2 Cha. +2 Craft (alchemy), +4
  Hide, +2 Listen. Small. Speed 20 ft.
  Gnome, Rock [Common]: –2 Str, +2 Con. +2 Craft (alchemy),
  +2 Listen. Small. Speed 20 ft.
  Gnome, Svirfneblin: +1 CR. –2 Str, +2 Dex, +2 Wis, –4
  Cha. +2 Fort, +2 Ref, +2 Will. +4 dodge bonus to AC. Small.
  Speed 20 ft.
  Goblin: –2 Str, +2 Dex, –2 Cha. +4 Move Silently, +4 Ride.
  Small.
  Half-Celestial: +1 CR (up to 5 HD), +2 CR (6–10 HD), +3 CR
  (11 or more HD). +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha. +1
  natural armor. Wings (fly at double land speed). Add these modi-
  fiers to the base creature’s adjustments.
  Half-Dragon: +2 CR. +8 Str, +2 Con, +2 Int, +2 Cha. +4 natu-
  ral armor. Base creature’s Hit Die increases one size to max of
  d12 (no effect on class Hit Dice). If Large, it has wings (fly at
  double land speed). Add these modifiers to the base creature’s
  adjustments.
  Half-Elf: +2 Diplomacy, +2 Gather Information, +1 Listen, +1
  Search, +1 Spot.
  Half-Fiend: +1 CR (up to 4 HD), +2 CR (5–10 HD), +3 (11 or
  more HD). +4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha. +1 natural armor.
  Wings (fly at land speed). Add these modifiers to the base crea-
  ture’s adjustments.
  Half-Orc: +2 Str, –2 Int, –2 Cha.
  Halfling, Deep: –2 Str, +2 Dex. +1 Fort, +1 Ref, +1 Will. +1
  attack with thrown weapon (if any). +2 Listen. Small. Speed 20 ft.
  Halfling, Lightfoot [Common]: –2 Str, +2 Dex. +1 Fort, +1
  Ref, +1 Will. +1 attack with thrown weapon (if any). +2 Climb, +2
  Jump, +2 Listen, +2 Move Silently. Small. Speed 20 ft.
  Halfling, Tallfellow: –2 Str, +2 Dex. +1 Fort, +1 Ref, +1 Will. +1
  attack with thrown weapon (if any). +2 Listen, +2 Search, +2 Spot.
  Small. Speed 20 ft.
  Hobgoblin: +2 Dex, +2 Con. +4 Move Silently.
  Human: 1 extra feat. +1 skill (ranks = level +3).
  Kobold: –4 Str, +2 Dex, –2 Con. +1 natural armor. +2 Craft (trap-
  making), +2 Profession (miner), +2 Search. Small.
  Lizardfolk: +1 CR. +2 Str, +2 Con, –2 Int. +2d8 HD. +1 base
  attack. +3 Ref. +5 natural armor. –3 ranks/skill, +5 Balance, +6
  Jump, +6 Swim.
  Mind Flayer: +8 CR. +2 Str, +4 Dex, +2 Con, +8 Int, +6 Wis, +6
  Cha. +8d8 HD. +6 base attack. +2 Fort, +2 Ref, +6 Will. +3 natural
  armor. –3 ranks/skill, +8 Bluff, +6 Concentration, +8 Hide, +4
  Intimidate, +8 Knowledge (any one), +8 Listen, +8 Move Silently,
  +4 Sense Motive, +8 Spot.
  Minotaur: +4 CR. +8 Str, +4 Con, –4 Int, –2 Cha. +6d8 HD. +6
  base attack. +2 Fort, +5 Ref, +5 Will. +5 natural armor. –3 ranks/skill,
  +3 Intimidate, +7 Listen, +4 Search, +7 Spot. Large.
  Ogre: +2 CR. +10 Str, –2 Dex, +4 Con, –4 Int, –4 Cha. +4d8 HD.
  +3 base attack. +4 Fort, +1 Ref, +1 Will. +5 natural armor. –3
  ranks/skill, +3 Climb, +2 Listen, +2 Spot.Large. Speed 40 ft.
  Ogre Mage: +8 CR. +10 Str, +6 Con, +4 Int, +4 Wis, +6 Cha.
  +5d8 HD. +3 base attack. +4 Fort, +1 Ref, +1 Will. +5 natural armor.
  –3 ranks/skill, +8 Concentration, +8 Listen, +8 Spellcraft, +8 Spot.
  Large. Speed 50 ft.
  Orc: +4 Str, –2 Int, –2 Wis, –2 Cha.
  Tiefling (Planetouched): +2 Dex, +2 Int, –2 Cha. +2 Bluff, +2
  Hide.
  Troglodyte: +1 CR. –2 Dex, +4 Con, –2 Int. +2d8 HD. +1 base
  attack. +3 Fort. +6 natural armor. –3 ranks/skill, +6 Hide, +3 Listen.
  Multiattack (see the Monster Manual).
  Werebear (Lycanthrope): +5 CR. +2 Str, +2 Con, –2 Cha. +4
  base attack. +5 Fort, +5 Ref, +2 Will. +2 natural armor. +2 Listen, +2
  Spot, +4 Swim. Iron Will, Track. See the Monster Manual for bear
  and hybrid form. NPC loses gear in animal form.
  Wereboar (Lycanthrope): +1 CR. +2 Str, +2 Con, –2 Cha. +2
  natural armor. +2 base attack. +3 Fort, +3 Ref, +1 Will. +3 Listen, +3
  Spot. See the Monster Manual for boar and hybrid form. NPC loses
  gear in animal form.
  Wererat (Lycanthrope): +1 CR. +2 Dex, +2 Con, –2 Cha. +2
  natural armor. +2 Fort, +2 Ref, +2 Will. +1 Hide, +1 Move Silently.
  Alertness, Iron Will. See the Monster Manual for rat or hybrid
  form. NPC loses gear in animal form.
  Weretiger (Lycanthrope): +1 CR. +2 Str, +2 Con, –2 Int. +2 nat-
  ural armor. +4 base attack. +5 Fort, +5 Ref, +2 Will. +3 Listen, +3
  Spot. Alertness, Iron Will. See the Monster Manual for tiger or
  hybrid form. NPC loses gear in animal form.
  Werewolf (Lycanthrope): +1 CR. +2 Str, –2 Int, +4 Wis, –2
  Cha. +2 natural armor. +1 base attack. +3 Fort, +3 Ref, +0 Will. +1
  Listen, +1 Spot. Iron Will, Track. See the Monster Manual for wolf
  or hybrid form. NPC loses gear in animal form.
  Table 4–23: NPC Gear Value
  NPC Level
  Value of Gear
  NPC Level
  Value of Gear
  1st
  900 gp
  11th
  21,000 gp
  2nd
  2,000 gp
  12th
  27,000 gp
  3rd
  2,500 gp
  13th
  35,000 gp
  4th
  3,300 gp
  14th
  45,000 gp
  5th
  4,300 gp
  15th
  59,000 gp
  6th
  5,600 gp
  16th
  77,000 gp
  7th
  7,200 gp
  17th
  100,000 gp
  8th
  9,400 gp
  18th
  130,000 gp
  9th
  12,000 gp
  19th
  170,000 gp
  10th
  16,000 gp
  20th
  220,000 gp
  127
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  
  128
  NPC ATTITUDES
  In general, you run an NPC just as a player would run a PC: You
  take whatever actions the character would take, assuming the
  action is possible. That’s why it’s important to determine an NPC’s
  general outlook and characteristics ahead of time if possible, so
  you know how to play the character properly.
  When a PC is dealing with NPCs, you determine the NPCs’ atti-
  tude, and a character may try to use Diplomacy to influence this
  attitude as described on page 72 of the Player’s Handbook. A charac-
  ter without ranks in Diplomacy makes a Charisma check instead.
  Choose the attitude of an NPC or NPCs based on circum-
  stances. Most people met in a neutral city are indifferent. Most
  guards are indifferent but suspicious, because that’s what’s
  expected of them.
  NPC Charisma Checks to Alter Other NPCs’ Attitudes:
  Should it come up, an NPC can use a Diplomacy or Charisma
  check to influence another NPC. However, NPCs can never
  influence PC attitudes. The players always make their characters’
  decisions.
  FLESHING OUT NPCS
  An NPC with a hacking cough and strong opinions about the king
  is always more interesting than one you portray only as Kiale, the
  2nd-level commoner. Remember that NPCs aren’t just game sta-
  tistics, they are individuals with personalities, quirks, and opin-
  ions. You should strive to make many of the NPCs you use in your
  game memorable characters whom the PCs will either like or dis-
  like depending on how you play them. (Sometimes an NPC is not
  memorable or just leaves the characters flat. That’s okay; not every-
  one is memorable in real life, either.)
  This doesn’t mean that you need to write every NPC’s life story
  beforehand. As a rule of thumb, give an NPC one or two distinc-
  tive traits. Think of these traits as what the characters will remem-
  ber the NPC by. (“Let’s go back and see that guy with the bad
  breath. He seemed to know what he was talking about, even if
  talking to him was unpleasant.”)
  Table 4–24: One Hundred Traits gives suggestions you can
  choose from when creating NPCs (or you can roll them randomly
  from the list if you desire). This table is only the beginning. Many
  more traits could be added to the list. None of the ones listed here
  have any effect on ability scores, skills, or game mechanics. Some
  may seem to interact with game statistics (such as strong body
  odor and Charisma). In such a case, don’t modify the Charisma
  score, but play the NPC so that the trait fits. For example, a char-
  acter with body odor and a medium or high Charisma score is par-
  ticularly personable to overcome the trait. A lawful good character
  with the cruel trait has no patience with or compassion for evil. A
  character with a high Dexterity score who has the trait of walking
  with a limp has sharp reflexes despite the drawback.
  You can also use game statistics to decide traits. If a character
  has a low Constitution score, he tires easily, so he might be over-
  weight. If a character is highly intelligent, he might be quick with
  a joke or a snappy comeback. If a character has a lot of physical
  skills and feats, she’s probably athletic and muscular. Alignments
  also lend themselves to distinctive traits, such as altruism, sadism,
  or a love for freedom.
  CHAPTER 4:
  NONPLAYER
  CHARACTERS
  Table 4–24: One Hundred Traits
  d%
  Trait
  01
  Distinctive scar
  02
  Missing tooth
  03
  Missing finger
  04
  Bad breath
  05
  Strong body odor
  06
  Pleasant smelling (perfumed)
  07
  Sweaty
  08
  Hands shake
  09
  Unusual eye color
  10
  Hacking cough
  11
  Sneezes and sniffles
  12
  Particularly low voice
  13
  Particularly high voice
  14
  Slurs words
  15
  Lisps
  16
  Stutters
  17
  Enunciates very clearly
  18
  Speaks loudly
  19
  Whispers
  20
  Hard of hearing
  21
  Tattoo
  22
  Birthmark
  23
  Unusual skin color
  24
  Bald
  25
  Particularly long hair
  27
  Unusual hair color
  28
  Walks with a limp
  29
  Distinctive jewelry
  30
  Wears flamboyant or outlandish
  clothes
  31
  Underdressed
  32
  Overdressed
  33
  Nervous eye twitch
  34
  Fiddles and fidgets nervously
  35
  Whistles a lot
  36
  Sings a lot
  37
  Flips a coin
  38
  Good posture
  39
  Stooped back
  40
  Tall
  41
  Short
  42
  Thin
  43
  Fat
  44
  Visible wounds or sores
  45
  Squints
  46
  Stares off into distance
  47
  Frequently chewing something
  48
  Dirty and unkempt
  49
  Clean
  50
  Distinctive nose
  51
  Selfish
  52
  Obsequious
  53
  Drowsy
  54
  Bookish
  55
  Observant
  56
  Not very observant
  57
  Overly critical
  58
  Passionate artist or art lover
  59
  Passionate hobbyist (fishing, hunting,
  gaming, animals, etc.)
  60
  Collector (books, trophies, coins,
  weapons, etc.)
  61
  Skinflint
  62
  Spendthrift
  63
  Pessimist
  64
  Optimist
  65
  Drunkard
  66
  Teetotaler
  67
  Well mannered
  68
  Rude
  69
  Jumpy
  70
  Foppish
  71
  Overbearing
  72
  Aloof
  73
  Proud
  74
  Individualist
  75
  Conformist
  76
  Hot tempered
  77
  Even tempered
  78
  Neurotic
  79
  Jealous
  80
  Brave
  81
  Cowardly
  82
  Careless
  83
  Curious
  84
  Truthful
  85
  Liar
  86
  Lazy
  87
  Energetic
  88
  Reverent or pious
  89
  Irreverent or irreligious
  90
  Strong opinions on politics or morals
  91
  Moody
  92
  Cruel
  93
  Uses flowery speech or long words
  94
  Uses the same phrases over and over
  95
  Sexist, racist, or otherwise prejudiced
  96
  Fascinated by magic
  97
  Distrustful of magic
  98
  Prefers members of one class over all
  others
  99
  Jokester
  100
  No sense of humor (See #26)
  
  ncounters are to adventures what adventures are to cam-
  paigns. Good adventures make up good campaigns. Creat-
  ing a campaign is the most difficult, but most rewarding,
  task a DM faces.
  It’s important to distinguish between a campaign and a
  world, since the terms often seem to be used interchangeably. A
  campaign is composed of a series of adventures, the nonplayer
  characters (NPCs) involved in those adventures, and the events
  surrounding everything that happens in those adventures. When
  you guide players through adventures you have designed and the
  players choose the paths for their characters within those adven-
  tures, you are running a campaign.
  A world is a fictional place in which a campaign is set. It’s also
  often called a campaign setting. A campaign requires a world in
  which the action takes place, but whether you create your own
  world or use an already established setting, the campaign you run
  is always your own.
  A campaign generally has the same set of characters (see The
  Adventuring Party, below) throughout. They are the link between the
  campaign’s adventures. You might think of such a campaign as a series
  of novels or movies, with the same characters facing new challenges
  that aren’t necessarily related to the challenges that came before.
  ESTABLISHING A CAMPAIGN
  A campaign first requires a world. A “world” is a consistent envi-
  ronment for the campaign. Geography and people are consistent
  in the world: Ravensburg is always on the same side of the river,
  and the NPCs remember the player characters after the first
  meeting. You have two options when it comes to making a world
  for your campaign.
  • Use a Published Campaign Setting: The advantage of
  using a published setting is that you don’t have to do so
  much work. A lot of the creation is done for you, often
  from the basics down to the details. Of course, you are
  always free to pick and choose from the published mate-
  rial and use only what you like. One drawback to using
  a published world is that your players might read the
  same products that you do and might therefore know
  as much (or more) about the world as you do. If this
  happens, don’t let the players dictate the world to you.
  (“No, I think Ravensburg is ruled by a queen. . . .”)
  Above all, even if it’s a published product, it’s your
  world.
  • Create Your Own World: For more information on
  how to do this, see World-Building, page 135.
  Once you have a fictional game world and an
  adventure for the characters to start with, the cam-
  paign can begin. The most important purpose of a
  campaign is to make the players feel that their char-
  acters live in a real world. This appearance of real-
  ism, also called verisimilitude, is important because
  it allows the players to stop feeling like they’re play-
  ing a game and start feeling more like they’re play-
  ing roles. When immersed in their roles, they are
  more likely to react to evil Lord Erimbar than they
  are to you playing Lord Erimbar.
  You will know you have succeeded when the play-
  ers ask you increasingly probing questions, questions
  not just of the depth of “What’s beyond those
  woods?” but such as “If the rangers around the
  wood keep such a close watch on the edges of the
  129
  Illus. by  A. Swekel
  
  130
  forest, how can the orc raiders keep attacking the nearby vil-
  lages without warning?” When the players ask questions of that
  sort, they’re thinking in character. Don’t ever answer such a
  question with “Because I said so” or “Because I’m the DM.”
  Doing that encourages metagame thinking (see page 11). Either
  provide an answer, or ask how the character is going to go about
  finding out.
  Occasionally, a player will see a loophole or inconsistency in
  what you have created. Use such an observation to your advan-
  tage rather than admitting that you’ve made a mistake. Make the
  quest for the answer a part of the adventure. When the players
  discover that the leader of the rangers is taking bribes from the
  orcs to look the other way, they will feel rewarded for asking the
  right questions, and they will trust the verisimilitude of your
  world that much more.
  THE ADVENTURING PARTY
  Bringing the group of adventurers (the party) together can be a
  challenge. Not for the players—they are all sitting around the
  table—but for the characters. What brings such a disparate
  group of races and professions together and makes them a team
  that goes on adventures together? The objective when answer-
  ing this question is to avoid the dissatisfaction players feel when
  they sense that they are adventuring with their comrades only
  because these folks are the other PCs. One way to prevent this
  feeling is to have the players create their characters together
  and put the burden of determining how they have come
  together on them before the first adventure ever starts. Here are
  a few other suggestions.
  Happenstance: The first adventure is set up so that someone
  is putting out a call for mercenaries or adventurers to do some
  task, and the characters are the men and women who happened
  to answer the call. Alternatively, all the characters meet and dis-
  cover that they are headed to the same place.
  History: The characters are lifelong friends who have met in
  the past. Despite their different backgrounds and training, they
  are already good friends.
  Mutual Acquaintances: The characters don’t start as friends
  but are introduced as trusted friends of mutual friends.
  Outside Intervention: The characters are called together by
  an outside force—someone with authority enough to get them
  to do as she says—and are commanded to work together, at least
  on the first adventure.
  The Cliché: The characters all meet in a tavern over mugs of
  ale and decide to work together.
  BEGINNING THE CAMPAIGN
  Start small. Set the first adventure in whatever locale you desire,
  give the players the information they need for that adventure, and
  let them know just a little about the surrounding area. Later, you can
  expand on this information, or the PCs can explore and find out
  more firsthand. With each successive playing session, give the play-
  ers a little more information about the campaign setting. Slowly, it
  will blossom before them into what seems to be a real world.
  A great moment in any DM’s career is when the players begin to
  refer to places and people you have created in the campaign as if
  they were real: “They’d never let you get away with that in the City
  of Greyhawk!” “I wonder what Lord Nosh is up to these days? He
  was looking for an apprentice when we saw him last.” When those
  sorts of comments start to flow, you can bask in the glow of a suc-
  cessful campaign.
  MAINTAINING A CAMPAIGN
  Once it’s going, maintaining a campaign becomes as much work
  as preparing adventures. Keep track of everything that happens,
  everything that you tell the players about the setting, and work to
  make it all into a fully actualized world. Build each adventure
  upon those that came before. Learn from what’s happened—both
  the good and the bad.
  CONTEXT
  The most important facet of a campaign is a context in which you
  can set adventures and players can place their characters.
  Consistency: The way to make your campaign consistent is to
  keep accurate notes. If the Inn of the Blue Boar had a creaky door
  when the PCs visit the place, make sure it has a creaky door when
  they return (unless you have a reason for why it doesn’t creak any-
  more). Once the players notice consistent details (minor ones, such
  as the creaking door, or major ones, such as a high priestess’s name),
  they begin to feel that the world you have created is a real place.
  Keep a notebook or binder with all your notes for the campaign, so
  that everything is at your fingertips during a game session. If a
  player asks for the name of the place that someone her character
  met said was under siege, you should have the answer for her.
  Calendars and Timekeeping: Keep close track of time. Track
  the passing of each season so you can describe the weather. Mark
  the coming and going of holy days and other dates of importance.
  This practice helps you organizationally, as well as encouraging
  you to establish a calendar for your setting. It is another way to
  give your world verisimilitude.
  CHAPTER 5:
  CAMPAIGNS
  VARIANT: UPKEEP
  Instead of worrying about meal prices, lodging, replacing torn clothing,
  and other miscellaneous costs, as well as to represent the kinds of
  costs that turn up in daily life that aren’t reflected on the tables in
  Chapter 7 of the Player’s Handbook, you can require each player to pay
  a monthly upkeep cost based on the lifestyle of the character.
  The upkeep can be assumed to take into consideration every
  expense except the cost of specific adventuring equipment—even
  taxes. Ultimately, each player should choose the level of upkeep she’s
  willing to pay.
  From most modest to priciest, the levels of upkeep are self-
  sufficient, meager, poor, common, good, and extravagant.
  Self-Sufficient: Cost 2 gp per month. Even if you own your home (or
  live with someone else), raise your own food, make your own clothes,
  and so on, you occasionally need to purchase a new pair of shoes, pay
  a road toll, or buy staples such as salt. Common laborers earn about 3
  gp per month, so they usually have to be self-sufficient just to survive.
  Meager: Cost 5 gp per month. A meager upkeep assumes that you
  eat little (or hunt and gather a fair amount of your food in the wild) and
  sleep in flophouses and occasionally in the street or in the wild.
  Poor: Cost 12 gp per month. Poor upkeep means providing for your-
  self from the most basic of travelers’ accommodations, which are
  nevertheless better than living on the street or in the woods.
  Common: Cost 45 gp per month. You live in inns and eat tavern
  meals every day, a practice that quickly grows to be moderately expen-
  sive. This level of upkeep assumes the occasional night drinking in the
  tavern or a nice glass of wine with dinner.
  Good: Cost 100 gp per month. You always stay in your own room at
  inns, and you eat healthy, solid meals with a glass of wine. You main-
  tain a jaunty style with your clothing and try to keep yourself supplied
  with the good things in life.
  Extravagant: Cost 200 gp per month. You buy and use only the best.
  You take the finest rooms in the finest inns, eat lavish meals with the
  best wines, attend and throw stunning parties, have regal clothing, and
  make flamboyant gestures through large expenditures. You may even
  own your own impressive home with servants.
  pqqqqrs
  pqqqqrs
  
  Events: Stagnation is unrealistic. Change encourages a feeling
  of realism. Droughts ruin crops, kingdoms go to war, the queen
  gives birth to a daughter, the price of steel rises as the iron mines
  close up, and new taxation policies raise an uproar among the
  common folk. In the campaign world, just as in the real world,
  new events happen every day. Unlike in our world, the campaign
  world might not have the technology to disseminate information
  quickly, but eventually word of change does reach the characters.
  Not all events need to be catalysts for adventures. Some serve well
  just providing background.
  A Reactive Environment: Actions that the PCs take should
  affect the campaign. If the PCs burn down a tavern in the middle
  of town, the authorities will be after them at least for questioning,
  if not for punishment or restitution (see Player Characters Out of
  Control, page 135). When the PCs accomplish something great,
  people in the campaign world hear about it. Common folk begin
  to recognize the characters’ names and perhaps even their faces. If
  the characters free a town from a tyrant, the next time they come
  to that town, conditions should be better—or at least different.
  BUILDING ON THE PAST
  Another key to maintaining a campaign is building on the past to
  heighten drama, establish motivation, and flesh out the world. Set
  the characters up for a hard fall. Establish a place in the campaign
  world as a wonderful, free, and peaceful area. Then, later on in the
  campaign, have that place invaded and ravaged by an evil force.
  Having already established in the characters’ (and players’) minds
  that it was a great place, you won’t need to provide any sort of
  exposition to explain why the villains are so evil or give the char-
  acters motivation to get involved in stopping them.
  Use what has come before and prepare for what is still to come.
  That approach is what makes a campaign different from a series of
  unrelated adventures. Some strategies for building on the past to
  maintain a campaign include using recurring characters, having the
  PCs form relationships beyond the immediate adventure, changing
  what the PCs know, hitting the PCs where it hurts, preparing the
  PCs for the future, and foreshadowing coming events.
  Recurring Characters: While this group includes Johanna the
  innkeeper, who is at the inn each time the PCs return from the
  dungeon, it also extends to other characters as well. The mysteri-
  ous stranger that they saw in a back alley of the City of Greyhawk
  reappears on the road to the Duchy of Urnst, revealing his identity
  and original intentions. The villain responsible for inciting the
  goblins to attack the village returns, this time in possession of a
  powerful magic item. The other adventurers the PCs encountered
  in the dungeons below Castle Reglis show up just in time to help
  fight off the black dragon Irrkuth. Overused recurring characters
  can make a setting seem artificial, but reusing existing characters
  judiciously not only lends realism but reminds PCs of their own
  past, thus reaffirming their place in the campaign.
  Relationships Beyond the Adventure:The PCs make friends
  with the innkeeper’s son and visit him every time they are in town
  just to hear another of his jokes. A PC falls in love with an azer
  princess, and eventually they marry. Old Kragar, a retired fighter,
  looks upon the PCs as the children he never had. Every year, the
  centaurs of Chalice Wood deliver a present to the PC who slew the
  green dragon on the anniversary of his heroic deed. Relationships
  such as these flesh out the campaign world.
  Change What the PCs Know:The king of the elves is replaced
  by a usurper. The once dangerous roads near the Winding River
  are now safe, thanks to increased patrols and a powerful group of
  NPC adventurers who slew most of the monsters in the area.
  Change a few facts, and you intrigue the players by making them
  want to know why or how things changed.
  Hit Them Where It Hurts: If a PC makes friends with the
  blacksmith in town, you can make things interesting by having
  the blacksmith tell the PC that his son was among those kid-
  napped when the slavers attacked. If the PCs really enjoy visiting
  the village of Shady Grove, put Shady Grove in the path of the evil
  cleric’s advancing army. Don’t overdo revelations of this sort, or
  else the PCs will never grow attached to anything, for fear of put-
  ting that thing in danger. However, this strategy works as a pow-
  erful motivator when used in moderation.
  Prepare the PCs for the Future: If you know that later in the
  campaign you want to have trolls rise up from their lairs and begin
  raiding the Deep Cities of the dwarves, have the PCs hear about
  the Deep Cities or even visit them on an adventure long before
  this happens. Doing this will make the troll adventure much more
  meaningful when it occurs. Threading information into early
  adventures that informs the PCs of elements of future adventures
  helps weave a campaign into a whole.
  Foreshadow Coming Events: If the kobold that the charac-
  ters captured speaks about a new troll king, and the PCs hear from
  dwarves and gnomes the occasional tale of a battle with a troll,
  they will be better prepared for the time when they must try to
  stop the trolls from destroying the Deep Cities. They might even
  follow up on the leads you plant without your ever having to initi-
  ate the adventure at all.
  CHARACTERS AND THE 
  WORLD AROUND THEM
  The PCs live in a living, breathing world. Included here are spe-
  cific details regarding character classes and their place in the
  world.
  PCS AND NPCS
  The NPC classes presented in Chapter 4 of this book showcase the
  difference between PCs and the rest of the world: The PCs are
  among the most capable members of the populace, or at least
  among those with the greatest potential. The variance of ability
  scores (from 3 to 18 or higher) shows that not all people in the
  world are created equal, and not all have the same opportunities.
  Having the same opportunities, in this case, means having
  training. Training is the difference between an adept and a wizard,
  a warrior and a fighter, a commoner and an expert. An NPC with
  good ability scores might still be a warrior rather than a fighter
  because she has never had the opportunity to obtain the training
  to be a fighter. She can swing a sword, but she does not have the
  finesse of a trained fighter. In theory, however, she could be
  trained as a fighter at some point after beginning her career as a
  warrior, gaining fighter levels through multiclassing.
  Obviously, however, training isn’t always helpful. Someone
  with an Intelligence score of 6 is never going to be a wizard, since
  he is unable to cast spells. In theory, though, anyone with the
  intelligence, the inclination, and the training can learn wizardry.
  CLASS ROLES IN SOCIETY
  Characters, particularly as they advance in level, need to know
  how they and those like them fit into the world. This section may
  be helpful in giving an idea of what classes particular NPCs might
  belong to, what sorts of NPCs one might find in a world, how PCs
  can fit in, and what PCs can potentially aspire to. Of course, PCs
  can form whatever goals they wish, but the following information
  might at least generate some ideas.
  Barbarian: Barbarians, by their nature, have no place in civi-
  lized society. In their own tribal society they are hunters, war-
  riors, and war chiefs. But in a civilized community, the best they
  can hope for is to join fighters’ organizations and fill a fighter’s
  roles. Often, fighters from a civilized society will not follow a
  barbarian leader unless he has somehow proved himself worthy
  of their loyalty. Barbarians of legend often aspire to gather those
  like them and found their own tribe, or even their own kingdom.
  131
  CHAPTER 5:
  CAMPAIGNS
  
  132
  Bard: Bards serve as entertainers, either on their own, singing
  for their supper, or in troupes. Some bards aspire to be an aristo-
  crat’s personal troubadour. Bards occasionally gather in colleges of
  learning and entertainment. Well-known, high-level bards often
  found bard colleges. These colleges serve as the standard educa-
  tional system for a city as well as a kind of guild where bards can
  find training and support.
  Cleric: Most clerics have an organizational structure built
  right into their class. Religions usually have hierarchies, and each
  cleric has his place within the structure. Clerics may be assigned
  duties by their churches, or they might be free agents. Clerics can
  serve in the military of an aristocrat sanctioned by their religion,
  or within some autonomous church-based military order estab-
  lished for defense. A high-level cleric can hope to one day be the
  shepherd of his own congregation and temple, although some
  become religious advisors to aristocrats or the leaders of commu-
  nities of their own, with the people of the community looking to
  the cleric for religious and temporal guidance. Clerics often work
  with paladins, and virtually every knightly order has at least one
  cleric member.
  Druid: Druids are often loners. They cloister themselves deep in
  the wilderness in sacred groves or other areas that they have
  claimed for themselves, sometimes working with a single ranger or
  a group of rangers. Druids sometimes organize themselves in loose
  affiliations. On rare occasions, druids sharing a particular focus
  may organize themselves as a tight-knit order. Sometimes creatures
  such as satyrs, centaurs, or other fey join these groups as well.
  All druids are at least nominally members of druidic society,
  which spans the globe. The society is so loose, however, that it may
  have little influence on a particular druid.
  Druids assist and sometimes even lead small, rural communi-
  ties that benefit from their wisdom and power.
  Fighter: These characters often serve as mercenaries or officers
  in the army. The sheriff in a small town might well be a fighter.
  Common soldiers and guards are usually warriors (see page 109).
  Fighters may be loners or may gather to form martial societies
  for training, camaraderie, and employment (as mercenary compa-
  nies, bodyguards, and so on). High-level fighters of great renown
  typically found such societies. A fighter of common birth can
  hope to become an aristocrat’s champion one day, but those with
  aspirations to true greatness plan on earning their own grants of
  land to become nobility in their own right.
  Monk: The tradition of monk training started in distant lands
  but now has become common enough that local people can go off
  to monasteries and learn the spiritual and martial arts. In large
  cities, monks learn their skills in special academies. Monks often
  serve the monastery or academy that trained them. Other times,
  however, they may join a different monastery or academy. A high-
  level monk with a good reputation can even found her own mon-
  astery or academy.
  Only on rare occasions does a monk find a place in society out-
  side her monastery. Such monks can become spiritual advisors,
  military commanders, or even law enforcers. A unit of monks in
  an army or in the local constabulary would be feared indeed.
  Paladin: Paladins are knights, working for their church or
  within a knightly order. Qualifying for an order is often difficult,
  and membership always requires that the paladin follow a specific
  code of conduct. These orders sometimes allow nonpaladins as
  members, with good-aligned rangers and fighters being the most
  common sort of nonpaladin members.
  Paladins can serve in the military force of an aristocrat sanc-
  tioned by their religion, or within some autonomous church-
  based military order established for defense. A high-level paladin
  might seek to rule her own domain (to bestow her just benevo-
  lence upon the masses), establish her own temple where none
  existed before, or to serve as the trusted lieutenant of a high priest
  or worthy aristocrat. Paladins in such service are often called justi-
  ciars or something similar, implying that the paladin is in charge
  of dispensing church-sanctioned justice.
  Ranger: Rangers often seclude themselves, wandering into the
  wilderness for long stretches of time. If they aspire to leadership,
  it is often as the warden of a small frontier community. Some
  rangers form loose-knit and often secretive organizations. These
  ranger groups watch over events in the land, and their members
  gather to exchange information. They often have the best view of
  the grand picture of everything that occurs. High-level rangers
  aspire to found their own ranger societies or to establish and rule
  new communities, often those they have carved out of the wilder-
  ness itself.
  Rangers and druids often work together, even sharing the same
  secretive network. Sometimes a ranger group includes a few
  druids, or vice versa.
  Rogue: Rogues may serve in armies as spies or scouts. They can
  work as operatives of temples or as general troubleshooters for
  aristocrats, having attained these unique positions because of the
  versatility of their skills and abilities.
  Frequently, however, rogues gather together in guilds
  devoted to their area of expertise: theft. Thieves’ guilds are
  common. The larger a city is, the more likely it is to have a
  thieves’ guild. The populace and the constabulary sometimes
  hate these guilds. At other times they are tolerated or even
  accepted, so long as they don’t allow themselves to get out of
  hand in their work. Acceptance is often gained through bribery
  in politically corrupt areas.
  Sorcerer: To the general populace, sorcerers are indistinguish-
  able from wizards. They often fill the same roles as wizards in
  society, although they rarely join wizards’ guilds, since they have
  no need to research and study. Sorcerers, more than wizards, keep
  to themselves. Sorcerers are more likely to hang about the fringes
  of society, among creatures that other people would consider
  monsters.
  Conversely, some sorcerers find that military life suits them
  even better than wizards. Sorcerers focused on battle spells are
  more deadly than wizards, and they often are better with weapons.
  A high-level sorcerer might aspire to the same sorts of goals a
  wizard would. Despite their similarities, their differing
  approaches means wizards and sorcerers find themselves in con-
  flict more often than they get along.
  Wizard: Wizards can serve many roles in society. Wizards for
  hire are useful to the military as firepower (some armies employ
  entire units of wizards to blast the enemy, protect troops from
  danger, tear down castle walls, and so on). Or a wizard can serve
  the community as a well-paid troubleshooter—someone able to
  rid the town of vermin, stop the levee from bursting, or foretell
  the future. A wizard can open a shop and sell magic items she cre-
  ates or cast needed spells for a fee. She can aspire to serve an aris-
  tocrat as an advisor and chief wizard, or to even rule over a com-
  munity on her own. Sometimes, the public fears a wizard for her
  power, but more often than not the local wizard is a highly
  respected member of the community.
  Wizards sometimes gather in guilds, societies, or cabals for
  mutual research, and to live among those who understand the
  endless fascination of magic. Only the most powerful and famous
  of wizards have the reputations necessary to found permanent
  establishments, such as a wizard’s school. Where they exist, wiz-
  ards’ guilds control such issues as the price and availability of
  spells and magic items in a community.
  GUILDS AND ORGANIZATIONS
  As mentioned in many of the preceding descriptions, characters
  often gather in groups with characters of the same class. Some-
  times this is simply the best way to keep one’s place in society and
  to make friends with common interests. Sometimes it’s required
  by law or outside pressure. For example, if you’re a wizard in the
  CHAPTER 5:
  CAMPAIGNS
  
  town of Dyvers, you had better register with the local wizards’
  cabal. To do otherwise and use magic without the cabal’s blessing
  results in swift retribution. Thieves’ guilds are also notorious for
  the displeasure with which they view nonmember rogues operat-
  ing in their area, and the vigor of their response. On the other
  hand, guilds can be simply beneficial to members of the appropri-
  ate class (see below). Or they can be a way of controlling charac-
  ters of a specific class by some outside force. For example, a city
  might require all bards who perform within its city walls to be
  licensed by the local bards’ guild, the better to suppress scandalous
  ballads that are overly critical of local figures.
  Guilds often require dues, oaths of loyalty, or other commit-
  ments from their members. The extent of these requirements
  should be based on the number and quality of benefits a member
  gains. Tangible benefits include any or all of the following.
  • Training
  • Equipment availability (sometimes at a discount)
  • Lodging
  • Information
  • Job opportunities
  • Influential contacts
  • Legal benefits (members are allowed to do things others can’t)
  • Safety
  One good reason to join a guild is to get an assist in character
  training. If you use training requirements and/or costs in your
  game, guilds can offer training at reduced rates to their members.
  And guild members are always assured of having a trainer when
  the time comes. Guilds that offer training often do so for free, but
  then they require yearly dues of at least 1,000 gp. Other groups
  offer training at half normal cost and only charge dues of 50 gp.
  Not every organization need be based on class. The Defenders
  of Truth is an organization made up of members of almost every
  class (even rogues) based on upholding order and the rights of the
  people in a localized community. The Society of the Claw is a
  secretive, evil group of monks, fighters, rogues, and sorcerers who
  seek to overthrow the king and take control of the kingdom on
  their own.
  WAR AND OTHER CALAMITIES
  As a campaign progresses, the land or even the world will eventu-
  ally be shaken by drastic events. The most common of these dras-
  tic events is the outbreak of war. War can provide a backdrop for
  the campaign, existing mainly in the background of the action. It
  can also help generate adventures, because people and places will
  develop needs based on the conflict, such as when a city cut off
  from all supplies needs help, a plague started by the war ravages
  the land, or a shipment of arms needs guards. It can even involve
  the PCs directly as they join one side or the other, acting as spies,
  a small strike force, or even commanders in the army.
  During wartime, authorities may restrict or even confiscate
  materials and supplies—horses, food, weapons, vital ores, and
  other equipment. Able-bodied people may be conscripted into the
  ranks of the army. The PCs may find themselves unable to get the
  equipment they require for an adventure, or may even find their
  equipment—or themselves—confiscated by the authorities for
  the war effort.
  INVASION IN THE D&D GAME
  A war staged in a fantasy world is similar to one fought in the real
  world, but the fantastic elements of the setting—magic, heroes,
  and monsters—create some obvious differences in tactics that are
  reflected in the composition of the armies. In a war in the D&D
  game, an invasion force usually has several components: the army,
  monsters, and the strike team.
  The Army: If a major invasion takes place, the invading army is
  composed mainly of conscripts. These serve as skirmishers and
  infantry. More extensively trained professional soldiers with
  better equipment support the conscripts as infantry and archers.
  Knights, cavalry, and units composed of wizards, sorcerers, and/or
  clerics fill specialized roles in the army. 
  Typical Conscript: A typical conscript is a 1st-level commoner
  wearing padded armor and carrying a wooden shield and a short-
  spear. After a conscript has been dealt even one wound, even if he’s
  still above 0 hit points, he most likely drops to the ground and pre-
  tends to be dead. Conscripts don’t follow orders well, and they
  often break ranks and flee when the fight goes against them.
  Typical Soldier: Most soldiers are 1st-level warriors who wear
  studded leather armor and carry either a Small or Medium martial
  weapon (default to a longsword) and a wooden shield or a long-
  bow. These soldiers are professionals or experienced conscripts
  from harsh lands where conflict is common. They’re better trained
  and more likely to hold their ground and follow orders than typi-
  cal conscripts.
  Typical Mounted Soldier: A typical mounted soldier is a 1st-level
  warrior wearing scale mail and bearing a lance, a wooden shield,
  and a Medium martial weapon (default to a longsword). These sol-
  diers are always professionals, and they are among the best trained
  typical warriors on the field.
  Knights and Spellcasters: Actual members of the fighter class are
  rare on the battlefield. Typically, they wear chainmail or a breast-
  plate and serve as armed knights (though they may not hold a
  title) and commanders. Just as rare as actual fighters are wizards,
  sorcerers, or clerics present to provide magical support and fire-
  power. Well-funded and well-organized armies have small units of
  low-level spellcasters armed with wands or other magic items that
  allow them to execute multiple magical attacks. Other armies
  elect to have a single spellcaster with each unit of soldiers to cast
  protective spells or supplement the soldiers’ attacks with offensive
  spells. Clerics are particularly welcome additions to any army,
  since they wear armor without hampering their spellcasting and
  wield weapons effectively in addition to casting spells. They can
  also help heal the fallen. In fact, a small unit of clerics with wands
  of cure light wounds is an effective second wave that can be assigned
  to follow the main force into battle and heal the fallen, providing a
  wave of reinforcements.
  Monsters: Aerial cavalry on griffons or hippogriffs, charmed
  monsters and animals, and summoned creatures frequent the
  battlefield. Mounted lancers on elephants and triceratopses clash
  with goblins riding worgs and orcs riding dire tigers. Dragons
  circle the combat, their breath weapons decimating entire units of
  soldiers at once.
  The Strike Team: Exceptional characters of higher than 1st
  level serve their side in a special way. They assist the main army in
  a battle, as mentioned above, as knights or magical support, or
  they work in a mixed-class unit (similar to an adventuring party)
  that confronts special threats such as enemy commanders, a
  defender’s strong points, charmed monsters, or their counterparts
  on the opposite side. They can also form small strike teams that go
  into enemy territory to take out commanders, destroy supply
  storehouses, steal plans, weaken defenses, or perform any number
  of other special missions. Having a party serve as a strike team is a
  great way to get PCs involved in a war without having to run end-
  less huge battles at the forefront of the game session. (Although
  such battles can be entertaining, they’re just as useful to the cam-
  paign in general if they remain in the background.)
  OTHER CALAMITIES
  Other major threats beyond war include earthquakes, large-scale
  storms (such as hurricanes), plagues, and famine. Like war, these
  calamities drain the resources of the common folk. They also
  create dangerous and horrible situations that spark adventures
  for PCs who seek to solve the problems or alleviate the suffering
  of others.
  133
  CHAPTER 5:
  CAMPAIGNS
  
  134
  OTHER CAMPAIGN ISSUES
  Other factors in dealing with campaigns include introducing new
  players to an ongoing campaign, fostering player goals, changing
  alignments, managing the transition of PCs from low to high
  levels, and coping with increasing character power.
  INTRODUCING NEW PLAYERS
  Players come and go. When a new player joins the group, take the
  average of the levels of the existing PCs and allow the new player
  to create a character of that level. The only exception to this guide-
  line is when the new player is completely unfamiliar with the
  D&D game. In that case, it’s easiest for that player to start with a
  1st-level character.
  Working a new character into the group is similar to establish-
  ing why the group got together in the first place, but can be more
  difficult if the party is in the middle of an adventure. A few possi-
  bilities are given below.
  • The new PC is a friend or relative of one of the existing PCs and
  finally caught up with the group to join in.
  • The new PC is a prisoner of the foes the existing PCs are fight-
  ing. When they rescue him, he joins their group.
  • The new PC was a part of another adventuring group that was
  wiped out except for her.
  • The new PC was sent to the site for reasons unrelated to the
  party’s adventure (which might lead later to another adventure
  that the new PC can initiate) and joins with the existing PCs
  because there’s strength in numbers.
  FOSTERING PLAYER GOALS
  Players should eventually develop goals for their characters. Goals
  might include joining a particular guild, starting their own
  church, building a fortress, starting a business, obtaining a partic-
  ular magic item, getting powerful enough to defeat the enemies
  threatening their hometown, finding a lost brother, or tracking
  down the villain who escaped them long ago. You should not only
  encourage goals for characters, but you should be willing to
  design adventures based around them. Goals shouldn’t be easy to
  attain, but a player should always at least have the opportunity to
  realize the goals he developed for his character (assuming they are
  at all realistic).
  CHANGING ALIGNMENT
  A character can have a change of heart that leads to the adoption
  of a different alignment. Alignments aren’t commitments, except
  in specific cases (such as for paladins and clerics). Player charac-
  ters have free will, and their actions often dictate a change of
  alignment. Here are two examples of how a change of alignment
  can be handled.
  • A player creates a new character, a rogue named Garrett. The
  player decides he wants Garrett to be neutral good and writes
  that on Garrett’s character sheet. By the second playing session
  of Garrett’s career, however, it’s clear that the player isn’t playing
  Garrett as a good-aligned character at all. Garrett likes to steal
  minor valuables from others (although not his friends) and does
  not care about helping people or stopping evil. Garrett is a
  neutral character, and the player made a mistake when declaring
  Garrett’s alignment because he hadn’t yet really decided how he
  wanted to play him. The DM tells the player to erase “good” on
  Garrett’s character sheet, making his alignment simply “neutral.”
  No big deal.
  • An NPC traveling with the PCs is chaotic evil and is pretending
  to be otherwise because he was sent to spy on them and foil
  their plans. He has been evil all his life, and he has lived among
  others who acted as he did. As he fights alongside the good-
  aligned PC adventurers, however, he sees how they work
  together and help each other. He begins to envy them their
  camaraderie. Finally, he watches as the paladin PC gives his life
  to save not only his friends, but an entire town that was poised
  on the brink of destruction at the hands of an evil sorcerer.
  Everyone is deeply moved, including the evil NPC, and the
  town celebrates and honors the paladin’s self-sacrifice. The
  townfolk hail the adventurers as heroes. The NPC is so moved
  that he repents, casting aside his own evil ways (and his
  mission). He becomes chaotic neutral, but he is well on his way
  to becoming chaotic good, particularly if he remains in the
  company of the PCs. If the PCs had not acted so gallantly, he
  might not have changed his ways. If they turn on the NPC
  when they learn of his past, he may turn back to evil.
  Most characters incur no game penalty for changing alignment,
  but you should keep a few points in mind.
  You’re in Control: You control alignment changes, not the
  players. If a player says, “My neutral good character becomes
  chaotic good,” the appropriate response from you is “Prove it.”
  Actions dictate alignment, not statements of intent by players.
  Alignment Change Is Gradual: Changes in alignment should
  not be drastic. Usually, a character changes alignment only one
  step at a time—from lawful evil to lawful neutral, for example,
  and not directly to neutral good. A character on her way to adopt-
  ing another alignment might have other alignments during the
  transition to the final alignment.
  Time Requirements: Changing alignment usually takes time.
  Changes of heart are rarely sudden (although they can be). What
  you want to avoid is a player changing her character’s alignment to
  evil to use an evil artifact properly and then changing it right back
  when she’s done. Alignments aren’t garments you can take off and
  put on casually. Require an interval of at least a week of game time
  between alignment changes.
  Indecisiveness Indicates Neutrality: Wishy-washy charac-
  ters should just be neutral. If a character changes alignment over
  and over again during a campaign, what’s really happened is that
  the character hasn’t made a choice, and thus she is neutral.
  Exceptions: There are exceptions to all of the above. For in-
  stance, it’s possible (although unlikely) that the most horrible neu-
  tral evil villain has a sudden and dramatic change of heart and im-
  mediately becomes neutral good.
  THE TRANSITION 
  FROM LOW TO HIGH LEVEL
  One of the most rewarding and fun aspects of a campaign, for
  players and DMs alike, is the slow but steady transition from 1st
  level through the low levels (2nd–5th) to the middle levels
  (6th–11th) into the high levels (12th–15th) and finally to the very
  high levels (16th–20th). You should be aware that low-level play
  and high-level play are very different experiences. At low levels,
  it’s difficult to keep the characters alive. At high levels, it’s difficult
  to cause them a lot of harm. Although you should be impartial
  overall, at low levels make sure that the challenges the PCs face
  aren’t far too tough for them. There’s plenty of time at the higher
  levels when you can feel free to take off the kid gloves and throw
  whatever you want at them. High-level characters have the power
  and resources to survive and overcome just about anything.
  Low Level
  As characters start out and even after they gain a few levels, the
  following points apply.
  • Characters are fragile. Save bonuses, AC, and hit points are all
  low.
  • Characters can face only a few encounters before resting.
  • Characters shouldn’t stray far from civilization.
  • Characters can’t count on having a specific capability. Even if a
  cleric prepares a certain spell, for example, there’s no guarantee
  that he will still have it in his repertoire when he really needs it.
  Spell durations are short, and resources are few.
  CHAPTER 5:
  CAMPAIGNS
  
  Higher Levels
  As characters gain more levels, the following points become in-
  creasingly pertinent.
  • Characters are very tough. Save bonuses, AC, and hit points are
  all high. 
  • Characters can survive many encounters before resting. At very
  high levels, the need for rest is rarely an issue.
  • Characters can provide their own food, their own magic items,
  and their own healing. They can even raise each other from the
  dead.
  • Given time, characters can do almost anything. Even if the wiz-
  ard in the group doesn’t know the disintegrate spell, you can
  place a barrier that can only be bypassed by disintegrate and
  count on the party being able to get past it. (They can obtain
  access to the spell in some way, or use their other resources to
  achieve the same goal.) At very high levels, don’t be afraid to
  throw just about any challenge in the way of the characters. All
  kinds of character actions—movement, durability, dealing
  damage, influencing others, accumulating information, and
  adaptation to circumstances and environments—have a higher
  chance of success at higher levels.
  CHARACTER POWER LEVELS
  As the campaign progresses, the PCs get more powerful through
  level advancement, the acquisition of money and magic items, and
  the establishment of their reputations. You have to carefully
  match this advancement with increasing challenges, both in foes
  who must be overcome and in the deeds that must be performed.
  In addition, however, you need to watch the PCs closely and
  make sure that they neither get out of control because of their
  increased power nor fail to use what’s put before them. While it’s
  up to them to make decisions regarding their characters’ advance-
  ment and what they do with their newfound abilities, it’s up to you
  to keep control of the campaign, maintain balance (see Keeping
  Game Balance, page 13), and keep things running smoothly.
  Character Wealth
  One of the ways in which you can maintain measurable control on
  PC power is by strictly monitoring their wealth, including their
  magic items. Table 5–1: Character Wealth by Level is based on
  average treasures found in average encounters compared with the
  experience points earned in those encounters. Using that infor-
  mation, you can determine how much wealth a character should
  have based on her level.
  The baseline campaign for the D&D game uses this “wealth by
  level” guideline as a basis for balance in adventures. No adventure
  meant for 7th-level characters, for example, will require or assume
  that the party possesses a magic item that costs 20,000 gp.
  Table 5–1: Character Wealth by Level
  Character
  Character
  Level
  Wealth
  Level
  Wealth
  2nd
  900 gp
  12th
  88,000 gp
  3rd
  2,700 gp
  13th
  110,000 gp
  4th
  5,400 gp
  14th
  150,000 gp
  5th
  9,000 gp
  15th
  200,000 gp
  6th
  13,000 gp
  16th
  260,000 gp
  7th
  19,000 gp
  17th
  340,000 gp
  8th
  27,000 gp
  18th
  440,000 gp
  9th
  36,000 gp
  19th
  580,000 gp
  10th
  49,000 gp
  20th
  760,000 gp
  11th
  66,000 gp
  Player Characters out of Control
  Power can get out of hand. Power corrupts. PCs may do things that
  show their arrogance, or their contempt for those below them, as
  they advance in power. A 10th-level fighter may feel that he no
  longer has to treat the duke with respect since he can single-hand-
  edly defeat all the duke’s soldiers. A powerful wizard might feel so
  unstoppable that she wantonly tosses around fireballs in the
  middle of town. While it’s fine for PCs to enjoy their abilities as
  they advance in level (that’s the whole point), they shouldn’t be
  allowed to do whatever they wish. Even high-level characters
  shouldn’t run about completely unchecked.
  Players should always remember one fact: There’s always someone
  more powerful. You should set up your world with the idea that the
  PCs, while special, are not unique. Other characters, many of them
  quite powerful, have come along before the PCs. Institutions of
  influence have had to deal with individuals of great power long
  before the PCs. The duke may have some powerful warrior or fighter
  on retainer as a champion for when someone gets out of line. The
  city constabulary probably has a rod of negation or a scroll of antimagic
  field to deal with out-of-control wizards. The point is that NPCs with
  resources will be prepared for great danger. The sooner the PCs real-
  ize this, the less likely they will run amok in your campaign world.
  WORLD-BUILDING
  You may wish to build your own world. It’s a challenging and
  rewarding task, but it can also be a time-consuming one.
  Once you have decided to create your own world, you face a
  number of choices. Do you make it like the real world, drawing from
  history and real-world knowledge, or do you create something com-
  pletely different? Do you draw from your favorite fictional setting or
  create it all on your own? Do the laws of physics work as we know
  them, or is the world flat with a dome of stars overhead? Do you use
  the standard races, classes, and equipment in the Player’s Handbook, or
  do you create new ones? The questions alone are daunting, but for
  those who love world-building, they are also exciting.
  So where do you start? There are two approaches to creating a
  campaign world.
  Inside Out: Start with a small area and build outward. Don’t even
  worry about what the whole world looks like, or even the kingdom.
  Concentrate first on a single village or town, preferably with a dun-
  geon or other adventure site nearby. Expand slowly and only as
  needed. When the PCs are ready to leave the initial area (which
  might not be for ten or more playing sessions, depending on your
  first adventures), expand outward in all directions so you’re ready no
  matter which way they go. Eventually, you will have an entire king-
  dom developed, with the whole derived from what follows from the
  initial starting point. Proceed to other neighboring lands, determin-
  ing the political situation in each one. Keep accurate notes as you
  play, for you may develop rumors of hostilities with a neighboring
  kingdom before you ever develop the kingdom itself!
  The advantage to this method is that you don’t need to do a lot
  of work to get started. Whip up a small area—probably with a
  small community—design an adventure, and go. This method
  also ensures that you won’t develop areas of the campaign that are
  never visited by the PCs and that you can develop things (and
  change your mind) as you go.
  Outside In: Start with the big picture—draw a map of an entire
  continent or a portion thereof. Alternatively, you could start with a
  grand design for how a number of kingdoms and nations interact
  or the outline of a vast empire. You could even start with a cosmol-
  ogy, deciding how the deities interact with the world, where the
  world is positioned in relation with other worlds, and what the
  world as a whole looks like. Only after you have this level of con-
  cept design worked out should you focus on a particular area.
  When you begin more detailed work, start with large-scale basics
  and work down to small-scale details. For example, after you have
  constructed your continent map, pick a single kingdom and create
  the ruler or rulers and the general conditions. From there, focus on
  some substate or region within the kingdom, develop who and
  what lives there (and why), and pepper the region with a few hooks
  135
  CHAPTER 5:
  CAMPAIGNS
  
  136
  and secrets for later development. Finally, once you get down to the
  small scale—a single community, a particular patch of forest or
  valley, or wherever you choose to start the campaign—develop the
  area in great detail. The specifics of the small area should reflect and
  tie back to the basics you have set up for the larger areas.
  This method ensures that once you have started the campaign,
  you’re already well on your way to having a complete setting.
  When things are moving along quickly in the campaign, you can
  focus on the characters and individual adventures, because the
  world is mostly done. This method also allows you to use fore-
  shadowing of larger events, faraway places, and grander adven-
  tures early on in the campaign.
  GEOGRAPHY
  Campaigns need worlds. Worlds have geography. This means that
  when creating your world, you need to place the mountains, the
  oceans, the rivers, the towns, the secret fortresses, the haunted
  forests, the enchanted places, and all the other locales and features.
  If you want a realistic world, use encyclopedias and atlases to
  learn more about topography, climate, and geography (natural
  and political). You only need the basics to create a fantasy world,
  unless you or your players are sticklers for accuracy. Research and
  learn as much as you need to create a world that will please your
  players. In general, however, if you know a little about how ter-
  rain affects climate, how different types of terrain interact
  (mountains usually follow coastlines, for example), and how both
  climate and terrain determine where people usually live, that
  should be enough.
  When you’re done, you can create the map or maps you need for
  your campaign.
  Climate/Terrain Types
  There are three different climate types and eight different terrain
  types that you need to be concerned with in the D&D game, al-
  though you could create additional types for your own world.
  These climate and terrain types are those referenced in monster
  descriptions in the Monster Manual and in the wilderness en-
  counter lists found in Chapter 3: Adventures.
  You should assign each region of your world a climate/ter-
  rain type to designate what sort of landscape it has, what sea-
  sons and weather conditions prevail there, and what creatures
  inhabit the area.
  Some of these types are incompatible. For example, without
  some sort of magical event, you won’t find a tropical rain forest (a
  warm climate zone) next to an arctic plain (a cold climate zone).
  Some terrain types are much more habitable to the common races
  from which PCs are derived than others, although all have mon-
  sters, animals, and intelligent creatures native to them.
  Cold: This climate type describes arctic and subarctic areas.
  Any area that has winter conditions for a larger portion of the year
  than any other seasonal variation is cold.
  Temperate: This climate type describes areas that have alter-
  nating warm and cold seasons of approximately equal length.
  Warm: This climate type describes tropical and subtropical
  areas. Any area that has summer conditions for a larger portion of
  the year than any other seasonal variation is warm.
  Aquatic: This terrain type is composed of fresh or salt water. 
  Desert: This terrain type describes any dry area with sparse
  vegetation. 
  Plains: Any fairly flat area that is not a desert, marsh, or forest is
  considered plains.
  Forest: Any area covered with trees is forest terrain.
  Hills: Any area with rugged but not mountainous terrain is
  hills terrain.
  Mountains: Rugged terrain that is higher in elevation than
  hills is considered mountains.
  Marsh: Low, flat, waterlogged areas are marsh terrain.
  Underground: Subterranean areas are designated as under-
  ground terrain.
  Ecology
  Once you have determined the lay of the land, you can develop
  what lives where.
  The Monster Manual gives a climate/terrain type for each kind
  of creature. With that information to work with, decide which
  creatures live where within each region of your world. If you have
  room on your map to mark such information, do so. It will help
  you keep track of things later on, both when determining random
  encounters and when developing adventure plots. For example, if
  you know that the PCs are on their way to the village of Thorris,
  you can see that living in the marsh nearby are hags, harpies, and
  a black dragon that the travelers might encounter. You can also use
  this information to create an adventure involving Thorris and the
  black dragon in which the dragon coerces the hags to attack the
  people living there.
  Considering the ecology issues of the marsh helps you explain
  the creatures’ existences. What do the hags eat? What about the
  harpies? They must compete for resources, so do they avoid each
  other, or do they fight? The world is a predator-heavy one, based on
  the creatures described in the Monster Manual. Designing your
  world’s ecology means coming up with a way to make sense of how
  it all works together. Perhaps there’s bountiful prey in most areas
  that an overall abundance of vibrant, energy-rich plant life might
  help explain. Perhaps the predators prey upon each other. You don’t
  have to design a complete food chain, but giving thought to some
  ecology issues will help you answer player questions later—and
  that will help make your world seem real to them.
  DEMOGRAPHICS
  Once the geography is determined, you can populate your world.
  This step is more important than monster placement and general
  ecology, not only because the PCs will spend more time in civi-
  CHAPTER 5:
  CAMPAIGNS
  BEHIND THE CURTAIN: 
  HOW REAL IS YOUR FANTASY?
  This section on world-building assumes that your campaign is set in a
  fairly realistic world. That is to say that while wizards cast spells, deities
  channel power to clerics, and dragons raze villages, the world is round,
  the laws of physics are applicable, and most people act like real people.
  The reason for this assumption is that unless they are told otherwise,
  this situation is what your players expect.
  That said, you could create a world that is very different from even
  these basic premises. Your campaign could be set within a hollow world,
  on a flat world, or on the inside of a tube that spins around the sun.
  You could change the laws of physics to produce a world with
  objects or materials so light that they float, areas where time flows at a
  different rate, or the very real threat that the ocean might wash seafar-
  ers off the side of the world so that they fall forever in an eternal water-
  fall. One point to keep in mind if you’re going to change premises that
  we all take for granted, however, is that you should try to maintain
  some consistency. If time passes more slowly as you move away from
  the central Mountain of the Earth’s Heart, then this fact should always
  be true. The people of the world should understand and accept this
  reality. If that’s the way the world works, it wouldn’t seem odd to them.
  You could establish a land where people are so truly good that no
  government or organization is needed to maintain order or peace. Or
  you could create a land where everyone is born evil, the scions of an
  evil progenitor god, and they all work together for the downfall of good-
  ness. Such people are not realistic, but they’re certainly interesting.
  pqqqqrs
  pqqqqrs
  
  lized areas, but also because the players have real-world experi-
  ences to measure their game experiences against when they’re
  among other people.
  People, in general, live in the most convenient places possible.
  They try to place their communities near sources of water and
  food, in comfortable climates, and close to sources of transporta-
  tion (seas, rivers, flat land to build roads on, and so on). Of course,
  exceptions exist, such as a town in the desert, an isolated commu-
  nity in the mountains, and a secret city in the middle of a forest or
  at the top of a mesa. But there is also always a reason for those ex-
  ceptions: The city at the top of the mesa is placed there for defense,
  and the isolated community in the mountains exists because the
  people there want to cut themselves off from the rest of the world.
  Table 5–2: Random Town Generation shows a breakdown of dif-
  ferent community sizes. Small communities are much more
  common than larger ones. In general, the number of people living
  in small towns and larger communities should be about 1/10 to
  1/15 the number living in villages, hamlets, thorps, or outside a
  community at all. You might create a metropolis at the civilized
  center of the world with 100,000 people, but such a community
  should be the exception, not the rule. The more closely a city’s loca-
  tion conforms to the ideal parameters (near food and water, in a
  comfortable climate, close to sources of transportation), the larger it
  can become. A secret city on top of a mesa might exist, but it’s
  unlikely to be a metropolis. People living in cities need food, so if no
  nearby sources of food (farms, plenty of wild animals, herds of live-
  stock) are present, the community needs efficient transportation
  sources to ship food in. It needs some other renewable resource as
  well, such as nearby forests to harvest for timber or minerals to
  mine, to produce something to exchange for the imported food.
  Small, agricultural-based communities are likely to surround a
  larger city and help to supply the city population with food. In
  such cases, the larger community is probably a source of defense (a
  walled town, a castle, a community fielding a large number of de-
  ployable troops) that inhabitants of surrounding communities can
  seek refuge in or rely on to defend them in times of need.
  Sometimes, a number of nearby small communities clump to-
  gether with no large community at the center. These small villages
  and hamlets form a support network, and the local lord often
  boasts a centrally located castle or fortress used as a defensible
  place to which the villagers can flee when threatened.
  On a larger scale, the borders of kingdoms and countries usu-
  ally coincide with physical, geographical barriers. Countries that
  draw boundaries through plains, farms, and undulating hills usu-
  ally fight a lot of battles over such borders and have to redraw the
  borders frequently until they coincide with natural barriers.
  Therefore, mountain ranges, rivers, or abrupt landscape changes
  should usually mark the borders between lands in your world.
  GENERATING TOWNS
  When the PCs come into a town and you need to generate facts
  about that town quickly, you can use the following material. To ran-
  domly determine the size of a community, roll on Table 5–2 below.
  Table 5–2: Random Town Generation
  d%
  Town Size
  Population*
  GP Limit
  01–10
  Thorp
  20–80
  40 gp
  11–30
  Hamlet
  81–400
  100 gp
  31–50
  Village
  401–900
  200 gp
  51–70
  Small town
  901–2,000
  800 gp
  71–85
  Large town
  2,001–5,000
  3,000 gp
  86–95
  Small city
  5,001–12,000
  15,000 gp
  96–99
  Large city
  12,001–25,000
  40,000 gp
  100
  Metropolis
  25,001 or more
  100,000 gp
  * Adult population. Depending on the dominant race of the
  community, the number of nonadults will range from 10% to 40%
  of this figure.
  Community Wealth and Population
  Every community has a gold piece limit based on its size and pop-
  ulation. The gold piece limit (see Table 5–2) is an indicator of the
  price of the most expensive item available in that community.
  Nothing that costs more than a community’s gp limit is available
  for purchase in that community. Anything having a price under
  that limit is most likely available, whether it be mundane or magi-
  cal. While exceptions are certainly possible (a boomtown near a
  newly discovered mine, a farming community impoverished after
  a prolonged drought), these exceptions are temporary; all commu-
  nities will conform to the norm over time.
  To determine the amount of ready cash in a community, or the
  total value of any given item of equipment for sale at any given
  time, multiply half the gp limit by 1/10 of the community’s popu-
  lation. For example, suppose a band of adventurers brings a bagful
  of loot (one hundred gems, each worth 50 gp) into a hamlet of 90
  people. Half the hamlet’s gp limit times 1/10 its population equals
  450 (100 ÷ 2 = 50; 90 ÷ 10 = 9; 50 × 9 = 450). Therefore, the PCs can
  only convert nine of their recently acquired gems to coins on the
  spot before exhausting the local cash reserves. The coins will not
  be all bright, shiny gold pieces. They should include a large
  number of battered and well-worn silver pieces and copper pieces
  as well, especially in a small or poor community.
  If those same adventurers hope to buy longswords (price 15 gp
  each) for their mercenary hirelings, they’ll discover that the
  hamlet can offer  only 30 such swords for sale, because the same
  450 gp limit applies whether you’re buying or selling in a given
  community.
  Power Center for the Community
  Sometimes all the DM needs to know about a community is who
  holds the real power. To determine this fact randomly, use the
  table below, modifying the d20 roll according to the size of the
  community. As indicated in the list of modifiers, any community
  the size of a small city or larger has more than one power center.
  The types of power centers—conventional, monstrous, nonstan-
  dard, and magical—are defined below.
  Power Centers
  Community Size
  Modifier to d20 roll
  Thorp
  –1
  Hamlet
  +0
  Village
  +1
  Small town
  +2
  Large town
  +3
  Small city
  +4 (roll twice)
  Large city
  +5 (roll three times)
  Metropolis
  +6 (roll four times)
  d20
  Power Center Type
  13 or less
  Conventional*
  14–18
  Nonstandard
  19 or more
  Magical
  * 5% of communities with a conventional power center have a
  monstrous power center in addition to the conventional one.
  Conventional: The community has a traditional form of
  government—a mayor, a town council, a noble ruling over the
  surrounding area under a greater liege, a noble ruling the commu-
  nity as a city-state. Choose whichever form of government seems
  most appropriate to the area.
  Monstrous: Consider the impact on a community of a
  dragon that occasionally makes nonnegotiable demands and
  insists on being consulted in major decisions, or a nearby ogre
  tribe that must be paid a monthly tribute, or a mind flayer
  secretly controlling the minds of many of the townsfolk. A
  monstrous power center represents any influence (beyond just
  137
  CHAPTER 5:
  CAMPAIGNS
  
  138
  a simple nearby danger) held by a monstrous being or beings
  not native to the community.
  Nonstandard: While the community may have a mayor or a
  town council, the real power lies in other hands. It may center on
  a guild—a formal organization of merchants, craftsmen, profes-
  sionals, thieves, assassins, or warriors who collectively wield great
  influence. An aristocracy, in the form of one or more rich individ-
  uals with no political office, may exert influence through wealth.
  A prestigious aristocracy, such as a group of accomplished adven-
  turers, may exert influence through their reputation and experi-
  ence. Wise elders may exert influence over those who respect
  their age, reputation, and perceived wisdom.
  Magical: This type of power center can take the form of a
  temple full of priests or a single sorcerer cloistered in a tower. A
  wizard or cleric might be the actual, official ruler of the town, or
  she may just be someone with a great deal of influence.
  Alignment of Power Centers
  The alignment of the ruler or rulers of a community need not con-
  form to the alignment of all or even the majority of the residents,
  although this is usually the case. In any case, the alignment of the
  power center strongly shapes the residents’ daily lives. Due to
  their generally organized and organizing nature, most power cen-
  ters are lawful.
  To randomly determine the alignment of a power center, roll
  d% and refer to the table below. How a power center of a given
  alignment acts, or how it is perceived by the community, is dis-
  cussed following the table.
  Power Center Alignment
  d%
  Alignment
  d%
  Alignment
  01–35
  Lawful good
  64
  Chaotic neutral
  36–39
  Neutral good
  65–90
  Lawful evil
  40–41
  Chaotic good
  91–98
  Neutral evil
  42–61
  Lawful neutral
  99–100
  Chaotic evil
  62–63
  Neutral
  Lawful Good: A community with a lawful good power center
  usually has a codified set of laws, and most people willingly obey
  those laws.
  Neutral Good: A neutral good power center rarely influences
  the residents of the community other than to help them when
  they are in need.
  Chaotic Good: This sort of power center influences the
  community by helping the needy and opposing restrictions on
  freedom.
  Lawful Neutral: A community with a lawful neutral power
  center has a codified set of laws that are followed to the letter.
  Those in power usually insist that visitors (as well as residents)
  obey all local rules and regulations.
  Neutral: This sort of power center rarely influences the com-
  munity. Those in power prefer to pursue their private goals.
  Chaotic Neutral: This sort of power center is unpredictable,
  influencing the community in different ways at different times.
  Lawful Evil: A community with a lawful evil power center us-
  ually has a codified set of laws, which most people obey out of fear
  of harsh punishment.
  Neutral Evil: The residents of a community with a neutral evil
  power center are usually oppressed and subjugated, facing a dire
  future.
  Chaotic Evil: The residents of a community with a chaotic evil
  power center live in abject fear because of the unpredictable and
  horrific situations continually placed upon them.
  Conflicting Power Centers
  If a community has more than one power center, and two or more
  of the power centers have opposing alignments (either good vs.
  evil or law vs. chaos), they conflict in some way. Such conflict is
  not always open, and sometimes the conflicting power centers
  grudgingly get along.
  For example, a small city contains a powerful chaotic good wiz-
  ards’ guild but is ruled by a lawful good aristocrat. The wizards are
  sometimes exasperated by the strict laws imposed by the aristocrat
  ruler and occasionally break or circumvent them when it serves
  their (well-intentioned) purposes. Most of the time, though, a rep-
  resentative from the guild takes their concerns and disagreements
  to the aristocrat, who attempts to equitably resolve any problems.
  Another example: A large city contains a powerful lawful evil
  fighter, a lawful good temple, and a chaotic evil aristocrat. The self-
  ish aristocrat is concerned only with his own gain and his de-
  bauched desires. The fighter gathers a small legion of warriors,
  hoping to oust the aristocrat and take control of the city herself.
  Meanwhile, the clerics of the powerful temple help the citizenry
  as well as they can, never directly confronting the aristocrat but
  aiding and abetting those who suffer at his hands.
  Community Authorities
  It’s often important to know who makes up the community’s
  authority structure. The authority structure does not necessarily
  indicate who’s in charge, but instead who keeps order and
  enforces the authority that exists.
  Constable/Captain of the Guard/Sheriff: This position gen-
  erally devolves upon the highest-level warrior in a community, or
  one of the highest-level fighters. To randomly determine the class
  and level of a community’s constable, roll d% and refer to the fol-
  lowing table.
  d%
  Officeholder
  01–60
  Highest-level warrior
  61–80
  Second highest-level fighter
  81–100
  Highest-level fighter
  Use the tables in the next section to determine the constable’s level.
  Guards/Soldiers: For every 100 people in the community
  (round down), the community has one full-time guard or soldier.
  In addition, for every 20 people in the community, an able-bodied
  member of the local militia or a conscript soldier can be brought
  into service within just a few hours.
  Other NPCs in the Community
  For detailed city play, knowing exactly who lives in the commu-
  nity becomes important. The following guidelines allow you to
  determine the levels of the most powerful locals and then extrap-
  olate from that to determine the rest of the classed characters
  living there.
  Highest-Level NPC in the Community for Each Class: Use
  the following tables to determine the highest-level character in a
  given class for a given community. Determine the appropriate
  community modifier by consulting the first table below; then
  refer to the second table, roll the dice indicated for the class, and
  apply the modifier to get a result.
  A result of 0 or lower for character level means that no charac-
  ters of that kind can be found in the community. The maximum
  level for any class is 20th.
  Total Characters of Each Class
  Use the following method for determining the levels of all the
  characters in a community of any given class.
  For PC classes, if the highest-level character indicated is 2nd
  level or higher, assume the community has twice that number of
  characters of half that level. If those characters are higher than 1st
  level, assume that for each such character, the community has two
  of half that level. Continue until the number of 1st-level charac-
  ters is generated. For example, if the highest-level fighter is 5th
  CHAPTER 5:
  CAMPAIGNS
  
  level, then the community also has two 2nd-level fighters and four
  1st-level fighters.
  Do the same for NPC classes, but leave out the final stage that
  would generate the number of 1st-level individuals. Instead, take
  the remaining population after all other characters are generated
  and divide it up so that 91% are commoners, 5% are warriors, 3%
  are experts, and the remaining 1% is equally divided between aris-
  tocrats and adepts (0.5% each). All these characters are 1st level.
  Using these guidelines and the tables in the previous section,
  the breakdown by class and level for the population of a typical
  hamlet of two hundred people looks like this:
  • One 1st-level aristocrat (mayor)
  • One 3rd-level warrior (constable)
  • Nine 1st-level warriors (two guards, seven militia members)
  • One 3rd-level expert smith (militia member)
  • Seven 1st-level expert crafters and professionals of various sorts
  • One 1st-level adept
  • One 3rd-level commoner barkeep (militia member)
  • One hundred sixty-six 1st-level commoners (one is a militia
  member)
  • One 3rd-level fighter
  • Two 1st-level fighters
  • One 1st-level wizard
  • One 3rd-level cleric
  • Two 1st-level clerics
  • One 1st-level druid
  • One 3rd-level rogue
  • Two 1st-level rogues
  • One 1st-level bard
  • One 1st-level monk
  In addition to the residents you generate using the system
  described above, you might decide that a community has some
  sort of special resident, such as the single, out-of-place 15th-level
  sorcerer who lives just outside a thorp of fifty people, or the secret
  assassins’ guild brimming with high-level characters hidden in a
  small town. Residents such as these that you create “on the fly” do
  not count against the highest-level characters who are actually
  part of the community.
  Racial Demographics
  The racial mix of a community depends on whether the community
  is isolated (little traffic and interaction with other races and places),
  mixed (moderate traffic and interaction with other races and places),
  or integrated (lots of interaction with other races and places).
  Racial Mix of Communities
  Isolated
  Mixed
  Integrated
  96% human
  79% human 
  37% human
  2% halfling
  9% halfling
  20% halfling
  1% elf
  5% elf
  18% elf
  1% other races
  3% dwarf
  10% dwarf
  2% gnome
  7% gnome
  1% half-elf
  5% half-elf
  1% half-orc
  3% half-orc
  If the area’s dominant race is other than human, place that race
  in the top spot, put humans in the #2 rank, and push each other
  race down one rank. For example, in a dwarven town, the popula-
  tion is 96% dwarf, 2% human, 1% halfling, and 1% other races. (All
  dwarven communities are isolated.) You may also change the
  figures slightly to reflect various racial preferences. For example, a
  mixed elven village is 79% elf, 9% human, 5% halfling, 3% dwarf,
  2% gnome and 2% half-elf (with no half-orcs). You might decide to
  switch the percentages of gnomes and dwarves for an elven
  community.
  ECONOMICS
  Although treasure is what’s important to PCs, you should have a
  fair grasp of the economic system that surrounds the treasure they
  earn, as well as the prices charged for services, equipment, and
  magic items. Economics in your campaign doesn’t have to be con-
  voluted or tedious, but it should at least be internally consistent. If
  the price of a broadsword in Thorris is 20 gp, it shouldn’t suddenly
  shoot up to 200 gp without some explanation, such as the flow of
  metal or ore being cut off, the only smiths in 100 miles all being
  killed in a terrible accident, or something equally bizarre.
  Coinage
  The economic system in the D&D game is based on the silver
  piece (sp). A common laborer earns 1 sp a day. That’s just enough
  to allow his family to survive, assuming that this income is sup-
  plemented with food his family grows to eat, homemade clothing,
  and a reliance on self-sufficiency for most tasks (personal groom-
  ing, health, animal tending, and so on).
  In your campaign, however, the PCs will deal primarily with
  gold pieces. The gold piece (gp) is a larger, more substantial unit of
  currency. The main reason why PCs typically receive and spend
  gold pieces is that, as adventurers, they take much larger risks
  than common folk and earn much larger rewards if they survive.
  Many of the people with whom adventurers interact also deal
  primarily in gold. Weaponsmiths, armorsmiths, and spellcasters all
  make more money (sometimes far more money) than common
  people. Spellcasters willing to make magic items or cast spells for
  hire can make a lot of money, although expenditures of personal
  power (experience points) are often involved, and the demand for
  such expensive items is unsteady at best and can be depended on
  only in large cities. Nobles with whom the PCs might interact also
  139
  CHAPTER 5:
  CAMPAIGNS
  Community Modifiers
  Community Size
  Community Modifier
  Thorp
  –31
  Hamlet
  –21
  Village
  –1
  Small town
  +0
  Large town
  +3
  Small city
  +6 (roll twice)2
  Large city
  +9 (roll three times)2
  Metropolis
  +12 (roll four times)2
  1 On a d% roll of 96–100, a thorp or a hamlet adds +10 to the
  modifier when determining the level of a ranger or druid.
  2 Cities this large can have more than one high-level NPC per class,
  each of whom generates lower-level characters of the same class, as
  described below.
  Highest-Level Locals
  Class
  Character Level
  Adept
  1d6 + community modifier
  Aristocrat
  1d4 + community modifier
  Barbarian1
  1d4 + community modifier
  Bard
  1d6 + community modifier
  Cleric
  1d6 + community modifier
  Commoner
  4d4 + community modifier
  Druid
  1d6 + community modifier
  Expert
  3d4 + community modifier
  Fighter
  1d8 + community modifier
  Monk1
  1d4 + community modifier
  Paladin
  1d3 + community modifier
  Ranger
  1d3 + community modifier
  Rogue
  1d8 + community modifier
  Sorcerer
  1d4 + community modifier
  Warrior
  2d4 + community modifier
  Wizard
  1d4 + community modifier
  1 Where these classes are more common, level is 1d8 + modifier.
  
  140
  deal mostly in gold, since they purchase whole ships and buildings
  and finance caravans and even armies using such currency.
  Some economies have other forms of currency, such as trade
  bars or letters of credit representing various amounts of gold that
  are backed by powerful governments, guilds, or other organiza-
  tions to insure their worth. Some economies even use coins of dif-
  ferent metals: electrum, iron, or even tin. In some lands, it’s even
  permissible to cut a gold coin in half to make a separate unit of
  currency out of a half gold piece.
  Taxes and Tithes
  Taxes paid to the queen, the emperor, or the local baroness might
  consume as much as one-fifth of a character’s wealth (although
  these expenses can vary considerably from land to land). Repre-
  sentatives of the government usually collect taxes yearly, biannu-
  ally, or quarterly. Of course, as travelers, adventurers might avoid
  most collection periods (and so you can ignore taxes for the PCs if
  you want). Those who own land or a residence may find them-
  selves assessed and taxed, however.
  Tithes are paid to the church by those who are faithful participants
  in a religion. Tithes often amount to as much as one-tenth of a char-
  acter’s adventuring earnings, but collection is voluntary except in
  strict, oppressive religions that have their own tithe collectors. Such
  onerous religious taxation requires the support of the government.
  Moneychangers
  Characters who find their saddlebags full of ancient coin or foreign
  money probably need to exchange their wealth for the local cur-
  rency before they can spend any of it. In a setting in which dozens
  of small nations and kingdoms are crowded close together, the
  moneychanger is the person at the hub of the economic system.
  Typically, a moneychanger charges a fee of one-tenth of the
  starting sum in order to convert currency. For example, if a charac-
  ter has a pouch full of 100 platinum pieces (pp) that she needs to
  convert to gold pieces, the moneychanger charges 10 pp for the
  conversion. The character receives 900 gp, and the moneychanger
  keeps the rest.
  Supply and Demand
  The law of supply and demand can drastically affect the value of any
  currency. If characters start flashing around a lot of gold and pump-
  ing it into the local economy, merchants may quickly raise prices.
  This isn’t a matter of gouging the rich—it’s just the way a small
  economy works. A tavernkeeper who makes 100 gp from boarding
  a group of successful adventurers spends his newfound wealth just
  as the heroes did, and in a small town, everyone starts spending more
  in a short time. More spending means higher consumption, so
  goods and services become harder to come by, and prices increase.
  Supply and demand can also affect the campaign in ways that
  don’t have anything directly to do with gold. For instance, if the
  local lord commandeered most of the region’s horses for his
  knights, then when the PCs decide to purchase half a dozen fine
  steeds, they find there aren’t any to be had at a reasonable price.
  They have to settle for second-rate nags or spend much more
  than they had planned to in order to convince someone to part
  with a horse.
  POLITICS
  Intrigue between kingdoms, city-states at war, and political
  maneuvering are all fun aspects of many campaigns. For your own
  campaign, you at least need to determine who is in charge where.
  If there’s any chance that rulers, nobility, and politics in general
  will become more involved than that, use the following material
  as a starting point. As always, research into real-world political sys-
  tems and structures (particularly historical examples) can enrich
  your fictional setting. At the same time, don’t be afraid to make up
  something wholly new and completely nonhistorical.
  Political Systems
  The number of possible political systems is nearly limitless. Feel
  free to use more than one type for different lands. Such mixing
  and matching accentuates the differences in place and culture.
  Note that any of the political systems listed below might be
  matriarchies (ruled only by women) or patriarchies (ruled only by
  men), but most make no such distinctions.
  Monarchy: Monarchy is rule by a single leader. The monarch
  wields supreme power, sometimes even by divine right. Monarchs
  belong to royal bloodlines, and successors to the throne are almost
  always drawn from blood relatives. Rarely, a monarch rules with
  power granted by a mandate of the populace, usually established
  through representatives chosen by noble houses. The monarchy is
  likely to be the most common political system in your campaign.
  Monarchs often have advisors and a court of nobles who work
  with them to administer the land. This arrangement creates a class
  system of nobles and nonnobles. Common people in such a land
  often do not have many of the rights and privileges of the nobility.
  Tribal or Clan Structure: A tribe or clan usually has a single
  leader who wields great—almost absolute—power like the mon-
  arch in a monarchy. Although rulership is often drawn from a
  single bloodline, rulers are chosen based on their fitness to govern.
  They are also continually judged on this criterion and replaced if
  found wanting. Usually a council of elders exists to choose and
  judge the leader. In fact, the council is often convened only for this
  purpose. Sometimes the council also advises the chief or leader.
  Tribes exist as a social structure by grouping together otherwise
  disparate family units and uniting them for strength and the ad-
  vantages of working together. Clans are similar in function but
  carry the added distinction of being extended family units. In
  both cases, the group usually interacts with other tribes and clans,
  and often has particular laws and customs about how certain clans
  within a tribe must interact or how the tribe must interact with
  other tribes.
  Feudalism: Feudalism is a complicated class-based system
  with successive layers of lieges and lackeys. It often exists under a
  monarchy. Serfs (peasants) work for a landed lord, who in turn
  owes fealty to a higher lord, who in turn owes fealty to an even
  higher lord, and so on, until the line reaches the supreme liege
  lord, who is usually a monarch.
  The common people in a feudal state are always lowly and with-
  out rights. They are virtually owned by their immediate liege.
  Lords are generally free to abuse their power and exploit those
  under them as they see fit.
  Republic: A republic is a system of government headed by
  politicians representing the people. The representatives of a
  republic rule as a single body, usually some sort of council or
  senate, which votes on issues and policies. Sometimes the repre-
  sentatives are appointed, and sometimes they are elected. The wel-
  fare of the people depends solely on the level of corruption among
  the representatives. In a mainly good-aligned republic, conditions
  can be quite pleasant. An evil republic is as terrible a place to live
  as a land under the grip of a tyrant.
  In an advanced republic, the people directly elect the represen-
  tatives. This type of republic is often called a democracy. In such
  lands, the right to vote becomes a class-based privilege. Citizen-
  ship might be a status that can be bought or earned, it might be
  granted automatically to those born in the location governed by
  the republic, or it might only transfer via bloodline. Because
  having the entire populace vote on representatives is cumber-
  some, this political system usually works only in small areas, such
  as a city-state.
  Magocracy: In a magocracy, those who wield arcane magic
  have a large amount of political power. The ruler is usually the
  most powerful wizard or sorcerer in the land, although sometimes
  the ruler is merely a member of a royal bloodline who must be an
  arcane spellcaster. Thus, such a system could be a monarchy, and
  CHAPTER 5:
  CAMPAIGNS
  
  the viable heir to the throne would be the oldest member of the
  bloodline capable of casting spells. In a true magocracy in which
  the ruler is the most powerful spellcaster, the monarch may be
  challenged at certain specific times each year by contenders who
  believe themselves to be more powerful than she is.
  In a magocracy, arcane spellcasters usually have the most rights
  and freedoms, and nonspellcasters are looked down upon. Divine
  spellcasters sometimes are outlawed, but usually they are treated
  as secondary to arcane spellcasters (although still higher in station
  than those who cast no spells).
  Such societies are often magic-rich. They are likely to have col-
  leges that teach the intricacies of spellcasting, and magic-using
  units in their military organizations. They may use magic for even
  mundane tasks. Very rarely, a magocracy treats magic in the oppo-
  site way, as a closely guarded secret. Nonnoble arcane spellcasters
  would then be forbidden.
  Theocracy: A theocracy is a political system in which clerics
  (or druids) rule. The ruler is the direct representative of the deity
  or deities that the theocracy is based upon. Most theocracies are
  similar to monarchies, but once a ruler is chosen, he normally
  remains in the position for life. The people cannot question the
  word of a deity or his representative.
  Some theocracies see their leaders as ascending to divinity or
  semidivinity in and of themselves. Past (and sometimes present)
  rulers are worshiped as deities. Such rulers wield absolute power,
  and their bloodline carries the divine right to rule, so their succes-
  sors are chosen from their descendants. A ruler doesn’t need to be
  a cleric in such a case (although he often is), since he is not a
  divine representative but a deity. In such a theocracy, it’s possible
  that even an infant can be chosen as a ruler if he has divine blood.
  Others:It’s not too difficult to imagine a political system based on
  rule by other classes, by the oldest, the strongest, or the wealthiest.
  For your world, use whatever criteria you wish to determine the
  political structure of a group. Most of the time, however, the stranger
  the criterion, the smaller the group. For example, a kingdom where
  the ruler is determined by a test of skill, intelligence, and stamina
  might be expansive, but a land where the ruler is the most talented
  bard would probably be small. Being able to play the lute well is
  impressive, but it doesn’t necessarily ensure fitness to rule.
  Cultural Tendencies
  Human societies run the gamut of different political structures.
  Other races seem to favor one or a few over the others.
  Dwarves: Dwarves usually form monarchies, although a few
  theocracies dedicated to dwarven gods are possible. Dwarves are
  extremely lawful and rigid in their politics, fearing lawlessness
  and anarchy. They value order and security over personal freedom,
  and thus are inclined to judge political matters on what’s best for
  the greatest number concerned. Dwarven societies usually have a
  strict and exacting code of laws.
  Elves: Elves are likely to live within monarchies as well. Of all
  races, however, elves are the most likely to adopt a magocracy.
  Elves prize individual freedom and fear tyrants. Elf rulers judge
  each situation and case individually rather than according to a
  strict, codified set of laws.
  Gnomes: Gnomes favor small monarchies, although gnome
  democracies, gnome republics, and gnome clans exist as well. Like
  halflings, gnomes have less need for a strong government and
  enjoy personal freedom. Gnome kings and queens usually have
  only a small impact on the daily life of their subjects, and they usu-
  ally do not carry as elevated a status above the common gnome as
  a human regent might over her human subjects.
  Halflings: Since they are usually nomadic and most often live
  in small groups, halflings prefer a sort of tribal or clan system. Rul-
  ership is often bestowed upon the eldest member of a group, al-
  though most halflings rule with a light touch. True halfling leader-
  ship is based around the family unit, with parents giving direction
  to children. Halflings, more than any other race, seem to naturally
  work well with each other. They have little need for a strong ruling
  hand or a codified set of laws to maintain order and peace.
  Orcs and Other Chaotic Evil Cultures: Orcs are usually too
  wild and corrupt to value a strict system of government other than
  rule by the strong. Orc leaders rule by intimidation and threats
  and thus usually command only a small populace. (Orc nations are
  rare.) If an orc leader fails to rule, it is because he was weak. Most
  chaotic evil cultures tend to have small populations unless many
  individuals are cowed by a single powerful master.
  Goblins and Other Lawful Evil Cultures: Goblins live in
  tribal communities that bear the trappings of monarchy. The
  truth, however, is that their government is rulership by the strong.
  If a goblin ruler can be killed, his killer usually takes his place.
  Lawful evil humanoids often use a similar system, although
  kobolds often establish magocracies, and more sophisticated cul-
  tures frequently develop codified laws and rules of succession.
  Such complex societies are rife with backstabbing and betrayals,
  though, exemplifying the very definition of Byzantine politics.
  High-Level Characters
  Sometimes high-level characters build their own castles and estab-
  lish their own territories. This usually occurs either on land
  granted to them by a ruler or in an area of relatively unclaimed
  wilderness that they have cleared. A just or generous character is
  likely to draw people toward her stronghold or cleared area.
  Before she knows it, she’s a ruler.
  How the character governs is completely up to her. However, the
  NPCs involved will react appropriately to character actions and
  decrees. In exchange for protection, plots of land, and fair rulership,
  a character can expect to collect taxes or tithes from those she rules.
  Neglect, mistreatment, or overtaxation of the populace can lead to a
  revolt, which might take the form of an appeal to another more
  powerful lord to depose or conquer the character, hired assassins
  making attempts against the character’s life, or an outright uprising
  in which the peasants wield their pitchforks against their ruler.
  In reality, however, such events are rare. More often than not,
  people live with the ruler that they have—for good or ill—for a
  long time. Those under a poor or unjust ruler will suffer for
  months or years before they feel compelled to act.
  LEGAL ISSUES
  You don’t have to develop a legal code for each country you invent.
  Assume common-sense laws are in place. Murder, assault, theft,
  and treason are illegal and are punishable by imprisonment or
  death. As long as the laws make sense and the authorities are fairly
  consistent in enforcing them (or it’s clear why they’re not consis-
  tent), the players won’t think twice about the law. Develop a few
  unusual laws as points of interest, such as these examples.
  • In one barony in the Shield Lands, lying is illegal, punishable
  by three days in the pillory.
  • In the city of Highfolk, it is against the law to mistreat an animal.
  • Anyone wearing red in the sight of the emperor is imprisoned
  for one month.
  Some places might have laws that directly affect adventurers.
  These laws might specify which weapons can be owned or carried
  by nonnobles or prohibit the use of some weapons even by
  nobles, restricting their use to the royal guard. These laws might
  restrict or prohibit magic use. They might limit the number of
  well-armed people who can gather publicly without a permit or
  sanction. All these laws would be put in place if the ruler or rulers
  of the area were concerned about powerful people roaming
  around uncontrolled—a legitimate worry to those in power. No
  king, duke, or mayor is going to want independent adventurers to
  be more powerful than his own guards, lackeys, or troops (and
  thus himself) unless he trusts them absolutely or has some way to
  control them.
  141
  CHAPTER 5:
  CAMPAIGNS
  
  142
  SOCIAL CLASSES
  Most societies are, to one degree or another, class-based. Use these
  easy definitions for the typical society.
  Upper Class: Nobles, the wealthiest of merchants, and the most
  important leaders (guildmasters, for example) make up the upper
  class. Lawmakers, administrators, and other officials are drawn
  from this class. Having noble blood or being a member of a wealthy
  merchant family allows entrance into the class by birth, while
  attaining wealth or significant position can raise one to this status.
  By virtue of their wealth, adventurers are likely to rise to the up-
  per class quickly. However, they may be rejected by other mem-
  bers of the upper class based on how society around them views
  sword-wielding, spell-slinging, self-governing mercenaries. Other
  members of the upper class might look upon adventurers as
  heroes, but they are just as likely to look upon them as dangerous
  threats to public safety (as well as their personal safety) and to the
  existing sociopolitical structure.
  Middle Class: Merchants, master artisans, educated profes-
  sionals, and most significant guild members make up the middle
  class. Lesser officials such as tax collectors and town clerks are
  sometimes drawn from the middle class. This status is normally
  based on one’s occupation and education. Its primary determinant
  for membership is not birth, but wealth.
  Lower Class: Tradesfolk, journeymen, laborers, subsistence
  farmers, impoverished freeholders, personal servants, and virtu-
  ally everyone else are members of the lower class. Members of the
  lower class tend to be poorer and less educated than middle-class
  people. While sometimes a council of elders or some similar body
  exists to watch over the interests of and argue for the lower class,
  most of the time no officials or lawmakers come from these ranks.
  Slaves: Some cultures (usually evil ones) practice slavery.
  Slaves are lower in station than even members of the lower class.
  Though they need not be uneducated or even unskilled, most
  slaves are laborers or servants.
  MAGIC IN YOUR WORLD
  Some DMs create cities in their campaigns that function just like
  medieval historical towns. They are populated by people who
  aren’t accustomed to (or who don’t believe in) magic, who don’t
  know anything about magical or mythical monsters, and who
  have never seen a magic item.
  This sort of creative work is a mistake. It will cause your players
  serious strain in their belief in the reality of your world for them
  to see that they wield spells and magic items, and the lands and
  dungeons surrounding the city are filled with magic and mon-
  sters, but yet in the middle of the city everything looks and acts
  like Europe during the Middle Ages.
  The presence of magic in your game world forces you to deviate
  from a truly historical setting. When you create anything for your
  world, the idea that magic could possibly alter it should be in the
  back of your mind. Would the king simply surround his castle
  with a wall when levitate and fly spells are common? How do the
  guards of the treasury make sure that someone doesn’t just tele-
  port in or slip through the walls while ethereal?
  Unless you are going to run a divergent game of some sort,
  magic is prevalent enough in the world that it will always be taken
  into account by smart individuals. A merchant wouldn’t be flab-
  bergasted by the idea that someone might try to steal from her
  while invisible. A swindler would be aware that someone might
  be able to detect his thoughts or his lies.
  Magic shouldn’t be something that common people are
  unaware of. Spellcasters may be fairly rare in the big picture, but
  they’re common enough that people know that when Uncle Rufus
  falls off the back of the wagon, they could take him to the temple
  to have the priests heal the wound (although the average peasant
  probably couldn’t afford the price). Only the most isolated farmer
  might not see magic or the results of magic regularly.
  Here are a few points to consider when fitting magic into your
  world.
  • A tavern frequented by adventurers might have a “No detec-
  tions” sign above the bar to allow the patrons to relax in an
  atmosphere where they don’t need to worry about someone
  discerning their alignments, reading their thoughts, figuring
  which of their items are magical, and so on.
  • Merchants might jointly employ a small squad of wizards who
  wander about the marketplace invisibly while watching for
  thieves, casting detect thoughts on suspicious characters, and
  using see invisibility to look for magic-using robbers.
  • The town guard might employ a spellcaster or two (or more) to
  supplement its defensive strength, deal with unruly spellcast-
  ers, and help facilitate interrogations.
  • A court might use detect thoughts or discern lies to help make accu-
  rate judgments in important cases.
  • A town might use simple spells to make life easier, such as
  continual flame to make a sort of streetlight. Very sophisticated
  or wealthy cities might use magic portals to dispose of sewage
  and carpets of flying to deliver urgent messages.
  Magic Items
  The magic items described in Chapter 7 all have prices. The as-
  sumption is that, while they are rare, magic items can be bought
  and sold as any other commodity can be. The prices given are far
  beyond the reach of almost everyone, but the very rich, including
  mid- to high-level PCs, can buy and sell these items or even have
  spellcasters make them to order. In very large cities, some shops
  might specialize in magic items if their clientele is very wealthy or
  includes a large number of adventurer (and such shops would
  have lots of magical protections to ward away thieves). Magic
  items might even be available in normal markets and shops occa-
  sionally. For example, a weaponsmith might have a few magic
  weapons for sale along with her normal wares.
  Superstitions
  Just because magic works and most people are aware of it doesn’t
  mean they know exactly how it works or when it’s in effect. Super-
  stitions (ritual activity that doesn’t produce actual results) are still
  likely to be common. To add some flavor to your world and provide
  details that convey both the quirks and underlying fears and con-
  cerns of a society, invent some superstitions (or adapt some from
  the real world). Consider the following ideas to get you started.
  • Common folk believe that particular charms and trinkets sold
  by a vendor are lucky, when actually they have no magical
  power (such as a rabbit’s foot in the real world).
  • In some cultures, special hand signs or spoken words are oblig-
  atory in certain situations (such as saying “Gesundheit!” after a
  sneeze).
  • Someone claims to be able to see omens in the movements of
  birds. Does he have a good reputation because he tells supersti-
  tious people what they want to hear, or because he actually has
  some sort of magical ability?
  Restrictions on Magic
  In some civilized areas, the use of magic might be restricted or
  prohibited. A license might be required, or perhaps official per-
  mission from the local ruler would enable a spellcaster to use his
  powers, but without such permission, magic use is forbidden. In
  such a place, magic items and in-place magical effects are rare, but
  protections against magic might not be.
  Some localities might prohibit specific spells. It could be a crime
  to cast any spells used to steal or swindle, such as those that bestow
  invisibility or produce illusions. Enchantments (particularly charm
  spells, compulsion effects, suggestion spells, and domination effects)
  tend to be readily forbidden, since they rob their subjects of free
  will. Destructive spells are likewise prohibited, for obvious reason.
  CHAPTER 5:
  CAMPAIGNS
  
  A local ruler could have a phobia about a specific effect or spell
  (such as polymorph effects if she were afraid of being impersonated)
  and enact a law restricting that type of magic.
  RELIGION
  No force affects society more strongly than religion. You need to
  match the religions in your world with the societies you present.
  How does the priesthood interact with the populace? What do most
  people think of the religion, the deity, or the clerics? Most of the time,
  in addition to serving a deity, a religion is geared toward filling some
  niche in society: recordkeeping, officiating at ceremonies, judging
  disputes, tending the poor or sick, defending the community, educat-
  ing the young, keeping knowledge, preserving customs, and so on.
  Sometimes a religious hierarchy is not unified. You can create
  interesting political intrigues by placing different factions of cler-
  ics of the same deity in opposition based on doctrine or approach
  (or even alignment). Different orders within the priesthood might
  be distinguished by different choices of domains. A deity that of-
  fers access to the Good, Knowledge, Law, and War domains might
  have clerics of law and war (the justifiers) opposing those of good
  and knowledge (the prophets).
  The Pantheon and the Campaign Setting
  As an example, here’s how the religions of the deities presented in
  the Player’s Handbook fit into society.
  Boccob: Boccob’s priesthood is usually a somber group that
  takes its pursuit of knowledge and arcana very seriously. The cler-
  ics of the Archmage of the Deities wear purple robes with gold
  trim. Rather than meddle in public affairs and politics, they keep
  to themselves and their own agendas.
  Corellon Larethian: Clergy members who serve the Cre-
  ator of the Elves operate as defenders and champions of their
  race. They often serve as leaders and settle disputes in elven
  communities.
  Ehlonna: The clergy of Ehlonna are hearty woodsfolk. Her
  clerics wear pale green robes and are quick to protect the wood-
  lands against all threats.
  Erythnul: The priesthood of Erythnul maintains a low profile
  in most civilized lands. In savage areas, members of the priesthood
  are known as bullies and murderous tyrants. Many evil
  humanoids worship Erythnul, but their priests do not cooperate
  with each other to advance the overall goals of the religion. Clerics
  of Erythnul favor rust-red garments or blood-stained robes.
  Fharlanghn: Fharlanghn’s clerics are wanderers who seek to
  help fellow travelers. Fharlanghn’s clerics dress in nondescript
  brown or green clothing, and they move around frequently. A trav-
  eler who comes to one of Fharlanghn’s wayside shrines, which are
  common along most well-used roads, won’t find a particular cleric
  watching over a particular shrine more than once.
  Garl Glittergold: Clerics of Garl Glittergold serve gnome com-
  munities as educators and protectors. They teach the young valu-
  able gnome lore and skills using a light-handed humor. They also
  protect their fellow gnomes, ever watchful of the forces of evil
  humanoids that might threaten their community.
  Gruumsh: Gruumsh, the evil god of the orcs, maintains a reli-
  gion based on intimidation and fear. His clerics strive to become
  chieftains of orc tribes or advisors to the chief. Many pluck out
  one of their own eyes to emulate their deity.
  Heironeous: The religious hierarchy of Heironeous is organ-
  ized like a military order. It has a clear chain of command, lines of
  supply, and well-stocked armories. Clerics of Heironeous fight
  against worshipers of Hextor whenever they can and spend the rest
  of their time protecting the civilized lands from the threats of evil.
  Hextor: Strength and power govern Hextor’s priesthood. Al-
  though evil, it is not as secretive as other dark religions. Temples of
  Hextor operate openly in many cities. Clerics of Hextor wear
  black clothing adorned with skulls or gray faces.
  Kord: Kord’s clerics value strength, but not domination. Kord’s
  temples sometimes resemble warrior feasthalls, and his clerics,
  who favor red and white garb, often seem more like fighters.
  Moradin: Moradin’s clerics preside over most formal cere-
  monies in dwarven culture, keep genealogical records, educate
  the young, and serve as part of the defense force of a community.
  Nerull: The Reaper is feared across the lands. His rust-red
  garbed clerics are murderous psychopaths who work in secret,
  plotting against all that is good. They have no overall hierarchy,
  and they even work against each other at times.
  Obad-Hai: Clerics of Obad-Hai have no hierarchy. They treat
  all those of their order as equals. They wear russet-colored cloth-
  ing and maintain hidden woodland shrines that are usually
  located far from civilization. They keep to the wilderness and to
  themselves, rarely getting involved in society.
  Olidammara: Olidammara’s religion is loosely organized at
  best, and few temples are dedicated solely to him. That said, his
  clerics are numerous. They usually work among urban folk or
  wander the countryside. Olidammara’s clerics often work at some
  other profession, in addition to operating as clerics (typically serv-
  ing as minstrels, brewers, or jacks-of-all-trades), and thus can be
  found almost anywhere doing or wearing anything.
  Pelor: The clerics of the Shining One work to aid the poor and
  the sick, and thus most common folk look upon them with great
  favor. Pelor’s temples are sanctuaries for the impoverished and dis-
  eased, and his yellow-robed clerics are usually kind, quiet folk,
  roused only in their opposition against evil.
  St. Cuthbert: The no-nonsense order of St. Cuthbert does not
  suffer fools gladly or abide evil in any way. His clerics concern
  themselves with the needs of the common people over nobles or
  the well educated. They are zealous in their desire to convert
  others to their faith and quick to destroy their opponents.
  Vecna: Vecna’s priesthood is made up of isolated cells of cultists
  who seek dark, arcane secrets to further their evil schemes. Black
  and red are the clerics’ favored colors.
  Wee Jas: Wee Jas’s priesthood has a strict hierarchy. Her clerics
  are known for their discipline and obedience to their superiors.
  They work as officiators at funerals, maintain graveyards, or oper-
  ate libraries of arcane lore. They wear black or gray robes.
  Yondalla: Yondalla’s clerics help other halflings lead safe, pros-
  perous lives by following her guidance. They often serve as com-
  munity leaders.
  Creating New Deities
  You can create your own deities and religions. You’re free to set
  them up however you please. Deities can exist as individuals or as
  a unified pantheon that interacts all the time.
  Each deity should have a portfolio, which describes a sphere or
  spheres of influence. Elements of a portfolio can be concepts such
  as peace or death, events such as war or famine, elements such as
  fire or water, activities such as travel or entertainment, types of
  people or professions such as wizards or smiths, as well as races,
  alignments, places, or outlooks. Deities with similar portfolios
  may work together or may be in conflict, depending on their
  alignments and respective power.
  The domains that a cleric of a deity can choose from should
  always be based on the deity’s portfolio. In general, it’s appropriate
  to assign no more than four domains to any deity. However, some
  deities might need more that four domains to represent the
  breadth of their dominion, while others might need just two or
  three, if they are very focused.
  Polytheism is the assumption in the baseline DUNGEONS &
  DRAGONS setting. You could create a monotheistic world, but a
  strong, singular religion probably wields great political and socio-
  logical power (such as what occurred in Europe during the Dark
  Ages), which is a change with serious implications that might
  ripple throughout your entire campaign setting.
  143
  CHAPTER 5:
  CAMPAIGNS
  
  144
  BUILDING A 
  DIFFERENT WORLD
  The rules in the previous section leave a lot of room for flexibility
  when it comes to creating your world. However, they assume a few
  basic aspects: a medieval level of technology, a Western European
  flavor, and a moderately historical basis. You might want to reach
  beyond these boundaries and create a very different sort of world.
  SOCIETY/CULTURE
  You can deviate from the typical campaign simply by changing the
  cultural basis of the real-world history upon which it is modeled.
  Establishing an African, Mesoamerican, or Arabian campaign can
  be rewarding and entertaining. Don’t, however, feel limited by the
  culture you have chosen. If you don’t like the fact that most his-
  torical African warriors didn’t wear metal armor, ignore it. Though
  the default cultural assumption for most D&D game worlds is
  medieval Europe, most of those worlds deviate widely from his-
  tory, too. Don’t forget all the other basic factors of setting design
  mentioned earlier, either. Lots of magic that actually works will
  change an Arabian campaign as much as a European one.
  Asian Culture
  As an extended example, assume a DM decides that she wants to
  create a campaign setting based not on Western culture, but Asian.
  Specifically, she wants to tailor her creation (in tone and look) to
  feudal Japan and ancient China. She decides not to change the PC
  race selections but disallows anyone from taking bard as a class,
  ruling that it’s strictly Western. She changes the name of the paladin
  class to samurai, and she adjusts the powers of the class to have a non-
  religious basis by basing the class’s special abilities instead on inner
  ki power. She designs new classes for ninjas, wu jen, and kensai.
  Taking a look at the weapon, armor, and equipment lists in
  Chapter 7 of the Player’s Handbook, she sees that most of that mate-
  rial fits her needs, but she adds a number of weapons that she finds
  in her research (detailed on Table 5–3: Asian Weapons).
  Asian Weapons: All the weapons on Table 7–5: Weapons in the
  Player’s Handbook (page 116) work with an Asian campaign. In
  particular, the dagger, trident, shuriken, kama, nunchaku, siang-
  ham, kukri, shortspear, spear, longspear, handaxe, shortbow, com-
  posite shortbow, composite longbow, quarterstaff, light flail, light
  crossbow, sickle, scythe, club, and battleaxe are appropriate.
  The new weapons on Table 5–3: Asian Weapons are detailed below.
  Blowgun: This weapon is used to propel small needles a long dis-
  tance. It is silent, and its needles most often are used to poison foes.
  Needles, Blowgun: These 2-inch-long iron needles are sold in
  small wooden cases of 20. A full case is so light that its weight is
  negligible. The tips of the needles are often coated with poison
  such as greenblood oil, bloodroot, blue whinnis, shadow essence,
  or deathblade.
  Wakizashi: This small, slightly curved short sword is made with
  a skill only masterful weaponsmiths possess. It counts as a master-
  work weapon and grants its wielder a +1 bonus on attack rolls. A
  masterwork weapon’s bonus on attack rolls does not stack with an
  enhancement bonus on attack rolls.
  Kusari-Gama: This small sickle is attached to a length of chain.
  A kusari-gama is an exotic weapon that has reach. It can strike
  opponents 10 feet away. In addition, unlike other weapons with
  reach, it can be used against an adjacent foe. It can be used in all
  respects like a spiked chain (see page 115 of the Player’s Handbook)
  for trip attacks, disarming other foes, and using its wielder’s Dex-
  terity modifier instead of her Strength modifier in attack rolls.
  Katana: While functionally a bastard sword, this sword is the
  most masterfully made nonmagical weapon in existence. It counts
  as a masterwork weapon and grants its wielder a +1 bonus on
  attack rolls. A katana is too large to use in one hand without spe-
  cial training; thus, it is an exotic weapon. A Medium creature can
  use a katana two-handed as a martial weapon, or a Large creature
  can use it one-handed in the same way. With Exotic Weapon Pro-
  ficiency (katana), a Medium creature can use it in one hand. A
  masterwork weapon’s bonus on attack rolls does not stack with an
  enhancement bonus on attack rolls.
  Other Asian Elements:The DM designs her world, filling it with
  feudal lords who each serve a more powerful lord above them and
  rule over the people below them in station. Monasteries are common,
  with monks serving alongside clerics as representatives of spiritual
  enlightenment. Certain arts, such as poetry, theater, and fine art, take
  on a greater importance in society (which is ironic, since she has done
  away with the bard), and so entertainment becomes a skill that almost
  every character needs to succeed in this campaign.
  TECHNOLOGY
  Technology defines a setting as much as culture does. If gunpow-
  der is available, the world changes. Suddenly, a commoner with a
  rifle is a serious threat to an armored soldier, and high castle walls
  are no longer proof against invasion, which makes people, in turn,
  less elitist and isolationist.
  Extremely Low Tech
  A campaign set in a Bronze Age world where weapons are more
  crude and armor is less advanced, or even an Ice Age/Stone Age
  world where metal is barely available (if at all), can be very inter-
  esting. In such a campaign, survival often becomes a central focus,
  since finding food and keeping warm are suddenly much more
  difficult. There might not be shops from which to obtain goods
  (particularly in an Ice Age/Stone Age campaign) or even safe
  places to spend the night. Killing a huge beast means not only vic-
  tory, it also means meat to eat, fur or skin to wear, and bones to
  fashion into weapons and tools.
  Stone Age: Attacks with weapons made of bone or stone have a
  –2 penalty on attack and damage rolls (with a minimum damage
  of 1). Stone-age cultures don’t make bone or stone chainmail—
  they use leather, padded, wood, or bone armor. Historically, only a
  few exceptions to this rule exist, and those forms of armor are all
  made of bronze.
  Bone has hardness 6 and 10 hit points per inch of thickness.
  Stone has hardness 8 and 15 hit points per inch of thickness.
  Bronze Age: Weapons of bronze, while clearly inferior to steel
  items, are not nearly as bad as stone or bone weapons. Attacks with
  weapons made of bronze have a –1 penalty on attack and damage rolls
  (with a minimum damage of 1). Bronze shields have the same protec-
  tive value as steel shields, and their cost and weight are the same. A
  bronze shield has hardness 9 (compared to iron’s 10), however. A
  small bronze shield has 7 hit points, and a large bronze shield has 14
  hit points. While the relative softness of bronze diminishes its useful-
  ness in weapons, it allows elaborately sculpted bronze breastplates. A
  bronze breastplate’s armor bonus is 1 lower than a steel breastplate’s
  (+4), but its maximum Dexterity bonus is 1 higher (also +4).
  Bronze has hardness 9 and 20 hit points per inch of thickness.
  Advancing the Technology Level
  Conversely, a DM could advance the pseudohistorical basis for the
  game a few hundred years and set his campaign in a Renaissance-
  style setting. Doing this would allow him to incorporate weapons
  and maybe a few more bits of equipment from a little later in his-
  tory. Clocks, hot air balloons, printing presses, and even crude
  steam engines might be available. Most important to PCs, how-
  ever, would be the new weapons (see Table 5–4: Renaissance
  Weapons), which are detailed below
  Renaissance Firearms: Firearms should be treated like other
  ranged projectile weapons. Exotic Weapon Proficiency (firearms)
  gains a creature proficiency with all firearms; otherwise, a –4
  penalty is assessed on all attack rolls.
  CHAPTER 5:
  CAMPAIGNS
  
  Gunpowder: While gunpowder burns (1 ounce consumes itself
  in 1 round and illuminates like a sunrod) or even explodes in the
  right conditions, it is chiefly used to propel a bullet out of the
  barrel of a pistol or a rifle, or it is formed into a bomb (see below).
  An ounce of gunpowder is needed to propel a bullet. Gunpowder
  is sold in small kegs (15-pound capacity, 20 pounds total weight,
  250 gp each) and in water-resistant powder horns (2-pound capac-
  ity and total weight, 35 gp for a full powder horn). If gunpowder
  gets wet, it cannot be used to fire a bullet.
  Bullets: These large, round, lead projectiles are sold in bags of 10
  for 3 gp. A bag of bullets weighs 2 pounds..
  Pistol: This firearm holds a single shot and requires a standard
  action to reload.
  Musket: The musket holds a single shot and requires a standard
  action to reload.
  Renaissance Explosive Weapons: These explosives require
  no proficiency to use. Scoring a hit with one of these weapons
  requires a successful ranged touch attack aimed at a square. A
  direct hit with an explosive weapon means that the weapon has hit
  the creature it was aimed at and everyone within the blast radius,
  including that creature, takes the indicated damage.
  If the explosive misses, it still lands somewhere. Roll 1d8 to
  determine the misdirection of the throw, with 1 indicating the
  direction back toward the thrower and 2 through 8 counting
  clockwise around the target square. (See the diagram on page 158
  of the Player’s Handbook.) Then, count 1 square away from the
  target square for every two range increments of the attack.
  Bomb: This round gunpowder bomb must be lit before it is
  thrown. Lighting a bomb is a move action. The explosive deals 2d6
  points of fire damage. Anyone caught within the blast radius can
  make a DC 15 Reflex save to take half damage.
  Smoke Bomb: This cylindrical bomb must be lit before it is
  thrown. Lighting it is a move action. Two rounds after it is lit, this
  nondamaging explosive emits a cloud of smoke (as a fog cloud
  spell) in a 20-foot radius. A moderate wind (11+ mph) disperses
  the smoke in 4 rounds; a strong wind (21+ mph) disperses the fog
  in 1 round.
  Modern and Future Technology
  You could create a setting with high technology. Perhaps a starship
  from a much more highly advanced civilization landed or crashed
  in the campaign world. The crash might have happened long ago,
  so that now the starship is a mysterious, specialized dungeon set-
  ting in its own right, with a special sort of magic (advanced tech-
  nology) and monsters (aliens and robots that survived the crash).
  Or perhaps the advanced civilization was native to the campaign
  world but is now long gone, leaving behind remnants of its
  ancient cities filled with strange secrets, which now form sites for
  adventures. In such a campaign, you could decide that many of the
  strange creatures found in the world result from ancient genetic
  engineering. Finally, perhaps members of some advanced civiliza-
  tion have come to the campaign world with their advanced sci-
  ence and now serve as patrons or overlords. They dole out their
  technology in small doses to those who serve them well.
  No matter what rationale you use to place high-tech items in
  your game, they should always be like very rare magic items or
  artifacts—difficult or impossible to reproduce. Treating them as
  artifacts (see page 277) is most appropriate. They shouldn’t domi-
  nate the game, but should serve as an occasional diversion. It’s fun
  for some players when their characters occasionally use a big gun
  against a dragon rather than a sword, and it’s an interesting diver-
  sion to run into a warbot in a dungeon rather than a band of trolls.
  But in a fantasy game, most players don’t want to do that every day.
  Some advanced technological weapons are detailed below.
  These weapons have no costs provided, because they cannot be
  manufactured. They can only be found as artifacts.
  These weapon statistics also show how to rate something in
  your game that you might not know how to handle. Since you
  probably have a good idea what a pistol is like, or a laser, you can
  deal with such situations on firmer ground. For example, you
  might want to develop a trap that fires large needles rapidly. You
  could use the statistics for an automatic rifle or extrapolate from
  them to get what you want. When explaining the trap, you could
  even describe it to the players as resembling a machine gun to
  help them understand it.
  145
  CHAPTER 5:
  CAMPAIGNS
  Table 5–3: Asian Weapons
  Simple Weapons
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range Increment
  Weight
  Damage Type
  Ranged Weapons
  Blowgun
  1 gp
  1
  1
  ×2
  10 ft.
  2 lb.
  Piercing
  Needles, blowgun (20)
  1 gp
  —
  —
  —
  1
  —
  Martial Weapons
  Light Melee Weapons
  Wakizashi2
  300 gp
  1d4
  1d6
  19–20/×2
  —
  3 lb.
  Slashing
  Exotic Weapons
  Light Melee Weapons
  Kusari-gama3
  10 gp
  1d4
  1d6
  ×2
  —
  3 lb.
  Slashing
  One-Handed Melee Weapons
  Katana4
  400 gp
  1d8
  1d10
  19–20/×2
  —
  6 lb.
  Slashing
  1 No weight worth noting.
  2 Except as indicated, treat a wakizashi as a masterwork short sword.
  3 Reach weapon. 
  4 Except as indicated, treat a katana as a masterwork bastard sword.
  Table 5–4: Renaissance Weapons
  Exotic Weapons (Firearms)
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range Increment
  Weight
  Damage Type
  One-Handed Ranged Weapons
  Pistol
  250 gp
  1d8
  1d10
  ×3
  50 ft.
  3 lb.
  Piercing
  Two-Handed Ranged Weapons
  Musket
  500 gp
  1d10
  1d12
  ×3
  150 ft.
  10 lb.
  Piercing
  Explosive Weapons1
  Cost
  Damage
  Blast Radius
  Range Increment
  Weight
  Damage Type
  Bomb
  150 gp
  2d6
  5 ft.
  10 ft.
  1 lb.
  Fire
  Smoke bomb
  70 gp
  Smoke
  2
  10 ft.
  1 lb.
  —
  1 Bombs and smoke bombs require no proficiency to use.
  2 See description.
  
  146
  The d20 MODERN® Roleplaying Game, a D&D-compatible role-
  playing game for present-day adventures, contains a much more
  extensive treatment of firearms and other high-tech gear.
  Modern Era Firearms: Firearms should be treated like other
  ranged projectile weapons. The Exotic Weapon Proficiency
  (firearms) feat gives a creature proficiency with all firearms; other-
  wise, a –4 penalty is assessed on all attack rolls.
  Ammunition: Modern era firearms use bullets essentially similar
  to those used in Remaissance firearms. Ten bullets weigh 1 pound,
  and a magazine that holds bullets for an automatic weapon weighs
  1/2 pound.
  The new weapons on Table 5–5: Modern Era Weapons are
  detailed below.
  Pistol, Automatic: An automatic pistol can fire fifteen times
  before reloading and can be used to attack more than once per
  round if the user has the ability to make multiple attacks. Releas-
  ing an empty magazine and inserting a new one is a move action.
  Pistol, Revolver: A revolver can fire six times before it needs
  reloading (which requires a full-round action).
  Rifle, Hunting: A hunting rifle can fire five times before it needs
  reloading (which requires a full-round action).
  Rifle, Automatic: An automatic rifle can fire thirty times before it
  needs reloading. Releasing an empty magazine and inserting a
  new one is a move action. As an attack, an automatic rifle can
  instead spray a space 10 feet across with ten bullets. If the attacker
  succeeds on an attack roll against AC 10, everyone in that space
  must make a DC 15 Reflex save or take the weapon’s damage.
  Shotgun: A shotgun is most effective at close range; on any suc-
  cessful attack, a –1 penalty is applied to the damage roll for each
  range increment of the attack. It can fire six times before it needs
  reloading (which requires a full-round action). The weapon uses
  shotgun shells, cylindrical cartridges that have a built-in firing cap
  at their base. They are packed with a mixture of gunpowder and
  small lead pellets.
  Grenade Launcher: A grenade launcher can fire fragmentation or
  smoke grenades using its range increment, but must be reloaded
  each time it fires, requiring a standard action. A grenade launcher
  is a tube set on a metal tripod and equipped with a sighting mech-
  anism. A single smoke grenade or fragmentation grenade easily
  slips into the tube.
  Modern Era Explosive Weapons: These explosive grenade-
  like weapons work just like Renaissance grenadelike weapons (see
  above). for determining how attacks are made and what happens if
  the weapon misses its target.
  Dynamite: This short, thin cylinder of explosive material has a
  fuse that must be lit before it is thrown or set. Lighting a stick of
  dynamite is a move action, and the dynamite goes off in the same
  round or up to several minutes later (depending on how long the
  fuse is). The explosive has a blast radius of 5 feet and deals 2d6
  points of bludgeoning damage. Anyone caught within the blast
  radius can make a DC 15 Reflex save to take half damage.
  It’s possible to bind together several sticks of dynamite so they
  ignite and explode at the same time. Each additional stick in-
  creases the damage by 1d6 (maximum damage 10d6) and the burst
  radius by 5 feet (maximum burst radius 20 feet).
  Grenade, Fragmentation: A fragmentation grenade looks like a
  large egg, sometimes mounted on a 1-foot-long stick with small
  fins. If thrown, it uses its range increment, but if launched from a
  grenade launcher, it uses that weapon’s range increment. Frag-
  mentation grenades are advanced antipersonnel explosives that
  deal slashing damage in a 20-foot radius. Anyone caught within
  the blast radius can make a DC 15 Reflex save to take half damage.
  Grenade, Smoke: A smoke grenade looks like a squat cylinder,
  sometimes mounted on a 1-foot-long stick with small fins. If
  thrown, it uses its range increment, but if launched from a
  grenade launcher, it uses that weapon’s range increment. One
  round after it lands or hits its target, this nondamaging explosive
  emits a cloud of smoke (as the fog cloud spell) in a 20-foot radius.  A
  moderate wind (11+ mph) disperses the smoke in 4 rounds; a
  strong wind (21+ mph) disperses the fog in 1 round.
  Futuristic Weapons: Futuristic weapons are like other ranged
  projectile weapons, though the type of damage they deal is special.
  The Exotic Weapon Proficiency (futuristic) feat gives a creature
  proficiency with all futuristic weapons; otherwise, a –4 penalty is
  assessed on all attack rolls.
  The new weapons on Table 5–6: are detailed below.
  CHAPTER 5:
  CAMPAIGNS
  Table 5–5: Modern Era Weapons
  Exotic Weapons (Firearms)
  Dmg (S)
  Dmg (M)
  Critical
  Range Increment
  Weight
  Damage Type
  One-Handed Ranged Weapons
  Pistol, automatic
  2d4
  2d6
  ×2
  40 ft.
  3 lb.
  Piercing
  Revolver
  2d6
  2d8
  ×2
  30 ft.
  3 lb.
  Piercing
  Two-Handed Ranged Weapons
  Rifle, hunting
  2d8
  2d10
  ×2
  80 ft.
  8 lb.
  Piercing
  Rifle, automatic
  2d6
  2d8
  ×2
  80 ft.
  8 lb.
  Piercing
  Shotgun
  2d6
  2d8
  ×2
  30 ft.
  7 lb.
  Piercing
  Grenade launcher
  1
  1
  —
  70 ft.
  7 lb.
  —
  1 Fires fragmentation grenades or smoke grenades; see the Explosive Weapons table, below.
  Explosive Weapons1
  Damage
  Blast Radius
  Range Increment
  Weight
  Damage Type
  Dynamite
  3d62
  5 ft.2
  10 ft.
  1 lb.
  Bludgeoning
  Grenade, fragmentation
  4d6
  20 ft.
  10 ft.
  1 lb.
  Slashing
  Grenade, smoke
  Smoke
  20 ft.
  10 ft.
  2 lb.
  —
  1 Dynamite and grenades require no proficiency to use.
  2 See description.
  Table 5–6: Futuristic Weapons
  Exotic Weapons (Firearms)
  Dmg (S)
  Dmg (M)
  Critical
  Range Increment
  Weight
  Damage Type
  One-Handed Ranged Weapons
  Laser pistol
  3d4
  3d6
  ×2
  40 ft.
  2 lb.
  —
  Two-Handed Ranged Weapons
  Antimatter rifle
  6d6
  6d8
  ×2
  120 ft.
  10 lb.
  —
  Flamer
  3d41
  3d61
  —
  20 ft.
  8 lb.
  Fire
  Laser rifle
  3d6
  3d8
  ×2
  100 ft.
  7 lb.
  —
  1 See description.
  
  Laser Pistol: A laser pistol fires fifty times before a new energy
  cell (weight 1 pound) needs to be reloaded and has a rate of fire
  equal to the attacker’s number of attacks. Reloading the weapon is
  a move action.
  Antimatter Rifle: An antimatter rifle is a devastating short-range
  attack weapon that can be fired once per round. It holds an energy
  cell (weight 1 pound) that is depleted after two shots. Reloading
  the weapon is a move action.
  Laser Rifle: A laser rifle fires thirty times before a new energy
  cell (weight 1 pound) needs to be reloaded and has a rate of fire
  equal to the attacker’s number of attacks. Reloading the weapon is
  a move action.
  Flamer: A flamer can be fired once per round. Unlike other
  ranged weapons, it deals damage to every square in a 5-foot-wide
  stream extending out to the flamer’s maximum range (200 feet). It
  contains a fuel pack with enough concentrated flamer fuel for ten
  shots. Installing a new fuel pack requires a full-round action.
  ADVENTURING 
  ON OTHER PLANES
  When characters reach higher levels, their grasp extends to other
  dimensions of reality—or, as we call them, planes of existence.
  The PCs may rescue a friend from the evil depths of the Abyss, or
  sail the shining waters of the River Oceanus. They might hoist a
  tankard with the friendly giants of Ysgard, or face the chaos of
  Limbo to reach a wizened githzerai sage.
  The planes of existence in the D&D game world make up the
  D&D cosmology, which is the topic of this section. These planes
  are strange and usually dangerous environments; the strangest of
  them are as unlike the so-called “real world” as any place can be.
  While planar adventures can be dangerous, they can be wondrous
  as well. The characters might visit a plane composed entirely of
  solid fire, or test their mettle on a battlefield where the fallen are
  resurrected with each dawn.
  Because the spells required to reach other planes are all 6th
  level and higher, planar adventures are almost exclusively the
  province of high-level PCs. Not only are the other planes full of
  powerful outsiders and elementals, but the planes themselves
  have deadly environments that only well-prepared adventurers
  can withstand.
  The D&D cosmology has twenty-seven different planes of exis-
  tence, offering everything from the normality of the Material
  Plane (the real world) to the serenity of the Astral Plane to the per-
  vasive evil of the Nine Hells. This section details the traits and char-
  acteristics that certain planes have in common and features a short
  description of each plane that includes a possible adventure site.
  WHAT IS A PLANE?
  The planes of existence are different realities with interwoven con-
  nections. Except for rare linking points, each plane is effectively its
  own universe with its own natural laws. The planes are home to
  more powerful variations of familiar creatures and unique mon-
  sters, all of which have adapted to their strange environments.
  The planes break down into a number of general types: the
  Material Plane, the Transitive Planes, the Inner Planes, the Outer
  Planes, and the demiplanes. 
  Material Plane: This plane is the one most familiar to charac-
  ters and is usually the “home base” for a standard D&D campaign.
  The Material Plane tends to be the most Earthlike of all planes and
  operates under the same set of natural laws that our own real
  world does. Even though the Material Plane is a comfortable place
  for PCs, it is a strange and dangerous environment for many crea-
  tures that are native to other planes but find themselves on the
  Material Plane at least temporarily (perhaps as the result of a
  summon monster spell or similar magic).
  Transitive Planes: These three planes have one important
  common characteristic: Each is used to get from one place to
  another. The Astral Plane is a conduit to all other planes, while the
  Ethereal Plane and the Plane of Shadow both serve as means of
  transportation within the Material Plane they’re connected to.
  These planes have the strongest regular interaction with the Mate-
  rial Plane and are often accessed by using various spells. They have
  native inhabitants as well.
  Inner Planes: These six planes are manifestations of the basic
  building blocks of the universe. Each is made up of a single type of
  energy or element that overwhelms all others. The natives of a par-
  ticular Inner Plane are made of the same energy or element as the
  plane itself.
  Outer Planes: The deities live on the Outer Planes, as do crea-
  tures such as celestials, demons, and devils. Each of the seventeen
  Outer Planes has an alignment, representing a particular moral or
  ethical outlook, and the natives of each plane tend to behave in
  agreement with that plane’s alignment. The Outer Planes are also
  the final resting place of souls from the Material Plane, whether
  that final rest takes the form of calm introspection or eternal
  damnation.
  Demiplanes: This catch-all category covers all extradimen-
  sional spaces that function like planes but have measurable size
  and limited access. Other kinds of planes are theoretically infinite
  in size, but a demiplane might be only a few hundred feet across.
  Access to demiplanes may be limited to particular locations (such
  as a fixed gateway) or particular situations (such as a time of year
  or a weather condition). Some demiplanes are created by powerful
  magic, some naturally evolve, and some appear according to the
  will of the deities.
  In the D&D cosmology, also known as the Great Wheel, the
  planes are connected in a specific fashion, as depicted in the dia-
  gram on page 153. (The diagram does not show demiplanes,
  because the location and even the existence of these extradimen-
  sional spaces is constantly changing.)
  PLANAR TRAITS
  Each plane of existence has its own properties—the natural laws
  of its universe.
  Planar traits are broken down into a number of general areas.
  All planes have the following kinds of traits.
  Physical Traits: These traits determine the laws of physics and
  nature on the plane, including how gravity and time function.
  Elemental and Energy Traits: These traits determine the
  dominance of particular elemental or energy forces.
  Alignment Traits: Just as characters may be lawful neutral or
  chaotic good, many planes are tied to a particular moral or ethical
  outlook.
  Magic Traits: Magic works differently from plane to plane, and
  magic traits set the boundaries for what it can and can’t do.
  Physical Traits
  The two most important natural laws set by physical traits are how
  gravity works and how time passes. Other physical traits pertain to
  the size and shape of a plane and how easily a plane’s nature can be
  altered.
  Gravity: The direction of gravity’s pull may be unusual, and it
  might even change directions within the plane itself.
  Normal Gravity: Most planes have gravity similar to that of the
  Material Plane. That is, if something weighs 10 pounds on the
  Material Plane, it weighs 10 pounds on the other plane as well. The
  usual rules for ability scores, carrying capacity, and encumbrance
  apply. Unless otherwise noted in a description, every plane in the
  D&D cosmology has the normal gravity trait.
  Heavy Gravity:The gravity on a plane with this trait is much more
  intense than on the Material Plane. As a result, Balance, Climb,
  Jump, Ride, Swim, and Tumble checks incur a –2 circumstance
  147
  CHAPTER 5:
  CAMPAIGNS
  
  148
  penalty, as do all attack rolls. All item weights are effectively
  doubled, which might affect a character’s speed. Weapon ranges are
  halved. A character’s Strength and Dexterity scores are not affected.
  Characters who fall on a heavy gravity plane take 1d10 points of
  damage for each 10 feet fallen, to a maximum of 20d10 points of
  damage.
  No Gravity: Individuals on a plane with this trait merely float in
  space, unless other resources (such as magic or force of will) are
  available to provide a direction for gravity’s pull.
  Objective Directional Gravity: The strength of gravity on a plane
  with this trait is the same as on the Material Plane, but the direc-
  tion is not the traditional “down” toward the ground. It may be
  down toward any solid object, at an angle to the surface of the
  plane itself, or even upward, creating a chandelierlike world
  where everyone has to hang on or be thrown out into the void.
  In addition, objective directional gravity may change from
  place to place. The direction of “down” may vary, so individuals
  may suddenly find themselves falling upward (similar to the
  reverse gravity spell) or walking up walls.
  Travelers on planes with objective directional gravity tend to be
  cautious. No one wants to discover the hard way that the 100-foot
  corridor ahead has become a 100-foot-deep pit.
  Subjective Directional Gravity: The strength of gravity on a plane
  with this trait is the same as on the Material Plane, but each indi-
  vidual chooses the direction of gravity’s pull. Such a plane has no
  gravity for unattended objects and nonsentient creatures. This
  sort of environment can be very disorienting to the newcomer,
  but is common on “weightless” planes such as the Plane of Air.
  Characters on a plane with subjective directional gravity can
  move normally along a solid surface by imagining “down” near
  their feet. If suspended in midair, a character “flies” by merely
  choosing a “down” direction and “falling” that way. Under such a
  procedure, an individual “falls” 150 feet in the first round and
  300 feet in each succeeding round. Movement is straight-line
  only. In order to stop, one has to slow one’s movement by chang-
  ing the designated “down” direction (again, moving 150 feet in
  the new direction in the first round and 300 feet per round
  thereafter).
  It takes a DC 16 Wisdom check to set a new direction of gravity
  as a free action; this check can be made once per round. Any char-
  acter who fails this Wisdom check in successive rounds receives a
  +6 bonus on subsequent checks until he or she succeeds.
  Time: The rate of time’s passage can vary on different planes,
  though it remains constant within any particular plane. Time
  becomes interesting when one moves from plane to plane, but it
  still moves at the same apparent rate for the traveler.
  In other words, time is always subjective for the viewer. If
  someone is magically frozen in place for a year, at the end of that
  time he or she thinks mere seconds have passed. But to everyone
  else, a year has elapsed.
  The same subjectivity applies to various planes. Travelers may
  discover that they’ll pick up or lose time while moving among the
  planes, but from their point of view, time always passes naturally.
  Normal Time: This trait describes the way time passes on the
  Material Plane. One hour on a plane with normal time equals one
  hour on the Material Plane. Unless otherwise noted in a descrip-
  tion, every plane in the D&D cosmology has the normal time trait.
  Timeless: On planes with this trait, time still passes, but the
  effects of time are diminished. See the description of the Astral
  Plane, page 154, for an example of how the timeless trait can affect
  certain activities or conditions such as hunger, thirst, aging, the
  effects of poison, and healing.
  The danger of a timeless plane is that once one leaves such a
  plane for one where time flows normally, conditions such as
  hunger and aging do occur retroactively. A character who hasn’t
  eaten for ten years on a timeless plane might be ravenous (though
  not dead), and one who has been “stuck” at age twenty for fifty
  years might now reach age seventy in a heartbeat. Traditional tales
  of folklore tell of places where heroes live hundreds of years, only
  to crumble to dust as soon as they leave.
  Shape and Size: Planes come in a variety of sizes and shapes.
  Most planes (including all of those in the D&D cosmology) are
  infinite, or at least so large that they may as well be infinite.
  Infinite: Planes with this trait go on forever, though they may
  have finite components within them (such as spherical worlds).
  Or they may consist of ongoing expanses in two directions, like a
  map that stretches out infinitely.
  Morphic Traits: This trait measures how easily the basic
  nature of a plane can be changed. Some planes are responsive to
  sentient thought, while others can be manipulated only by
  extremely powerful creatures. And some planes respond to phys-
  ical or magical efforts.
  Alterable Morphic: On a plane with this trait, objects remain
  where they are (and what they are) unless affected by physical
  force or magic. You can build a castle, animate a statue, or grow
  crops in an alterable plane, changing your immediate environ-
  ment as a result of tangible effort. Unless otherwise noted in a
  description, every plane in the D&D cosmology other than the
  Outer Planes has the alterable morphic trait.
  Highly Morphic: On a plane with this trait, features of the plane
  change so frequently that it’s difficult to keep a particular area
  stable. Such planes may react dramatically to specific spells, sen-
  tient thought, or the force of will. Others change for no reason. In
  the D&D cosmology, Limbo is a highly morphic plane.
  Magically Morphic: Specific spells can alter the basic material of a
  plane with this trait. The Plane of Shadow, which can be drawn
  elsewhere and used to duplicate other spells, is a good example of
  a magically morphic plane.
  Divinely Morphic: Specific unique beings (deities or similar great
  powers) have the ability to alter objects, creatures, and the land-
  scape on planes with this trait. Ordinary characters find these
  planes similar to alterable planes in that they may be affected by
  spells and physical effort. But the deities may cause these areas to
  change instantly and dramatically, creating great kingdoms for
  themselves. All of the Outer Planes except for Limbo are divinely
  morphic, which is one reason deities live there.
  Elemental and Energy Traits
  Within the D&D cosmology, four basic elements and two types of
  energy together make up everything. The elements are earth, air,
  fire, and water. The types of energy are positive and negative.
  The Material Plane reflects a balancing of those elements
  and energies; all are found there. Each of the Inner Planes is
  dominated by one element or type of energy. Other planes may
  show off various aspects of these elemental traits. Many planes
  in the D&D cosmology have no elemental or energy traits;
  these traits are noted in a plane’s description only when they
  are present.
  Air-Dominant: Mostly open space, planes with this trait have
  just a few bits of floating stone or other elements. They usually
  have a breathable atmosphere, though such a plane may include
  clouds of acidic or toxic gas. Creatures of the earth subtype, such
  as earth elementals, are uncomfortable on air-dominant planes
  because they have little or no natural earth to connect with. They
  take no actual damage, however.
  Earth-Dominant: Planes with this trait are mostly solid. Trav-
  elers who arrive run the risk of suffocation (see page 304) if they
  don’t reach a cavern or other pocket within the earth. Worse yet,
  individuals without the ability to burrow are entombed in the
  earth and must dig their way out (5 feet per turn). Creatures of the
  air subtype, such as air elementals, are uncomfortable on earth-
  dominant planes because these planes are tight and claustropho-
  bic to them. But they suffer no inconvenience beyond having dif-
  ficulty moving.
  CHAPTER 5:
  CAMPAIGNS
  
  Fire-Dominant: Planes with this trait are composed of flames
  that continually burn without consuming their fuel source. Fire-
  dominant planes are extremely hostile to Material Plane creatures,
  and those without resistance or immunity to fire are soon immo-
  lated. Unprotected wood, paper, cloth, and other flammable mate-
  rials catch fire almost immediately, and those wearing unprotected
  flammable clothing catch on fire (see page 303). In addition, indi-
  viduals take 3d10 points of fire damage every round they are on a
  fire-dominant plane. Creatures of the water subtype are extremely
  uncomfortable on fire-dominant planes. Those that are made of
  water, such as water elementals, take double damage each round.
  While these conditions are typical for all sites on the Elemental
  Plane of Fire, the circumstances are much worse at locations such
  as lava pools, magma rivers, and volcano springs. In the D&D cos-
  mology, parts of some evil-aligned Outer Planes are also fire-dom-
  inant, and they too have their unusually deadly locations.
  Water-Dominant: Planes with this trait are mostly liquid.
  Visitors who can’t breathe water or reach a pocket of air will
  likely drown (see page 304). Creatures of the fire subtype are
  extremely uncomfortable on water-dominant planes. Those
  made of fire, such as fire elementals, take 1d10 points of damage
  each round.
  Positive-Dominant: An abundance of life characterizes planes
  with this trait. The two kinds of positive-dominant traits are
  minor positive-dominant and major positive-dominant.
  A minor positive-dominant plane is a riotous explosion of life
  in all its forms. Colors are brighter, fires are hotter, noises are
  louder, and sensations are more intense as a result of the positive
  energy swirling through the plane. All individuals in a positive-
  dominant plane gain fast healing 2 as an extraordinary ability.
  Major positive-dominant planes go even further. A creature on
  a major positive-dominant plane must make a DC 15 Fortitude
  save to avoid being blinded for 10 rounds by the brilliance of the
  surroundings. Simply being on the plane grants fast healing 5 as
  an extraordinary ability. In addition, those at full hit points gain 5
  additional temporary hit points per round. These temporary hit
  points fade 1d20 rounds after the creature leaves the major posi-
  tive-dominant plane. However, a creature must make a DC 20 For-
  titude save each round that its temporary hit points exceed its
  normal hit point total. Failing the saving throw results in the crea-
  ture exploding in a riot of energy, killing it.
  Negative-Dominant: Planes with this trait are vast, empty
  reaches that suck the life out of travelers who cross them. They
  tend to be lonely, haunted planes, drained of color and filled with
  winds bearing the soft moans of those who died within them. As
  with positive-dominant planes, negative-dominant planes can be
  either minor or major. On minor negative-dominant planes,
  living creatures take 1d6 points of damage per round. At 0 hit
  points or lower, they crumble into ash.
  Major negative-dominant planes are even more severe. Each
  round, those within must make a DC 25 Fortitude save or gain a
  negative level. A creature whose negative levels equal its current
  levels or Hit Dice is slain, becoming a wraith.
  The death ward spell protects a traveler from the damage and
  energy drain of a negative-dominant plane.
  Alignment Traits
  In the D&D cosmology, each of the Outer Planes has a predisposi-
  tion to a certain alignment. Most of the inhabitants of these planes
  also have the plane’s particular alignment, even powerful creatures
  such as deities. In addition, creatures of alignments contrary to the
  plane have a tougher time dealing with its natives and situations. 
  The alignment trait of a plane affects social interactions there.
  Characters who follow other alignments than most of the inhabi-
  tants do may find life more difficult.
  Alignment traits have multiple components. First are the moral
  (good or evil) and ethical (lawful or chaotic) components; a plane
  can have either a moral component, an ethical component, or one
  of each. Second, the specific alignment trait indicates whether
  each moral or ethical component is mildly or strongly evident.
  Good-Aligned/Evil-Aligned: These planes have chosen a side
  in the battle of good versus evil. No plane can be both good-
  aligned and evil-aligned.
  Law-Aligned/Chaos-Aligned: Law versus chaos is the key
  struggle for these planes and their residents. No plane can be both
  law-aligned and chaos-aligned.
  Each part of the moral/ethical alignment trait has a descriptor,
  either “mildly” or “strongly,” to show how powerful the influence
  of alignment is on the plane. A plane could be mildly good-aligned
  and strongly chaos-aligned, for example.
  Mildly Aligned: Creatures who have an alignment opposite
  that of a mildly aligned plane take a –2 circumstance penalty on all
  Charisma-based checks. Evil characters on a mildly good-aligned
  plane, for example, have a hard time getting along with the natives. 
  Strongly Aligned: On planes that are strongly aligned, a –2 cir-
  cumstance penalty applies on all Charisma-based checks made by
  all creatures not of the plane’s alignment—in other words, neutral
  characters take the penalty too. In addition, the –2 penalty affects
  all Intelligence-based and Wisdom-based checks, too: It’s as if the
  plane itself was standing in your way.
  A strongly good-aligned, strongly law-aligned plane would
  apply the –2 penalty to all creatures with a neutral aspect in their
  alignment (as well as to evil or chaotic creatures).
  The penalties for the moral and ethical components of the
  alignment trait do stack. A neutral evil character on a mildly good-
  aligned, strongly chaos-aligned plane would take a –2 penalty on
  Charisma-based checks for being evil on a mildly good plane, and
  another –2 penalty on Intelligence-, Wisdom-, and Charisma-
  based checks for being neutral on a strongly chaos-aligned plane.
  Such a character would have a –4 circumstance penalty on
  Charisma-based checks and a –2 circumstance penalty on Intelli-
  gence- and Wisdom-based checks.
  Neutral-Aligned: A mildly neutral-aligned plane does not
  apply a circumstance penalty to anyone. Such a plane could be-
  come a gathering point where those of different alignments could
  meet, or the prize that extraplanar forces fight over. In the D&D
  cosmology, the Outer Plane known as the Outlands is an example
  of a mildly neutral-aligned plane.
  The Material Plane in the D&D cosmology is considered mildly
  neutral-aligned, though it may contain high concentrations of evil or
  good, law or chaos in places. This fact often makes the Material Plane
  a battleground for the various aligned planes and their natives, who
  may try to change the alignment trait of the Material Plane itself.
  Magic Traits
  A plane’s magic trait describes how magic works on the plane com-
  pared to how it works on the Material Plane. Particular locations
  on a plane (such as those under the direct control of deities) may
  be pockets where a different magic trait applies.
  Normal Magic: This magic trait means that all spells and
  supernatural abilities function as written. Unless otherwise noted
  in a description, every plane in the D&D cosmology has the
  normal magic trait.
  Wild Magic: On a plane with the wild magic trait, such as
  Limbo in the D&D cosmology, spells and spell-like abilities func-
  tion in radically different and sometimes dangerous ways. Any
  spell or spell-like ability used on a wild magic plane has a chance
  to go awry. The caster must make a level check (DC 15 + the level
  of the spell or effect) for the magic to function normally. For spell-
  like abilities, use the level or HD of the creature employing the
  ability for the caster level check and the level of the spell-like abil-
  ity to set the DC for the caster level check.
  Failure on this check means that something strange happens;
  roll d% and consult the following table.
  149
  CHAPTER 5:
  CAMPAIGNS
  
  150
  Impeded Magic: Particular spells and spell-like abilities are
  more difficult to cast on planes with this trait, often because the
  nature of the plane interferes with the spell. Fireball spells may be
  cast on the Elemental Plane of Water, but the opposing natures of
  the spell and the plane makes it difficult.
  To cast an impeded spell, the caster must make a Spellcraft
  check (DC 20 + the level of the spell). If the check fails, the spell
  does not function but is still lost as a prepared spell or spell slot. If
  the check succeeds, the spell functions normally.
  Enhanced Magic: Particular spells and spell-like abilities are
  easier to use or more powerful in effect on planes with this trait
  than they are on the Material Plane.
  Natives of a plane with the enhanced magic trait are aware of
  which spells and spell-like abilities are enhanced, but planar trav-
  elers may have to discover this on their own.
  If a spell is enhanced, certain metamagic feats can be applied to
  it without changing the spell slot required or the casting time.
  Spellcasters on the plane are considered to have that feat or feats
  for the purpose of applying them to that spell. Spellcasters native
  to the plane must gain the feat or feats normally if they want to use
  them on other planes as well.
  For example, spells with the fire descriptor are maximized and
  enlarged on the Elemental Plane of Fire. Wizards on this plane
  can prepare maximized, enlarged versions of their fire spells
  even if they don’t have the Maximize Spell and Enlarge Spell
  feats, and they use the same spell slots they would to cast these
  spells normally (not maximized or enlarged) on the Material
  Plane. Sorcerers on this plane can cast maximized, enlarged fire
  spells without using higher-level slots, and it takes them no extra
  time to do so.
  Limited Magic: Planes with this trait permit only the use of
  spells and spell-like abilities that meet particular qualifications.
  Magic can be limited to effects from certain schools or subschools,
  to effects with certain descriptors, or to effects of a certain level (or
  any combination of these qualities). Spells and spell-like abilities
  that don’t meet the qualifications simply don’t work.
  HOW PLANES INTERACT
  By definition, planes are infinite or near-infinite expanses,
  whether they are flat worlds, layered vaults, or spheres hanging in
  space. How, then, can they interact with each other?
  As a metaphor, imagine the various planes of a cosmology float-
  ing near each other in a three-dimensional constellation or clus-
  ter. They are not necessarily “above” or “below” each other, though
  there is a social tendency to call good-aligned planes “upper”
  planes and evil-aligned planes “lower” planes. What is important
  to the D&D cosmology is whether two given planes are separate,
  coterminous, or coexistent.
  Separate Planes:Two planes that are separate do not overlap or
  directly connect to each other. They are like planets in different
  orbits. Any Outer Plane, for example, has no direct connection
  with the Material Plane. The two planes are separate, and the only
  way to get from one plane to the other is to go through a third
  plane, such as the Astral Plane.
  Coterminous Planes: Planes that touch at specific points are
  coterminous. Where they touch, a connection exists, and travelers
  can leave one reality behind and enter the other. It’s possible, for
  example, to sail from Hades to the Abyss on the River Styx.
  Coexistent Planes: If a link between two planes can be cre-
  ated at any point, the two planes are coexistent. These planes
  overlap each other completely. A coexistent plane can be reached
  from anywhere on the plane it overlaps. When moving on a coex-
  istent plane, it is often possible to see into or interact with the
  plane it coexists with. The Ethereal Plane is coexistent with the
  Material Plane, and inhabitants of the Ethereal Plane can see into
  the Material Plane. With the right magic, inhabitants of the
  Material Plane can likewise see and interact with those on the
  Ethereal Plane (see invisibility and magic missile, for example, both
  affect the Ethereal Plane).
  THE D&D COSMOLOGY
  The D&D cosmology is structured as follows.
  The Material Plane is at its center.
  The Plane of Shadow and the Ethereal Plane are coexistent with
  the Material Plane. All planes, including the Plane of Shadow and
  the Ethereal Plane, are coexistent with the Astral Plane, which
  envelops the whole cosmology like a cloud.
  The six Inner Planes surround the Material Plane. They are sep-
  arate from the Material Plane and from each other (they do not
  have connections between them). They are each coexistent with
  the Astral Plane. Each of the Inner Planes has the appropriate ele-
  mental or energy trait.
  The Outer Planes are arranged in a great wheel around the
  Material Plane. Each Outer Plane is coterminous to the planes on
  CHAPTER 5:
  CAMPAIGNS
  d%
  Effect
  01–19
  Spell rebounds on caster with normal effect. If the spell
  cannot affect the caster, it simply fails.
  20–23
  A circular pit 15 feet wide opens under the caster’s feet; it is
  10 feet deep per level of the caster.
  24–27
  The spell fails, but the target or targets of the spell are
  pelted with a rain of small objects (anything from flowers to
  rotten fruit), which disappear upon striking. The barrage
  continues for 1 round. During this time the targets are
  blinded and must make Concentration checks (DC 15 +
  spell level) to cast spells.
  28–31
  The spell affects a random target or area. The DM should
  randomly choose a different target from among those in
  range of the spell or center the spell at a random place
  within range of the spell. To generate direction randomly,
  roll 1d8 and count clockwise around the compass, starting
  with south. To generate range randomly, roll 3d6. Multiply
  the result by 5 feet for close range spells, 20 feet for
  medium range spells, or 80 feet for long range spells.
  32–35
  The spell functions normally, but any material components
  are not consumed. The spell is not expended from the
  caster’s mind (a spell slot or prepared spell can be used
  again). An item does not lose charges, and the effect does
  not count against an item’s or spell-like ability’s use limit.
  36–39
  The spell does not function. Instead, everyone (friend or foe)
  within 30 feet of the caster receives the effect of a heal spell.
  40–43
  The spell does not function. Instead, a deeper darkness and a
  silence effect cover a 30-foot radius around the caster for
  2d4 rounds.
  44–47
  The spell does not function. Instead, a reverse gravity effect
  covers a 30-foot radius around the caster for 1 round.
  48–51
  The spell functions, but shimmering colors swirl around the
  caster for 1d4 rounds. Treat this a glitterdust effect with a
  save DC of 10 + the level of the spell that generated this
  result.
  52–59
  Nothing happens. The spell does not function. Any material
  components are used up. The spell or spell slot is used up,
  and charges or uses from an item are used up.
  60–71
  Nothing happens. The spell does not function. Any material
  components are not consumed. The spell is not expended
  from the caster’s mind (a spell slot or prepared spell can be
  used again). An item does not lose charges, and the effect
  does not count against an item’s or spell-like ability’s use
  limit.
  72–98
  The spell functions normally.
  99–100
  The spell functions strongly. Saving throws against the spell
  incur a –2 penalty. The spell has the maximum possible effect,
  as if it were cast with the Maximize Spell feat. If the spell is
  already maximized with the feat, there is no further effect.
  
  either side of it but separate from the other Outer Planes. The
  exception is the Concordant Domain of the Outlands, which is
  coterminous to every other Outer Plane and thus serves as a cen-
  tral hub for dealings between outsiders.
  The Outer Planes are coexistent with the Astral Plane. They are
  separate from the Ethereal Plane and the Plane of Shadow, so cer-
  tain spells (ethereal jaunt, for example) aren’t available to a caster on
  the Outer Planes. Each Outer Planes is made up of related layers
  (see Layered Planes, below), and the most common access to an
  Outer Plane is through the top layer of each plane. The good-
  aligned planes, also called the celestial planes or the upper planes,
  are linked by the path of the River Oceanus. The evil-aligned
  planes, also called the infernal planes or the lower planes, are
  linked by the path of the River Styx.
  A large number of finite demiplanes connect all over the place.
  Individual conduits, freestanding portals, and vortices are also
  common.
  Layered Planes
  Infinities may be broken into smaller infinities, and planes into
  smaller, related planes. These layers are effectively separate planes
  of existence, and each layer can have its own planar traits. Layers
  are connected to each other through a variety of planar gates, nat-
  ural vortices, paths, and shifting borders.
  Access to a layered plane from elsewhere usually happens on a
  specific layer: the first layer of the plane, which can be either the
  top layer or the bottom layer, depending on the specific plane.
  Most fixed access points (such as portals and natural vortices)
  reach this layer, which makes it the gateway for other layers of the
  plane. The plane shift spell also deposits the spellcaster on the first
  layer of the plane.
  All layers of a plane are connected to the Astral Plane, so travel-
  ers can reach specific layers directly through spells such as astral
  projection. Often the first layer is the one most hospitable to planar
  travelers.
  Random Planar Destinations
  Spells such as prismatic spray and banishment may send an individ-
  ual to a random plane. To determine where a character winds up,
  roll on Table 5–7: Random Planar Destinations.
  Table 5–7: Random Planar Destinations
  d%
  Plane
  01–05
  Heroic Domains of Ysgard
  06–10
  Ever-Changing Chaos of Limbo
  11–15
  Windswept Depths of Pandemonium
  16–20
  Infinite Layers of the Abyss
  21–25
  Tarterian Depths of Carceri
  26–30
  Gray Waste of Hades
  31–35
  Bleak Eternity of Gehenna
  36–40
  Nine Hells of Baator
  41–45
  Infernal Battlefield of Acheron
  46–50
  Clockwork Nirvana of Mechanus
  51–55
  Peaceable Kingdoms of Arcadia
  56–60
  Seven Mounting Heavens of Celestia
  61–65
  Twin Paradises of Bytopia
  66–70
  Blessed Fields of Elysium
  71–75
  Wilderness of the Beastlands
  76–80
  Olympian Glades of Arborea
  81–89
  Concordant Domain of the Outlands
  90–91
  Elemental Plane of Fire
  92–93
  Elemental Plane of Earth
  94–95
  Elemental Plane of Air
  96–97
  Elemental Plane of Water
  98
  Positive Energy Plane
  99
  Negative Energy Plane
  100
  Demiplane of your choice
  The table assumes that the character’s plane of origin is either
  the Material Plane, the Astral Plane, the Ethereal Plane, or the
  Plane of Shadow. If the character’s plane of origin is instead one of
  the planes mentioned on Table 5–7, then substitute the Material
  Plane for the plane of origin’s line on the table. For example, break-
  ing a staff of power (page 245) on the Elemental Plane of Fire sends
  the wielder to the Material Plane if a 91 is rolled.
  The layer and exact location of an individual’s arrival on the par-
  ticular plane is up to you. Transportation to a random plane does
  not guarantee survival there, and individuals who risk such effects
  should be aware of the dangers.
  PLANE DESCRIPTIONS
  The planes that make up the Great Wheel are briefly described
  below.
  Each of the Transitive Planes and Inner Planes has its own
  random encounter table. The Outer Planes share four random
  encounter tables; use the appropriate one as directed in the plane’s
  description. All the encounter tables in this section are intention-
  ally general; if you’re designing a site-based adventure on another
  plane, use the appropriate table as a starting point for your own
  encounters.
  THE ETHEREAL PLANE
  The Ethereal Plane is a misty, fog-bound dimension that is coexis-
  tent with the Material Plane and often other planes as well. Travel-
  ers within the Ethereal Plane describe the plane as a collection of
  swirling mists and colorful fogs. The Material Plane itself is visible
  from the Ethereal Plane, but it appears muted and indistinct, its
  colors blurring into each other and its edges turning fuzzy. Ethe-
  real denizens watch the Material Plane as though viewing it
  through distorted and frosted glass.
  While it is possible to see into the Material Plane from the
  Ethereal Plane, the Ethereal Plane is usually invisible to those on
  the Material Plane. Normally, creatures on the Ethereal Plane
  cannot attack creatures on the Material Plane, and vice versa. A
  traveler on the Ethereal Plane is invisible, incorporeal, and
  utterly silent to someone on the Material Plane. This makes the
  Ethereal Plane very useful for reconnaissance, spying on oppo-
  nents, and other occasions when it’s handy to move around with-
  out being detected.
  The Ethereal Plane is mostly empty of structures and impedi-
  ments. However, the plane has its own inhabitants. Some of these
  are other ethereal travelers, but the ghosts found here pose a par-
  ticular peril to those who walk the fog.
  It has the following traits.
  • No gravity.
  • Alterable morphic. The plane contains little to alter, however.
  • Mildly neutral-aligned.
  • Normal magic. Spells function normally on the Ethereal Plane,
  though they do not cross into the Material Plane. It is possible
  for a caster on the Ethereal Plane to use a fireball spell against an
  enemy on the Ethereal Plane, but the same fireball wouldn’t
  affect anyone on the corresponding part of the Material Plane.
  A bystander on the Material Plane can walk through an ethereal
  battlefield without feeling more than the hair on the back of his
  neck standing up.
  The only exceptions are spells and spell-like abilities that have the
  force descriptor, such as magic missile and wall of force, and abjura-
  tion spells that affect ethereal beings. Spellcasters on the Material
  Plane must have some way to detect foes on the Ethereal Plane
  before targeting them with force-based spells, of course. While it’s
  possible to hit ethereal enemies with a magic missile spell cast on
  the Material Plane, the reverse isn’t possible. No magical attacks
  cross from the Ethereal Plane to the Material Plane, including
  force attacks.
  151
  CHAPTER 5:
  CAMPAIGNS
  
  152
  Example Ethereal Site: Misty Cemetery
  Misty Cemetery (so named because the coastal fog at this location
  on the Material Plane often obscures the tombstones) is home to
  the ghosts of warlords from long-forgotten crusades. The ghosts
  menace wayward travelers and tomb robbers, but they are other-
  wise content to spend their time on the Ethereal Plane, biding
  their time until they can pass on to their final reward.
  The ghosts rarely confront mourners or other cemetery visitors
  by daylight—but anyone who visits the cemetery at night, defaces
  the crypts and tombs, or enters the Ethereal Plane invites their
  wrath. Their ringleaders are Durek of the Scar (Ftr 12), Colonel
  Harakh (Ftr 5/Clr 9), and the Eyeless One (Sor 16), but the ceme-
  tery is a vast, sprawling place, and the more powerful ghosts can’t
  be everywhere.
  To draw a map of the Misty Cemetery, scatter small crypts
  across the landscape by drawing 10-foot-by-20-foot buildings with
  masonry walls and locked (Open Lock DC 30) iron doors. Place a
  tombstone in rows of adjacent squares (a tombstone functions as
  the slender pillar described on page 64, providing a +2 bonus to
  Armor Class and a +1 bonus on Reflex saves). Occasionally pick
  two adjacent squares to represent an open grave (which functions
  as a trench, described on page 91). When faced with intruders on
  the Ethereal Plane, the ghosts will lurk within the crypts, trying to
  surprise the PCs by striking through the walls of the crypts.
  Ethereal Plane Encounters (EL 9)
  d%
  Encounter
  Average EL
  01–80
  Roll on relevant Material Plane table*
  —
  81–82
  1 devourer
  11
  83
  1 couatl
  10
  84–86
  1 night hag and 1 nightmare
  10
  87
  10th-level drow wizard NPC
  10
  88–90
  1d4 xills
  9
  91–93
  1d3 ghosts, 5th-level human fighters
  9
  94–96
  1d6+5 blink dogs
  8
  97
  1d4+2 jann
  8
  98–99
  1d4 phase spiders
  8
  100
  1 succubus (demon)
  7
  * The encounter is with a creature or creatures on the Material Plane
  that the PCs can see; generate an appropriate dungeon or
  wilderness encounter.
  PLANE OF SHADOW
  The Plane of Shadow is a dimly lit dimension that is both coter-
  minous to and coexistent with the Material Plane. It overlaps the
  Material Plane much as the Ethereal Plane does, so a planar trav-
  eler can use the Plane of Shadow to cover great distances quickly.
  The Plane of Shadow is also coterminous to other planes. With
  the right spell, a character can use the Plane of Shadow to visit
  other realities.
  The Plane of Shadow is a world of black and white; color itself
  has been bleached from the environment. It is otherwise appears
  similar to the Material Plane. 
  The sky on the Plane of Shadow is a black vault with neither sun
  nor stars. Landmarks from the Material Plane are recognizable on
  the Plane of Shadow, but they are twisted, warped things—dimin-
  ished reflections of what can be found on the Material Plane.
  Despite the lack of light sources, various plants, animals, and
  humanoids call the Plane of Shadow home.
  The Plane of Shadow is magically morphic, and parts continu-
  ally flow onto other planes. As a result, creating a precise map of
  the plane is next to impossible, despite the presence of landmarks.
  If a traveler visits a mountain range during one use of a shadow
  walk spell, the mountain range may still be there the next time,
  but the individual mountains may have moved about. Precision is
  a lost cause on the Plane of Shadow.
  The Plane of Shadow has the following traits.
  • Magically morphic. Spells such as shadow conjuration and shadow
  evocation modify the base material of the Plane of Shadow. The
  utility and power of these spells within the Plane of Shadow
  make them particularly useful for explorers and natives alike.
  • Mildly neutral-aligned.
  • Enhanced magic. Spells with the shadow descriptor are en-
  hanced on the Plane of Shadow. Such spells are cast as though
  they were prepared with the Maximize Spell feat, though they
  don’t require the higher spell slots.
  Furthermore, specific spells become more powerful on the Plane
  of Shadow. Shadow conjuration and shadow evocation spells are 30%
  as powerful as the conjurations and evocations they mimic (as
  opposed to 20%). Greater shadow conjuration and greater shadow evo-
  cation are 70% as powerful (not 60%), and a shades spell conjures at
  90% of the power of the original (not 80%).
  • Impeded magic. Spells that use or generate light or fire may
  fizzle when cast on the Plane of Shadow. A spellcaster attempt-
  ing a spell with the light or fire descriptor must succeed on a
  Spellcraft check (DC 20 + the level of the spell). Spells that
  produce light are less effective in general, because all light
  sources have their ranges halved on the Plane of Shadow.
  Despite the dark nature of the Plane of Shadow, spells that pro-
  duce, use, or manipulate darkness are unaffected by the plane.
  Example Shadow Site: Dark City
  When the characters enter the Plane of Shadow where it coex-
  ists with a Material Plane city, they find themselves in a dark,
  largely abandoned version of that town. The parallels are not
  exact, so the PCs’ favorite inn may be on a different street, be
  built in a different style, or lie in ruins.
  Differences between a Material Plane city and its Plane of
  Shadow counterpart can be quite significant, such as a huge dark
  castle where none exists on the Material Plane, or an ancient
  battlefield where the city green should be. Most troubling of all
  are the shadowy echoes of people the traveler knows, shadow crea-
  tures with the twisted but still recognizable features of loved ones.
  These shadow duplicates do not speak and have no special abili-
  ties, but the effect is disconcerting nonetheless.
  Shadow travelers in a place particularly familiar or meaningful
  to them must succeed on a DC 15 Will save to ignore such dark
  mirages. Those who fail are haunted and rattled by the similarities,
  taking a –2 morale penalty on attack rolls and saving throws as
  long as they remain in a location familiar to them. Travelers who
  make their saves are unaffected by the dark mirages for the dura-
  tion of their trip to the Plane of Shadow.
  Not everything in a dark city is a mirage. Undead shadows glide
  through the streets looking for anyone who doesn’t belong amid
  the gloom, and bodaks that have found their way onto the Plane of
  Shadow stalk living travelers.
  To draw a map for encounters in a dark city, start by drawing a
  normal cityscape (as described in the Urban Adventures section,
  page 98). Then reduce roughly one-quarter of the buildings to
  rubble (treat as large piles of stone and heavy debris strewn about).
  Another one-quarter of the buildings have some structural dam-
  age, such as gaping holes in the walls and collapsed roof timbers.
  Finally, move a few buildings into locations that don’t correspond
  with their Material Plane counterparts, and add and subtract a few
  streets and alleys.
  Plane of Shadow Encounters (EL 11)
  d%
  Encounter
  Average EL
  01–10
  1 nightwing (nightshade)
  14
  11–20
  1 lich, 11th-level human wizard
  13
  21–40
  1d4+2 spectres
  11
  41–60
  1 dread wraith
  11
  61–80
  1d3 greater shadows
  10
  81–100
  1d6+3 shadow mastiffs
  10
  CHAPTER 5:
  CAMPAIGNS
  
  D&D Cosmology:
  The Great 
  Wheel
  Key
  Material Plane
     1) Material Plane
  Transitive Planes
     2) Ethereal Plane*
     3) Plane of Shadow*
     4) Astral Plane
  Inner Planes
     5) Positive Energy Plane
     6) Elemental Plane of Fire
     7) Elemental Plane of Earth
     8) Negative Energy Plane
     9) Elemental Plane of Water
   10) Elemental Plane of Air
  Outer Planes
    11) Celestia
    12) Bytopia
    13) Elysium
    14) The Beastlands
    15) Arborea
    16) Ysgard
    17) Limbo
    18) Pandemonium
    19) The Abyss
    20) Carceri
    21) The Gray Waste
    22) Gehenna
    23) The Nine Hells
    24) Acheron
    25) Mechanus
    26) Arcadia
    27) The Outlands
  * The Ethereal Plane and the Plane of Shadow are coexistent with the Material Plane.
  Top View
  showing main planar
  relationships
  showing Outlands connected
  to all other Outer Planes
  Side View
  D&D Cosmology:
  The Great 
  Wheel
  Key
  Material Plane
     1) Material Plane
  Transitive Planes
     2) Ethereal Plane*
     3) Plane of Shadow*
     4) Astral Plane
  Inner Planes
     5) Positive Energy Plane
     6) Elemental Plane of Fire
     7) Elemental Plane of Earth
     8) Negative Energy Plane
     9) Elemental Plane of Water
   10) Elemental Plane of Air
  Outer Planes
    11) Celestia
    12) Bytopia
    13) Elysium
    14) The Beastlands
    15) Arborea
    16) Ysgard
    17) Limbo
    18) Pandemonium
    19) The Abyss
    20) Carceri
    21) The Gray Waste
    22) Gehenna
    23) The Nine Hells
    24) Acheron
    25) Mechanus
    26) Arcadia
    27) The Outlands
  * The Ethereal Plane and the Plane of Shadow are coexistent with the Material Plane.
  Top View
  showing main planar
  relationships
  showing Outlands connected
  to all other Outer Planes
  Side View
  
  154
  THE ASTRAL PLANE
  The Astral Plane is the space between the planes. When a charac-
  ter moves through an interplanar portal or projects her spirit to a
  different plane of existence, she travels through the Astral
  Plane. Even spells that allow instantaneous movement
  across a plane, such as dimension door, briefly
  touch the Astral Plane.
  The Astral Plane is a great, endless sphere of
  clear silvery sky, both above and below. Large
  tube-shaped clouds slowly coil into
  the distance, some appearing like
  thunderheads and others looking
  like immobile tornadoes of gray
  wind. Erratic whirlpools of
  color flicker in midair like
  spinning coins. Occasional
  bits of solid matter can be
  found here, but most of the Astral
  Plane is an endless, open domain.
  Both planar travelers and refugees
  from other planes call the Astral Plane
  home. The most prominent denizens of the
  Astral Plane are the githyanki, an outcast race
  that preys on travelers throughout the plane. 
  The Astral Plane has the following traits.
  • Subjective directional gravity.
  • Timeless. Age, hunger, thirst, poison,
  and natural healing don’t function in
  the Astral Plane, though they resume
  functioning when the traveler leaves
  the Astral Plane.
  • Mildly neutral-aligned.
  • Enhanced magic. All spells and
  spell-like abilities used within
  the Astral Plane may be em-
  ployed as if they were im-
  proved by the Quicken
  Spell feat. Already quick-
  ened spells and spell-like
  abilities are unaffected,
  as are spells from magic
  items. Spells so quickened
  are still prepared and cast at their unmodified level. As
  with the Quicken Spell feat, only one quickened spell can
  be cast per round.
  Example Astral Site: Silver Sky
  The characters are surrounded by a silver-gray haze that stretches
  endlessly in all directions. The map’s only feature is a colorful 10-foot-
  diameter pool that provides a natural portal to another plane (deter-
  mined randomly). Some 70% of color pools are one-way portals.
  Astral Plane Encounters (EL 11)
  d%
  Encounter
  Average EL
  01–15
  1 astral deva (angel)
  14
  16–25
  1 young adult red dragon
  13
  26–40
  10th-level human cleric NPC and 
  12
  10th-level goblin rogue NPC
  41–50
  1 devourer
  11
  51–65
  1d4 efreet
  11
  66–75
  1 cauchemar (nightmare)
  11
  76–90
  1d3 mind flayers
  10
  91–100
  1d3 noble djinn (genie)
  8
  If characters explore this part of the Astral Plane, they’ll dis-
  cover more color pools that lead elsewhere. It takes 1d4×10 hours
  to find a color pool that leads to a particular plane.
  CHAPTER 5:
  CAMPAIGNS
  Illus. by J. Jarvis
  Githyanki pirates 
  lurk on the 
  Astral Plane
  
  But the PCs aren’t alone in the serene haze of the Astral
  Plane. Githyanki pirates cruise the color pools, looking for
  well-heeled travelers from other planes. A typical githyanki
  pirate ship is a longship (described on page 132 of the Player’s
  Handbook) that flies under its own power at a speed of 90 feet.
  The pirate captain (githyanki Ftr11 or Ftr6/Rog5) leads his
  crew into battle, with a war-wizard (githyanki Wiz9) or merce-
  nary cleric (tiefling Clr9) providing support to the rank-and-
  file pirates. (Githyanki are never clerics themselves, so they
  must hire mercenary clerics because natural healing doesn’t
  work on the Astral Plane.)
  The githyanki use the enhanced magic of the Astral Plane to
  good effect, taking full attacks, then using their dimension door
  spell-like ability as a free action to confound their enemies.
  ELEMENTAL PLANE OF AIR
  The Elemental Plane of Air is an empty plane, consisting of sky
  above and sky below. Clouds billow up in bank after bank,
  swelling into grand thunderheads and dissipating into wisps like
  cotton candy. The wind pulls and tugs around travelers, and rain-
  bows glimmer in the distance.
  The Elemental Plane of Air is the most comfortable and surviv-
  able of the Inner Planes, and it is the home of all manner of air-
  borne creatures. Indeed, flying creatures find themselves at a great
  advantage on this plane. While travelers without flight can sur-
  vive easily here, they are at a disadvantage.
  The Elemental Plane of Air has the following traits.
  • Subjective directional gravity. Inhabitants of the plane deter-
  mine their own “down” direction. Objects not under the motive
  force of others do not move.
  • Air-dominant.
  • Enhanced magic. Spells and spell-like abilities that use, ma-
  nipulate, or create air (including spells of the Air domain) are
  both empowered and enlarged (as if the Empower Spell and
  Enlarge Spell metamagic feats had been used on them, but the
  spells don’t require higher-level slots).
  • Impeded magic. Spells and spell-like abilities that use or create
  earth (including spells of the Earth domain and spells that
  summon earth elementals or outsiders with the earth subtype)
  are impeded.
  Example Plane of Air Site: Cloud Island
  What appears to be a white cumulus cloud is actually as solid as
  earth, if somewhat difficult to move across (treat as a shallow bog;
  see page 88). Creatures with a fly speed can force themselves
  through the cloud island (effectively giving them a burrow speed
  of 10 feet). Some 2d4 pillars of fog 10 feet across drift across the
  landscape (they provide concealment as the obscuring mist spell,
  moving 10 feet in a random direction at initiative count 0). The
  cloud island is about 1/2 mile wide and 1d10×5 feet thick at any
  given point.
  Elemental Plane of Air Encounters (EL 10)
  d%
  Encounter
  Average EL
  01–20
  1d4+2 noble djinn (genie)
  12
  21–32
  1 elder air elemental
  11
  33–47
  1d3 elder arrowhawks
  10
  48–62
  1d4+2 belkers 
  10
  63–74
  1 greater air elemental
  9
  75–84
  1d4+2 adult arrowhawks
  9
  85–92
  1 invisible stalker
  7
  93–100
  1 Huge air elemental
  7
  Floating in serene contemplation in the center of the cloud
  island is a noble djinn (see page 115 of the Monster Manual). If char-
  acters capture her (by defeating her without killing her or driving
  her away), she will grant three wishes collectively to the party. She is
  eager to talk to visitors from the Material Plane, where she spent
  more than a century trapped by an evil wizard. If characters can
  improve her attitude to friendly (it starts out indifferent), she’ll offer
  the characters a bargain. She will grant three wishes to the party if
  the characters will first avenge her imprisonment by capturing the
  evil Material Plane conjurer and returning him to this cloud island,
  where the djinn will arrange for “long-term detention.”
  ELEMENTAL PLANE OF EARTH
  The Elemental Plane of Earth is a solid place made of rock, soil,
  and stone. An unwary and unprepared traveler may find himself
  entombed within this vast solidity of material and have his life
  crushed into nothingness, his powdered remains a warning to any
  foolish enough to follow.
  Despite its solid, unyielding nature, the Elemental Plane of
  Earth is varied in its consistency, ranging from relatively soft soil
  to veins of heavier and more valuable metal. Striations of granite,
  volcanic rock, and marble interweave with brittle crystal and soft,
  crumbling chalks and sandstones. Thin veins of gemstones, rough
  and huge, can be found within the plane, and these unpolished
  jewels often lead the greedy to this plane in the hope of picking
  them up with minimal effort. Such prospectors often meet their
  match in the natives of the Elemental Plane of Earth, who feel
  extremely attached (sometimes literally) to parts of their home.
  The Elemental Plane of Earth has the following traits.
  • Earth-dominant.
  • Enhanced magic. Spells and spell-like abilities that use, ma-
  nipulate, or create earth or stone (including those of the Earth
  domain) are both empowered and extended (as if the
  Empower Spell and Extend Spell metamagic feats had been
  used on them, but the spells don’t require higher-level slots).
  Spells and spell-like abilities that are already empowered or
  extended are unaffected by this benefit.
  • Impeded magic. Spells and spell-like abilities that use or create
  air (including spells of the Air domain and spells that summon
  air elementals or outsiders with the air subtype) are impeded.
  Example Plane of Earth Site:  Great Dismal Delve
  Essentially a dungeon the size of a continent, the Great Dismal
  Delve is a maddening maze of passages that are intentionally be-
  wildering to the traveler. A variety of powerful genie lords and
  their slave races live here in dark splendor, eagerly mining gems
  for trade. Slaves, often the losers in bets and bargains with the
  rulers of the Great Dismal Delve, build and rebuild passages, fend
  off elemental attacks, and are otherwise slowly worked to death by
  their uncaring masters.
  Glowing crystals line the Great Dismal Delve, and great vaults
  are set with them in star patterns unlike any seen on the Material
  Plane. The Great Dismal Delve spans a number of large, natural
  caverns that are tectonically unstable. Earthquakes (with an effect
  as the spell; see page 225 of the Player’s Handbook) are frequent
  occurrences, which keeps the slaves busy doing repair work.
  The connections and passages of the Great Dismal Delve
  link up with a complicated array of portals leading to other
  Inner Planes, the subterranean reaches of some of the Outer
  Planes, and the deepest dungeons of the Material Plane. It is
  rumored that somewhere within the Great Dismal Delve is a
  freestanding portal to almost every secret location within the
  D&D cosmology.
  Elemental Plane of Earth Encounters (EL 10)
  d%
  Encounter
  Average EL
  01–25
  1 elder earth elemental
  11
  26–50
  1d4+2 average xorns
  10
  51–75
  1d3 elder xorns
  10
  76–90
  1 greater earth elemental
  9
  91–100
  1 Huge earth elemental
  7
  155
  CHAPTER 5:
  CAMPAIGNS
  
  156
  A map of the Great Dismal Delve looks like any dungeon, only
  it stretches far beyond what’s available on the Material Plane. The
  Great Dismal Delve is a mix of natural caverns and finely worked
  passageways. Doors, corridors, and rooms are as likely to be
  trapped as they are in the deadliest dungeon, and almost any mon-
  ster can be found either lurking in its lair or stalking the PCs
  through the hallways.
  ELEMENTAL PLANE OF FIRE
  Everything is alight on the Elemental Plane of Fire. The ground is
  nothing more than great, evershifting plates of compressed flame.
  The air ripples with the heat of continual firestorms, and the
  most common liquid is magma, not water. The oceans are
  made of liquid flame, and the mountains ooze
  with molten lava. The plane is a crema-
  torium for the unprepared traveler
  and an uncomfortable spot even for
  the dedicated adventurer.
  Fire survives here without
  need for fuel or air, but flam-
  mables brought onto the
  plane are consumed readily.
  The elemental fires seem
  to feed on each other to
  produce a continually
  burning landscape.
  The Elemental Plane
  of Fire has the following
  traits.
  •
  Fire-dominant.
  •
  Enhanced magic.
  Spells and spell-
  like abilities with the
  fire descriptor are both
  maximized and enlarged
  (as if the Maximize Spell
  and Enlarge Spell had been
  used on them, but the spells
  don’t require higher-level slots).
  Spells and spell-like abilities
  that are already maxi-
  mized or enlarged are un-
  affected by this benefit.
  •
  Impeded magic. Spells and spell-like
  abilities that use or create water (includ-
  ing spells of the Water domain and spells
  that summon water elementals or outsiders
  with the water subtype) are impeded.
  Example Plane of Fire Site: City of Brass
  The City of Brass is populated by powerful efreet and is considered
  by many efreet to be their home and their capital. Efreet may be
  found elsewhere on the Elemental Plane of Fire, but even far-
  flung settlements owe fealty and allegiance to the grand sultan
  who rules the City of Brass from his burning palace. The grand
  sultan is said to be an efreeti of singular power and prowess, and is
  advised by all manner of elemental nobles. His direct servants,
  both in the city and on the Material Plane, are six lords of consid-
  erable power.
  The city is cradled in a brass hemisphere 40 miles across, float-
  ing above a plate of cracked obsidian at the heart of the Elemental
  Plane of Fire. Stairs of burning basalt and rivers of flame stream
  up from the surface below to the well-armed gates of the city. The
  city walls may be breached by flying creatures, but the efreet take
  a dim view of interlopers who refuse to present themselves at one
  of the city’s gates.
  The City of Brass is the best known location on the Elemental
  Plane of Fire and is also the most likely to be visited by travelers
  from the Material Plane. The air is slightly cooler here; it deals no
  damage (unlike everywhere else on this fire-dominant plane), but
  it is still stiflingly hot. That doesn’t mean the City of Brass is par-
  ticularly hospitable. Every brass wall glows with heat, and casual
  contact with the walls deals 1d6 points of fire damage per round.
  Even the iron cobblestones glow with heat, dealing 1 point of
  fire damage per round. Without the aid of magic, visitors soon
  writhe and burn in the streets.
  The City of Brass has the mildly evil-aligned trait. Good-aligned
  creatures within the City of Brass take a –2 penalty on all Cha-
  risma-based checks. This alignment trait is due in part to the
  nature of the efreet within the walls, but the city also has a
  number of freestanding portals leading to the Nine Hells of
  Baator. Devils are common within the
  walls of the City of Brass, either
  performing missions for
  their infernal masters or
  bringing tribute and gifts
  to the grand sultan’s
  court.
  To make an en-
  counter map for the
  City of Brass, use the
  guidelines in the Ur-
  ban Adventures section
  (page 98), but the build-
  ings are half again as tall
  as they would be in a
  Material Plane city,
  and most have a
  plethora of exterior
  staircases, ledges,
  and balconies. In-
  clude some pools of
  magma, which deals 2d6
  points of fire damage to
  characters who wade
  through it and 20d6
  points of fire damage
  to creatures who are
  fully immersed. Some
  pedestals and sconces
  spout blasts of flame
  every 1d4 rounds
  (dealing 5d6 points of
  fire damage to everyone
  within 20 feet at initiative
  count 0; Reflex DC 14 half).
  At the center of the city are its tallest towers and greatest foun-
  tains of flame. Here is the Burning Palace of the Grand Sultan of
  All the Efreet, where he rules from the Charcoal Throne. It is said
  that within the great palace are wonders beyond belief and trea-
  sure beyond counting. But here also is found death for any unin-
  vited guest who seeks to wrest even a single coin or bauble from
  the treasure rooms of the grand sultan.
  Elemental Plane of Fire Encounters (EL 10)
  d%
  Encounter
  Average EL
  01–15
  1d4+2 efreet (genie)
  12
  16–40
  1 elder fire elemental
  11
  41–60
  1d4+2 average salamanders
  10
  61–75
  1 noble salamander
  10
  76–90
  1 greater fire elemental
  9
  91–100
  1 Huge fire elemental
  7
  CHAPTER 5:
  CAMPAIGNS
  Illus. by R. Mimura
  Elemental Plane of Fire
  
  ELEMENTAL PLANE OF WATER
  The Elemental Plane of Water is a sea without a floor or a surface,
  an entirely fluid environment lit by a diffuse glow. It is one of the
  more hospitable of the Inner Planes once a traveler gets past the
  problem of breathing the local medium.
  The eternal oceans of this plane vary between ice cold and boil-
  ing hot, between saline and fresh. They are perpetually in motion,
  wracked by currents and tides. The plane’s permanent settlements
  form around bits of flotsam and jetsam suspended within this end-
  less liquid. These settlements drift on the tides of the Elemental
  Plane of Water.
  The Elemental Plane of Water has the following traits.
  • Subjective directional gravity. The gravity here works similar to
  that of the Elemental Plane of Air. But sinking or rising on the
  Elemental Plane of Water is slower (and less dangerous) than on
  the Elemental Plane of Air.
  • Water-dominant.
  • Enhanced magic. Spells and spell-like abilities that use or create
  water are both extended and enlarged (as if the Extend Spell
  and Enlarge Spell metamagic feats had been used on them, but
  the spells don’t require higher-level slots). Spells and spell-like
  abilities that are already extended or enlarged are unaffected by
  this benefit.
  • Impeded magic. Spells and spell-like abilities with the fire
  descriptor (including spells of the Fire domain) are impeded.
  Example Water Site: Sargasso Doldrum
  A spherical tangle of kelp and seaweed a mile across, the sargasso
  doldrum is home to many dangerous predators that feed on the
  herbivorous fish that eat the seaweed.
  Characters who explore the sargasso doldrum find it tough
  going. Even if they have a swim speed, it takes 2 squares of move-
  ment to struggle through each square in the web of kelp. Only
  those with a freedom of movement or pass without trace spell can move
  normally through the area. Line of sight is limited to 30 feet, and
  creatures more than 20 feet away have concealment.
  The sargasso doldrum is infested with dire sharks, who attack in
  great hunting schools without regard to their own safety. More
  sinister foes such as aboleths and black dragons study interlopers
  as they fight the sharks, deciding how best to hunt them if they
  stay among the seaweed.
  Elemental Plane of Water Encounters (EL 10)
  d%
  Encounter
  Average EL
  01–20
  1 elder water elemental
  11
  21–45
  1d3 elder tojanidas
  11
  46–65
  1d4+2 adult tojanidas
  9
  66–85
  1 greater water elemental
  9
  86–100
  1 Huge water elemental
  7
  A ruined war galley sits in the center of the sargasso doldrum.
  The ship, protected by a neutral alignment, maximized forbiddance
  spell, holds the treasure trove of a powerful water naga wizard. The
  aboleths and black dragons don’t know what’s in the ship’s hold;
  they would just hire neutral creatures to extract the riches if they
  found out what they could gain.
  To draw an encounter map for the doldrums, include some ir-
  regular clusters of adjacent squares roughly 15 feet across. These
  squares, representing particularly dense clots of sargasso, function
  as heavy undergrowth (see page 87).
  NEGATIVE ENERGY PLANE
  The Negative Energy Plane is a barren, empty place, a void with-
  out end, and a place of empty, endless night. Worse, it is a needy,
  greedy plane, sucking the life out of anything that is vulnerable.
  Heat, fire, and life itself are all drawn into the maw of this plane,
  which always hungers for more.
  To an observer, there’s little to see on the Negative Energy
  Plane. It is a dark, empty place, an eternal pit where a traveler can
  fall until the plane itself steals away all light and life.
  The Negative Energy Plane is the most hostile of the Inner
  Planes, and the most uncaring and intolerant of life. Only crea-
  tures immune to its life-draining energies can survive there.
  The Negative Energy Plane has the following traits.
  • Subjective directional gravity.
  • Major negative-dominant. Some areas within the plane have
  only the minor negative-dominant trait, and these islands tend
  to be inhabited.
  • Enhanced magic. Spells and spell-like abilities that use negative
  energy are maximized (as if the Maximize Spell metamagic feat
  had been used on them, but the spells don’t require higher-level
  slots). Spells and spell-like abilities that are already maximized
  are unaffected by this benefit. Class abilities that use negative
  energy, such as rebuking and controlling undead, gain a +10
  bonus on the roll to determine Hit Dice affected.
  • Impeded magic. Spells and spell-like abilities that use positive
  energy, including cure spells, are impeded. Characters on this
  plane take a –10 penalty on Fortitude saving throws made to
  remove negative levels bestowed by an energy drain attack.
  Random Encounters: Because the Negative Energy Plane is
  virtually devoid of creatures, random encounters on the plane are
  exceedingly rare.
  Example Negative Plane Site: Voidstone Field
  In some locations on the Negative Energy Plane, the collapsing
  intensity of the plane is so great that the negative energy folds in
  on itself, stabilizing into solid chunks of utterly black matter.
  These chunks of voidstone might be the building blocks of such
  items as the sphere of annihilation (page 279). Indeed, anything that
  comes into contact with a voidstone is destroyed in seconds.
  Unlike with a sphere of annihilation, a character touching a piece
  of voidstone gets a DC 25 Fortitude save each round he or she
  stays in contact with it. Natives of the Negative Energy Plane are
  vulnerable to voidstones.
  A chunk of voidstone cannot be controlled through mental
  energy as a spheres of annihilation can be.
  Voidstones may be of any size, ranging from inches across to
  dozens of feet. To draw them on an encounter map, put small dots
  (representing very small voidstones roughly 1 foot in diameter) in
  about 5% of the squares. Draw 3d6 voidstones that take up a whole
  square each, and add 1d4 very large voidstones that are 10 feet or
  more in diameter.
  The very small and very large voidstones are stationary, but the
  square-sized voidstones move. Each round at initiative count 0,
  each square-sized voidstone moves 1d3 squares toward the nearest
  living creature.
  Nightwalkers lurk among the voidstones, which act as an alarm
  system for them (the voidstones stay stationary because the night-
  walkers are undead). PCs who fight the nightwalkers will also have
  to contend with the inexorable approach of the voidstones. The
  nightwalkers have learned to use the unusual terrain in other ways;
  they’ll use their heft to bull-rush foes into oblivion, for example.
  POSITIVE ENERGY PLANE
  The Positive Energy Plane is best compared to the heart of a star. It
  is a continual furnace of creation, a domain of brilliance beyond
  the ability of mortal eyes to comprehend. Its very being wavers
  and ripples as new matter and energy is born and swells to full
  power like a bursting fruit. It is a vibrant plane, so alive with itself
  that travelers themselves are empowered by visiting it.
  The Positive Energy Plane has no surface and is akin to the Ele-
  mental Plane of Air with its wide-open nature. However, every bit
  of this plane glows brightly with innate power. This power is dan-
  gerous to mortal forms, which are not made to handle it.
  157
  CHAPTER 5:
  CAMPAIGNS
  
  158
  Despite the beneficial effects of the plane, it is one of the most
  hostile of the Inner Planes. An unprotected character on this
  plane swells with power as positive energy is force-fed into her.
  Then, her mortal frame unable to contain that power, she immo-
  lates as if she were a small planet caught at the edge of a supernova.
  Visits to the Positive Energy Plane are brief, and even then travel-
  ers must be heavily protected.
  The Positive Energy Plane has the following traits.
  • Subjective directional gravity.
  • Major positive-dominant. Some regions of the plane have the
  minor positive-dominant trait instead, and those islands tend to
  be inhabited.
  • Enhanced magic. Spells and spell-like abilities that use positive
  energy, including cure spells, are maximized (as if the Maximize
  Spell metamagic feat had been used on them, but the spells
  don’t require higher-level slots). Spells and spell-like abilities
  that are already maximized are unaffected by this benefit.
  Class abilities that use positive energy, such as turning and
  destroying undead, gain a +10 bonus on the roll to determine Hit
  Dice affected. (Undead are almost impossible to find on this plane,
  however.)
  • Impeded magic. Spells and spell-like abilities that use negative
  energy (including inflict spells) are impeded.
  Random Encounters: Because the Positive Energy Plane is
  virtually devoid of creatures, random encounters on the plane are
  exceedingly rare.
  Example Positive Plane Site: Burst Cluster
  Even among the brilliant and deadly radiance of the Positive
  Energy Plane, some regions are more intense and dangerous than
  others. These regions erupt like miniature suns, suddenly grant-
  ing those within the burst radius (usually 30 feet, but occasionally
  up to 120 feet) an additional 3d10 temporary hit points. The dan-
  gers of exceeding double one’s full normal hit points (as noted for
  the positive-dominant trait) still apply.
  In addition, those within an energy burst must make a DC 24
  Fortitude save or be blinded for 1d10 rounds.
  Ravids sometimes patrol the periphery of burst clusters, confi-
  dent that their high speed will get them out of danger before a
  burst makes them explode.
  HEROIC DOMAINS OF YSGARD
  Ysgard is a plane on an epic scale, with soaring mountains, deep
  fjords, and dark caverns that hide the secret forges of the dwarves.
  A biting wind always blows at a hero’s back. From the freezing
  water channels to the sacred groves of Alfheim’s elves, Ysgard’s ter-
  rain is grand and terrible. It is a place of sharp seasons: Winter is a
  time of darkness and killing cold, and a summer day is scorching
  and clear.
  Most spectacular of all, the landscape floats atop immense rivers
  of earth flowing forever through an endless skyscape. The broadest
  earthen rivers are the size of continents, while smaller sections,
  called earthbergs, are island-sized. Fire rages under each river, but
  only a reddish glow penetrates to the continent’s top. Of more con-
  cern is the occasional collision between rivers, which produces ter-
  rible quakes and sometimes spawns new mountain ranges.
  Ysgard is the home of slain heroes who wage eternal battle on
  fields of glory. When these warriors fall, they rise again the next
  morning to continue eternal warfare.
  The plane boasts two layers beneath the top layer, also called
  Ysgard: the fiery caverns of Muspelheim and the underground
  forests of Nidavellir.
  Ysgard has the following traits.
  • Infinite size. Ysgard goes on forever, but its well-known realms
  have boundaries within the plane as a whole. 
  • Divinely morphic. Specific powerful beings (such as the deities
  Kord and Olidammara) can alter Ysgard with a thought. Ordinary
  creatures find Ysgard as easy to alter as the Material Plane is—
  they can be affected by spells and physical effort normally. But
  deities can change vast areas, creating great realms for them-
  selves.
  • No elemental traits. No one element dominates on Ysgard; all
  are in balance, as on the Material Plane. However, parts of the
  second layer, Muspelheim, are treated as if they possessed the
  fire-dominant trait.
  • Minor positive-dominant. Ysgard possesses a riotous explosion
  of life in all its forms. All individuals on a positive-dominant
  plane gain fast healing 2 and may even regrow lost limbs in
  time. Additionally, those slain in the never-ending conflicts on
  Ysgard’s fields of battle rise each morning as if true resurrection
  had been cast on them, fully healed and ready to fight anew.
  Only those who suffer mortal wounds on Ysgard’s battlefields
  get the true resurrection effect; dead characters brought to Ysgard
  don’t spontaneously revive.
  • Mildly chaos-aligned. Lawful creatures on Ysgard take a –2 pen-
  alty on all Charisma-based checks.
  Random Encounters: Use the Beatific Encounters table (page
  167) for random encounters on Ysgard.
  Example Ysgard Site: Plain of Ida
  This great field is located near the great free city of Himinborg,
  the largest population center on Ysgard’s top layer. The Plain of Ida
  hosts daily festivals where warriors can flaunt their mettle. Here,
  bravery and skill in battle is valued over all else. It’s also a battle-
  field where rival armies clash by day only to revel in Himinborg’s
  taverns by night.
  Characters who wind up on the Plain of Ida are as likely to be
  thrust into the maelstrom of a battle as they are to explore the car-
  nival atmosphere of a “festival of steel.”
  To draw a map for a mass battle, use the battlefield guidelines in
  the Plains Terrain section (see page 91). The combatants on the
  Plain are generally mercenary companies that wander the Planes.
  Because soldiers rise the next morning, the Plain of Ida is a useful
  tool for units that want to hone their mass-battle skills.
  Almost any kind of creature can be found on the battlefield. A
  phalanx of dwarves might stand resolute against an assault by half-
  celestial giants. A horde of slaadi might overrun githyanki merce-
  naries, only to be routed by dragon-mounted githyanki reinforce-
  ments. If the characters find themselves in the middle of a battle,
  they’ll have to combine diplomacy with combat prowess to avoid
  being crushed by both sides.
  Major battles happen only one day in three, on average. Festi-
  vals are common on the other days, featuring a variety of
  sideshows, midway booths, and merchants surrounding the main
  event, which is always a test of martial prowess. Sword duels,
  jousts on exotic steeds, wrestling matches, archery tourneys, and
  even grand tugs-of-war are common on the Plain of Ida, with
  many spectators and participants traveling from Himinborg. The
  prizes are often substantial, but the competition is fierce. The fes-
  tivals attract fairgoers from across the Great Wheel, so they always
  offer diversions and intrigues for the less athletically minded.
  With a guaranteed true resurrection if they fall, many characters
  will find battles on the Plain of Ida too tempting to pass up. Defeat
  still has its price, however, because victorious armies often loot
  the bodies of the fallen. Some characters might lose but not tech-
  nically die (being turned to stone, banished from the plane
  entirely, or taken prisoner).
  EVER-CHANGING CHAOS OF LIMBO
  Limbo is a plane of pure chaos. Untended sections appear as a roil-
  ing soup of the four basic elements and all their combinations.
  Balls of fire, pockets of air, chunks of earth, and waves of water
  battle for ascendancy until they in turn are overcome by yet
  another chaotic surge. Landscapes similar to ones found on the
  CHAPTER 5:
  CAMPAIGNS
  
  Material Plane drift through the miasma: bits of forest, meadow,
  ruined castles, and small islands. Despite the plane’s inhospitable
  environment, the slaadi and the githzerai call Limbo home.
  Limbo has no layers. Or, if it does, the layers continually merge
  and part, each is as chaotic as the next, and even the wisest sages
  would be hard-pressed to distinguish one from another.
  Limbo has the following traits.
  • Subjective directional gravity.
  • Highly morphic. Limbo is continually changing, and keeping a
  particular area stable is difficult. A given area, unless magically
  stabilized somehow, can react to specific spells or sentient
  thought. Left alone, it continually changes. For more informa-
  tion, see Raw Limbo under Limbo Terrain, below.
  • Sporadic element-dominant. No one element constantly dom-
  inates Limbo. Each element (air, earth, fire, and water) is dom-
  inant from time to time, so any given area is a chaotic, dangerous
  boil. The elemental dominance can change without warning.
  • Strongly chaos-aligned. This trait does not apply within the
  walls of githzerai monasteries (but it does apply in githzerai
  cities).
  • Wild magic. Spells and spell-like abilities function normally
  within permanent structures or on permanently stabilized
  landscapes in Limbo. However, any spell or spell-like ability
  used in an untended area of Limbo, or an area temporarily
  controlled, has a chance to go awry. The spellcaster must make
  a level check (1d20 + spellcaster level) against a DC of 20 + the
  level of the attempted spell. If the caster fails the check, roll on
  the table on page 150 to determine the exact effect.
  Random Encounters: Alternate between the Beatific Encoun-
  ters table and the Abyssal Encounters table (page 167) for random
  encounters in Limbo.
  Limbo Terrain
  There are two kinds of terrain in Limbo. The vast majority of the
  plane is uncontrolled, raw Limbo, but here and there are islands
  of more stable terrain—usually earth, but sometimes another
  material.
  Raw Limbo: To draw an encounter map of raw Limbo, scatter
  irregular areas of fire, water, earth, and high winds across the grid.
  As a rough guide, make each area roughly 40 feet square and put a
  15-foot gap between areas. But because this is the plane of ultimate
  chaos, you should vary widely from this guideline. 
  Roughly one-quarter of the areas are fire-dominant (dealing
  3d10 points of damage per round and setting characters on fire),
  one-quarter are water-dominant (essentially free-floating blobs of
  water), one quarter are air-dominant tornadoes (as described on
  page 94), and one-quarter are simply earth.
  Every round, at initiative count 0, the areas of raw Limbo shift.
  For each area, roll 1d8. This determines the direction that a partic-
  ular area will shift, with 1 being back toward the top of the map
  and 2 through 8 counting clockwise in 45-degree increments.
  Then, shift the entire area 1d4 squares in that direction.
  If fire-dominant and water-dominant areas overlap after the
  shift, they cancel each other out within the area of the overlap,
  changing the shape of both areas and leaving the area of the overlap
  outside both areas. The same thing happens if an air-dominant and
  earth-dominant area overlap. Other overlaps (fire and earth, for
  example) have the full effects of both elements in the overlap area.
  Stable Areas: Most of Limbo’s living inhabitants remain in
  the stable areas free of the plane’s shifting elements. Often these
  stable areas are chunks of earth and stone up to a half-mile across.
  Occasionally a lake of stable water, or a massive, roiling firestorm
  will appear.
  Example Limbo Site:  Monastery of Zerth’Ad’lun
  One of many githzerai monasteries on the plane, Zerth’Ad’lun fol-
  lows the teaching of Sensei Belthomias, a 16th-level monk.
  Belthomias teaches a specialized martial art (as do many monas-
  teries), and those students who fully embrace his teachings are
  also called Zerth cenobites. Those who practice zerthi—“Zerth’s
  teaching” in the githzerai tongue—claim to peer a moment into
  the future in order to aid their martial expertise.
  From the exterior, the monastery appears almost like a small
  glade of stone spires and towers layered around a sphere about a
  quarter-mile in diameter. Taking full advantage of the subjective
  gravity of Limbo, the interior of the monastery has winding stairs
  that connect “floors” to “walls” or “ceilings.” All the surfaces are
  really floors for those who don’t mind adjusting their own subjec-
  tive orientation.
  Vast halls provide room for mass martial arts training, while
  hundreds of tiny cells lighted by dim candles provide privacy for
  individual meditations. The schedule of a monk at Zerth’Ad’lun is
  strict and harsh, but the rewards of the spirit are considered suffi-
  cient compensation.
  Mapping the monastery—even enough of it for an en-
  counter—is difficult because the best frame of reference seems to
  change from square to square. Simply throw in as many dungeon
  elements as you can, making sure to rotate some and turn others
  upside down. If the characters fight the monks of the monastery,
  have the monks jump from ceiling to wall, using subjective grav-
  ity to right themselves when they land.
  The monastery welcomes visitors and may put them up for as
  long as a week in quarters set aside for hospitality. Nongithzerai
  who are interested in studying at the monastery are allowed to do
  so—Belthomias is impressed by any nongithzerai who can sur-
  vive Limbo long enough to find the monastery. The supplicant
  must be willing to spend a few months in the monastery learning
  the basics and abiding the schedule of a cenobite. Then Beltho-
  mias poses a series of three tests, one of which involves fighting
  slaadi, one of which involves controlling Limbo, and one of which
  involves a quest to the Material Plane (often to the subterranean
  homes of the mind flayers).
  WINDSWEPT DEPTHS OF PANDEMONIUM
  Pandemonium is a great mass of matter pierced by innumerable
  tunnels carved by the howling winds of the plane. It is windy,
  noisy, and dark, having no natural source of light. The wind quickly
  extinguishes normal fires, and lights that last longer draw the
  attention of wights driven insane by the constant howling wind.
  Every word, scream, or shout is caught by the wind and flung
  through all the layers of the plane. Conversation is accomplished
  by shouting, and even then words are spirited away by the wind
  before they travel farther than 10 feet.
  The stale wind of Pandemonium is cold, and it steals heat from
  unprotected travelers. The endless gale buffets each inhabitant,
  blowing sand and dirt into eyes, snuffing torches, and carrying
  away loose items. In some places, the wind howls so fiercely that it
  lifts creatures off their feet and carries them for miles before dash-
  ing their forms against some dark cliff face.
  In a few relatively sheltered places, the wind dies down to just a
  breeze carrying haunting echoes from distant parts of the plane,
  though these sounds are so distorted that they sound like cries
  of torment.
  Pandemonium has four layers: Pandesmos, Cocytus, Phlege-
  thon, and Agathion. Pandesmos, the highest layer, has large cav-
  erns and passageways, with Cocytus and Phlegethon having pro-
  gressively smaller and more rugged caverns. Agathion has only
  isolated caverns, with no tunnels linking them.
  Pandemonium has the following traits.
  • Objective directional gravity. In the cavernous tunnels of
  Pandemonium, gravity is oriented toward whatever wall a crea-
  ture is nearest. Thus, there is no normal concept of floor, wall and
  ceiling—any surface is a floor if you’re near enough to it. Rare
  narrow tunnels exactly cancel out gravity, allowing a traveler to
  159
  CHAPTER 5:
  CAMPAIGNS
  
  160
  shoot through them at incredible speed. The layer of Phlegethon
  is an exception—there, the normal gravity trait applies.
  • Divinely morphic. Specific powerful beings such as the deity
  Erythnul can alter Pandemonium. Ordinary creatures find
  Pandemonium indistinguishable from the Material Plane (it
  has the alterable morphic trait for them, in other words). Spells
  and physical effort affect Pandemonium normally.
  • Mildly chaos-aligned.
  Random Encounters: Use the Abyssal Encounters table (page
  167) for random encounters in Pandemonium.
  Example Pandemonium Site: Howler’s Crag
  Howler’s Crag is a jumbled pile of stones, boulders, and worked
  stone, as if a giant’s palace had collapsed in on itself, standing in
  the center of Cocytus. The Crag’s top is a mostly level platform
  about 10 feet in diameter, with a low wall surrounding it. The plat-
  form and those on it glow with an ephemeral blue radiance. The
  lower reaches of the Crag are riddled with small burrows. Some
  are dead ends, but others connect. The wall of every burrow is cov-
  ered with writing in lost alphabets that supposedly spells out
  strange psalms, liturgies, and strings of numerals or formulas.
  Natives of Pandemonium say that anything yelled aloud from
  the top of the Crag finds the ears of the intended recipient, no
  matter where that recipient is on the Great Wheel. The words of
  the message are borne on a shrieking, frigid wind.
  Demons of various sorts have learned that visitors constantly
  trickle to the Crag. The visitors are usually archaeologists, divin-
  ers, or those wishing to send a message to some lost friend or
  enemy. Most become the prey of the ambushing fiends.
  Howler’s Crag is large enough to provide its own gravity; char-
  acters can simply walk up it without needing to climb. To make an
  encounter map for Howler’s Crag, draw it as if the Crag were the
  floor (covered in dense rubble; see page 90). Include a number of
  burrows, which are each 10 feet in diameter. The fiends that
  waylay travelers (often hezrous and nalfeshnees) will emerge from
  the burrows when they sense the presence of visitors.
  As elsewhere on Pandemonium, a fight on Howler’s Crag takes
  place among strong winds. Attacks with ranged weapons have a –2
  penalty due to the winds, and a Tiny or smaller creature must suc-
  ceed on a DC 10 Fortitude save each round or be knocked down.
  Sometimes the winds that buffet Howler’s Crag are even more
  powerful. For the effects of stronger winds on combat, see page 95.
  INFINITE LAYERS OF THE ABYSS
  The Abyss is all that is ugly, all that is evil, and all that is chaotic
  reflected in infinite variety through layers beyond counting. Its
  virtually endless layers spiral downward into ever more atrocious
  forms. Conventional wisdom places the number of layers of the
  Abyss at 666, though there may be far more. The whole point of
  the Abyss, after all, is that it’s far more terrible than conventional
  wisdom could ever encompass.
  Each layer of the Abyss has its own unique, horrific environ-
  ment. No theme unifies the multifarious layers other than their
  harsh, inhospitable nature. Lakes of caustic acid, clouds of nox-
  ious fumes, caverns of razor-sharp spikes, and landscapes of
  magma are all possibilities. So are less immediately deadly ter-
  rains such as parched salt deserts, subtly poisonous winds, and
  plains of biting insects.
  The Abyss is home to demons, creatures devoted to death and
  destruction. A demon in the Abyss looks upon visitors as food or a
  source of amusement. Some see powerful visitors as potential
  recruits (willing or not) in the never-ending war that pits demons
  against devils, known as the Blood War. 
  The Abyss has the following traits.
  • Normal gravity. The top layer of the Abyss (called the Plain of
  Infinite Portals) and many other layers have the normal grav-
  ity trait, but other layers of the Abyss can contain different
  gravity traits.
  • Normal time. Time flows at the same rate in the Abyss as on the
  Material Plane. However, rumors persist of a layer where time
  flows backward with regard to aging. The reverse flow is erratic,
  however, and a visitor could be reverse-aged to childhood or
  out of existence altogether.
  • Divinely morphic. Entities at least as powerful as lesser deities
  can alter the Abyss. Less powerful creatures find the Abyss
  indistinguishable from a normal Material Plane (the alterable
  morphic trait) in that the plane can be changed by spells and
  physical effort.
  • Mixed elemental and energy traits. This trait varies widely from
  layer to layer. In the Abyss as a whole, no one element or type of
  energy constantly dominates, though certain layers have a domi-
  nant element or energy, or a mixture of two or more.
  • Mildly chaos-aligned and mildly evil-aligned.
  Random Encounters: Use the Abyssal Encounters table (page
  167) for random encounters in the Abyss.
  CHAPTER 5:
  CAMPAIGNS
  Illus. by S. Wood
  Demon armies battle in the Abyss.
  
  Random Abyssal Layers
  What if your characters wind up being sent to the Abyss as a
  result of an adventure gone wrong? Or what if they flee powerful
  demons by jumping through the nearest portal?
  Use the following table to randomly determine the general
  characteristics of an unknown layer. If desired, roll twice (or
  more) and combine the results.
  d%
  Type of Layer
  01–05
  Air-dominant
  06–10
  Blood War battleground (demons against devils)
  11–15
  Burning hellscape (mix of magma and stone)
  16–20
  Demonic city
  21–25
  Desert of sand, ice, salt, or ash
  26–30
  Earth-dominant
  31–35
  Fire-dominant
  36–40
  Fetid swamp (filled with predators)
  41–45
  Sporadic element-dominant (as Limbo)
  46–50
  Mountainous
  51–55
  Negative-dominant (minor or major)
  56–60
  Normal (as the Material Plane)
  61–65
  Ocean of water
  66–70
  Realm of powerful Abyssal entity
  71–75
  Sea of acid
  76–80
  Sea of insects
  81–85
  Sea of blood
  86–90
  Subterranean
  91–95
  Undead realm
  96–100
  Water-dominant
  Example Abyss Site: Demonweb Pits
  The 66th layer of the Abyss is home to Lolth, the Spider Queen.
  The plane folds in upon itself so that it resembles a great web. A
  dizzying array of web pathways interconnect with fractal com-
  plexity. Each strand is strung with portals onto the planes where
  Lolth is worshiped. Lolth’s palace is said to be a mobile iron
  stronghold shaped like a spider, perpetually crawling across her
  planar web.
  To draw an encounter map for the Demonweb Pits, design a
  crisscrossing network of 20-foot-wide walkways suspended magi-
  cally in vast cloud of solid fog (as the spell). The fog stays 1d4×10
  feet away from the pathways, so characters can sometimes glimpse
  other parts of the web that are above, below, or to the side of the
  path they’re walking on.
  The web twists and turns in on itself, but it always appears per-
  fectly level, even when it corkscrews upward or downward. It’s
  possible to make four right turns and wind up underneath the
  point where you started, without encountering a slope or stairs.
  Characters who fall—or are bull rushed—off a walkway fall at
  only 60 feet per round (as the feather fall spell), and they take no
  damage when they land on another walkway (which might be
  miles below where they started).
  TARTERIAN DEPTHS OF CARCERI
  The prison plane of Carceri seems the least overtly dangerous of
  the lower planes, but that first impression quickly disappears. Acid
  seas and sulfurous atmospheres may be rare on this plane, and no
  areas of biting cold or infernos of raging heat exist. The danger of
  Carceri is a subtler thing.
  The plane is a place of darkness and despair, of passions and
  poisons, and of kingdom-shattering betrayals. On Carceri,
  hatreds run like a deep, slow-moving river. And there’s no telling
  what the flood of treachery is going to consume next. It is said
  that a prisoner on Carceri may only escape when she has become
  stronger than whatever imprisoned her there. That’s a difficult
  task on a plane whose very nature breeds despair, betrayal, and
  self-hatred.
  Carceri consists of six layers: Orthrys, Cathrys, Minethys,
  Colothys, Porphratys, and Agathys. Each layer consists of a series
  of orbs like tiny planets. A gulf of air separates each orb from the
  next. On a particular layer, little distinguishes one orb from the
  next, and it’s possible that the number of orblike planets on each
  layer is infinite.
  Carceri has the following traits.
  • Normal gravity. On the orbs, gravity is normal. Between orbs,
  there is no gravity, which eases travel for those who can fly
  beyond the clutches of each orb’s gravity.
  • Divinely morphic. Nerull and any other entity of lesser deity
  status or greater can alter Carceri. More ordinary creatures find
  Carceri indistinguishable from the Material Plane; it responds
  to spells and physical effort normally.
  • Mildly evil-aligned.
  Random Encounters: Use the Abyssal Encounters table (page
  167) for random encounters on Carceri.
  Example Carceri Site: Sand Tombs of Payratheon
  Payratheon is the name of a vanished city built on an orb of
  Minethys eons ago. That city is long buried under sand dunes,
  but its sand-drowned avenues, crumbled towers, and silted porti-
  cos still remain far below the shifting surface of the layer. Some-
  times the shifting sands reveal Payratheon for an hour or a
  longer, but it is always engulfed again by the sands, smothering
  most creatures that were tempted by its appearance and entered
  the sand-blasted city.
  Resourceful adventurers have burrowed down to find outlying
  suburbs of the city during its phases of submersion. Tales of terror
  walk hand in hand with these accounts, which tell of dragonlike
  “sand gorgons” that swim through the sand as if it were water. Also
  mentioned are the remnants of former inhabitants that force their
  way through the streets as petrified undead, so weathered and
  eroded that little can be discerned of their original race or size.
  To create an encounter map for the sand tombs, start with a city,
  then reduce half the buildings to heavy rubble and damage the
  others in some significant way. The riches of Payratheon are there
  for the taking, for the city was buried suddenly. But the characters
  will have to contend with the sand gorgons (24 HD gorgons with
  a burrow speed of 30 feet), mummy lords (see the Monster Manual),
  and other undead eager to slay and consume the living. And
  they’re also racing against time—a titanic sandstorm (see page 91)
  is only 1d4 hours away.
  GRAY WASTE OF HADES
  Hades sits at the nadir of the lower planes, halfway between two
  races of fiends each bent on the other’s annihilation. Thus, it often
  sees its gray plains darkened by vast armies of demons battling
  equally vast armies of devils who neither ask nor give quarter. If
  any plane defines the nature of true evil, it is the Gray Waste.
  In the Gray Waste of Hades, pure undiluted evil acts as a power-
  ful spiritual force that drags all creatures down. Here, even the
  consuming rage of the Abyss and the devious plotting of the Nine
  Hells are subjugated to hopelessness. Apathy and despair seep into
  everything at the pole of evil. Hades slowly kills a visitor’s dreams
  and desires, leaving the withered husk of what used to be a fiery
  sprit. Spend enough time in Hades, and a visitor gives up on
  things that used to matter, eventually succumbing to total apathy.
  Hades has three layers, called “glooms”: Oinos, Niflheim, and
  Pluton. Uncaring malevolence that slowly crushes the spirit per-
  meates each gloom. 
  Hades has the following traits.
  • Divinely morphic. Entities of at least lesser deity status can alter
  Hades, though few deities care to reign in Hades. The Gray
  Waste has the alterable morphic trait for less powerful crea-
  tures; Hades responds normally to spells and physical effort.
  • Strongly evil-aligned.
  161
  CHAPTER 5:
  CAMPAIGNS
  
  162
  • Entrapping. This is a special trait unique to Hades (although
  Elysium has a similar entrapping trait). A nonoutsider in Hades
  experiences increasing apathy and despair while there. Colors
  become grayer and less vivid, sounds duller, and even the
  demeanor of companions seems to be more hateful. At the
  conclusion of every week spent in Hades, any nonoutsider
  must succeed on a Will saving throw (DC 10 + the number of
  consecutive weeks in Hades). Failure indicates that the individ-
  ual has fallen entirely under the control of the plane, becoming
  a petitioner of Hades.
  Travelers entrapped by the inherent evil of Hades cannot leave
  the plane of their own volition and have no desire to do so. Mem-
  ories of any previous life fade into nothingness, and it takes a wish
  or miracle spell to return such characters to normal.
  Random Encounters: Alternate between the Abyssal Encoun-
  ters table and the Hellish Encounters table (page 167) for random
  encounters in Hades.
  Example Hades Site: Underworld
  On the gloom of Pluton, the Underworld is contained within
  walls of gray marble that stretch for hundreds of miles and are vis-
  ible for thousands of miles beyond that. Sometimes the souls of
  creatures who have died particularly tragic deaths come here,
  rather than traveling onward to their final reward.
  A single double gate pierces the marble walls of the realm. Con-
  structed of beaten bronze, the gates are dented and scarred by he-
  roes intent on getting past. However, the gates are also guarded by
  a terrible fiendish beast, a Gargantuan three-headed hound made
  from the squirming, decaying bodies of hundreds of dead spirits.
  Beyond the gate, the inside of the realm appears much like the out-
  side. Blackened trees, stunted bushes, and wasted ground dominate
  the landscape. To draw an encounter map for the Underworld, use the
  guidelines for sparse forest (see page 87), but replace any undergrowth
  with light rubble. Gray, wraithlike spirits wander through this realm,
  on the verge of being sucked completely dry of all emotion by the spir-
  itual decay of the plane. When they lose the last shred of emotion,
  their remaining essence becomes one with the gloom of Pluton.
  Sometimes, great heroes or desperate lovers from the Material
  Plane travel to this layer via a tributary of the River Styx or portals
  hidden in great volcanic fissures. They come to the Underworld
  because they believe that they can find the spirit of a friend or
  loved one and extricate that spirit from a hopeless eternity. The
  hound can’t be bargained with, but if the characters manage to get
  inside, they’ll have to negotiate with powerful ghosts and out-
  siders to find the soul they’re looking for. Whatever the characters
  seek here, the Underworld is sure to exact a price.
  BLEAK ETERNITY OF GEHENNA
  Gehenna’s top layer borders Hades and the Nine Hells, so it is not a
  pleasant place. Floating in an impenetrable, infinite void are volcanic
  mountains seemingly without base or peak. They are only finite in
  the strictest sense of the word, measuring hundreds of thousands of
  miles in each direction. A single volcanic mountain dominates each
  of the four layers of Gehenna, though lesser volcanic earthbergs drift
  and sometimes smash into the greater mountains.
  No naturally occurring level place exists in any of the layers; all
  the slopes are at least 45 degrees, and many are akin to sheer cliffs.
  Gehenna’s fiendish inhabitants have carved artificial ledges, some
  large enough for entire cities, and switchback paths to connect
  them. But those edifices have a tendency to break apart, sending
  their builders on a long, sliding fall down the mountain.
  Gehenna’s four layers are Khalas, Chamada, Mungoth, and
  Krangath. Each layer is differentiated from the other by its degree
  of volcanic activity.
  Gehenna has the following traits.
  • Normal gravity. Gravity is similar to that of the Material Plane,
  but naturally occurring volcanic mountains seem to float free in
  an infinitely larger void. Gravity is normal on the steep slopes
  of a mountain, and a fall causes a creature to tumble until a
  chance ledge catches it, or until continued abrasions from the
  long fall completely shred the victim.
  • Divinely morphic. Lesser deities can alter Gehenna’s mountain-
  ous landscape. Ordinary creatures find that Gehenna is as alter-
  able as the Material Plane.
  • Mildly evil-aligned.
  Random Encounters: Use the Hellish Encounters table (page
  167) for random encounters in Gehenna.
  Example Gehenna Site: Valley of the Outcast
  Mungoth, the third layer of Gehenna, is a cold place. The light of
  scattered volcanic vents is equivalent to that of a full moon,
  making navigation across the icy slopes difficult. Mungoth’s fea-
  tures are further masked by heavy precipitation, in the form of
  both snow and ash. That makes it a good place for those who don’t
  want to be found.
  A deep chasm contains a well-hidden realm sheltered from the
  ever-present acidic snow. Built of equal parts basaltic rock and
  giant bones is a rough castle. The castle is scaled to the proportions
  of its master, an outcast fire giant wizard named Tastuo. Her eight
  siblings, fellow outcasts, also reside in the castle.
  The fiends who rule Mungoth have several interlocking con-
  tracts with Tastuo, which helps ensure the valley’s safety should
  her enemies ever find her. Tastuo never names those enemies,
  but her predicament makes her sympathetic to the plight of trav-
  elers seeking asylum. Thus, the Valley of the Outcast doubles as a
  way station for visitors in need, but only if they can find it. And
  the fiends of Mungoth are always looking for intruders—
  Tastuo’s protection doesn’t extend beyond her castle walls.
  To draw an encounter map for the area near the Valley of the
  Outcast, use the guidelines for forbidding mountains (see page
  89). Then cover all surfaces with snow, deep snow, or ice as you
  see fit.
  The snow-ash mixture on Mungoth deals 1d4 points of acid
  damage per minute of exposure. Only artificial structures or cav-
  erns offer any lasting protection against the snowfall, which blows
  through any given area 80% of the time.
  NINE HELLS OF BAATOR
  This plane, sometimes simply called Baator or Hell, is the ultimate
  realm of law and evil, the epitome of premeditated, crafted cruelty.
  The devils of the Nine Hells all obey a higher law than themselves,
  but all that really means is that they chafe and rebel against their
  status. Most will undertake any plot or action, no matter how foul,
  to advance themselves.
  The Nine Hells compare well with any other lower plane in
  terms of sheer diversity of vileness. Devils are more cunning,
  more subtle, and more dangerous than other fiends—or so say the
  devils. A demon revels in slavering, insane, evil power, but a devil
  always has an agenda, a plan of attack, and a carefully conceived
  plot for retribution if necessary.
  Baator consists of nine layers, each lower than the next, like
  ledges stepping down into an ever-deeper pit. From top to bottom,
  they are Avernus, Dis, Minauros, Phlegethos, Stygia, Malbolge,
  Maladomini, Cania, and Nessus.
  The Nine Hells have the following traits.
  • Infinite size. Each layer extends outward infinitely, but the cir-
  cumference of each inner ledge (which opens onto the Pit and
  the next lower layer) is finite.
  • Divinely morphic. Entities of at least lesser deity status can alter
  the Nine Hells. Ordinary creatures find that the Nine Hells is as
  alterable as the Material Plane.
  • No elemental or energy traits. Elemental and energy influ-
  ences are balanced, except on the layer of Phlegethos (which
  has the fire-dominant trait). The layer of Cania is bitterly cold
  CHAPTER 5:
  CAMPAIGNS
  
  and has a special cold-dominant trait. Creatures there take
  3d10 points of cold damage each round they’re away from
  shelter of some kind.
  • Mildly law-aligned and mildly evil-aligned.
  Random Encounters: Use the Hellish Encounters table (page
  167) for random encounters in the Nine Hells.
  Example Nine Hells Site: Bronze Citadel
  This brutish, unimaginative city on Avernus covers dozens of
  square miles and features twelve concentric ring walls, each bris-
  tling with war machines. The city is filled with hundreds of thou-
  sands of lesser devils of all kinds bound for the Blood War.
  Because Avernus is the likeliest beachhead for any massed de-
  monic attack, fortifications are always being added to the Bronze
  Citadel. Work gangs of lesser devils constantly expand the city.
  The construction is so pervasive that bone scaffolding is as likely
  to be supporting a given wall as not.
  To create an encounter map for the Bronze Citadel, start with
  the battlefield elements described in the Plains Terrain section
  (see page 91). Then add walls, towers and gatehouses described in
  the Urban Features section (page 99), and augment both with
  magical features such as flaming surfaces (which deal damage as a
  wall of fire spell), self-firing ballistas, and spikes that grow out of
  the walls (a trap triggered by the proximity of enemy troops).
  Any kind of devil can be found here. Even a fight with low-level
  devils will quickly escalate, because the devil armies are disciplined
  enough to train their troops to report to their commanders that
  they’re under attack. Unless they employ stealth, characters will
  work their way up the food chain, eventually facing horned devils,
  ice devils, and pit fiends sent to find out what the commotion is.
  INFERNAL BATTLEFIELD OF ACHERON
  The hue and cry of battle is the first sound a soldier hears when
  arriving on Acheron and the last sound a refugee hears when leav-
  ing. That’s all Acheron offers: conflict, war, strife, and struggle.
  Many armies populate Acheron, but leaders are scarce. Truly,
  rebels without a cause are common on Acheron, whether they’re
  mortals, fiends, or celestials.
  Avalas, Thuldanin, Tintibulus, and Ocanthus are the layers of
  Acheron, each made of island- or even continent-sized iron cubes
  floating in an airy void. Sometimes the cubes collide, and echoes of
  past collisions linger throughout the plane, mingling with the ring
  of sword on sword as armies clash across the faces of the cubes.
  Acheron has the following traits.
  • Objective directional gravity. Which way is down depends on
  which face of a cube you’re on. Walking across edges between
  faces can be dizzying for the inexperienced.
  • Divinely morphic. Acheron changes at the whim of its deities.
  Ordinary creatures must use spells and physical effort to
  change the infernal battlefield.
  • Mildly law-aligned.
  Random Encounters: Use the Hellish Encounters table (page
  167) for random encounters on Acheron.
  Example Acheron Site: Thuldanin’s War-Cubes
  The cubes of this layer are riddled with pockets and hollows. Sur-
  face pits lead down into labyrinthine spaces cluttered with the
  refuse of every war that was ever fought here.
  Broken scraps of a myriad of devices are everywhere. Great ships
  that have burst asunder, toppled siege towers, enormous weapons,
  steam-driven carriages, flying devices of every description, and con-
  traptions with even more obscure sources of power and purpose can
  be found within these cubes. Most of the refuse is inoperative, petri-
  fied to stonelike immobility by the “preservative” quality of the layer. 
  Scavenging for intact weapons is an occupation for many a
  team of salvagers and opportunists, because many quality weapons
  and engines of war are scattered through the rubble on Thuldanin.
  But wise salvagers don’t spend too long on Thuldanin, because
  creatures can be petrified just as objects can be. Any given object or
  creature has a 1% cumulative chance per 30 days spent on Thuldanin
  of spontaneously petrifying into stone. Objects or creatures petrified
  by the natural qualities of Thuldanin cannot be returned to their pre-
  vious state, except by such high-level magic as a wish or miracle spell.
  To make encounter maps for the war-cubes, simply create
  expansive dungeon terrain: large rooms, wide hallways, tall ceil-
  ings, and so forth. Then fill much of it with junk (light rubble or
  dense rubble). Add large structures such as catapults, war galleys,
  and strange clockwork devices. Finally, add a few statues—unfor-
  tunate ex-adventurers who lingered too long looking for treasure.
  Characters searching for treasure will undoubtedly confront
  rival salvagers; Thuldanin is known throughout the Great Wheel,
  so almost anyone or anything can be searching the caverns of the
  war-cubes. Not everything in Thuldanin is ruined. Constructs
  such as inevitables and golems might yet be functional, springing
  to action when the characters draw near. To represent the riches of
  the war-cubes, consider all creatures encountered here (except the
  constructs) to have double standard treasure. But rather than put-
  ting the treasure with the creatures, hide it among the debris of
  war and let the characters find the loot.
  CLOCKWORK NIRVANA OF MECHANUS
  Mechanus is the plane where perfectly regimented order reigns
  supreme. It consists of equal measures of light and dark, and equal
  proportions of heat and cold. On Mechanus, all law is reflected in
  a single infinite realm of immense clockwork gears, all inter-
  locked, all turning according to their own measure. The cogs seem
  to be engaged in a calculation so vast that no deity knows its pur-
  pose, except that it is somehow a function of law.
  At first glance, the nature of Mechanus seems straightforward.
  However, subtleties lurk just below the surface. Every kind of law
  can be found in the Clockwork Nirvana of Mechanus, from
  simple maxims to devilishly twisted rules of decorum.
  Mechanus has the following traits.
  • Objective directional gravity. The direction of “down” is
  oriented to the face of each rotating cog. Walking between cogs
  can be dizzying for newcomers—and dangerous if a traveler
  falls between the cogs.
  • Divinely morphic. Lesser deities can alter Mechanus with a
  thought; ordinary creatures require spells and physical effort to
  do so.
  • Strongly law-aligned.
  Random Encounters: Alternate between the Hellish Encoun-
  ters table and the Heavenly Encounters table (page 167) for
  random encounters in Mechanus.
  Example Mechanus Site:  
  Fortress of Disciplined Enlightenment
  This structure sits on its own cog, and its spires and towers rise
  high into the void of Mechanus. The fortress is 2 miles in diame-
  ter, and some of its spires reach twice that height. Inevitables
  enforcing the “don’t trespass” law patrol the parapets, keeping a
  vigilant eye out for fiendish infiltrators or colonizing formians.
  A group of mortals from the Material Plane called the Frater-
  nity of Order are the masters of the fortress. The members of the
  Fraternity of Order believe that if they can but tease forth every
  law of the cosmos, they will have the power of the deities. To that
  end, they built this stronghold on the plane of ultimate law.
  A horde of clerks, functionaries, legal aides, translators, mathe-
  maticians, philosophers, and bureaucrats staff the Fortress of Dis-
  ciplined Enlightenment. Most belong to the Fraternity of Order,
  though sometimes visitors are granted access to study at the
  vaunted libraries of the Fortress. The libraries extend through
  hundreds of rooms and hold tomes of legal volumes from all over
  the Great Wheel.
  163
  CHAPTER 5:
  CAMPAIGNS
  
  164
  Characters seeking knowledge at the Fortress are never turned
  away outright, although a blizzard of paperwork must be negoti-
  ated before the fraternity allows access to the library’s general
  stacks. To study rarer, restricted tomes, characters must first com-
  plete a quest for the Fraternity. A typical mission would be to res-
  cue a bit of abstract lore from a well-guarded drow library.
  PEACEABLE KINGDOMS  OF ARCADIA
  Arcadia thrives with orchards of perfectly lined trees, ruler-
  straight streams, orderly fields, and cities laid out in geometrically
  pleasing shapes. The mountains are unblemished by erosion.
  Everything on Arcadia works toward the common good and a
  flawless form of existence. Here, nothing intrudes on harmony.
  It is said that everything on Arcadia is as perfect as it can be, nei-
  ther as strictly regimented as Mechanus nor as devoted to the perfec-
  tion of the individual as Celestia. But this is not entirely accurate. In
  fact, the inhabitants of Arcadia are often so convinced of their own
  righteousness that they are hard-pressed to recognize their own flaws.
  Arcadia has two layers: Buxenus and Abellio. They look similar,
  except that Buxenus holds the armed camps of the celestial
  dwarves and archons that protect the plane.
  Arcadia has the following traits.
  • Divinely morphic. Lesser deities can transform Arcadia with a
  wave of the hand, but the plane has the alterable morphic trait
  for other creatures.
  • Mildly law-aligned.
  Random Encounters: Use the Heavenly Encounters table
  (page 167) for random encounters in Arcadia.
  Example Arcadia Site: Mount Clangeddin
  A perfectly conical mountain, standing apart from any range, rises
  at least thirty thousand feet above the fields below, its peak
  wreathed in clouds and storms. The great dwarf hero Clangeddin
  Silverbeard raised this edifice.
  The mountain’s interiors are riddled with great halls, galleries,
  and dwarf-carved roads paved with flagstones. Costly lamps, hot
  and cold forges, and citywide feasting halls all provide light and
  merriment for the underground visitor. Strangers are welcome
  here, especially those who come to order special weapons from the
  legendary smiths who labor in the hottest portions of the forge.
  The celestial dwarves who live within Mount Clangeddin
  spend half of each day drilling, training, and perfecting their mili-
  tary skills to honor their lord Clangeddin. Visitors seeking to raise
  an army sometimes come to Mount Clangeddin, tempting the
  dwarves with stories of righteous warfare. Sometimes, the elders
  are moved by such appeals and assign axes to the cause.
  Others come seeking the legendary weapons that bear the mark
  of Clangeddin’s smiths. Though Mount Clangeddin is only a small
  city, weapons of any price can be bought (but not sold) here.
  To draw an encounter map for Mount Clangeddin, use the
  Dungeon Terrain section (page 59). Because the dwarves take their
  stonecraft seriously, the walls, ceiling, and floors are the highest
  quality masonry and flagstone.
  SEVEN MOUNTING HEAVENS  OF CELESTIA
  The single sacred mountain of Celestia rises from an infinite sea of
  holy water to incomprehensible heights. Here, justice, kindness,
  order, celestial grace, and mercy are the rules. Here, watchful eyes
  hold the ramparts against evil in all its many forms. Here, all
  things are beautiful.
  The Seven Mounting Heavens are the planar home for mortal
  souls who feel kindness and empathy for their fellow creatures.
  But it is a paradise that fiends of the lower planes would conquer if
  they could. Mount Celestia represents a promise of betterment
  and ultimate union with the powers of good and law for those
  worthy. So supplicants of every stripe ascend the layers, one after
  the other, to the ultimate height of the Heavenly City (the sixth
  layer), and from there into the Illuminated Heaven, about which
  nothing is known.
  Celestia has the following traits.
  • Divinely morphic. Celestia is morphic for entities of at least
  lesser deity status. It is alterable in the normal manner for more
  ordinary creatures.
  • Mildly good-aligned and mildly law-aligned.
  Random Encounters: Use the Heavenly Encounters table
  (page 167) for random encounters on Celestia.
  Example Celestia Site: Empyrea
  Also called the City of Tempered Souls, Empyrea sits on the edge
  of a cold, clear mountain lake. The many healing fountains and
  curative waters in Empyrea can restore withered limbs, lost
  speech, derangement, and life energy itself; those who ail need
  only find the right fountain. Empyrea is also known for its healers
  and hospitals, and many a pilgrim seeks to reach this legendary
  site of perfect health.
  Nonevil, nonchaotic characters who seek relatively simple
  cures (damage, disease, or negative levels, for example) are freely
  healed. Those seeking cures for more exotic ills (strange curses,
  lost levels, and some rare, vile diseases) must pass the test of
  Empyrea—ritual combat against an archon or angel with a CR
  equal to the character’s level. If multiple PCs are fighting, they
  each get an archon or angel to fight. The fight is not to the death,
  but to unconsciousness—and in fact those who kill their foes out-
  right are banished from Empyrea. Those who pass the test are
  granted the cure they desire.
  The fight takes place in one of many courtyards, an open area
  with slender, decorative pillars and shallow pools of purest water.
  TWIN PARADISES OF BYTOPIA
  Bytopia is unique among the Outer Planes because the surfaces of
  its two layers face each other like the covers of a closed book. By
  looking up from Dothion, the “top” layer of the plane, the traveler
  can see Shurrock, its other layer. In similar fashion, one may stand
  on Shurrock and see the towns and farms of Dothion overhead.
  Each layer of Bytopia plane is an idealized world. Dothion is a
  tamed, pastoral landscape, while Shurrock is an untamed wilder-
  ness. The philosophy of the plane—personal achievement work-
  ing with social interdependence—infuses both its layers.
  The distance between the two layers of the plane is about 1
  mile, though sharp mountains rise from either side and some-
  times meet in the middle. Travel between the two layers is
  common by flying as well as climbing the mountains.
  Bytopia has the following traits.
  • Objective directional gravity. “Down” exists in opposite direc-
  tions on the plane’s two facing layers. Gravity is normal until
  one crosses the invisible border between the two layers; then it
  reverses. Those who break through the border find themselves
  falling toward the other plane.
  • Divinely morphic. Lesser deities can transform Bytopia’s twin
  landscapes, and other creatures find Bytopia as changeable as
  other Outer Planes.
  • Mildly good-aligned.
  Random Encounters: Use the Heavenly Encounters table
  (page 167) for random encounters on Bytopia.
  Example Bytopia Site: Mottlegrasp’s Orchard 
  Mottlegrasp, an 18th-level celestial gnome wizard, tends an or-
  chard in rural Dothion where the trees grow rubies, emeralds, and
  other precious gems. A typical tree produces 1d4×1,000 gp worth
  of gems each year, and the orchard covers several acres.
  Some of Mottlegrasp’s trees provide far more valuable fruit. He
  can offer fruit of Strength, Dexterity, Constitution, Intelligence,
  Wisdom, and Charisma. These objects function as the relevant
  ability-enhancing tomes and manuals (described in Chapter 7),
  CHAPTER 5:
  CAMPAIGNS
  
  providing an inherent bonus to an ability score when eaten. The
  riper the fruit, the higher the bonus.
  Neither money, good deeds, nor fame will earn the PCs such
  fruit. Mottlegrasp never parts with his fruit willingly, and he
  politely turns down any offers to do so—with one exception:
  Mottlegrasp will occasionally pay characters in fruit if they guard
  his orchard for a week’s time.
  The venerable gnome is no fool. He will hire guards for his
  orchard only if he suspects a threat will emerge that an 18th-level
  wizard on his home turf can’t handle. The characters will likely
  face peril after peril during their week as orchard-guards.
  To draw an encounter map of Mottlegrasp’s Orchard, place trees
  in neat rows of every other square. Every four rows or so, draw an
  irrigation canal (treat as a 5-foot-wide trench, because it’s rarely
  full of water).
  BLESSED FIELDS OF ELYSIUM
  Elysium is the most strongly good-aligned plane on the Great
  Wheel, a place of good untrammeled by issues of law or chaos. On
  this plane, doing well by others is more highly valued than any
  other ideal.
  The first layer of the plane, Amoria, is a riot of color. Visitors
  marvel at brilliant green meadows dotted with starburst flowers,
  pools as deep blue as a jay’s plumage, and silver clouds drifting
  against a perfect sky. The plane itself seems to vibrate with its own
  sense of life and intensity. It is usually a peaceful place, and tran-
  quility seems to seep into the bones and souls of those that cross it.
  Elysium consists of four layers strung together by the myriad
  courses of the River Oceanus. The first layer is most like the Mate-
  rial Plane, with sweet-smelling pines and flowering trees along its
  banks giving way to open meadows and rolling fields. The second
  layer, Eronia, is rougher and more mountainous, and rapids and
  falls are common along the channels of the river. Belierin, the third
  layer, is a great marsh awash with life. The deepest layer is the sea of
  Thalasia and the headwaters of the great River Oceanus, dotted
  with islands where veteran heroes of good relax for eternity.
  The size of the River Oceanus varies from a braid of smaller side
  channels to a mighty flow that tops its banks and floods the sur-
  rounding area. Along the river are islands, low gravel bars, and
  rocky promontories, which are often the homes of honored souls
  of the dead and more powerful denizens.
  Elysium has the following traits.
  • Divinely morphic. Elysium is easily altered by deities. Other
  creatures find that their spells and physical efforts work
  normally here.
  • Minor positive-dominant.
  • Strongly good-aligned.
  • Entrapping. This is a trait unique to Elysium (although Hades
  has a similar entrapping trait). A nonoutsider on Elysium expe-
  riences increasing joy and satisfaction while there. Colors
  become brighter and more vivid than on the Material Plane,
  sounds more melodious and soft, and the nature of others
  seems more pleasant and understanding. At the conclusion of
  every week spent on Elysium, any nonoutsider must make a
  Will save (DC 10 + the number of consecutive weeks on
  Elysium). Failure indicates that the individual has fallen under
  the control of the plane, cannot leave the plane of his or her
  own volition, and has no desire to do so. Memories of any previ-
  ous life fade into nothingness, and it takes a wish or miracle spell
  to return such characters to normal.
  Random Encounters: Alternate between the Heavenly En-
  counters table and the Beatific Encounters table (page 167) for
  random encounters in Elysium.
  Example Elysium Site: Heroic Isles
  These islands are also known as the Isles of the Holy Dead, the
  Hills of Avalon, and the Islands beyond the World. Here the best
  of the good-aligned souls who have passed beyond the mortal
  world make their homes, retaining some knowledge and perhaps
  some power from their previous lives. Here hero-kings wait for
  the day when their nations need them again, and religious schol-
  ars research great mysteries in huge libraries.
  Often these great petitioners made the journey to Thalasia while
  still alive but approaching death, whether from age or from wounds
  taken in noble battle. Elysium then slowly converted them to pow-
  erful outsiders, and they scarcely felt the pang of death. In Thalasia
  they retain their powers and memories but are at peace with them-
  selves and with others, the ultimate reward for good. Angels guard
  the shores of each island, observing visitors silently and ruthlessly
  swarming any who would break the peace of this place.
  Because the dead heroes remember their mortal deeds, they can
  be sources of information and inspiration for the PCs. Some may
  have unfinished business on the Material Plane and charge the
  characters with righting some long-ago wrong.
  The characters may seek out the Heroic Isles as part of an
  adventure that takes place elsewhere. When the Prophecy of the
  Moon Asunder must again be forestalled, it’s useful to get advice
  from the paladin who forestalled it a thousand years ago.
  WILDERNESS OF THE BEASTLANDS
  The Wilderness of the Beastlands is a plane of nature unbound. It
  is a plane of forests, ranging from mangroves hung heavy with
  moss to snowfall-laden pines to acres of sequoias so thick that no
  light penetrates their canopy. Oak, birches, spruces, firs, and
  maples are common here, and explorers into the plane’s distant
  corners find great forests of giant fungi and mushrooms. Vast
  deserts are found here as well, though they are hardly barren
  wastelands. Cactus, aloe, and other desert plants thrive in the arid
  parts of the Beastlands.
  The air of the Beastlands is ideal for anything that grows. It is
  humid and warm in the swampy regions, calm and cool beneath
  the sequoias, breezy and clear among the beeches, and arid and hot
  in the more open lands.
  The Beastlands consists of three layers, each layer frozen at cer-
  tain parts of the day. The top layer, Krigala, is a place of eternal day-
  light; Brux is a domain of perpetual twilight; and the third layer,
  Karasuthra, is a land of night illuminated only by a pale moon.
  The most important aspect of the Beastlands is how the plane
  favors animals of all kinds. Like Arcadia, it is a plane heavily popu-
  lated by animals and magical beasts. Traditional towns, cities, and
  strongholds are few and far between. Those who make their
  homes here seek to live with the trees, not against them.
  The Beastlands has the following traits.
  • Divinely morphic. Deities can shape the plane’s traits with a
  thought, but mortal creatures must use spells or physical effort
  to affect a change in the plane. 
  • Mildly good-aligned.
  Random Encounters: Use the Beatific Encounters table (page
  167) for random encounters in the Beastlands.
  Example Beastlands Site:  Karasuthra Hunter’s Glen
  The lowest layer of the Beastlands, Karasuthra wears a cloak of
  continual night. A silver moon whose phases change slowly hangs
  in the open sky, surrounded by stars that lazily drift across the sky.
  Only a few beacons of moonlight piece the thick canopy of the
  forest here, forming silver shafts that touch the forest floor. 
  Karasuthra is the home of the most dangerous night creatures,
  predators relentless in the pursuit of their quarry. Hunters from
  the Material Plane sometimes journey to Karasuthra looking for
  the most dangerous of trophies. Some survive to try a second time.
  Among the most famous game in the place are the white stags.
  These elusive creatures (treat as celestial chargers; see page 250 of
  the Monster Manual) live for the thrill of the chase and consider
  the hunt part of their life cycle. Even the most devoted defender of
  165
  CHAPTER 5:
  CAMPAIGNS
  
  166
  good can hunt a white stag, for the stag knows the consequences
  and is willing to be prey. But white stags don’t give themselves up.
  They take great glee in using their wiles and unparalleled knowl-
  edge of the forest to confound hunters from other planes. No crea-
  tures native to the Beastlands will attack a white stag. Instead, they
  turn on the hunters with unbridled ferocity.
  The antlers of a white stag stretch wide enough that it’s possible
  to fashion a composite longbow out of them using the Craft (bow-
  making) skill (making checks against DC 30). Such a bow is consid-
  ered of masterwork quality, and magical enhancements placed on
  the bow cost 10% less because the antlers have an affinity for magic.
  To draw an encounter map for a Karasuthra hunter’s glen, use
  the medium forest guidelines (see page 87). Simple three- and
  four-room lodges scattered throughout the forest offer visitors a
  measure of protection from the creatures outside.
  OLYMPIAN GLADES OF ARBOREA
  Arborea is a crazy quilt of climates and environments, all of which
  thrive. The plane contains great woods of towering maples, birch,
  and oak. These great deciduous trees strain skyward, leaving a forest
  floor relatively free of undergrowth and brush. The ground beneath
  the canopy itself is a rolling landscape of velvet moss and ferns. The
  forestscape sometimes retreats before open glades of wildflowers,
  fields of swaying wheat and barley, and neat rows of fruit trees
  untended by any hand. Here are trees that have never seen the
  woodsman’s axe, fields rich with grain, and orchards heavy with fruit.
  The very air of Arborea seems charged with anticipation and
  excitement. Sudden squalls brew up out of nowhere, beating the
  tree-lined paths with heavy winds. They pass within minutes and
  leave behind warm, sunny arcs of light filtering through the forest
  canopy. In the distance there always seems to be music; sometimes
  the elves and the fey are playing, but just as often the faint tune is
  merely the wind curling through the boles of the great trees.
  Arborea is a place with flowers in bloom and trees bearing fruit
  simultaneously. The uplands are covered with snow, shining beneath
  a crystal-blue sky. Arborea is almost overwhelming in its beauty, and
  the land embodies both wilderness and loveliness in one package.
  Only the top layer of Arborea, Arvandor, has the great forest
  implied in the name of the plane. Aquallor, Arborea’s second layer,
  is an endless ocean, and its third layer, Mithardir, is a borderless
  desert of white dust. 
  Arborea has the following traits.
  • Divinely morphic. Deities can change the traits of the plane and
  remake the landscape; mortals must use spells and physical
  effort to change their environment. 
  • Mildly good-aligned and mildly chaos-aligned.
  Random Encounters: Use the Beatific Encounters table (page
  167) for random encounters in Arborea.
  Example Arborea Site: Canopy City
  The celestial elves of Arvandor live in great treehouse cities
  among massive redwoods. There they hunt, celebrate, and live the
  idealized elven life. But they treasure their society with such
  intensity that they’re quick to turn on intruders. A single careless
  word can turn the speaker into a pincushion of elven arrows.
  The canopy cities are not home to elves alone. Many elves ride
  celestial giant owls from place to place, and many fey are welcome
  in the treetop city. While the trees support the city, some treants live
  in the canopy city as well—a surprise to visitors who try to take a
  shortcut. A canopy city is considered a large city (see page 137).
  To draw an encounter map for a canopy city, use the buildings
  from the Urban Features section (see page 99), but construct them
  of wood and attach them to tree trunks from 30 feet to 60 feet in
  diameter. Rather than use roads and alleys to connect them, string
  together rope bridges, wooden bridges, ladders, and stairs. Make
  the bridge-and-stairs network complicated—the elves like it that
  way, and it’ll make for more interesting encounters.
  CONCORDANT DOMAIN  OF THE OUTLANDS
  The Outlands is unique among the Outer Planes because it bor-
  ders all other Outer Planes. As a result, it is the common ground
  for extraplanar creatures. Beings from infernal and celestial
  planes, as well as those of law and chaos, can be found here. In
  addition, deities of true neutrality and those associated with ideals
  such as scholarship or nature have their realms here.
  The Outlands is an infinitely large wheel with a great spire
  rising from its center. Outlanders consider this towering cylindri-
  cal plinth as the heart of the Outer Planes and the axle around
  which the Great Wheel is centered. This great plinth is clearly vis-
  ible from anywhere in the plane; it rises above the clouds them-
  selves and ascends into unreachable heavens. Sigil, the City of
  Doors, floats at the top of the spire.
  The plane is a broad region of varied terrain, with open prairies,
  towering mountains, and twisting, shallow rivers. Settlements
  throughout the area are inhabited by a variety of refugees and
  natives of the plane. But they are small flecks against the greater
  wildness of the Outlands.
  The Outlands has the following traits.
  • Divinely morphic. This trait disappears close to the center of
  the plane, and in that area even deities are affected by the nature
  of the plane.
  • Mildly neutral-aligned. Unlike on the other Outer Planes, all
  alignments are equally welcome on the Outlands.
  • Normal magic, impeded magic, and limited magic. The
  Outlands has the normal magic trait far from its central spire,
  but as one approaches the hub of the plane, spells, spell-like
  abilities, and even supernatural powers are further and further
  restricted. Where the surface of the plinth is near vertical,
  almost no abilities (and few deity-level powers) function.
  Far from the spire, magic functions normally. At about 1,100
  miles from the base of the spire, the impeded magic trait begins,
  impeding 9th-level spells unless the caster succeeds on a DC 35
  Spellcraft check. Closer to the base of the spire, spells of lower levels
  are also impeded in this manner, according to the table below.
  Distance 
  Impeded
  Limited
  from Spire
  Spells
  Spells
  Other Effects
  More than 
  None
  None
  None
  1,100 mi.
  1,100 mi.
  9th
  None
  None
  1,000 mi.
  8th–9th
  None
  None
  900 mi.
  7th–9th
  9th
  All creatures gain immunity
  to poison
  800 mi.
  6th–9th
  8th–9th
  Psionic spell-like abilities
  don’t function
  700 mi.
  5th–9th
  7th–9th
  Positive and negative energy
  can’t be channeled
  600 mi.
  4th–9th
  6th–9th
  Supernatural abilities don’t
  function
  500 mi.
  3rd–9th
  5th–9th
  Access to the Astral Plane
  prohibited
  400 mi.
  2nd–9th
  4th–9th
  Divine powers of demigod
  rank and lower annulled
  300 mi.
  All
  3rd–9th
  Divine powers of lesser deity
  rank and lower annulled
  200 mi.
  All
  2nd–9th
  Divine powers of
  intermediate deity rank and
  lower annulled
  100 mi.
  All
  All
  All divine powers annulled
  The limited magic trait starts to emerge at 900 miles away from
  the center of the plane, making 9th-level spells and spell-like
  effects unavailable. Closer to the center, more and more abilities
  cannot be used, and finally even deity-level powers are affected.
  Extraordinary abilities are never affected by this trait.
  CHAPTER 5:
  CAMPAIGNS
  
  Random Encounters: Alternate among all four random Outer
  Plane tables for random encounters in the Outlands.
  Example Outlands Site: City of Sigil
  The heart of the Outlands, and therefore the self-proclaimed
  center of the planes, Sigil is known as the City of Doors. Portals
  leading throughout the cosmos lace every district of the city. Situ-
  ated atop the spire itself that rises above the surrounding plane,
  Sigil is a ring floating in space, with the city itself constructed
  along the inside of the band.
  Sigil has a number of special traits, one of which is objective
  directional gravity. “Down” is toward the ring itself. Those who
  escape the ring suddenly find themselves in open air, often plum-
  meting down the side of the spire.
  While magic is extremely limited near the spire, the City of
  Sigil has the normal magic trait.
  Sigil has a huge number of portals, the sum total of which is
  unknown even to the inhabitants. Portals connect to every known
  Outer Plane and every Inner Plane. Portals also connect Sigil to
  other locations in the Outlands. Most of Sigil’s portals require
  command words or special keys in order to make them function.
  Sigil is a trader’s city. Goods, merchandise, and information come
  to it from across the planes. It does a brisk trade in information about
  the planes, in particular in the command words or keys required for
  the operation of particular portals. These portal keys are sought after,
  and usually travelers within the city are looking for a particular
  portal or a portal key to allow them to continue on their way.
  Sigil is controlled by a number of factions, all of which may be
  politely described as “philosophers with clubs.” These factions are
  categorized along the lines of traditional alignments, and they con-
  trol different parts of the city and different services therein. The
  ultimate ruler of Sigil is an enigmatic being known as the Lady of
  Pain, a floating female humanoid with bladelike hair. The full
  extent of the Lady of Pain’s abilities is unknown, but it is widely
  assumed that her power equals or exceeds that of the deities.
  Sigil is huge—ten times the size of a Material Plane metropolis.
  Accordingly, no gp limit applies when buying or selling goods in
  the City of Doors, and NPCs of any class and level combination
  can be found there.
  To draw an encounter map for Sigil, start with a normal city-
  scape and add as much magic to the environment as you can. En-
  tertaining illusions, animated “horseless carriages,” buildings built
  from walls of force—anything you can imagine probably exists in
  Sigil somewhere.
  RANDOM OUTER PLANE ENCOUNTERS
  On this page are four alignment-based random encounter tables
  that you can use if the PCs find themselves on one of the Outer
  Planes unexpectedly. If you’re writing an adventure that takes
  place on a particular Outer Plane, you can use these encounter
  tables as a starting point, designing specific tables that reflect the
  nature of the adventure site and the level of the PCs.
  CREATING A COSMOLOGY
  As you build your world, you’ll eventually move onto other worlds
  entirely—new planes where anything is possible. And if you’re
  ambitious, you can create your own cosmology.
  WHAT PLANES DO YOU NEED?
  The cosmology you create should fit the needs of your campaign.
  Assuming that the Material Plane of your campaign is essentially
  the same as the Material Plane of the D&D cosmology, you need to
  decide what your cosmology will contribute to the campaign.
  Here’s a list of features that a “typical” D&D campaign needs a cos-
  mology to provide:
  • A place for deities to reside or originate from.
  • A place for fiendish creatures to originate from.
  • A place for celestial creatures to originate from.
  • A place for elemental creatures to originate from.
  • A way of getting from one plane to another.
  • A way for spells that use the Astral Plane, the Ethereal Plane, or
  the Plane of Shadow to function.
  None of these are an absolute requirement for your campaign.
  You can run a campaign without deities at all, or with deities that
  are unreachable or that don’t have extraplanar kingdoms. You can
  decide that fiendish and celestial creatures come from the same
  plane, or that all elementals come from the same swirling mael-
  strom. You may decide that you don’t want to have any of the Tran-
  sitive Planes in your campaign.
  Your cosmology can reflect your own desires for the direction
  you want the campaign to take. If you want to stress the struggle
  between good and evil, then setting up strongly aligned planes for
  these concepts is an excellent idea. Similarly, if you want a strong
  conflict between organization and freedom, strongly law-aligned
  and strongly chaos-aligned planes are recommended. You can
  create, add, and subtract planes as you see fit. If you want a fifth
  elemental plane (perhaps elemental cold, elemental wood, or even
  elemental emptiness), you can do so within your cosmology.
  167
  CHAPTER 5:
  CAMPAIGNS
  Abyssal Encounters (EL 15)
  d%
  Encounter
  Average EL
  01–10
  1 marilith (demon)
  17
  11–25
  1 abyssal greater basilisk
  15
  26–50
  Demon troupe: 1 nalfeshnee, 1 hezrou, 
  15
  and 1d3 vrocks
  51–70
  Demon troupe: 1 glabrezu, 1 succubus, 
  14
  and 1d3 vrocks
  71–90
  1d3 hezrous (demon)
  13
  91–95
  1 death slaad
  13
  96–100
  2 gray slaadi
  12
  Hellish Encounters (EL 15)
  d%
  Encounter
  Average EL
  01–20
  1 horned devil
  16
  21–45
  Devil troupe: 1 ice devil, 1d3 bone devils, 
  15
  and 2d4+3 bearded devils
  46–70
  1d3 ice devils
  15
  71–80
  2d4+3 hellwasp swarms
  14
  81–85
  1d4+2 formian myrmarchs
  14
  86–95
  1d4+2 bone devils
  13
  96–100
  1 night hag and 1 cauchemar (nightmare)
  12
  Heavenly Encounters (EL 15)
  d%
  Encounter
  Average EL
  01–25
  1d3 astral devas (angel)
  16
  26–45
  1 planetar (angel)
  16
  46–60
  1 hound archon hero
  16
  61–65
  1 marut (inevitable)
  15
  66–85
  1 trumpet archon
  14
  86–90
  1d4+2 formian myrmarchs 
  14
  91–95
  1d3 leonals (guardinal)
  14
  96–100
  1d4+2 avorals (guardinal)
  13
  Beatific Encounters (EL 15)
  d%
  Encounter
  Average EL
  01–15
  1d3 astral devas (angel)
  16
  16–30
  1 planetar (angel)
  16
  31–55
  1d3 ghaeles (eladrin)
  15
  56–65
  1d3 leonals (guardinal)
  14
  66–80
  1 celestial charger (unicorn)
  13
  81–90
  1d4+2 avorals (guardinal)
  13
  91–95
  1 death slaad
  13
  96–100
  2 gray slaadi
  12
  
  168
  PLANAR TRAITS
  Designing a plane is like designing any other landscape—
  although most planes are more fantastic and strange than the
  forests, mountains, and plains that dominate the Material Plane.
  You might include exotic terrain, vast dungeons, mighty for-
  tresses, or cities teeming with weird denizens. In addition to these
  elements, you’ll want to establish planar traits: rules that define
  how a plane works in general terms.
  The planes of D&D’s Great Wheel cosmology each have planar
  traits that explain how characters move, fight, and cast spells
  there. The Elemental Plane of Fire, for example, has the fire-dom-
  inant trait, which means that the very substance of the plane deals
  3d10 points of fire damage every round to creatures present on the
  plane. The Astral Plane has the subjective directional gravity trait,
  so creatures on the plane decide for themselves which way they
  would like gravity to pull. Limbo has the strongly chaos-aligned
  trait, so nonchaotic characters are penalized there.
  When you design a plane for your own cosmology, choose the
  traits described for planes on the Great Wheel (pages 147–150)
  or invent your own. You can mix and match the traits from dif-
  ferent planes if you like. For example, you could create a plane
  called the Forge of Heaven that was both fire-dominant and
  good-aligned.
  Planar traits usually apply to the plane as a whole, but a plane is
  a vast place. There may be particular locations within a plane
  where the rules are different, perhaps because of natural effects,
  godly interference, or magical localities.
  A plane usually has traits that describe its gravity, the nature of
  time on it, its size and shape, its morphic nature (how easy it is to
  change reality there), its alignment, its elemental or energy type,
  and any unusual effects on magic that occur on the plane. That’s
  not an exhaustive list, however—design whatever planar traits
  you need to make a plane you create work the way you want it to.
  Additional Traits
  Here are some planar traits that aren’t used in the D&D cosmology
  but that might make good building blocks for planes you design.
  Light Gravity: The gravity on a plane with this trait is less intense
  than on the Material Plane. As a result, creatures find that they can
  lift more, but their movements tend to be ungainly. Characters on
  a plane with the light gravity trait take a –2 circumstance penalty
  on attack rolls and Balance, Ride, Swim, and Tumble checks. All
  items weigh half as much. Weapon ranges double, and characters
  gain a +2 circumstance bonus on Climb and Jump checks.
  Strength and Dexterity don’t change as a result of light gravity,
  but what you can do with such scores does change. These advan-
  tages apply to travelers from other planes as well as natives.
  Falling characters on a light gravity plane take 1d4 points of
  damage for each 10 feet of the fall (maximum 20d4).
  You can choose to decrease gravity even further, doubling or
  tripling the effect for a particular plane.
  Flowing Time: On some planes, time can flow faster or slower.
  One may travel to another plane, spend a year there, then return to
  the Material Plane to find that only six seconds have elapsed.
  Everything on the plane returned to is only a few seconds older.
  But for that traveler and the items, spells, and effects working on
  him, that year away was entirely real.
  When designating how time works on planes with flowing
  time, put the Material Plane’s flow of time first, followed by the
  same flow in the other plane. For the example above, it would be 1
  round = 1 year. For every year on the other plane, one 6-second
  round has elapsed on the Material Plane.
  The clever and the unscrupulous can abuse planes that have
  flowing time. The ability to step into a slower time flow for the
  purpose of healing and regaining spells is an effective weapon
  against others. You’ll be back, completely refreshed, before your
  foes even know you’re gone. Throwing opponents into a plane
  with a slower time flow may keep them out of action for several
  years and make their return a problem for future generations.
  Erratic Time: Some planes have time that slows down and speeds
  up, so an individual may lose or gain time as he moves between the
  two planes. For each plane with erratic time you create, develop a
  random generation table to determine the rate of time’s flow. The
  following is provided as an example.
  d%
  Time on Material Plane
  Time on Erratic Time Plane
  01–10
  1 day
  1 round
  11–40
  1 day
  1 hour
  41–60
  1 day
  1 day
  61–90
  1 hour
  1 day
  91–100
  1 round
  1 day
  You’ll want to set how often (by Material Plane standards) a plane
  with the erratic time trait shifts, requiring a new roll of the dice. To
  the denizens of such a plane, time flows naturally and the shift is
  unnoticed.
  If a plane is timeless with respect to magic, any spell cast with a
  noninstantaneous duration is permanent until dispelled.
  Finite Shape: A plane with this trait has defined edges or borders.
  These borders may adjoin other planes or hard, finite borders such
  as the edge of the world or a great wall. Demiplanes are often finite.
  Self-Contained Shape: On planes with this trait, the borders wrap
  in on themselves, depositing the traveler on the other side of the
  map. A spherical plane is an example of a self-contained, finite
  plane, but there can be cubes, toruses, and flat planes with magical
  edges that teleport the traveler to an opposite edge when he
  crosses them. Some demiplanes are self-contained.
  Static: These planes are unchanging. Visitors cannot affect
  living residents of the plane, nor objects that the denizens possess.
  Any spells that would affect those on the plane have no effect
  unless the plane’s static trait is somehow removed or suppressed.
  Spells cast before entering a plane with the static trait remain in
  effect, however.
  Even moving an unattended object within a static plane
  requires a DC 16 Strength check. Particularly heavy objects may
  be impossible to move.
  Sentient: These planes are ones that respond to a single thought—
  that of the plane itself. Travelers would find the plane’s landscape
  changing as a result of what the plane thought of the travelers, either
  becoming more or less hospitable depending on its reaction.
  Alignment Traits: How a plane develops an alignment trait is a
  chicken-and-egg situation. Certain planes are predisposed to par-
  ticular alignments, so creatures of those alignments tend to settle
  there. This makes the planes even more disposed to that align-
  ment, and so on. That does not have to be true for “home of the
  deities” planes you create.
  A strongly neutral-aligned plane would stand in opposition to
  all other moral and ethical principles: good, evil, law, and chaos.
  Such a plane may be more concerned with the balance of the
  alignments than with accommodating and accepting alternate
  points of view. In the same fashion as for other strongly aligned
  planes (see page 149), strongly neutral-aligned planes apply a –2
  circumstance penalty to Intelligence-, Wisdom-, or Charisma-
  based checks by any creature that isn’t neutral. The penalty is
  applied twice (once for law/chaos, and once for good/evil), so neu-
  tral good, neutral evil, lawful neutral, and chaotic neutral crea-
  tures take a –2 penalty and lawful good, chaotic good, chaotic evil,
  and lawful evil creatures take a –4 penalty.
  Dead Magic: These planes have no magic at all. A plane with the
  dead magic trait functions in all respects like an antimagic field
  spell. Divination spells cannot detect subjects within a dead magic
  plane, nor can a spellcaster use teleport or another spell to move in
  or out. The only exception to the “no magic” rule is permanent
  planar portals, which still function normally.
  CHAPTER 5:
  CAMPAIGNS
  
  ontained within this chapter are a number of options for
  PCs and NPCs alike, including alternative ability score
  generation systems, new races, and new classes. Also pro-
  vided here are rules for improving characters, new famil-
  iars, and epic characters.
  ABILITY SCORES
  In addition to the standard method for generating ability scores
  presented in the Player’s Handbook (roll 4d6, discard the lowest die,
  and arrange as desired), here are eight options you might want to
  consider using in your campaign.
  1. Standard Point Buy: All ability scores start at 8. Take 25
  points to spread out among all abilities. For ability scores of 14 or
  lower, you buy additional points on a 1-for-1 basis. For ability
  scores higher than 14, it costs a little more (see the table below).
  This method allows for maximum customization, but you should
  expect each PC to have at least one really good score.
  Ability Score Point Costs
  Ability
  Point
  Ability
  Point
  Score
  Cost
  Score
  Cost
  9
  1
  14
  6
  10
  2
  15
  8
  11
  3
  16
  10
  12
  4
  17
  13
  13
  5
  18
  16
  2. Nonstandard Point Buy: Use the standard point buy
  method, except that the player has fewer or more points for
  buying scores, as shown on the table below.
  Type of Campaign
  Points Allowed
  Low-powered campaign
  15 points
  Challenging campaign
  22 points
  Tougher campaign
  28 points
  High-powered campaign
  32 points
  3. Elite Array: Use the following scores, arranged as
  desired: 15, 14, 13, 12, 10, and 8. These numbers (assuming
  they’re assigned to abilities in an appropriate way) pro-
  duce characters with at least a decent score in every abil-
  ity that’s important to the character’s class. This method
  is faster than the standard point buy method and is good
  for creating characters quickly. In fact, it’s the method
  we used to generate ability scores for the sample NPCs
  in Chapter 4 of this book.
  4. The Floating Reroll: Roll 4d6 six times, discard-
  ing the lowest die each time. Once during this process,
  the player can reroll the lowest die instead. Arrange
  scores as desired. This method results in slightly
  better characters than the standard Player’s Handbook
  method does, allowing players to either improve a
  particularly bad score or try to get a very good score.
  For example, if the player rolled 4d6 and got results
  of 1, 2, 6, and 6 for a score of 14, she might choose to
  reroll the 1 to see if she could improve the score
  (and possibly even get an 18 if the reroll came up 6).
  5. Organic Characters: Roll 4d6 six times, discard-
  ing the lowest die each time. Place in order (Str, Dex,
  Con, Int, Wis, Cha) as rolled. Reroll any one ability
  score of your choice, taking the new roll if it’s
  higher. Then switch any two ability scores. This
  169
  Illus. by  A. Swekel
  
  170
  method allows some choice but doesn’t let a player have all her
  ability scores exactly where she wants them. A character might
  have to learn to cope with unwanted clumsiness (just as in real
  life), or she may have a personal talent that isn’t usual for a mem-
  ber of her class (such as a high Strength score for a sorcerer).
  6. Customized Average Characters: Roll 3d6 six times and ar-
  range scores as desired. This method produces characters more
  like average people but still allows customization. The player may
  reroll all scores if his ability modifiers total –3 or lower, or if he
  doesn’t have any score of 12 or higher.
  7. Random Average Characters: Roll 3d6 six times and place
  in order (Str, Dex, Con, Int, Wis, Cha). This is the strictest method.
  It frequently generates virtually unplayable characters, but it
  makes high scores very special. The player may reroll all scores if
  her ability modifiers total –3 or lower, or if she doesn’t have any
  score of 12 or higher.
  8. High-Powered Characters: Roll 5d6 six times, discarding
  the two lowest dice each time. Arrange as desired. This is just right
  for a high-powered game where the characters need to be really
  good just to survive. The player may reroll all scores if his ability
  modifiers don’t total at least +2 or if he doesn’t have at least one
  score of 15 or higher.
  RPGA CHARACTERS AND ABILITY SCORES
  In the new D&D Campaigns program administered by the RPGA®
  Network, the ability scores of player characters are generated
  using the standard point buy method. In some older RPGA cam-
  paigns, nonstandard point buy methods are used. For instance,
  characters in the Living Greyhawk campaign are built using the
  28-point nonstandard point buy method, because it’s a tougher
  campaign that requires more powerful characters.
  Why does the RPGA use the point buy method instead of
  rolling dice to generate ability scores? Unlike most home games
  with one Dungeon Master and a small group of players, RPGA
  D&D games are played by thousands of players, and are adjudi-
  cated by hundreds of Dungeon Masters. At large gaming events,
  an RPGA DM doesn’t always play with a familiar group of players
  or characters. In these environments, the point buy system pro-
  vides a way for players to customize their characters, while at the
  same time enabling the DM to reasonably gauge the power of all
  the characters in the game. 
  For more information about the D&D Campaigns program, and
  how to participate in RPGA events, go to www.wizards.com/rpga.
  RACES
  An easy way to customize a campaign is to change the races that
  players can choose from when creating characters.
  SUBRACES
  Tall, slim halflings are called tallfellows. Sylvan elves are reclusive,
  tough elves who live in the woods. Mountain dwarves are even
  sturdier than their more common counterparts. These offshoots of
  the standard races are called subraces.
  Some of the common races of the D&D game—dwarves, elves,
  gnomes, and halflings—are divided into subraces to showcase
  slight differences in appearance, outlook, and adaptation. Aside
  from a few minor differences, members of a subrace resemble
  members of the race as described in the Player’s Handbook. Subraces
  make player choices varied and interesting, but you might also
  want to use subraces that are limited to NPCs. A good way to intro-
  duce a subrace into the campaign is to create an NPC encounter
  with the existing characters. By introducing a subrace as an NPC,
  you demonstrate to the players how you see members of that sub-
  race. Sometimes, players are not interested in playing a new sub-
  race but still appreciate its appearance as a new and interesting
  aspect of your campaign. The major subraces of the common races
  are described in the appropriate entries in the Monster Manual.
  You might choose not to allow PCs to be members of subraces.
  After all, subraces tend to stray from the archetypal races in the
  Player’s Handbook, and they complicate the otherwise simple (but
  important) racial choices. Some of those presented in the Monster
  Manual, such as the drow, duergar, and other evil kinds of crea-
  tures, might be inappropriate to your game. The drow, duergar,
  and svirfneblin might also be too powerful in relation to the other
  PC race choices. See the Monsters as Races section, page 172, for
  an explanation of level adjustment and effective character level
  (ECL). If you know the ECL of a new character, you can tell
  whether that PC is right for your campaign.
  To create a new subrace, think of a specific aspect of devia-
  tion—culture, climate, or physical stature. Then, as you look at the
  Player’s Handbook description of the standard race, determine what
  changes that deviation would cause to this description. A subrace
  might have different ability score modifications, different skill
  bonuses (such as a +1 or +2 racial bonus on certain skill checks), a
  different favored class, different languages, or even different spe-
  cial abilities, such as the dwarf’s poison resistance or the elf’s
  prowess with a bow.
  Keep in mind that the common races have disadvantages to bal-
  ance their advantages. A subrace should not have a bonus to
  Strength and a negative adjustment to Charisma without some
  additional considerations, since Strength is so much more impor-
  tant (in general) than Charisma. Instead, that dwarf subrace you
  create might have +2 to Strength and –2 to Charisma if it also lacks
  the standard dwarf’s darkvision and stonecunning abilities. Alter-
  natively, your dwarf subrace could have +2 to Strength, +2 to Con-
  stitution, –2 to Dexterity, –2 to Charisma, low-light vision rather
  than darkvision, and +2 on Climb checks rather than the stone-
  cunning ability.
  In general, strive for balance. Balance an ability score bonus
  with an equivalent ability score penalty. Replace a skill bonus with
  a bonus to a different skill or a special ability (such as saving throw
  bonuses or darkvision) with another relatively equal ability. The
  range of different abilities and skill modifications is great, so
  you’re on your own in finding the perfect mix for your campaign.
  Look to the subraces in the Monster Manual for good examples, and
  consider the following variations as well.
  Subterranean: Underground-dwelling versions of the
  common races might have darkvision, stonecunning, and a dif-
  ferent set of racial enemies. An elf’s familiarity with the bow—a
  weapon more suited to outdoor use—might change to familiar-
  ity with a weapon better suited to subterranean use, such as the
  hand crossbow.
  Aligned: A subrace might lean toward one particular align-
  ment, affecting its culture and outlook rather than its game statis-
  tics. This subrace might have a different favored class or different
  language options.
  Magical: Deviations that have greater or less affinity for magic
  would change favored classes, ability score modifications (particu-
  larly to Intelligence, Wisdom, or Charisma), and traits such as the
  gnome’s spell-like abilities.
  Focused: A subrace might have a special attraction to build-
  ing things, destroying things, theft, battle, particular animals,
  sailing, nomadic wandering, piety, or virtually anything else that
  you can conceive. Such a focus probably changes the race’s
  favored class and skill bonuses and might affect ability score
  modifications as well.
  Wild: A less civilized version of a common race would prefer
  classes such as barbarian and sorcerer and gain bonuses on Sur-
  vival or Handle Animal checks.
  Larger or Smaller: Subraces that are larger or smaller than
  their common counterparts offer intriguing options. Medium
  halflings or Small elves would use rules and equipment similar to
  that used by other characters of their new size. Conceivably, a cam-
  CHAPTER 6:
  CHARACTERS
  
  paign might have Tiny gnomes or Large half-orcs. You should be
  wary of Tiny or Large characters, however, because they alter the
  game in significant ways (for example, they take up much less or
  much more space in a battle).
  Marine: A marine (or coastal or island) version of a common
  race might have gills to breathe water, a bonus on Swim checks,
  and an affinity with various forms of aquatic wildlife. You should
  also be careful not to simply make marine versions of every race
  and creature, since this rapidly becomes too predictable.
  Desert, Mountain, Forest (Terrain or Climate Types):
  Finally, terrain and climate can be the main determinant for a
  subrace specially suited for the environment in which it lives
  (desert halflings, arctic gnomes, and so on). These subraces differ
  from their standard counterparts primarily in skill bonuses or
  bonus feats.
  Common Subraces
  Dwarves
  Elves
  Hill dwarves*
  High elves*
  Deep dwarves
  Aquatic elves (sea elves)
  Mountain dwarves
  Drow (dark elves)
  Duergar (gray dwarves)
  Gray elves
  Wild elves (grugach)
  Wood elves (sylvan elves)
  Gnomes
  Halflings
  Rock gnomes*
  Lightfeet*
  Svirfneblin (deep gnomes)
  Tallfellows
  Forest gnomes
  Deep halflings
  * The standard dwarves, elves, gnomes, and halflings described in the
  Player’s Handbook.
  Example Subrace: Gold Dwarves
  Haughty and proud, the gold dwarves have a civilization approach-
  ing the peak of its power. While some are aloof and suspicious, for
  the most part they are forthright warriors and shrewd traders.
  Racial Traits: Gold dwarves have all the dwarf racial traits
  described on page 14 of the Player’s Handbook, with the following
  exceptions.
  • +2 Constitution, –2 Dexterity: Gold dwarves are stout and
  tough, but not as quick or agile as other races.
  • +1 racial bonus on attack rolls against aberrations: Gold dwarves
  are trained in special combat techniques against these bizarre crea-
  tures (this replaces the attack bonus against orcs and goblinoids).
  MODIFYING A COMMON RACE
  Sometimes you may wish to modify one of the common races
  (those described in the Player’s Handbook). Doing this is different
  from creating a subrace, because it’s a change of larger scope—the
  entire common race takes on different characteristics. A campaign
  might not even use subraces but still have races modified from the
  rules presented in the Player’s Handbook.
  The main reason you may want to modify the Player’s Handbook
  races is to give your campaign a unique or a specific feel. For
  example, in some campaigns, dwarves never use arcane spells. In
  others, they may be wizened masters of the arcane arts.
  CHANGES THROUGH ADDITION
  AND SUBTRACTION
  Modifying a race by adding or subtracting aspects is essentially
  like creating a subrace. One DM may find that darkvision is inap-
  propriate for dwarves in her campaign, while another believes that
  in his campaign elves should never die of old age.
  While DMs make such changes to give a unique flavor to a cam-
  paign, these changes often end up creating problems with logic or
  balance. For example, without darkvision for their dwarves, many
  players opt to play a different race instead, and those who do play
  dwarves often eventually feel that they made a wrong decision by
  not choosing, say, a half-orc. Meanwhile, in the game where the
  DM chose to make elves immortal, no actual game balance issues
  arise, yet the players grow dissatisfied with the logical incongruity.
  If elves don’t die of old age, they ask, why isn’t the world swarming
  with them by now? These problems are not insurmountable, but
  they show that change must be well thought out. Balance taking an
  ability away from a race by replacing it with another. Think
  through logic problems, and explain them away with a reasonable
  rationale. For example, elves might have an incredibly low birth
  rate and fight in many wars against evil, keeping their numbers
  low despite their biological immunity to aging.
  Example Modified Race: Half-Human Elves
  Half-human elves are half-elves raised by elves rather than by
  human society.
  Half-human elves have all the half-elf racial traits described on
  page 18 of the Player’s Handbook, with the following exceptions.
  • Half-human elves have no racial bonus on Diplomacy and
  Gather Information checks.
  • Half-human elves have the same weapon proficiency as elves.
  They receive free Martial Weapon Proficiency feats for the
  longsword, rapier, shortbow, and longbow. Living among
  people who esteem the arts of swordplay and archery, almost all
  half-human elves are familiar with these weapons.
  • Favored Class: Wizard. Half-human elves lack some of the flex-
  ibility of half-elves who are raised by humans.
  CLASS/RACE RESTRICTIONS
  The parameters of a campaign can shape the benefits and restric-
  tions for playing characters of various races. Sometimes, in order
  to reflect specific roles that you want races to play in the cam-
  paign, you can restrict which classes each race can choose from.
  Limitations might include any or all of the following.
  • Dwarves and halflings cannot be wizards, sorcerers, bards,
  monks, druids, paladins, or rangers.
  • Elves cannot be druids, paladins, or monks.
  • Half-elves cannot be paladins or monks.
  • Half-orcs cannot be wizards, bards, druids, paladins, or rangers.
  The fighter class, the cleric class, and the rogue class are rarely
  restricted. Each is considered available to any race, although you
  can of course create your own exceptions.
  It is perfectly acceptable for you to say “In my world . . .” and
  then describe whatever changes or restrictions you feel necessary.
  Be prepared for players to complain if you’re denying something
  otherwise granted to them in the Player’s Handbook for the choices
  they make. You’re the DM, and it’s your campaign. It’s important,
  however, to make sure that the players understand the explana-
  tions behind these changes so that they don’t feel restricted for no
  reason. It’s often a good idea to balance restrictions with extra
  allowances—such as greater starting money, free skills, or some
  other small consideration.
  NEW RACES
  You can give your players new race options either by using creatures
  from the Monster Manual or new creatures of your own design. In
  either case, handle this radical change to the campaign with care.
  171
  CHAPTER 6:
  CHARACTERS
  VARIANT: NO SIDEBARS FOR VARIANT RULES
  In contrast to the way the rest of the Dungeon Master’s Guide is struc-
  tured, this chapter is composed of alternative rules, concepts, and ways
  of doing things. So, in this chapter, you won’t find variant rules set off
  in sidebars—the variant rules are actually the meat of the chapter.
  Sidebars are used in this chapter for “Behind the Curtain” topics,
  just as in the rest of the book.
  p
  q
  q
  r
  s
  p
  q
  q
  r
  s
  
  172
  Monsters as Races
  While every monster in the Monster Manual has the statistics that a
  player would need to play the creature as a character, most monsters
  are not suitable as PCs. The following table lists monsters that are
  easy, difficult, and very difficult to incorporate into a campaign as
  PCs. Use these lists as guidelines, but don’t allow players to play
  creatures who have an Intelligence score of 2 or lower, who have no
  way to communicate, or who are so different from other PCs that
  they disrupt the campaign. (The creatures in the Difficult and Very
  Difficult sections of the table, for example, are too problematic for
  most campaigns.) Some creatures have strange innate abilities or
  great physical power, and thus are questionable at best as characters
  (except in high-level campaigns). For example, a hill giant dishes
  out great amounts of damage, and a PC playing a beholder, with its
  array of magical powers, would be quite unbalancing. Even some
  feature as seemingly innocuous as wings should be considered care-
  fully. The ability to fly can circumvent interesting encounters at
  lower levels (particularly outdoors), and it makes skills such as
  Climb and Jump meaningless. You should not allow such creatures
  as PCs until the other characters are at a level (around 5th to 7th)
  when magical means of flight become common.
  Monsters as Races
  Easy (Few Strange Powers)
  Level
  Level
  Race
  Adjustment
  Race
  Adjustment
  Goblin
  +0
  Tiefling
  +1
  Kobold
  +0
  Centaur
  +2
  Orc
  +0
  Githyanki
  +2
  Aasimar
  +1
  Githzerai
  +2
  Bugbear
  +1
  Elf, drow
  +2
  Dwarf, duergar
  +1
  Ogre
  +2
  Gnoll
  +1
  Minotaur
  +2
  Hobgoblin
  +1
  Troglodyte
  +2
  Lizardfolk
  +1
  Gnome, svirfneblin
  +3
  Difficult (Strange Powers or Limitations)
  Level
  Level
  Race
  Adjustment
  Race
  Adjustment
  Lycanthrope, afflicted1 +2
  Lycanthrope, natural1, 2
  +3
  Satyr
  +2
  Pixie
  +4
  Yuan-ti, pureblood
  +2
  Gargoyle
  +5
  Kuo-toa
  +3
  Troll
  +5
  Very Difficult 
  (Unusual Size or Powers that Circumvent Many Challenges)
  Level
  Level
  Race
  Adjustment
  Race
  Adjustment
  Drider
  +4
  Mind flayer
  +7
  Hill giant
  +4
  Ogre mage
  +7
  Janni
  +5
  Vampire1
  +8
  Yuan-ti, halfblood
  +5
  1 Choose a common race for the base creature’s race.
  2 Natural lycanthropes have an effective character level (ECL) of 2 +
  animal form HD + class levels.
  Starting Level of a Monster PC: The table above gives the
  level adjustment for several monsters. Add a monster’s level
  adjustment to its Hit Dice and class levels to get the creature’s
  effective character level, or ECL. Effectively, monsters with a level
  adjustment become multiclass characters when they take class
  levels. Characters with more than 1 Hit Die because of their race
  do not get a feat for their first class level as members of the
  common races do, and they do not multiply the skill points for
  their first class level by four. Instead, they have already received a
  feat for their first Hit Die because of race, and they have already
  multiplied their racial skill points for their first Hit Die by four.
  Use ECL instead of character level when referring to Table 3–2:
  Experience and Level-Dependent Benefits in the Player’s Handbook
  to determine how many experience points a monster character
  needs to reach its next level. Also use ECL with Table 5–1: Charac-
  ter Wealth by Level to determine starting wealth for a monster
  character.
  Monster characters treat skills mentioned in their Monster
  Manual entry as class skills.
  As you can see, many monster characters are inappropriate for
  parties of 1st-level adventurers. You may choose to allow them
  anyway, assuming that the party’s encounters grant fewer experi-
  ence points to higher-level characters, allowing the rest of the
  party to catch up in level. Alternatively, you may ask players to
  wait until the rest of the party reaches the monster character’s ECL
  before the monster character enters play.
  If a monster has 1 Hit Die or less, or if it is a template creature
  (such as a vampire or a lycanthrope; see the Monster Manual), it
  must start the game with one or more class levels, like a regular
  character. If a monster has 2 or more Hit Dice, it can start with no
  class levels (though it can gain them later).
  Even if the creature is of a kind that normally advances by Hit
  Dice rather than class levels, such as a gargoyle, a PC (as an excep-
  tional individual) can gain class levels rather than Hit Dice.
  Ability Scores for Monster PCs: While the Monster Manual
  gives ability scores for a typical creature of a certain kind, any
  “monster” creature that becomes an adventurer is definitely not
  typical. Therefore, when creating a PC from a creature in the Mon-
  ster Manual, check to see if the creature’s entry has any ability
  scores of 10 or higher. If so, for each score, subtract 10 (if the score
  is even) or 11 (if the score is odd) to get the creature’s modifier for
  that ability based on its race or kind. For example, a typical mino-
  taur has a Strength score of 19, so its racial ability modifier to
  Strength is +8 (19 – 11 = 8). Roll the PC’s ability score (4d6, dis-
  carding the low die) and add the racial ability modifier to get the
  minotaur PC’s Strength score.
  For ability scores lower than 10, the procedure is different. First,
  roll the PC’s ability score (4d6, discarding the low die), and com-
  pare the roll to the monster’s average ability score, using either the
  table below that applies to Intelligence or the table that applies to
  the other five ability scores. For example, the minotaur has a listed
  Intelligence score of 7, so the player consults the “6–7” column on
  the table that applies to Intelligence. She then rolls 4d6, dropping
  the low result, and gets a 10. Checking the left-hand column on
  the table and reading across to the proper column, she sees that
  her minotaur PC has an Intelligence score of 6.
  The separate table for Intelligence ensures that no PC ends up
  with an Intelligence score lower than 3. This is important, because
  creatures with an Intelligence score lower than 3 are not playable
  characters. Creatures with any ability score lower than 1 are also
  not playable, and you should think twice about letting in a PC
  with any ability score lower than 3.
  Other Statistics for Monsters: Creatures with Hit Dice of 1
  or less have normal, class-based Hit Dice and features. They get a
  feat for their first class level and multiply the skill points for their
  first class level by four (even if they have a level adjustment).
  Those with 2 or more Hit Dice have statistics based on these Hit
  Dice plus Hit Dice for class levels (if any).
  For example, an ogre with no class levels has 4d8 HD, a base
  attack bonus of +3, two feats, and 7 skill points (or more if its Intel-
  ligence is higher than 9). The first Hit Die is treated as maximum,
  giving her 8 + 3d8 + (Constitution bonus × 4) hit points.
  Experience for Monsters: A monster with Hit Dice of 1 or
  less, no level adjustment, and class levels uses Table 3–2: Experi-
  ence and Level-Dependent Benefits on page 22 of the Player’s
  Handbook just as any other player character does.
  A monster with Hit Dice of 1 or less, a level adjustment, and
  class levels adds its class levels, Hit Die, and level adjustment
  CHAPTER 6:
  CHARACTERS
  
  together when referring to Table 3–2. For instance, suppose a
  monster with 1 Hit Die and a +1 level adjustment has two levels of
  rogue. Its ECL is 4 (2 class levels + 1 Hit Die + 1 level adjustment).
  In order to gain another class level, it needs a total of 10,000 XP. 
  A monster with more than one Hit Die, a level adjustment, and
  class levels adds its Hit Dice, class levels, and level adjustment
  together when referring to Table 3–2. For example, a bugbear has
  three Hit Dice and a +1 level adjustment. After taking one level of
  rogue, it has an ECL of 5. To gain its second level of rogue, it needs
  a total of 15,000 XP. 
  Roleplaying Monster PCs: Many of the creatures in the Mon-
  ster Manual are evil. Not only are these creatures going to have a
  difficult time in standard settings, such as human cities, but evil
  PCs might not be what you want for your campaign. However, it’s
  fairly easy to justify how a monster whose kin are evil might be
  neutral or even good in alignment. See if any of the following
  background options appeal to your player and fit in with his char-
  acter concept.
  • Reared by humans, elves, dwarves, or another nonevil race.
  • Saved from a horrible fate by good-aligned creatures.
  • Individually repentant.
  • Disillusioned by evil.
  • On the run from evil creatures.
  • Magically altered or geased.
  Most NPCs assume that monsters are evil, regardless of the
  character’s actual alignment. Within a human city or an elven
  town, a goblin or a troll is going to be feared, loathed, or—at
  best—distrusted. Decide for yourself how much you want to
  stress the difficulty of playing a monster in civilized areas. The
  player must decide just how bestial or sophisticated he wants to
  play the monster character, and how true to the monster arche-
  type the player wants to cling. He may look to you for guidance, so
  be prepared ahead of time regarding these issues as well. Do you
  want the minotaur PC to be gleefully terrorizing the little folk or
  to be struggling to fit in with humans?
  Remember that what’s good for PCs is good for NPCs. NPC
  monsters can have classes, exceptional ability scores, and maxi-
  mum hit points from their first Hit Die as well.
  Creating New Races
  While the creatures in the Monster Manual make for interesting
  PC racial choices, that’s not really what they were made for. Most
  were made to be opponents for the PCs (which is why they’re
  monsters). Thus, some DMs may want to create new races made
  primarily for giving players new options.
  Creating new races is difficult. In general, use the races in the
  Player’s Handbook as examples and guides. When in doubt, make the
  new race similar to one found there. Monsters in the Monster Man-
  ual weren’t created to be PC races and shouldn’t be used as models
  for anything other than monsters and NPCs. If you want to create
  a catlike race with a high Dexterity, look to the elves as an example.
  They gain a +2 bonus to Dexterity but take a –2 penalty to Consti-
  tution. For having such a great benefit as heightened Dexterity, the
  cat people should have a commensurate penalty as well.
  Here’s an important point: Not all the ability scores are equal.
  For example, the half-orc has a penalty to both Intelligence and
  Charisma but a bonus only to Strength. That’s because neither a
  penalty to Intelligence nor a penalty to Charisma by itself is equiv-
  alent in significance to a bonus to Strength. To return to the cat
  people example: Dexterity is also a very important ability, and thus
  a Dexterity bonus could not be balanced by a Charisma penalty
  alone—some other drawback needs to be added.
  In general, the following table demonstrates appropriate penal-
  ties to match equal bonuses. Sometimes the bonus/penalty trade-
  off doesn’t work both ways. For example, a bonus to Strength is
  roughly equivalent to a penalty to Constitution, but a bonus to
  Constitution is not equivalent to a penalty to Strength.
  Ability Score Equivalencies
  Ability Score Bonus
  Ability Score or Scores Penalized
  Strength
  Dexterity OR Constitution OR Intelligence and
  Charisma OR Intelligence and Wisdom OR
  Wisdom and Charisma
  Dexterity
  Strength OR Constitution OR Intelligence and
  Charisma OR Intelligence and Wisdom OR
  Wisdom and Charisma
  Constitution
  Dexterity OR Intelligence OR Wisdom OR
  Charisma
  Intelligence
  Wisdom OR Charisma
  Wisdom
  Intelligence OR Charisma
  Charisma
  Intelligence OR Wisdom
  Of course, there’s nothing really wrong with penalizing a more
  important score than the one getting the bonus. You could create
  a frail race of kindly, beautiful creatures with a +2 bonus to
  Charisma and a –2 penalty to Strength, but be aware that some
  players will not like playing such a race. Some might, however,
  and that’s for you to judge. Refer to Handling Unbalanced PCs
  (page 13) for tips on what to do if you think you have introduced
  something into your game (in this case, a new race) that was a mis-
  take because it was either overpowered or not powerful enough.
  Basically, the same guidelines that you must consider when cre-
  ating subraces or using monsters as races apply to creating new
  races. Beware of special abilities, particularly movement- or combat-
  173
  CHAPTER 6:
  CHARACTERS
  Monster PCs’ Intelligence Scores
  Dice
  ––——— Monster Intelligence Score ————
  Roll
  3
  4–5
  6–7
  8–9
  18
  10
  12
  14
  16
  17
  9
  11
  13
  15
  16
  8
  10
  12
  14
  15
  7
  9
  11
  13
  14
  6
  8
  10
  12
  13
  5
  7
  9
  11
  12
  4
  6
  8
  10
  11
  3
  5
  7
  9
  10
  3
  5
  7
  9
  9
  3
  5
  6
  8
  8
  3
  4
  6
  8
  7
  3
  4
  5
  7
  6
  3
  4
  5
  6
  5
  3
  3
  5
  5
  4
  3
  3
  4
  4
  3
  3
  3
  3
  3
  Monster PCs’ Ability Scores
  Dice
  —Monster Ability Score (Str, Dex, Con, Wis, Cha)—
  Roll
  1
  2–3
  4–5
  6–7
  8–9
  18
  8
  10
  12
  14
  16
  17
  7
  9
  11
  13
  15
  16
  6
  8
  10
  12
  14
  15
  5
  7
  9
  11
  13
  14
  4
  6
  8
  10
  12
  13
  3
  5
  7
  9
  11
  12
  2
  4
  6
  8
  10
  11
  1
  3
  5
  7
  9
  10
  1
  2
  4
  6
  8
  9
  1
  2
  4
  6
  7
  8
  1
  2
  4
  5
  6
  7
  1
  1
  3
  5
  5
  6
  1
  1
  2
  4
  4
  5
  1
  1
  1
  3
  3
  4
  1
  1
  1
  2
  2
  3
  1
  1
  1
  1
  1
  
  174
  related ones. Remember that size changes many aspects of a charac-
  ter. Benefits should be balanced with drawbacks. Pay strict attention
  to culture and environment for ideas on how to shape the race.
  An interesting avenue you may wish to examine regarding new
  race creation is the idea of half-breed races. The Player’s Handbook
  already presents the half-elf and the half-orc. The Monster Manual
  gives rules on half-celestials, half-dragons, half-fiends, and more
  mixed races such as the planetouched (aasimars and tieflings).
  Half-ogres, half-trolls, or elf–orc, orc–ogre (orog), gnome–half-
  ling, or orc–goblin crossbreeds are all interesting possibilities for
  PC races. You may decide that some crossbreeds are impossible or
  unfeasible, such as dwarf–elf, halfling–human, or gnome–ogre.
  CLASSES
  A DM should consider carefully the classes in her world, for they
  define the people who live there. Presented first in this section are
  ideas for modifying Player’s Handbook character classes.
  MODIFYING CHARACTER CLASSES
  Imagine the desert knife fighter, a fighter with a limited weapon
  selection but early specialization with a knife. Or a fire mage, a
  wizard with particularly potent fire spells but no access to any
  spell involving water, air, or earth. Or a warrior-priest who func-
  tions like a cleric, but with a fighter’s weapon selection and attack
  bonus, fewer spells per day, and no access to healing spells.
  If you’re like most DMs, the character classes in the Player’s
  Handbook are flexible and varied enough to fit most any niche or
  need, particularly with the possibilities of multiclassing, the vari-
  ety of feats and skills, and facets such as school specialization for
  wizards and domain selection for clerics. If you want to create a
  campaign rich with religion and divine influence, where just
  about everyone has deity-granted powers, you don’t have to over-
  haul all the existing classes. Instead, you can just say everyone (or
  most everyone) in that society multiclasses so that each individual
  has at least one level of cleric. You can rule that in such a world,
  the cleric class has no XP penalties for multiclassing.
  This means, of course, that you have modified the class system
  slightly. Further modifications occasionally allow a DM to create
  slightly different classes either for variety or to fill a niche created
  in her own campaign. Various aspects of a class—such as Hit Dice,
  base attack bonus, or spells per level—are easy to change. How-
  ever, even though the numbers are easy to change, you should be
  aware of the implications. A rogue with a fighter’s attack bonus is
  better than a regular rogue unless her gain in this respect is offset
  by some loss elsewhere. Likewise, a wizard with more spells per
  day is also unbalanced in regard to other classes without some sig-
  nificant drawback.
  Special abilities are somewhat more difficult to alter. Always
  have a concept with strengths and weaknesses in mind—don’t
  just try to create the class that can do everything. Remember that
  while the paladin has a lot of special offensive, defensive, and heal-
  ing abilities, she has neither access to attack spells nor any way to
  sneak around. The wizard is a great spellcaster but has poor
  combat abilities. Consider making a swashbuckler rogue with no
  ability to sneak attack but more combat- and movement-oriented
  feats, or a druid with fewer spells per day but the capability to use
  wild shape more often.
  If you have created a variant class with sneaking and subterfuge
  capabilities better than the rogue, or a combat-oriented class more
  adept at combat than the fighter, you have gone astray. Variants
  should exist for variety and flavor, not to outshine the standard
  classes. The other point to remember is that making a class worse
  at something it’s already bad at is not necessarily a balancing
  factor. A wizard with a worse attack bonus or a restriction against
  taking combat-oriented feats really isn’t that much worse off than
  the standard wizard. (She wasn’t likely to get involved in melee if
  she could help it anyway.) Dungeon Masters who are real sticklers
  for class balance might want to avoid modifying character classes
  altogether. It’s difficult, and the problems it creates don’t usually
  make themselves evident until the changes are already in play.
  Avoiding the Pitfalls
  The barbarian and fighter classes show the difficulty in balancing
  character classes. Both kinds of characters excel at combat but do
  so in different ways. The fighter gains more and more combat feats
  and specialization, while the barbarian realizes his prowess
  through temporary bursts of rage. Take a look at the bonuses and
  modifications that each class gets. Even though their attack bonus
  progression is the same, a fighter with well-chosen feats outshines
  the barbarian, even one who is in a rage. (Once no longer raging,
  the barbarian’s not even close.) This situation is balanced by the
  other special advantages the barbarian has: an increased move-
  ment rate, more skill points, a greater selection of class skills,
  uncanny dodge, and a larger Hit Die. All these aspects need to be
  considered when measuring the balance of a character class.
  When modifying a class, always take the following steps:
  1. Look to see which standard class seems to be most like the
  end result that you want to create.
  2. Look to see if another class has special abilities that can be
  swapped in exchange for something that this class has in order to
  create what you want.
  3. Look to all the other classes and match the newly modified
  class against each one, taking into account the following factors.
  • Hit Dice
  • Base attack bonus progression
  • Base save bonus progressions
  • Skill points
  • Class skill list
  • Weapon and armor proficiency
  • Spells per day
  • Spell list selection
  • Special class features
  No class should excel beyond another one overall. Pay particu-
  lar attention to special class features and spells.
  Variant Spell Lists
  One fairly easy way to modify an existing character class or, in
  effect, invent an entirely new one is to modify the spell list of a
  spellcasting class.
  Changing the levels of various spells (so that the modified class
  has, for example, faster access to illusion spells but doesn’t get key
  evocation attack spells until later) can create an interesting vari-
  ant. Be wary of this method, though. The spell lists and the levels
  assigned to the spells on them were designed with a careful bal-
  ance in mind. Moving a spell up or down more than a single level
  is probably a bad idea. Don’t assume that all spells carry equal
  weight, either. Making fireball and fly 2nd-level spells on a spell list
  and then pushing see invisibility and magic mouth up to 3rd level to
  compensate is unbalancing. While see invisibility and magic mouth
  are both useful spells, they don’t present balance issues as obvious
  as fireball (the lowest-level significant multiple-target damage
  spell) and fly (often the difference between avoiding an encounter
  or not). When moving spells up or down in level, do so with a
  theme in mind. A caster might be great at divinations and
  enchantments but poor at any spells with obvious, dramatic
  effects. Or he may be particularly adept at healing but not as good
  with spells that affect emotions or minds.
  The most obvious way to create new spell lists is to take spells
  from the different classes and mix and match. If you combine
  spells from two classes, you create an interesting but potentially
  unbalanced new variant class. Beware the all-powerful hybrid: a
  class with the firepower of a wizard and the healing capacity of a
  cleric. Don’t simply pick the best spells from all the lists and give
  CHAPTER 6:
  CHARACTERS
  
  them to a single caster. As with moving spells up or down in level,
  a theme for a brand-new spell list helps balance it (especially a
  theme with both strengths and shortcomings). The new spell list
  might be strong on offensive spells but lacking in defensive
  magic, or great with healing and divinations but lacking in move-
  ment-related and alteration spells. Casters with access to spells
  from two different classes should generally have fewer spells avail-
  able than either of the original classes. Versatility has its price.
  Classes for whom spellcasting is secondary—such as the
  ranger, the paladin, and perhaps the bard—offer an even greater
  opportunity for manipulation, since their lists are smaller and
  thus more easily shifted. Subtle changes, such as the paladin of a
  deity of healing with all curing spells, or a beastmaster ranger with
  only animal-related spells, are fairly easy to create. Greater
  changes are also possible, such as the divine bard (the cantor),
  whose spells are all taken from the cleric list.
  Example New Spell List: The Witch
  Below is a new spell list for a variant spellcasting class: the witch.
  A staple of fantasy literature and fairy tales, the witch dabbles in
  many kinds of magic—minor illusions, spells dealing with health
  or life, nature-based magic, simple divinations, and spells that
  alter the shape and appearance of things—but excels at just a few.
  Hence, her list is somewhat limited, but it contains wizard, cleric,
  and druid spells. She casts spells as a sorcerer, using the sorcerer’s
  Spells per Day table (see page 52 of the Player’s Handbook), and her
  spells are based on Charisma. The witch’s spell list is designed with
  the following considerations in mind.
  Cure Spells: Only the weakest of these, and the witch doesn’t
  have the cleric’s ability to cast cure spells spontaneously. The witch
  isn’t blessed with a cleric’s (or druid’s) plethora of healing spells,
  but she can offer a little aid to those she favors.
  Illusions: Only through the middle levels. A witch can trick
  her foes, but not to the extent that a wizard can.
  Divinations: Only the straightforward divinations, such as
  clairvoyance/clairaudience and scrying, and not even all of them.
  Charms: Many. A major feature of this class.
  Form-Changing: Another strong point for the witch. From
  alter self to shapechange, the witch has most of the spells relating to
  changing her (or someone else’s) form.
  Nature: From speaking to animals to controlling the weather,
  the witch dabbles in this type of magic, if for no other reason than
  she usually lives a secluded life in the wilderness.
  No Flashy Spells: Anything from a lightning bolt to a wall of fire
  to a Bigby’s hand spell is right out. The witch’s archetype doesn’t
  suggest overt attack spells or spells that create massive magic con-
  structs. She doesn’t summon monsters, place wards, or teleport
  from place to place. Her magic is subtle.
  Miscellaneous: Spells such as whispering wind, Leomund’s tiny
  hut, bestow curse (and a few other curselike spells), and a few com-
  munication spells round out the list.
  Witch Spell List
  0 Level: arcane mark, cure minor wounds, dancing lights, daze, detect
  magic, detect poison, flare, ghost sound, light, mending, read magic, resist-
  ance, virtue.
  1st Level: cause fear, change self, charm person, command, com-
  prehend languages, cure light wounds, doom, endure elements, hypnotism,
  identify, silent image, sleep, speak with animals, ventriloquism.
  2nd Level: alter self, blindness/deafness, calm emotions, cure moder-
  ate wounds, delay poison, detect thoughts, enthrall, invisibility, locate
  object, minor image, scare, whispering wind.
  3rd Level: bestow curse, clairvoyance/clairaudience, contagion, create
  food and water, dispel magic, Leomund’s tiny hut, magic circle against
  chaos/law/evil/good*, major image, rage, remove blindness/deafness,
  suggestion, tongues.
  4th Level: charm monster, crushing despair, discern lies, divination,
  fear, giant vermin, good hope, locate creature, minor creation, neutralize
  poison, polymorph, remove curse, scrying.
  5th Level: baleful polymorph, dream, false vision, feeblemind, greater
  command, magic jar, major creation, mirage arcana, nightmare, seeming,
  sending.
  6th Level: animate objects, control weather, eyebite, find the path,
  geas/quest, greater scrying, heroes’ feast, legend lore, mass suggestion, mis-
  lead, repulsion, Tenser’s transformation, true seeing.
  7th Level: creeping doom, finger of death, insanity, liveoak, project
  image, repel wood, transport via plants.
  8th Level: antipathy, demand, discern location, horrid wilting, poly-
  morph any object, sympathy, trap the soul.
  9th Level: earthquake, foresight, refuge, shapechange, wail of the ban-
  shee, weird.
  *When she becomes able to cast 3rd-level spells, the witch
  chooses to have one of the four magic circle spells on her spell list.
  Whichever spell she chooses, she cannot cast it as a spell of an
  alignment opposed to her own.
  CREATING NEW CLASSES
  It’s possible to create entirely new classes, or rather, to alter exist-
  ing classes so drastically that they’re no longer recognizable. For
  example, you could make the following adjustments to the ranger.
  • Limit his weapon selection to resemble the rogue’s list of weap-
  on proficiencies.
  • Change his favored enemy ability so that it applies only to
  undead, and his bonus improves by 2 every five levels.
  • Give him the rogue’s sneak attack ability, but change it so that
  it’s only usable against undead.
  175
  CHAPTER 6:
  CHARACTERS
  BEHIND THE CURTAIN: 
  WHY MESS AROUND WITH CHARACTER CLASSES?
  The standard character classes fit into virtually everyone’s campaign.
  They’re flexible, and skill and feat selection allow them to be truly
  customizable. Most character concepts can be covered using the
  classes as written. Modifying classes is mostly a tool that you can use
  to tailor things to best fit your campaign. It shouldn’t come up that
  often, since it’s rarely necessary.
  DMs who create their own worlds may find that the classes need
  some focusing to make them specific to a particular campaign. If, in
  developing your world, you design a culture steeped in a long-stand-
  ing hatred of magic, you might alter the fighter to be a demonslayer
  and give the class a limited weapon selection and special feats that
  work best against outsiders. The ranger might become a wizard-
  hunter, the cleric could be a protector with early access to dispel magic
  and various defensive spells, and all PC classes might be imbued
  with the ability to use detect magic once per day.
  Sometimes, however, players come to you and say that they like a
  certain class, but they want to change a single feature or two. Michele
  might want to play a ranger with no desire to have more than one
  favored enemy. She wants to play a beast-slayer, and her character
  hates dire wolves. She’s also interested in the paladin’s warhorse. You
  can decide, as a DM, that it’s acceptable to trade those ranger abilities
  for the paladin’s mount. In fact, you might decide that it’s not a fair
  trade, and that Michele’s character can have the detect evil ability as
  well. (She is, after all, giving up an ability usable at 1st level as well as
  one that comes into play later for one that she can’t acquire until 5th
  level.) Allowing a player to play the character she wants to play is
  always a desirable goal. Sometimes it can’t be achieved—the player
  asks for too much, or what she wants doesn’t fit with your campaign—
  but the effort to accommodate reasonable modifications is almost
  always worth it.
  pqqqqrs
  pqqqqrs
  
  176
  • Change his spell list so that it consists of spells that deal strictly
  with undead or that are used for subterfuge and sneaking.
  • At 3rd level, give him the paladin’s smite evil ability, usable only
  against undead.
  Now the class is the undead stalker, a stealthy character skilled
  in tracking and slaying undead.
  This method of mixing and matching abilities from different
  classes is the best way to go should you want to create an entirely
  new class.
  PRESTIGE CLASSES
  Prestige classes offer a new form of
  multiclassing. Unlike the basic
  classes found in the Player’s Hand-
  book, characters must meet require-
  ments before they can take their first
  level of a prestige class. The rules for level
  advancement (see page 58 of the
  Player’s Handbook) apply to this system,
  meaning the first step of advancement is
  always choosing a class. If a character does
  not meet the requirements for a prestige class
  before that first step, that character cannot take
  the first level of that prestige class. Taking a
  prestige class does not incur the experi-
  ence point penalties normally
  associated with multiclassing.
  For example, the requirements to
  become an assassin are any evil align-
  ment, 8 ranks in Move Silently, 8 ranks in
  Hide, 4 ranks in Disguise, and the candidate
  must kill someone for no other reason than to
  join the assassins. Any rogue can meet the skill require-
  ments at 5th level (see Table 3–2: Experience and
  Level-Dependent Benefits, page 22 of the Player’s
  Handbook, for class skill max ranks). When such a
  rogue gains enough experience points to reach 6th
  level, she can take her first level of assassin.
  Prestige classes are purely optional and always
  under the purview of the DM. We encourage you,
  as the DM, to tightly limit the prestige classes avail-
  able in your campaign. The example prestige classes
  are certainly not all encompassing or definitive. They
  might not even be appropriate for your campaign.
  The best prestige classes for your campaign are the
  ones you tailor make yourself.
  Definitions of Terms
  Here are definitions of some terms used in
  this section.
  Standard Class: One of the eleven
  classes described in the Player’s Handbook.
  Caster Level: Generally equal to the
  number of class levels (see below) in a spell-
  casting class. Some prestige classes add
  caster levels to an existing class.
  Character Level: The total level of the
  character, which is the sum of all class
  levels held by that character. For instance,
  a character with three levels of fighter and
  three levels of rogue has six character
  levels.
  Class Level: The level of a character in a
  particular class. For a character with levels in only one class, class
  level and character level are the same.
  ARCANE ARCHER
  Master of the elven warbands, the arcane archer is a warrior
  skilled in using magic to supplement her combat prowess. Beyond
  the woods, arcane archers gain renown throughout entire king-
  doms for their supernatural accuracy with a bow and their ability
  to imbue their arrows with magic. In a group, they can strike fear
  into an entire enemy army.
  Fighters, rangers, paladins, and barbarians become arcane
  archers to add a little magic to their combat abilities. Conversely,
  wizards and sorcerers may take this prestige class to add
  combat capabilities to their repertoire. Monks, clerics, druids,
  rogues, and bards rarely become arcane archers.
  NPC arcane archers often lead units of normal
  archers or form small, elite
  units formed entirely of
  arcane archers. 
  These units are one of the
  prime reasons that the elves
  are so feared in battle.
  Hit Die: d8.
  Requirements
  To qualify to become an arcane archer, a charac-
  ter must fulfill all the following criteria.
  Race: Elf or half-elf.
  Base Attack Bonus: +6.
  Feats: Point Blank Shot, Precise Shot, Weap-
  on Focus (longbow or shortbow).
  Spells: Ability to cast 1st-level arcane
  spells.
  Class Skills
  The arcane archer’s class skills (and the key ability
  for each skill) are Craft (Int), Hide (Dex), Listen
  (Wis), Move Silently (Dex), Ride (Dex), Spot
  (Wis), Survival (Wis), and Use Rope (Dex). See
  Chapter 4 of the Player’s Handbook for skill
  descriptions.
  Skill Points at Each Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the
  arcane archer prestige class.
  CHAPTER 6:
  CHARACTERS
  Illus. by S. Fischer
  An 
  arcane archer
  Table 6–1: The Arcane Archer
  Base
  Attack 
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  Enhance arrow +1
  2nd
  +2
  +3
  +3
  +0
  Imbue arrow
  3rd
  +3
  +3
  +3
  +1
  Enhance arrow +2
  4th
  +4
  +4
  +4
  +1
  Seeker arrow
  5th
  +5
  +4
  +4
  +1
  Enhance arrow +3
  6th
  +6
  +5
  +5
  +2
  Phase arrow
  7th
  +7
  +5
  +5
  +2
  Enhance arrow +4
  8th
  +8
  +6
  +6
  +2
  Hail of arrows
  9th
  +9
  +6
  +6
  +3
  Enhance arrow +5
  10th
  +10
  +7
  +7
  +3
  Arrow of death
  
  Weapon and Armor Proficiency: An arcane archer is profi-
  cient with all simple and martial weapons, light armor, medium
  armor, and shields.
  Enhance Arrow (Su): At 1st level, every nonmagical arrow an
  arcane archer nocks and lets fly becomes magical, gaining a +1 en-
  hancement bonus. Unlike magic weapons created by normal
  means, the archer need not spend experience points or gold pieces
  to accomplish this task. However, an archer’s magic arrows only
  function for her. For every two levels the character advances past
  1st level in the prestige class, the magic arrows she creates gain +1
  greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at
  7th level, and +5 at 9th level).
  Imbue Arrow (Sp): At 2nd level, an arcane archer gains the ability
  to place an area spell upon an arrow. When the arrow is fired, the
  spell’s area is centered on where the arrow lands, even if the spell
  could normally be centered only on the caster. This ability allows
  the archer to use the bow’s range rather than the spell’s range. It
  takes a standard action to cast the spell and fire the arrow. The arrow
  must be fired in the round the spell is cast, or the spell is wasted.
  Seeker Arrow (Sp): At 4th level, an arcane archer can launch an
  arrow once per day at a target known to her within range, and the
  arrow travels to the target, even around corners. Only an unavoid-
  able obstacle or the limit of the arrow’s range prevents the arrow’s
  flight. For example, if the target is within a windowless chamber
  with the door closed, the arrow cannot enter. This ability negates
  cover and concealment modifiers, but otherwise the attack is
  rolled normally. Using this ability is a standard action (and shoot-
  ing the arrow is part of the action).
  Phase Arrow (Sp): At 6th level, an arcane archer can launch an
  arrow once per day at a target known to her within range, and the
  arrow travels to the target in a straight path, passing through any
  nonmagical barrier or wall in its way. (A wall of force, a wall of fire, or
  the like stops the arrow.) This ability negates cover, concealment,
  and even armor modifiers, but otherwise the attack is rolled nor-
  mally. Using this ability is a standard action (and shooting the
  arrow is part of the action).
  Hail of Arrows (Sp): In lieu of her regular attacks, once per day an
  arcane archer of 8th level or higher can fire an arrow at each and
  every target within range, to a maximum of one target for every
  arcane archer level she has earned. Each attack uses the archer’s
  primary attack bonus, and each enemy may only be targeted by a
  single arrow.
  Arrow of Death (Sp): At 10th level, an arcane archer can create an
  arrow of death that forces the target, if damaged by the arrow’s
  attack, to make a DC 20 Fortitude save or be slain immediately. It
  takes one day to make an arrow of death, and the arrow only func-
  tions for the arcane archer who created it. The arrow of death lasts
  no longer than one year, and the archer can only have one such
  arrow in existence at a time.
  ARCANE TRICKSTER
  Arcane tricksters combine their knowledge of spells with a taste
  for intrigue, larceny, or just plain mischief. They are among the
  most adaptable of adventurers.
  Arcane spellcasting and the sneak attack ability are needed to
  qualify for this class, making it a natural choice for multiclass
  wizard/rogues or sorcerer/rogues. Assassins occasionally opt for this
  class, but usually only if they already have wizard or sorcerer levels.
  Arcane tricksters tend to use a seat-of-the-pants approach to
  adventuring, loading up on spells that improve their stealth and
  mobility. An NPC arcane trickster is just the sort of person that
  might bump into you in a crowded tavern. (Check your pockets.)
  Hit Die: d4.
  Requirements
  To qualify to become an arcane trickster, a character must fulfill all
  of the following criteria.
  Alignment: Any nonlawful.
  Skills: Decipher Script 7 ranks, Disable Device 7 ranks, Escape
  Artist 7 ranks, Knowledge (arcana) 4 ranks.
  Spells: Ability to cast mage hand and at least one arcane spell of
  3rd level or higher.
  Special: Sneak attack +2d6.
  Class Skills
  The arcane trickster’s class skills (and the key ability for each skill)
  are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str),
  Concentration (Con), Craft (Int), Decipher Script (Int),
  Diplomacy (Cha), Disable Device (Int), Disguise (Cha),
  Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump
  (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open
  Lock (Dex), Profession (Wis), Sense Motive (Wis), Search (Int),
  Sleight of Hand (Dex), Speak Language (Int), Spellcraft (Int), Spot
  (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). See Chapter
  4 of the Player’s Handbook for skill descriptions.
  Skill Points at Each Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the arcane trickster pres-
  tige class.
  Weapon and Armor Proficiency: Arcane tricksters gain no
  proficiency with any weapon or armor.
  Spells per Day: When a new arcane trickster level is gained,
  the character gains new spells per day as if he had also gained a
  level in a spellcasting class he belonged to before adding the pres-
  tige class. He does not, however, gain any other benefit a character
  177
  CHAPTER 6:
  CHARACTERS
  Illus. by J&L. Lakey
  An arcane trickster
  
  178
  of that class would have gained (improved chance of controlling
  or rebuking undead, metamagic or item creation feats, and so on),
  except for an increased effective level of spellcasting. If a character
  had more than one spellcasting class before becoming an arcane
  trickster, he must decide to which class he adds the new level for
  purposes of determining spells per day.
  Ranged Legerdemain (Su): Using his unique talents, an
  arcane trickster can perform one of the following class skills at a
  range of 30 feet: Disable Device, Open Lock, or Sleight of Hand.
  Working at a distance increases the normal skill check DC by 5,
  and an arcane trickster cannot take 10 on this check. Any object to
  be manipulated must weigh 5 pounds or less.
  An arcane trickster can use ranged legerdemain once per day
  initially, twice per day upon attaining 5th level, and three times
  per day at 9th level or higher. He can make a ranged legerde-
  main skill check only if he has at least 1 rank in the skill being
  used.
  Sneak Attack (Ex): This is exactly like the rogue ability of the
  same name. The extra damage dealt increases by +1d6 every other
  level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a
  sneak attack bonus from another source (such as rogue levels), the
  bonuses on damage stack.
  Impromptu Sneak Attack (Ex): Beginning at 3rd level, once
  per day an arcane trickster can declare one melee or ranged attack
  he makes to be a sneak attack (the target can be no more than 30
  feet distant if the impromptu sneak attack is a ranged attack). The
  target of an impromptu sneak attack loses any Dexterity bonus to
  AC, but only against that attack. The power can be used against
  any target, but creatures that are not subject to critical hits take no
  extra damage (though they still lose any Dexterity bonus to AC
  against the attack).
  At 7th level, an arcane trickster can use this ability twice per day.
  ARCHMAGE
  The highest art is magic—often referred to as the Art. Its most
  advanced practitioners are frequently archmages, characters who
  bend spells in ways unavailable to other spellcasters. An archmage
  gains strange powers and the ability to alter spells in remarkable
  ways, but must sacrifice some of her spell capability in order to
  master these arcane secrets.
  Most archmages are purely wizards or sorcerers. They rarely
  multiclass, choosing instead to concentrate on perfecting their
  arcane skills.
  NPC archmages in urban areas often hold positions of power in
  magic-focused guilds. Their pursuit of arcane excellence and their
  familiarity with high arcana place them above most of their peers.
  Some archmages choose a more solitary path, often eschewing so-
  ciety to study in quietude.
  Hit Die: d4.
  Requirements
  To qualify to become an archmage, a character must fulfill all the
  following criteria.
  Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.
  Feats: Skill Focus (Spellcraft), Spell Focus in two schools of
  magic.
  Spells: Ability to cast 7th-level arcane spells, knowledge of 5th-
  level or higher spells from at least five schools.
  Class Skills
  The archmage’s class skills (and the key ability for each skill) are
  Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills
  taken individually) (Int), Profession (Wis), Search (Int), and
  Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill
  descriptions.
  Skill Points at Each Level: 2 + Int modifier.
  Class Features
  All the following are class features of the archmage prestige class.
  Weapon and Armor Proficiency: Archmages gain no profi-
  ciency with any weapon or armor.
  Spells per Day/Spells Known: When a new archmage level
  is gained, the character gains new spells per day (and spells
  known, if applicable) as if he had also gained a level in whatever
  arcane spellcasting class in which he could cast 7th-level spells
  before he added the prestige class level. He does not, however,
  gain any other benefit a character of that class would have gained
  (bonus metamagic or item creation feats, and so on). If a charac-
  ter had more than one arcane spellcasting class in which he
  could cast 7th-level spells before he became an archmage, he
  must decide to which class he adds each level of archmage for
  the purpose of determining spells per day.
  High Arcana: An archmage learns secret lore unknown to
  lesser wizards and sorcerers. She gains the opportunity to
  select a special ability from among those described below by
  permanently eliminating one existing spell slot (she cannot
  eliminate a spell slot of higher level than the highest-level spell
  she can cast). Each special ability has a minimum required spell
  slot level, as specified in its description. For example, a 15th-
  level wizard normally can cast two 7th-level spells per day
  (bonus spells for specialization or high Intelligence can
  increase this number). A 13th-level wizard/2nd-level archmage
  who chooses the arcane reach ability forfeits one 7th-level spell
  slot, and so can only cast one 7th-level spell per day, not count-
  ing bonus spells.
  An archmage may choose to eliminate a spell slot of a higher
  level than that required to gain a type of high arcana.
  Arcane Fire (Su): The archmage gains the ability to change ar-
  cane spell energy into arcane fire, manifesting it as a bolt of raw
  magical energy. The bolt is a ranged touch attack with long range
  (400 feet + 40 feet/level of archmage) that deals 1d6 points of
  damage per class level of the archmage plus 1d6 points of damage
  per level of the spell used to create the effect. For instance, a 5th-
  level archmage who channels a 7th-level spell into arcane fire
  deals 12d6 points of damage to the target if it hits. This ability
  costs one 9th-level spell slot.
  CHAPTER 6:
  CHARACTERS
  Table 6–2: The Arcane Trickster
  Base
  Fort
  Ref
  Will
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  Spells per Day
  1st
  +0
  +0
  +2
  +2
  Ranged legerdemain 1/day
  +1 level of existing class
  2nd
  +1
  +0
  +3
  +3
  Sneak attack +1d6
  +1 level of existing class
  3rd
  +1
  +1
  +3
  +3
  Impromptu  sneak attack 1/day
  +1 level of existing class
  4th
  +2
  +1
  +4
  +4
  Sneak attack +2d6
  +1 level of existing class
  5th
  +2
  +1
  +4
  +4
  Ranged legerdemain 2/day
  +1 level of existing class
  6th
  +3
  +2
  +5
  +5
  Sneak attack +3d6
  +1 level of existing class
  7th
  +3
  +2
  +5
  +5
  Impromptu sneak attack 2/day
  +1 level of existing class
  8th
  +4
  +2
  +6
  +6
  Sneak attack +4d6
  +1 level of existing class
  9th
  +4
  +3
  +6
  +6
  Ranged legerdemain 3/day
  +1 level of existing class
  10th
  +5
  +3
  +7
  +7
  Sneak attack +5d6
  +1 level of existing class
  
  Arcane Reach (Su): The archmage can use spells with a range of
  touch on a target up to 30 feet away. The archmage must make a
  ranged touch attack. Arcane reach can be selected a second time
  as a special ability, in which case the range increases to 60 feet.
  This ability costs one 7th-level spell slot.
  Mastery of Counterspelling: When the archmage
  counterspells a spell, it is turned back upon
  the caster as if it were fully
  affected by a spell turning
  spell. If the spell cannot
  be affected by spell turn-
  ing (for example, if it is a
  spell that affects an
  area), then it is merely
  counterspelled. This
  ability costs one 7th-
  level spell slot.
  Mastery of Elements:
  The archmage can alter
  an arcane spell when
  cast so that it utilizes a
  different element from
  the one it normally uses.
  For example, an arch-
  mage could cast a fireball
  that deals sonic damage
  instead of fire damage.
  This ability can only
  alter a spell with the
  acid, cold, fire, electric-
  ity, or sonic descriptor.
  The spell’s casting time is
  unaffected. The caster
  decides whether to
  alter the spell’s energy
  type and chooses the
  new energy type
  when he begins cast-
  ing. This ability costs
  one 8th-level spell
  slot.
  Mastery of Shaping:
  The archmage can alter
  area and effect spells that
  use one of the following
  shapes: burst, cone,
  cylinder, emanation, or
  spread. The alteration con-
  sists of creating spaces within the spell’s area or
  effect that are not subject to the spell. The minimum dimension
  for these spaces is a 5-foot cube. For example, an archmage could
  cast a fireball and leave a hole where his ally stands, preventing any
  fire damage. Furthermore, any shapeable spells have a minimum
  dimension of 5 feet instead of 10 feet. This ability costs one 6th-
  level spell slot.
  Spell Power: This ability increases the archmage’s effective caster
  level by +1 (for purposes of determining level-dependent spell
  variables such as damage dice or range, and caster level checks
  only). This ability costs one 5th-level spell slot.
  Spell-Like Ability: An archmage who selects this type of high
  arcana can use one of her arcane spell slots (other than a slot ex-
  pended to learn this or any other type of high arcana) to perma-
  nently prepare one of her arcane spells as a spell-like abil-
  ity that can be used twice per day. The
  archmage does not use any
  components when casting
  the spell, although a spell
  that costs XP to cast still
  does so and a spell with a
  costly material compo-
  nent instead costs her 10
  times that amount in XP.
  This ability costs one
  5th-level spell slot.
  The spell-like ability
  normally uses a spell slot
  of the spell’s level, al-
  though the archmage can
  choose to make a spell
  modified by a metamagic
  feat into a spell-like ability
  at the appropriate spell
  level. For example, an
  archmage can make light-
  ning bolt into a spell-like
  ability by using a 3rd-level
  spell slot to do so, or into a
  maximized lightning bolt by
  using a 6th-level spell slot.
  The archmage may use
  an available higher-level
  spell slot in order to use
  the spell-like ability
  more often. Using
  a slot three levels
  higher than the
  chosen spell
  allows her to
  use the spell-
  like ability
  four times
  per day, and
  a slot six levels
  higher lets her use
  it six times per day. For
  example, Hexark, a 15th-level wizard/2nd-level
  archmage, is a pyromaniac and never wants to be
  denied the ability to cast fireball, so she permanently uses
  a 9th-level spell slot to get fireball as a spell-like ability usable six
  times per day. She forfeits a 5th-level spell slot to master the ability.
  If spell-like ability is selected more than one time as a high
  arcana choice, this ability can apply to the same spell chosen the
  first time (increasing the number of times per day it can be used)
  or to a different spell.
  179
  CHAPTER 6:
  CHARACTERS
  Illus. by T. Lockwood
  An archmage
  Table 6–3: The Archmage
  Base
  Fort
  Ref
  Will
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  Spells per Day
  1st
  +0
  +0
  +0
  +2
  High arcana
  +1 level of existing arcane spellcasting class
  2nd
  +1
  +0
  +0
  +3
  High arcana
  +1 level of existing arcane spellcasting class
  3rd
  +1
  +1
  +1
  +3 
  High arcana
  +1 level of existing arcane spellcasting class
  4th
  +2
  +1
  +1
  +4 
  High arcana
  +1 level of existing arcane spellcasting class
  5th
  +2
  +1
  +1
  +4 
  High arcana
  +1 level of existing arcane spellcasting class
  
  180
  ASSASSIN
  The assassin is the master of dealing quick, lethal blows. Assassins
  also excel at infiltration and disguise. Assassins often function as
  spies, informants, killers for hire, or agents of vengeance. Their
  training in anatomy, stealth, poison, and the dark arts allows them to
  carry out missions of death with shocking, terrifying precision.
  Most rogues, monks, and bards who choose this class become
  examples of the classic assassin skulking in the shadows with a
  blade carrying certain death. Fighters, ex-paladins, rangers, druids,
  and barbarians operate as warrior assassins, with as much ability to
  kill in combat as from the shadows. Sorcerers, wizards, and clerics
  may be the most terrifying assassins of all, for with their spells
  they can infiltrate and slay with even greater impunity.
  As NPCs, assassins work in guilds or secret societies found
  hidden in cities or based in remote fortresses in the wilderness.
  Sometimes they serve more powerful evil characters
  singly or in a group. Occasionally an assassin works
  alone, but only the most capable are willing to
  operate without any sort of support or
  backup.
  Hit Die: d6.
  Requirements
  To qualify to become an assassin, a
  character must fulfill all the follow-
  ing criteria.
  Alignment: Any evil.
  Skills: Disguise 4 ranks,
  Hide 8 ranks, Move Silently 8
  ranks.
  Special: The character must
  kill someone for no other reason
  than to join the assassins.
  Class Skills
  The assassin’s class skills (and
  the key ability for each skill) are
  Balance (Dex), Bluff (Cha),
  Climb (Str), Craft (Int), Decipher
  Script (Int), Diplomacy (Cha), Dis-
  able Device (Int), Disguise (Cha),
  Escape Artist (Dex), Forgery (Int),
  Gather Information (Cha),
  Hide (Dex), Intimidate
  (Cha), Jump (Str), Listen
  (Wis), Move Silently
  (Dex), Open Lock (Dex),
  Search (Int), Sense Motive
  (Wis), Sleight of Hand
  (Dex), Spot (Wis), Swim
  (Str), Tumble (Dex), Use
  Magic Device (Cha), and
  Use Rope (Dex). See
  Chapter 4 of the Player’s Handbook for skill descriptions.
  Skill Points at Each Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the assassin prestige class.
  Weapon and Armor Proficiency: An assassin’s weapon train-
  ing focuses on weapons suitable for stealth and sneak attacks.
  Assassins are proficient with the crossbow (hand, light, or heavy),
  dagger (any type), dart, rapier, sap, shortbow (normal and compos-
  ite), and short sword. Assassins are proficient with light armor but
  not with shields.
  Sneak Attack (Ex): This is exactly like the rogue ability of the
  same name. The extra damage dealt increases by +1d6 every other
  level (3th, 5th, 7th, and 9th). If an assassin gets a sneak attack
  bonus from another source (such as rogue levels), the bonuses on
  damage stack.
  Death Attack (Ex): If an assassin studies his
  victim for 3 rounds and then makes a sneak attack
  with a melee weapon that successfully deals
  damage, the sneak attack has the additional
  effect of possibly either paralyzing or killing
  the target (assassin’s choice). While study-
  ing the victim, the assassin can
  undertake other actions so
  long as his attention stays
  focused on the target and
  the target does not detect
  the assassin or recognize the
  assassin as an enemy. If the victim
  of such an attack fails a Fortitude
  save (DC 10 + the assassin’s class
  level + the assassin’s Int modifier)
  against the kill effect, she dies. If
  the saving throw fails against the
  paralysis effect, the victim’s mind and
  body become enervated, rendering her
  helpless and unable to act for 1d6 rounds
  plus 1 round per level of the assassin. If
  the victim’s saving throw succeeds, the
  attack is just a normal sneak attack.
  Once the assassin has com-
  pleted the 3 rounds of study, he
  must make the death
  attack within the
  next 3 rounds. If
  a death attack is
  attempted and fails
  (the victim makes
  her save) or if the
  assassin does not
  launch the attack
  within 3 rounds of
  completing 
  the
  CHAPTER 6:
  CHARACTERS
  Illus. by W. Reynolds
  Table 6–4: The Assassin
  Base
  Fort
  Ref
  Will
  —— Spells per Day ——
  Level
  Attack Bonus Save
  Save
  Save
  Special
  1st
  2nd
  3rd
  4th
  1st
  +0
  +0
  +2
  +0
  Sneak attack +1d6, death attack, poison use, spells
  0
  —
  —
  —
  2nd
  +1
  +0
  +3
  +0
  +1 save against poison, uncanny dodge
  1
  —
  —
  —
  3rd
  +2
  +1
  +3
  +1
  Sneak attack +2d6
  2
  0
  —
  —
  4th
  +3
  +1
  +4
  +1
  +2 save against poison
  3
  1
  —
  —
  5th
  +3
  +1
  +4
  +1
  Improved uncanny dodge, sneak attack +3d6
  3
  2
  0
  —
  6th
  +4
  +2
  +5
  +2
  +3 save against poison
  3
  3
  1
  —
  7th
  +5
  +2
  +5
  +2
  Sneak attack +4d6
  3
  3
  2
  0
  8th
  +6
  +2
  +6
  +2
  +4 save against poison, hide in plain sight
  3
  3
  3
  1
  9th
  +6
  +3
  +6
  +3
  Sneak attack +5d6
  3
  3
  3
  2
  10th
  +7
  +3
  +7
  +3
  +5 save against poison
  3
  3
  3
  3
  An assassin
  
  study, 3 new rounds of study are required before he can attempt
  another death attack.
  Poison Use: Assassins are trained in the use of poison and
  never risk accidentally poisoning themselves when applying
  poison to a blade.
  Spells: Beginning at 1st level, an assassin gains the ability to
  cast a number of arcane spells. To cast a spell, an assassin must
  have an Intelligence score of at least 10 + the spell’s level, so an
  assassin with an Intelligence of 10 or lower cannot cast these
  spells. Assassin bonus spells are based on Intelligence, and saving
  throws against these spells have a DC of 10 + spell level + the
  assassin’s Intelligence bonus (if any). When the assassin gets 0
  spells per day of a given spell level (for instance, 1st-level spells
  for a 1st-level assassin), he gains only the bonus spells he would
  be entitled to based on his Intelligence score for that spell level.
  The assassin’s spell list appears below. An assassin casts spells just
  as a bard does.
  Upon reaching 6th level, at every even-numbered level after
  that (8th and 10th), an assassin can choose to learn a new spell in
  place of one he already knows. The new spell’s level must be the
  same as that of the spell being exchanged, and it must be at least
  two levels lower than the highest-level assassin spell the assassin
  can cast. For instance, upon reaching 6th level, an assassin could
  trade in a single 1st-level spell (two spell levels below the highest-
  level sorcerer spell he can cast, which is 3rd) for a different 1st-
  level spell. At 8th and 10th levels, he could trade in a single 1st-
  level or 2nd-level spell (since he now can cast 4th-level assassin
  spells) for a different spell of the same level. An assassin may swap
  only a single spell at any given level, and must choose whether or
  not to swap the spell at the same time that he gains new spells
  known for that level.
  Table 6–5: Assassin Spells Known
  —— Spells Known ——
  Level
  1st
  2nd
  3rd
  4th
  1st
  21
  —
  —
  —
  2nd
  3
  —
  —
  —
  3rd
  3
  21
  —
  —
  4th
  4
  3
  —
  —
  5th
  4
  3
  21
  —
  6th
  4
  4
  3
  —
  7th
  4
  4
  3
  21
  8th
  4
  4
  4
  3
  9th
  4
  4
  4
  3
  10th
  4
  4
  4
  4
  1 Provided the assassin has sufficient Intelligence to have a bonus
  spell of this level.
  Save Bonus against Poison: Assassins train with poisons of all
  types and slowly grow more and more resistant to their effects.
  This is reflected by a natural saving throw bonus to all poisons
  gained at 2nd level that increases by +1 for every two additional
  levels the assassin gains (+2 at 4th level, +3 at 6th level, and so on).
  Uncanny Dodge (Ex): Starting at 2nd level, an assassin gains
  the ability to react to danger before his senses would normally
  allow him to even be aware of it. He retains his Dexterity bonus to
  AC (if any) regardless of being caught flat-footed or struck by an
  invisible attacker. (He still loses any Dexterity bonus to AC if
  immobilized.)
  If a character gains uncanny dodge from a second class (such as
  a barbarian/rogue), the character automatically gains improved
  uncanny dodge (see below).
  Improved Uncanny Dodge (Ex): At 5th level, an assassin can
  no longer be flanked, since he can react to opponents on opposite
  sides of him as easily as he can react to a single attacker. This de-
  fense denies rogues the ability to use flank attacks to sneak attack
  the assassin. The exception to this defense is that a rogue at least
  four levels higher than the assassin can flank him (and thus sneak
  attack him).
  If a character gains uncanny dodge (see above) from a second
  class (such as a barbarian/rogue), the character automatically gains
  improved uncanny dodge, and the levels from those classes stack to
  determine the minimum rogue level required to flank the character.
  Hide in Plain Sight (Su): At 8th level, an assassin can use the
  Hide skill even while being observed. As long as he is within 10
  feet of some sort of shadow, an assassin can hide himself from
  view in the open without having anything to actually hide behind.
  He cannot, however, hide in his own shadow.
  Assassin Spell List
  Assassins choose their spells from the following list:
  1st Level: disguise self, detect poison, feather fall, ghost sound, jump,
  obscuring mist, sleep, true strike.
  2nd Level: alter self, cat’s grace, darkness, fox’s cunning, illusory
  script, invisibility, pass without trace, spider climb, undetectable align-
  ment.
  3rd Level: deep slumber, deeper darkness, false life, magic circle
  against good, misdirection, nondetection.
  4th Level: clairaudience/clairvoyance, dimension door, freedom of
  movement, glibness, greater invisibility, locate creature, modify memory,
  poison.
  BLACKGUARD
  The blackguard epitomizes evil. He is nothing short of a mortal
  fiend. The quintessential black knight, this villain carries a reputa-
  tion of the foulest sort that is very well deserved. Consorting with
  demons and devils and serving dark deities, the blackguard is
  hated and feared by all. Some people call these villains anti-
  paladins due to their completely evil nature.
  The blackguard has many options available to him—sending
  forth dark minions and servants to do his bidding, attacking with
  stealth and honorless guile, or straightforward smiting of the
  forces of good that stand in his way. Fighters, ex-paladins, rangers,
  monks, druids, and barbarians make for indomitable combat-ori-
  ented blackguards, while rogues and bards who become black-
  guards are likely to stress the subtle aspects of their abilities and
  spells. Sorcerers, wizards, and clerics who become blackguards are
  sometimes called diabolists and favor dealing with fiends even
  more than other blackguards do.
  As NPCs, blackguards usually lead legions of undead, evil out-
  siders, or other monsters to conquer their own doomed demesne
  or expand their existing territory. Sometimes they serve more
  powerful evil characters as dark lieutenants. On occasion they
  operate alone as hired killers or wandering purveyors of ill,
  destruction, and chaos.
  Hit Die: d10.
  Requirements
  To qualify to become a blackguard, a character must fulfill all the
  following criteria.
  Alignment: Any evil.
  Base Attack Bonus: +6.
  Skills: Hide 5 ranks, Knowledge (religion) 2 ranks.
  Feats: Cleave, Improved Sunder, Power Attack.
  Special: The character must have made peaceful contact with
  an evil outsider who was summoned by him or someone else.
  Class Skills
  The blackguard’s class skills (and the key ability for each skill) are
  Concentration (Con), Craft (Int), Diplomacy (Cha), Handle
  Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowl-
  edge (religion) (Int), Profession (Wis), and Ride (Dex). See Chap-
  ter 4 of the Player’s Handbook for skill descriptions.
  Skill Points at Each Level: 2 + Int modifier.
  181
  CHAPTER 6:
  CHARACTERS
  
  182
  Class Features
  All of the following are class features of the blackguard prestige
  class.
  Weapon and Armor Proficiency: Blackguards are proficient
  with all simple and martial weapons, with all types of armor, and
  with shields.
  Aura of Evil (Ex): The power of a black-
  guard’s aura of evil (see the detect evil
  spell) is equal to his class
  level plus his cleric
  level, if any.
  Detect Good (Sp): At will, a
  blackguard can use detect good as a
  spell-like ability, duplicating the effect
  of the detect good spell.
  Poison Use: Blackguards are
  skilled in the use of poison and never
  risk accidentally poisoning themselves
  when applying poison to a blade.
  Dark Blessing (Su): A blackguard
  applies his Charisma modifier (if posi-
  tive) as a bonus on all saving throws.
  Spells: A blackguard has the
  ability to cast a small number of
  divine spells. To cast a black-
  guard spell, a blackguard must
  have a Wisdom score of at least
  10 + the spell’s level, so a black-
  guard with a Wisdom of 10 or
  lower cannot cast these spells.
  Blackguard bonus spells are
  based on Wisdom, and saving
  throws against these spells
  have a DC of 10 +
  spell level + the
  blackguard’s Wis-
  dom modifier. When
  the blackguard gets
  0 spells per day of a
  given spell level (for
  instance, 1st-level spells
  for a 1st-level black-
  guard), he gains only the
  bonus spells he would be en-
  titled to based on his Wisdom score for
  that spell level. The blackguard’s spell
  list appears below. A blackguard has
  access to any spell on the list and can freely choose which to pre-
  pare, just as a cleric. A blackguard prepares and casts spells just as
  a cleric does (though a blackguard cannot spontaneously cast cure
  or inflict spells).
  Smite Good (Su): Once a day, a blackguard of 2nd level or
  higher may attempt to smite good with one normal melee attack.
  He adds his Charisma modifier (if positive) to his attack roll and
  deals 1 extra point of damage per class level. For example, a
  9th-level blackguard armed with a longsword would deal 1d8+9
  points of damage, plus any additional
  bonuses from high Strength or magical
  effects that normally apply. If a blackguard acci-
  dentally smites a creature that is not good, the smite has
  no effect but it is still used up for that day.
  At 5th level, and again at 10th level, a blackguard may smite
  good one additional time per day.
  Aura of Despair (Su): Beginning at 3rd level, the
  blackguard radiates a malign aura that causes ene-
  mies within 10 feet of him to take a –2 penalty
  on all saving throws.
  Command Undead (Su): When a black-
  guard reaches 3rd level, he gains the super-
  natural ability to command and rebuke
  undead (see the Player’s Handbook, page
  159). He commands undead as would
  a cleric of two levels lower.
  Sneak Attack (Ex): This ability,
  gained at 4th level, is like the rogue
  ability of the same name. The extra
  damage increases by +1d6 every third
  level beyond 4th (7th and 10th). If a
  blackguard gets a sneak attack bonus
  from another source (such as rogue
  levels), the bonuses on damage stack.
  Blackguard Spell List
  Blackguards choose their spells
  from the following list:
  1st Level: cause fear, corrupt
  weapon, cure light wounds,
  doom, inflict light wounds,
  magic weapon, summon mon-
  ster I*.
  2nd Level: bull’s strength, cure
  moderate wounds, darkness, death
  knell, eagle’s splendor, inflict moderate
  wounds, shatter, summon monster
  II*.
  3rd Level: contagion, cure serious
  wounds, deeper darkness, inflict serious
  wounds, protection from energy,
  summon monster III*.
  4th Level: cure critical wounds, freedom of
  movement, inflict critical wounds, poison, summon monster IV*.
  * Evil creatures only.
  Corrupt Weapon
  Blackguards have access to a special spell, corrupt weapon, which is
  the opposing counterpart of the paladin spell bless weapon (see
  CHAPTER 6:
  CHARACTERS
  Illus. by S. Wood
  Table 6–6: The Blackguard
  Base
  Fort
  Ref
  Will
  —— Spells per Day ——
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1st
  2nd
  3rd
  4th
  1st
  +1
  +2
  0
  0
  Aura of evil, detect good, poison use
  0
  —
  —
  —
  2nd
  +2
  +3
  0
  0
  Dark blessing, smite good 1/day
  1
  —
  —
  —
  3rd
  +3
  +3
  +1
  +1
  Command undead, aura of despair
  1
  0
  —
  —
  4th
  +4
  +4
  +1
  +1
  Sneak attack +1d6
  1
  1
  —
  —
  5th
  +5
  +4
  +1
  +1
  Fiendish servant, smite good 2/day
  1
  1
  0
  —
  6th
  +6
  +5
  +2
  +2
  1
  1
  1
  —
  7th
  +7
  +5
  +2
  +2
  Sneak attack +2d6
  2
  1
  1
  0
  8th
  +8
  +6
  +2
  +2
  2
  1
  1
  1
  9th
  +9
  +6
  +3
  +3
  2
  2
  1
  1
  10th
  +10
  +7
  +3
  +3
  Sneak attack +3d6, smite good 3/day
  2
  2
  2
  1
  A blackguard
  
  page 205 of the Player’s Handbook). Instead of improving a weapon’s
  effectiveness against evil foes (as the paladin spell does), corrupt
  weapon makes a weapon more effective against good foes.
  Fallen Paladins
  Blackguards who have levels in the paladin class (that is to say, are
  now ex-paladins) gain extra abilities the more levels of paladin
  they have. Those who have tasted the light of goodness and justice
  and turned away make the foulest villains.
  A fallen paladin who becomes a blackguard gains all of the fol-
  lowing abilities that apply, according to the number of paladin
  levels the character has.
  1–2: Smite good 1/day. (This is in addition to the ability granted
  to all blackguards at 2nd level, so that a fallen paladin blackguard
  can smite good a total of twice per day.)
  3–4: Lay on hands. Once per day, the blackguard can use this
  supernatural ability to cure himself or his fiendish servant of
  damage equal to his Charisma bonus × his level.
  5–6: Sneak attack damage increased by +1d6. Smite good 2/day.
  7–8: Fiendish summoning. Once per day, the blackguard can
  use a summon monster I spell to call forth an evil creature. For this
  spell, the caster level is double the blackguard’s class level.
  9–10: Undead companion. In addition to the fiendish servant,
  the blackguard gains (at 5th level) a Medium skeleton or zombie
  of 2 HD or fewer as a companion. This companion cannot be
  turned or rebuked and gains all special bonuses as a fiendish ser-
  vant when the blackguard gains levels. Smite good 3/day.
  11 or more: Favored of the dark deities. Evil deities like noth-
  ing more than to see a pure heart corrupted, and thus a fallen pal-
  adin of this stature immediately gains a blackguard level for each
  level of paladin he trades in. For example, a character who has
  twelve levels of paladin can immediately become a 10th-level
  blackguard with all abilities if he chooses to lose ten levels of pal-
  adin. The character level of the character does not change. This, of
  course, is in every way a profitable trade for the evil character,
  since he has already lost most of the benefits he gained from
  having those paladin levels. However, with the loss of paladin
  levels, the character no longer gains as many extra abilities for
  being a fallen paladin. Thus, a fallen 15th-level paladin could
  become a 10th-level blackguard/5th-level paladin and gain the
  first three extra abilities on this chart because of the character’s
  remaining five levels of paladin. Smite good 4/day.
  The Blackguard’s Fiendish Servant
  Upon or after reaching 5th level, a blackguard can call a fiendish
  bat, cat, dire rat, horse, pony, raven, or toad to serve him. (See the
  Monster Manual for these creatures’ basic statistics.) This creature
  may be used as a guardian (such as a bat), a helper (such as a cat), or
  a mount (such as a horse). The blackguard’s servant further gains
  HD and special abilities based on the blackguard’s character level
  (see the table).
  A blackguard may have only one fiendish servant at a time.
  Should the blackguard’s servant die, he may call for another one
  after a year and a  day. The new fiendish servant has all the accu-
  mulated abilities due a servant of the blackguard’s current level.
  The abilities mentioned in the “Special” column of the accom-
  panying table are described below.
  Empathic Link (Su): The blackguard has an empathic link
  with his servant out to a distance of up to 1 mile. The blackguard
  cannot see through the servant’s eyes, but they can communicate
  empathically. Because of the limited nature of the link, only gen-
  eral emotional content (such as fear, hunger, happiness, curiosity)
  can be communicated. Note that the low Intelligence of a low-
  level blackguard’s fiendish servant limits what the creature is able
  to communicate or understand, and even intelligent servants see
  the world differently from humans, so misunderstandings are
  always possible.
  Because of the empathic link between the servant and the
  blackguard, the blackguard has the same connection to a place or
  an item that the servant does.
  Improved Evasion (Ex): If the servant is subjected to an attack
  that normally allows a Reflex saving throw for half damage, it takes
  no damage on a successful saving throw and only half damage on a
  failed saving throw. Improved evasion is an extraordinary ability. 
  Share Saving Throws: For each of its saving throws, the ser-
  vant uses either its own base save bonus or the blackguard’s,
  whichever is higher. The servant applies its own ability modifiers
  to saves, and it doesn’t share any other bonuses on saves that the
  blackguard might have (such as from magic items or feats).
  Share Spells: At the blackguard’s option, he may have any spell
  (but not any spell-like ability) he casts on himself also affect his
  servant. The servant must be within 5 feet at the time of casting to
  receive the benefit. If the spell has a duration other than instanta-
  neous, it stops affecting the servant if it moves farther than 5 feet
  away and will not affect the servant again even if the servant
  returns to the blackguard before the duration expires. Addition-
  ally, the blackguard may cast a spell with a target of “You” on his
  servant (as a touch range spell) instead of on himself. A blackguard
  and his servant can share spells even if the spells normally do not
  affect creatures of the servant’s type (magical beast).
  Speak with Blackguard (Ex): If the blackguard’s character
  level is 13th or higher, the blackguard and servant can communi-
  cate verbally as if they were using a common language. Other crea-
  tures do not understand the communication without magical help.
  Blood Bond (Ex): If the blackguard’s character level is 16th or
  higher, the servant gains a +2 bonus on all attack rolls, checks, and
  saves if it witnesses the blackguard being threatened or harmed.
  This bonus lasts as long as the threat is immediate and apparent.
  Spell Resistance (Ex): If the blackguard’s character level is
  19th or higher, the servant gains spell resistance equal to the
  blackguard’s level + 5. To affect the servant with a spell, another
  spellcaster must get a result on a caster level check (1d20 + caster
  level) that equals or exceeds the servant’s spell resistance.
  DRAGON DISCIPLE
  It is known that certain dragons can take humanoid form and
  even have humanoid lovers. Sometimes a child is born of this
  union, and every child of that child unto the thousandth genera-
  tion claims a bit of dragon blood, be it ever so small. Usually, little
  comes of it, though mighty sorcerers occasionally credit their
  powers to draconic heritage. For some, however, dragon blood
  beckons irresistibly. These characters become dragon disciples,
  who use their magical power as a catalyst to ignite their dragon
  blood, realizing its fullest potential.
  183
  CHAPTER 6:
  CHARACTERS
  Character
  Bonus
  Natural
  Str
  Level
  HD
  Armor Adj. Adj.
  Int Special
  12th or
  +2
  +1
  +1
  6
  Empathic link, improved 
  lower
  evasion, share saving 
  throws, share spells
  13th–15th
  +4
  +3
  +2
  7
  Speak with blackguard
  16th–18th
  +6
  +5
  +3
  8
  Blood bond
  19th–20th
  +8
  +7
  +4
  9
  Spell resistance
  Character Level: The character level of the blackguard (his
  blackguard level plus his original class level).
  Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a
  Constitution modifier, as normal. Extra Hit Dice improve the servant’s
  base attack and base save bonuses, as normal.
  Natural Armor Adj.: This is an improvement to the servant’s
  existing natural armor bonus.
  Str Adj.: Add this figure to the servant’s Strength score.
  Int: The servant’s Intelligence score. (A fiendish servant is smarter
  than normal animals of its kind.) 
  
  184
  Dragon disciples prefer a life of exploration to a cloistered exis-
  tence. Most are barbarians, fighters, or rangers who have dabbled
  as sorcerers or bards. Occasionally, a serious spellcaster explores
  the path to further a goal of finding out more about his draconic
  heritage, though at the expense of most of his arcane studies. Cler-
  ics and druids rarely choose to become dragon disciples. Already
  adept at magic, many pursue adventure, especially if it furthers
  their goal of finding out more about their draconic heritage. All
  dragon disciples are drawn to areas known to harbor dragons.
  Hit Die: d12.
  Requirements
  To qualify to become a dragon disciple, a character must fulfill all
  the following criteria.
  Race: Any nondragon (cannot already be a half-dragon).
  Skills: Knowledge (arcana) 8 ranks.
  Languages: Draconic.
  Spellcasting: Ability to cast arcane spells without preparation.
  Special: The player chooses a dragon variety
  when taking the first level in this prestige
  class, subject to the DM’s approval.
  Class Skills
  The dragon disciple’s class
  skills (and the key ability for
  each skill) are Concentration (Con),
  Craft (Int), Diplomacy (Cha),
  Escape Artist (Dex), Gather
  Information (Cha), Knowl-
  edge (all skills, taken individu-
  ally) (Int), Listen (Wis), Profes-
  sion (Wis), Search (Int), Speak
  Language (Int), Spellcraft (Int),
  and Spot (Wis). See Chapter 4
  of the Player’s Handbook for skill
  descriptions.
  Skill Points at Each Level: 2 + Int
  modifier.
  Class Features
  All of the following
  are class features
  of the dragon dis-
  ciple prestige class.
  Weapon and Armor
  Proficiency: Dragon dis-
  ciples gain no proficiency with any weapon or armor.
  Bonus Spells: Dragon disciples gain bonus spells as they gain
  levels in this prestige class, as if from having a high ability score, as
  given on Table 6–7. A bonus spell can be added to any level of
  spells the disciple already has the ability to cast.
  If a character has more than one spellcasting class, he must
  decide to which class he adds each bonus spell as it is gained. Once
  a bonus spell has been applied, it cannot be shifted.
  Natural Armor Increase (Ex): At 1st, 4th, and 7th level, a
  dragon disciple becomes more draconic in appearance. His skin
  develops tiny iridescent scales, nearly invisible at first but becom-
  ing more noticeable at higher levels. This provides an increase to
  the character’s existing natural armor (if any), as indicated on
  Table 6–7 (the numbers represent the total increase gained to that
  point). As his skin thickens, a dragon disciple takes on more and
  more of his progenitor’s physical aspect.
  Claws and Bite (Ex): At 2nd level, a
  dragon disciple gains claw
  and bite attacks if he
  does not already
  have them. Use the
  values above or the dis-
  ciple’s base claw and bite
  damage values, whichever are greater. 
  Size
  Bite Damage
  Claw Damage
  Small
  1d4
  1d3
  Medium
  1d6
  1d4
  Large
  1d8
  1d6
  A dragon disciple is considered proficient with
  these attacks. When making a full attack, a dragon
  disciple uses his full base attack bonus with his bite
  attack but takes a –5 penalty on claw attacks. The
  Multiattack feat (see page 304 of
  the Monster Manual) reduces
  this penalty to only –2.
  Ability Boost (Ex): As a
  dragon disciple gains levels in
  this prestige class, his ability
  scores increase as noted on Table 6–7.
  These increases stack and are gained as if through level
  advancement.
  CHAPTER 6:
  CHARACTERS
  Illus. by  J. Jarvis
  Table 6–7: The Dragon Disciple
  Base
  Fort
  Ref
  Will
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  Bonus Spells
  1st
  +0
  +2
  +0
  +2
  Natural armor increase (+1)
  1
  2nd
  +1
  +3
  +0
  +3
  Ability boost (Str +2), claws and bite
  1
  3rd
  +2
  +3
  +1
  +3
  Breath weapon (2d8)
  0
  4th
  +3
  +4
  +1
  +4
  Ability boost (Str +2), natural armor increase (+2)
  1
  5th
  +3
  +4
  +1
  +4
  Blindsense 30 ft.
  1
  6th
  +4
  +5
  +2
  +5
  Ability boost (Con +2)
  1
  7th
  +5
  +5
  +2
  +5
  Breath weapon (4d8), natural armor increase (+3)
  0
  8th
  +6
  +6
  +2
  +6
  Ability boost (Int +2)
  1
  9th
  +6
  +6
  +3
  +6
  Wings
  1
  10th
  +7
  +7
  +3
  +7
  Blindsense 60 ft., dragon apotheosis
  0
  A dragon disciple
  
  Breath Weapon (Su): At 3rd level, a dragon disciple gains a
  minor breath weapon, derived from his draconic ancestor. The
  type and shape depend on the dragon variety whose heritage he
  enjoys (see below). Regardless of the ancestor, the breath weapon
  deals 2d8 points of damage of the appropriate energy type.
  At 7th level, the damage increases to 4d8, and when a disciple
  attains dragon apotheosis at 10th level it reaches its full power at
  6d8. Regardless of its strength, the breath weapon can be used
  only once per day. Use all the rules for dragon breath weapons (see
  page 69 of the Monster Manual) except as specified here.
  The DC of the
  breath weapon is 10 +
  class level + Con modifier.
  A line-shaped breath weapon is 5
  feet high, 5 feet wide, and 60 feet long. A
  cone-shaped breath weapon is 30 feet long.
  Dragon Variety*
  Breath Weapon
  Black
  Line of acid
  Blue
  Line of lightning
  Green
  Cone of corrosive gas (acid)
  Red
  Cone of fire
  White
  Cone of cold
  Brass
  Line of fire
  Bronze
  Line of lightning
  Copper
  Line of acid
  Gold
  Cone of fire
  Silver
  Cone of cold
  * Other varieties of dragon disciple are possible, using other
  dragon varieties as ancestors.
  Blindsense (Ex): At 5th level, the dragon disciple gains
  blindsense with a range of 30 feet. Using nonvisual
  senses, such as acute smell or hearing, the dragon dis-
  ciple notices things it cannot see. He usually does not
  need to make Spot or Listen checks to notice and pin-
  point the location of creatures within range of his blind-
  sense ability, provided that he has line of effect to that crea-
  ture. Any opponent the dragon disciple cannot see still has
  total concealment against him, and the dragon disciple still
  has the normal miss chance when attacking foes that
  have concealment. Visibility still affects the movement
  of a creature with blindsense. A creature with blind-
  sense is still denied its Dexterity bonus to Armor Class
  against attacks from creatures it cannot see. At 10th
  level, the range of this ability increases to 60 feet.
  Wings (Ex): At 9th level, a dragon disciple grows a set of dra-
  conic wings. He may now fly at a speed equal to his normal land
  speed, with average maneuverability.
  Dragon Apotheosis: At 10th level, a dragon disciple fully real-
  izes his draconic heritage and takes on the half-dragon template
  (see page 146 of the Monster Manual). His breath weapon reaches
  full strength (as noted above), and he gains +4 to Strength and +2
  to Charisma. His natural armor bonus increases to +4, and he
  acquires low-light vision, 60-foot darkvision, immunity to sleep
  and paralysis effects, and immunity to the energy type used by his
  breath weapon (see above).
  DUELIST
  The duelist (sometimes known as the swashbuckler) is a nimble,
  intelligent fighter trained in making precise attacks with light
  weapons, such as the rapier. She always takes full advantage of her
  quick reflexes and wits in a fight. Rather than wearing bulky
  armor, a duelist feels the best way to protect herself is not to get
  hit at all.
  Duelists are most often fighters or rangers, but almost as often
  are rogues or bards. Wizards, sorcerers, and monks make surpris-
  ingly good duelists due to those classes’ lack of reliance on armor.
  They benefit greatly from the weapon skill the duelist offers.
  Some paladins and barbarians who deviate a good deal from their
  archetypes become duelists.
  NPC duelists are usually loners looking for adventure or a get-
  rich-quick scheme. Occasionally they work in small, tight-knit
  groups, fighting with team-based tactics.
  Hit Die: d10.
  Requirements
  To qualify to become a duelist, a character
  must fulfill all the following criteria.
  Base Attack Bonus: +6.
  Skills: Perform 3 ranks, Tumble 5 ranks.
  Feats: Dodge, Mobility, Weapon Finesse.
  Class Skills
  The duelist’s class skills (and the key abil-
  ity for each skill) are Balance (Dex), Bluff
  (Cha), Escape Artist (Dex), Jump (Str),
  Listen (Wis), Perform (Cha), Sense Motive
  (Wis), Spot (Wis), and Tumble (Dex). See
  Chapter 4 of the Player’s Handbook for skill
  descriptions.
  Skill Points at Each Level: 4 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: The duelist
  is proficient with all simple and martial weapons,
  but no type of armor or shield.
  Canny Defense (Ex): When not wearing
  armor or using a shield, a duelist adds 1 point of
  Intelligence bonus (if any) per duelist class level
  to her Dexterity bonus to modify Armor Class
  while wielding a melee weapon. For instance, a
  2nd-level duelist with an Intelligence score of 16
  (+3 bonus) can add +2 to her Armor Class. If a
  duelist is caught flat-footed or otherwise
  denied her Dexterity bonus, she also loses
  this bonus.
  Improved Reaction (Ex): At 2nd level, a
  duelist gains a +2 bonus on initiative checks.
  At 8th level, the bonus increases to +4. This
  bonus stacks with the benefit provided by the
  Improved Initiative feat.
  Enhanced Mobility (Ex): When wearing no armor and not
  using a shield, a duelist gains an additional +4 bonus to AC against
  attacks of opportunity caused when she moves out of a threatened
  square.
  Grace (Ex): At 4th level, a duelist gains an additional +2 compe-
  tence bonus on all Reflex saving throws. This ability functions for a
  duelist only when she is wearing no armor and not using a shield. 
  185
  CHAPTER 6:
  CHARACTERS
  Illus. by E. Cox
  A duelist
  Table 6–8: The Duelist
  Base
  Attack 
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +0
  +2
  +0
  Canny defense
  2nd
  +2
  +0
  +3
  +0
  Improved reaction +2
  3rd
  +3
  +1
  +3
  +1
  Enhanced mobility
  4th
  +4
  +1
  +4
  +1
  Grace
  5th
  +5
  +1
  +4
  +1
  Precise strike +1d6
  6th
  +6
  +2
  +5
  +2
  Acrobatic charge
  7th
  +7
  +2
  +5
  +2
  Elaborate parry
  8th
  +8
  +2
  +6
  +2
  Improved reaction +4
  9th
  +9
  +3
  +6
  +3
  Deflect Arrows
  10th
  +10
  +3
  +7
  +3
  Precise strike +2d6
  
  186
  Precise Strike (Ex): At 5th level, a duelist gains the ability to
  strike precisely with a light or one-handed piercing weapon,
  gaining an extra 1d6 damage added to her normal damage roll.
  When making a precise strike, a duelist cannot attack with a
  weapon in her other hand or use a shield. A duelist’s precise
  strike only works against living creatures with discernible
  anatomies. Any creature that is immune to critical hits (includ-
  ing undead, constructs, oozes, plants, and incorporeal creatures)
  is not vulnerable to a precise strike, and any item or ability that
  protects a creature from critical hits (such as armor with the for-
  tification special ability) also protects a creature from a precise
  strike. At 10th level, the extra
  damage on a precise strike
  increases to +2d6.
  Acrobatic Charge (Ex):
  At 6th level, a duelist gains
  the ability to charge in sit-
  uations where others can-
  not. She may charge over
  difficult terrain that nor-
  mally slows movement.
  This enables her to run
  down steep stairs, leap
  down from a balcony, or to
  tumble over tables to get to
  her charge target. Depend-
  ing on the circumstance, she
  may still need to make appro-
  priate checks (Jump or Tumble
  checks in particular) to success-
  fully move over the terrain.
  Elaborate Parry (Ex): At 7th
  level and higher, if a duelist
  chooses to fight defensively or
  use total defense in melee
  combat, she gains an additional
  +1 dodge bonus to AC for each
  level of duelist she has.
  Deflect Arrows: At 9th level, a
  duelist gains the benefit of the Deflect
  Arrows feat (see page 93 of the Player’s
  Handbook) when using a light or one-
  handed piercing weapon.
  DWARVEN DEFENDER
  The defender is a sponsored champion
  of a dwarven cause, a dwarf aristocrat, a
  dwarven deity, or the dwarven way of
  life. As the name might imply, this
  character is a skilled combatant
  trained in the arts of defense.
  A line of dwarven defenders is
  a far better defense than a 10-
  foot-thick wall of stone, and much more
  dangerous.
  Most dwarven defenders are fighters, paladins, rangers, or
  clerics, although ex-barbarians, sorcerers, wizards, and druids
  can certainly all benefit from the defensive capabilities of this
  prestige class. Rogues, bards, and monks usually depend too
  heavily on mobility to use the abilities of the dwarven defender
  class to their fullest.
  NPC dwarven defenders are usually soldiers in a dwarven citadel,
  segregated into their own units separate from regular warriors or
  fighters. Occasionally a lone, wandering dwarven defender can be
  encountered on some mission, although he usually guards his words
  so closely that it’s difficult to learn what his quest actually entails.
  Hit Die: d12.
  Requirements
  To qualify to become a defender, a character must fulfill all the fol-
  lowing criteria.
  Race: Dwarf. 
  Alignment: Any lawful.
  Base Attack Bonus: +7.
  Feats: Dodge, Endurance, Toughness.
  Class Skills
  The defender’s class skills (and the key ability for each skill) are
  Craft (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis). See
  Chapter 4 of the Player’s Handbook for skill descriptions.
  Skill Points at Each Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the dwarven defender
  prestige class.
  AC Bonus (Ex): The dwarven defender receives a
  dodge bonus to Armor Class that starts
  at +1 and improves as the defender
  gains levels, until it reaches
  +4 at 10th level.
  Weapon and Armor
  Proficiency: A dwarven
  defender is proficient with
  all simple and martial
  weapons, all types of
  armor, and shields. 
  Defensive 
  Stance:
  When he needs to, a de-
  fender can become a stal-
  wart bastion of defense. In
  this defensive stance, a
  defender gains phenomenal
  strength and durability, but
  he cannot move from the
  spot he is defending. He
  gains +2 to Strength, +4 to
  Constitution, a +2 resistance
  bonus on all saves, and a +4
  dodge bonus to AC.
  The increase in Constitution
  increases the defender’s hit
  points by 2 points per level, but
  these hit points go away at the end
  of the defensive stance when the
  Constitution score drops back 4
  points. These extra hit points are
  not lost first the way temporary hit
  points are. While in a defensive
  stance, a defender cannot use
  skills or abilities that would re-
  quire him to shift his position, such
  as Move Silently or Jump. A defensive
  stance lasts for a number of rounds equal
  to 3 + the character’s (newly improved) Constitution modifier. A
  defender may end his defensive stance voluntarily prior to this
  limit. At the end of the defensive stance, the defender is winded
  and takes a –2 penalty to Strength for the duration of that
  encounter. A defender can only use his defensive stance a certain
  number of times per day as determined by his level (see Table
  6–9). Using the defensive stance takes no time itself, but a
  defender can only do so during his action. (A defender can’t, for
  example, use the stance when struck down by an arrow in order to
  get the extra hit points from the increased Constitution.)
  Uncanny Dodge (Ex): Starting at 2nd level, a dwarven
  defender gains the extraordinary ability to react to danger before
  CHAPTER 6:
  CHARACTERS
  Illus. by A. Swekel
  A dwarven
  defender
  
  his senses would normally allow him to even be aware of it. At
  2nd level and above, he retains his Dexterity bonus to AC (if any)
  regardless of being caught flat-footed or struck by an invisible
  attacker. (He still loses any Dexterity bonus to AC if
  immobilized.)
  If a character gains uncanny dodge
  from a second class (such as rogue), the
  character automatically gains im-
  proved uncanny dodge (see
  below).
  Trap Sense (Ex): At 4th
  level, a dwarven defender gains
  an intuitive sense that alerts him
  to danger from traps, giving him a +1
  bonus on Reflex saves made to avoid traps
  and a +1 dodge bonus to AC against attacks by traps. At
  8th level, these bonuses rise to +2. These bonuses stack
  with trap sense bonuses gained from other classes.
  Damage Reduction (Ex): At 6th level, a dwarven
  defender gains the ability to shrug off some amount of injury from
  each blow or attack. Subtract 3 points from the damage the dwar-
  ven defender takes each time he is dealt damage. At 10th level,
  this damage reduction rises to 6/–. Damage reduction can reduce
  damage to 0 but not below 0. (That is, the defender cannot actu-
  ally gain hit points in this manner.)
  Improved Uncanny Dodge (Ex): At 6th level, a dwarven de-
  fender can no longer be flanked, since he can react to opponents
  on opposite sides of him as easily as he can react to a
  single attacker. This defense denies rogues the
  ability to use flank attacks to sneak
  attack the dwarven defender.
  The exception to this
  defense is that a rogue
  at least four levels higher than
  the dwarven defender can flank him
  (and thus sneak attack him).
  If a character gains uncanny dodge (see above) from a second
  class (such as rogue), the character automatically gains improved
  uncanny dodge, and the levels from those classes stack to deter-
  mine the minimum rogue level required to flank the character.
  Mobile Defense (Ex): At 8th level, a dwarven defender can
  adjust his position while maintaining a defensive stance. While in
  a defensive stance, he can take one 5-foot step each round without
  losing the benefit of the stance.
  ELDRITCH KNIGHT
  Studying the martial and arcane arts to equal degree, the eldritch
  knight is a versatile combatant who can cast a fireball on her foes
  or charge them with sword drawn. The eldritch knight takes
  pride in her ability to use the right technique for the job: spells
  against physically tough foes and force of arms against spellcast-
  ing enemies.
  Eldritch knights split their time between physical training to
  become better soldiers and arcane study to learn more powerful
  spells. They tend to be driven individuals, because simultaneously
  perfecting their spellcasting and combat prowess requires immense
  time and effort. Eldritch knights are never
  truly at home among arcane spell-
  casters or elite soldiers, so many
  drift from wizard school to
  mercenary unit to band of
  adventurers.
  Every would-be eldritch knight
  must demonstrate both skill with a
  broad array of weapons and mastery
  of the basics of arcane spellcast-
  ing. Thus, almost all eldritch
  knights are multiclass
  characters already,
  with fighter/wizard
  the most common
  combination. A
  few eldritch knights
  were once bards, and
  even paladin/sorcer-
  ers aren’t unheard of.
  Eldritch knights can
  be found wherever there’s
  a good fight or the
  promise of arcane
  lore. They find higher-
  level fighters and wizards
  particularly interesting, and
  some eldritch knights ap-
  prentice themselves for a
  time to learn the finer points of
  arcane technique or weapons
  prowess.
  Hit Die: d6.
  187
  CHAPTER 6:
  CHARACTERS
  Illus. by J&L. Lakey
  An eldritch knight
  Table 6–9: The Dwarven Defender
  Base
  Attack Fort
  Ref
  Will
  AC
  Level Bonus Save
  Save
  Save Bonus Special
  1st
  +1
  +2
  +0
  +2
  +1
  Defensive stance 1/day
  2nd
  +2
  +3
  +0
  +3
  +1
  Uncanny dodge
  3rd
  +3
  +3
  +1
  +3
  +1
  Defensive stance 2/day
  4th
  +4
  +4
  +1
  +4
  +2
  Trap sense +1
  5th
  +5
  +4
  +1
  +4
  +2
  Defensive stance 3/day
  6th
  +6
  +5
  +2
  +5
  +2
  Damage reduction 3/–, 
  improved uncanny dodge
  7th
  +7
  +5
  +2
  +5
  +3
  Defensive stance 4/day
  8th
  +8
  +6
  +2
  +6
  +3
  Mobile defense, 
  trap sense +2
  9th
  +9
  +6
  +3
  +6
  +3
  Defensive stance 5/day
  10th
  +10
  +7
  +3
  +7
  +4
  Damage reduction 6/–
  Table 6–10: The Eldritch Knight
  Base
  Fort
  Ref
  Will
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  1st
  +1 
  +2
  +0
  +0
  Bonus feat
  2nd
  +2 
  +3
  +0
  +0
  +1 level of existing arcane spellcasting class
  3rd
  +3 
  +3
  +1
  +1
  +1 level of existing arcane spellcasting class
  4th
  +4 
  +4
  +1
  +1
  +1 level of existing arcane spellcasting class
  5th
  +5 
  +4
  +1
  +1
  +1 level of existing arcane spellcasting class
  6th
  +6 
  +5
  +2
  +2
  +1 level of existing arcane spellcasting class
  7th
  +7 
  +5
  +2
  +2
  +1 level of existing arcane spellcasting class
  8th
  +8 
  +6
  +2
  +2
  +1 level of existing arcane spellcasting class
  9th
  +9 
  +6
  +3
  +3
  +1 level of existing arcane spellcasting class
  10th
  +10 
  +7
  +3
  +3
  +1 level of existing arcane spellcasting class
  
  188
  Requirements
  To qualify to become an eldritch knight, a character must fulfill all
  the following criteria. 
  Weapon Proficiency: Must be proficient with all martial
  weapons.
  Spells: Able to cast 3rd-level arcane spells.
  Class Skills
  The eldritch knight’s class skills (and the key ability for each skill)
  are Concentration (Con), Craft (Int), Decipher Script (Int), Jump
  (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty)
  (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim
  (Str). See Chapter 4 of the Player’s Handbook for skill descriptions.
  Skill Points at Each Level: 2 + Int modifier.
  Class Features
  All of the following are features of the eldritch knight prestige
  class.
  Weapon and Armor Proficiency: Eldritch knights gain no
  proficiency with any weapon or armor.
  Bonus Feat: At 1st level, an eldritch knight may choose a
  bonus feat from the list of feats available to fighters. This is in addi-
  tion to the feats that a character of any class normally gets every
  three levels. The character must still meet any prerequisites for
  these bonus feats, including four levels of fighter for the Weapon
  Specialization feat.
  Spells per Day: From 2nd level on, when a new eldritch knight
  level is gained, the character gains new spells per day as if she had
  also gained a level in whatever arcane spellcasting class she be-
  longed to before she added the prestige class. She does not, how-
  ever, gain any other benefit a character of that class would have
  gained (bonus metamagic or item creation feats, bard or assassin
  abilities, and so on). This essentially means that she adds the level
  of eldritch knight to the level of whatever other arcane spellcast-
  ing class the character has, then determines spells per day and
  caster level accordingly.
  If a character had more than one arcane spellcasting class
  before she became an eldritch knight, she must decide to which
  class she adds each level of eldritch knight for the purpose of
  determining spells per day.
  HIEROPHANT
  A divine spellcaster who rises high in the service of his deity gains
  access to spells and abilities of which lesser faithful can only
  dream. The hierophant prestige class is open to powerful divine
  spellcasters who are approaching access to the strongest and most
  difficult divine spells. They delay the acquisition of these greatest
  gifts in exchange for a deeper understanding of and ability to con-
  trol the power they channel.
  Most hierophants were clerics or druids. Some may have pur-
  sued another divine spellcasting-focused prestige class. Hiero-
  phants rarely multiclass into non-spellcasting classes.
  Hierophants are usually high-ranking members of a church or
  druidic circle. Most are exemplary representatives of their faith.
  Hit Die: d8.
  Requirements
  To qualify to become a hierophant, a character must fulfill all the
  following criteria.
  Skills: Knowledge (religion) or Knowledge (nature) 15 ranks.
  Feats: Any metamagic feat.
  Spells: Able to cast 7th-level divine spells.
  Class Skills
  The hierophant’s class skills (and the key ability for each skill) are
  Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis),
  Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession
  (Wis), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook
  for skill descriptions.
  Skill Points at Each Level: 2 + Int modifier.
  Class Features
  All the following are class features of the hierophant prestige class.
  Weapon and Armor Proficiency: Hierophants gain no profi-
  ciency with any weapon or armor.
  Spells and Caster Level: Levels in the hierophant prestige
  class, even though they do not advance spell progression in the
  character’s standard class, still stack with the character’s base spell-
  casting levels to determine caster level.
  Special Ability: Every level, a hierophant gains a special ability
  of his choice from among the following.
  Blast Infidel (Su): A hierophant can use negative energy spells to
  their maximum effect on creatures with an alignment opposed to
  the hierophant. (See the table below for a list of which alignments
  are opposed to each alignment.) Any spell with a description that
  involves inflicting or channeling negative energy (inflict spells,
  mass inflict light wounds, harm) cast on a creature of the opposed
  alignment works as if under the effect of a Maximize Spell feat
  (without using a higher-level spell slot). Undead affected by this
  ability heal the maximized amount of damage.
  Hierophant
  Opposed
  Alignment
  Alignment
  Lawful good
  Chaotic evil
  Neutral good
  Neutral evil
  Chaotic good
  Lawful evil
  Lawful neutral
  Chaotic neutral
  Neutral
  Lawful good, chaotic good, lawful evil, chaotic evil*
  Chaotic neutral Lawful neutral
  Lawful evil
  Chaotic good
  Neutral evil
  Neutral good
  Chaotic evil
  Lawful good
  * A neutral hierophant chooses one of these alignments to be the one
  that he opposes, for the purposes of this special ability.
  Divine Reach (Su): A hierophant with this ability can use touch
  spells on targets up to 30 feet away. If the spell requires a melee
  touch attack, the hierophant must make a ranged touch attack
  instead. Divine reach can be selected a second time as a special
  ability, in which case the range increases to 60 feet.
  Faith Healing (Su): A hierophant can use healing spells to their
  maximum effect on creatures of the same alignment as the hiero-
  phant (including the hierophant himself). Any spell of the healing
  subschool cast on such creatures works as if under the effects of a
  Maximize Spell feat (without using a higher-level spell slot).
  Gift of the Divine (Su): Available only to hierophants with cleric
  levels, this ability allows a hierophant to transfer one or more
  uses of his turn undead ability to a willing creature. (Hiero-
  phants who rebuke undead transfer uses of rebuke undead
  instead.) The transfer lasts anywhere from 24 hours to one week
  (chosen at the time of transfer), and while the transfer is in
  effect, the number of turning attempts per day allowed to the
  hierophant is reduced by the number transferred. The recipient
  turns undead as a cleric of the hierophant’s cleric level but uses
  her own Charisma modifier.
  Mastery of Energy (Su): Available only to hierophants with cleric
  levels, this ability allows a hierophant to channel positive or nega-
  tive energy much more effectively, increasing his ability to affect
  undead. Add a +4 bonus to the hierophant’s turning checks and
  turning damage rolls. This ability only affects undead, even if the
  hierophant can turn other creatures, such as with a granted power
  of a domain.
  Metamagic Feat: A hierophant can choose a metamagic feat in
  place of one of the special abilities described here if desired.
  CHAPTER 6:
  CHARACTERS
  
  Power of Nature (Su): Available only to hierophants with druid
  levels, this ability allows a hierophant to temporarily transfer one
  or more of his druid class features to a willing creature. The trans-
  fer lasts anywhere from 24 hours to one week (chosen at the time
  of transfer), and while the transfer is in effect,
  the hierophant cannot use the trans-
  ferred power. He can transfer any
  of his druid powers except
  spellcasting and the ability to
  have an animal companion.
  The druid’s wild shape
  ability can be partially or
  completely transferred.
  For example, a hiero-
  phant may transfer the
  ability to use wild
  shape once per day to
  the recipient and retain
  the rest of his uses for
  himself. If the hiero-
  phant can assume
  the form of Tiny or
  Huge animals, the recipi-
  ent can as well.
  As with the imbue with spell
  ability spell, the hierophant
  remains responsible to his deity
  for any use to which the recipient
  puts the transferred abilities.
  Spell Power: This special ability increases a
  hierophant’s effective caster level by 1 for
  purposes of determining level-dependent
  spell variables (such as damage or range) and for
  caster level checks. This ability can be selected
  more than once, and changes to effective caster level
  are cumulative.
  Spell-Like Ability: A hierophant who selects this
  special ability can use one of his divine spell slots to
  permanently prepare one of his divine spells as a spell-like
  ability that can be used twice per day. The hierophant does not
  use any components when casting the spell, although a spell that
  costs XP to cast still does so, and a spell with a costly material com-
  ponent instead costs him 10 times that amount in XP.
  The spell normally uses a spell slot of the spell’s level (or
  higher, if the hierophant chooses to permanently
  attach a metamagic feat to the spell chosen). The
  hierophant can use an available higher-level spell
  slot to use the spell-like ability more than once per
  day. Allocating a slot three levels higher allows him to
  cast the spell four times per day, and a slot six levels higher lets
  him cast it six times per day. For example, Lonafin the hierophant
  wants to be able to create undead whenever he has the opportu-
  nity, so he permanently uses a 9th-level spell slot to get animate
  dead as a spell-like ability usable six times per day.
  If selected more than one time as a special ability, this ability
  can apply to the same spell (increasing the number of times per
  day it can be used) or to a different spell.
  HORIZON WALKER
  The horizon walker is an unceasing traveler to the universe’s most
  dangerous places. As her journeys take her from place to place, she
  adapts to become one with her environment. In time, she devel-
  ops a mystic connection with the ground beneath her. But she is
  by no means tied to a particular place; her restless feet are ever
  leading her toward the horizon, where new adventures await.
  Horizon walkers tend to be hard to surprise or impress, because
  they’ve seen so many wonders during their travels. It’s common
  for a horizon walker to have an outward attitude of “been there,
  done that.” But horizon walkers are gripped by an unquench-
  able wanderlust, so they’re always in the midst of a jour-
  ney or planning their next one. As
  they travel, horizon walkers
  develop a magical resonance
  with the terrain that sur-
  rounds them, making them
  unparalleled guides and
  scouts. And they’re formida-
  ble foes when their travels
  take them into danger, able to
  use the terrain they know so
  well to good advantage.
  Rangers and bards take up
  the path of the horizon
  walker more often than
  other characters, but that’s
  more because they appreciate
  the wanderer’s life, not because
  the path of the horizon walker
  is particularly specialized. A fair
  number of horizon walkers were
  barbarians who strayed from their
  native lands or rogues who found
  their skills useful on the road.
  Occasionally a druid will adopt
  the prestige class, though most
  are loath to do so because they sacri-
  fice their spellcasting advancement.
  You’ll find horizon walkers on the
  road, or in places so forbidding that
  roads don’t exist. They rarely stay in
  one place for long, and they’re eager to
  launch a new expedition—the more exotic
  and remote the destination, the better.
  Hit Die: d8.
  Requirements
  To qualify to become a horizon walker, a character must fulfill all
  the following criteria.
  Skills: Knowledge (geography) 8 ranks.
  Feats: Endurance.
  Class Skills
  The horizon walker’s class skills (and the key ability for each skill)
  are Balance (Dex), Climb (Str), Diplomacy (Cha), Handle Animal
  (Cha), Hide (Dex), Knowledge (geography) (Int), Listen (Wis),
  Move Silently (Dex), Profession (Wis), Ride (Dex), Speak Lan-
  guage (none), Spot (Wis), and Survival (Wis). See Chapter 4 of the
  Player’s Handbook for skill descriptions.
  Skill Points at Each Level: 4 + Int modifier.
  Class Features
  All of the following are features of the horizon walker prestige
  class.
  Weapon and Armor Proficiency: Horizon walkers gain no
  proficiency with any weapon or armor.
  189
  CHAPTER 6:
  CHARACTERS
  Illus. by B. Snoddy
  A hierophant
  Table 6–11: The Hierophant
  Base
  Attack 
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +2
  +0
  +2
  Special ability
  2nd
  +1
  +3
  +0
  +3
  Special ability
  3rd
  +1
  +3
  +1
  +3
  Special ability
  4th
  +2
  +4
  +1
  +4
  Special ability
  5th
  +2
  +4
  +1
  +4
  Special ability
  
  190
  Terrain Mastery: As horizon walkers travel, they gain a mysti-
  cal connection with the very ground they walk on. At each level,
  they add a new terrain environment to their repertoire from those
  given below. Terrain mastery gives a horizon walker a bonus on
  checks involving a skill useful in that terrain, or some other appro-
  priate benefit. A horizon walker also knows how to fight dangerous
  creatures typically found in that terrain, gaining a +1 insight bonus
  on attack rolls and damage rolls against creatures with that ter-
  rain mentioned in the Environment entry of their descrip-
  tions (see the Monster Manual). The horizon walker only
  gains the bonus if the Monster Manual description specifically
  lists the terrain type.
  Horizon walkers take their terrain mastery with them
  wherever they go. They retain their terrain mas-
  tery bonuses on skill checks, attack rolls, and
  damage rolls whether they’re actually in the rele-
  vant terrain or not. For example, a horizon walker
  who has selected desert terrain mastery is
  immune to fatigue even if she’s underground, in
  the mountains, or in a city.
  Planar Terrain Mastery: Eventually a hori-
  zon walker’s familiarity with terrain extends to
  her journeys to other planes of existence. Planar
  terrain mastery functions just like terrain mastery,
  except that the horizon walker can choose one of the
  planar categories at each level. The horizon
  walker can take a nonplanar terrain type
  instead, if she wishes.
  Terrain Mastery Benefits
  Aquatic: You are naturally at home
  in the water, gaining a +4 compe-
  tence bonus on Swim checks, or a
  +10-foot bonus to your swim speed
  if you have one. You gain a +1 insight
  bonus on attack and damage rolls
  against aquatic creatures.
  Desert: You have endured
  where others perish, so you’re
  good at conserving your body’s
  resources. You resist effects that
  tire you. You are immune to
  fatigue, and anything that would
  cause you to become exhausted
  makes you fatigued instead. You gain
  a +1 insight bonus on attack and
  damage rolls against desert creatures.
  Forest: You have an instinctive sense of
  camouflage from your time among the trees,
  granting you a +4 competence bonus on Hide
  checks. You gain a +1 insight bonus on attack
  and damage rolls against forest creatures.
  Hills: The faintest echoes find their way to your ears, granting
  you a +4 competence bonus on Listen checks. You gain a +1
  insight bonus on attack and damage rolls against hills creatures.
  Marsh: You have learned to be quieter than the whispering
  rushes; your mystic connection to the marsh grants you a +4 com-
  petence bonus on Move Silently checks. You gain a +1 insight
  bonus on attack and damage rolls against marsh creatures.
  Mountains: You naturally cling to surfaces others fall from.
  You gain a +4 competence bonus on Climb checks, or a +10-
  foot bonus to your climb speed if you have one.
  You gain a +1 insight bonus on attack and
  damage rolls against mountain creatures.
  Plains: The wide-open spaces have sharpened
  your eyes, granting you a +4 competence
  bonus on Spot checks. You gain a +1 insight
  bonus on attack and damage rolls against plains
  creatures.
  Underground: You have magically adapted to
  your time in the dark. You have 60-foot dark-
  vision, or 120-foot darkvision if you already had
  darkvision from another source. You
  gain a +1 insight bonus on attack and
  damage rolls against underground crea-
  tures.
  Fiery (Planar): This kind of planar ter-
  rain mastery provides you with resistance
  to fire 20. You gain a +1 insight bonus on
  attack and damage rolls against outsiders
  and elementals with the fire subtype.
  Weightless (Planar): You gain a +30-foot
  bonus to your fly speed on planes with no
  gravity or subjective gravity, such as the
  Astral Plane or the Elemental Plane of
  Air (see Chapter 5). You gain a +1
  insight on attack and damage rolls
  against creatures native to the Astral
  Plane, the Elemental Plane of Air, and the
  Ethereal Plane, such as githyanki and
  air elementals. (A creature native to
  a particular plane has this fact des-
  ignated in its Environment entry
  in the Monster Manual.)
  Cold (Planar): This kind of
  planar terrain mastery pro-
  vides you with resistance to cold
  20. You gain a +1 insight bonus on
  attack and damage rolls against out-
  siders and elementals with the cold
  subtype.
  Shifting (Planar): You have
  the supernatural ability to use
  the ever-shifting nature of planes such as Limbo and the
  Plane of Shadow to travel faster. You instinctively anticipate
  shifts in the reality of the plane that bring you closer to your des-
  tination, giving you the spell-like ability to use dimension door (as
  the spell cast at your character level) once every 1d4 rounds. You
  gain a +1 insight bonus on attack and damage rolls against out-
  siders and elementals native to a shifting plane, such as slaadi
  and shadow mastiffs.
  Aligned (Planar): You have the instinctive ability to mimic the
  dominant alignment of the plane. You incur none of the penalties
  for having an alignment at odds with that of the plane, and spells
  and abilities that harm those of the opposite alignment (such as
  unholy blight) don’t affect you. You have the dominant alignment of
  the plane with regard to magic, but your behavior and any align-
  ment-related class features you have are unaffected.
  Cavernous (Planar): You gain tremorsense with a 30-foot range.
  CHAPTER 6:
  CHARACTERS
  Illus. by J&L. Lakey
  A horizon
  walker
  Table 6–12: The Horizon Walker
  Base
  Attack 
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +2
  +0
  +0
  Terrain mastery
  2nd
  +2
  +3
  +0
  +0
  Terrain mastery
  3rd
  +3
  +3
  +1
  +1
  Terrain mastery
  4th
  +4
  +4
  +1
  +1
  Terrain mastery
  5th
  +5
  +4
  +1
  +1
  Terrain mastery
  6th
  +6
  +5
  +2
  +2
  Planar terrain mastery
  7th
  +7
  +5
  +2
  +2
  Planar terrain mastery
  8th
  +8
  +6
  +2
  +2
  Planar terrain mastery
  9th
  +9
  +6
  +3
  +3
  Planar terrain mastery
  10th
  +10
  +7
  +3
  +3
  Planar terrain mastery
  
  Other (Planar): If your campaign uses planes you have
  invented yourself (see Creating a Cosmology, page 167), you
  should design additional planar terrains. A plane composed
  entirely of an immense black spiderweb suspended over a roiling
  ocean of insectoid vermin, for example, might have a +4 compe-
  tence bonus on Balance checks and a +4 bonus on Fortitude saves
  against poison as the benefit for planar terrain mastery.
  LOREMASTER
  Loremasters are spellcasters who concentrate on
  knowledge, valuing lore and secrets over gold. They
  uncover secrets that they then use to better them-
  selves mentally, physically, and spiritually.
  Characters without at least one level of
  wizard, sorcerer, cleric, or druid gain little ben-
  efit for becoming a loremaster. Paladins,
  rangers, and bards might gain some bene-
  fit, but overall, it would be minor.
  Loremasters sometimes gather in
  secluded cabals but are more often found as
  members of an order attached to a university,
  a library, or some other source of information.
  They’re likely to earn extra money as sages and
  information brokers, pouring their wages into
  their own research. A loremaster might also
  adopt a position as a wise one in a community, or
  even as its leader, drawing upon her knowledge
  to help others.
  Hit Die: d4.
  Requirements
  To qualify to become a loremaster, a character
  must fulfill all the following criteria.
  Skills: Knowledge (any two) 10 ranks in
  each.
  Feats: Any three metamagic or item creation
  feats, plus Skill Focus (Knowledge [any individual
  Knowledge skill]).
  Spells: Able to cast seven different divination
  spells, one of which must be 3rd level or higher.
  Class Skills
  The loremaster’s class skills (and the key ability for
  each skill) are Appraise (Int), Concentration (Con),
  Craft (alchemy) (Int), Decipher Script (Int), Gather
  Information (Cha), Handle Animals (Cha), Heal
  (Wis), Knowledge (all skills taken individually)
  (Int), Perform (Cha), Profession (Wis), Speak Lan-
  guage, Spellcraft (Int), and Use Magic Device
  (Cha). See Chapter 4 of the Player’s Handbook
  for skill descriptions.
  Skill Points at Each
  Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the loremaster prestige
  class.
  Weapon and Armor Proficiency: Loremasters gain no profi-
  ciency with any weapon or armor.
  Spells per Day/Spells Known: A loremaster continues train-
  ing in magic as well as her field of research. Thus, when a new
  loremaster level is gained, the character gains new spells per day
  (and spells known, if applicable) as if she had also gained a
  level in a spellcasting class she belonged to before she
  added the prestige class. She does
  not, however, gain any
  other benefit a character of
  that class would have gained
  (improved chance of control-
  ling or rebuking undead, meta-
  magic or item creation feats,
  and so on). This essentially means
  that she adds the level of loremaster
  to the level of some other spell-
  casting class the character has,
  then determines spells per day,
  spells known, and caster level
  accordingly.
  Secret: In their studies, lore-
  masters stumble upon all sorts of
  applicable knowledge and secrets.
  At 1st level and every two levels
  higher than 1st (3rd, 5th, 7th, and
  9th), the loremaster chooses one
  secret from the table on the next page.
  Her level plus Intelligence modifier
  determines the secrets she can choose
  from. She can’t choose the same secret
  twice.
  Lore: Loremasters gather knowledge.
  At 2nd level, a loremaster gains the abil-
  ity to know legends or information
  regarding various topics, just as a bard
  can with bardic knowledge. The lore-
  master adds her level and her Intelli-
  gence modifier to the lore check.
  See page 28 of the Player’s Handbook
  for more information on bardic
  knowledge.
  Bonus Languages: Loremas-
  ters, in their laborious studies,
  learn new languages in order to
  access more knowledge. A
  loremaster 
  can
  choose any new
  language at 4th
  and 8th level.
  191
  CHAPTER 6:
  CHARACTERS
  Illus. by S. Fischer
  A loremaster
  Table 6–13: The Loremaster
  Base
  Fort
  Ref
  Will
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  Spells per Day
  1st
  +0
  +0
  +0
  +2
  Secret
  +1 level of existing class
  2nd
  +1
  +0
  +0
  +3
  Lore
  +1 level of existing class
  3rd
  +1
  +1
  +1
  +3
  Secret
  +1 level of existing class
  4th
  +2
  +1
  +1
  +4
  Bonus language
  +1 level of existing class
  5th
  +2
  +1
  +1
  +4
  Secret
  +1 level of existing class
  6th
  +3
  +2
  +2
  +5
  Greater lore
  +1 level of existing class
  7th
  +3
  +2
  +2
  +5
  Secret
  +1 level of existing class
  8th
  +4
  +2
  +2
  +6
  Bonus language
  +1 level of existing class
  9th
  +4
  +3
  +3
  +6
  Secret
  +1 level of existing class
  10th
  +5
  +3
  +3
  +7
  True lore
  +1 level of existing class
  
  192
  Greater Lore (Ex): At 6th level, a loremaster gains the ability to
  understand magic items, as with the identify spell.
  True Lore (Ex): At 10th level, once per day a loremaster can use
  her knowledge to gain the effect of a legend lore spell or an analyze
  dweomer spell.
  Loremaster Secrets
  Level +
  Int 
  Modifier
  Secret
  Effect
  1
  Instant mastery
  4 ranks of a skill in which
  the character has no ranks
  2
  Secret health
  +3 hit points
  3
  Secrets of inner strength
  +2 bonus on Will saves
  4
  The lore of true stamina
  +2 bonus on Fortitude saves
  5
  Secret knowledge
  +2 bonus on Reflex saves
  of avoidance
  6
  Weapon trick
  +1 bonus on attack rolls
  7
  Dodge trick
  +1 dodge bonus to AC
  8
  Applicable knowledge
  Any one feat
  9
  Newfound arcana
  1 bonus 1st-level spell*
  10
  More newfound arcana
  1 bonus 2nd-level spell*
  * As if gained through having a high ability score.
  MYSTIC THEURGE
  Blurring the line between divine and arcane, mystic theurges
  draw power from divine sources and musty tomes alike. While
  most spellcasters choose one path to magical power, mystic
  theurges walk two roads at once, simultaneously mastering
  spells common to clerics and wizards.
  Mystic theurges have unparalleled diversity of spells. In
  time, a mystic theurge can cast almost any spell in the Player’s
  Handbook. While a mystic theurge doesn’t have the uninter-
  rupted spell advancement that a cleric, wizard, or sorcerer has,
  he makes up for this with versatility. Mystic theurges are often
  obsessed with magical lore, traveling to the ends of the earth to
  learn some new arcane secret or divine insight.
  Because a mystic theurge casts both arcane and divine spells, all
  members of this class are multiclass spellcasters. Cleric/sorcerers
  and cleric/wizards are the most common mystic theurges, with
  druid/sorcerers more rare and druid/wizards almost unheard of.
  Mystic theurges tend to be fascinated with magic in what-
  ever form it takes. They’re always on the hunt for powerful
  magic items and new arcane spells. Those mystic theurges who
  worship a deity use the power of their spellcasting to further their
  deity’s agenda.
  Hit Die: d4.
  Requirements
  To qualify to become a mystic theurge, a character must fulfill all
  the following criteria.
  Skills: Knowledge (arcana) 6 ranks, Knowledge (religion) 6 ranks.
  Spells: Able to cast 2nd-level divine spells and 2nd-level arcane
  spells.
  Class Skills
  The mystic theurge’s class skills (and the key ability for each skill)
  are Concentration (Con), Craft (Int), Decipher Script (Int),
  Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession
  (Wis), Sense Motive (Wis), and Spellcraft (Int). See Chapter 4 of
  the Player’s Handbook for skill descriptions.
  Skill Points at Each Level: 2 + Int modifier.
  Class Features
  All of the following are features of the mystic theurge prestige
  class.
  Weapon and Armor Proficiency: Mystic theurges gain no
  proficiency with any weapon or armor.
  Spells per Day: When a new mystic theurge level is gained, the
  character gains new spells per day as if he had also gained a level
  in any one arcane spellcasting class he belonged to before he
  added the prestige class and any one divine spellcasting class he
  belonged to previously. He does not, however, gain any other ben-
  CHAPTER 6:
  CHARACTERS
  A mystic theurge
  Illus. by M. Cavotta
  
  efit a character of that class would have gained (bonus metamagic
  or item creation feats, bard or assassin abilities, and so on). This
  essentially means that he adds the level of mystic theurge to the
  level of whatever other arcane spellcasting class and divine spell-
  casting class the character has, then determines spells per day and
  caster level accordingly.
  For example, a 3rd-level cleric/3rd-level wizard who takes a level
  in mystic theurge has the same access to spells as a 4th-level cleric
  and a 4th-level wizard. But he continues to turn undead as a 3rd-
  level cleric, and his wizard familiar won’t gain any new abilities.
  If a character had more than one arcane spellcasting class or
  more than one divine spellcasting class before he became a mystic
  theurge, he must decide to which class he adds each level of
  mystic theurge for the purpose of determining spells per day.
  RED WIZARD
  The Red Wizards are the masters of Thay, the would-be magical
  overlords of the land of Faerûn (in the FORGOTTEN REALMS® cam-
  paign setting). They focus on a school of magic more intently than
  any specialist, achieving incredible mastery of magic within a very
  narrow focus. Seen as cruel and evil tyrants by people across the
  world of Toril, a few choose to leave their region, assume secret
  identities, and practice magic without having to worry about polit-
  ical alliances and possible slave uprisings.
  Early in their careers, would-be Red Wizards specialize in a
  school of magic and acquire the Tattoo Focus feat that prepares
  them for entry into the Red Wizard prestige class. All Red Wizards
  have some skill as a specialist wizard, and most follow that path
  exclusively, but a few dabble in other sorts of learning (such as
  combat or divine magic). While it is possible for a sorcerer or bard
  to become a Red Wizard, such misfits are ridiculed in their home-
  land and are incredibly rare.
  Hit Die: d4.
  Requirements
  To qualify to become a Red Wizard, a character must fulfill all the
  following criteria. 
  Race: Human from Thay.
  Alignment: Any nongood.
  Skills: Spellcraft 8 ranks.
  Feats: Tattoo Focus  (see New Features of the Red Wizard,
  below) plus a total of three metamagic feats or item creation feats.
  Spells: Able to cast 3rd-level arcane spells.
  Class Skills
  The Red Wizard’s class skills (and the key ability for each skill) are
  Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha),
  Knowledge (all skills taken individually) (Int), Profession (Wis),
  Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill
  descriptions.
  Skill Points at Each Level: 2 + Int modifier.
  Class Features
  All the following are class features of the Red Wizard prestige
  class.
  Weapon and Armor Proficiency: Red Wizards gain no profi-
  ciency with any weapon or armor.
  Spells per Day: A Red Wizard’s training focuses on arcane
  spells. Thus, when a new Red Wizard level is gained, the character
  gains new spells per day as if he had also gained a level in whatever
  arcane spellcasting class he belonged to before he added the pres-
  tige class. He does not, however, gain any other benefit a character
  of that class would have gained (bonus metamagic or item cre-
  ation feats, bard or assassin abilities, and so on). This essentially
  means that he adds the level of Red Wizard to the level of what-
  ever other arcane spellcasting class the character has, then deter-
  mines spells per day and caster level accordingly.
  If a character had more than one arcane spellcasting class
  before he became a Red Wizard, he must decide to which class he
  adds each level of Red Wizard for the purpose of determining
  spells per day.
  Enhanced Specialization: Upon becoming a Red Wizard, a
  character increases his devotion to his wizard school of specializa-
  tion. In exchange for this, the Red Wizard must sacrifice study in
  one or more schools. The Red Wizard must choose an additional
  prohibited school or schools using the rules in the Player’s Hand-
  book. He can never again learn spells from those prohibited
  schools. He cannot choose the same prohibited schools he chose as
  193
  CHAPTER 6:
  CHARACTERS
  Table 6–15: The Red Wizard
  Base
  Fort
  Ref
  Will
  Level
  Attack Bonus Save
  Save
  Save
  Special
  Spells per Day
  1st
  +0
  +0
  +0
  +2
  Enhanced specialization,  specialist defense +1
  +1 level of existing arcane spellcasting class
  2nd
  +1
  +0
  +0
  +3
  Spell power +1
  +1 level of existing arcane spellcasting class
  3rd
  +1
  +1
  +1
  +3
  Specialist defense +2
  +1 level of existing arcane spellcasting class
  4th
  +2
  +1
  +1
  +4
  Spell power +2
  +1 level of existing arcane spellcasting class
  5th
  +2
  +1
  +1
  +4
  Bonus feat, circle leader
  +1 level of existing arcane spellcasting class
  6th
  +3
  +2
  +2
  +5
  Spell power +3
  +1 level of existing arcane spellcasting class
  7th
  +3
  +2
  +2
  +5
  Specialist defense +3, scribe tattoo
  +1 level of existing arcane spellcasting class
  8th
  +4
  +2
  +2
  +6
  Spell power +4
  +1 level of existing arcane spellcasting class
  9th
  +4
  +3
  +3
  +6
  Specialist defense +4
  +1 level of existing arcane spellcasting class
  10th
  +5
  +3
  +3
  +7
  Great circle leader, spell power +5
  +1 level of existing arcane spellcasting class
  Table 6–14: The Mystic Theurge
  Base
  Fort
  Ref
  Will
  Level
  Attack Bonus Save
  Save
  Save
  Spells per Day
  1st
  +0
  +0
  +0
  +2
  +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
  2nd
  +1
  +0
  +0
  +3
  +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
  3rd
  +1
  +1
  +1
  +3
  +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
  4th
  +2
  +1
  +1
  +4
  +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
  5th
  +2
  +1
  +1
  +4
  +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
  6th
  +3
  +2
  +2
  +5
  +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
  7th
  +3
  +2
  +2
  +5
  +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
  8th
  +4
  +2
  +2
  +6
  +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
  9th
  +4
  +3
  +3
  +6
  +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
  10th
  +5
  +3
  +3
  +7
  +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
  
  194
  a 1st-level wizard. He can still use the prohibited spells he knew
  prior to becoming a Red Wizard, including using items that are
  activated by spell completion or spell trigger.
  For example, Ghorus Toth is specialized in the school of trans-
  mutation. His prohibited schools are abjuration and enchant-
  ment. When he becomes a Red Wizard, he must choose one other
  prohibited school. He decides to select conjuration as his addi-
  tional prohibited school.
  Specialist Defense: A Red Wizard gains a bonus on saving
  throws against spells from his specialist school. This bonus starts
  at +1 and increases at higher levels, as shown on Table 6–15.
  Spell Power: At 2nd level, a Red Wizard gains a bonus that
  increases his effective caster level for purposes of
  determining level-dependent spell variables and
  for caster level checks. The bonus starts at +1
  and increases at higher levels, as shown on
  Table 6–15. This ability stacks with other
  spell power benefits that affect spells
  from the Red Wizard’s specialist school.
  Bonus Feat: At 5th level, a Red Wizard
  gains a bonus feat, which must be either
  an item creation feat, a metamagic feat, or
  the Spell Mastery feat.
  Circle Leader: At 5th level, a Red
  Wizard gains the ability to become a
  circle leader, who is the focus person for
  Red Wizard circle magic (see New Fea-
  tures of the Red Wizard, below).
  Scribe Tattoo: At 7th level, a Red
  Wizard gains the ability to place the
  Thayan wizards’ magic tattoos upon will-
  ing and qualified novices, giving them the
  Tattoo Focus feat and inducting them into
  his circle.
  Great Circle Leader: A 10th-level
  Red Wizard can be the leader of a great
  circle, which can have up to nine other
  participants instead of just five.
  New Features of the Red Wizard
  The Red Wizard prestige class was origi-
  nally created for inclusion in the
  FORGOTTEN REALMS® Campaign Setting, and
  uses several rules specific to that setting.
  We’ve reproduced them here so you can better see
  how the class works. Consider carefully before adding them to a
  campaign that does not use the FORGOTTEN REALMS setting.
  New Feat: Tattoo Focus [Special]
  You bear the powerful magical tattoos of a Red Wizard of Thay.
  Prerequisite: Specialized in a school of magic.
  Region: Thay.
  Benefit: Add +1 to the DC for all saving throws against spells
  from your specialized school. You get a +1 bonus on caster level
  checks (1d20 + caster level) to overcome a creature’s spell resist-
  ance when casting spells from that school.
  Special: Only characters with the Tattoo Focus feat can partici-
  pate in Red Wizard circle magic (see below).
  Circle Magic
  Some of the most powerful and spectacular spells worked across
  Faerûn are cast in the form of circle magic. Circle magic is a type
  of cooperative spellcasting that allows the spellcaster leading the
  circle to increase his caster level significantly and achieve results
  otherwise unavailable to the spellcasters composing the circle.
  The Red Wizards of Thay make frequent use of circle magic. Sto-
  ries of other forms of circle magic abound in Faerûn.
  Participation:The ability to participate in circle magic requires
  the possession of the Tattoo Focus feat (see above).
  One spellcaster, usually the most powerful or experienced char-
  acter present, stands at the center of the circle. This character is
  the circle leader. A Red Wizard cannot be a circle leader unless he
  is at least a 5th-level Red Wizard.
  A circle requires a minimum of two participants plus the circle
  leader. Up to five partiicpants can aid a circle leader in a standard
  circle; a Red Wizard of 10th level can lead a great circle containing
  up to nine other participants.
  All participants in a circle must stand within 10 feet of the circle
  leader, who stands in the center.
  Circle Powers: The first use of circle magic is to empower
  the circle leader with the strength of all the participants.
  This requires 1 full hour of uninterrupted concen-
  tration on the part of all participants and the circle
  leader. Each participant casts any single prepared
  spell, which is consumed by the circle and has no
  effect other than expending the prepared spell. The
  spell levels expended by the circle participants are
  totaled as circle bonus levels. Each bonus level may
  be used to accomplish the following effects.
  • Increase the circle leader’s caster level by one for
  every circle bonus level expended (maximum
  caster level 40th). This benefit applies to level-
  dependent variables of a spell such as range or
  duration, and to level checks (dispel checks, checks
  to overcome spell resistance, and so on).
  • Add Empower Spell, Maximize Spell, or Heighten
  Spell metamagic feats to spells currently prepared
  by the circle leader. Each circle bonus level counts
  as one additional spell level required by the appli-
  cation of a metamagic feat to a spell. The circle
  leader may add one of the three listed feats to a
  spell even if he does not know the feat or if the
  addition of the feat would raise the spell level past
  the circle leader’s normal maximum spell level
  (maximum spell level 20th).
  These effects last for 24 hours or until expended.
  Circle bonus levels may be divided up as the circle
  leader sees fit. For example, the Red Wizard Hauth
  Var leads a circle in which four participants each cast a
  2nd-level spell, so that Hauth Var gains eight circle
  bonus levels. Hauth Var chooses to use three circle
  bonus levels to maximize his cone of cold spell, three to increase his
  caster level from 10th to 13th for all level-based variables in his
  spells, and two to provide a +2 bonus on any level checks he needs
  to make. The maximized spell is used up whenever he casts his
  cone of cold, and the other two effects remain for the next 24 hours.
  Many high-level Red Wizards lead circles on a daily basis to exact
  magical power from their apprentices.
  SHADOWDANCER
  Operating in the border between light and darkness, shadow-
  dancers are nimble artists of deception. They are mysterious and
  unknown, never completely trusted but always inducing wonder
  when met.
  Rogues, bards, and monks make excellent shadowdancers. Fight-
  ers, barbarians, rangers, and paladins also find that shadowdancer
  abilities allow them to strike at their opponents with surprise and
  skill. Wizard, sorcerer, cleric, and druid shadowdancers employ the
  defensive capabilities inherent in the prestige class to allow them to
  cast their spells from safety and move away quickly. Despite their link
  with shadows and trickery, shadowdancers are as often good as evil.
  Shadowdancers often work in troupes, never staying in one
  place too long. Some use their abilities to entertain. Others oper-
  ate as thieves, using their abilities to infiltrate past defenses and
  CHAPTER 6:
  CHARACTERS
  Illus. by T. Lockwood
  A red wizard
  
  dupe others. All shadowdancer troupes maintain an aura of mys-
  tery among the common folk, who never know whether to think
  well or ill of them.
  Hit Die: d8.
  Requirements
  To qualify to become a shadowdancer, a character must fulfill all
  the following criteria.
  Skills: Move Silently 8 ranks, Hide 10 ranks, Perform (dance)
  5 ranks.
  Feats: Combat Reflexes, Dodge, Mobility.
  Class Skills
  The shadowdancer’s class skills (and the key ability for each skill)
  are Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy
  (Cha), Disguise (Cha), Es-
  cape Artist (Dex), Hide
  (Dex), Jump (Str), Listen
  (Wis), Move Silently (Dex),
  Perform (Cha), Profession (Wis),
  Search (Int), Sleight of Hand (Dex),
  Spot (Wis), Tumble (Dex), and Use
  Rope (Dex). See Chapter 4 of the Player’s
  Handbook for skill descriptions.
  Skill Points at Each Level: 6 + Int modifier.
  Class Features
  All of the following are features of the shadowdancer pres-
  tige class.
  Weapon and Armor Proficiency: Shadowdancers
  are proficient with the club, crossbow (hand, light,
  or heavy), dagger (any type), dart, mace, morn-
  ingstar, quarterstaff, rapier, sap, shortbow
  (normal and composite), and short sword.
  Shadowdancers are proficient with light
  armor but not with shields.
  Hide in Plain Sight (Su): A shadow-
  dancer can use the Hide skill even while
  being observed. As long as she is within 10
  feet of some sort of shadow, a shadowdancer
  can hide herself from view in the open
  without anything to actually hide
  behind. She cannot, however, hide in her
  own shadow.
  Evasion (Ex): At 2nd level, a shadowdancer gains evasion. If
  exposed to any effect that normally allows her to attempt a Reflex
  saving throw for half damage (such as a fireball), she takes no
  damage with a successful saving throw. The evasion ability can only
  be used if the shadowdancer is wearing light armor or no armor.
  Darkvision (Su): At 2nd level, a shadowdancer can see in the
  dark as though she were permanently under the effect of a dark-
  vision spell.
  Uncanny Dodge (Ex): Starting at 2nd level, a shadowdancer has
  the ability to react to danger before her senses would normally allow
  her to even be aware of it. She retains her Dexterity bonus to AC (if
  any) regardless of being caught flat-footed or struck by an invisible
  attacker. (She still loses any Dexterity bonus to AC if immobilized.)
  If a character gains uncanny dodge from a second class (such as
  barbarian or rogue), the character automatically gains improved
  uncanny dodge (see below).
  Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, she
  can create visual illusions from surrounding shadows. This ability’s
  effect is identical to that of the arcane spell silent image and may be
  employed once per day.
  Summon Shadow (Su): At 3rd level, a shadowdancer can sum-
  mon a shadow, an undead shade (see the Monster
  Manual for the shadow’s statistics). Unlike a
  normal shadow, this shadow’s align-
  ment matches that of the shadow-
  dancer, and the creature cannot
  create spawn. The summoned
  shadow cannot be turned,
  rebuked, or commanded by
  any third party. This shadow
  serves as a companion to the
  shadowdancer and can com-
  municate intelligibly with the
  shadowdancer. Every third level
  gained by the shadowdancer adds +2
  HD (and the requisite base attack and
  base save bonus increases) to her
  shadow companion. For example, a 9th-
  level shadowdancer can have a shadow com-
  panion with 6 HD.
  If a shadow companion is destroyed, or the
  shadowdancer chooses to dismiss it, the shadow-
  dancer must attempt a DC 15 Fortitude save. If
  the saving throw fails, the shadowdancer loses 200
  experience points per shadowdancer level. A suc-
  cessful saving throw reduces the loss by half, to 100
  XP per prestige class level. The shadowdancer’s XP
  total can never go below 0 as the result of a shadow’s dis-
  missal or destruction. A destroyed or dismissed shadow
  companion cannot be replaced for 30 days.
  Shadow Jump (Su): At 4th level, a shadowdancer
  gains the ability to travel between shadows as if by
  means of a dimension door spell. The limitation is that the
  magical transport must begin and end in an area with at least some
  shadow. A shadowdancer can jump up to a total of 20 feet each day
  in this way; this may be a single jump of 20 feet or two jumps of 10
  feet each. Every two levels higher than 4th, the distance a shadow-
  dancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and
  160 feet at 10th). This amount can be split among many jumps, but
  each one, no matter how small, counts as a 10-foot increment. (A
  6th-level shadowdancer who jumps 32 feet cannot jump again
  until the next day.)
  Defensive Roll (Ex): Starting at 5th level, a shadowdancer can
  roll with a potentially lethal blow to take less damage from it.
  Once per day, when a shadowdancer would be reduced to 0 hit
  points or less by damage in combat (from a weapon or other blow,
  not a spell or special ability), she can attempt to roll with the
  damage. She makes a Reflex saving throw (DC = damage dealt)
  and, if successful, takes only half damage from the blow. She must
  be aware of the attack and able to react to it in order to execute her
  195
  CHAPTER 6:
  CHARACTERS
  Illus. by  J. Foster
  Table 6–16: The Shadowdancer
  Base
  Attack 
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +0
  +2
  +0
  Hide in plain sight 
  2nd
  +1
  +0
  +3
  +0
  Evasion, darkvision,
  uncanny dodge
  3rd
  +2
  +1
  +3
  +1
  Shadow illusion, summon
  shadow
  4th
  +3
  +1
  +4
  +1
  Shadow jump 20 ft.
  5th
  +3
  +1
  +4
  +1
  Defensive roll, improved
  uncanny dodge
  6th
  +4
  +2
  +5
  +2
  Shadow jump 40 ft.,
  summon shadow
  7th
  +5
  +2
  +5
  +2
  Slippery mind
  8th
  +6
  +2
  +6
  +2
  Shadow jump 80 ft.
  9th
  +6
  +3
  +6
  +3
  Summon shadow
  10th
  +7
  +3
  +7
  +3
  Shadow jump 160 ft.,
  improved evasion
  A shadowdancer
  
  196
  defensive roll. If she is in a situation that would deny her any Dex-
  terity bonus to AC, she can’t attempt a defensive roll.
  Improved Uncanny Dodge (Ex): At 5th level, a shadowdancer
  can no longer be flanked, since she can react to opponents on
  opposite sides of her as easily as she can react to a single attacker.
  This defense denies rogues the ability to use flank attacks to sneak
  attack the shadowdancer. The exception to this defense is that a
  rogue at least four levels higher than the shadowdancer can flank
  her (and thus sneak attack her).
  If a character gains uncanny dodge (see above) from a second
  class (such as barbarian or rogue), the character automatically gains
  improved uncanny dodge, and the levels from those classes stack to
  determine the minimum rogue level required to flank
  the character.
  Slippery Mind (Ex):This ability, gained at 7th
  level, represents a shadowdancer’s ability to
  wriggle free from magical effects that would
  otherwise control or compel her. If a shadow-
  dancer is affected by an enchantment and
  fails her saving throw, 1 round later she can
  attempt her saving throw again. She only
  gets this one extra chance to succeed at her
  saving throw. If it fails as well, the spell’s
  effects occur normally.
  Improved Evasion (Ex): This abil-
  ity, gained at 10th level, works like eva-
  sion (see above). A shadowdancer
  takes no damage at all on suc-
  cessful saving throws against
  attacks that allow a Reflex saving
  throw for half damage (breath
  weapon, fireball, and so on). What’s
  more, she takes only half damage
  even if she fails her saving throw,
  since her reflexes allow her to
  get out of harm’s way with
  incredible speed.
  THAUMATURGIST
  The thaumaturgist reaches
  out with divine power to
  other planes of existence, call-
  ing creatures there to do his
  bidding. Evil thaumaturgists
  conspire with demons and devils
  to gain power on the Material
  Plane, while good thaumaturgists send
  powerful angels or eladrins on holy quests.
  In combat, thaumaturgists often summon creatures from the
  Outer Planes to fight on their behalf. These creatures fade away as
  soon as the battle is over, but thaumaturgists also make agree-
  ments with more powerful creatures for long-term service. The
  planar ally of a thaumaturgist is utterly devoted to furthering the
  thaumaturgist’s goals (or the goals of a deity, if the thaumaturgist
  worships one).
  Almost all thaumaturgists were once clerics, because the first step
  on the path of thaumaturgy is making an agreement with a denizen
  of the Outer Planes by use of the lesser planar ally spell. But many of
  the class abilities are useful to arcane spellcasters, so multiclass
  cleric/wizards and the occasional cleric/sorcerer aren’t unheard of.
  A thaumaturgist is keenly aware that his unparalleled conjura-
  tions are just tools in service of his overall philosophy or deity.
  Thus, thaumaturgists often undertake quests to advance a cause,
  using their abilities to conjure up a strike force of summoned and
  called creatures at a moment’s notice.
  Hit Die: d4.
  Requirements
  To qualify to become a thaumaturgist, a character must fulfill all
  the following criteria.
  Feats: Spell Focus (conjuration).
  Spells: Able to cast lesser planar ally.
  Class Skills
  The thaumaturgist’s class skills (and the key ability
  for each skill) are Concentration (Con), Craft
  (Int), Diplomacy (Cha), Knowledge (religion)
  (Int), Knowledge (the planes) (Int), Pro-
  fession (Wis), Sense Motive (Wis), Speak
  Language (none), and Spellcraft (Int). See
  Chapter 4 of the Player’s Handbook for skill
  descriptions.
  Skill Points at Each Level: 2 + Int modi-
  fier.
  Class Features
  All of the following are features of the thau-
  maturgist prestige class.
  Weapon and Armor Proficiency: Thau-
  maturgists gain no proficiency with
  any weapon or armor.
  Spells per Day: When a
  new thaumaturgist level
  is gained, the charac-
  ter gains new spells
  per day as if he had
  also gained a level
  in whatever spell-
  casting class he be-
  longed to before he
  added the prestige
  class. He does not, how-
  ever, gain any other benefit
  a character of that class would have
  gained (bonus metamagic or item creation
  feats, bard or assassin abilities, and so on). This essentially means
  that he adds the level of thaumaturgist to the level of whatever
  other spellcasting class the character has, then determines spells
  per day and caster level accordingly.
  If a character had more than one spellcasting class before he
  became a thaumaturgist, he must decide to which class he adds each
  level of thaumaturgist for the purpose of determining spells per day.
  Improved Ally: A thaumaturgist is adept at convincing crea-
  tures from other planes to do his bidding. When a thaumaturgist
  casts a planar ally spell (including the lesser and greater versions), he
  makes a Diplomacy check to convince the creature to aid him for
  CHAPTER 6:
  CHARACTERS
  A thaumaturgist
  Table 6–17: The Thaumaturgist
  Base
  Fort
  Ref
  Will
  Level
  Attack Bonus
  Save
  Save
  Save
  Special
  Spells per Day
  1st
  +0 
  +0
  +0
  +2
  Improved ally
  +1 level of existing spellcasting class
  2nd
  +1 
  +0
  +0
  +3
  Augment Summoning
  +1 level of existing spellcasting class 
  3rd
  +1 
  +1
  +1
  +3
  Extended summoning
  +1 level of existing spellcasting class 
  4th
  +2 
  +1
  +1
  +4
  Contingent conjuration
  +1 level of existing spellcasting class
  5th
  +2 
  +1
  +1
  +4
  Planar cohort
  +1 level of existing spellcasting class
  Illus. by J&L. Lakey
  
  a reduced payment. If the thaumaturgist’s Diplomacy check
  adjusts the creature’s attitude to helpful (see Influencing NPC
  Attitudes, page 72 of the Player’s Handbook), the creature will work
  for 50% of the standard fee, as long as the task is one that is not
  against its nature. For example, a 1st-level thaumaturgist negotiat-
  ing with an initially friendly planar ally that gets a Diplomacy
  check result of 15 can convince a 6 HD creature to perform a 7-
  hour task for only 1,500 gp per hour (a 6 HD creature would ordi-
  narily ask for 3,000 gp per hour).
  The thaumaturgist’s improved ally class feature only works when
  the planar ally shares at least one aspect of alignment with the thau-
  maturgist. A thaumaturgist can have only one such ally at a time,
  but he may bargain for tasks from other planar allies normally.
  Augment Summoning: At 2nd level, a thaumaturgist gains the
  Augment Summoning feat (see page 89 of the Player’s Handbook).
  Extended Summoning: At 3rd level and higher, all spells
  from the summoning subschool that the thaumaturgist casts have
  their durations doubled, as if the Extend Spell feat had been
  applied to them. The levels of the summoning spells don’t change,
  however. This ability stacks with the effect of the Extend Spell
  feat, which does change the spell’s level.
  Contingent Conjuration: A 4th-level thaumaturgist can pre-
  pare a summoning or calling spell ahead of time to be triggered by
  some other event. This functions as described for the contingency
  spell, including having the thaumaturgist cast the summoning or
  calling spell beforehand. The spell is cast instantly when the trig-
  ger event occurs. For example, a thaumaturgist could use the con-
  tingent conjuration ability to summon a barbed devil the next
  time he is attacked, or call a ghaele eladrin to act as messenger if
  the king falls ill.
  The conditions needed to bring the spell into effect must be
  clear, although they can be general. If complicated or convoluted
  condition as are prescribed, the contingent conjuration may fail
  when triggered. The conjuration spell occurs based solely on the
  stated conditions, regardless of whether the thaumaturgist wants it
  to, although most conjurations can be dismissed normally. A thau-
  maturgist can have only one contingent conjuration active at a time.
  Planar Cohort: A 5th-level thaumaturgist can use any of the
  planar ally spells to call a creature to act as his cohort. The called
  creature serves loyally and well as long as the thaumaturgist con-
  tinues to advance a cause important to the creature. For example, a
  5th-level thaumaturgist could use planar ally to call a bralani
  eladrin to act as his cohort. As long as the thaumaturgist under-
  takes quests and missions to fight evil and uphold good, the
  eladrin will loyally serve. To call a planar cohort, the thaumaturgist
  must cast the relevant spell, paying the XP costs normally. It takes
  an offering of 1,000 gp × the HD of the creature to convince it to
  serve as a planar cohort, and the improved ally class feature can’t
  be used to reduce or eliminate this cost. The planar cohort can’t
  have more Hit Dice than the thaumaturgist has, and must have an
  ECL no higher than the thaumaturgist’s character level –2. A
  bralani eladrin has an ECL of 11 (6 Hit Dice and +5 level adjust-
  ment), so it might serve as a planar cohort to an 8th-level cleric/
  5th-level thaumaturgist (character level 13th).
  A thaumaturgist can have only one planar cohort at a time, but
  he can continue to make agreements with other called creatures
  normally. A planar cohort replaces a thaumaturgist’s existing
  cohort, if he has one by virtue of the Leadership feat (page 106).
  DESIGNING PRESTIGE CLASSES
  Some of the best prestige classes are the ones you design yourself
  for your own campaign. Ideally, a prestige class you design your-
  self is tied to an organization or culture in the campaign world. For
  example, if the PCs are involved in a struggle with a citadel of evil
  called the Black Tower, then a “Mage of the Black Tower” prestige
  class is a good way to give the villains some unexpected abilities
  and a certain panache.
  There are other roles a prestige class can fill. A prestige class can
  play off a race’s strengths (such as the arcane archer), or even trans-
  form a character into a new race (dragon disciple). They can
  strengthen a character’s role within the party (archmage), or his
  utility in an unusual situation (loremaster). A prestige class can
  demonstrate narrowly focused expertise (such as the thaumatur-
  gist) or an unusual combination of abilities (eldritch knight). And
  some prestige classes simply define iconic roles in fantasy litera-
  ture (such as the assassin) or important groups in a particular cam-
  paign setting (the Red Wizard).
  When you design a prestige class, make sure that characters
  must be at least 5th level before they can meet the entry require-
  ments. Specific feats, skill ranks, and base attack bonuses make
  good entry requirements. You can also add in-game requirements
  such as “must survive being buried alive” or “must drink from the
  silver chalice atop the Great Glacier.” Don’t require levels in a spe-
  cific class, minimum ability scores, or minimum hit points to qual-
  ify for a prestige class.
  Make your prestige class as specific as possible, because you’re
  designing it for your campaign, not everyone’s D&D game. The
  “Dawnstrider of Pelor” prestige class will be remembered long
  after a “holy warrior” prestige class has been forgotten.
  HOW PCS IMPROVE
  The rules in the Player’s Handbook assume that characters have access
  to everything they need to advance in level—libraries where they
  can research new spells, trainers to guide their efforts, and places to
  practice new skills and abilities. Research and training aren’t a part
  of the standard rules. They’re assumed to be going on in the back-
  ground. However, you control the background and can decide how
  you want to handle things such as this. Keep in mind, however, that
  leaving them in the background is a fine choice.
  LEARNING SKILLS AND FEATS
  According to the rules in the Player’s Handbook, characters pick up
  new skills and feats as they go up in levels. In your campaign, how-
  ever, you can require that a character can’t learn a new skill or feat
  that he hasn’t been exposed to. For example, a character in the
  desert can’t learn swimming unless he spends time at an oasis. You
  might decide that a character can’t even improve existing skills
  without the ability and opportunity to practice.
  One step further would be to require that a character have an
  instructor to teach him new skills and feats. Under this approach,
  a character can’t learn to swim unless he has access to a body of
  water and someone who can swim willing to train him. Likewise,
  a character can’t learn the Cleave feat unless he’s got a trainer who
  knows how to do it and the time and a place to practice by sparring
  with that trainer. A trainer can be another PC (which encourages
  interaction and cooperation among the players) or an NPC. Non-
  player character trainers who are friends of the PCs might train
  them for nothing; otherwise, professional trainers, who are usu-
  ally found only in large cities, charge money.
  Training Cost: 50 gp per week for a professional trainer (plus
  related expenses).
  Training Time: One week per rank gained in a skill, or two
  weeks for a feat. A character may work on two skills or feats at
  once, paying separately for each.
  If a single trainer is providing instruction in more than one
  discipline, then the skills or feats in question should have some
  sort of connection. For example, a certain trainer might be capa-
  ble of teaching both Mounted Archery and Ride-By Attack, since
  the feats are closely related (they even have the same prerequi-
  sites). Likewise, a single trainer might be found for Diplomacy
  and Intimidate, since those skills are both tied to Charisma and
  involve the same type of activity (getting someone else to do what
  you want). It would be less likely to find one trainer for both
  197
  CHAPTER 6:
  CHARACTERS
  
  198
  Open Lock and Ride; even though both skills are Dexterity-
  based, they cover different kinds of activity (fine manipulation of
  a mechanism versus keeping a mount under control in combat).
  Scarcer yet would be a trainer who could impart knowledge of
  Great Cleave and Forge Ring—those feats are so far apart in con-
  cept and application that the chance of one character having both
  of them is close to nil.
  If you allow it, at the expense of a certain degree of realism, a
  character can obtain training ahead of time. A player whose char-
  acter is at 2nd level, knowing that the character will get a new feat
  at 3rd level, might choose to have his character train for the feat
  now either because the opportunity is available or to just get it out
  of the way.
  Distinguishing Skills and Feats: You don’t have to treat skills
  and feats the same in this context. For example, you can require
  training or exposure for skills but not feats, ruling that feats are
  something that develop on their own as a character adventures. Or
  you can set such requirements for feats but not skills, justifying
  this by the fact that feats are so much more potent than skills and
  thus require more investment on the PC’s part to acquire.
  LEARNING NEW SPELLS
  Divine spellcasters just get new spells when they gain the ability
  to cast them. Their deities, or the powers they revere, take care of
  it all for them. You will not find a ranger in a library trying to learn
  a new spell. 
  Arcane spellcasters don’t have things quite so easy. Wizards
  must learn new spells and add them to their spellbooks. This
  process is detailed in the Player’s Handbook (see Arcane Magical
  Writings, page 178). 
  If you require wizards to actually spend game time on spell
  research to gain those new spells, assume that it takes one day per
  spell (but no roll is needed for spells that come with level advance-
  ment) and that such research costs twice what it would normally
  cost to have an NPC cast that spell for the character (see NPC
  Spellcasting, page 107).
  It’s perfectly all right for two PC wizards to share spells.
  According to the standard rules, sorcerers and bards don’t need
  to study books to get their spells but just automatically gain new
  spells when they gain levels. However, as a variant rule you could
  require that each sorcerer contact an intelligent supernatural
  entity (anything from a lammasu to a demon) to learn new spells.
  Such creatures usually don’t want payment in gold but prefer to
  strike a bargain instead. These supernatural patrons teach their
  mortal friends spells in exchange for an occasional service (which
  could lead to an exciting adventure in its own right). Playing the
  patron is in the purview of the DM and, depending on the crea-
  ture chosen, you should require whatever sort of bargain you see
  fit. The following are but a couple of examples.
  • A lammasu only makes a bargain with a good-aligned sorcerer.
  In exchange for spells, once every other level the sorcerer must
  right a wrong or do some specific good deed, such as freeing a
  captive cleric unjustly placed in prison, building a shelter for
  diseased beggars, or destroying an evil temple.
  • A dragon only makes a bargain with a sorcerer of the same
  alignment. In exchange for spells, the dragon requires payment
  either in magic treasure or in service. If treasure, the item must
  be of a value twice what it would normally cost to have an NPC
  cast that spell for the character (see NPC Spellcasting, page
  107). If a service, every other level (typically) the sorcerer must
  perform some task appointed by the dragon. Usually, this serv-
  ice is to procure some specific object and bring it to the dragon,
  slay a creature the dragon considers a threat or pest, or spy on
  one of the dragon’s enemies and report what he learns.
  Bards gain new spells by learning new songs. You can treat this
  just as a wizard learning new spells from books in a library, but the
  bard is studying with another bard and learning new music. Alter-
  natively, you can rule that the bard must spend an equivalent
  period of time and money scouring the countryside for new
  songs, new rumors, and so on.
  Researching Original Spells
  If you decide to allow characters to develop original spells, you
  can use these guidelines to handle the situation.
  A spellcaster of any kind can create a new spell. The research to
  do this requires access to a well-stocked library, typically in a large
  city or metropolis. Research requires an expenditure of 1,000 gp
  per week and takes one week per level of the spell. This money
  goes into fees, consultants, material component experimentation,
  and other miscellaneous expenditures. At the end of that time, the
  character makes a Spellcraft check (DC 10 + spell level). If that roll
  succeeds, the character learns the new spell if her research pro-
  duced a viable spell. If the roll fails, the character must go through
  the research process again if she wants to keep trying.
  A viable spell is one that you allow into the game. Don’t tell the
  player whether you think the spell is viable when research begins.
  (That’s the point of the research.) However, feel free to work with
  the player before the research begins and give him guidance on the
  parameters under which an original spell might be acceptable in
  your game. 
  Research to create new spells is always in addition to any other
  research involved for gaining spells that are already part of your
  campaign (if you decide to also require spell research for the new
  spells that casters are entitled to as they attain higher levels). 
  The number of spells that sorcerers and bards can know is
  strictly limited; members of those classes can never exceed these
  limits even through the research of original spells.
  GAINING CLASS BENEFITS
  You can mandate that to gain any of the newfound class-based ben-
  efits earned by advancing a level, a character needs to perform
  some overall training. This training requires one week per every
  two levels, rounded up. Training requires a character to train with a
  character of the same class who is higher in level and costs 1,000 gp
  per week. If no such trainer can be found, the cost is the same, but
  the time required is doubled. The money goes into fees, consult-
  ants, material component experiments, and other miscellaneous
  expenditures. Without the training, a character cannot acquire
  more hit points, class features, saving throw and attack bonus
  increases, spells per day, skill points, new spells, and so on.
  GENERAL DOWNTIME
  If you dislike the idea of all this formalized training getting in the
  way of the heroic, epic campaign you have going, simply require
  that whenever a character gains a new level she must spend one day
  per level (or just 1d4 days) in downtime. During this period the
  character is busy training, focusing, or simply resting and cannot
  cast spells, go on adventures, and so on. 
  GAINING FIXED HIT POINTS
  Instead of rolling for hit points when she gains a level, a player
  may (if you use this variant) take the average roll for the class (see
  the table below). Constitution modifiers still apply. Below-average
  hit points hurt a PC more than above-average hit points help, so
  this variant makes characters slightly more powerful.
  Cleric
  Fighter
  Sorcerer
  Bard
  Druid
  Paladin
  Wizard
  Rogue
  Monk
  Ranger Barbarian
  Hit Die
  d4
  d6
  d8
  d10
  d12
  Hit points at even
  2
  3
  4
  5
  6
  level (2nd, 4th, etc.)
  Hit points at odd
  3
  4
  5
  6
  7
  level (3rd, 5th, etc.)
  CHAPTER 6:
  CHARACTERS
  
  CREATING PCS 
  ABOVE 1ST LEVEL
  Sometimes you’re going to want to create characters that aren’t 1st
  level. Perhaps you have purchased an adventure you’re dying to
  play, but no one has characters of the appropriate level. Perhaps
  you just want to jump right to 5th level and start your campaign
  there. Whatever the reason, creating new characters at any given
  level isn’t hard (and, in fact, many players find it fun).
  If you tell players to create characters of higher than 1st level,
  assign an experience point total for them to use. Doing this is
  better than just assigning a level because it balances characters
  who take multiclass penalties against those who do not. Then the
  players should follow these steps.
  1. Determine ability scores normally.
  2. Determine race and class. If the character is multiclass, deter-
  mine how many levels of each class the character has, and in what
  order they were gained. (The order is important in step 3.)
  3. Determine character statistics. This includes base attack bo-
  nus, save bonuses, spells, abilities, feats, hit points (maximum hp
  at 1st level and rolled hp for each level afterward). If the characters
  are 4th level or higher, allow each to add 1 point to an ability score
  at 4th level and every four levels beyond that (see Table 3–2: Expe-
  rience and Level-Dependent Benefits, page 22 of the Player’s Hand-
  book). It is important to note if Intelligence gets modified, because
  a raised Intelligence score might gain the character more skill
  points, but only at that level and beyond. (That is, extra skill points
  are not retroactive.)
  4. Determine skills. The best way to do this is to buy them one
  level at a time. This allows a player to take into account increased
  skill points from Intelligence (if any) and changes due to multi-
  classing. However, if a character’s skill points per level do not
  change (such as when she puts the ability score boost into some
  ability other than Intelligence) and no multiclassing is involved,
  the player can buy all the character’s skills at once. In either case,
  keep in mind that maximum rank in a skill is level + 3 for class
  skills and (level + 3) ÷ 2 for cross-class skills.
  5. Equip the character. When creating a 1st-level character, this
  means buying normal equipment. At higher levels, it also means
  deciding which magic items a character has acquired so far. Refer
  to Chapter 7: Magic Items, where all magic items are listed along
  with their market prices. Table 5–1: Character Wealth by Level
  (page 135) shows the total value of a player character’s gear at a
  given level. This value includes mundane items described in
  Chapter 7 of the Player’s Handbook, but the bulk of it, especially at
  higher levels, is composed of magic items. See Magic Items as
  Gear, below, for advice on how to govern what sort of magic items
  a PC can buy with this wealth. Note that these values apply only to
  player characters. NPCs use Table 4–23: NPC Gear Value (page
  127) to find the total value of their equipment.
  6. Work out the details. A paladin needs a warhorse, a druid or
  experienced ranger needs animal companions, a wizard might
  want a familiar, a character might belong to a guild or have a
  cohort, and so on.
  Magic Items as Gear
  You’re free to limit what magic items characters can choose when
  they create characters of higher levels, just as if you were assign-
  ing those items to treasure hoards in the game. You can exercise
  an item-by-item veto, but an easier method is to use maximum
  cost for a single item as a limit. For example, while an 8th-level
  character has 27,000 gp to spend, you can limit him to owning no
  single item worth more than one-quarter of that, or 5,500 gp. This
  is a good way to prevent imbalances such as an 8th-level fighter
  with hardly a copper piece to his name who is armed with a nine
  lives stealer.
  You could also limit characters to a certain type of magic item. For
  example, a player creating a 3rd-level character has 2,700 gp to spend,
  but you could rule that she can only equip the character with a minor
  magic item (one that could be obtained by a roll on the “Minor”
  column of one of the random generation tables in Chapter 7).
  Character-Created Magic Items: A PC spellcaster created at a
  level higher than 1st can use any of the XP and gp you have
  awarded to make magic items, provided that she has the proper
  item creation feats and prerequisites.
  Charged Magic Items: A player may select a partially used
  magic item for part of his character’s starting gear. Such an item’s
  value is proportional to the charges left compared to the charges
  in a newly created item (half price for a wand with 25 charges, 20%
  of full price for a wand with 10 charges, and so on).
  Limited Use Items: If you’re playing a one-shot random dun-
  geon, one-use items cost 5 times their normal price and charged
  items have 1/5 as many charges. In a one-shot adventure, in which
  it doesn’t matter whether you use up your items, one-use and
  charged items are a lot better than they are in a regular campaign. 
  In a one-shot dungeon, a one-use item is as good as a 1/day item
  because you’ll be able to use each item once. This “5 times” rule
  balances the one-use and charged items so they don’t dominate
  the random dungeon.
  If you’re bringing an existing character into a one-shot dun-
  geon, “trade in” your one-use items for other one-use items at 5
  times the cost. For items with charges, give them 1/5 as many
  charges as normal.
  SPECIAL COHORTS
  With the DM’s permission, a leader may seek out a special cohort
  who is not a member of the standard PC races (the common races).
  For creatures with classes, such as a lizardfolk cohort, calculate its
  level according to the rules for PCs of that kind of monster (see
  Monsters as Races, page 172). For example, a leader with a Leader-
  ship score of 8 could have a 5th-level human fighter as a cohort, or
  a lizardfolk with two fighter levels, or a bugbear with one fighter
  level. For more unusual creatures, add at least +3 to a creature’s
  Challenge Rating to determine its effective level. The more special
  abilities a creature has, the larger the number you should add. See
  the table below for some example special cohorts. Note that evil
  special cohorts may have agendas of their own.
  Creature
  Alignment
  Level Equivalent
  Blink dog
  Lawful good
  6th
  Lammasu
  Lawful good
  12th
  Werebear (lycanthrope)
  Lawful good
  10th
  Avoral (guardinal)
  Neutral good
  15th
  Bralani (eladrin)
  Chaotic good
  11th
  Pegasus
  Chaotic good
  6th
  Unicorn1
  Chaotic good
  8th
  Griffon
  Neutral
  10th
  Dragonne2
  Neutral
  10th
  Satyr
  Chaotic neutral
  7th
  Hell hound
  Lawful evil
  7th
  Displacer beast
  Lawful evil
  10th
  Imp (devil)
  Lawful evil
  7th
  Young green dragon3
  Lawful evil
  16th
  Erinyes (devil)
  Lawful evil
  16th
  Quasit (demon)
  Chaotic evil
  8th
  Ettin
  Chaotic evil
  15th
  1 Leader must be a human, elf, or half-elf maiden.
  2 The leader is immune to the dragonne’s roar.
  3 The dragon ages but does not gain XP.
  The effective character level (ECL) of a creature determines
  how powerful it is as a character or a cohort. The Monster Manual
  199
  CHAPTER 6:
  CHARACTERS
  
  200
  contains statistics and other details on potential cohorts. Take the
  level adjustment plus the Hit Dice to generate ECL.
  Using the numbers given in the Monster Manual, we find that an
  ettin, which is a 10 HD creature with a +5 level adjustment, is the
  equivalent of a 15th level character or cohort. If you add a tem-
  plate, add the template’s level adjustment, too. For instance, the
  fiendish creature template (see page 107 of the Monster Manual)
  has a level adjustment of +2. A fiendish ettin would be a 17th-level
  cohort. That’s all there is to it.
  You should carefully consider any special attacks or qualities
  that a potential cohort possesses and may choose to disallow or
  make ad hoc adjustments to suit your campaign.
  If a creature in the Monster Manual doesn’t have a level adjust-
  ment, this means we don’t recommend using it as either a player
  character or a cohort. The dryad is a good example; she’s connected
  to her tree and as such has very limited mobility. Mindless or low-
  Intelligence creatures also make undesirable cohorts.
  LEADERSHIP AND MOUNTS
  A character may use the Leadership feat to attract a cohort that can
  serve as a mount. This feat cannot attract a mount with an Intelli-
  gence of less than 4. If such a character already has a special
  mount, familiar, or animal companion, he takes a –2 penalty to his
  Leadership score.
  PALADIN COHORT MOUNTS
  At the DM’s option, she may allow a paladin or other character
  with a special mount class feature to combine the special mount
  with the Leadership feat. The special qualities such as the
  empathic link and shared spells make this quite potent and worth
  a minimum of a +2 level adjustment to the cohort mount ECL.
  CONTINGENT COHORTS
  What can a DM do if the number of players in her group is irregu-
  lar? Sometimes a cohort is a much-needed addition to a party;
  sometimes it’s one character too many. A DM might work with
  her players to allow contingent cohorts.
  For instance, the DM may have between three to seven players
  show up at any one game. Suppose she likes a group of five to
  seven best. She may rule that the Leadership feat isn’t always
  active. The player selecting the Leadership feat also chooses an
  alternate feat. (This alternate feat cannot function as the prerequi-
  site for any other feat. Improved Initiative is a fine alternate feat.)
  The DM may declare that if the number of players is less than five,
  characters who took the Leadership feat may bring along their
  cohorts. If the number of players is five or more, players who took
  the Leadership feat can’t bring their cohorts, but instead gain the
  benefits of their alternate feat for the session.
  This can work out very amiably if the contingent cohort condi-
  tions are clarified before the DM allows the character to take the
  Leadership feat.
  FAMILIARS
  Few investments yield greater riches than the time and gold spent
  to acquire a familiar. A lifelong companion, guard, spy, and ser-
  vant, it is every spellcaster’s best friend and most trusted confi-
  dante. Changes to the rules on familiars in the Player’s Handbook
  are completely under the DM’s control. Here are some possibili-
  ties, beginning with the Improved Familiar variant feat.
  Improved Familiar [General]
  This feat allows spellcasters to acquire a new familiar from a non-
  standard list, but only when they could normally acquire a new
  familiar (see page 52 of the Player’s Handbook).
  Prerequisites: Ability to acquire a new familiar, compatible
  alignment, sufficiently high level (see below).
  Benefit: When choosing a familiar, the creatures listed below
  are also available to the spellcaster. The spellcaster may choose a
  familiar with an alignment up to one step away on each of the
  alignment axes (lawful through chaotic, good through evil). For
  example, a chaotic good spellcaster could acquire a neutral familiar.
  A lawful neutral spellcaster could acquire a neutral good familiar.
  Arcane Spellcaster
  Familiar
  Alignment
  Level
  Shocker lizard
  Neutral
  5th
  Stirge
  Neutral
  5th
  Formian worker
  Lawful neutral
  7th
  Imp
  Lawful evil
  7th
  Pseudodragon
  Neutral good
  7th
  Quasit
  Chaotic evil
  7th
  Improved familiars otherwise use the rules on page 52 of the Player’s
  Handbook, with two exceptions: If the creature’s type is something
  other than animal, its type does not change; and improved familiars
  do not gain the ability to speak with other creatures of their kind
  (although many of them already have the ability to communicate).
  The list in the table above presents only a few possible
  improved familiars. Almost any creature of the same general size
  and power as those on the list makes a suitable familiar. Nor is the
  master’s alignment the only possible categorization. For instance,
  improved familiars could be assigned by the master’s creature type
  or subtype, as shown below.
  Arcane Spellcaster
  Familiar
  Type/Subtype
  Level
  Celestial hawk1
  Good
  3rd
  Fiendish Tiny viper snake2
  Evil
  3rd
  Air elemental, Small
  Air
  5th
  Earth elemental, Small
  Earth
  5th
  Fire elemental, Small
  Fire
  5th
  Shocker lizard
  Electricity
  5th
  Water elemental, Small
  Water
  5th
  Homunculus3
  Undead
  7th
  Ice mephit
  Cold
  7th
  1 Or other celestial animal from the standard familiar list.
  2 Or other fiendish animal from the standard familiar list.
  3 The master must first create the homunculus, substituting ichor or
  another part of the master’s body for blood if necessary.
  The following statistics assume a master of the minimum required
  level with no additional class or race bonuses to attack rolls or
  saving throws.
  Granted Abilities: In addition to their own special qualities,
  all familiars grant their masters the Alertness feat, the benefit of
  an empathic link, and the ability to share spells with the familiar.
  See page 53 of the Player’s Handbook for details.
  Improved Evasion (Ex): When subjected to an attack that nor-
  mally allows a Reflex saving throw for half damage, a familiar
  takes no damage if it makes a successful saving throw and half
  damage even if the saving throw fails.
  Celestial Hawk Familiar: CR —; Tiny magical beast; HD 3; hp
  1/2 master’s; Init +3; Spd 10 ft., fly 60 ft. (average); AC 19, touch 15,
  flat-footed 16; Base Atk +0; Grp –10; Atk +5 melee (1d4–2, talons);
  Full Atk +5 melee (1d4–2, talons); Space/Reach 2-1/2 ft./0 ft.; SA
  smite evil; SQ darkvision 60 ft., deliver touch spells, improved eva-
  sion, low-light vision, resistance to acid 5, cold 5, and electricity 5,
  spell resistance 8, granted abilities; AL any good; SV Fort +2, Ref
  +5, Will +2, Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6.
  Skills and Feats: Listen +2, Spot +14; Weapon Finesse.
  Smite Evil (Su): Once per day, make a normal melee attack to
  deal +1 damage against an evil foe.
  CHAPTER 6:
  CHARACTERS
  
  Fiendish Tiny Viper Snake Familiar: CR —; Tiny magical
  beast; HD 3; hp 1/2 master’s; Init +3; Spd 15 ft., climb 15 ft., swim
  15 ft.; AC 19, touch 15, flat-footed 16; Base Atk +0; Grp –11; Atk +5
  melee (poison, bite); Full Atk +5 melee (poison, bite); Space/Reach
  2-1/2 ft./0 ft.; SA poison, smite good; SQ darkvision 60 ft., deliver
  touch spells, resistance to cold 5 and fire 5, scent, spell resistance
  8, granted abilities; AL any evil; SV Fort +2, Ref +5, Will +1; Str 4,
  Dex 17, Con 11, Int 7, Wis 12, Cha 2.
  Skills and Feats: Balance +11, Climb +11, Hide +15, Listen +6,
  Spot +6 (or master’s, if better), Swim +5; Weapon Finesse.
  Poison (Ex): Injury, Fortitude DC 11, initial and secondary
  damage 1d6 Con.
  Smite Good (Su): Once per day, make a normal melee attack to
  deal +1 damage against a good foe.
  Formian Worker Familiar: CR —; Small outsider (lawful,
  extraplanar); HD 7; hp 1/2 master’s; Init +2; Spd 40 ft.; AC 21,
  touch 13, flat-footed 19; Base Atk +1; Grp –2; Atk +3 melee (1d4+1,
  bite); Full Atk +3 melee (1d4+1, bite); SQ darkvision 60 ft., deliver
  touch spells, improved evasion, immunity to poison, petrification,
  and cold, resistance to electricity 10, fire 10, and sonic 10, speak
  with master, granted abilities; AL LN; SV Fort +3, Ref +4, Will +2;
  Str 13, Dex 14, Con 13, Int 9, Wis 10, Cha 9.
  Skills and Feats: Climb +10, Craft (any one) +5; Skill Focus
  (Craft).
  Homunculus Familiar: CR —; Tiny construct; HD 7; hp 1/2
  master’s; Init +2; Spd 20 ft., fly 50 ft. (good); AC 18, touch 14, flat-
  footed 16; Base Atk +1; Grp –8; Atk +2 melee (1d4–1 plus poison,
  bite); Full Atk +2 melee (1d4–1 plus poison, bite); Space/Reach
  2-1/2 ft./0 ft.; SA poison; SQ construct type, deliver touch spells,
  improved evasion, speak with master, granted abilities; AL any; SV
  Fort +0, Ref +4, Will +1; Str 8, Dex 15, Con —, Int 10, Wis 12,
  Cha 7.
  Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes.
  Poison (Ex): Injury, Fortitude DC 11, initial damage sleep for 1
  minute, secondary damage sleep for another 5d6 minutes.
  Construct Type: Immune to mind-influencing effects, poison,
  disease, and similar effects. Not subject to critical hits, nonlethal
  damage, ability damage, energy drain, or death from massive
  damage.
  Ice Mephit Familiar: CR —; Small outsider (air, cold, extra-
  planar); HD 7; hp 1/2 master’s; Init +7; Spd 30 ft., fly 50 ft. (per-
  fect); AC 22, touch 14, flat-footed 19; Base Atk +3; Grp –1; Atk +4
  melee (1d3 plus 2 cold, claw); Full Atk +4 melee (1d3 plus 2 cold, 2
  claws); SA breath weapon, spell-like abilities, summon mephit; SQ
  cold subtype, darkvision 60 ft., deliver touch spells, damage reduc-
  tion 5/magic, fast healing 2, improved evasion, speak with master,
  granted abilities; AL any; SV Fort +3, Ref +6, Will +3; Str 10, Dex
  17, Con 10, Int 12, Wis 11, Cha 15.
  Skills and Feats: Bluff +8, Diplomacy +4, Disguise +2, Escape
  Artist +9, Hide +13, Listen +6, Move Silently +9, Spot +6, Use Rope
  +3; Dodge, Improved Initiative.
  Breath Weapon (Su): Usable once every 1d4 rounds. Cone of ice
  shards, 10 feet, damage 1d4, Reflex DC 12 half or take a –4 penalty
  to AC and a –2 penalty on attack rolls for 3 rounds.
  Spell-Like Abilities: 1/hour—magic missile, 3rd-level caster;
  1/day—chill metal, 6th-level caster; Will DC 14 negates (object).
  Summon Mephit (Sp): Once per day, can summon another ice
  mephit as if casting a summon monster spell, but with only a 25%
  chance of success. Summoned creatures automatically return
  whence they came after 1 hour. A mephit that has just been sum-
  moned cannot use its own summon ability for 1 hour.
  Cold Subytpe: Immune to cold damage. Takes half again as much
  (+50%) damage as normal from fire, regardless of whether a saving
  throw is allowed, or if the save is a success or failure.
  Fast Healing (Ex): Regains 2 hit points per round if touching a
  piece of ice of at least Tiny size or if the ambient temperature is
  32°F. or below.
  Imp Familiar:CR —; Tiny outsider (evil, lawful, extraplanar); HD
  7; hp 1/2 master’s; Init +3; Spd 20 ft., fly 50 ft. (perfect); AC 24, touch
  15, flat-footed 21; Base Atk +3; Grp –5; Atk +8 melee (1d4 plus poison,
  sting); Full Atk +8 melee (1d4 plus poison, sting); Space/Reach 2-1/2
  ft./0 ft.; SA poison, spell-like abilities; SQ alternate form, damage
  reduction 5/good or silver, darkvision 60 ft., deliver touch spells, fast
  healing 2, immunity to poison, improved evasion, resistance to fire 5,
  speak with master, granted abilities; AL LE; SV Fort +3, Ref +6, Will
  +4; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14.
  Skills and Feats: Diplomacy +8, Hide +17, Knowledge (any one)
  +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7,
  Survival +1; Dodge, Weapon Finesse.
  Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, sec-
  ondary damage 2d4 Dex.
  Spell-Like Abilities: At will—detect good, detect magic, invisibility
  (self only); 1/day—suggestion. Caster level 6th; save DC 10 + spell
  level. Once per week an imp can use commune to ask six questions
  (otherwise as the spell cast by a 12th-level cleric).
  Alternate Form (Su): As polymorph, caster level 12th, except that
  an individual imp can assume only one or two forms no larger
  than Medium. Common forms include monstrous spider, raven,
  rat, and boar.
  Pseudodragon Familiar: CR —; Tiny dragon; HD 7; hp 1/2
  master’s; Init +0; Spd 15 ft., fly 60 ft. (good); AC 22, touch 14, flat-
  footed 20; Base Atk +2; Grp –8; Atk +4 melee (1d3–2 plus poison,
  sting); Full Atk +4 melee (1d3–2 plus poison, sting) and –1 melee (1,
  bite); Space/Reach 2-1/2 ft./0 ft. (5 ft. with tail); SA poison; SQ
  blindsense 60 ft., deliver touch spells, dragon type, improved eva-
  sion, speak with master, telepathy, granted abilities; AL NG; SV Fort
  +4, Ref +5, Will +4; Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10.
  Skills and Feats: Diplomacy +2, Hide +20 (+24 in forest or over-
  grown areas), Listen +7, Search +6, Sense Motive +7, Spot +7, Sur-
  vival +1 (+3 following tracks); Weapon Finesse.
  Blindsense (Ex): Can locate creatures within 60 feet by nonvisual
  means.
  Dragon Type: Darkvision 60 ft., low-light vision, immunity to
  sleep and paralysis effects.
  Poison (Ex): Injury, Fortitude DC 12, initial damage sleep for 1
  minute, secondary damage sleep for 1d3 hours.
  Telepathy (Su): Communicate telepathically with creatures
  within 60 feet that speak Common or Sylvan.
  Quasit Familiar: CR —; Tiny outsider (chaotic, evil, extrapla-
  nar); HD 7; hp 1/2 master’s; Init +7; Spd 20 ft., fly 50 ft. (perfect);
  AC 22, touch 15, flat-footed 19; Base Atk +3; Grp –6; Atk +8 melee
  (1d3–1 plus poison, claw), Full Atk +8 melee (1d3–1 plus poison, 2
  claws) and +3 melee (1d4–1, bite); Space/Reach 2-1/2 ft./0 ft.; SA
  poison, spell-like abilities; SQ alternate form, damage reduction
  5/cold iron or good, darkvision 60 ft., deliver touch spells, fast
  healing 2, immunity to poison, improved evasion, resistance to
  fire 10, speak with master, granted abilities; AL CE; SV Fort +3, Ref
  +6, Will +4; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10.
  Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting),
  Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move
  Silently +9, Search +6, Spellcraft +6, Spot +6 (or master’s, if better);
  Improved Initiative, Weapon Finesse.
  Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, sec-
  ondary damage 2d4 Dex.
  Spell-Like Abilities: At will—detect good, detect magic, and invisibility
  (self only); 1/day—cause fear (as the spell, but 30-foot radius; save
  DC 11). Caster level 6th. Once per week a quasit can use commune to
  ask six questions (otherwise as the spell cast by a 12th-level cleric).
  201
  CHAPTER 6:
  CHARACTERS
  
  202
  Alternate Form (Su): As polymorph, caster level 12th, except that
  an individual imp can assume only one or two forms no larger
  than Medium. Common forms include bat, monstrous centipede,
  toad, and wolf.
  Shocker Lizard Familiar: CR —; Small magical beast; HD 5;
  hp 1/2 master’s; Init +6; Spd 40 ft., climb 20 ft., swim 20 ft.; AC 19,
  touch 13, flat-footed 17; Base Atk +2; Grp –2; Atk +3 melee (1d4,
  bite); Full Atk +3 melee (1d4, bite); Space/Reach 5 ft./5 ft.; SA stun-
  ning shock, lethal shock; SQ darkvision 60 ft., deliver touch spells,
  electricity sense, immunity to electricity, improved evasion, low-
  light vision, speak with master, granted abilities; AL any; SV Fort
  +3, Ref +5, Will +1; Str 10, Dex 15, Con 13, Int 8, Wis 12, Cha 6.
  Skills and Feats: Climb +11, Hide +11, Jump +3, Listen +4, Spot +4
  (or master’s, if better), Swim +10; Improved Initiative.
  Stunning Shock (Su): Once per round, deals 2d8 points of non-
  lethal damage to a living opponent in an adjacent square (Reflex
  DC 12 half).
  Lethal Shock (Su): Two or more shocker lizards within 25 feet of
  each other can work together to create a lethal shock; 25-foot radius,
  centered on any one contributing lizard; damage 2d8 per contribut-
  ing lizard (max 12d8). Creatures in the area can take half damage by
  making a Reflex save (DC 10 + number of lizards contributing).
  Electricity Sense (Ex): Automatically detect any electrical dis-
  charges within 100 feet.
  Small Air Elemental Familiar: CR —; Small elemental (air,
  extraplanar); HD 5; hp 1/2 master’s; Init +7; Spd fly 100 ft. (per-
  fect); AC 20, touch 14, flat-footed 17; Base Atk +1; Grp –3; Atk +5
  melee (1d4, slam); Full Atk +5 melee (1d4, slam); Space/Reach
  5 ft./5 ft.; SA air mastery, whirlwind; SQ deliver touch spells, ele-
  mental type, improved evasion, speak with master, granted abili-
  ties; AL any; SV Fort +0, Ref +6, Will +0; Str 10, Dex 17, Con 10,
  Int 8, Wis 11, Cha 11.
  Skills and Feats: Listen +2, Spot +3 (or master’s, if better); Flyby
  Attack, Improved Initiative, Weapon Finesse.
  Air Mastery (Ex): Airborne creatures take a –1 penalty on attack
  rolls and damage rolls against an air elemental.
  Whirlwind (Su): Once every 10 minutes, transform into whirl-
  wind for 1 round; 5-foot base, up to 30-foot top, 10–20 feet tall.
  Move at fly speed.
  Tiny or smaller creatures must succeed on a DC 11 Reflex save
  or take 1d4 points of damage, and on a second DC 11 Reflex save
  to avoid being picked up and held. A flying creature can attempt a
  Reflex save to escape (but still takes damage). The elemental can
  eject carried creatures at any time.
  If the base touches the ground, it creates a swirling cloud of debris
  centered on the elemental, diameter half the whirlwind’s height,
  obscures all vision (including darkvision) beyond 5 feet. Creatures 5
  feet away have concealment, while those farther away have total con-
  cealment (see page 152 of the Player’s Handbook). Those caught in the
  cloud must succeed on a DC 11 Concentration check to cast a spell.
  Elemental Type: Immune to poison, sleep, paralysis, and stunning;
  not subject to critical hits or flanking.
  Small Earth Elemental Familiar: CR —; Small elemental
  (earth, extraplanar); HD 5; hp 1/2 master’s; Init –1; Spd 20 ft.; AC
  20, touch 10, flat-footed 20; Base Atk +1; Grp +0; Atk +5 melee
  (1d6+4, slam); Full Atk +5 melee (1d6+4, slam); Space/Reach 5 ft./5
  ft.; SA earth mastery, push; SQ deliver touch spells, elemental type,
  improved evasion, speak with master, granted abilities; AL any; SV
  Fort +4, Ref –1, Will +0; Str 17, Dex 8, Con 13, Int 8, Wis 11, Cha 11.
  Skills and Feats: Listen +3, Spot +2 (or master’s, if better); Power
  Attack.
  Earth Mastery (Ex): +1 bonus on attack rolls and damage rolls if
  both it and its foe touch the ground, –4 penalty on attack rolls and
  damage rolls against airborne or waterborne opponents.
  Push (Ex): Can start a bull rush without provoking an attack of
  opportunity. The combat modifiers given for earth mastery, above,
  also apply to the elemental’s opposed Strength checks.
  Elemental Type: Immune to poison, sleep, paralysis, and stunning;
  not subject to critical hits or flanking.
  Small Fire Elemental Familiar: CR —; Small elemental (fire,
  extraplanar); HD 5; hp 1/2 master’s; Init +5; Spd 50 ft.; AC 18,
  touch 12, flat-footed 17; Base Atk +1; Grp –3; Atk +3 melee (1d4
  plus 1d4 fire, slam); Full Atk +3 melee (1d4 plus 1d4 fire, slam);
  Space/Reach 5 ft./5 ft.; SA burn; SQ deliver touch spells, elemen-
  tal type, fire subtype, improved evasion, speak with master,
  granted abilities; AL any; SV Fort +0, Ref +4, Will +0; Str 10,
  Dex 13, Con 10, Int 8, Wis 11, Cha 11.
  Skills and Feats: Listen +2, Spot +3 (or master’s, if better); Dodge,
  Improved Initiative, Weapon Finesse.
  Burn (Ex): Those hit by the fire elemental’s slam attack, or hit-
  ting it with natural weapons or unarmed attacks, must succeed on
  a DC 11 Reflex save or catch on fire. The flame burns for 1d4
  rounds (see Catching on Fire, page 303). A burning creature can
  take a move action to put out the flame.
  Elemental Type: Immune to poison, sleep, paralysis, and stunning;
  not subject to critical hits or flanking.
  Fire Subytpe: Immune to fire damage. Takes half again as much
  (+50%) damage as normal from cold, regardless of whether a
  saving throw is allowed, or if the save is a success or failure.
  Small Water Elemental Familiar: CR —; Small elemental
  (water, extraplanar); HD 5; hp 1/2 master’s; Init +0; Spd 20 ft.,
  swim 90 ft.; AC 20, touch 11, flat-footed 20; Base Atk +1; Grp –3;
  Atk +4 melee (1d6+3, slam); Full Atk +4 melee (1d6+3, slam);
  Space/Reach 5 ft./5 ft.; SA water mastery, drench, vortex; SQ
  deliver touch spells, elemental type, improved evasion, speak with
  master, granted abilities; AL any; SV Fort +4, Ref +1, Will +4,
  Str 14, Dex 10, Con 13, Int 8, Wis 11, Cha 11.
  Skills and Feats: Listen +5, Spot +5 (or master’s, if better); Power
  Attack.
  Water Mastery (Ex): +1 bonus on attack rolls and damage rolls if
  both it and its foe touch water, –4 penalty on attack rolls and dam-
  age rolls against landbound opponents.
  Drench (Ex): The elemental’s touch puts out torches, campfires,
  exposed lanterns, and other open flames of nonmagical origin of
  Large size or smaller. Can dispel magical fire it touches as dispel
  magic, caster level 5th.
  Vortex (Su): Once every 10 minutes, transform into whirlpool
  for 1 round if underwater; 5-foot base, up to 30-foot top, 10–20 feet
  tall. Move at swim speed.
  Tiny or smaller creatures must succeed on a DC 11 Reflex save
  or take 1d4 points of damage, and on a second DC 11 Reflex save
  to avoid being picked up and held. A swimming creature can
  attempt a Reflex save to escape (but still takes damage). The ele-
  mental can eject carried creatures at any time.
  If the base touches the ground, it creates a swirling cloud of
  debris centered on the elemental, diameter half the whirlwind’s
  height, obscures all vision (including darkvision) beyond 5 feet.
  Creatures 5 feet away have concealment, while those farther away
  have total concealment (see page 152 of the Player’s Handbook).
  Those caught in the cloud must succeed on a DC 11 Concentra-
  tion check to cast a spell.
  Elemental Type: Immune to poison, sleep, paralysis, and stunning;
  not subject to critical hits or flanking.
  Stirge Familiar: CR —; Tiny magical beast; HD 5; hp 1/2
  master’s; Init +4; Spd 10 ft., fly 40 ft. (average); AC 19, touch 16,
  flat-footed 15; Base Atk +1; Grp –11 (+1 when attached); Atk +7
  melee (1d3–4, touch); Full Atk +7 melee (1d3–4, touch); Space/
  Reach 2-1/2 ft./0 ft.; SA attach, blood drain; SQ darkvision 60 ft.,
  CHAPTER 6:
  CHARACTERS
  
  deliver touch spells, improved evasion, low-light vision, speak
  with master, granted abilities; AL any; SV Fort +2, Ref +6, Will +1;
  Str 3, Dex 19, Con 10, Int 8, Wis 12, Cha 6.
  Skills and Feats: Hide +14, Listen +4, Spot +4 (or master’s, if
  better); Alertness, Weapon Finesse.
  Attach (Ex): If a stirge hits with a touch attack, it latches onto the
  opponent’s body (AC 12 when attached).
  Blood Drain (Ex): An attached stirge deals 1d4 points of Consti-
  tution damage each round. Once it has drained 4 points of Con-
  stitution, it detaches and cannot drain blood again for 8 hours.
  ALTERNATE FAMILIARS BY MASTER SIZE
  The suggested familiars in the Player’s Handbook assume a Small to
  Large master. Masters outside this size range could have smaller or
  larger familiars, as appropriate to their size.
  Tiny or Smaller Masters
  Masters smaller than the usual size can have proportionately
  smaller familiars, as indicated on the table below.
  Familiar
  Special
  Bat
  Master gains a +2 bonus on Listen checks
  Ferret
  Master gains a +2 bonus on Reflex saves
  Hedgehog
  Master gains a +1 natural armor bonus
  Mouse
  Master gains a +3 bonus on Move Silently checks
  Screech owl
  Master gains a +3 bonus on Move Silently checks
  Toad
  Master gains +3 hit points
  Thrush
  Speaks one language
  The statistics given below assume a 1st-level master with no addi-
  tional class or race bonuses to attack rolls or saving throws.
  Granted Abilities: In addition to their own special qualities, all
  familiars grant their masters the Alertness feat, the benefit of an
  empathic link, and the ability to share spells with the familiar. See
  page 53 of the Player’s Handbook for details.
  Improved Evasion (Ex): When subjected to an attack that nor-
  mally allows a Reflex saving throw for half damage, a familiar
  takes no damage if it makes a successful saving throw and half
  damage even if the saving throw fails.
  Bat Familiar: CR —; Diminutive magical beast; HD 1; hp 1/2
  master’s; Init +2; Spd 5 ft., fly 40 ft. (good); AC 17, touch 16, flat-
  footed 15; Base Atk +0; Grp –17; Atk —; Full Atk —; Space/Reach
  1 ft./0 ft.; SA —; SQ blindsense 20 ft., improved evasion, granted
  abilities; AL any; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10,
  Int 6, Wis 14, Cha 4.
  Skills and Feats: Hide +14, Listen +8, Move Silently +6, Spot +8;
  Alertness.
  Blindsense (Ex): Notices and locates creatures within 20 feet.
  Adds +4 to Spot and Listen checks (already included above).
  Ferret Familiar: CR —; Diminutive magical beast; HD 1;
  hp 1/2 master’s; Init +2; Spd 15 ft., climb 15 ft; AC 17, touch 16,
  flat-footed 15; Base Atk +0; Grp –16; Atk +6 melee (1d2–4, bite);
  Full Atk +6 melee (1d2–4, bite); Space/Reach 1 ft./0 ft.; SA attach;
  SQ improved evasion, scent, granted abilities; AL any; SV Fort +2,
  Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5.
  Skills and Feats: Balance +10, Climb +11, Hide +13, Move Silently
  +9, Spot +14; Weapon Finesse.
  Attach (Ex): On a hit with its bite attack, it automatically deals
  bite damage each round (AC 15 when attached).
  Hedgehog Familiar: CR —; Diminutive magical beast;
  HD 1; hp 1/2 master’s; Init +0; Spd 15 ft.; AC 17, touch 15, flat-
  footed 16; Base Atk +0; Grp –16; Atk +5 melee (1d3–4 bite); Full
  Atk +5 melee (1d3–4 bite); Space/Reach 1 ft./0 ft.; SA poison;
  SQ defensive ball, improved evasion, granted abilities; AL any;
  SV Fort +2, Ref +3, Will +1; Str 3, Dex 12, Con 10, Int 6, Wis 12,
  Cha 5.
  Skills and Feats: Hide +17, Listen +5, Spot +5; Weapon Finesse.
  Poison (Ex): When in a defensive ball (see below), spines poison
  foes touching the hedgehog; injury, Fortitude DC 10, initial and
  secondary damage 1d2 Dex.
  Defensive Ball (Ex): Rolls into a ball as a standard action, granting
  a +2 circumstance bonus on saves and AC. Unrolling is a free
  action.
  Mouse Familiar: CR —; Fine magical beast; HD 1; hp 1/2
  master’s; Init +0; Spd 10 ft., climb 10 ft.; AC 19, touch 18, flat-
  footed 19; Base Atk +0; Grp –21; Atk —; Full Atk —; Space/Reach
  1/2 ft./0 ft.; SA —; SQ improved evasion, scent, granted abilities;
  AL any; SV Fort +2, Ref +2, Will +1; Str 1, Dex 11, Con 10, Int 6,
  Wis 12, Cha 2.
  Skills and Feats: Balance +8, Climb +10, Hide +20, Move
  Silently +12.
  Screech Owl Familiar: CR —; Diminutive magical beast;
  HD 1; hp 1/2 master’s; Init +3; Spd 10 ft., fly 30 ft. (average); AC 18,
  touch 17, flat-footed 15; Base Atk +0; Grp –15; Atk +7 melee
  (1d2–3, talons); Full Atk +7 melee (1d2–3, talons); Space/Reach 1
  ft./0 ft.; SA —; SQ improved evasion, granted abilities; AL any; SV
  Fort +2, Ref +5, Will +2; Str 4, Dex 17, Con 10, Int 6, Wis 14, Cha 4.
  Skills and Feats: Listen +14, Move Silently +20, Spot +8;
  Weapon Finesse.
  Thrush Familiar: CR —; Diminutive magical beast; HD 1;
  hp 1/2 master’s; Init +2; Spd 10 ft., fly 40 ft. (average); AC 17, touch
  16, flat-footed 15; Base Atk +0; Grp –17; Atk —; Full Atk —;
  Space/Reach 1 ft./0 ft.; SA —; SQ improved evasion, granted abil-
  ities; AL any; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10,
  Int 6, Wis 14, Cha 6.
  Skills and Feats: Listen +8, Spot +8; Alertness.
  Toad Familiar: CR —; Diminutive magical beast; HD 1; hp 1/2
  master’s; Init +1; Spd 5 ft.; AC 16, touch 15, flat-footed 15; Base Atk
  +0; Grp –17; Atk —; Full Atk —; Space/Reach 1 ft./0 ft.; SA —; SQ
  improved evasion, low-light vision, granted abilities; AL any; SV
  Fort +2, Ref +3, Will +2; Str 1, Dex 12, Con 11, Int 6, Wis 14, Cha 4.
  Skills and Feats: Hide +21, Listen +4, Spot +4; Alertness.
  Huge or Bigger Masters
  Masters larger than the usual size can have proportionately larger
  familiars, as shown below.
  Familiar
  Special
  Dire rat
  Master gains a +2 bonus on Fortitude saves
  Leopard
  Master gains a +3 bonus on Move Silently checks
  Monitor lizard
  Master gains +3 hit points
  Owl (Small)
  Master gains a +3 bonus on Spot checks in shadows
  Raven (Small)
  Speaks one language
  Viper snake 
  Master gains a +3 bonus on Bluff checks
  (Small)
  Wolverine
  Master gains a +2 bonus on Reflex saves
  The statistics given below assume a 1st-level master with no addi-
  tional class or race bonuses to attack rolls or saving throws.
  Granted Abilities: In addition to their own special qualities, all
  familiars grant their masters the Alertness feat, the benefit of an
  empathic link, and the ability to share spells with the familiar. See
  page 53 of the Player’s Handbook for details.
  Improved Evasion (Ex): When subjected to an attack that nor-
  mally allows a Reflex saving throw for half damage, a familiar
  takes no damage if it makes a successful saving throw and half
  damage even if the saving throw fails.
  203
  CHAPTER 6:
  CHARACTERS
  
  204
  Dire Rat Familiar: CR —; Small magical beast; HD 1; hp 1/2
  master’s; Init +3; Spd 40 ft., climb 20 ft.; AC 16, touch 14, flat-
  footed 13; Base Atk +0; Grp –4; Atk +4 melee (1d4 plus disease,
  bite); Full Atk +4 melee (1d4 plus disease, bite); Space/Reach 5 ft./
  5 ft.; SA disease; SQ improved evasion, low-light vision, scent,
  granted abilities; AL any; SV Fort +3, Ref +5, Will +3; Str 10, Dex
  17, Con 12, Int 6, Wis 12, Cha 4.
  Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4,
  Spot +4; Alertness, Weapon Finesse.
  Disease (Ex): Filth fever; bite, Fortitude DC 12, incubation period
  1d3 days, damage 1d3 Dex and 1d3 Con (see Disease, page 292).
  Leopard Familiar: CR —; Medium magical beast; HD 3; hp 19
  or 1/2 master’s; Init +4; Spd 40 ft., climb 20 ft.; AC 16, touch 14,
  flat-footed 12; Base Atk +2; Grp +5; Atk +6 melee (1d6+3, bite); Full
  Atk +6 melee (1d6+3, bite) and +1 melee (1d3+1, 2 claws);
  Space/Reach 5 ft./5 ft.; SA improved grab, pounce, rake 1d3+1; SQ
  improved evasion, low-light vision, scent, granted abilities; AL
  any; SV Fort +5, Ref +7, Will +2; Str 16, Dex 19, Con 15, Int 6, Wis
  12, Cha 6.
  Skills and Feats: Balance +12, Climb +11, Hide +9 (+17 in tall
  grass or heavy undergrowth), Jump +7, Listen +6, Move Silently
  +8, Spot +6; Alertness, Weapon Finesse.
  Improved Grab (Ex): To use this ability, the leopard must hit with
  its bite attack. If it wins the grapple check, it can rake.
  Pounce (Ex): If a leopard charges a foe, it can make a full attack,
  including two rake attacks.
  Rake (Ex): Attack bonus +6 melee, damage 1d3+1.
  Monitor Lizard Familiar: CR —; Medium magical beast; HD
  3; hp 22 or 1/2 master’s; Init +2; Spd 30 ft., swim 30 ft.; AC 16, touch
  12, flat-footed 14; Base Atk +2; Grp +5; Atk +5 melee (1d8+4, bite);
  Full Atk +5 melee (1d8+4, bite); Space/Reach 5 ft./5 ft.; SQ
  improved evasion, low-light vision, granted abilities; AL any; SV
  Fort +6, Ref +5, Will +3; Str 17, Dex 15, Con 17, Int 6, Wis 12, Cha 2.
  Skills and Feats: Climb +9, Hide +7 (+15 in forested or overgrown
  areas), Listen +4, Move Silently +6, Spot +4; Alertness, Great Fortitude.
  Small Owl Familiar: CR —; Small magical beast; HD 2; hp 13
  or 1/2 master’s; Init +1; Spd 10 ft., fly 60 ft. (average); AC 15, touch
  12, flat-footed 14; Base Atk +2; Grp –1; Atk +3 melee (1d4+2,
  talons); Full Atk +3 melee (1d4+2, talons) and +1 melee (1d6+1,
  bite); Space/Reach 5 ft./5 ft.; SA —; SQ improved evasion, low-
  light vision, granted abilities; AL any; SV Fort +4, Ref +4, Will +2;
  Str 14, Dex 13, Con 12, Int 6, Wis 14, Cha 4.
  Skills and Feats: Listen +14, Move Silently +19, Spot +14; Multi-
  attack (see page 304 of the Monster Manual).
  Small Raven Familiar: CR —; Small magical beast; HD 1, hp
  1/2 master’s; Init +1; Spd 10 ft., fly 40 ft. (average); AC 13, touch 12,
  flat-footed 12; Base Atk +0; Grp –7; Atk +2 melee (1d3–3, talons);
  Atk +2 melee (1d3–3, talons); Space/Reach 5 ft./5 ft.; SA —; SQ
  improved evasion, low-light vision, granted abilities; AL any; SV
  Fort +3, Ref +3, Will +2; Str 5, Dex 13, Con 12, Int 6, Wis 14, Cha 6.
  Skills and Feats: Listen +6, Spot +6; Weapon Finesse.
  Small Viper Snake Familiar: CR —; Small magical beast; HD
  2; hp 9 or 1/2 master’s; Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.;
  AC 18, touch 14, flat-footed 15; Base Atk +2; Grp –4; Atk +5 melee
  (1d4–1 plus poison, bite); Full Atk +5 melee (1d4–1 plus poison,
  bite); Space/Reach 5 ft./5 ft.; SA poison; SQ improved evasion,
  scent, granted abilities; AL any; SV Fort +3, Ref +6, Will +1; Str 8,
  Dex 17, Con 11, Int 6, Wis 12, Cha 2.
  Skills and Feats: Balance +11, Climb +11, Hide +16, Listen +5,
  Spot +5, Swim +7; Weapon Finesse.
  Poison (Ex): Injury, Fortitude DC 11, initial and secondary
  damage 1d6 Con.
  Wolverine Familiar: CR —; Medium magical beast; HD 3; hp
  25 or 1/2 master’s; Init +2; Spd 30 ft., burrow 10 ft., climb 10 ft.; AC
  15, touch 12, flat-footed 13; Base Atk +2; Grp +4; Atk +4 melee
  (1d4+2, claw); Full Atk +4 melee (1d4+2, 2 claws) and –1 melee
  (1d6+1, bite); Space/Reach 5 ft./5 ft.; SA rage; SQ improved eva-
  sion, low-light vision, scent, granted abilities; AL any; SV Fort +7,
  Ref +5, Will +2; Str 14, Dex 15, Con 19, Int 6, Wis 12, Cha 10.
  Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness, Tough-
  ness, Track.
  Rage (Ex): If it takes damage in combat, on the following round
  a wolverine gains +4 to Str, +4 to Con, and –2 to AC. Unlike a
  normal wolverine, this familiar can end its rage voluntarily as a
  free action.
  MOUNTS
  Care, feeding, defense, and shelter for an animal you only ride to
  and from adventures can become onerous. If a character spends
  too much time on issues that concern his mount, the rest of the
  party members may resent the time and energy spent dealing with
  a horse. One solution to this conflict is hiring a small number of
  mercenaries, perhaps only one, to act as grooms and guards for the
  mounts while the characters explore the dungeon (see Table 4–1:
  Prices for Hireling Services, page 105).
  UNUSUAL MOUNTS
  If the PCs undertake more wilderness adventures than dungeon
  treks, mounts may be integral parts of the party, and you may face
  requests for mounts other than horses. Druids and rangers may
  attract animal companions big enough to act as mounts. Paladins
  may desire something a bit tougher than their typical heavy war-
  horse or warpony.
  Suitable Mounts: You have the final decision on what is or is
  not a suitable mount. At its most basic level, a mount should have
  the following characteristics:
  • Able and willing to carry its rider in a typical fashion. (A camel
  is able and willing. A tiger might be capable but may not be
  willing. A giant might be willing but not truly able.)
  • At least one size category larger than the character. Also, a
  flying mount can carry no more than a light load aloft.
  • The mount’s Challenge Rating should be no more than 3 less
  than the rider’s character level. If the mount can fly, its
  Challenge Rating should be no more than 4 less than the rider’s
  character level.
  The accompanying tables (one for Medium riders, one for
  Small riders) provide basic characteristics of creatures that can be
  used as mounts.
  If the unusual mount is for a paladin, it may gain special abilities at
  a different rate than a warhorse or warpony. Furthermore, some
  special mounts are available only to paladins of higher levels.
  A paladin of 6th level or higher can use a celestial heavy
  warhorse, dire wolf, hippogriff, Large monstrous spider, Large
  shark, unicorn, celestial warpony, dire bat, dire badger, dire
  weasel, or monitor lizard as a mount.
  At 7th level, the dire boar, dire wolverine, giant eagle, giant owl,
  pegasus, rhinoceros, and sea cat become available.
  At 8th level, a paladin can use a dire lion or a griffon as a mount.
  See the table below to see when a paladin’s unusual mount
  gains special abilities. If the mount’s natural Intelligence or natu-
  ral armor is higher than the value given in the table, use the
  mount’s natural Intelligence or natural armor (and see Intelligent
  Mounts, below). If the mount normally has spell resistance, it
  does not lose its spell resistance prior to the paladin’s reaching the
  level at which all unusual mounts gain spell resistance, and the
  mount continues using its natural spell resistance from that level
  on if that value is higher.
  CHAPTER 6:
  CHARACTERS
  
  The expressions in the left-hand column of the table refer to
  the current level of the paladin in relation to the level at which a
  particular kind of mount becomes available. For instance, the dire
  boar becomes available as a mount when a paladin reaches 7th
  level, so the information on the “Level to Level + 2” line applies to
  such a mount when the paladin is 7th, 8th, or 9th level. When he
  reaches 10th level, the information on the next line down applies.
  Paladin Level
  Bonus
  Natural
  Str
  by Mount Availability
  HD
  Armor Adj.
  Adj.
  Int
  Level to Level + 2
  +2
  +4
  +1
  6
  Level + 3 to Level + 5
  +4
  +6
  +2
  7
  Level + 6 to Level + 9
  +6
  +8
  +3
  8
  Level + 10 or higher
  +8
  +10
  +4
  9
  Another example: A 15th-level halfling paladin has a monitor
  lizard mount. The monitor lizard becomes available at 6th level, so,
  for the purpose of the table above, the paladin is at level + 9.
  Checking that line on the table, you find that a 15th-level paladin’s
  lizard mount has the following attributes: +6 HD, +8 natural
  armor, +3 Strength adjustment, and Int 8.
  A paladin’s mount has other special abilities and attributes
  beyond those mentioned on the table above; see The Paladin’s
  Mount, page 45 of the Player’s Handbook, for details.
  Training an Unusual Mount
  The Player’s Handbook covers training animals under the Handle
  Animal skill description (page 74 of the Player’s Handbook). It
  mentions that magical beasts of Intelligence 1 or 2 may also be
  trained using this skill. You can decide if the skill also applies to
  other creatures of such intelligence.
  In other cases, such as vermin, you need to make special provi-
  sions if you allow the creatures to be used as mounts at all. You
  may decide that goblins breed and train a special kind of mon-
  strous spider capable of acting as a mount. You may create a magic
  item that allows vermin to act as mounts while wearing it. Or you
  may require that all vermin mounts be fiendish (your players may
  shudder at the idea of celestial vermin).
  INTELLIGENT MOUNTS
  Mounts with Intelligence scores of 5 or higher are more like
  NPCs than they are like traditional mounts. As a result, charac-
  ters must use Diplomacy checks to negotiate what the mount
  will and will not do (see Influencing NPC Attitudes, page 72 of
  the Player’s Handbook). Once the character and mount reach an
  agreement, they still must train together. Training time is as
  given under the Handle Animal skill (page 74 of the Player’s
  Handbook). Intelligent mounts may insist on special care, such as
  a hireling devoted to that specific mount, special food, or even a
  share of the party treasure.
  LEADERSHIP AND MOUNTS
  Canny characters may try using the Leadership feat to attract a
  cohort that can serve as a mount. This feat cannot attract a mount
  with an Intelligence of less than 4. If the character already has a
  special mount, familiar, or animal companion, the character takes a
  –2 penalty to his Leadership score. The table in the Special Cohorts
  section (page 199) includes some cohorts that can also serve as
  mounts; use these as a guideline if you want to add more examples.
  ANIMAL COMPANIONS
  Druids can begin play with animal companions, which are some-
  thing like cohorts, and rangers can gain them during their careers.
  Use the following rules of thumb to adjudicate situations that may
  arise when characters have animal companions.
  While the class descriptions in the Player’s Handbook list the ani-
  mals available as companions, those lists assume the character
  spends most of her time in the animals’ home territory and treats
  them well. If she spends most of her time at sea, in cities, or other-
  wise in places that the animals don’t like, her animals are likely to
  desert. Remember, these creatures are loyal friends but not pets or
  servants. They won’t remain loyal if being the character’s friend be-
  comes too onerous.
  The animal is still an animal. It’s not a magical beast, as a famil-
  iar or a paladin’s mount is. While it may have learned some tricks,
  it’s still no more intelligent than any other animal of its kind, and
  it retains all its bestial instincts. Unlike intelligent followers or
  205
  CHAPTER 6:
  CHARACTERS
  Mount (Medium Rider)
  Str
  Fly?
  Carry
  Camel
  18
  No
  900 lb.
  Warhorse, heavy
  18
  No
  900 lb.
  Warhorse, light
  16
  No
  690 lb.
  Celestial warhorse, heavy
  18
  No
  900 lb.
  Fiendish warhorse, light
  16
  No
  690 lb.
  Dire wolf
  25
  No
  2,400 lb.
  Hippogriff1
  18
  100 ft.
  300 lb.
  (average)
  18
  No
  900 lb.
  Monstrous spider, Large
  15
  No
  600 lb.
  Shark, Large2
  17
  No
  520 lb.
  Unicorn3
  20
  No
  1,200 lb.
  Dire boar
  27
  No
  3,120 lb.
  Dire wolverine
  22
  No
  1,560 lb.
  Giant eagle
  18
  80 ft.
  200 lb.
  (average)
  Giant owl
  18
  70 ft.
  200 lb.
  (average)
  Pegasus1
  18
  120 ft.
  300 lb.
  (average)
  18
  No
  900 lb.
  Rhinoceros
  26
  No
  2,760 lb.
  Sea cat2
  19
  No
  700 lb.
  Dire lion
  25
  No
  2,400 lb.
  Griffon
  18
  80 ft.
  200 lb.
  (average)
  Mount (Small Rider)
  Str
  Fly?
  Carry
  Monstrous spider, Medium
  11
  —
  115 lb.
  Porpoise2
  11
  —
  115 lb.
  Riding dog
  15
  —
  300 lb.
  Shark, Medium2
  13
  —
  150 lb.
  Warpony
  15
  —
  300 lb.
  Fiendish riding dog
  15
  —
  300 lb.
  Celestial warpony
  15
  —
  300 lb.
  Dire bat
  17
  40 ft.
  172 lb.
  (good)
  Dire badger
  14
  —
  262 lb.
  Dire weasel
  14
  —
  262 lb.
  Lizard, monitor
  17
  —
  390 lb.
  1 A creature capable of flying as well as ground-based movement
  uses the carrying capacity on the first line of its entry if it is flying.
  If it is not flying, the carrying capacity on the second line of its
  entry applies.
  2 Aquatic characters only.
  3 Traditionally, unicorns only allow female human or female elf riders.
  Str: The mount’s typical (minimum) Strength score, from the Monster
  Manual. Creatures of greater size (Large, Huge, or Gargantuan)
  have a higher Strength score and thus a greater carrying capacity.
  Fly?: The mount’s fly speed, if it can fly.
  Carry: The weight of the heaviest load the mount can carry—the light
  load limit for a flying mount, or the maximum load (heavy load
  limit) for a nonflyer.
  
  206
  cohorts, animals can’t follow complex instructions, such as “Attack
  the gnoll with the wand.” A character can give a simple verbal
  command, such as “Attack” or “Come,” as a free action, provided
  such a command is among the tricks the animal has learned. A
  more complex instruction, such as telling an animal to attack and
  pointing out a specific target, is a standard action. Animals are ill-
  equipped to handle unusual situations, such as combats with
  invisible opponents, and they typically hesitate to attack weird
  and unnatural creatures, such as beholders and oozes.
  Left to its own judgment, an animal follows a character and
  attacks creatures that attack her (or that attack the animal itself).
  To do more than that, it needs to learn tricks as described under
  the Handle Animal skill, page 74 of the Player’s Handbook.
  EPIC CHARACTERS
  Regardless of the method used to attain 21st level, once a charac-
  ter reaches that point he or she is considered an epic character.
  Epic characters—those characters whose character level is 21st
  or higher—are handled slightly differently than nonepic charac-
  ters. While they continue to gain most of the customary benefits
  of gaining levels, some benefits are replaced by alternative gains.
  Despite the twenty-level limit indicated in the Player’s Hand-
  book, you can advance a class level beyond 20th by using the rules
  in this book. You can also advance the class level of a ten-level
  prestige class beyond 10th level, but only if the character level of
  the advancing character is already 20th or higher. You cannot
  advance the class level of a class with fewer than ten levels beyond
  the maximum described for that class, regardless of the character
  level of the advancing character.
  Epic Save Bonus: A character’s base save bonus does not in-
  crease after his character level reaches 20th. However, he does
  receive a cumulative +1 epic bonus on all saving throws every
  even-numbered level after 20th, as shown on Table 6–18: Epic
  Save and Epic Attack Bonuses. In other words, an epic character
  has a +1 epic bonus on all saving throws at 22nd level, a +2 epic
  bonus on all saving throws at 24th level, and so on. 
  Epic Attack Bonus: Similarly, a character’s base attack bonus
  does not increase after his character level reaches 20th. However,
  he does receive a cumulative +1 epic bonus on all attack rolls every
  odd-numbered level after 20th, as shown on Table 6–18: Epic Save
  and Epic Attack Bonuses. 
  Experience Points: This column on Table 6–19: Epic Experi-
  ence and Level-Dependent Benefits shows the experience point
  total needed to achieve a given character level. For multiclass
  characters, experience points determine overall character level,
  not individual class levels.
  Though Table 6–19 only shows experience point totals through
  30th level, you can calculate the experience points needed to
  reach 31st level and higher. Simply add a character’s current level
  times 1,000 XP to the experience points required to attain the
  character’s current level. For instance, reaching 31st level would
  require 30 × 1,000 XP (or 30,000 XP), + 435,000 XP, for a total of
  465,000 XP.
  Class Skill Max Ranks:The maximum number of skill ranks a
  character can have in a class skill is equal to his or her character
  level +3. 
  Cross-Class Skill Max Ranks: For cross-class skills, the maxi-
  mum ranks are one-half the maximum for a class skill.
  Feats: Every character gains one feat at every level divisible by
  three (21st, 24th, 27th, and so on). Note that these feats are in addi-
  tion to any bonus feats granted in the class descriptions later in
  this chapter.
  Ability Increases: Upon attaining any level divisible by four
  (20th, 24th, 28th, and so on), a character increases one of his or her
  ability scores by 1 point. The player chooses which ability score to
  improve.
  For multiclass characters, feats and ability increases are gained
  according to overall character level, not class level. Thus, a 13th-
  level wizard/11th-level fighter is a 24th-level character overall and
  eligible for both a feat and an ability score increase.
  EPIC CLASS FEATURES
  Because the Player’s Handbook contains information on advance-
  ment only up to 20th level in any given class, this book expands
  each class’s progression of class features beyond 20th level. 
  Many, but not all, class features continue to accumulate after
  20th level. The following guidelines describe how the epic class
  progressions in this section work.
  • As noted earlier, class-related base save bonuses and base attack
  bonus don’t increase after 20th level. Thus, these class tables have
  no columns for base save bonuses or base attack bonus. Instead,
  use Table 6–18: Epic Save and Epic Attack Bonuses to determine
  the character’s epic bonus on saving throws and attacks.
  • A character continues to gain Hit Dice and skill points as
  normal beyond 20th level.
  • Generally speaking, any class feature that uses the character’s
  class level as part of a mathematical formula, such as a paladin’s
  lay on hands ability, the DC to resist a monk’s stunning fist
  attack, or a bard’s bardic knowledge check, continues to
  increase using the character’s class level in the formula. A 22nd-
  level paladin with a Charisma of 20 can lay on hands for (22 ×
  5) 110 hit points per day. The DC to resist a 24th-level monk’s
  stunning attack would be 10 + 12 (1/2 the monk’s level) + the
  monk’s Wis modifier. A 30th-level bard would add his Int modi-
  fier + 30 to bardic knowledge checks.
  • Any prestige class feature that calculates a save DC using the
  class level (such as the assassin’s death attack) should add only
  half the character’s class levels above 10th. Thus, a 24th-level
  assassin’s death attack would have a save DC of 27 +
  CHAPTER 6:
  CHARACTERS
  Table 6–18: Epic Save and Epic Attack Bonuses
  Epic
  Epic
  Character
  Save
  Base Attack
  Level
  Bonus
  Bonus
  21st
  +0
  +1
  22nd
  +1
  +1
  23rd
  +1
  +2
  24th
  +2
  +2
  25th
  +2
  +3
  26th
  +3
  +3
  27th
  +3
  +4
  28th
  +4
  +4
  29th
  +4
  +5
  30th
  +5
  +5
  Table 6–19: 
  Epic Experience and Level-Dependent Benefits 
  Class
  Cross-Class
  Character
  Skill Max
  Skill Max
  Ability Score
  Level
  XP
  Ranks
  Ranks
  Feats
  Increases
  21st
  210,000
  24
  12
  8th
  —
  22nd
  231,000
  25
  12-1/2
  —
  —
  23rd
  253,000
  26
  13
  —
  —
  24th
  276,000
  27
  13-1/2
  9th
  6th
  25th
  300,000
  28
  14
  —
  —
  26th
  325,000
  29
  14-1/2
  —
  —
  27th
  351,000
  30
  15
  10th
  —
  28th
  378,000
  31
  15-1/2
  —
  7th
  29th
  406,000
  32
  16
  —
  —
  30th
  435,000
  33
  16-1/2
  11th
  —
  +1
  +1,000 XP
  +1
  +1/2
  +1 per 3
  +1 per 4
  × current level
  
  Intelligence modifier (10 + class level up to 10th + 1/2 class
  levels above 10th).
  • For spellcasters, caster level continues to increase after 20th
  level. Thus, a 23rd-level wizard casts as a 23rd-level character,
  while a 24th-level paladin’s caster level is 12th (one-half her
  class level). However, a character’s spells per day don’t increase
  after 20th level. 
  • The powers of familiars, special mounts, and fiendish servants
  continue to increase as their masters gain levels, if they’re based
  on a formula that includes the caster’s level.
  • Any class features that increase or accumulate as part of a
  repeated pattern (such as a rogue’s sneak attack or the number
  of times per day a barbarian can rage) also continue to increase
  or accumulate after 20th level at the same rate. A 27th-level
  rogue adds +14d6 damage to her sneak attacks. A 32nd-level
  barbarian can rage nine times per day. An exception to this rule
  is any bonus feat progression granted as a class feature. If a
  character gets bonus feats as part of a class feature (such as the
  feats gained by fighters and wizards), these do not increase with
  epic levels. Instead, these classes get a new bonus feat progres-
  sion (described in each class summary below).
  • In addition to the class features retained from lower levels, each
  class gains a bonus feat every two, three, four, or five levels after
  20th. This benefit augments each class’s progression of class
  features, because not all classes otherwise improve class
  features after 20th level. These bonus feats are in addition to the
  feat that every character gets every three levels (as per Table
  3–2: Experience and Level-Dependent Benefits, page 22 of the
  Player’s Handbook).
  • A character doesn’t gain any new class features beyond 20th
  level. Class features with a progression that slows or stops
  before 20th level (such as the monk’s unarmed damage) and
  features that have a limited list of options (such as the rogue’s
  special abilities) do not improve as a character attains epic level.
  Likewise, class features that are gained only at a single level
  (such as a barbarian’s fast movement) do not improve.
  Adding a Second Class
  When an epic character with levels in only one class attains a new
  level, she may choose to increase the level of her current class or
  pick up a new class at 1st level. The standard rules for multiclass-
  ing in the Player’s Handbook (page 59) still apply, but epic characters
  must keep in mind the rules for epic advancement.
  An epic character gains the class skills, weapon proficiency,
  armor proficiency, spells, and other class features of the new
  class, as well as a Hit Die of the appropriate size. In addition, the
  character gets the usual skill points from the new class. Just as
  with standard multiclassing, adding the second class does not
  confer some of the benefits for a 1st-level character, including
  maximum hit points from the first Hit Die, quadruple the per-
  level skill points, starting equipment, starting gold, or an animal
  companion.
  An epic character does not gain the base attack bonuses and base
  save bonuses normally gained when adding a second class. Instead,
  the character uses the epic attack bonus and epic save bonus pro-
  gression shown on Table 6–18: Epic Save and Epic Attack Bonus.
  EPIC BARBARIAN
  An epic barbarian is a terror to behold. The very incarnation of
  rage, this furious warrior can cut his opponents to ribbons with
  awe-inspiring ease.
  Hit Die: d12.
  Skill Points at Each Additional Level: 4 + Int modifier.
  Barbarian Rage: The epic barbarian gains one use of rage per
  day every four levels higher than 20th (7/day at 24th, 8/day at
  28th, and so on).
  Trap Sense (Ex): The epic barbarian’s bonus increases by +1
  every three levels higher than 18th (+7 at 21st, +8 at 24th, and so on).
  Damage Reduction (Ex): The epic barbarian’s damage reduc-
  tion increases by 1 point every three levels higher than 19th (6/–
  at 22nd, 7/– at 25th, and so on).
  Bonus Feats: The epic barbarian gains a bonus feat every four
  levels higher than 20th (24th, 28th, and so on).
  EPIC BARD
  An epic bard’s music can move even the cruelest, most soulless
  creature, or inspire his allies to the heights of power and bravery.
  Hit Die: d6.
  Skill Points at Each Additional Level: 6 + Int modifier.
  Spells: The bard’s caster level is equal to his class level. The
  bard’s number of spells per day does not increase after 20th level.
  The bard does not learn additional spells.
  Bardic Music: The bard gains no new bardic music effects
  from his Perform ranks.
  Bardic Knowledge: Add the bard’s class level + Intelligence
  modifier to all bardic knowledge checks, as normal.
  207
  CHAPTER 6:
  CHARACTERS
  BEHIND THE CURTAIN: 
  A LIMIT TO ATTACKS AND SAVES
  Why don’t base attack bonus and base save bonus increase after 20th
  level? Ultimately, these are game play issues. 
  If base attack bonuses continued to increase, every character would
  eventually have so many attacks per round that the game would slow to
  a crawl. What’s worse, only the first few attacks would be significant,
  because the dropoff in attack bonuses means that later attacks have
  almost no chance to hit. For this reason, the rules establish a cap on a
  character’s base attack bonus, because the base attack bonus deter-
  mines the number of attacks per round a character can make. After 20th
  level, your base attack bonus never improves. You gain epic bonuses
  and other bonuses on your attack roll, but these don’t ever increase
  your base attack bonus and thus never grant you additional attacks.
  This limit doesn’t apply to the base attack bonus derived strictly
  from a monster’s Hit Dice. For instance, a titan with 21 HD using the
  advancement rules in the Monster Manual has a base attack bonus of
  +21. Thus, another cap exists: A high base attack bonus never grants a
  creature more than four attacks with any given weapon using the full
  attack option. Other effects (such as weapons with the speed special
  ability, certain feats, and class abilities such as the monk’s special
  unarmed attack progression) may grant additional actions or attacks
  that exceed this limit. But regardless of how high a creature’s base
  attack bonus gets, it can never make more than four attacks with that
  weapon using a full attack action.
  The limit to the base saving throw bonuses is also a game play issue.
  Saving throw bonuses up to 20th level progress at different rates
  (“good” vs. “poor” saves; see Table 3–1 on page 22 of the Player’s
  Handbook). If that progression were allowed to continue, the difference
  between a character’s base save bonuses will eventually grow so great
  that two different situations with the same save DC would present two
  threats of wildly differing magnitude. The difference between the good
  and poor saving throw bonuses for a 60th-level character, for example,
  would be 12 points (+32 versus +20). Add in the bonuses from high abil-
  ity scores and magic items that a character probably has, and you can
  expect the gap to widen further. This leads to situations where a charac-
  ter might succeed on a given Fortitude save with a result of 2 or higher,
  but might require a 20 to succeed on a Reflex save with the same DC. For
  this reason, base save bonuses don’t increase after 20th level, although
  the epic save bonus increases at a fixed rate for all epic characters.
  pqqqqrs
  pqqqqrs
  
  208
  Bonus Feats: The epic bard gains a bonus feat every three
  levels higher than 20th (23rd, 26th, and so on).
  Inspire Courage (Su): The epic bard’s bonus when this ability
  is used increases by +1 every six levels higher than 20th (26th,
  32nd, and so on).
  EPIC CLERIC
  In a typical world, the epic cleric stands as one of his deity’s most elite
  servants. In an adventuring party, he must also stand as the solid center
  of the group, providing power and assistance to his companions.
  Hit Die: d8.
  Skill Points at Each Additional Level: 2 + Int modifier.
  Spells: The cleric’s caster level is equal to his class level. The
  cleric’s number of spells per day does not increase after 20th level. 
  Turn or Rebuke Undead: Use the cleric’s class level to deter-
  mine the most powerful undead affected by a turn or rebuke
  check and the turning damage, just as normal.
  Bonus Feats: The epic cleric gains a bonus feat every three
  levels higher than 20th (23rd, 26th, and so on).
  EPIC DRUID
  The epic druid is a mighty symbol of the power of the natural world,
  able to focus the primal forces of the elements to do her bidding.
  Hit Die: d8.
  Skill Points at Each Additional Level: 4 + Int modifier.
  Spells: The druid’s caster level is equal to her class level. The
  druid’s number of spells per day does not increase after 20th level. 
  Animal Companion: The epic druid’s animal companion con-
  tinues to increase in power. At every three levels higher than 18th
  (21st, 24th, 27th, and so on), the companion gains +2 bonus Hit
  Dice, its natural armor increases by 2, its Strength and Dexterity
  modifiers increase by 1, and it learns one additional bonus trick.
  Wild Shape (Su): The druid can use this ability to take the
  form of an animal one additional time per day every four levels
  higher than 18th (7/day at 22nd, 8/day at 26th, and so on). The
  druid’s ability to wild shape into an elemental does not improve.
  Bonus Feats: The epic druid gains a bonus feat every four
  levels higher than 20th.
  EPIC FIGHTER
  The epic fighter is a combat machine, a master of more battle
  maneuvers than any other character in the game. More than a
  mere sword-swinger, the epic fighter knows how to best his oppo-
  nents in any arena.
  Hit Die: d10.
  Skill Points at Each Additional Level: 2 + Int modifier.
  Bonus Feats: The epic fighter gains a bonus feat every two
  levels higher than 20th (22nd, 24th, 26th, and so on).
  EPIC MONK
  The epic monk has achieved an inner tranquility that lesser char-
  acters can’t even dream of. Her speed, power, grace, and force of
  will are unmatched by mortal beings.
  Hit Die: d8.
  Skill Points at Each Additional Level: 4 + Int modifier.
  AC Bonus (Ex): The monk’s bonus to Armor Class when unar-
  mored increases by +1 every five levels higher than 20th (+5 at
  25th, +6 at 30th, and so on).
  Unarmed Strike: The damage for a monk’s unarmed strike
  does not increase after 20th level.
  Unarmored Speed Bonus: The epic monk’s speed when wear-
  ing no armor increases by 10 feet every three levels higher than
  18th (+70 ft. at 21st, +80 ft. at 24th, and so on). 
  Ki Strike (Su): The monk’s ki strike ability does not automati-
  cally increase with class level after 16th level. 
  Wholeness of Body (Su): The epic monk can cure up to twice
  her class level in hit points each day, as normal.
  Abundant Step (Su): Use the monk’s class level when deter-
  mining the effective caster level of this ability, as normal.
  Diamond Soul (Ex): The epic monk’s spell resistance is equal
  to her class level +10, as normal.
  Quivering Palm (Su): Use the monk’s class level when deter-
  mining the DC to resist this attack, as normal.
  Empty Body (Su): Use the monk’s class level when determin-
  ing the duration of this effect, as normal.
  Bonus Feats: The epic monk gains a bonus feat every five
  levels higher than 20th (25th, 30th, and so on).
  EPIC PALADIN
  The epic paladin stands at the forefront of the battle against chaos
  and evil in the world, shining as a beacon of hope to all who fight
  the good fight.
  Hit Die: d10.
  Skill Points at Each Additional Level: 2 + Int modifier.
  Lay on Hands (Su): Each day the epic paladin can cure a total
  number of hit points equal to her Charisma bonus (if any) times
  her class level, as normal.
  Smite Evil (Su):The epic paladin adds her class level to damage
  with any smite evil attack, as normal. She can smite one additional
  time per day for every five levels higher than 20th (6/day at 25th,
  7/day at 30th, and so on).
  Turn Undead (Su): The paladin turns undead as a cleric of
  three levels lower, as normal.
  Spells: The paladin’s caster level is equal to one-half her class
  level, as normal. The paladin’s number of spells per day does not
  increase after 20th level.
  Special Mount: The epic paladin’s special mount continues to
  increase in power. Every five levels higher than 20th (25th, 30th,
  35th, and so on), the special mount gains +2 bonus Hit Dice, its
  natural armor increases by +2, its Strength adjustment increases
  by +1, and its Intelligence increases by +1. The mount’s spell resist-
  ance equals the paladin’s class level + 5.
  Remove Disease (Sp): The epic paladin can use remove disease one
  additional time per week for every three levels higher than 18th
  (6/week at 21st, 7/week at 24th, and so on).
  Bonus Feats: The epic paladin gains a bonus feat every three
  levels higher than 20th (23rd, 26th, 29th, and so on).
  EPIC RANGER
  Whether cunning protector of the wild or cold-blooded hunter of
  the weak, the epic ranger is one with the wilderness, moving with
  deadly grace and keen mind through the natural world.
  Hit Die: d8.
  Skill Points at Each Additional Level: 6 + Int modifier.
  Spells: The ranger’s caster level is equal to one-half his class
  level, as normal. The ranger’s number of spells per day does not
  increase after 20th level.
  Animal Companion: The epic ranger’s animal companion
  continues to increase in power as normal. For rangers above 41st
  level, consult the epic druid for details on how an animal compan-
  ion’s power level increases.
  Favored Enemy (Ex): The epic ranger gains one additional
  favored enemy, and his bonuses against one category of favored
  enemies go up by +2, every five levels higher than 20th (6th
  enemy at 25th, 7th enemy at 30th, and so on).
  Bonus Feats: The epic ranger gains a bonus feat every three
  levels higher than 20th (23rd, 26th, and so on).
  EPIC ROGUE
  The epic rogue is a trickster and a thief, a trap-detector and a tale-
  spinner. Her skills are legendary and her tales of derring-do even
  more so. If you listen to the stories, there’s nothing she can’t do.
  Hit Die: d6.
  Skill Points at Each Additional Level: 8 + Int modifier.
  CHAPTER 6:
  CHARACTERS
  
  Sneak Attack: The epic rogue’s sneak attack damage increases
  by +1d6 at every odd-numbered level (+11d6 at 21st, +12d6 at 23rd,
  and so on).
  Special Abilities: The rogue does not gain additional rogue
  special abilities after 19th level, but can choose a rogue special
  ability from the Player’s Handbook (crippling strike, defensive roll,
  improved evasion, opportunist, skill mastery, and slippery mind)
  instead of a bonus feat.
  Bonus Feats: The epic rogue gains a bonus feat every four
  levels higher than 20th (24th, 28th, and so on).
  EPIC SORCERER
  The epic sorcerer has grown his natural arcane ability to mythical
  proportions, but the need for ever-greater power never abates.
  Hit Die: d4.
  Skill Points at Each Additional Level: 2 + Int modifier.
  Spells: The sorcerer’s caster level is equal to his class level. The
  sorcerer’s number of spells per day does not increase after 20th
  level. The sorcerer does not learn additional spells.
  Familiar: The epic sorcerer’s familiar continues to increase in
  power. Every two levels higher than 20th (22nd, 24th, and so on)
  the familiar’s natural armor bonus and Intelligence each increase
  by +1. The familiar’s spell resistance is equal to the master’s level +
  5. At 21st level and again every ten levels higher than 21st, the
  familiar gains the benefit of the Familiar Spell epic feat for a spell
  of its master’s choice.
  Bonus Feats: The epic sorcerer gains a bonus feat every three
  levels higher than 20th (23rd, 26th, and so on).
  EPIC WIZARD
  To the epic wizard, knowledge is power, and the quest for knowl-
  edge is never-ending. The secrets of greater magic and the cre-
  ation of artifacts tempt the epic wizard, who pursues these secrets
  across the planes.
  Hit Die: d4.
  Skill Points at Each Additional Level: 2 + Int modifier.
  Spells: The wizard’s caster level is equal to her class level. The
  wizard’s number of spells per day does not increase after 20th
  level. Each time the wizard attains a new level, she learns two
  new spells of any level or levels that she can cast (according to
  her new level).
  Familiar: The epic wizard’s familiar continues to increase in
  power. Every two levels higher than 20th (22nd, 24th, and so on)
  the familiar’s natural armor bonus and Intelligence each increase
  by +1. The familiar’s spell resistance is equal to the master’s level +
  5. At 21st level and again every ten levels higher than 21st, the
  familiar gains the benefit of the Familiar Spell epic feat for a spell
  of its master’s choice.
  Bonus Feats: The epic wizard gains a bonus feat every three
  levels higher than 20th (23rd, 26th, and so on).
  CREATING CHARACTERS ABOVE 20TH LEVEL
  If you want to create (or allow players to create) characters above
  20th level, use the table below to assign a value for such a charac-
  ter’s starting gear.
  Character Level
  Wealth
  Character Level
  Wealth
  21st
  975,000 gp
  31st
  4,900,000 gp
  22nd
  1,200,000 gp
  32nd
  5,600,000 gp
  23rd
  1,500,000 gp
  33rd
  6,300,000 gp
  24th
  1,800,000 gp
  34th
  7,000,000 gp
  25th
  2,100,000 gp
  35th
  7,900,000 gp
  26th
  2,500,000 gp
  36th
  8,800,000 gp
  27th
  2,900,000 gp
  37th
  9,900,000 gp
  28th
  3,300,000 gp
  38th
  11,000,000 gp
  29th
  3,800,000 gp
  39th
  12,300,000 gp
  30th
  4,300,000 gp
  40th
  13,600,000 gp
  Limiting Magic Items: Just as when you create (or allow
  players to create) characters above 1st level (see page 199), you
  might wish to rule that a character above 20th level has a limited
  selection of magic items to choose from, or that he can only
  spend a certain fraction of his starting wealth on any single piece
  of equipment.
  For instance, you might decide that a newly created character
  can select any single item that represents no more than 25% of
  that character’s starting wealth, and no more than three addi-
  tional items each of which is worth more than 10% of his starting
  wealth. Thus, a newly created 22nd-level character, with a whop-
  ping 1,200,000 gp to spend, could have any single item worth no
  more than 300,000 gp and could have as many as three additional
  items each of which is worth no more than 120,000 gp.
  MONSTERS AS EPIC CHARACTERS
  The epic rules in this section also work for monsters with char-
  acter levels, using the creature’s effective character level (ECL)
  instead of just its class levels. For example, a bugbear (3 Hit Dice
  and +2 level adjustment) that is also a 14th-level fighter/3rd-
  level blackguard is ECL 22 and thus gains an epic attack and
  save bonus.
  The Monster Manual has level adjustments for many monsters
  appropriate for use as characters. Use these modifiers to estimate
  appropriate modifiers for other nonstandard PC races that you
  might choose to include.
  EPIC FEATS
  The following feats are available only to epic characters. When-
  ever an epic character gains a new feat, it can be from among the
  ones in the Player’s Handbook or one of the feats described below.
  Familiar Spell [Epic]
  Your familiar can cast a spell.
  Prerequisite: Int 25 (if your spellcasting is controlled by Intel-
  ligence) or Cha 25 (if your spellcasting is controlled by Charisma).
  Benefit: Choose one spell you know of 8th level or lower, such
  as chain lightning or circle of death. Your familiar can now cast this
  spell once per day as a spell-like ability as a caster of a level equal to
  your caster level. You cannot bestow a spell upon your familiar if
  the spell normally has a material component cost of more than 1
  gp, or any XP cost.
  Special: You can gain this feat multiple times. Each time you
  take the feat, you can give your familiar a new spell-like ability, or
  another daily use of the same spell-like ability.
  Great Smiting [Epic]
  Your smite attacks are much more powerful than normal.
  Prerequisites: Cha 25, smite ability (from class feature or
  domain granted power).
  Benefit: Whenever you make a successful smite attack, add
  twice the appropriate level to damage (rather than just your level).
  Special: You may select this feat multiple times. Its effects stack.
  (Remember that two doublings equals a tripling, and so forth.)
  Improved Elemental Wild Shape [Epic]
  You can take the form of a larger variety of elementals than normal.
  Prerequisites: Wis 25, ability to wild shape into an elemental.
  Benefit: Your ability to wild shape into an elemental is
  expanded to include all elemental creatures (not just air, earth,
  fire, and water elementals) of any size that you can take when wild
  shaping into an animal. For instance, if you are normally capable
  of taking the shape of an animal of Huge size, you can now wild
  shape into a Huge elemental creature. You gain all extraordinary
  and supernatural abilities of the elemental whose form you take.
  Normal: Without this feat, you may only take the shape of a
  Small, Medium, or Large air, earth, fire, or water elemental.
  209
  CHAPTER 6:
  CHARACTERS
  
  210
  Improved Favored Enemy [Epic]
  Prerequisites: Five or more favored enemies.
  Benefit: Add +1 to the bonus on Bluff, Listen, Sense Motive,
  Spot, and Survival checks and damage rolls against all your
  favored enemies.
  Special:This feat may be taken multiple times. Its effects stack.
  Improved Metamagic [Epic]
  You can cast spells using metamagic feats more easily than normal.
  Prerequisites: Four metamagic feats, Spellcraft 30 ranks.
  Benefit: The spell slot modifier of all your metamagic feats is
  reduced by one level, to a minimum of +1. For instance, you could
  cast a quickened spell as a spell of three levels higher rather than four
  levels higher.
  This feat has no effect on metamagic feats whose spell slot mod-
  ifier is +1 or less.
  Special: You can gain this feat multiple times. The effects stack,
  though you can’t reduce any metamagic feat’s spell slot modifier to
  less than +1.
  Improved Sneak Attack [Epic]
  Your sneak attacks are more deadly than normal.
  Prerequisite: Sneak attack +8d6.
  Benefit: Add +1d6 to your sneak attack damage.
  Special: This feat may be taken multiple times. Its effects stack.
  Improved Spell Capacity [Epic]
  You can prepare spells that exceed the normal limits of spell-
  casting.
  Prerequisite: Ability to cast spells of the normal maximum
  spell level in at least one spellcasting class.
  Benefit: When you select this feat, you gain one spell slot per
  day of any level up to one level higher than the highest level spell
  you can already cast in a particular class. For example, if a 21st-
  level wizard selected this feat, she would gain one wizard spell slot
  of any level up to 10th. The character must have the requisite abil-
  ity score (10 + spell level) in order to cast a spell stored in such a
  slot. If the character has a high enough ability modifier to gain
  one or more bonus spells for this spell level, she also gains those
  bonus spells for this spell level.
  This feat can’t grant spellcasting ability to a class that doesn’t
  have spellcasting ability. A character must use the spell slot in a
  class of which she can already cast the maximum normal spell
  level. (For instance, a 5th-level ranger/22nd-level sorcerer
  couldn’t add a ranger spell slot, because she can’t cast the maxi-
  mum normal spell level for ranger. She must add the spell slot to
  her sorcerer spells.)
  Special: You can gain this feat multiple times.
  Improved Stunning Fist [Epic]
  Prerequisite: Dex 19, Wis 19, Improved Unarmed Strike,
  Stunning Fist.
  Benefit: Add +2 to the DC of your stunning attack.
  This feat may be taken multiple times. Its effects stack.
  Lasting Inspiration [Epic]
  Your songs continue to inspire allies long after your words have
  faded.
  Prerequisite: Perform (any one) 25 ranks, bardic music class
  feature.
  Benefit: The effects of your bardic music inspiration abilities
  last for ten times as long as normal after you stop singing. This has
  no effect on inspiration abilities that have no duration after you
  stop singing (such as inspire competence).
  Overwhelming Critical [Epic]
  Choose one type of melee weapon, such as longsword or greataxe.
  With that weapon, you do more damage on a critical hit.
  Prerequisites: Str 23, Cleave, Great Cleave, Improved Critical
  (weapon to be chosen), Power Attack, Weapon Focus (weapon to
  be chosen).
  Benefit: When using the weapon you have selected, you deal
  an extra 1d6 points of damage on a successful critical hit. If the
  weapon’s critical multiplier is ×3, add an extra 2d6 points of
  damage instead, and if the multiplier is 4, add an extra 3d6 points
  of damage instead. (Creatures immune to critical hits can’t be
  affected by this feat.)
  Special: You can gain this feat multiple times. Its effects do not
  stack. Each time you take the feat, it applies to a new type of weapon.
  Planar Turning [Epic]
  You can turn or rebuke outsiders.
  Prerequisites: Wis 25, Cha 25, ability to turn or rebuke
  undead.
  Benefit: You can turn or rebuke outsiders as if they were
  undead. An outsider has effective turn resistance equal to half its
  spell resistance (round down).
  If you can turn undead, you turn (or destroy) all evil outsiders
  and rebuke (or command) all nonevil outsiders. If you can rebuke
  undead, you rebuke (or command) all evil outsiders and rebuke
  (or command) all nonevil outsiders.
  Spell Knowledge [Epic]
  You add two additional arcane spells to your repertoire.
  Prerequisites: Ability to cast spells of the maximum normal
  spell level of an arcane spellcasting class.
  Benefit: You learn two new arcane spells of any level up to the
  maximum level you can cast. This feat does not grant any addi-
  tional spell slots.
  Special: You can gain this feat multiple times.
  Terrifying Rage [Epic]
  While in a rage, you panic your opponents.
  Prerequisites: Intimidate 25 ranks, rage 5/day.
  Benefit: While you are raging, any enemy that views you must
  make a Will save opposed by your Intimidate check or become
  panicked (if it has HD less than your character level) or shaken (if
  it has HD equal to or up to twice your character level) for 4d6
  rounds. An enemy with Hit Dice greater than twice your character
  level is not affected by this feat.
  CHAPTER 6:
  CHARACTERS
  BEHIND THE CURTAIN: 
  BUILDING AN EPIC PROGRESSION
  The classes of the D&D game are balanced at levels 1st through 20th, but
  simply continuing the power escalation of each class beyond 20th level
  would eventually imbalance the game system. That’s because not all class
  features continue to improve or accumulate after 20th level. For example,
  many of the monk’s special abilities are gained only at a certain level and
  never improve after that point.
  That’s why every class gets a bonus feat progression in addition to
  some class features that do accumulate or improve. For some classes,
  such as the fighter, this bonus feat progression is essentially the only
  class feature available at epic levels, so it is very rapid (one feat every
  other level). For other classes, such as the monk or rogue, this feat
  progression is only part of the class’s benefits, so it is much slower
  (one feat every four levels).
  pqqqqrs
  pqqqqrs
  
  agic items are the hallmarks of a legendary campaign.
  They are gleaned from the hoards of conquered mon-
  sters, taken from fallen foes, and sometimes crafted
  by the characters themselves. The most valuable and
  coveted of all the sorts of treasure that an adventurer
  could hope to find, magic items grant abilities to a character that
  he could never have otherwise, or complement his existing capa-
  bilities in wondrous ways. Some magic items even have intelli-
  gence and are almost NPCs in their own right.
  Magic items are divided into categories: armor, weapons, po-
  tions, rings, rods, scrolls, staffs, wands, and wondrous items. In
  addition, some magic items are cursed or intelligent. Finally, a
  few magic items are of such rarity and power that they are con-
  sidered to belong to a category of their own: artifacts. Artifacts are
  classified in turn as minor (extremely rare but not one-of-a-kind
  items) or major (each one unique and extremely potent).
  Armor and Shields: Magic armor (including shields) offers
  improved, magical protection to the wearer. Some of these items
  confer abilities beyond a benefit to Armor Class. For instance, a
  character wearing a +2 breastplate of etherealness is not only pro-
  tected by this magically enhanced armor (+2 enhancement bonus
  to AC) but can transform her body into an ethereal form.
  Weapons: Magic weapons are created with a variety of combat
  powers and almost always improve the attack and damage rolls of
  the wielder as well. For example, a +3 frost dwarven waraxe adds +3
  to attack rolls and damage rolls, and also deals an additional 1d6
  points of cold damage.
  Potions: A potion is an elixir concocted with a spell-like effect
  that affects only the drinker. For example, a potion of gaseous form is
  a purplish, oily liquid in a frosted glass vial. It allows a character to
  dissolve into a wispy mist and float through cracks.
  Rings: A ring is a circular metal band worn on the finger
  (no more than two rings per wearer) that has a spell-like
  power (often a constant effect that affects the wearer). A
  ring of three wishes has three rubies, each of which holds the
  power needed to grant the wearer a single wish, while a
  ring of invisibility can render its wearer invisible an unlim-
  ited number of times.
  Rods: A rod is a scepterlike item with a special power
  unlike that of any known spell. The rod of lordly might, for
  example, can transform into various weapons at the
  push of a button, as well as become a ladder, a battering
  ram, and more.
  Scrolls: A scroll is a spell magically inscribed onto
  paper or parchment so that it can be used later. A scroll
  of searing light allows a cleric to cast searing light once,
  as though she had prepared the spell herself, except
  that any level-based effects—such as range and
  damage—are based on the level of the scroll’s creator,
  not the user’s caster level.
  Staffs: A staff has a number of different (but
  often related) spell effects. For example, a staff of
  illumination is a long shaft of silver, emblazoned
  with sunbursts. It has the ability to produce light
  in a variety of forms ranging from a mild dancing
  lights effect to the strong, bright light of a sunburst
  spell. A newly created staff has 50 charges, and
  each use of the staff depletes one or more of those
  charges.
  Wands: A wand is a short stick imbued with the
  power to cast a specific spell. A wand of magic mis-
  sile is a useful weapon for a wizard or sorcerer. A
  211
  Illus. by  A. Swekel
  
  212
  newly created wand has 50 charges, and each use of the wand
  depletes one of those charges.
  Wondrous Items: These objects include magic jewelry, tools,
  books, clothing, and much more. They range from innocuous
  items such as a hat of disguise, which allows the wearer to take on
  the appearance of others, to the monstrous apparatus of Kwalish, a
  metallic, crablike construction that characters can ride within and
  control.
  HANDLING MAGIC ITEMS
  You should keep all the following information in mind when deal-
  ing with magic items.
  PLACEMENT AS TREASURE
  Including magic items as part of a treasure is a vital task of the
  DM. It’s also a delicately difficult one. It can be tempting to hand
  out powerful or particularly interesting items too soon or too
  often. (A smaller number of DMs make the opposite mistake,
  being too stingy and handing out too few magic items.) A single
  overpowering item can ruin a whole campaign—but if the PCs
  don’t get enough magic items, they won’t be powerful enough to
  deal with the challenges that have been balanced for characters of
  their level. The treasure tables (pages 52–53) were designed to
  help in this regard (see Random Magic Items, page 216). Occa-
  sionally, however, you’ll want to give your players items you have
  hand-picked as especially suitable for their characters. Feel free to
  do this more and more as you gain experience as a DM and—
  most important—as you become familiar with what the items
  can and can’t do.
  Remember that magic items can and probably will be used by
  the NPCs who own them. If an orc chief has a +2 longsword in his
  treasure hoard, most likely he’ll use it in that final battle with the
  PCs’ champion. Creatures such as a medusa or a lammasu might
  be able to use certain items, such as a necklace of adaptation, and
  even a dragon can drink a potion.
  APPEARANCE
  Most magic items come into the campaign as treasure found by
  the PCs. When they find a new item, you have to describe it to
  them. Describing magic items to the players verbally requires a
  little forethought on your part. You don’t want to say “You see a +2
  short sword and a wand of web on the table.” That gives away too
  much information. Presumably, a character can’t tell what bonus a
  magic weapon has by looking at it, and can’t know a wand’s spell by
  its appearance. Even if he or she could identify an item in this way,
  that should be because the ability to do so is something that you
  have consciously decided to incorporate into your game.
  You have three approaches to choose from when describing
  magic items.
  Magic Items Appear Mundane: Magic items don’t look like
  anything special. Only detect magic or a suspicious, curious, or lucky
  player (see Trial and Error, below) allows a PC to discover that the
  stick he’s been using as a backscratcher is really a staff of the magi.
  The benefit to this approach is that characters are always curiously
  examining everything. The drawback is that the characters are
  always curiously examining everything, taking a great deal of time
  away from the action. You also run the risk of making magic seem
  dull because magic items are nothing special to look at.
  Magic Items Appear Distinctive: Magic items glow, pulse
  with power, and are covered in runes, gems, and ornate workman-
  ship. In this flashy sort of campaign, appearance usually has a
  direct relationship to the power of the item. Magic swords glow,
  and particularly powerful magic swords (encrusted with gems or
  carved entirely from a single pure gemstone) glow particularly
  bright. The item’s appearance also may be a clue to its powers. A
  wand of burning hands could be carved from cedar or redwood with
  a fiery pattern etched into its surface in gold leaf. Boots of speed
  might be stitched with the image of a runner on their sides. The
  benefit of this approach is that magic items always seem grand and
  marvelous. The drawback is that they also become obvious, to the
  point of being ostentatious.
  Magic Items Vary in Appearance: Magic items vary greatly in
  appearance, from unremarkable to exotic-looking. (This is the
  default method. Magic items described in this chapter were han-
  dled in this way.) Sometimes great power lies hidden within
  modest housing. Other times, items indicate their function or
  level of power in obvious ways. This case-by-case approach has the
  benefits and drawbacks of both methods above and allows you to
  focus your level of detail where and when you want to.
  IDENTIFYING ITEMS
  When PCs find magic items as treasure, they’re going to need to
  figure out what to do. The following methods are available to iden-
  tify magic items.
  Trial and Error: This is often the first approach that a group of
  PCs tries once they believe they’ve found a magic item. It’s a fun
  part of any game. Without access to spells that tell what an item
  does, PCs are free to experiment. This usually entails a PC attempt-
  ing to use the item. “I put the ring on and jump up and down, flap-
  ping my arms,” a player might say. If the item happens to be a ring
  of jumping, then the experiment (and the good guesswork) should
  be rewarded. Or, the character might put the same ring on and ask
  if she feels anything. In this case, a DM might say, “You feel light-
  headed and your stomach lurches upward,” or even “You feel par-
  ticularly light on your feet.” With items that are normally com-
  pletely consumed, allow for minor experimentation. A sip of a
  potion, for example, might be enough to give a character a tin-
  gling sensation and some clue to its function.
  Close study of an item might provide some information. A
  command word could be etched in tiny letters on the inside of a
  ring, or a feathered design might hint that it allows one to fly. In
  such a case, a DC 15 (or maybe 20) Search check should reveal
  the clue.
  You might also permit a character to attempt a DC 30 Spellcraft
  check or Knowledge (arcana) check to determine if she can attune
  herself with the item’s power or if she remembers reading of it
  once in her studies. The PCs may want to consult bards, sages, or
  high-level spellcasters who might be able to identify items either
  through their own spell use, prior knowledge and experience, or
  research. They might know some details or rumors about an item’s
  history as well. Such consultants always want something in return
  for the information, of course.
  Spells: Obviously, the easiest way for characters to discern
  whether an object is magical is to use detect magic. That spell can
  also be used to find out a little about an item. When focused on
  an item, it can determine the school of the spell or spells embed-
  ded within it, as well as the strength of the aura the item gives off
  (based on the caster level). When a character uses detect magic on
  a magic item, the information you provide often serves as a clue
  to a smart player for identifying the item. Because of this, always
  be clear about the school of the spell and the caster level. (See the
  detect magic spell description on page 219 of the Player’s Handbook
  for exact details.)
  The identify and analyze dweomer spells provide much more
  information. See their descriptions in the Player’s Handbook.
  DM Explanation: Eventually, you might just break down and
  tell the players what an item is. That’s okay, particularly when the
  item provides a bonus on actions the PC is already taking. The
  player of a character using a +2 short sword, for example, eventually
  notices the amount that the sword is helping him and can thereby
  determine its bonus. Use this option if it becomes a pain for you to
  keep mentally adding +2 to all the character’s attack and damage
  rolls with that unidentified (to him) item.
  CHAPTER 7:
  MAGIC ITEMS
  
  Magic Items and Detect Magic
  When detect magic identifies a magic item’s school of magic, this
  information refers to the school of the spell placed within the po-
  tion, scroll, or wand, or the prerequisite given for the item. The
  description of each item provides its aura strength and the school
  it belongs to.
  For items you create, if more than one spell is given as a prereq-
  uisite, use the highest-level spell. If no spells are included in the
  prerequisites, use the following default guidelines.
  Item Nature
  School
  Armor and protection items
  Abjuration
  Weapons or offensive items
  Evocation
  Bonus to ability score, on skill check, etc.
  Transmutation
  USING ITEMS
  To use a magic item, it must be activated, although sometimes acti-
  vation simply means putting a ring on your finger. Some items,
  once donned, function constantly. In most cases, using an item
  requires a standard action that does not provoke attacks of oppor-
  tunity. By contrast, spell completion items are treated like spells in
  combat and do provoke attacks of opportunity.
  Activating a magic item is a standard action unless the item
  description indicates otherwise. However, the casting time of a
  spell is the time required to activate the same power in an item,
  whether it’s a scroll, a wand, or a pair of boots, unless the item
  description specifically states otherwise.
  The four ways to activate magic items are described below.
  Spell Completion: This is the activation method for scrolls. A
  scroll is a spell that is mostly finished. The preparation is done for
  the caster, so no preparation time is needed beforehand as with
  normal spellcasting. All that’s left to do is perform the short,
  simple, finishing parts of the spellcasting (the final gestures,
  words, and so on). To use a spell completion item safely, a charac-
  ter must be of high enough level in the right class to cast the spell
  already. If he can’t already cast the spell, there’s a chance he’ll make
  a mistake (see Scroll Mishaps, page 238, for possible conse-
  quences). Activating a spell completion item is a standard action
  and provokes attacks of opportunity exactly as casting a spell does.
  Spell Trigger: Spell trigger activation is similar to spell com-
  pletion, but it’s even simpler. No gestures or spell finishing is
  needed, just a special knowledge of spellcasting that an appropri-
  ate character would know, and a single word that must be spoken.
  This means that if a wizard picks up a spell trigger activation item
  (such as a wand or a staff) and that item stores a wizard spell, she
  knows how to use it. Specifically, anyone with a spell on his or her
  spell list knows how to use a spell trigger item that stores that
  spell. (This is the case even for a character who can’t actually cast
  spells, such as a 3rd-level paladin.) The user must still determine
  what spell is stored in the item before she can activate it. Activat-
  ing a spell trigger item is a standard action and does not provoke
  attacks of opportunity.
  Command Word: If no activation method is suggested either
  in the magic item description or by the nature of the item, assume
  that a command word is needed to activate it. Command word
  activation means that a character speaks the word and the item
  activates. No other special knowledge is needed.
  A command word is the key to the item’s lock, as it were. It can
  be a real word such as “Vibrant,” “Square,” or “Horse,” but when
  this is the case, the holder of the item runs the risk of activating
  the item accidentally by speaking the word in normal conversa-
  tion. More often, the command word is some seemingly nonsen-
  sical word, or a word or phrase from an ancient language no longer
  in common use. Activating a command word magic item is a stan-
  dard action and does not provoke attacks of opportunity.
  Sometimes the command word to activate an item is written
  right on the item. Occasionally, it might be hidden within a pat-
  tern or design engraved on, carved into, or built into the item, or
  the item might bear a clue to the command word. For example, if
  the command word is “King,” the item might have the image of a
  crown etched in its surface. A more difficult version of the same
  clue might be the name of the local king when the item was made.
  In this case, the character has to conduct some historical research
  to identify the name.
  The Knowledge (arcana) and Knowledge (history) skills
  might be useful in helping to identify command words or deci-
  phering clues regarding them. A successful check against DC 30
  is needed to come up with the word itself. If that check is failed,
  succeeding on a second check (DC 25) might provide some
  insight into a clue.
  The spells identify and analyze dweomer both reveal command
  words.
  Use Activated:This type of item simply has to be used in order
  to activate it. A character has to drink a potion, swing a sword,
  interpose a shield to deflect a blow in combat, look through a lens,
  sprinkle dust, wear a ring, or don a hat. Use activation is generally
  straightforward and self-explanatory.
  Many use-activated items are objects that a character wears.
  Continually functioning items, such as a cloak of resistance or a head-
  band of intellect, are practically always items that one wears. A few,
  such as a pearl of power, must simply be in the character’s posses-
  sion (on his person, not at home in a locked trunk). However,
  some items made for wearing, such as a ring of invisibility, must still
  be activated. Although this activation sometimes requires a com-
  mand word (see above), usually it means mentally willing the acti-
  vation to happen. The description of an item states whether a com-
  mand word is needed in such a case.
  Unless stated otherwise, activating a use-activated magic item is
  either a standard action or not an action at all and does not pro-
  voke attacks of opportunity, unless the use involves performing an
  action that provokes an attack of opportunity in itself, such as run-
  ning out of a threatened square while wearing magic boots. If the
  use of the item takes time (such as drinking a potion or putting on
  or taking off a ring or hat) before a magical effect occurs, then use
  activation is a standard action. If the item’s activation is subsumed
  in its use and takes no extra time (such as swinging a magic sword
  that has a built-in enhancement bonus), use activation is not an
  action at all.
  Use activation doesn’t mean that if you use an item, you auto-
  matically know what it can do. Putting on a ring of jumping does
  not immediately activate it. You must know (or at least guess) what
  the item can do and then use the item in order to activate it, unless
  the benefit of the item comes automatically, such from drinking a
  potion or swinging a sword.
  SIZE AND MAGIC ITEMS
  When an article of magic clothing or jewelry is discovered, most
  of the time size shouldn’t be an issue. Many magic garments are
  made to be easily adjustable, or they adjust themselves magically
  to the wearer. As a rule, size should not keep overweight charac-
  ters, characters of various genders, or characters of various kinds
  from using magic items. Players shouldn’t be penalized for choos-
  ing a halfling character or deciding that their character is espe-
  cially tall.
  Only say “It doesn’t fit” if there’s a good reason. Cloaks made
  specifically by the selfish, self-absorbed drow elves might fit only
  elves. Dwarves might make items usable only by dwarf-sized and
  dwarf-shaped characters to keep their items from being used
  against them. Such items should be the exceptions, however, not
  the rule.
  Armor and Weapon Sizes: Armor and weapons that are found
  at random have a 30% chance of being Small (01–30), a 60% chance
  of being Medium (31–90), and a 10% chance of being any size of
  the DM’s choice (91–100).
  213
  CHAPTER 7:
  MAGIC ITEMS
  
  214
  MAGIC ITEMS ON THE BODY
  Many magic items need to be donned by a character who wants to
  employ them or benefit from their abilities. It’s possible for a crea-
  ture with a humanoid-shaped body to wear as many as twelve
  magic items at the same time. However, each of those items must
  be worn on (or over) a particular part of the body. 
  A humanoid-shaped body can be decked out in magic gear con-
  sisting of one item from each of the following groups, keyed to
  which place on the body the item is worn.
  • One headband, hat, helmet, or phylactery on the head
  • One pair of eye lenses or goggles on or over the eyes
  • One amulet, brooch, medallion, necklace, periapt, or scarab
  around the neck
  • One vest, vestment, or shirt on the torso
  • One robe or suit of armor on the body (over a vest, vestment, or
  shirt)
  • One belt around the waist (over a robe or suit of armor)
  • One cloak, cape, or mantle around the shoulders (over a robe or
  suit of armor)
  • One pair of bracers or bracelets on the arms or wrists
  • One glove, pair of gloves, or pair of gauntlets on the hands
  • One ring on each hand (or two rings on one hand)
  • One pair of boots or shoes on the feet
  Of course, a character may carry or possess as many items of
  the same type as he wishes. He can have a pouch full of magic
  rings, for example. But he can only benefit from two rings at a
  time. If he puts on a third ring, it doesn’t work. This general rule
  applies to other attempts to “double up” on magic items—for
  instance, if a character puts on another magic cloak on top of one
  he is already wearing, the second cloak’s power does not work.
  Some items, such as a necklace of fireballs, can be worn or carried
  without taking up space on a character’s body. The description of
  an item indicates when an item has this property.
  SAVING THROWS AGAINST MAGIC ITEM
  POWERS
  Magic items produce spells or spell-like effects. For a saving throw
  against a spell or spell-like effect from a magic item, the DC is 10 +
  the level of the spell or effect + the ability modifier of the mini-
  mum ability score needed to cast that level of spell. For example, a
  2nd-level spell’s save DC would be 10 + 2 (for the spell being 2nd
  level) + 1 (for needing at least a 12 in the relevant ability score to
  cast a 2nd-level spell), or a total of 13.
  Staffs are an exception to the rule. Treat the saving throw as if
  the wielder cast the spell, including caster level and all modifiers
  to save DC. For example, if Devis the bard triggers charm person
  from a staff of charming, it will have a save DC of 14 because Devis
  has a Charisma of 17. If Mialee the wizard triggers charm person
  from the same staff, it has a DC of 16 because her Intelligence
  score is 18 and she has the Spell Focus (enchantment) feat.
  Most item descriptions give saving throw DCs for various
  effects, particularly when the effect has no exact spell equivalent
  (making its level otherwise difficult to determine quickly).
  DAMAGING MAGIC ITEMS
  A magic item doesn’t need to make a saving throw unless it is
  unattended, it is specifically targeted by the effect, or its wielder
  rolls a natural 1 on his save. Magic items should always get a
  saving throw against spells that might deal damage to them—
  even against attacks from which a nonmagical item would nor-
  mally get no chance to save. Magic items use the same saving
  throw bonus for all saves, no matter what the type (Fortitude,
  Reflex, or Will). A magic item’s saving throw bonus equals 2 +
  one-half its caster level (round down). For example, a lantern of
  revealing, with a caster level of 5th, has a Reflex save bonus of +4 if
  it is caught in a fireball, and a Fortitude save bonus of +4 if some-
  one attempts to disintegrate it. The only exceptions to this are
  intelligent magic items, which make Will saves based on their
  own Wisdom scores.
  Magic items, unless otherwise noted, take damage as nonmagi-
  cal items of the same sort. A damaged magic item continues to
  function, but if it is destroyed, all its magical power is lost.
  REPAIRING MAGIC ITEMS
  Some magic items (especially magic weapons and shields) take
  damage over the course of an adventure. It costs no more to repair
  a magic item with the Craft skill than it does to repair its nonmag-
  ical counterpart. The make whole spell also repairs a damaged—but
  not completely broken—magic item.
  INTELLIGENT ITEMS
  Some magic items, particularly weapons, have an intelligence all
  their own. Only permanent magic items (as opposed to those with
  a single use or those with charges) can be intelligent. (This means
  that potions, scrolls, and wands, among other items, are never
  intelligent.) 
  In general, less than 1% of magic items have intelligence. Use
  them sparingly in your campaign, because they require more work
  on the part of both player and DM.
  See Intelligent Items, page 268, for more information.
  CURSED ITEMS
  Some items are cursed—incorrectly made, or corrupted by out-
  side forces. Cursed items might be particularly dangerous to the
  user, or they might be normal items with a minor flaw, an incon-
  venient requirement, or an unpredictable nature. Randomly gen-
  erated items are cursed 5% of the time. If you wish to include
  faulty and/or dangerous magic items in your campaign, see
  Cursed Items, page 272, for more information.
  CHARGES, DOSES, AND MULTIPLE USES
  Many items, particularly wands and staffs, are limited in power by
  the number of charges they hold. Normally, charged items have 50
  charges at most. If such an item is found as a random part of a trea-
  sure, roll d% and divide by 2 to determine the number of charges
  left (round down, minimum 1). If the item has a maximum num-
  ber of charges other than 50, roll randomly to determine how
  many charges are left. For example, a random ring of three wishes
  has 1d3 wishes left.
  Prices listed are always for fully charged items. (When an item
  is created, it is fully charged.) For an item that’s worthless when
  its charges run out (which is the case for almost all charged
  items), the value of the partially used item is proportional to the
  number of charges left. A wand with 20 charges, for example, is
  CHAPTER 7:
  MAGIC ITEMS
  VARIANT: NEW MAGIC ITEMS
  In the same way that you can invent new spells and monsters for your
  campaign, you can invent new magic items. In the same way that a PC
  spellcaster can research a new spell, a PC may be able to invent a new
  kind of magic item. And just as you have to be careful about new spells,
  you need to be careful with new magic items.
  Use the magic item descriptions in this chapter as examples on
  which to base new magic items. A new magic item needs all the infor-
  mation that similar, existing magic items have, possibly including acti-
  vation type, activation time, and caster level. You should also be ready
  to determine the market value of a new magic item, even one that the
  PCs simply find, in case a character wants to sell it or duplicate it.
  pqqqqrs
  pqqqqrs
  
  worth 40% of the value of a fully charged wand (with 50 charges).
  For an item that has usefulness in addition to its charges, only
  part of the item’s value is based on the number of charges left
  (DM’s discretion).
  Some items, such as arrows, sticks of incense, pinches of magic
  dust, and potions, are single-use and expendable. Such items can
  often be found in sets or groups. For example, it’s common to
  come upon a pouch with more than one handful of dust of disap-
  pearance, or a flask with multiple 1-ounce doses of a potion of cure
  light wounds. These are priced and weighted in the random tables
  as single items, but you can allow more of such items when they
  are determined. For example, if three minor magic items are indi-
  cated in a treasure hoard and you get incense of meditation on the
  first roll, you might decide that all three items are sticks of
  incense. Such placement makes for more logical hoards of trea-
  sure for adventurers.
  MAGIC ITEM DESCRIPTIONS
  In the following sections, each general type of magic item, such as
  armor or potions, gets an overall description, followed by descrip-
  tions of specific items.
  General descriptions include notes on activation, random
  generation, and other material. The AC, hardness, hit points,
  and break DC are given for typical examples of some magic
  items. The AC assumes that the item is unattended and includes
  a –5 penalty for the item’s effective Dexterity of 0. If a creature
  holds the item, use the creature’s Dexterity modifier in place of
  the –5 penalty.
  Some individual items, notably those that simply store spells
  and nothing else, don’t get full-blown descriptions. Reference the
  spell’s description in the Player’s Handbook for details, modified by
  the form of the item (potion, scroll, wand, and so on). Assume that
  the spell is cast at the minimum level required to cast it, unless you
  choose to make it higher for some reason (which increases the
  cost of the item; see Table 7–33: Estimating Magic Item Gold Piece
  Values). The main reason to make it higher, of course, would be to
  increase the power of the spell. This decision is common for spells
  dependent on level, such as fireball, for which damage is every-
  thing, or summon monster, in which duration can increase the pow-
  er of the spell dramatically.
  Items with full descriptions have their powers detailed, and
  each of the following topics is covered in notational form at the
  end of the description.
  • Aura: Most of the time, a detect magic spell will reveal the
  school of magic associated with a magic item and the
  strength of the aura an item emits. This information (when
  applicable) is given at the beginning of the item’s notational
  entry in the form of a phrase such as “Strong transmutation.”
  See the detect magic spell description in the Player’s Handbook
  for details.
  • Caster Level: The next item in a notational entry gives the
  caster level of the item, indicating its relative power (just as
  a spell’s caster level measures its power). The caster level
  determines the item’s saving throw bonus, as well as range or
  other level-dependent aspects of the powers of the item (if
  variable). It also determines the level that must be
  contended with should the item come under the effect of a
  dispel magic spell or similar situation. This information is
  given in the form “CL x,” where “CL” is an abbreviation for
  caster level and “x” is an ordinal number representing the
  caster level itself.
  For potions, scrolls, and wands, the creator can set the
  caster level of an item at any number high enough to cast the
  stored spell and not higher than her own caster level. For
  example, at 5th level, Mialee could scribe a scroll of invisibil-
  ity at caster level 3rd (making it last 3 minutes), caster level
  4th (4 minutes), or caster level 5th (5 minutes). For other
  magic items, the caster level is determined by the creator.
  The minimum caster level is that which is needed to meet
  the prerequisites given.
  • Prerequisites: Certain requirements must be met in order for
  a character to create a magic item. These include feats, spells,
  and miscellaneous requirements such as level, alignment, and
  race or kind. The prerequisites for creation of an item are given
  immediately following the item’s caster level.
  A spell prerequisite may be provided by a character who has
  prepared the spell (or who knows the spell, in the case of a
  sorcerer or bard), or through the use of a spell completion or
  spell trigger magic item or a spell-like ability that produces
  the desired spell effect. For each day that passes in the
  creation process, the creator must expend one spell comple-
  tion item (such as a scroll) or one charge from a spell trigger
  item (such as a wand), if either of those objects is used to
  supply a prerequisite.
  It is possible for more than one character to cooperate in
  the creation of an item, with each participant providing one or
  more of the prerequisites. In some cases, cooperation may
  even be necessary, such as if one character knows some of the
  spells necessary to create an item and another character
  knows the rest.
  If two or more characters cooperate to create an item, they
  must agree among themselves who will be considered the
  creator for the purpose of determinations where the creator’s
  level must be known. (It’s generally sensible, although not
  mandatory, for the highest-level character involved to be
  considered the creator.) The character designated as the creator
  pays the XP required to make the item.
  Typically, a list of prerequisites includes one feat and one or
  more spells (or some other requirement in addition to the feat).
  When two spells at the end of a list are separated by “or,” one of
  those spells is required in addition to every other spell
  mentioned prior to the last two. For example, the prerequisites
  for a ring of three wishes are “Forge Ring, wish or miracle,” mean-
  ing that either wish or miracle is required as well as the Forge
  Ring feat.
  • Market Price: This gold piece value, given following the
  word “Price,” represents the price someone should expect to
  pay to buy the item. The market price for an item that can
  be constructed with an item creation feat is usually equal to
  the base price plus the price for any components (material
  or XP).
  • Cost to Create: The next part of a notational entry is the cost
  in gp and XP to create the item, given following the word
  “Cost.” This information appears only for items with compo-
  nents (material or XP), which make their market prices higher
  than their base prices. The cost to create includes the costs
  derived from the base cost plus the costs of the components.
  Items without components do not have a “Cost” entry. For
  them, the market price and the base price are the same. The cost
  in gp is 1/2 the market price, and the cost in XP is 1/25 the
  market price.
  • Weight: The notational entry for many wondrous items
  ends with a value for the item’s weight. When a weight figure
  is not given, the item has no weight worth noting (for
  purposes of determining how much of a load a character can
  carry).
  MAGIC ITEM NAMES
  Spell-storing magic items—primarily potions and wands—have
  names that simply reflect the spell stored within them, such as a
  wand of fireball or potion of haste. In the game world, these may be
  replaced by more sophisticated or evocative names. The straight-
  forward names of spell-storing items also distinguish them from
  215
  CHAPTER 7:
  MAGIC ITEMS
  
  216
  more powerful items with more interesting names such as the staff
  of power, the robe of the archmagi, or a holy avenger sword.
  Table 7–1: Random Magic Item Generation
  Minor
  Medium
  Major
  Item
  01–04
  01–10
  01–10
  Armor and shields (Table 7–2)
  05–09
  11–20
  11–20
  Weapons (Table 7–9)
  10–44
  21–30
  21–25
  Potions (Table 7–17)
  45–46
  31–40
  26–35
  Rings (Table 7–18)
  —
  41–50
  36–45
  Rods (Table 7–19)
  47–81
  51–65
  46–55
  Scrolls (Table 7–20)
  —
  66–68
  56–75
  Staffs (Table 7–25)
  82–91
  69–83
  76–80
  Wands (Table 7–26)
  92–100
  84–100
  81–100
  Wondrous items (Tables 7–27,
  7–28, and 7–29)
  RANDOM MAGIC ITEMS
  The adventurers have slain the evil lich and are plundering her
  ancient tomb. What wonders does it hold? Well, the DM has
  already used Table 3–5: Treasure (page 52), some of the results of
  which then referred to Table 7–1: Random Magic Item Genera-
  tion, above (a good reason to always prepare treasure hoards ahead
  of time). Chapter 3 also contains references to minor, medium,
  and major magic treasures. Minor magic treasures are fairly
  meager, medium magic treasures are the most standard (worth
  about ten to twelve times that of a minor), and major treasures are
  the greatest of hauls (worth about four times as much as a medium
  treasure, on average).
  Follow this procedure to generate a magic item as part of a trea-
  sure hoard.
  1. When Table 3–5 indicates a minor, medium, or major magic
  treasure, you can use Table 7–1: Random Magic Item Generation
  to determine the specific type of magic item—such as a scroll,
  wand, or weapon. Optionally, you can roll d%: On a result of
  01–05, refer to Table 7–31: Specific Cursed Items rather than
  rolling on the standard tables.
  2. Refer to the table that corresponds to the type of item indi-
  cated in step 1. These tables produce an appropriate item for each
  type (scroll, wand, wondrous item, and so on) and rating (minor,
  medium, or major).
  3. Once the type of item has been determined, roll d% for spe-
  cial qualities:
  Wand or Staff: If the item is a wand or staff, a 01–30 result indi-
  cates that something (a design, inscription, or the like) provides a
  clue to its function, and 31–100 indicates no special qualities.
  Armor, Shield, Ring, Rod, or Wondrous Item: If the item is one
  of these types, a 01–31 result indicates that something (a
  design, inscription, or the like) provides a clue to its function,
  and 32–100 indicates no special qualities.
  Ranged Weapons: If the item is a ranged weapon, a 01–15 result
  indicates that something (a design, inscription, or the like) pro-
  vides a clue to the weapon’s function, and 16–100 indicates no
  special qualities.
  Melee Weapons: If the item is a melee weapon, a 01–30 result
  indicates that the item sheds light, 31–45 indicates that some-
  thing (a design, inscription, or the like) provides a clue to the
  weapon’s function, and 46–100 indicates no special qualities.
  4. If the item has charges or uses, roll randomly to determine
  how many charges or uses it has (as described in Charges, Doses,
  and Multiple Uses, above).
  Sometimes you want to pick an item rather than generating it
  randomly. In this case, simply skim through the listings until you
  find one to your liking. Note that no artifacts (minor or major)
  appear anywhere on the random tables. This is deliberate: You
  must place artifacts intentionally at appropriate places within
  your campaign.
  ARMOR
  Magic armor is a common but vital item. In general, it protects the
  wearer to a greater extent than nonmagical armor. Magic armor
  bonuses are enhancement bonuses, never rise above +5, and stack
  with regular armor bonuses (and with shield and magic shield
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–2: Armor and Shields
  Minor
  Medium
  Major
  Item
  Base Price
  01–60
  01–05
  —
  +1 shield
  1,000 gp
  61–80
  06–10
  -
  +1 armor
  1,000 gp
  81–85
  11–20
  —
  +2 shield
  4,000 gp
  86–87
  21–30
  —
  +2 armor
  4,000 gp
  —
  31–40
  01–08
  +3 shield
  9,000 gp
  —
  41–50
  09–16
  +3 armor
  9,000 gp
  —
  51–55
  17–27
  +4 shield
  16,000 gp
  —
  56–57
  28–38
  +4 armor
  16,000 gp
  —
  —
  39–49
  +5 shield
  25,000 gp
  —
  —
  50–57
  +5 armor
  25,000 gp
  —
  —
  —
  +6 armor/shield1
  36,000 gp
  —
  —
  —
  +7 armor/shield1
  49,000 gp
  —
  —
  —
  +8 armor/shield1
  64,000 gp
  —
  —
  —
  +9 armor/shield1
  81,000 gp
  —
  —
  —
  +10 armor/shield1
  100,000 gp
  88–89
  58–60
  58–60
  Specific armor2
  —
  90–91
  61–63
  61–63
  Specific shield3
  —
  92–100
  64–100
  64–100
  Special ability and roll again4
  —
  1 Armor and shields can’t actually have bonuses this high. Use these
  lines to determine price when special abilities are added in.
  Example: A suit of +5 armor that also has the light fortification
  special ability (+1 modifier) is treated as +6 armor for pricing
  purposes and is priced at 36,000 gp.
  2 Roll on Table 7–7: Specific Armors.
  3 Roll on Table 7–8: Specific Shields.
  4 Roll on Table 7–5: Armor Special Abilities or Table 7–6: Shield
  Special Abilities.
  Table 7–3: Random Armor Type
  d%
  Armor
  Armor Cost1
  01
  Padded
  +155 gp
  02
  Leather
  +160 gp
  03–17
  Studded leather
  +175 gp
  18–32
  Chain shirt
  +250 gp
  33–42
  Hide
  +165 gp
  43
  Scale mail
  +200 gp
  44
  Chainmail
  +300 gp
  45–57
  Breastplate
  +350 gp
  58
  Splint mail
  +350 gp
  59
  Banded mail
  +400 gp
  60
  Half-plate
  +750 gp
  61–100
  Full plate
  +1,650 gp
  1 Add to enhancement bonus on Table 7–2: Armor and Shields to
  determine total market price.
  All magic armor is masterwork armor (with an armor check penalty 1
  less than normal).
  Table 7–4: Random Shield Type
  d%
  Shield
  Shield Cost1
  01–10
  Buckler
  +165 gp
  11–15
  Shield, light, wooden
  +153 gp
  16–20
  Shield, light, steel
  +159 gp
  21–30
  Shield, heavy, wooden
  +157 gp
  31–95
  Shield, heavy, steel
  +170 gp
  96–100
  Shield, tower
  +180 gp
  1 Add to enhancement bonus on Table 7–2: Armor and Shields to
  determine total market price.
  All magic shields are masterwork shields (with an armor check penalty
  1 less than normal).
  
  enhancement bonuses). All magic armor is also masterwork
  armor, reducing armor check penalties by 1.
  In addition to an enhancement bonus, armor may have special
  abilities, such as the ability to resist critical hits or to help the
  wearer hide. Special abilities often count as additional bonuses
  for determining the market value of an item, but do not improve
  AC. A suit of armor cannot have an effective bonus (enhance-
  ment plus special ability bonus equivalents) higher than +10. A
  suit of armor with a special ability must have at least a +1
  enhancement bonus.
  A suit of armor or a shield may be made of an unusual material.
  Roll d%: 01–95 indicates that the item is of a standard sort, and
  96–100 indicates that it is made of a special substance such as
  adamantine or mithral (see Special Materials, page 283).
  Armor is always created so that even if the type of armor comes
  with boots or gauntlets, these pieces can be switched for other
  magic boots or gauntlets.
  Caster Level for Armor and Shields: The caster level of a
  magic shield or magic armor with a special ability is given in the
  item description. For an item with only an enhancement bonus,
  the caster level is three times the enhancement bonus. If an item
  has both an enhancement bonus and a special ability, the higher of
  the two caster level requirements must be met.
  Shields: Shield enhancement bonuses stack with armor en-
  hancement bonuses, so that a +1 heavy steel shield and +1 chainmail
  grant a total bonus of +9 to AC. Shield enhancement bonuses do
  not act as attack or damage bonuses when the shield is used in a
  bash. The bashing special ability, however, does grant a +1 bonus
  on attack and damage rolls (see the special ability description).
  You could, in fact, build a shield that also acted as a magic
  weapon, but the cost of the enhancement bonus on attack rolls
  would need to be added into the cost of the shield and its
  enhancement bonus to AC. For example, a +1 light wooden shield
  with +1 shield spikes would cost 3,463 gp (3 gp for the basic shield,
  150 to make it masterwork, 1,000 for the +1 bonus to AC, 10 gp for
  the spikes, 300 to make them masterwork, and 2,000 to make the
  spikes a +1 weapon).
  As with armor, special abilities built into the shield add to the
  market value in the form of additions to the bonus of the shield,
  although they do not improve AC. A shield cannot have an effec-
  tive bonus (enhancement plus special ability bonus equivalents)
  higher than +10. A shield with a special ability must have at least a
  +1 enhancement bonus.
  Shield Hardness and Hit Points: Each +1 of enhancement
  bonus adds 2 to a shield’s hardness and +10 to its hit points. For
  example, a +3 heavy steel shield has hardness 16 and 50 hp. (See
  Table 8–8, page 158 of the Player’s Handbook, for common shield
  hardness and hit points.)
  Activation: Usually a character benefits from magic armor and
  shields in exactly the way a character benefits from nonmagical
  armor and shields—by wearing them. If armor or a shield has a
  special ability that the user needs to activate (such as with an
  animated shield), then the user usually needs to utter the com-
  mand word (a standard action).
  Random Generation: To generate magic armor and shields
  randomly, first roll on Table 7–2: Armor and Shields, and then
  roll on Table 7–3: Random Armor Type or Table 7–4: Random
  Shield Type as indicated. Use Table 7–5: Armor Special Abilities,
  Table 7–6: Shield Special Abilities, Table 7–7: Specific Armors,
  or Table 7–8: Specific Shields as further indicated. For example,
  on Table 7–2, rolling a 94 on the Medium column indicates a
  special ability and another roll. The second roll is a 29, indicat-
  ing +2 armor. A roll of 64 on Table 7–5: Armor Special Abilities
  indicates electricity resistance. Finally, a roll of 44 on Table 7–3:
  Random Armor Type indicates chainmail, so the result is +2
  chainmail of electricity resistance.
  Armor for Unusual Creatures: The cost of armor for nonhu-
  manoid creatures, as well as for creatures who are neither Small
  nor Medium, varies from the values given on Tables 7–3 and 7–4,
  as described in the Armor for Unusual Creatures sidebar on page
  123 of the Player’s Handbook. The cost of the masterwork quality
  and any magical enhancement remains the same.
  Magic Armor and Shield Special Ability Descriptions
  Most magic armor and shields only have enhancement bonuses.
  Such items can also have one or more of the special abilities
  detailed below. Armor or a shield with a special ability must have
  at least a +1 enhancement bonus.
  Acid Resistance: A suit of armor or a shield with this property
  normally has a dull gray appearance. The armor absorbs the first
  10 points of acid damage per attack that the wearer would nor-
  mally take (similar to the resist energy spell).
  Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
  energy; Price +18,000 gp.
  Acid Resistance, Improved: As acid resistance, except it
  absorbs the first 20 points of acid damage per attack. 
  Moderate abjuration; CL 7th; Craft Magic Arms and Armor,
  resist energy; Price +42,000 gp.
  217
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–5: Armor Special Abilities
  Base Price
  Minor
  Medium Major
  Special Ability
  Modifier
  01–25
  01–05
  01–03
  Glamered
  +2,700 gp
  26–32
  06–08
  04
  Fortification, light
  +1 bonus1
  33–52
  09–11
  —
  Slick
  +3,750 gp
  53–72
  12–14
  —
  Shadow
  +3,750 gp
  73–92
  15–17
  —
  Silent moves
  +3,750 gp
  93–96
  18–19
  —
  Spell resistance (13)
  +2 bonus1
  97
  20–29
  05–07
  Slick, improved
  +15,000 gp
  98
  30–39
  08–10
  Shadow, improved
  +15,000 gp
  99
  40–49
  11–13
  Silent moves, improved
  +15,000 gp
  —
  50–54
  14–16
  Acid resistance
  +18,000 gp
  —
  55–59
  17–19
  Cold resistance
  +18,000 gp
  —
  60–64
  20–22
  Electricity resistance
  +18,000 gp
  —
  65–69
  23–25
  Fire resistance
  +18,000 gp
  —
  70–74
  26–28
  Sonic resistance
  +18,000 gp
  —
  75–79
  29–33
  Ghost touch
  +3 bonus1
  —
  80–84
  34–35
  Invulnerability
  +3 bonus1
  —
  85–89
  36–40
  Fortification, moderate
  +3 bonus1
  —
  90–94
  41–42
  Spell resistance (15)
  +3 bonus1
  —
  95–99
  43
  Wild
  +3 bonus1
  —
  —
  44–48
  Slick, greater
  +33,750 gp
  —
  —
  49–53
  Shadow, greater
  +33,750 gp
  —
  —
  54–58
  Silent moves, greater
  +33,750 gp
  —
  —
  59–63
  Acid resistance, improved
  +42,000 gp
  —
  —
  64–68
  Cold resistance, improved
  +42,000 gp
  —
  —
  69–73
  Electricity resistance, improved +42,000 gp
  —
  —
  74–78
  Fire resistance, improved
  +42,000 gp
  —
  —
  79–83
  Sonic resistance, improved
  +42,000 gp
  —
  —
  84–88
  Spell resistance (17)
  +4 bonus1
  —
  —
  89
  Etherealness
  +49,000 gp
  —
  —
  90
  Undead controlling
  +49,000 gp
  —
  —
  91–92
  Fortification, heavy
  +5 bonus1
  —
  —
  93–94
  Spell resistance (19)
  +5 bonus1
  —
  —
  95
  Acid resistance, greater
  +66,000 gp
  —
  —
  96
  Cold resistance, greater
  +66,000 gp
  —
  —
  97
  Electricity resistance, greater
  +66,000 gp
  —
  —
  98
  Fire resistance, greater
  +66,000 gp
  —
  —
  99
  Sonic resistance, greater
  +66,000 gp
  100
  100
  100
  Roll twice again2
  —
  1 Add to enhancement bonus on Table 7–2: Armor and Shields to
  determine total market price.
  2 If you roll a special ability twice, only one counts. If you roll two
  versions of the same special ability, use the better.
  
  218
  Acid Resistance, Greater: As acid resistance, except it absorbs
  the first 30 points of acid damage per attack. 
  Moderate abjuration; CL 11th; Craft Magic Arms and Armor,
  resist energy; Price +66,000 gp.
  Animated: Upon command, an animated shield floats within 2
  feet of the wielder, protecting her as if she were using it herself
  but freeing up both her hands. Only one shield can protect a char-
  acter at a time. A character with an animated shield still takes any
  penalties associated with shield use, such as armor check penalty,
  arcane spell failure chance, and nonproficiency.
  Strong transmutation; CL 12th; Craft Magic Arms and Armor,
  animate objects; Price +2 bonus.
  Arrow Catching: A shield with this ability attracts ranged
  weapons to it. It has a deflection bonus of +1 against ranged
  weapons because projectiles and thrown weapons veer toward it.
  Additionally, any projectile or thrown weapon aimed at a target
  within 5 feet of the shield’s wearer diverts from its original target
  and targets the shield’s bearer instead. (If the wielder has total
  cover relative to the attacker, the projectile or thrown weapon is
  not diverted.) Additionally, those attacking the wearer with
  ranged weapons ignore any miss chances that would normally
  apply. Projectiles and thrown weapons that have an enhance-
  ment bonus higher than the shield’s base AC bonus are not
  diverted to the wearer (but the shield’s increased AC bonus still
  applies against these weapons). The wielder can activate or deac-
  tivate this ability with a command word.
  Moderate abjuration; CL 8th; Craft Magic Arms and Armor, en-
  tropic shield; Price +1 bonus.
  Arrow Deflection: A shield with this ability protects the
  wielder from ranged attacks. Once per round when he would nor-
  mally be struck by a ranged weapon, he can make a DC 20 Reflex
  save. If the ranged weapon has an enhancement bonus, the DC
  increases by that amount. If he succeeds, the shield deflects the
  weapon. He must be aware of the attack and not flat-footed.
  Attempting to deflect a ranged weapon doesn’t count as an action.
  Exceptional ranged weapons, such as boulders hurled by giants or
  Melf ’s acid arrows, can’t be deflected.
  Faint abjuration; CL 5th; Craft Magic Arms and Armor, shield;
  Price +2 bonus.
  Bashing: A shield with this special ability is designed to per-
  form a shield bash. A bashing shield deals damage as if it were a
  weapon of two size categories larger (a Medium light shield thus
  deals 1d6 points of damage and a Medium heavy shield deals 1d8
  points of damage). The shield acts as a +1 weapon when used to
  bash. (Only light and heavy shields can have this ability.)
  Moderate transmutation; CL 8th; Craft Magic Arms and Armor,
  bull’s strength; Price +1 bonus.
  Blinding: A shield with this ability flashes with a brilliant light
  up to twice per day upon command of the wielder. Anyone within
  20 feet except the wielder must make a DC 14 Reflex save or be
  blinded for 1d4 rounds.
  Moderate evocation; CL 7th; Craft Magic Arms and Armor, sear-
  ing light; Price +1 bonus.
  Cold Resistance: A suit of armor or a shield with this property
  normally has a bluish, icy hue or is adorned with furs and shaggy
  pelts. The armor absorbs the first 10 points of cold damage per
  attack that the wearer would normally take (similar to the resist
  energy spell).
  Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
  energy; Price +18,000 gp.
  Cold Resistance, Improved: As cold resistance, except it
  absorbs the first 20 points of cold damage per attack.
  Moderate abjuration; CL 7th; Craft Magic Arms and Armor,
  resist energy; Price +42,000 gp.
  Cold Resistance, Greater: As cold resistance, except it absorbs
  the first 30 points of cold damage per attack.
  Moderate abjuration; CL 11th; Craft Magic Arms and Armor,
  resist energy; Price +66,000 gp.
  Electricity Resistance: A suit of armor or a shield with this
  property normally has a bluish hue and often bears a storm or
  lightning motif. The armor absorbs the first 10 points of electricity
  damage per attack that the wearer would normally take (similar to
  the resist energy spell).
  Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
  energy; Price +18,000 gp.
  Electricity Resistance, Improved: As electricity resistance,
  except it absorbs the first 20 points of electricity damage per attack.
  Moderate abjuration; CL 7th; Craft Magic Arms and Armor,
  resist energy; Price +42,000 gp.
  Electricity Resistance, Greater: As electricity resistance,
  except it absorbs the first 30 points of electricity damage per attack.
  Moderate abjuration; CL 11th; Craft Magic Arms and Armor,
  resist energy; Price +66,000 gp.
  Etherealness: On command, this ability allows the wearer of the
  armor to become ethereal (as the ethereal jaunt spell) once per day.
  The character can remain ethereal for as long as desired, but once he
  returns to normal, he cannot become ethereal again that day.
  Strong transmutation; CL 13th; Craft Magic Arms and Armor,
  ethereal jaunt; Price +49,000 gp.
  Fire Resistance: A suit of armor with this ability normally has
  a reddish hue and often is decorated with a draconic motif. The
  armor absorbs the first 10 points of fire damage per attack that the
  wearer would normally take (similar to the resist energy spell).
  Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
  energy; Price +18,000 gp.
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–6: Shield Special Abilities
  Minor Medium Major
  Special Ability
  Base Price Modifier
  01–20
  01–10
  01–05
  Arrow catching
  +1 bonus1
  21–40
  11–20
  06–08
  Bashing
  +1 bonus1
  41–50
  21–25
  09–10
  Blinding
  +1 bonus1
  51–75
  26–40
  11–15
  Fortification, light
  +1 bonus1
  76–92
  41–50
  16–20
  Arrow deflection
  +2 bonus1
  93–97
  51–57
  21–25
  Animated
  +2 bonus1
  98–99
  58–59
  —
  Spell resistance (13)
  +2 bonus1
  —
  60–63
  26–28
  Acid resistance
  +18,000 gp
  —
  64–67
  29–31
  Cold resistance
  +18,000 gp
  —
  68–71
  32–34
  Electricity resistance
  +18,000 gp
  —
  72–75
  35–37
  Fire resistance
  +18,000 gp
  —
  76–79
  38–40
  Sonic resistance
  +18,000 gp
  —
  80–85
  41–46
  Ghost touch
  +3 bonus1
  —
  86–95
  47–56
  Fortification, moderate
  +3 bonus1
  —
  96–98
  57–58
  Spell resistance (15)
  +3 bonus1
  —
  99
  59
  Wild
  +3 bonus1
  —
  —
  60–64
  Acid resistance, improved
  +42,000 gp
  —
  —
  65–69
  Cold resistance, improved
  +42,000 gp
  —
  —
  70–74
  Electricity resistance, improved +42,000 gp
  —
  —
  75–79
  Fire resistance, improved
  +42,000 gp
  —
  —
  80–84
  Sonic resistance, improved
  +42,000 gp
  —
  —
  85–86
  Spell resistance (17)
  +4 bonus1
  —
  —
  87
  Undead controlling
  +49,000 gp
  —
  —
  88–91
  Fortification, heavy
  +5 bonus1
  —
  —
  92–93
  Reflecting
  +5 bonus1
  —
  —
  94
  Spell resistance (19)
  +5 bonus1
  —
  —
  95
  Acid resistance, greater
  +66,000 gp
  —
  —
  96
  Cold resistance, greater
  +66,000 gp
  —
  —
  97
  Electricity resistance, greater
  +66,000 gp
  —
  —
  98
  Fire resistance, greater
  +66,000 gp
  —
  —
  99
  Sonic resistance, greater
  +66,000 gp
  100
  100
  100
  Roll twice again2
  —
  1 Add to enhancement bonus on Table 7–2: Armor and Shields to
  determine total market price.
  2 If you roll a special ability twice, only one counts. If you roll two
  versions of the same special ability, use the better.
  
  Fire Resistance, Improved: As fire resistance, except it
  absorbs the first 20 points of fire damage per attack.
  Moderate abjuration; CL 7th; Craft Magic Arms and Armor,
  resist energy; Price +42,000 gp.
  Fire Resistance, Greater: As fire resistance, except it absorbs
  the first 30 points of fire damage per attack.
  Moderate abjuration; CL 11th; Craft Magic Arms and Armor,
  resist energy; Price +66,000 gp.
  Fortification: This suit of armor or shield produces a magical
  force that protects vital areas of the wearer more effectively. When
  a critical hit or sneak attack is scored on the wearer, there is a
  chance that the critical hit or sneak attack is negated and damage
  is instead rolled normally.
  Base Price
  Fortification Type
  Chance for Normal Damage
  Modifier
  Light
  25%
  +1 bonus
  Moderate
  75%
  +3 bonus
  Heavy
  100%
  +5 bonus
  Strong abjuration; CL 13th; Craft Magic Arms and Armor,
  limited wish or miracle; Price varies (see above).
  Ghost Touch: This armor or shield seems almost translucent.
  Both its enhancement bonus and its armor bonus count against
  the attacks of incorporeal creatures. It can be picked up, moved,
  and worn by incorporeal creatures at any time. Incorporeal crea-
  tures gain the armor or shield’s enhancement bonus against both
  corporeal and incorporeal attacks, and they can still pass freely
  through solid objects.
  Strong transmutation; CL 15th; Craft Magic Arms and Armor,
  etherealness; Price +3 bonus.
  Glamered: A suit of armor with this ability appears normal.
  Upon command, the armor changes shape and form to assume the
  appearance of a normal set of clothing. The armor retains all its
  properties (including weight) when glamered. Only a true seeing
  spell or similar magic reveals the true nature of the armor when
  disguised.
  Moderate illusion; CL 10th; Craft Magic Arms and Armor, dis-
  guise self; Price +2,700 gp.
  Invulnerability: This suit of armor grants the wearer damage
  reduction of 5/magic.
  Strong abjuration and perhaps evocation (if miracle is used); CL
  18th; Craft Magic Arms and Armor, stoneskin, wish or miracle; Price
  +3 bonus.
  Reflecting: This shield seems like a mirror. Its surface is com-
  pletely reflective. Once per day, it can be called on to reflect a spell
  back at its caster exactly like the spell turning spell.
  Strong abjuration; CL 14th; Craft Magic Arms and Armor, spell
  turning; Price +5 bonus.
  Shadow: This armor is jet black and blurs the wearer whenever
  she tries to hide, granting a +5 competence bonus on Hide checks.
  (The armor’s armor check penalty still applies normally.)
  Faint illusion; CL 5th; Craft Magic Arms and Armor, invisibility;
  Price +3,750 gp.
  Shadow, Improved: As shadow, except it grants a +10 compe-
  tence bonus on Hide checks.
  Moderate illusion; CL 10th; Craft Magic Arms and Armor, invis-
  ibility; Price +15,000 gp.
  Shadow, Greater: As shadow, except it grants a +15 compe-
  tence bonus on Hide checks.
  Moderate illusion; CL 15th; Craft Magic Arms and Armor, invis-
  ibility; Price +33,750 gp.
  Silent Moves: This armor is well oiled and magically con-
  structed so that it not only makes little sound, but it dampens
  sound around it. It provides a +5 competence bonus on its wearer’s
  Move Silently checks. (The armor’s armor check penalty still
  applies normally.)
  Faint illusion; CL 5th; Craft Magic Arms and Armor, silence;
  Price +3,750 gp. 
  Silent Moves, Improved: As silent moves, except it grants a
  +10 competence bonus on Move Silently checks.
  Moderate illusion; CL 10th; Craft Magic Arms and Armor,
  silence; Price +15,000 gp.
  Silent Moves, Greater: As silent moves, except it grants a +15
  competence bonus on Move Silently checks. 
  Moderate illusion; CL 15th; Craft Magic Arms and Armor,
  silence; Price +33,750 gp.
  Slick: Slick armor seems coated at all times with a slightly
  greasy oil. It provides a +5 competence bonus on its wearer’s
  Escape Artist checks. (The armor’s armor check penalty still
  applies normally.)
  Faint conjuration; CL 4th; Craft Magic Arms and Armor, grease;
  Price +3,750 gp. 
  Slick, Improved: As slick, except it grants a +10 competence
  bonus on Escape Artist checks.
  Moderate conjuration; CL 10th; Craft Magic Arms and Armor,
  grease; Price +15,000 gp.
  Slick, Greater: As slick, except it grants a +15 competence
  bonus on Escape Artist checks.
  Moderate conjuration; CL 15th; Craft Magic Arms and Armor,
  grease; Price +33,750 gp.
  Sonic Resistance: A suit of armor or a shield with this prop-
  erty normally has a glistening appearance. The armor absorbs the
  first 10 points of sonic damage per attack that the wearer would
  normally take (similar to the resist energy spell).
  Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist
  energy; Price +18,000 gp.
  Sonic Resistance, Improved: As sonic resistance, except it ab-
  sorbs the first 20 points of sonic damage per attack. 
  Moderate abjuration; CL 7th; Craft Magic Arms and Armor,
  resist energy; Price +42,000 gp.
  Sonic Resistance, Greater: As sonic resistance, except it
  absorbs the first 30 points of sonic damage per attack.
  Moderate abjuration; CL 11th; Craft Magic Arms and Armor,
  resist energy; Price +66,000 gp.
  Spell Resistance:This property grants the armor’s wearer spell
  resistance while the armor is worn. The spell resistance can be 13,
  15, 17, or 19, depending on the armor.
  Strong abjuration; CL 15th; Craft Magic Arms and Armor, spell
  resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR
  17), or +5 bonus (SR 19).
  Undead Controlling: The wearer of a suit of armor or a shield
  with this property may control up to 26 HD of undead per day, as
  the control undead spell. At dawn each day, the wearer loses control
  of any undead still under his sway. Armor or a shield with this abil-
  ity appears to be made of bone; this feature is entirely decorative
  and has no other effect on the armor.
  Strong necromancy; CL 13th; Craft Magic Arms and Armor,
  control undead; Price +49,000 gp.
  Wild: The wearer of a suit of armor or a shield with this ability
  preserves his armor bonus (and any enhancement bonus) while in
  a wild shape. Armor and shields with this ability usually appear to
  be made covered in leaf patterns. While the wearer is in a wild
  shape, the armor cannot be seen.
  Moderate  transmutation; CL 9th; Craft Magic Arms and
  Armor, baleful polymorph; Price +3 bonus.
  Specific Armors
  The following specific suits of armor usually are preconstructed
  with exactly the qualities described here.
  Adamantine Breastplate: This nonmagical breastplate
  is made of adamantine, giving its wearer damage reduction
  of 2/–.
  No aura (nonmagical); Price 10,200 gp.
  219
  CHAPTER 7:
  MAGIC ITEMS
  
  220
  Banded Mail of Luck: Ten 100-gp gems adorn this +3 banded
  mail. Once per week, the armor allows its wearer to require that an
  attack roll made against him be rerolled. He must take whatever
  consequences come from the second roll, since not all luck is
  good. The wearer’s player must decide whether to have the attack
  roll rerolled before damage is rolled.
  Strong enchantment; CL 12th; Craft Magic Arms and Armor,
  bless; Price 18,900 gp; Cost 10,150 gp + 700 XP.
  Breastplate of Command: This finely crafted +2
  breastplate radiates a powerful aura of magic. When
  worn, the armor bestows a dignified and command-
  ing aura upon its owner. The wearer gains a +2 com-
  petence bonus on all Charisma checks, including
  turning checks and Charisma-based skill checks. The
  wearer also gains a +2 competence bonus to his Lead-
  ership score (see page 106). Friendly troops within 360
  feet of the user become braver than normal (for
  example, more willing than normal to follow a leader
  into battle against dangerous foes). Since the effect arises
  in great part from the distinctiveness of the armor, the
  wearer cannot hide or conceal herself in any way and still
  have the effect function.
  Strong enchantment; CL 15th; Craft Magic Arms and
  Armor, mass charm monster; Price 25,400 gp; Cost 10,975 gp
  + 850 XP.
  Celestial Armor: This bright silver or gold +3 chainmail
  is so fine and light that it can be worn under normal
  clothing without betraying its presence. It has a maxi-
  mum Dexterity bonus of +8, an armor check penalty of
  –2, and an arcane spell failure chance of 15%. It is con-
  sidered light armor, weighs 20 pounds, and it allows
  the wearer to use fly on command (as the spell) once
  per day.
  Faint transmutation [good]; CL 5th; Craft Magic
  Arms and Armor, creator must be good, fly; Price 22,400
  gp; Cost 12,550 gp + 1,004 XP.
  Demon Armor: This plate armor is fashioned to
  make the wearer appear to be a demon. The helmet is
  shaped to look like a horned demon head, and its
  wearer looks out of the open, tooth-filled mouth.
  This +4 full plate allows the wearer to make claw
  attacks that deal 1d10 points of damage, strike as
  +1 weapons, and afflict the target as if she had
  been struck by a contagion spell (Fortitude DC 14
  negates). Use of contagion requires a normal
  melee attack with the claws. The “claws” are built
  into the armor’s vambraces and gauntlets.
  The armor bestows one negative level on any
  nonevil creature wearing it. This negative
  level persists as long as the armor is worn
  and disappears when the armor is removed.
  The negative level never results in actual level loss, but it cannot
  be overcome in any way (including restoration spells) while the
  armor is worn.
  Strong necromancy [evil]; CL 13th; Craft Magic Arms and
  Armor, contagion; Price 52,260 gp; Cost 26,130 gp + 2,090 XP.
  Dragonhide Plate: This suit of full plate is made of drag-
  onhide, rather than metal, so druids can wear it. It is otherwise
  identical to masterwork full plate.
  No aura (nonmagical); Price 3,300 gp.
  Dwarven Plate: This full plate is made of adamantine, giving
  its wearer damage reduction of 3/–.
  No aura (nonmagical); Price 16,500 gp.
  Elven Chain: This extremely light chainmail is made of very
  fine mithral links. Speed while wearing elven chain is 30 feet for
  Medium creatures, or 20 feet for Small. The armor has an arcane
  spell failure chance of 20%, a maximum Dexterity bonus of +4,
  and an armor check penalty of –2. It is considered light
  armor and weighs 20 pounds.
  No aura (nonmagical); Price 4,150 gp.
  Mithral Full Plate of Speed: As a free action,
  the wearer of this fine set of +1 mithral full plate can
  activate it, enabling her to act as though affected
  by a haste spell for up to 10 rounds each day. The
  duration of the haste effect need not be consecu-
  tive rounds.
  Speed while wearing a suit of mithral full
  plate is 20 feet for Medium creatures, or 15
  feet for Small. The armor has an arcane
  spell failure chance of 25%, a maximum
  Dexterity bonus of +3, and an armor
  check penalty of –3. It is considered
  medium armor (see Mithral, page 284)
  and weighs 25 pounds.
  Faint transmutation; CL 5th; Craft
  Magic Arms and Armor, haste; Price
  26,500 gp.
  Mithral Shirt: This extremely light
  chain shirt is made of very fine mithral
  links. Speed while wearing a mithral shirt is 30
  feet for Medium creatures, or 20 feet for Small.
  The armor has an arcane spell failure chance of
  10%, a maximum Dexterity bonus of +6, and no
  armor check penalty. It is considered light
  armor (see Mithral, page 284) and weighs 10
  pounds.
  No aura (nonmagical); Price 1,100 gp.
  Plate Armor of the Deep:This +1 full plate is
  decorated with a wave and fish motif. The
  wearer of plate armor of the deep is treated as
  unarmored for purposes of Swim checks. The
  wearer can breathe underwater and can con-
  verse with any creature with a language that
  breathes water.
  Moderate abjuration; CL 11th; Craft Magic
  Arms and Armor, freedom of movement, water
  breathing, tongues; Price 24,650 gp; Cost 17,150 gp +
  600 XP.
  Rhino Hide: This +2 hide armor is made from
  rhinoceros hide. In addition to granting a +2
  enhancement bonus to AC, it has a –1 armor check
  penalty and deals an additional 2d6 points of damage
  on any successful charge attack made by the wearer,
  including a mounted charge.
  Moderate transmutation; CL 9th; Craft Magic
  Arms and Armor, bull’s strength; Price 5,165 gp;
  Cost 2,665 gp + 200 XP.
  CHAPTER 7:
  MAGIC ITEMS
  Illus. by T. Lockwood
  Elven chain
  Table 7–7: Specific Armors
  Minor
  Medium
  Major
  Specific Armor
  Market Price
  01–50
  01–25
  —
  Mithral shirt
  1,100 gp
  51–80
  26–45
  —
  Dragonhide plate
  3,300 gp
  81–100
  46–57
  —
  Elven chain
  4,150 gp
  —
  58–67
  —
  Rhino hide
  5,165 gp
  —
  68–82
  01–10
  Adamantine breastplate
  10,200 gp
  —
  83–97
  11–20
  Dwarven plate
  16,500 gp
  —
  98–100
  21–32
  Banded mail of luck
  18,900 gp
  —
  —
  33–50
  Celestial armor
  22,400 gp
  —
  —
  51–60
  Plate armor of the deep
  24,650 gp
  —
  —
  61–75
  Breastplate of command
  25,400 gp
  —
  —
  76–90
  Mithral full plate of speed
  26,500 gp
  —
  —
  91–100
  Demon armor
  52,260 gp
  
  Specific Shields
  The following specific shields usually are preconstructed with
  exactly the qualities described here.
  Absorbing Shield: This +1 heavy steel shield is flat black and
  seems to absorb light. Once every two days, on command, it can
  disintegrate an object that it touches, as the spell but requiring a
  melee touch attack.
  Strong transmutation; CL 17th; Craft Magic Arms and Armor,
  disintegrate; Price 50,170 gp; Cost 25,170 gp + 2,000 XP.
  Caster’s Shield: This +1 light wooden shield has a small leather
  strip on the back on which a spellcaster can scribe a single spell as
  on a scroll. A spell so scribed has only half the base raw material
  cost (see page 287). Experience point and component costs remain
  the same. The strip cannot accommodate spells of higher than 3rd
  level. The strip is reusable.
  A random caster’s shield has a 50% chance of having a single
  medium scroll spell on it. The spell is divine (01–80 on d%) or
  arcane (81–100).
  A caster’s shield has a 5% arcane spell failure chance.
  Moderate abjuration; CL 6th; Craft Magic Arms and Armor,
  Scribe Scroll, creator must be at least 6th level; Price 3,153 gp (plus
  the value of the scroll spell if one is currently scribed); Cost 1,653
  gp + 120 XP.
  Darkwood Buckler: This nonmagical light wooden shield is
  made out of darkwood and often favored by rogues and wizards. It
  has no enhancement bonus, but its construction material makes it
  lighter than a normal wooden shield. It weighs 2-1/2 pounds and
  has no armor check penalty.
  No aura (nonmagical); Price 215 gp.
  Darkwood Shield: This nonmagical heavy wooden shield is
  made out of darkwood. It has no enhancement bonus, but its con-
  struction material makes it lighter than a normal wooden shield.
  It weighs 5 pounds and has no armor check penalty.
  No aura (nonmagical); Price 257 gp.
  Lion’s Shield: This +2 heavy steel shield is fashioned to appear to
  be a roaring lion’s head. Three times per day as a free action, the
  lion’s head can be commanded to attack (independently of the
  shield wearer), biting with the wielder’s base attack bonus (includ-
  ing multiple attacks, if the wielder has them) and dealing 2d6
  points of damage. This attack is in addition to any actions per-
  formed by the wielder.
  Moderate conjuration; CL 10th; Craft Magic Arms and Armor,
  summon nature’s ally IV; Price 9,170 gp; Cost 4,670 gp + 360 XP.
  Mithral Heavy Shield: This heavy shield is made of mithral
  and thus is much lighter than a standard steel shield. It has a 5%
  arcane spell failure chance and no armor check penalty. It weighs
  5 pounds.
  No aura (nonmagical); Price 1,020 gp.
  Spined Shield: This +1 heavy steel shield is covered in spines. It
  acts as a normal spiked shield. On command up to three times per
  day, the shield’s wearer can fire one of the shield’s spines. A fired
  spine has a +1 enhancement bonus, a range increment of 120 feet,
  and deals 1d10 points of damage (19–20/×2). Fired spines regen-
  erate each day.
  Moderate evocation; CL 6th; Craft Magic Arms and Armor,
  magic missile; Price 5,580 gp; Cost 2,740 gp + 223 XP.
  Winged Shield: This round heavy wooden shield has a +3
  enhancement bonus. Small, feathered wings encircle the shield.
  Once per day it can be commanded to fly (as the spell), carrying
  the wielder. The shield can carry up to 133 pounds and move at 60
  feet per round, or up to 266 pounds and move at 40 feet per round.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, fly;
  Price 17,257 gp; Cost 8,628 gp and 5 sp + 690 XP.
  WEAPONS
  As magic items go, magic weapons are a staple of all campaigns.
  Magic weapons have enhancement bonuses ranging from +1 to
  +5. They apply these bonuses to both attack and damage rolls
  when used in combat. All magic weapons are also masterwork
  weapons, but their masterwork bonus on attack rolls does not
  stack with their enhancement bonus on attack rolls.
  Weapons come in two basic categories: melee and ranged. Some
  of the weapons listed as melee weapons (for example, daggers) can
  also be used as ranged weapons. In this case, their enhancement
  bonus applies to either type of attack.
  In addition to an enhancement bonus, weapons may have spe-
  cial abilities, such as the ability to flame or the ability to attack on
  their own. Special abilities count as additional bonuses for de-
  termining the market value of the item, but do not modify attack
  or damage bonuses (except where specifically noted). A single
  weapon cannot have a modified bonus (enhancement bonus plus
  special ability bonus equivalents) higher than +10. A weapon with
  a special ability must have at least a +1 enhancement bonus.
  A weapon or a kind of ammunition may be made of an
  unusual material. Roll d%: 01–95 indicates that the item is of a
  standard sort, and 96–100 indicates that it is made of a special
  substance such as alchemical silver or cold iron (see Special
  Materials, page 283).
  Caster Level for Weapons: The caster level of a weapon with a
  special ability is given in the item description. For an item with
  only an enhancement bonus and no other abilities, the caster level
  is three times the enhancement bonus. If an item has both an
  enhancement bonus and a special ability, the higher of the two
  caster level requirements must be met.
  Additional Damage Dice: Some magic weapons deal addi-
  tional dice of damage. Unlike other modifiers to damage, addi-
  tional dice of damage are not multiplied when the attacker scores a
  critical hit.
  Ranged Weapons and Ammunition: The enhancement
  bonus from a ranged weapon does not stack with the enhance-
  ment bonus from ammunition. Only the higher of the two
  enhancement bonuses applies.
  Ammunition fired from a projectile weapon with an enhance-
  ment bonus of +1 or higher is treated as a magic weapon for the
  purpose of overcoming damage reduction. For example, a sling
  stone hurled from a +1 sling is treated as a magic weapon. Similarly,
  ammunition fired from a projectile weapon with an alignment
  (such as a +1 holy longbow or a masterwork crossbow under the
  effect of the align weapon spell) gains the alignment of that projec-
  tile weapon (in addition to any alignment it may already have). For
  example, a +1 unholy arrow fired from a +2 anarchic shortbow would
  be both evil-aligned and chaos-aligned (the former from its own
  unholy special ability, the latter from the shortbow).
  Magic Ammunition and Breakage: When a magic arrow,
  crossbow bolt, or sling bullet misses its target, there is a 50%
  chance it breaks or otherwise is rendered useless. A magic arrow,
  bolt, or bullet that hits is destroyed.
  Light Generation: Fully 30% of magic weapons shed light
  equivalent to a light spell (bright light in a 20-foot radius, shadowy
  light in a 40-foot radius). These glowing weapons are quite obvi-
  ously magical. Such a weapon can’t be concealed when drawn, nor
  can its light be shut off. Some of the specific weapons detailed
  below always or never glow, as defined in their descriptions.
  221
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–8: Specific Shields
  Minor
  Medium
  Major
  Specific Shield
  Market Price
  01–30
  01–20
  —
  Darkwood buckler
  215 gp
  31–80
  21–45
  —
  Darkwood shield
  257 gp
  81–95
  46–70
  —
  Mithral heavy shield
  1,020 gp
  96–100
  71–85
  01–20
  Caster’s shield
  3,153 gp
  —
  86–90
  21–40
  Spined shield
  5,580 gp
  —
  91–95
  41–60
  Lion’s shield
  9,170 gp
  —
  96–100
  61–90
  Winged shield
  17,257 gp
  —
  —
  91–100
  Absorbing shield
  50,170 gp
  
  222
  Hardness and Hit Points: Each +1 of enhancement bonus
  adds 2 to a weapon’s or shield’s hardness and 10 to its hit points.
  (See Table 8–8, page 158 of the Player’s Handbook, for common
  weapon hardnesses and hit points.)
  Activation: Usually a character benefits from a magic weap-
  on in the same way a character benefits from a mundane
  weapon—by attacking with it. If a weapon has a special ability
  that the user needs to activate (such as the sunlight power of a
  sun blade), then the user usually needs to utter a command word
  (a standard action).
  Magic Weapons and Critical Hits: Some weapon qualities
  and some specific weapons have an extra effect on a critical
  hit. A flaming burst weapon, for example, does extra fire
  damage on a critical hit. This special effect functions against
  creatures not subject to critical hits, such as undead, elemen-
  tals, and constructs. When fighting against such creatures, roll
  for critical hits as you would against humanoids or any other
  creature subject to critical hits. On a successful critical roll,
  apply the special effect, but do not multiply the weapon’s regu-
  lar damage. For example, if Jozan rolls a natural 20 on his
  attack roll against an iron golem when using a mace of smiting,
  he rolls again. If he rolls high enough to hit the iron golem’s
  AC, then he does not apply double damage. Instead, he
  destroys the construct outright. 
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–9: Weapons
  Minor
  Medium
  Major
  Weapon Bonus
  Base Price1
  01–70
  01–10
  —
  +1
  2,000 gp
  71–85
  11–29
  —
  +2
  8,000 gp
  —
  30–58
  01–20
  +3
  18,000 gp
  —
  59–62
  21–38
  +4
  32,000 gp
  —
  —
  39–49
  +5
  50,000 gp
  —
  —
  —
  +62
  72,000 gp
  —
  —
  —
  +72
  98,000 gp
  —
  —
  —
  +82
  128,000 gp
  —
  —
  —
  +92
  162,000 gp
  —
  —
  —
  +102
  200,000 gp
  86–90
  63–68
  50–63
  Specific weapon3
  —
  91–100
  69–100
  64–100 Special ability and roll again4
  —
  1 This price is for 50 arrows, crossbow bolts, or sling bullets.
  2 A weapon can’t actually have a bonus higher than +5. Use these
  lines to determine price when special abilities are added in. Example:
  A +3 dagger that also has the speed special ability (+4 modifier; see
  Table 7–14: Melee Weapon Special Abilities) is treated as a +7 dagger
  for pricing purposes and is priced at 98,000 gp.
  3 See Table 7–16: Specific Weapons.
  4 See Table 7–14: Melee Weapon Special Abilities for melee weapons
  or Table 7–15: Ranged Weapon Special Abilities for ranged weapons.
  Table 7–10: Weapon Type Determination
  d%
  Weapon Type
  01–70
  Common melee weapon (see Table 7–11)
  71–80
  Uncommon weapon (see Table 7–12)
  81–100
  Common ranged weapon (see Table 7–13)
  Table 7–11: Common Melee Weapons
  d%
  Weapon
  Weapon Cost1
  01–04
  Dagger
  +302 gp
  05–14
  Greataxe
  +320 gp
  15–24
  Greatsword
  +350 gp
  25–28
  Kama
  +302 gp
  29–41
  Longsword
  +315 gp
  42–45
  Mace, light
  +305 gp
  46–50
  Mace, heavy
  +312 gp
  51–54
  Nunchaku
  +302 gp
  55–57
  Quarterstaff2
  +600 gp
  58–61
  Rapier
  +320 gp
  62–66
  Scimitar
  +315 gp
  67–70
  Shortspear
  +302 gp
  71–74
  Siangham
  +303 gp
  75–84
  Sword, bastard
  +335 gp
  85–89
  Sword, short
  +310 gp
  90–100
  Waraxe, dwarven
  +330 gp
  1 Add to enhancement bonus on Table 7–9: Weapons to determine
  total market price.
  2 Masterwork double weapons incur double the masterwork cost to
  account for each head (+300 gp masterwork cost per head for a total
  of +600 gp). Double weapons have separate magical bonuses for
  their different heads. If randomly determined, the second head of a
  double weapon has the same enhancement bonus as the main head
  (01–50 on d%), doubling the cost of the bonus, or its enhancement
  bonus is one less (51–100 on d%) and it has no special abilities.
  All magic weapons are masterwork weapons.
  Table 7–12: Uncommon Weapons
  d%
  Weapon
  Weapon Cost1
  01–03
  Axe, orc double2
  +660 gp
  04–07
  Battleaxe
  +310 gp
  08–10
  Chain, spiked
  +325 gp
  11–12
  Club
  +300 gp
  13–16
  Crossbow, hand
  +400 gp
  17–19
  Crossbow, repeating
  +550 gp
  20–21
  Dagger, punching
  +302 gp
  22–23
  Falchion
  +375 gp
  24–26
  Flail, dire2
  +690 gp
  27–31
  Flail, heavy
  +315 gp
  32–35
  Flail, light
  +308 gp
  36–37
  Gauntlet
  +302 gp
  38–39
  Gauntlet, spiked
  +305 gp
  40–41
  Glaive
  +308 gp
  42–43
  Greatclub
  +305 gp
  44–45
  Guisarme
  +309 gp
  46–48
  Halberd
  +310 gp
  49–51
  Spear
  +301 gp
  52–54
  Hammer, gnome hooked2
  +620 gp
  55–56
  Hammer, light
  +301 gp
  57–58
  Handaxe
  +306 gp
  59–61
  Kukri
  +308 gp
  62–64
  Lance
  +310 gp
  65–67
  Longspear
  +305 gp
  68–70
  Morningstar
  +308 gp
  71–72
  Net
  +320 gp
  73–74
  Pick, heavy
  +308 gp
  75–76
  Pick, light
  +304 gp
  77–78
  Ranseur
  +310 gp
  79–80
  Sap
  +301 gp
  81–82
  Scythe
  +318 gp
  83–84
  Shuriken
  +301 gp
  85–86
  Sickle
  +306 gp
  87–89
  Sword, two-bladed2
  +700 gp
  90–91
  Trident
  +315 gp
  92–94
  Urgrosh, dwarven2
  +650 gp
  95–97
  Warhammer
  +312 gp
  98–100
  Whip
  +301 gp
  1 Add to enhancement bonus on Table 7–9: Weapons to determine
  total market price.
  2 Masterwork double weapons incur double the masterwork cost to
  account for each head (+300 gp masterwork cost per head for a total
  of +600 gp). Double weapons have separate magical bonuses for
  their different heads. If randomly determined, the second head of a
  double weapon has the same enhancement bonus as the main head
  (01–50 on d%), doubling the cost of the bonus, or its enhancement
  bonus is one less (51–100) and it has no special abilities.
  All magic weapons are masterwork weapons.
  
  Random Generation: To generate magic weapons randomly,
  first roll on Table 7–9: Weapons, and then roll on Table 7–10:
  Weapon Type Determination. Use Table 7–14: Melee Weapon Spe-
  cial Abilities, Table 7–15: Ranged Weapon Special Abilities, or Table
  7–16: Specific Weapons if indicated by the roll on Table 7–9.
  Weapons for Unusually Sized Creatures: The cost of
  weapons for creatures who are neither Small nor Medium varies
  from the values given on Tables 7–11, 7–12, and 7–13, as described
  under Weapon Qualities on page 114 of the Player’s Handbook. The
  cost of the masterwork quality and any magical enhancement
  remains the same.
  Special Qualities: Roll d%. If the item is a melee weapon, a
  01–30 result indicates that the item sheds light, 31–45 indicates
  that something (a design, inscription, or the like) provides a clue
  to the weapon’s function, and 46–100 indicates no special qualities.
  If the item is a ranged weapon, a 01–15 result indicates that
  something (a design, inscription, or the like) provides a clue to the
  weapon’s function, and 16–100 indicates no special qualities.
  Magic Weapon Special Ability Descriptions
  In addition to enhancement bonuses, weapons can have one or
  more of the special abilities detailed below. A weapon with a spe-
  cial ability must have at least a +1 enhancement bonus.
  Anarchic: An anarchic weapon is chaotically aligned and in-
  fused with the power of chaos. It makes the weapon chaos-aligned
  and thus bypasses the corresponding damage reduction. It deals
  an extra 2d6 points of damage against all of lawful alignment. It
  bestows one negative level on any lawful creature attempting to
  wield it. The negative level remains as long as the weapon is in
  hand and disappears when the weapon is no longer wielded. This
  negative level never results in actual level loss, but it cannot be
  overcome in any way (including restoration spells) while the
  weapon is wielded. Bows, crossbows, and slings so crafted bestow
  the chaotic power upon their ammunition.
  Moderate evocation [chaotic]; CL 7th; Craft Magic Arms and
  Armor, chaos hammer, creator must be chaotic; Price +2 bonus. 
  Axiomatic: An axiomatic weapon is lawfully aligned and
  infused with the power of law. It makes the weapon law-aligned
  223
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–13: Common Ranged Weapons
  d%
  Weapon
  Weapon Cost1
  01–10
  Ammunition (roll again):
  01–50   Arrows (50)
  +350 gp
  51–80   Bolts, crossbow (50)
  +350 gp
  81–100   Bullets, sling (50)
  +350 gp
  11–15
  Axe, throwing
  +308 gp
  16–25
  Crossbow, heavy
  +350 gp
  26–35
  Crossbow, light
  +335 gp
  36–39
  Dart
  +300 gp 5 sp
  40–41
  Javelin
  +301 gp
  42–46
  Shortbow
  +330 gp
  47–51
  Shortbow, composite (+0 Str bonus)
  +375 gp
  52–56
  Shortbow, composite (+1 Str bonus)
  +450 gp
  57–61
  Shortbow, composite (+2 Str bonus)
  +525 gp
  62–65
  Sling
  +300 gp
  66–75
  Longbow
  +375 gp
  76–80
  Longbow, composite
  +400 gp
  81–85
  Longbow, composite (+1 Str bonus)
  +500 gp
  86–90
  Longbow, composite (+2 Str bonus)
  +600 gp
  91–95
  Longbow, composite (+3 Str bonus)
  +700 gp
  96–100
  Longbow, composite (+4 Str bonus)
  +800 gp
  1 Add to enhancement bonus on Table 7–9: Weapons to determine
  total market price.
  All magic weapons are masterwork weapons.
  Table 7–14: Melee Weapon Special Abilities
  Base Price
  Minor
  Medium
  Major
  Special Ability
  Modifier1
  01–10
  01–06
  01–03
  Bane
  +1 bonus
  11–17
  07–12
  —
  Defending
  +1 bonus
  18–27
  13–19
  04–06
  Flaming
  +1 bonus
  28–37
  20–26
  07–09
  Frost
  +1 bonus
  38–47
  27–33
  10–12
  Shock
  +1 bonus
  48–56
  34–38
  13–15
  Ghost touch
  +1 bonus
  57–67
  39–44
  —
  Keen2
  +1 bonus
  68–71
  45–48
  16–19
  Ki Focus
  +1 bonus
  72–75
  49–50
  —
  Merciful
  +1 bonus
  76–82
  51–54
  20–21
  Mighty cleaving
  +1 bonus
  83–87
  55–59
  22–24
  Spell storing
  +1 bonus
  88–91
  60–63
  25–28
  Throwing
  +1 bonus
  92–95
  64–65
  29–32
  Thundering
  +1 bonus
  96–99
  66–69
  33–36
  Vicious
  +1 bonus
  —
  70–72
  37–41
  Anarchic
  +2 bonus
  —
  73–75
  42–46
  Axiomatic
  +2 bonus
  —
  76–78
  47–49
  Disruption3
  +2 bonus
  —
  79–81
  50–54
  Flaming burst
  +2 bonus
  —
  82–84
  55–59
  Icy burst
  +2 bonus
  —
  85–87
  60–64
  Holy
  +2 bonus
  —
  88–90
  65–69
  Shocking burst
  +2 bonus 
  —
  91–93
  70–74
  Unholy
  +2 bonus
  —
  94–95
  75–78
  Wounding
  +2 bonus
  —
  —
  79–83
  Speed
  +3 bonus
  —
  —
  84–86
  Brilliant energy
  +4 bonus
  —
  —
  87–88
  Dancing
  +4 bonus
  —
  —
  89–90
  Vorpal4
  +5 bonus
  100
  96–100
  91–100
  Roll again twice5
  —
  1 Add to enhancement bonus on Table 7–9: Weapons to determine
  total market price.
  2 Piercing or slashing weapons only. Reroll for a bludgeoning
  weapon.
  3 Bludgeoning weapons only. Reroll for a piercing or slashing
  weapon.
  4 Slashing weapons only. Reroll for a piercing or bludgeoning weapon.
  5 Reroll if you get a duplicate special ability, an ability incompatible
  with an ability that you’ve already rolled, or if the extra ability puts
  you over the +10 limit.
  Table 7–15: Ranged Weapon Special Abilities
  Base Price
  Minor
  Medium
  Major
  Special Ability
  Modifier1
  01–12
  01–08
  01–04
  Bane
  +1 bonus
  13–25
  09–16
  05–08
  Distance
  +1 bonus
  26–40
  17–28
  09–12
  Flaming
  +1 bonus
  41–55
  29–40
  13–16
  Frost
  +1 bonus
  56–60
  41–42
  —
  Merciful
  +1 bonus
  61–68
  43–47
  17–21
  Returning
  +1 bonus
  69–83
  48–59
  22–25
  Shock
  +1 bonus
  84–93
  60–64
  26–27
  Seeking
  +1 bonus
  94–99
  65–68
  28–29
  Thundering
  +1 bonus
  —
  69–71
  30–34
  Anarchic
  +2 bonus
  —
  72–74
  35–39
  Axiomatic
  +2 bonus
  —
  75–79
  40–49
  Flaming burst
  +2 bonus
  —
  80–82
  50–54
  Holy
  +2 bonus
  —
  83–87
  55–64
  Icy burst
  +2 bonus
  —
  88–92
  65–74
  Shocking burst
  +2 bonus
  —
  93–95
  75–79
  Unholy
  +2 bonus
  —
  —
  80–84
  Speed
  +3 bonus
  —
  —
  85–90
  Brilliant energy
  +4 bonus
  100
  96–100
  91–100
  Roll again twice2
  —
  1 Add to enhancement bonus on Table 7–9: Weapons to determine
  total market price.
  2 Reroll if you get a duplicate special ability, an ability incompatible
  with an ability that you’ve already rolled, or if the extra ability puts
  you over the +10 limit. A weapon’s enhancement bonus and special
  ability bonus equivalents can’t total more than +10.
  
  224
  and thus bypasses the corresponding damage reduction. It deals
  an extra 2d6 points of damage against all of chaotic alignment. It
  bestows one negative level on any chaotic creature attempting to
  wield it. The negative level remains as long as the weapon is in
  hand and disappears when the weapon is no longer wielded. This
  negative level never results in actual level loss, but it cannot be
  overcome in any way (including restoration spells) while the
  weapon is wielded. Bows, crossbows, and slings so crafted bestow
  the lawful power upon their ammunition.
  Moderate evocation [lawful]; CL 7th; Craft Magic Arms and
  Armor, order’s wrath, creator must be lawful; Price +2 bonus.
  Bane: A bane weapon excels at attacking one type or subtype of
  creature. Against its designated foe, its effective enhancement
  bonus is +2 better than its normal enhancement bonus (so a +1 long-
  sword is a +3 longsword against its foe). It deals an extra 2d6 points of
  damage against the foe. Bows, crossbows, and slings so crafted
  bestow the bane quality upon their ammunition. To randomly
  determine a weapon’s designated foe, roll on the following table.
  d%
  Designated Foe
  01–05
  Aberrations
  06–09
  Animals
  10–16
  Constructs
  17–22
  Dragons
  23–27
  Elementals
  28–32
  Fey
  33–39
  Giants
  40
  Humanoids, aquatic
  41–42
  Humanoids, dwarf
  43–44
  Humanoids, elf
  45
  Humanoids, gnoll
  46
  Humanoids, gnome
  47–49
  Humanoids, goblinoid
  50
  Humanoids, halfling
  51–54
  Humanoids, human
  55–57
  Humanoids, reptilian
  58–60
  Humanoids, orc
  61–65
  Magical beasts
  66–70
  Monstrous humanoids
  71–72
  Oozes
  73
  Outsiders, air
  74–76
  Outsiders, chaotic
  77
  Outsiders, earth
  78–80
  Outsiders, evil
  81
  Outsiders, fire
  82–84
  Outsiders, good
  85–87
  Outsiders, lawful
  88
  Outsiders, water
  89–90
  Plants
  91–98
  Undead
  99–100
  Vermin
  Moderate conjuration; CL 8th; Craft Magic Arms and Armor,
  summon monster I; Price +1 bonus.
  Brilliant Energy: A brilliant energy weapon has its significant
  portion—such as its blade, axe head, or arrowhead—transformed
  into light, although this does not modify the item’s weight. It
  always gives off light as a torch (20-foot radius). A brilliant energy
  weapon ignores nonliving matter. Armor bonuses to AC (includ-
  ing any enhancement bonuses to that armor) do not count against
  it because the weapon passes through armor. (Dexterity, deflec-
  tion, dodge, natural armor, and other such bonuses still apply.) A
  brilliant energy weapon cannot harm undead, constructs, and
  objects. This property can only be applied to melee weapons,
  thrown weapons, and ammunition.
  Strong transmutation; CL 16th; Craft Magic Arms and Armor,
  gaseous form, continual flame; Price +4 bonus.
  Dancing: As a standard action, a dancing weapon can be loosed
  to attack on its own. It fights for 4 rounds using the base attack
  bonus of the one who loosed it and then drops. While dancing, it
  cannot make attacks of opportunity, and the person who activated
  it is not considered armed with the weapon. In all other respects,
  it is considered wielded or attended by the creature for all maneu-
  vers and effects that target items (such as the sunder action or a
  heat metal spell). While dancing, it takes up the same space as the
  activating character and can attack adjacent foes (weapons with
  reach can attack opponents up to 10 feet away). The dancing
  weapon accompanies the person who activated it everywhere,
  whether she moves by physical or magical means. If the wielder
  who loosed it has an unoccupied hand, she can grasp it while it is
  attacking on its own as a free action; when so retrieved the weapon
  can’t dance (attack on its own) again for 4 rounds.
  Strong transmutation; CL 15th; Craft Magic Arms and Armor,
  animate objects; Price +4 bonus.
  Defending: A defending weapon allows the wielder to transfer
  some or all of the sword’s enhancement bonus to his AC as a bonus
  that stacks with all others. As a free action, the wielder chooses how to
  allocate the weapon’s enhancement bonus at the start of his turn
  before using the weapon, and the effect to AC lasts until his next turn.
  Moderate abjuration; CL 8th; Craft Magic Arms and Armor,
  shield or shield of faith; Price +1 bonus.
  Disruption: A weapon of disruption is the bane of all undead.
  Any undead creature struck in combat must succeed on a DC 14
  Will save or be destroyed. A weapon of disruption must be a
  bludgeoning weapon. (If you roll this property randomly for a
  piercing or slashing weapon, reroll.)
  Strong conjuration; CL 14th; Craft Magic Arms and Armor,
  heal; Price +2 bonus.
  Distance: This property can only be placed on a ranged
  weapon. A weapon of distance has double the range increment of
  other weapons of its kind.
  Moderate divination; CL 6th; Craft Magic Arms and Armor,
  clairaudience/clairvoyance; Price +1 bonus.
  Flaming: Upon command, a flaming weapon is sheathed in
  fire. The fire does not harm the wielder. The effect remains until
  another command is given. A flaming weapon deals an extra 1d6
  points of fire damage on a successful hit. Bows, crossbows, and
  slings so crafted bestow the fire energy upon their ammunition.
  Moderate evocation; CL 10th; Craft Magic Arms and Armor and
  flame blade, flame strike, or fireball; Price +1 bonus.
  Flaming Burst: A flaming burst weapon functions as a flaming
  weapon that also explodes with flame upon striking a successful
  critical hit. The fire does not harm the wielder. In addition to the
  extra fire damage from the flaming ability (see above), a flaming
  burst weapon deals an extra 1d10 points of fire damage on a suc-
  cessful critical hit. If the weapon’s critical multiplier is ×3, add an
  extra 2d10 points of fire damage instead, and if the multiplier is
  ×4, add an extra 3d10 points of fire damage. Bows, crossbows, and
  slings so crafted bestow the fire energy upon their ammunition.
  Even if the flaming ability is not active, the weapon still deals its
  extra fire damage on a successful critical hit.
  Strong evocation; CL 12th; Craft Magic Arms and Armor and
  flame blade, flame strike, or fireball; Price +2 bonus.
  Frost: Upon command, a frost weapon is sheathed in icy cold.
  The cold does not harm the wielder. The effect remains until
  another command is given. A frost weapon deals an extra 1d6
  points of cold damage on a successful hit. Bows, crossbows, and
  slings so crafted bestow the cold energy upon their ammunition.
  Moderate evocation; CL 8th; Craft Magic Arms and Armor, chill
  metal or ice storm; Price +1 bonus.
  Ghost Touch: A ghost touch weapon deals damage normally
  against incorporeal creatures, regardless of its bonus. (An incor-
  poreal creature’s 50% chance to avoid damage does not apply to
  attacks with ghost touch weapons.) The weapon can be picked up
  CHAPTER 7:
  MAGIC ITEMS
  
  and moved by an incorporeal creature at any time. A manifesting
  ghost can wield the weapon against corporeal foes. Essentially, a
  ghost touch weapon counts as either corporeal or incorporeal at
  any given time, whichever is more beneficial to the wielder.
  Moderate conjuration; CL 9th; Craft Magic Arms and Armor,
  plane shift; Price +1 bonus.
  Holy: A holy weapon is imbued with holy power. This power
  makes the weapon good-aligned and thus bypasses the correspon-
  ding damage reduction. It deals an extra 2d6 points of damage
  against all of evil alignment. It bestows one negative level on any
  evil creature attempting to wield it. The negative level remains as
  long as the weapon is in hand and disappears when the weapon is
  no longer wielded. This negative level never results in actual level
  loss, but it cannot be overcome in any way (including restoration
  spells) while the weapon is wielded. Bows, crossbows, and slings
  so crafted bestow the holy power upon their ammunition.
  Moderate evocation [good]; CL 7th; Craft Magic Arms and
  Armor, holy smite, creator must be good; Price +2 bonus.
  Icy Burst: An icy burst weapon functions as a frost weapon that
  also explodes with frost upon striking a successful critical hit. The
  frost does not harm the wielder. In addition to the extra damage
  from the frost ability, an icy burst weapon deals an extra 1d10
  points of cold damage on a successful critical hit. If the weapon’s
  critical multiplier is ×3, add an extra 2d10 points of cold damage
  instead, and if the multiplier is ×4, add an extra 3d10 points. Bows,
  crossbows, and slings so crafted bestow the cold energy upon their
  ammunition. Even if the frost ability is not active, the weapon still
  deals its extra cold damage on a successful critical hit.
  Moderate evocation; CL 10th; Craft Magic Arms and Armor,
  chill metal or ice storm; Price +2 bonus.
  Keen: This ability doubles the threat range of a weapon. For
  instance, if it is placed on a longsword (which has a normal threat
  range of 19–20), the keen longsword scores a threat on a 17–20.
  Only piercing or slashing weapons can be keen. (If you roll this
  property randomly for an inappropriate weapon, reroll.) This ben-
  efit doesn’t stack with any other effect that expands the threat
  range of a weapon (such as the keen edge spell or the Improved
  Critical feat).
  Moderate transmutation; CL 10th; Craft Magic Arms and Armor,
  keen edge; Price +1 bonus.
  Ki Focus:The magic weapon serves as a channel for the wielder’s
  ki, allowing her to use her special ki attacks through the weapon as
  if they were unarmed attacks. These attacks include the monk’s
  stunning attack, ki strike, and quivering palm, as well as the Stun-
  ning Fist feat. Only melee weapons can have the ki focus ability.
  Moderate transmutation; CL 8th; Craft Magic Arms and Armor,
  creator must be a monk; Price +1 bonus.
  Merciful: The weapon deals an extra 1d6 points of damage, and
  all damage it deals is nonlethal damage. On command, the weapon
  suppresses this ability until commanded to resume it. Bows, cross-
  bows, and slings so crafted bestow the merciful effect upon their
  ammunition.
  Faint conjuration; CL 5th; Craft Magic Arms and Armor, cure
  light wounds; Price +1 bonus.
  Mighty Cleaving: A mighty cleaving weapon allows a wielder
  with the Cleave feat to make one additional cleave attempt in a
  round.
  Moderate evocation; CL 8th; Craft Magic Arms and Armor,
  divine power; Price +1 bonus.
  Returning: This special ability can only be placed on a weapon
  that can be thrown. A returning weapon flies through the air back
  to the creature that threw it. It returns to the thrower just before the
  creature’s next turn (and is therefore ready to use again in that turn).
  Catching a returning weapon when it comes back is a free
  action. If the character can’t catch it, or if the character has moved
  since throwing it, the weapon drops to the ground in the square
  from which it was thrown.
  Moderate transmutation; CL 7th; Craft Magic Arms and Armor,
  telekinesis; Price +1 bonus. 
  Seeking: Only ranged weapons can have the seeking ability.
  The weapon veers toward its target, negating any miss chances
  that would otherwise apply, such as from concealment. (The
  wielder still has to aim the weapon at the right square. Arrows mis-
  takenly shot into an empty space, for example, do not veer and hit
  invisible enemies, even if they are nearby.) 
  Strong divination; CL 12th; Craft Magic Arms and Armor, true
  seeing; Price +1 bonus.
  Shock: Upon command, a shock weapon is sheathed in crack-
  ling electricity. The electricity does not harm the wielder. The
  effect remains until another command is given. A shock weapon
  deals an extra 1d6 points of electricity damage on a successful hit.
  Bows, crossbows, and slings so crafted bestow the electricity
  energy upon their ammunition.
  Moderate evocation; CL 8th; Craft Magic Arms and Armor, call
  lightning or lightning bolt; Price +1 bonus.
  Shocking Burst: A shocking burst weapon functions as a shock
  weapon that also explodes with electricity upon striking a success-
  ful critical hit. The electricity does not harm the wielder. In addi-
  tion to the extra electricity damage from the shock ability, a shock-
  ing burst weapon deals an extra 1d10 points of electricity damage
  on a successful critical hit. If the weapon’s critical multiplier is ×3,
  add an extra 2d10 points of electricity damage instead, and if the
  multiplier is ×4, add an extra 3d10 points. Bows, crossbows, and
  slings so crafted bestow the electricity energy upon their ammuni-
  tion. Even if the shock ability is not active, the weapon still deals
  its extra electricity damage on a successful critical hit.
  Moderate evocation; CL 10th; Craft Magic Arms and Armor, call
  lightning or lightning bolt; Price +2 bonus.
  Speed: When making a full attack action, the wielder of a speed
  weapon may make one extra attack with it. The attack uses the
  wielder’s full base attack bonus, plus any modifiers appropriate to
  the situation. (This benefit is not cumulative with similar effects,
  such as a haste spell.)
  Moderate transmutation; CL 7th; Craft Magic Arms and Armor,
  haste; Price +3 bonus.
  Spell Storing: A spell storing weapon allows a spellcaster to
  store a single targeted spell of up to 3rd level in the weapon. (The
  spell must have a casting time of 1 standard action.) Any time the
  weapon strikes a creature and the creature takes damage from it,
  the weapon can immediately cast the spell on that creature as a
  free action if the wielder desires. (This special ability is an excep-
  tion to the general rule that casting a spell from an item takes at
  least as long as casting that spell normally.) Inflict serious wounds,
  contagion, blindness, and hold person are all common choices for the
  stored spell. Once the spell has been cast from the weapon, a spell-
  caster can cast any other targeted spell of up to 3rd level into it.
  The weapon magically imparts to the wielder the name of the spell
  currently stored within it. A randomly rolled spell storing weapon
  has a 50% chance to have a spell stored in it already.
  Strong evocation (plus aura of stored spell); CL 12th; Craft
  Magic Arms and Armor, creator must be a caster of at least 12th
  level; Price +1 bonus.
  Thundering: A thundering weapon creates a cacophonous roar
  like thunder upon striking a successful critical hit. The sonic energy
  does not harm the wielder. A thundering weapon deals an extra 1d8
  points of sonic damage on a successful critical hit. If the weapon’s
  critical multiplier is ×3, add an extra 2d8 points of sonic damage
  instead, and if the multiplier is ×4, add an extra 3d8 points of sonic
  damage. Bows, crossbows, and slings so crafted bestow the sonic
  energy upon their ammunition. Subjects dealt a critical hit by a
  thundering weapon must make a DC 14 Fortitude save or be deaf-
  ened permanently.
  Faint necromancy; CL 5th; Craft Magic Arms and Armor, blind-
  ness/deafness; Price +1 bonus.
  225
  CHAPTER 7:
  MAGIC ITEMS
  
  226
  Throwing: This ability can only be placed on a melee
  weapon. A melee weapon crafted with this ability gains a range
  increment of 10 feet and can be thrown by a wielder proficient
  in its normal use.
  Faint transmutation; CL 5th; Craft Magic
  Arms and Armor, magic stone; Price +1 bonus.
  Unholy: An unholy weapon is imbued
  with unholy power. This power makes the
  weapon evil-aligned and thus bypasses the
  corresponding damage reduction. It deals an
  extra 2d6 points of damage against all of good
  alignment. It bestows one negative level on
  any good creature attempting to wield it. The
  negative level remains as long as the weapon
  is in hand and disappears when the weapon
  is no longer wielded. This negative level
  never results in actual level loss, but it cannot
  be overcome in any way (including restoration
  spells) while the weapon is wielded. Bows,
  crossbows, and slings so crafted bestow the
  unholy power upon their ammunition.
  Moderate evocation [evil]; CL 7th; Craft
  Magic Arms and Armor, unholy blight, creator
  must be evil; Price +2 bonus. 
  Vicious: When a vicious weapon strikes an
  opponent, it creates a flash of disruptive
  energy that resonates between the opponent
  and the wielder. This energy deals an extra 2d6
  points of damage to the opponent and 1d6
  points of damage to the wielder. Only melee
  weapons can be vicious.
  Moderate necromancy; CL 9th; Craft Magic
  Arms and Armor, enervation; Price +1 bonus.
  Vorpal: This potent and feared ability allows
  the weapon to sever the heads of those it
  strikes. Upon a roll of natural 20 (followed by
  a successful roll to confirm the critical hit),
  the weapon severs the opponent’s head (if it
  has one) from its body. Some creatures, such as
  many aberrations and all oozes, have no heads.
  Others, such as golems and undead creatures
  other than vampires, are not affected by the
  loss of their heads. Most other creatures, how-
  ever, die when their heads are cut off. The DM
  may have to make judgment calls about this
  sword’s effect. A vorpal weapon must be a
  slashing weapon. (If you roll this property
  randomly for an inappropriate weapon,
  reroll.)
  Strong necromancy and transmutation; CL 18th; Craft Magic
  Arms and Armor, circle of death, keen edge; Price +5 bonus.
  Wounding: A wounding weapon deals 1 point of Constitution
  damage from blood loss when it hits a creature. A critical hit does
  not multiply the Constitution damage. Creatures immune to criti-
  cal hits (such as plants and constructs) are immune to the Consti-
  tution damage dealt by this weapon.
  Moderate evocation; CL 10th; Craft Magic Arms and Armor,
  Mordenkainen’s sword; Price +2 bonus.
  Specific Weapons
  The following specific weapons usually are preconstructed with
  exactly the qualities described here.
  Adamantine Battleaxe: This nonmagical axe is made out of
  adamantine. As a masterwork weapon, it has a +1 enhancement
  bonus on attack rolls.
  No aura (nonmagical); Price 3,010 gp.
  Adamantine Dagger: This nonmagical dagger is made out of
  adamantine. As a masterwork weapon, it has a +1 enhancement
  bonus on attack rolls.
  No aura (nonmagical); Price 3,002 gp.
  Assassin’s Dagger: This wicked-looking, curved +2 dagger pro-
  vides a +1 bonus to the DC of a Fortitude save forced by the death
  attack of an assassin.
  Moderate necromancy; CL 9th; Craft Magic Arms and Armor,
  slay living; Price 18,302 gp; Cost 9,302 gp + 720 XP.
  Dagger of Venom: This black +1 dagger has a serrated edge. It
  allows the wielder to use a poison effect (as the spell, save DC 14)
  upon a creature struck by the blade once per day. The wielder can
  decide to use the power after he has struck. Doing so is a free
  action, but the poison effect must be invoked in the same round
  that the dagger strikes.
  Faint necromancy; CL 5th; Craft Magic Arms and Armor, poison;
  Price 8,302 gp; Cost 4,302 gp + 320 XP.
  Dwarven Thrower: This weapon commonly functions as a +2
  warhammer. In the hands of a dwarf, the warhammer gains an
  additional +1 enhancement bonus (for a total enhancement bonus
  of +3) and gains the returning special ability. It can be hurled with
  a 30-foot range increment. When hurled, it deals an extra 2d8
  points of damage against giants or an extra 1d8 points of damage
  against any other target.
  Moderate evocation; CL 10th; Craft Magic Arms and Armor,
  creator must be a dwarf of at least 10th level; Price 60,312 gp; Cost
  30,312 gp + 2,400 XP.
  Flame Tongue: This is a +1 flaming burst longsword. Once per
  day, the sword can blast forth a fiery ray at any target within 30 feet
  as a ranged touch attack. The ray deals 4d6 points of fire damage
  on a successful hit.
  Moderate evocation; CL 12th; Craft Magic Arms and Armor,
  scorching ray, and flame blade, flame strike, or fireball;
  Price 20,715 gp; Cost 10,515 gp + 816 XP.
  Frost Brand:This +3 frost greatsword sheds light
  as a torch when the temperature drops below 0°F.
  At such times it cannot be concealed when drawn,
  nor can its light be shut off. Its wielder is protected
  from fire; the sword absorbs the first 10 points of
  fire damage each round that the wielder would
  otherwise take.
  A frost brand extinguishes all nonmagi-
  cal fires in its wielder’s threatened area. As
  a standard action, it can also dispel lasting
  fire spells such as wall of fire, but not instanta-
  neous effects such as fireball, meteor swarm, and
  flame strike, though you must succeed on a dispel
  check (1d20 +14) against each spell to dispel it.
  The DC to dispel such spells is 11 + the caster
  level of the fire spell.
  Strong evocation; CL 14th; Craft Magic Arms
  and Armor, ice storm, dispel magic, protection from
  energy; Price 54,475 gp; Cost 27,375 gp and 5 sp +
  2179 XP.
  Holy Avenger: This +2 cold iron longsword be-
  comes a +5 holy cold iron longsword in the hands of
  a paladin.
  It provides spell resistance of 5 + the paladin’s
  level to the wielder and anyone adjacent to her. It
  also enables the wielder to use greater dispel magic
  (once per round as a standard action) at the class
  level of the paladin. (Only the area dispel is pos-
  sible, not the targeted dispel or counterspell ver-
  sions of greater dispel magic.)
  Strong abjuration; CL 18th; Craft Magic Arms
  and Armor, holy aura, creator must be good; Price
  120,630 gp; Cost 60,630 gp + 4,800 XP.
  Javelin of Lightning: This javelin becomes a
  CHAPTER 7:
  MAGIC ITEMS
  Illus. by D. Martin and W. Reynolds
  Holy avenger
  Flame tongue
  
  5d6 lightning bolt when thrown (Reflex DC 14 half). It is con-
  sumed in the attack.
  Faint evocation; CL 5th; Craft Magic Arms and Armor, lightning
  bolt; Price 1,500 gp; Cost 750 gp + 30 XP.
  Life-Drinker: This +1 greataxe is favored by undead and con-
  structs, who do not suffer its drawback. A life-drinker bestows two
  negative levels on its target whenever it deals damage, just as if its
  target had been struck by an undead creature. One day after being
  struck, subjects must make a DC 16 Fortitude save for each negative
  level or lose a character level. 
  Each time a life-drinker deals damage to a foe, it also bestows one
  negative level on the wielder. Any negative level gained by the
  wielder in this fashion lasts for 1 hour.
  Strong necromancy; CL 13th; Craft Magic Arms and Armor,
  enervation; Price 40,320 gp; Cost 20,320 gp + 1,600 XP.
  Luck Blade:This +2 short sword gives its possessor a +1 luck bonus
  on all saving throws. Its possessor also gains the power of good for-
  tune, usable once per day. This extraordinary ability allows its pos-
  sessor to reroll one roll that she just made. She must take the result of
  the reroll, even if it’s worse than the original roll. In addition, a luck
  blade may contain up to three wishes (when randomly rolled, a luck
  blade holds 1d4–1 wishes, minimum 0). When the last wish is used,
  the sword remains a +2 short sword, still grants the +1 luck bonus, and
  still grants its reroll power.
  Strong evocation; CL 17th; Craft Magic Arms and Armor, wish
  or miracle; Price 22,060 gp (0 wishes), 62,360 gp (1 wish), 102,660 gp
  (2 wishes), 142,960 gp (3 wishes); Cost 11,030 gp + 882 XP (0 wishes),
  31,180 gp + 2,494 XP (1 wish); 51,330 gp + 4,106 XP (2 wishes),
  71,480 gp + 5,718 XP (3 wishes).
  Mace of Smiting: This +3 adamantine heavy mace has a +5
  enhancement bonus against constructs, and any critical hit dealt
  to a construct completely destroys it (no saving throw). A critical
  hit dealt to an outsider deals ×4 damage rather than ×2.
  Moderate transmutation; CL 11th; Craft Magic Arms and
  Armor, disintegrate; Price 75,312 gp; Cost 39,312 gp + 2,880 XP.
  Mace of Terror: On command, this +2 heavy mace causes the
  wielder’s clothes and appearance to transform into an illusion of
  darkest horror such that living creatures in a 30-foot cone become
  panicked as if by a fear spell (Will DC 16 partial). They take a –2
  morale penalty on saving throws, and they flee from the wielder.
  The wielder may use this ability up to three times per day. 
  Strong necromancy; CL 13th; Craft Magic Arms and Armor,
  fear; Price 38,552 gp; Cost 19,276 gp + 1,542 XP.
  Masterwork Cold Iron Longsword: This nonmagical long-
  sword is crafted out of cold iron. As a masterwork weapon, it has a
  +1 enhancement bonus on attack rolls.
  No aura (nonmagical); Price 330 gp.
  Nine Lives Stealer: This longsword always performs as a +2
  longsword, but it also has the power to draw the life force from an
  opponent. It can do this nine times before the ability is lost. At that
  point, the sword becomes a simple +2 longsword (with a hint of evil
  about it). A critical hit must be dealt for the sword’s death-dealing
  ability to function, and this weapon has no effect on creatures not
  subject to critical hits. The victim is entitled to a DC 20 Fortitude
  save to avoid death. If the save is successful, the sword’s death-deal-
  ing ability does not function, no use of the ability is expended, and
  normal critical damage is determined. This sword is evil, and any
  good character attempting to wield it gains two negative levels.
  These negative levels remain as long as the sword is in hand and
  disappear when the sword is no longer wielded. These negative
  levels never result in actual level loss, but they cannot be overcome
  in any way (including restoration spells) while the sword is wielded.
  Strong necromancy [evil]; CL 13th; Craft Magic Arms and Armor,
  finger of death; Price 23,057 gp; Cost 11,528 gp 5 sp + 922 XP.
  Oathbow: Of elven make, this white +2 composite longbow (+2
  Str bonus) whispers “Swift defeat to my enemies” in Elven when
  nocked and pulled. Once per day, if the firer swears aloud to slay
  her target (a free action), the bow’s whisper becomes the low shout
  “Swift death to those who have wronged me.” Against such a
  sworn enemy, the bow has a +5 enhancement bonus, and arrows
  launched from it deal an additional 2d6 points of damage (and ×4
  on a critical hit instead of the normal ×3). However, the bow is
  treated as only a masterwork weapon against all foes other than
  the sworn enemy, and the wielder takes a –1 penalty on attack
  rolls with any weapon other than the oathbow. These bonuses and
  penalties last for seven days or until the sworn enemy is slain or
  destroyed by the wielder of the oathbow, whichever comes first.
  The oathbow may only have one sworn enemy at a time. Once
  the wielder swears to slay a target, he cannot make a new oath
  until he has slain that target or seven days have passed. Even if the
  wielder slays the sworn enemy on the same day that he makes the
  oath, he cannot activate the oathbow’s special power again until 24
  hours have passed from the time he made the oath.
  Strong evocation; CL 15th; Craft Magic Arms and Armor, cre-
  ator must be an elf; Price 25,600 gp; Cost 13,100 gp + 1,000 XP.
  Rapier of Puncturing: Three times per day, this +2 wounding
  rapier allows the wielder to make a touch attack with the weapon
  that deals 1d6 points of Constitution damage by draining blood.
  Creatures immune to critical hits are immune to the Constitution
  damage dealt by this weapon.
  Strong necromancy; CL 13th; Craft Magic Arms and Armor,
  harm; Price 50,320 gp; Cost 25,320 gp + 2,000 XP.
  Screaming Bolt: One of these +2 bolts screams when fired, forc-
  ing all enemies of the wielder within 20 feet of the path of the bolt
  to succeed on a DC 14 Will save or become shaken. This is a mind-
  affecting fear effect.
  227
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–16: Specific Weapons
  Minor
  Medium
  Major
  Specific Weapon
  Market Price
  01–15
  —
  —
  Sleep arrow
  132 gp
  16–25
  —
  —
  Screaming bolt
  267 gp
  26–45
  —
  —
  Silver dagger, masterwork
  322 gp
  46–65
  —
  —
  Cold iron longsword, 
  masterwork
  330 gp
  66–75
  01–09
  —
  Javelin of lightning
  1,500 gp
  76–80
  10–15
  —
  Slaying arrow
  2,282 gp
  81–90
  16–24
  —
  Adamantine dagger
  3,002 gp
  91–100
  25–33
  —
  Adamantine battleaxe
  3,010 gp
  —
  34–37
  —
  Slaying arrow (greater)
  4,057 gp
  —
  38–40
  —
  Shatterspike
  4,315 gp
  —
  41–46
  —
  Dagger of venom
  8,302 gp
  —
  47–51
  —
  Trident of warning
  10,115 gp
  —
  52–57
  01–04
  Assassin’s dagger
  10,302 gp
  —
  58–62
  05–07
  Shifter’s sorrow
  12,780 gp
  —
  63–66
  08–09
  Trident of fish command
  18,650 gp
  —
  67–74
  10–13
  Flame tongue
  20,715 gp
  —
  75–79
  14–17
  Luck blade (0 wishes)
  22,060 gp
  —
  80–86
  18–24
  Sword of subtlety
  22,310 gp
  —
  87–91
  25–31
  Sword of the planes
  22,315 gp
  —
  92–95
  32–37
  Nine lives stealer
  23,057 gp
  —
  96–98
  38–42
  Sword of life stealing
  25,715 gp
  —
  99–100
  43–46
  Oathbow
  25,600 gp
  —
  —
  47–51
  Mace of terror
  38,552 gp
  —
  —
  52–57
  Life-drinker
  40,320 gp
  —
  —
  58–62
  Sylvan scimitar
  47,315 gp
  —
  —
  63–67
  Rapier of puncturing
  50,320 gp
  —
  —
  68–73
  Sun blade
  50,335 gp
  —
  —
  74–79
  Frost brand
  54,475 gp
  —
  —
  80–84
  Dwarven thrower
  60,312 gp
  —
  —
  85–91
  Luck blade (1 wish)
  62,360 gp
  —
  —
  92–95
  Mace of smiting
  75,312 gp
  —
  —
  96–97
  Luck blade (2 wishes)
  102,660 gp
  —
  —
  98–99
  Holy avenger
  120,630 gp
  —
  —
  100
  Luck blade (3 wishes)
  142,960 gp
  
  228
  Faint enchantment; CL 5th; Craft Magic Arms and Armor,
  doom; Price 267gp; Cost 128 gp and 5 sp + 10 XP.
  Shatterspike: Wielders without the Improved Sunder feat use
  Shatterspike as a +1 longsword only; wielders with the Improved Sun-
  der feat add a +4 bonus (including the sword’s +1 enhancement
  bonus) to the opposed roll when attempting to strike a foe’s weapon.
  If successful, Shatterspike deals 1d8+4 points of damage plus the
  wielder’s Strength modifier to the target weapon (the target
  weapon’s hardness must still be overcome with each hit). Shatterspike
  can damage weapons with an enhancement bonus of +4 or lower.
  Strong evocation; CL 13th; Str 13, Craft Arms and Armor, Power
  Attack, Improved Sunder, shatter; Price 4,315 gp; Cost 2,315 gp +
  160 XP; Weight 4 lb.
  Shifter’s Sorrow: This +1/+1 two-bladed sword has blades of
  alchemical silver. The weapon deals an extra 2d6 points of damage
  against any creature with the shapechanger subtype.
  When a shapechanger or a creature in an alternate form (such
  as a druid using wild shape) is struck by the weapon, it must make
  a DC 15 Will save or return to its natural form.
  Strong transmutation; CL 15th; Craft Arms and Armor, baleful
  polymorph; Price 12,780 gp; Cost 6,780 gp + 480 XP; Weight 10 lb.
  Silver Dagger, Masterwork: This masterwork alchemical
  silver dagger is nonmagical. As a masterwork weapon, it has a +1
  enhancement bonus on attack rolls.
  No aura (nonmagical); Price 322 gp.
  d%
  Designated Type or Subtype
  01–05
  Aberrations
  06–09
  Animals
  10–16
  Constructs
  17–22
  Dragons
  23–27
  Elementals
  28–32
  Fey
  33–39
  Giants
  40
  Humanoids, aquatic
  41–42
  Humanoids, dwarf
  43–44
  Humanoids, elf
  45
  Humanoids, gnoll
  46
  Humanoids, gnome
  47–49
  Humanoids, goblinoid
  50
  Humanoids, halfling
  51–54
  Humanoids, human
  55–57
  Humanoids, reptilian
  58–60
  Humanoids, orc
  61–65
  Magical beasts
  66–70
  Monstrous humanoids
  71–72
  Oozes
  73
  Outsiders, air
  74–76
  Outsiders, chaotic
  77
  Outsiders, earth
  78–80
  Outsiders, evil
  81
  Outsiders, fire
  82–84
  Outsiders, good
  85–87
  Outsiders, lawful
  88
  Outsiders, water
  89–90
  Plants
  91–98
  Undead
  99–100
  Vermin
  Slaying Arrow:This +1 arrow is keyed to a particular type or sub-
  type of creature. If it strikes such a creature, the target must make a
  DC 20 Fortitude save or die (or, in the case of unliving targets, be
  destroyed) instantly. Note that even creatures normally exempt
  from Fortitude saves (undead and constructs) are subject to this
  attack. When keyed to a living creature, this is a death effect (and
  thus death ward protects a target). To determine the type or subtype
  of creature the arrow is keyed to, roll on the previous table.
  A greater slaying arrow functions just like a normal slaying arrow,
  but the DC to avoid the death effect is 23.
  Strong necromancy; CL 13th; Craft Magic Arms and Armor,
  finger of death (slaying arrow) or heightened finger of death (greater
  slaying arrow); Price 2,282 gp (slaying arrow) or 4,057 gp (greater slay-
  ing arrow); Cost 1,144 gp 5 sp + 91 XP (slaying arrow) or 2,032 gp +
  162 XP (greater slaying arrow).
  Sleep Arrow: This +1 arrow is painted white and has white
  fletching. If it strikes a foe so that it would normally deal damage,
  it instead bursts into magical energy that deals nonlethal damage
  (in the same amount as would be lethal damage) and forces the
  target to make a DC 11 Will save or fall asleep.
  Faint enchantment; CL 5th; Craft Magic Arms and Armor, sleep;
  Price 132 gp; Cost 69 gp 5 sp + 5 XP.
  Sun Blade: This sword is the size of a bastard sword. However, a
  sun blade is wielded as if it were a short sword with respect to weight
  and ease of use. (In other words, the weapon appears to all viewers
  to be a bastard sword, and deals bastard sword damage, but the
  wielder feels and reacts as if the weapon were a short sword.) Any
  individual able to use either a bastard sword or a short sword with
  proficiency is proficient in the use of a sun blade. Likewise, Weapon
  Focus and Weapon Specialization in short sword and bastard sword
  apply equally, but the benefits of those feats do not stack.
  In normal combat, the glowing golden blade of the weapon is
  equal to a +2 bastard sword. Against evil creatures, its enhancement
  bonus is +4. Against Negative Energy Plane creatures or undead
  creatures, the sword deals double damage (and ×3 on a critical hit
  instead of the usual ×2).
  The blade also has a special sunlight power. Once per day, the
  wielder can swing the blade vigorously above her head while
  speaking a command word. The sunblade then sheds a bright yellow
  radiance that is like full daylight. The radiance begins shining in a
  10-foot radius around the sword wielder and extends outward at 5
  feet per round for 10 rounds thereafter, to create a globe of light
  with a 60-foot radius. When the wielder stops swinging, the radi-
  ance fades to a dim glow that persists for another minute before
  disappearing entirely. All sun blades are of good alignment, and any
  evil creature attempting to wield one gains one negative level. The
  negative level remains as long as the sword is in hand and disap-
  pears when the sword is no longer wielded. This negative level
  never results in actual level loss, but it cannot be overcome in any
  way (including restoration spells) while the sword is wielded.
  Moderate evocation; CL 10th; Craft Magic Arms and Armor, day-
  light, creator must be good; Price 50,335 gp; Cost 25,335 gp + 2,000 XP.
  Sword of Life Stealing: This black iron +2 longsword bestows a
  negative level when it deals a critical hit. The sword wielder gains
  1d6 temporary hit points each time a negative level is bestowed on
  another. These temporary hit points last for 24 hours. One day
  after being struck, subjects must make a DC 16 Fortitude save for
  each negative level or lose a character level.
  Strong necromancy; CL 17th; Craft Magic Arms and Armor,
  enervation; Price 25,715 gp; Cost 12,857 gp and 5 sp + 1,029 XP.
  Sword of the Planes: This longsword has an enhancement
  bonus of +1 on the Material Plane, but on any Elemental Plane its
  enhancement bonus increases to +2. (The +2 enhancement bonus
  also applies on the Material Plane when the weapon is used
  against elementals.) It operates as a +3 longsword on the Astral
  Plane or the Ethereal Plane or when used against opponents native
  to either of those planes. On any other plane, or against any out-
  sider, it functions as a +4 longsword.
  Strong evocation; CL 15th; Craft Magic Arms and Armor, plane
  shift; Price 22,315 gp; Cost 11,157 gp and 5 sp + 893 XP.
  Sword of Subtlety: A +1 short sword with a thin, dull gray blade,
  this weapon provides a +4 bonus on its wielder’s attack and
  damage rolls when he is making a sneak attack with it.
  Moderate illusion; CL 7th; Craft Magic Arms and Armor, blur;
  Price 22,310 gp; Cost 11,155 gp + 892 XP.
  CHAPTER 7:
  MAGIC ITEMS
  
  Sylvan Scimitar: This +3 scimitar, when used outdoors in a tem-
  perate climate, grants its wielder the use of the Cleave feat and
  deals an extra 1d6 points of damage.
  Moderate evocation; CL 11th; Craft Magic Arms and Armor,
  divine power or creator must be a 7th-level druid; Price 47,315gp;
  Cost 23,657 gp and 5 sp + 1,893 XP.
  Trident of Fish Command: The magical properties of this +1
  trident with a 6-foot-long haft enable its wielder to charm up to 14
  HD of aquatic animals (Will DC 16 negates, animals get a +5
  bonus if currently under attack by the wielder or
  his allies), no two of which can be more than 30
  feet apart. The wielder can use this effect up to
  three times per day. The wielder can commu-
  nicate with the animals as if using a speak
  with animals spell. Animals making their
  saving throw are free of control, but they
  will not approach within 10 feet of the
  trident.
  Moderate enchantment; CL 7th; Craft
  Magic Arms and Armor, speak with ani-
  mals; Price 18,650 gp; Cost 9,325 gp +
  746 XP.
  Trident of Warning: A weapon of
  this type enables its wielder to deter-
  mine the location, depth, kind, and
  number of aquatic predators within 680
  feet. A trident of warning must be grasped
  and pointed in order for the character
  using it to gain such information, and it
  requires 1 round to scan a hemisphere with
  a radius of 680 feet. The weapon is other-
  wise a +2 trident.
  Moderate divination; CL 7th; Craft Magic
  Arms and Armor, locate creature; Price
  10,115 gp; Cost 5,057 gp and 5 sp + 405 XP.
  POTIONS AND OILS
  A potion is a magic liquid that produces its
  effect when imbibed. Magic oils are similar
  to potions, except that oils are applied
  externally rather than imbibed. A potion or
  oil can be used only once. It can duplicate the
  effect of a spell of up to 3rd level that has a casting time of less
  than 1 minute.
  Potions are like spells cast upon the imbiber. The character taking
  the potion doesn’t get to make any decisions about the effect—the
  caster who brewed the potion has already done so. For example, a
  potion of protection from energy is always designed to protect against a
  specific energy type chosen by the creator, not the drinker. The
  drinker of a potion is both the effective target and the caster of the
  effect (though the potion indicates the caster level, the drinker still
  controls the effect, such as with levitate).
  The person applying an oil is the effective caster, but the object
  is the target. When a character applies oil of speak with dead, the
  character is the one asking the questions.
  Physical Description: A typical potion or oil consists of 1
  ounce of liquid held in a ceramic or glass vial fitted with a tight
  stopper. The stoppered container is usually no more than 1 inch
  wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1,
  and a break DC of 12. Vials hold 1 ounce of liquid.
  Identifying Potions: In addition to the standard methods
  of identification, PCs can sample from each container they
  find to attempt to determine the nature of the liquid inside.
  An experienced character learns to identify potions by
  memory—for example, the last time she tasted a liquid that
  reminded her of almonds, it turned out to be a potion of cure
  moderate wounds. (You can reward players who keep records of
  potion sampling by always having the same type of potion
  taste the same—or you can cross them up by occasionally
  having the almond-flavored potion be something other than a
  potion of cure moderate wounds.)
  Activation: Drinking a potion or applying an oil requires no spe-
  cial skill. The user merely removes the stopper and swallows the
  potion or smears on the oil. The following rules govern potion and
  oil use.
  Drinking a potion or using an oil on an item of gear is a standard
  action. The potion or oil takes effect immediately.
  Using a potion or oil provokes attacks of opportu-
  nity. A successful attack (including grappling
  attacks) against the character forces a Concen-
  tration check (as for casting a spell). If the char-
  acter fails this check, she cannot drink the
  potion. An enemy may direct an attack of op-
  portunity against the potion or oil container
  rather than against the character. A successful
  attack of this sort can destroy the container (see
  page 165 of the Player’s Handbook).
  A creature must be able to swallow a potion or
  smear on an oil. Because of this, incorporeal crea-
  tures cannot use potions or oils.
  Any corporeal creature can imbibe a potion.
  The potion must be swallowed. Any corporeal
  creature can use an oil.
  A character can carefully administer a potion to
  an unconscious creature as a full-round action,
  trickling the liquid down the creature’s throat.
  Likewise, it takes a full-round action to apply an
  oil to an unconscious creature.
  Random Generation: To generate potions
  and oils randomly, roll on Table 7–17: Potions
  and Oils (see the following page).
  Potion Descriptions
  Because standard potions are simply spells in
  liquid form, refer to the spell description in
  the Player’s Handbook for all pertinent details.
  The caster level for a standard potion is the
  minimum caster level needed to cast the spell
  (unless otherwise specified).
  RINGS
  Rings bestow magical powers upon their wearers. Only a rare few
  have charges. Anyone can use a ring.
  A character can only effectively wear two magic rings. A third
  magic ring doesn’t work if the wearer is already wearing two
  magic rings.
  Physical Description: Rings have no appreciable weight. Al-
  though exceptions exist that are crafted from glass or bone, the
  vast majority of rings are forged from metal—usually precious
  metals such as gold, silver, and platinum. A ring has AC 13, 2 hit
  points, hardness 10, and a break DC of 25.
  Activation: Usually, a ring’s ability is activated by a command
  word (a standard action that does not provoke attacks of opportu-
  nity) or it works continually. Some rings have exceptional activa-
  tion methods, according to their descriptions.
  Random Generation: To generate rings randomly, roll on
  Table 7–18: Rings (see page 231).
  Special Qualities: Roll d%. A result of 01–31 indicates that
  something (a design, inscription, or the like) provides a clue to its
  function, and 32–100 indicates no special qualities. Intelligent
  items have extra abilities and sometimes extraordinary powers and
  special purposes.
  229
  CHAPTER 7:
  MAGIC ITEMS
  Illus. by W. Reynolds
  Potions
  
  230
  Ring Descriptions
  Rings are some of the most coveted and generally useful magic
  items. Standard rings are described below.
  Animal Friendship: On command, this ring affects an animal
  as if the wearer had cast charm animal.
  Faint enchantment; CL 3rd; Forge Ring, charm animal; Price
  10,800 gp.
  Blinking: On command, this ring makes the wearer blink, as
  with the blink spell.
  Moderate transmutation;CL7th;Forge Ring,blink; Price27,000 gp.
  Chameleon Power: As a free action, the wearer of this ring can
  gain the ability to magically blend in with the surroundings. This
  provides a +10 competence bonus on her Hide checks. As a stan-
  dard action, she can also command the ring to utilize the spell dis-
  guise self as often as she wants.
  Faint illusion; CL 3rd; Forge Ring, disguise self, invisibility; Price
  12,700 gp.
  Climbing: This ring is actually a magic leather cord that ties
  around a finger. It continually grants the wearer a +5 competence
  bonus on Climb checks.
  Faint transmutatation; CL 5th; Forge Ring, creator must have 5
  ranks in the Climb skill; Price 2,500 gp. 
  Climbing, Improved: As climbing, except it grants a +10 com-
  petence bonus on its wearer’s Climb checks. 
  Faint transmutation; CL 5th; Forge Ring, creator must have 10
  ranks in the Climb skill; Price 10,000 gp.
  Counterspells: This ring might seem to be a ring of spell stor-
  ing upon first examination. However, while it allows a single
  spell of 1st through 6th level to be cast into it, that spell cannot
  be cast out of the ring again. Instead, should that spell ever be
  cast upon the wearer, the spell is immediately countered, as a
  counterspell action, requiring no action (or even knowledge) on
  the wearer’s part. Once so used, the spell cast within the ring is
  gone. A new spell (or the same one as before) may be placed in
  it again.
  Moderate evocation; CL 11th; Forge Ring, imbue with spell abil-
  ity; Price 4,000 gp.
  Djinni Calling: One of the many rings of fable, this “genie”
  ring is most useful indeed. It serves as a special gate by means of
  which a specific djinni can be called from the Elemental Plane of
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–17: Potions and Oils
  Minor
  Medium Major
  Potion or Oil
  Market Price
  01–10
  —
  —
  Cure light wounds (potion)
  50 gp
  11–13
  —
  —
  Endure elements (potion)
  50 gp
  14–15
  —
  —
  Hide from animals (potion)
  50 gp
  16–17
  —
  —
  Hide from undead (potion)
  50 gp
  18–19
  —
  —
  Jump (potion)
  50 gp
  20–22
  —
  —
  Mage armor (potion)
  50 gp
  23–25
  —
  —
  Magic fang (potion)
  50 gp
  26
  —
  —
  Magic stone (oil)
  50 gp
  27–29
  —
  —
  Magic weapon (oil)
  50 gp
  30
  —
  —
  Pass without trace (potion)
  50 gp
  31–32
  —
  —
  Protection from (alignment) (potion) 50 gp
  33–34
  —
  —
  Remove fear (potion)
  50 gp
  35
  —
  —
  Sanctuary (potion)
  50 gp
  36–38
  —
  —
  Shield of faith +2 (potion)
  50 gp
  39
  —
  —
  Shillelagh (oil)
  50 gp
  40–41
  01–02
  —
  Bless weapon (oil)
  100 gp
  42–44
  03–04
  —
  Enlarge person (potion)
  250 gp
  45
  05
  —
  Reduce person (potion)
  250 gp
  46–47
  06
  —
  Aid (potion)
  300 gp
  48–50
  07
  —
  Barkskin +2 (potion)
  300 gp
  51–53
  08–10
  —
  Bear’s endurance (potion)
  300 gp
  54–56
  11–13
  01–02
  Blur (potion)
  300 gp
  57–59
  14–16
  —
  Bull’s strength (potion)
  300 gp
  60–62
  17–19
  —
  Cat’s grace (potion)
  300 gp
  63–67
  20–27
  03–07
  Cure moderate wounds (potion)
  300 gp
  68
  28
  —
  Darkness (oil)
  300 gp
  69–71
  29–30
  08–09
  Darkvision (potion)
  300 gp
  72–74
  31
  —
  Delay poison (potion)
  300 gp
  75–76
  32–33
  —
  Eagle’s splendor (potion)
  300 gp
  77–78
  34–35
  —
  Fox’s cunning (potion)
  300 gp
  79–81
  36–37
  10–11
  Invisibility (potion or oil)
  300 gp
  82–84
  38
  12
  Lesser restoration (potion)
  300 gp
  85–86
  39
  —
  Levitate (potion or oil)
  300 gp
  87
  40
  —
  Misdirection (potion)
  300 gp
  88–89
  41–42
  —
  Owl’s wisdom (potion)
  300 gp
  90–91
  43
  —
  Protection from arrows 
  300 gp
  10/magic (potion)
  92–93
  44
  13
  Remove paralysis (potion)
  300 gp
  94–96
  45–46
  —
  Resist energy (type) 10 (potion)
  300 gp
  97
  47–48
  14
  Shield of faith +3 (potion)
  300 gp
  98–99
  49
  —
  Spider climb (potion)
  300 gp
  100
  50
  15
  Undetectable alignment (potion)
  300 gp
  —
  51
  16
  Barkskin +3 (potion)
  600 gp
  —
  52
  17–18
  Shield of faith +4 (potion)
  600 gp
  —
  53–55
  19–20
  Resist energy (type) 20 (potion)
  700 gp
  —
  56–60
  21–28
  Cure serious wounds (potion)
  750 gp
  —
  61
  29
  Daylight (oil)
  750 gp
  —
  62–64
  30–32
  Displacement (potion)
  750 gp
  —
  65
  33
  Flame arrow (oil)
  750 gp
  —
  66–68
  34–38
  Fly (potion)
  750 gp
  —
  69
  39
  Gaseous form (potion)
  750 gp
  —
  70–71
  —
  Greater magic fang +1 (potion)
  750 gp
  —
  72–73
  —
  Greater magic weapon +1 (oil)
  750 gp
  —
  74–75
  40–41
  Haste (potion)
  750 gp
  —
  76–78
  42–44
  Heroism (potion)
  750 gp
  —
  79–80
  45–46
  Keen edge (oil)
  750 gp
  —
  81
  47
  Magic circle against (alignment)
  750 gp
  (potion)
  —
  82–83
  —
  Magic vestment +1 (oil)
  750 gp
  —
  84–86
  48–50
  Neutralize poison (potion)
  750 gp
  —
  87–88
  51–52
  Nondetection (potion)
  750 gp
  —
  89–91
  53–54
  Protection from energy (type)
  750 gp
  (potion)
  —
  92–93
  55
  Rage (potion)
  750 gp
  —
  94
  56
  Remove blindness/deafness 
  750 gp
  (potion)
  —
  95
  57
  Remove curse (potion)
  750 gp
  —
  96
  58
  Remove disease (potion)
  750 gp
  —
  97
  59
  Tongues (potion)
  750 gp
  —
  98–99
  60
  Water breathing (potion)
  750 gp
  —
  100
  61
  Water walk (potion)
  750 gp
  —
  —
  62–63
  Barkskin +4 (potion)
  900 gp
  —
  —
  64
  Shield of faith +5 (potion)
  900 gp
  —
  —
  65
  Good hope (potion)
  1,050 gp
  —
  —
  66–68
  Resist energy (type) 30 (potion)
  1,100 gp
  —
  —
  69
  Barkskin +5 (potion)
  1,200 gp
  —
  —
  70–73
  Greater magic fang +2 (potion)
  1,200 gp
  —
  —
  74–77
  Greater magic weapon +2 (oil)
  1,200 gp
  —
  —
  78–81
  Magic vestment +2 (oil)
  1,200 gp
  —
  —
  82
  Protection from arrows 
  1,500 gp
  15/magic (potion)
  —
  —
  83–85
  Greater magic fang +3 (potion)
  1,800 gp
  —
  —
  86–88
  Greater magic weapon +3 (oil)
  1,800 gp
  —
  —
  89–91
  Magic vestment +3 (oil)
  1,800 gp
  —
  —
  92–93
  Greater magic fang +4 (potion)
  2,400 gp
  —
  —
  94–95
  Greater magic weapon +4 (oil)
  2,400 gp
  —
  —
  96–97
  Magic vestment +4 (oil)
  2,400 gp
  —
  —
  98
  Greater magic fang +5 (potion)
  3,000 gp
  —
  —
  99
  Greater magic weapon +5 (oil)
  3,000 gp
  —
  —
  100
  Magic vestment +5 (oil)
  3,000 gp
  
  Air. When the ring is rubbed (a standard action), the call goes out,
  and the djinni appears on the next round. The djinni faithfully
  obeys and serves the wearer of the ring, but never for more than 1
  hour per day. If the djinni of the ring is ever killed, the ring
  becomes nonmagical and worthless. See the Monster Manual for
  details of a djinni’s abilities.
  Strong conjuration; CL 17th; Forge Ring, gate; Price 125,000 gp.
  Elemental Command: All four kinds of elemental command
  rings are very powerful. Each appears to be nothing more than
  a lesser magic ring until fully activated (see below), but each
  has certain other powers as well as the following common
  properties.
  Elementals of the plane to which the ring is attuned can’t
  attack the wearer, or even approach within 5 feet of him. If the
  wearer desires, he may forego this protection and instead attempt
  to charm the elemental (as charm monster, Will DC 17 negates). If
  the charm attempt fails, however, absolute protection is lost and
  no further attempt at charming can be made.
  Creatures from the plane to which the ring is attuned who
  attack the wearer take a –1 penalty on their attack rolls. The ring
  wearer makes applicable saving throws from the extraplanar crea-
  ture’s attacks with a +2 resistance bonus. He gains a +4 morale bo-
  nus on all attack rolls against such creatures. Any weapon he uses
  bypasses the damage reduction of such creatures, regardless of any
  qualities the weapon may or may not have.
  The wearer of the ring is able to converse with creatures from
  the plane to which his ring is attuned. These creatures recognize
  that he wears the ring. They show a healthy respect for the wearer
  if alignments are similar. If alignments are opposed, creatures fear
  the wearer if he is strong. If he is weak, they hate and desire to slay
  him. Fear, hatred, and respect are determined by the DM.
  The possessor of a ring of elemental command takes a saving
  throw penalty as follows:
  Element
  Saving Throw Penalty
  Air
  –2 against earth-based effects
  Earth
  –2 against air- or electricity-based effects
  Fire
  –2 against water- or cold-based effects
  Water
  –2 against fire-based effects
  In addition to the powers described above, each specific ring gives
  its wearer the following abilities according to its kind.
  Ring of Elemental Command (Air)
  • Feather fall (unlimited use, wearer only)
  • Resist energy (electricity) (unlimited use, wearer only)
  • Gust of wind (twice per day)
  • Wind wall (unlimited use)
  • Air walk (once per day, wearer only)
  • Chain lightning (once per week)
  The ring appears to be a ring of feather falling until a certain con-
  dition is met, such as having the ring immersed in holy water,
  single-handedly slaying an air elemental, or whatever the DM
  determines necessary to activate its full potential. It must be reac-
  tivated each time a new wearer acquires it.
  Ring of Elemental Command (Earth)
  • Meld into stone (unlimited use, wearer only)
  • Soften earth or stone (unlimited use)
  • Stone shape (twice per day)
  • Stoneskin (once per week, wearer only)
  • Passwall (twice per week)
  • Wall of stone (once per day)
  The ring exhibits only the first ability mentioned above until
  the DM-established condition is met.
  Ring of Elemental Command (Fire)
  • Resist energy (fire) (as a major ring of energy resistance [fire])
  • Burning hands (unlimited use)
  • Flaming sphere (twice per day)
  • Pyrotechnics (twice per day)
  • Wall of fire (once per day)
  • Flame strike (twice per week)
  The ring appears to be a major ring of energy resistance (fire) until
  the DM-established condition is met.
  Ring of Elemental Command (Water)
  • Water walk (unlimited use)
  • Create water (unlimited use)
  • Water breathing (unlimited use)
  • Wall of ice (once per day)
  • Ice storm (twice per week)
  • Control water (twice per week)
  The ring appears to be a ring of water walking until the DM-
  established condition is met.
  231
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–18: Rings
  Minor
  Medium Major
  Ring
  Market Price
  01–18
  —
  —
  Protection +1
  2,000 gp
  19–28
  —
  —
  Feather falling
  2,200 gp
  29–36
  —
  —
  Sustenance
  2,500 gp
  37–44
  —
  —
  Climbing
  2,500 gp
  45–52
  —
  —
  Jumping
  2,500 gp
  53–60
  —
  —
  Swimming
  2,500 gp
  61–70
  01–05
  —
  Counterspells
  4,000 gp
  71–75
  06–08
  —
  Mind shielding
  8,000 gp
  76–80
  09–18
  —
  Protection +2
  8,000 gp
  81–85
  19–23
  —
  Force shield
  8,500 gp
  86–90
  24–28
  —
  Ram
  8,600 gp
  —
  29–34
  —
  Climbing, improved
  10,000 gp
  —
  35–40
  —
  Jumping, improved
  10,000 gp
  —
  41–46
  —
  Swimming, improved
  10,000 gp
  91–93
  47–51
  —
  Animal friendship
  10,800 gp
  94–96
  52–56
  01–02
  Energy resistance, minor
  12,000 gp
  97–98
  57–61
  —
  Chameleon power
  12,700 gp
  99–100
  62–66
  —
  Water walking
  15,000 gp
  —
  67–71
  03–07
  Protection +3
  18,000 gp
  —
  72–76
  08–10
  Spell storing, minor
  18,000 gp
  —
  77–81
  11–15
  Invisibility
  20,000 gp
  —
  82–85
  16–19
  Wizardry (I)
  20,000 gp
  —
  86–90
  20–25
  Evasion
  25,000 gp
  —
  91–93
  26–28
  X-ray vision
  25,000 gp
  —
  94–97
  29–32
  Blinking
  27,000 gp
  —
  98–100 33–39
  Energy resistance, major
  28,000 gp
  —
  —
  40–49
  Protection +4
  32,000 gp
  —
  —
  50–55
  Wizardry (II)
  40,000 gp
  —
  —
  56–60
  Freedom of movement
  40,000 gp
  —
  —
  61–63
  Energy resistance, greater
  44,000 gp
  —
  —
  64–65
  Friend shield (pair)
  50,000 gp
  —
  —
  66–70
  Protection +5
  50,000 gp
  —
  —
  71–74
  Shooting stars
  50,000 gp
  —
  —
  75–79
  Spell storing
  50,000 gp
  —
  —
  80–83
  Wizardry (III)
  70,000 gp
  —
  —
  84–86
  Telekinesis
  75,000 gp
  —
  —
  87–88
  Regeneration
  90,000 gp
  —
  —
  89
  Three wishes
  97,950 gp
  —
  —
  90–92
  Spell turning
  98,280 gp
  —
  —
  93–94
  Wizardry (IV)
  100,000 gp
  —
  —
  95
  Djinni calling
  125,000 gp
  —
  —
  96
  Elemental command (air)
  200,000 gp
  —
  —
  97
  Elemental command (earth)
  200,000 gp
  —
  —
  98
  Elemental command (fire)
  200,000 gp
  —
  —
  99
  Elemental command (water)
  200,000 gp
  —
  —
  100
  Spell storing, major
  200,000 gp
  
  232
  Strong conjuration; CL 15th; Forge Ring, summon monster VI, all
  appropriate spells; Price 200,000 gp.
  Energy Resistance: This reddish iron ring continually pro-
  tects the wearer from damage from one type of energy—acid,
  cold, electricity, fire, or sonic (chosen by the creator of the item;
  determine randomly if found as part of a treasure hoard). Each
  time the wearer would normally take such damage, subtract the
  ring’s resistance value from the damage dealt.
  A minor ring of energy resistance grants 10 points of resistance. A
  major ring of energy resistance grants 20 points of resistance. A greater
  ring of energy resistance grants 30 points of resistance.
  Faint (minor or major) or moderate (greater) abjuration; CL 3rd
  (minor), 7th (major), or 11th (greater); Forge Ring, resist energy;
  Price 12,000 gp (minor), 28,000 gp (major), 44,000 gp (greater).
  Evasion: This ring continually grants the wearer the ability to
  avoid damage as if she had evasion. Whenever she makes a Reflex
  saving throw to determine whether she takes half damage, a suc-
  cessful save results in no damage.
  Moderate transmutation; CL 7th; Forge Ring, jump; Price
  25,000 gp.
  Feather Falling: This ring is crafted with a feather pattern all
  around its edge. It acts exactly like a feather fall spell, activated im-
  mediately if the wearer falls more than 5 feet.
  Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp.
  Force Shield: An iron band, this simple ring generates a shield-
  sized (and shield-shaped) wall of force that stays with the ring and
  can be wielded by the wearer as if it were a heavy shield (+2 AC).
  This special creation has no armor check penalty or arcane spell
  failure chance since it is weightless and encumbrance-free. It can
  be activated and deactivated at will as a free action.
  Moderate evocation; CL 9th; Forge Ring, wall of force; Price8,500 gp.
  Freedom of Movement: This gold ring allows the wearer to
  act as if continually under the effect of a freedom of movement spell.
  Moderate abjuration; CL 7th; Forge Ring, freedom of movement;
  Price 40,000 gp.
  Friend Shield: These curious rings always come in pairs. A
  friend shield ring without its mate is useless. Either wearer of one of
  a pair of the rings can, at any time, command his or her ring to cast
  a shield other spell with the wearer of the mated ring as the recipi-
  ent. This effect has no range limitation.
  Moderate abjuration; CL 10th; Forge Ring, shield other; Price
  50,000 gp (for a pair).
  Invisibility: By activating this simple silver ring, the wearer
  can benefit from invisibility, as the spell.
  Faint illusion; CL 3rd; Forge Ring, invisibility; Price 20,000 gp.
  Jumping: This ring continually allows the wearer to leap about,
  providing a +5 competence bonus on all his Jump checks.
  Faint transmutation; CL 2nd; Forge Ring, creator must have 5
  ranks in the Jump skill; Price 2,500 gp.
  Jumping, Improved: As jumping, except it grants a +10 com-
  petence bonus on its wearer’s Jump check. 
  Moderate transmutation; CL 7th; Forge Ring, creator must have
  10 ranks in the Jump skill; Price 10,000 gp.
  Mind Shielding: This ring is usually of fine workmanship and
  wrought from heavy gold. The wearer is continually immune to
  detect thoughts, discern lies, and any attempt to magically discern her
  alignment.
  Faint aburation; CL 3rd; Forge Ring, nondetection; Price 8,000 gp.
  Protection: This ring offers continual magical protection in
  the form of a deflection bonus of +1 to +5 to AC.
  Faint abjuration; CL 5th; Forge Ring, shield of faith, caster must
  be of a level at least three times greater than the bonus of the ring;
  Price 2,000 gp (ring +1); 8,000 gp (ring +2); 18,000 gp (ring +3);
  32,000 gp (ring +4); 50,000 gp (ring +5).
  Ram: The ring of the ram is an ornate ring forged of hard metal,
  usually iron or an iron alloy. It has the head of a ram (or a billy
  goat) as its device.
  The wearer can command the ring to give forth a ramlike force,
  manifested by a vaguely discernible shape that resembles the head
  of a ram or a goat. This force strikes a single target, dealing 1d6
  points of damage if 1 charge is expended, 2d6 points if 2 charges
  are used, or 3d6 points if 3 charges (the maximum) are used. Treat
  this as a ranged attack with a 50-foot maximum range and no
  penalties for distance. The ring is useful for knocking opponents
  off parapets or ledges, among other things.
  The force of the blow is considerable, and those struck by the
  ring are subject to a bull rush if within 30 feet of the ring-wearer.
  (The ram has Strength 25 and is Large.) The ram gains a +1 bonus
  on the bull rush attempt if 2 charges are expended, or +2 if 3
  charges are expended.
  In addition to its attack mode, the ring of the ram also has the
  power to open doors as if it were a character with Strength 25. If 2
  charges are expended, the effect is equivalent to a character with
  Strength 27. If 3 charges are expended, the effect is that of a char-
  acter with Strength 29.
  A newly created ring has 50 charges. When all the charges are
  expended, the ring becomes a nonmagical item.
  Moderate transmutation; CL 9th; Forge Ring, bull’s strength, tele-
  kinesis; Price 8,600 gp.
  Regeneration: This white gold ring continually allows a living
  wearer to heal 1 point of damage per level every hour rather than
  every day. (This ability cannot be aided by the Heal skill.) Non-
  lethal damage heals at a rate of 1 point of damage per level every 5
  minutes. If the wearer loses a limb, an organ, or any other body
  part while wearing this ring, the ring regenerates it as the spell. In
  either case, only damage taken while wearing the ring is regener-
  ated.
  Strong conjuration; CL 15th; Forge Ring, regenerate; Price
  90,000 gp.
  Shooting Stars: This ring has two modes of operation, one for
  being in shadowy darkness or outdoors at night and a second one
  when the wearer is underground or indoors at night.
  During the night under the open sky or in areas of shadow or
  darkness, the ring of shooting stars can perform the following func-
  tions on command.
  • Dancing lights (once per hour)
  • Light (twice per night)
  • Ball lightning (special, once per night)
  • Shooting stars (special, three per week)
  The first special function, ball lightning, releases one to four
  balls of lightning (ring wearer’s choice). These glowing globes
  resemble dancing lights, and the ring wearer controls them in the
  same fashion (see the dancing lights spell description in the Player’s
  Handbook). The spheres have a 120-foot range and a duration of 4
  rounds. They can be moved at 120 feet per round. Each sphere is
  about 3 feet in diameter, and any creature who comes within 5
  feet of one causes its charge to dissipate, taking electricity
  damage in the process according to the number of balls created.
  Number of Balls
  Damage per Ball
  4 lightning balls
  1d6 points of damage each
  3 lightning balls
  2d6 points of damage each
  2 lightning balls
  3d6 points of damage each
  1 lightning ball
  4d6 points of damage
  Once the ball lightning function is activated, the balls can be
  released at any time before the sun rises. (Multiple balls can be
  released in the same round.)
  The second special function produces three shooting stars that
  can be released from the ring each week, simultaneously or one at
  a time. They impact for 12 points of damage and spread (as a fire-
  ball) in a 5-foot-radius sphere for 24 points of fire damage.
  Any creature struck by a shooting star takes full damage from
  impact plus full fire damage from the spread unless it makes a DC 13
  CHAPTER 7:
  MAGIC ITEMS
  
  Reflex save. Creatures not struck but within the spread ignore the
  impact damage and take only half damage from the fire spread on a
  successful DC 13 Reflex save. Range is 70 feet, at the end of which
  the shooting star explodes, unless it strikes a creature or object before
  that. A shooting star always follows a straight line, and any creature in
  its path must make a save or be hit by the projectile.
  Indoors at night, or underground, the ring of shooting stars has
  the following properties.
  • Faerie fire (twice per day)
  • Spark shower (special, once per day)
  The spark shower is a flying cloud of sizzling purple sparks that
  fan out from the ring for a distance of 20 feet in an arc 10 feet wide.
  Creatures within this area take 2d8 points of damage each if not
  wearing metal armor or carrying a metal weapon. Those wearing
  metal armor and/or carrying a metal weapon take 4d8 points of
  damage.
  Strong evocation; CL 12th; Forge Ring, light, faerie fire, fireball,
  lightning bolt; Price 50,000 gp.
  Spell Storing, Minor: A minor ring of spell storing contains up to
  three levels of spells that the wearer can cast. Each spell has a caster
  level equal to the minimum level needed to cast that spell. The
  user need not provide any material components or focus, or
  pay an XP cost to cast the spell, and there is no arcane spell
  failure chance for wearing armor (because the ring
  wearer need not gesture). The activation time for the
  ring is same as the casting time for the relevant spell,
  with a minimum of 1 standard action.
  For a randomly generated ring, treat it as a
  scroll to determine what spells are stored in it
  (see the Scrolls section later in this chapter). If
  you roll a spell that would put the ring over the
  three-level limit, ignore that roll; the ring has no
  more spells in it. (Not every newly discovered ring
  need be fully charged.)
  A spellcaster can cast any spells into the ring, so long as
  the total spell levels do not add up to more than three. Meta-
  magic versions of spells take up storage space equal to their spell
  level modified by the metamagic feat. A spellcaster
  can use a scroll to put a spell into the minor ring of
  spell storing.
  A wizard could cast two magic missile spells and a mage armor
  spell into the ring (1 + 1 + 1 = 3). She could then give the ring to a
  druid, who casts the mage armor spell from the ring and then puts
  a calm animal spell into the ring. The druid could give the ring to a
  barbarian, who could use all the spells but could not replace any.
  The ring magically imparts to the wearer the names of all spells
  currently stored within it.
  Faint evocation; CL 5th; Forge Ring, imbue with spell ability;
  Price 18,000 gp.
  Spell Storing: As the minor ring of spell storing, except it holds
  up to five levels of spells.
  Moderate evocation; CL 9th; Forge Ring, imbue with spell ability;
  Price 50,000 gp.
  Spell Storing, Major: As the minor ring of spell storing, except it
  holds up to ten levels of spells.
  Strong evocation; CL 17th; Forge Ring, imbue with spell ability;
  Price 200,000 gp.
  Spell Turning: Up to three times per day on command, this
  simple platinum band automatically reflects the next nine levels
  of spells cast at the wearer, exactly as if spell turning had been cast
  upon the wearer.
  Strong abjuration; CL 13th; Forge Ring, spell turning; Price
  98,280 gp.
  Sustenance: This ring continually provides its wearer with
  life-sustaining nourishment. The ring also refreshes the body and
  mind, so that its wearer needs only sleep 2 hours per day to gain
  the benefit of 8 hours of sleep. The ring must be worn for a full
  week before it begins to work. If it is removed, the owner must
  wear it for another week to reattune it to himself.
  Faint conjuration; CL 5th; Forge Ring, create food and water; Price
  2,500 gp.
  Swimming: This silver ring has a wave pattern etched into the
  band. It continually grants the wearer a +5 competence bonus on
  Swim checks.
  Faint transmutation; CL 2nd; Forge Ring, creator must have 5
  ranks in the Swim skill; Price 2,500 gp. 
  Swimming, Improved: As swimming, except it grants a +10
  competence bonus on its wearer’s Swim checks. 
  Moderate transmutation; CL 7th; Forge Ring, creator must have
  10 ranks in the Swim skill; Price 10,000 gp.
  Telekinesis: This ring allows the caster to use the spell telekine-
  sis on command.
  Moderate transmutation; CL 9th; Forge Ring, telekinesis; Price
  75,000 gp.
  Three Wishes: This ring is set with three rubies. Each ruby
  stores a wish spell, activated by the ring. When a wish
  is used, that ruby disappears. For a randomly gen-
  erated ring, roll 1d3 to determine the remaining
  number of rubies. When all the wishes are used,
  the ring becomes a nonmagical item.
  Strong evocation (if miracle is used); CL 20th;
  Forge Ring, wish or miracle; Price 97,950 gp; Cost
  11,475 gp + 15,918 XP.
  Water Walking: This ring, set with an opal,
  allows the wearer to continually utilize the effects of
  the spell water walk.
  Moderate transmutation; CL 9th; Forge Ring,
  water walk; Price 15,000 gp.
  Wizardry: This special ring comes in four kinds (ring
  of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wiz-
  ardry IV), all of them useful only to arcane spellcasters. The
  wearer’s arcane spells per day are doubled for one specific spell
  level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry
  II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level
  spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells
  from high ability scores or school specialization are not doubled.
  Moderate (wizardry I) or strong (wizardry II–IV) (no school); CL
  11th (I), 14th (II), 17th (III), 20th (IV); Forge Ring, limited wish;
  Price 20,000 gp (I), 40,000 gp (II), 70,000 gp (III), 100,000 gp (IV).
  X-Ray Vision: On command, this ring gives its possessor the
  ability to see into and through solid matter. Vision range is 20 feet,
  with the viewer seeing as if he were looking at something in
  normal light even if there is no illumination. (For example, if the
  wearer looks into a locked chest, he can see inside even if there’s
  no light within.) X-ray vision can penetrate 1 foot of stone, 1 inch
  of common metal, or up to 3 feet of wood or dirt. Thicker sub-
  stances or a thin sheet of lead blocks the vision.
  Using the ring is physically exhausting, causing the wearer 1
  point of Constitution damage per minute after the first 10 min-
  utes of use in a single day.
  Moderate divination; CL 6th; Forge Ring, true seeing; Price
  25,000 gp.
  RODS
  Rods are scepterlike devices that have unique magical powers and
  do not usually have charges. Anyone can use a rod.
  Physical Description: Rods weigh approximately 5 pounds.
  They range from 2 feet to 3 feet long and are usually made of iron
  or some other metal. (Many, as noted in their descriptions, can
  function as light maces or clubs due to their sturdy construction.)
  These sturdy items have AC 9, 10 hit points, hardness 10, and a
  break DC of 27.
  Activation: Details relating to rod use vary from item to item.
  See the individual descriptions for specifics.
  233
  CHAPTER 7:
  MAGIC ITEMS
  Illus. by W. Reynolds
  Ring of 
  three wishes
  
  234
  Random Generation:To generate rods randomly, roll on Table
  7–19: Rods.
  Special Qualities: Roll d%. A 01–31 result indicates that
  something (a design, inscription, or the like) provides a clue to
  its function, and 32–100 indicates no special qualities. Intelli-
  gent items have extra abilities and sometimes extraordinary
  powers and special purposes. 
  Table 7–19: Rods
  Medium
  Major
  Rod
  Market Price
  01–07
  —
  Metamagic, Enlarge, lesser
  3,000 gp
  08–14
  —
  Metamagic, Extend, lesser
  3,000 gp
  15–21
  —
  Metamagic, Silent, lesser
  3,000 gp
  22–28
  —
  Immovable
  5,000 gp
  29–35
  —
  Metamagic, Empower, lesser
  9,000 gp
  36–42
  —
  Metal and mineral detection
  10,500 gp
  43–53
  01–04
  Cancellation
  11,000 gp
  54–57
  05–06
  Metamagic, Enlarge
  11,000 gp
  58–61
  07–08
  Metamagic, Extend
  11,000 gp
  62–65
  09–10
  Metamagic, Silent
  11,000 gp
  66–71
  11–14
  Wonder
  12,000 gp
  72–79
  15–18
  Python
  13,000 gp
  80–83
  —
  Metamagic, Maximize, lesser
  14,000 gp
  84–89
  19–21
  Flame extinguishing
  15,000 gp
  90–97
  22–25
  Viper
  19,000 gp
  —
  26–30
  Enemy detection
  23,500 gp
  —
  31–36
  Metamagic, Enlarge, greater
  24,500 gp
  —
  37–42
  Metamagic, Extend, greater
  24,500 gp
  —
  43–48
  Metamagic, Silent, greater
  24,500 gp
  —
  49–53
  Splendor
  25,000 gp
  —
  54–58
  Withering
  25,000 gp
  98–99
  59–64
  Metamagic, Empower
  32,500 gp
  —
  65–69
  Thunder and lightning
  33,000 gp
  100
  70–73
  Metamagic, Quicken, lesser
  35,000 gp
  —
  74–77
  Negation
  37,000 gp
  —
  78–80
  Absorption
  50,000 gp
  —
  81–84
  Flailing
  50,000 gp
  —
  85–86
  Metamagic, Maximize
  54,000 gp
  —
  87–88
  Rulership
  60,000 gp
  —
  89–90
  Security
  61,000 gp
  —
  91–92
  Lordly might
  70,000 gp
  —
  93–94
  Metamagic, Empower, greater
  73,000 gp
  —
  95–96
  Metamagic, Quicken
  75,500 gp
  —
  97–98
  Alertness
  85,000 gp
  —
  99
  Metamagic, Maximize, greater
  121,500 gp
  —
  100
  Metamagic, Quicken, greater
  170,000 gp
  Rod Descriptions
  Although all rods are generally scepterlike, their configurations and
  abilities run the magical gamut. Standard rods are described below.
  Absorption: This rod acts as a magnet, drawing spells or
  spell-like abilities into itself. The magic absorbed must be a
  single-target spell or a ray directed at either the character pos-
  sessing the rod or her gear. The rod then nullifies the spell’s
  effect and stores its potential until the wielder releases this
  energy in the form of spells of her own. She can instantly detect
  a spell’s level as the rod absorbs that spell’s energy. Absorption
  requires no action on the part of the user if the rod is in hand at
  the time.
  A running total of absorbed (and used) spell levels should be
  kept. For example, a rod that absorbs a 6th-level spell and a 3rd-
  level spell has a total of nine absorbed spell levels. The wielder of
  the rod can use captured spell energy to cast any spell she has
  prepared, without expending the preparation itself. The only
  restrictions are that the levels of spell energy stored in the rod
  must be equal to or greater than the level of the spell the wielder
  wants to cast, that any material components required for the
  spell be present, and that the rod be in hand when casting. Con-
  tinuing the example above, the rod wielder could use the nine
  absorbed spell levels to cast one 9th-level spell, or one 5th-level
  and one 4th-level spell, or nine 1st-level spells, and so on. For
  casters such as bards or sorcerers who do not prepare spells, the
  rod’s energy can be used to cast any spell of the appropriate level
  or levels that they know.
  A rod of absorption absorbs a maximum of fifty spell levels and can
  thereafter only discharge any remaining potential it might have.
  The rod cannot be recharged. The wielder knows the rod’s remain-
  ing absorbing potential and current amount of stored energy.
  A more specific example: Jozan the cleric uses a brand-new rod
  of absorption to nullify the effect of a suggestion spell cast at him by
  a sorcerer. The rod has now absorbed three spell levels and can
  absorb forty-seven more. Jozan can cast any 1st-, 2nd-, or 3rd-
  level spell he has prepared, without loss of that preparation, by
  using the stored potential of the rod. Let’s assume he casts hold
  person back at the sorcerer who just attacked him. This spell is
  2nd level for him, so the rod still holds one spell level of poten-
  tial, can absorb forty-seven more, and has disposed of two spell
  levels permanently.
  To determine the absorption potential remaining in a newly
  found rod, roll d% and divide the result by 2. Then roll d% again:
  On a result of 71–100, half the levels already absorbed by the rod
  are still stored within. For example, if the first roll determines that
  the rod has thirty-four levels of absorption potential remaining,
  that means the rod has absorbed sixteen levels’ worth of spells.
  Half of sixteen is eight, so there’s a 30% chance that it still holds
  eight absorbed spell levels ready for use.
  Strong abjuration;CL15th;Craft Rod,spell turning; Price 50,000 gp.
  Alertness: This rod is indistinguishable from a +1 light mace. It
  has eight flanges on its macelike head. The rod bestows a +1
  insight bonus on initiative checks. If grasped firmly, the rod
  enables the holder to use detect evil, detect good, detect chaos, detect law,
  detect magic, discern lies, light, or see invisibility. Each different use is a
  standard action.
  If the head of a rod of alertness is planted in the ground, and the
  possessor wills it to alertness (a standard action), the rod senses
  any creature within 120 feet who intends to harm the possessor.
  At the same time, the rod creates the effect of a prayer spell upon
  all creatures friendly to the possessor in a 20-foot radius. Immedi-
  ately thereafter, the rod sends forth a mental alert to these
  friendly creatures, warning them of possible danger from the
  unfriendly creature or creatures within the 120-foot radius. These
  effects last for 10 minutes, and the rod can perform this function
  once per day.
  Last, the rod can be used to simulate the casting of an animate
  objects spell, utilizing any eleven (or fewer) Small objects located
  roughly around the perimeter of a 5-foot-radius circle centered on
  the rod when planted in the ground. Objects remain animated for
  11 rounds. The rod can perform this function once per day.
  Moderate abjuration, divination, enchantment, and evocation;
  CL 11th; Craft Rod, alarm, detect chaos, detect evil, detect good, detect
  law, detect magic, discern lies, light, see invisibility, prayer, animate
  objects; Price 85,000 gp.
  Cancellation: This dreaded rod is a bane to magic items, for its
  touch drains an item of all magical properties. The item touched
  must make a DC 23 Will save to prevent the rod from draining it.
  If a creature is holding it at the time, then the item can use the
  holder’s Will save bonus in place of its own if the holder’s is better.
  In such cases, contact is made by making a melee touch attack roll.
  Upon draining an item, the rod itself becomes brittle and cannot
  be used again. Drained items are only restorable by wish or miracle.
  (If a sphere of annihilation and a rod of cancellation negate each other,
  nothing can restore either of them.)
  Strong abjuration; CL 17th; Craft Rod, Mordenkainen’s disjunc-
  tion; Price 11,000 gp.
  CHAPTER 7:
  MAGIC ITEMS
  
  Enemy Detection: This device pulses in the wielder’s hand
  and points in the direction of any creature or creatures hostile to
  the bearer of the device (nearest ones first). These creatures can be
  invisible, ethereal, hidden, disguised, or in plain sight. Detection
  range is 60 feet. If the bearer of the rod concentrates for a full
  round, the rod pinpoints the location of the nearest enemy and
  indicates how many enemies are within range. The rod can be
  used three times each day, each use lasting up to 10 minutes. Acti-
  vating the rod is a standard
  action.
  Moderate divination; CL
  10th; Craft Rod, true seeing; Price
  23,500 gp.
  Flailing: Upon the command of
  its possessor, the rod activates, changing
  from a normal-seeming rod to a +3 dire
  flail. The dire flail is a double weapon, which
  means that each of the weapon’s heads can be
  used to attack (see the weapon description on
  page 117 of the Player’s Handbook). The wielder can
  gain an extra attack (with the second head) at the cost
  of making all attacks at a –2 penalty (as if she had the
  Two-Weapon Fighting feat).
  Once per day the wielder can use a free action to cause
  the rod to grant her a +4 deflection bonus to Armor Class
  and a +4 resistance bonus on saving throws for 10 minutes.
  The rod need not be in weapon form to grant this bene-
  fit. Transforming it into a weapon or back into a rod is a
  move action.
  Moderate enchantment; CL 9th; Craft Rod, Craft
  Magic Arms and Armor, bless; Price 50,000 gp.
  Flame Extinguishing: This rod can extinguish Medium
  or smaller nonmagical fires with simply a touch (a stan-
  dard action). For the rod to be effective against other
  sorts of fires, the wielder must expend 1 or more of
  the rod’s charges.
  Extinguishing a Large or larger nonmagical
  fire, or a magic fire of Medium or smaller
  (such as that of a flaming weapon or a burn-
  ing hands spell), expends 1 charge. Con-
  tinual magic flames, such as those of a
  weapon or a fire creature, are sup-
  pressed for 6 rounds and flare up
  again after that time. To extinguish an instantaneous fire spell, the
  rod must be within the area of the effect and the wielder must
  have used a ready action, effectively countering the entire spell.
  When applied to Large or larger magic fires, such as those
  caused by fireball, flame strike, or wall of fire, extinguishing the
  flames expends 2 charges from the rod.
  If the device is used upon a fire creature (a melee touch attack),
  it deals 6d6 points of damage to the creature. This use requires 3
  charges.
  A rod of flame extinguishing has 10 charges when found. Spent
  charges are renewed every day, so that a wielder can expend up to
  10 charges in any 24-hour period.
  Strong transmutation; CL 12th; Craft Rod, pyrotechnics; Price
  15,000 gp.
  Immovable Rod: This rod is a flat iron bar with a small button
  on one end. When the button is pushed (a move action), the rod
  does not move from where it is, even if staying in place defies grav-
  ity. Thus, the owner can lift or place the rod wherever he wishes,
  push the button, and let go. Adventurers have found the immov-
  able rod useful for holding ropes, barring doors, and all sorts of
  other utilitarian tasks. Many adventurers have found it useful to
  have more than one. Several immovable rods can even make a
  ladder when used together (although only two are needed). An
  immovable rod can support up to 8,000 pounds before falling to the
  ground. If a creature pushes against an immovable rod, it must make
  a DC_30 Strength check to move the rod up to 10 feet in a single
  round.
  Moderate transmutation; CL 10th; Craft Rod, levitate; Price
  5,000 gp.
  Lordly Might: This rod has functions that are spell-like,
  and it can also be used as a magic weapon of various
  sorts. It also has several more mundane uses. The
  rod of lordly might is metal, thicker than other
  rods, with a flanged ball at one end and six
  studlike buttons along its length. (Pushing
  any of the rod’s buttons is equivalent to
  drawing a weapon.) It weighs 10 pounds.
  The following spell-like functions of the rod
  can each be used once per day.
  • Hold person upon touch, if the wielder
  so commands (Will DC 14 negates). The
  wielder must choose to use this power and
  then succeed on a melee touch attack to activate
  the power. If the attack fails, the effect is lost.
  • Fear upon all enemies viewing it, if the wielder so
  desires (10-foot maximum range, Will DC 16
  partial). Invoking this power is a standard action.
  • Deal 2d4 hit points of damage to an opponent on
  a successful touch attack (Will DC 17
  half) and cure the wielder of a like
  amount of damage. The wielder
  must choose to use this power
  before attacking, as with hold
  person.
  The following weapon func-
  tions of the rod have no limit on the
  number of times they can be employed.
  • In its normal form, the rod can be used as
  a +2 light mace.
  • When button 1 is pushed, the rod
  becomes a +1 flaming longsword. A blade
  springs from the ball, with the ball itself
  becoming the sword’s hilt. The weapon lengthens to an
  overall length of 4 feet.
  •
  When button 2 is pushed, the rod becomes a +4 battleaxe. A
  wide blade springs forth at the ball, and the whole lengthens
  to 4 feet.
  • When button 3 is pushed, the rod becomes a +3 shortspear
  or +3 longspear.The spear blade springs forth, and the handle
  can be lengthened up to 12 feet (wielder’s choice), for an
  overall length of from 6 feet to 15 feet. At
  its 15-foot length, the rod is suitable for
  use as a lance.
  The following other functions of the rod also
  have no limit on the number of times they can be employed.
  •
  Climbing pole/ladder. When button 4 is pushed, a spike that
  can anchor in granite is extruded from the ball, while the
  other end sprouts three sharp hooks. The rod lengthens to
  anywhere between 5 and 50 feet in a single round, stopping
  when button 4 is pushed again. Horizontal bars three inches
  long fold out from the sides, 1 foot apart, in staggered progres-
  sion. The rod is firmly held by the spike and hooks and can
  bear up to 4,000 pounds. The wielder can retract the pole by
  pushing button 5.
  • The ladder function can be used to force open doors. The
  wielder plants the rod’s base 30 feet or less from the portal to be
  forced and in line with it, then pushes button 4. The force
  exerted has a Strength modifier of +12.
  • When button 6 is pushed, the rod indicates magnetic north and
  gives the wielder a knowledge of his approximate depth be-
  neath the surface or height above it.
  235
  CHAPTER 7:
  MAGIC ITEMS
  Illus. by S. Wood
  Using multiple
  immovable rods
  
  236
  Strong enchantment, evocation, necromancy, and transmuta-
  tion; CL 19th; Craft Rod, Craft Magic Arms and Armor, inflict
  light wounds, bull’s strength, flame blade, hold person, fear; Price
  70,000 gp.
  Metal and Mineral Detection:This rod pulses in the wielder’s
  hand and points to the largest mass of metal within 30 feet. How-
  ever, the wielder can concentrate on a specific metal or mineral
  (gold, platinum, quartz, beryl, diamond, corundum, and so on). If
  the specific mineral is within 30 feet, the rod points to any places
  it is located, and the rod wielder knows the approximate quantity
  as well. If more than one deposit of the specified metal or mineral
  is within range, the rod points to the largest cache first. Each oper-
  ation requires a full-round action.
  Moderate divination; CL 9th; Craft Rod, locate object; Price
  10,500 gp.
  Metamagic Rods: Metamagic rods hold the essence of a meta-
  magic feat but do not change the spell slot of the altered spell. All
  the rods described here are use-activated (but casting spells in a
  threatened area still draws an attack of opportunity). A caster may
  only use one metamagic rod on any given spell, but it is permissi-
  ble to combine a rod with metamagic feats possessed by the rod’s
  wielder. In this case, only the feats possessed by the wielder adjust
  the spell slot of the spell being cast.
  Possession of a metamagic rod does not confer the associated
  feat on the owner, only the ability to use the given feat a specified
  number of times per day. A sorcerer still must take a full-round
  action when using a metamagic rod, just as if using a metamagic
  feat he possesses.
  Lesser and Greater Metamagic Rods: Normal metamagic rods can
  be used with spells of 6th level or lower. Lesser rods can be used
  with spells of 3rd level or lower, while greater rods can be used
  with spells of 9th level or lower.
  Metamagic, Empower: The wielder can cast up to three
  spells per day that are empowered as though using the Empower
  Spell feat.
  Strong (no school); CL 17th; Craft Rod, Empower Spell; Price
  9,000 gp (lesser), 32,500 gp (normal), 73,000 gp (greater).
  Metamagic, Enlarge: The wielder can cast up to three spells
  per day that are enlarged as though using the Enlarge Spell feat.
  Strong (no school); CL 17th; Craft Rod, Enlarge Spell; Price
  3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).
  Metamagic, Extend: The wielder can cast up to three spells
  per day that are extended as though using the Extend Spell feat.
  Strong (no school); CL 17th; Craft Rod, Extend Spell; Price
  3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).
  Metamagic, Maximize: The wielder can cast up to three spells
  per day that are maximized as though using the Maximize Spell feat.
  Strong (no school); CL 17th; Craft Rod, Maximize Spell feat;
  Price 14,000 gp (lesser), 54,000 gp (normal), 121,500 gp (greater).
  Metamagic, Quicken: The wielder can cast up to three spells
  per day that are quickened as though using the Quicken Spell feat.
  Strong (no school); CL 17th; Craft Rod, Quicken Spell; Price
  35,000 gp (lesser), 75,500 gp (normal), 170,000 gp (greater).
  Metamagic, Silent: The wielder can cast up to three spells per
  day without verbal components as though using the Silent Spell feat.
  Strong (no school); CL 17th; Craft Rod, Silent Spell; Price 3,000
  gp (lesser), 11,000 gp (normal), 24,500 gp (greater).
  Negation: This device negates the spell or spell-like function
  or functions of magic items. The wielder points the rod at the
  magic item, and a pale gray beam shoots forth to touch the target
  device, attacking as a ray (a ranged touch attack). The ray functions
  as a greater dispel magic spell, except it only affects magic items. To
  negate instantaneous effects from an item, the rod wielder needs
  to have used a ready action. The dispel check uses the rod’s caster
  level (15th). The target item gets no saving throw, although the
  rod can’t negate artifacts (even minor artifacts). The rod can func-
  tion three times per day.
  Strong varied; CL 15th; Craft Rod, dispel magic, and limited wish
  or miracle; Price 37,000 gp.
  Python: This rod is longer than normal rods. It is about 4 feet
  long and weighs 10 pounds. It strikes as a +1/+1 quarterstaff. If the
  user throws the rod to the ground (a standard action), it grows to
  become a giant constrictor snake (see page 280 of the Monster
  Manual for complete statistics) by the end of the round. The
  python obeys all commands of the owner. (In animal form, it
  retains the +1 enhancement bonus on attacks and damage pos-
  sessed by the rod form.) The serpent returns to rod form (a full-
  round action) whenever the wielder desires, or whenever it moves
  farther than 100 feet from the owner. If the snake form is slain, it
  returns to rod form and cannot be activated again for three days. A
  python rod only functions if the possessor is good.
  Moderate transmutation; CL 10th; Craft Rod, Craft Magic Arms
  and Armor, baleful polymorph, creator must be good; Price 13,000 gp.
  Rulership: This rod looks like a royal scepter worth at least
  5,000 gp in materials and workmanship alone. The wielder can
  command the obedience and fealty of creatures within 120 feet
  when she activates the device (a standard action). Creatures total-
  ing 300 Hit Dice can be ruled, but creatures with Intelligence
  scores of 12 or higher are entitled to a DC 16 Will save to negate
  the effect. Ruled creatures obey the wielder as if she were their
  absolute sovereign. Still, if the wielder gives a command that is
  contrary to the nature of the creatures commanded, the magic is
  broken. The rod can be used for 500 total minutes before crum-
  bling to dust. This duration need not be continuous.
  Strong enchantment; CL 20th; Craft Rod, mass charm monster;
  Price 60,000 gp; Cost 27,500 gp + 2,200 XP.
  Security: This item creates a nondimensional space, a pocket
  paradise. There the rod’s possessor and as many as 199 other crea-
  tures can stay in complete safety for a period of time, up to 200
  days divided by the number of creatures affected. Thus, one crea-
  ture (the rod’s possessor) can stay for 200 days, four creatures can
  stay for 50 days, or a group of sixty creatures can stay for 3 days. All
  fractions are rounded down, so that a group numbering more than
  100 can stay for one day only and a group of 201 or more cannot be
  affected by the rod.
  In this pocket paradise, creatures don’t age, and natural healing
  take place at twice the normal rate. Fresh water and food (fruits
  and vegetables only) are in abundance. The climate is comfortable
  for all creatures involved.
  Activating the rod (a standard action) causes the wielder and all
  creatures touching the rod to be transported instantaneously to
  the paradise. Members of large groups can hold hands or other-
  wise maintain physical contact, allowing all connected creatures
  in a circle or a chain to be affected by the rod. Unwilling creatures
  get a DC 17 Will save to negate the effect. If such a creature suc-
  ceeds on its save, other creatures beyond that point in a chain can
  still be affected by the rod.
  When the rod’s effect expires or is dispelled, all the affected crea-
  tures instantly reappear in the location they occupied when the rod
  was activated. If something else occupies the space that a traveler
  would be returning to, then his body is displaced a sufficient dis-
  tance to provide the space required for reentry. The rod’s possessor
  can dismiss the effect whenever he wishes before the maximum
  time period expires, but the rod can only be activated once per week.
  Strong conjuuration; CL 20th; Craft Rod, gate; Price 61,000 gp.
  Splendor: The possessor of this rod gains a +4 enhancement
  bonus to her Charisma score for as long as she holds or carries the
  item. Once per day, the rod creates and garbs her in clothing of the
  finest fabrics, plus adornments of furs and jewels.
  Apparel created by the magic of the rod remains in existence for
  12 hours. However, if the possessor attempts to sell or give away
  any part of it, to use it for a spell component, or the like, all the
  apparel immediately disappears. The same applies if any of it is
  forcibly taken from her.
  CHAPTER 7:
  MAGIC ITEMS
  
  The value of noble garb created by the rod ranges from 7,000 to
  10,000 gp (1d4+6 × 1,000 gp)—1,000 gp for the fabric alone, 5,000
  gp for the furs, and the rest for the jewel trim (maximum of twenty
  gems, maximum value 200 gp each).
  In addition, the rod has a second special power, usable once per
  week. Upon command, it creates a palatial tent—a huge pavilion
  of silk 60 feet across. Inside the tent are temporary furnishings
  and food suitable to the splendor of the pavilion and sufficient to
  entertain as many as one hundred persons. The tent and its trap-
  pings last for one day. At the end of that time, the tent and all
  objects associated with it (including any items that were taken out
  of the tent) disappear.
  Strong conjuration and transmutation; CL 12th; Craft Rod,
  eagle’s splendor, fabricate, major creation; Price 25,000 gp.
  Thunder and Lightning: Constructed of iron set with silver
  rivets, this rod has the properties of a +2 light mace. Its other magi-
  cal powers are as follows.
  • Thunder: Once per day, the rod can strike as a +3 light mace, and
  the opponent struck is stunned from the noise of the rod’s
  impact (Fortitude DC 16 negates). Activating this power counts
  as a free action, and it works if the wielder strikes an opponent
  within 1 round.
  • Lightning: Once per day, when the wielder desires, a short spark
  of electricity can leap forth when the rod strikes an opponent to
  deal the normal damage for a +2 light mace (1d6+2) and an extra
  2d6 points of electricity damage. Even when the rod might not
  score a normal hit in combat, if the roll was good enough to
  count as a successful melee touch attack hit, then the 2d6 points
  of electricity damage still applies. The wielder activates this
  power as a free action, and it works if he strikes an opponent
  within 1 round.
  • Thunderclap: Once per day as a standard action, the wielder can
  cause the rod to give out a deafening noise, just as a shout spell
  (Fortitude DC 16 partial, 2d6 points of sonic damage, target
  deafened for 2d6 rounds).
  • Lightning Stroke: Once per day as a standard action, the wielder
  can cause the rod to shoot out a 5-foot-wide lightning bolt (9d6
  points of electricity damage, Reflex DC 16 half) to a range of
  200 feet.
  • Thunder and Lightning: Once per week as a standard action, the
  wielder of the rod can combine the thunderclap described above
  with a lightning bolt, as in the lightning stroke. The thunderclap
  affects all within 10 feet of the bolt. The lightning stroke deals 9d6
  points of electricity damage (count rolls of 1 or 2 as rolls of 3, for
  a range of 27 to 54 points), and the thunderclap deals 2d6 points of
  sonic damage. A single DC 16 Reflex save applies for both effects.
  Moderate evocation; CL 9th; Craft Rod, Craft Magic Arms and
  Armor, lightning bolt, shout; Price 33,000 gp.
  Viper: This rod strikes as a +2 heavy mace. Once per day, upon
  command, the head of the rod becomes that of an actual serpent
  for 10 minutes. During this period, any successful strike with
  the rod deals its usual damage and also poisons the creature hit.
  The poison deals 1d10 points of Constitution damage immedi-
  ately (Fortitude DC 14 negates) and another 1d10 points of
  Constitution damage 1 minute later (Fortitude DC 14 negates).
  The rod only functions if its possessor is evil.
  Moderate necromancy; CL 10th; Craft Rod, Craft Magic Arms
  and Armor, poison, creator must be evil; Price 19,000 gp.
  Withering: A rod of withering acts as a +1 light mace that deals no
  hit point damage. Instead, the wielder deals 1d4 points of Strength
  damage and 1d4 points of Constitution damage to any creature
  she touches with the rod (by making a melee touch attack). If she
  scores a critical hit, the damage from that hit is permanent ability
  drain. In either case, the defender negates the effect with a DC 17
  Fortitude save.
  Strong necromancy; CL 13th; Craft Rod, Craft Magic Arms and
  Armor, contagion; Price 25,000 gp.
  Wonder: A rod of wonder is a strange and unpredictable device
  that randomly generates any number of weird effects each time it
  is used. (Activating the rod is a standard action.) The usual effects
  are shown on the table below, but you may alter any of these as you
  see fit for your own campaign. Typical powers of the rod include
  the following.
  d%
  Wondrous Effect
  01–05
  Slow creature pointed at for 10 rounds (Will DC 15
  negates).
  06–10
  Faerie fire surrounds the target.
  11–15
  Deludes wielder for 1 round into believing the rod
  functions as indicated by a second die roll (no save).
  16–20
  Gust of wind, but at windstorm force; see Winds, page 95
  (Fortitude DC 14 negates).
  21–25
  Wielder learns target’s surface thoughts (as with detect
  thoughts) for 1d4 rounds (no save).
  26–30
  Stinking cloud at 30-ft. range (Fortitude DC 15 negates).
  31–33
  Heavy rain falls for 1 round in 60-ft. radius centered on rod
  wielder.
  34–36
  Summon an animal—a rhino (01–25 on d%), elephant
  (26–50), or mouse (51–100).
  37–46
  Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage
  (Reflex DC 15 half).
  47–49
  Stream of 600 large butterflies pours forth and flutters
  around for 2 rounds, blinding everyone (including wielder)
  within 25 ft. (Reflex DC 14 negates).
  50–53
  Enlarge person if within 60 ft. of rod (Fortitude DC 13
  negates).
  54–58
  Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away
  from rod.
  59–62
  Grass grows in 160-sq.-ft. area before the rod, or grass
  existing there grows to ten times normal size.
  63–65
  Turn ethereal any nonliving object of up to 1,000 lb. mass
  and up to 30 cu. ft. in size.
  66–69
  Reduce wielder to 1/12 height (no save).
  70–79
  Fireball at target or 100 ft. straight ahead, 6d6 damage
  (Reflex DC 15 half).
  80–84
  Invisibility covers rod wielder.
  85–87
  Leaves grow from target if within 60 ft. of rod. These last
  24 hours.
  88–90
  10–40 gems, value 1 gp each, shoot forth in a 30-ft.-long
  stream. Each gem deals 1 point of damage to any creature
  in its path: Roll 5d4 for the number of hits and divide them
  among the available targets.
  91–95
  Shimmering colors dance and play over a 40-ft.-by-30-ft.
  area in front of rod. Creatures therein are blinded for 1d6
  rounds (Fortitude DC 15 negates).
  96–97
  Wielder (50% chance) or target (50% chance) turns
  permanently blue, green, or purple (no save).
  98–100
  Flesh to stone (or stone to flesh if target is stone already) if
  target is within 60 ft. (Fortitude DC 18 negates).
  Moderate enchantment; CL 10th; Craft Rod, confusion, creator
  must be chaotic; Price 12,000 gp.
  SCROLLS
  A scroll is a spell (or collection of spells) that has been stored in
  written form. A spell on a scroll can be used only once. The writ-
  ing vanishes from the scroll when the spell is activated. Using a
  scroll is basically like casting a spell.
  Physical Description: A scroll is a heavy sheet of fine
  vellum or high-quality paper. An area the size of a piece of
  modern-day notebook paper (about 8 1/2 inches wide and 11
  inches long) is sufficient to hold one spell. The sheet is rein-
  forced at the top and bottom with strips of leather slightly
  longer than the sheet is wide. A scroll holding more than one
  237
  CHAPTER 7:
  MAGIC ITEMS
  
  238
  spell has the same width (about 8 1/2 inches) but is an extra foot
  or so long for each extra spell. Scrolls that hold three or more
  spells are usually fitted with reinforcing rods at each end rather
  than simple strips of leather. A scroll has AC 9, 1 hit point, hard-
  ness 0, and a break DC of 8.
  To protect it from wrinkling or tearing, a scroll is rolled up from
  both ends to form a double cylinder. (This also helps the user un-
  roll the scroll quickly.) The scroll is placed in a tube of ivory, jade,
  leather, metal, or wood. Most scroll cases are inscribed with magic
  symbols (see the arcane mark spell, page 201 of the Player’s Hand-
  book), which often identify the owner or the spells stored on the
  scrolls inside. The symbols often hide magic traps such as glyph of
  warding or fire trap spells.
  Activation: To activate a scroll, a spellcaster must read the spell
  written on it. Doing so involves several steps and conditions.
  Decipher the Writing: The writing on a scroll must be deciphered
  before a character can use it or know exactly what spell it contains.
  This requires a read magic spell or a successful Spellcraft check (DC
  20 + spell level).
  Deciphering a scroll to determine its contents does not activate its
  magic unless it is a specially prepared cursed scroll. A character can
  decipher the writing on a scroll in advance so that he or she can pro-
  ceed directly to the next step when the time comes to use the scroll.
  Activate the Spell: Activating a scroll requires reading the spell
  from the scroll. The character must be able to see and read the
  writing on the scroll.
  Activating a scroll spell requires no material components or
  focus. (The creator of the scroll provided these when scribing the
  scroll.) Note that some spells are effective only when cast on an
  item or items (for example, Drawmij’s instant summons and snare).
  In such a case, the scroll user must provide the item when acti-
  vating the spell. Activating a scroll spell is subject to disruption
  just as casting a normally prepared spell would be (see Cast a
  Spell, page 140 of the Player’s Handbook). Using a scroll is like cast-
  ing a spell for purposes of arcane spell failure chance (such as
  from armor).
  To have any chance of activating a scroll spell, the scroll user
  must meet the following requirements.
  • The spell must be of the correct type (arcane or divine).
  Arcane spellcasters (wizards, sorcerers, and bards) can only
  use scrolls containing arcane spells, and divine spellcasters
  (clerics, druids, paladins, and rangers) can only use scrolls
  containing divine spells. (The type of scroll a character creates
  is also determined by his or her class. For example, clerics
  create scrolls of divine spells, wizards create scrolls of arcane
  spells, and so forth.)
  • The user must have the spell on his or her class list (see the spell
  lists in Chapter 11 of the Player’s Handbook for which classes can
  cast which spells).
  • The user must have the requisite ability score (for example,
  Intelligence 15 for a wizard casting a 5th-level spell).
  If the user meets all the requirements noted above, and her
  caster level is at least equal to the spell’s caster level, she can auto-
  matically activate the spell without a check. If she meets all three
  requirements but her own caster level is lower than the scroll
  spell’s caster level, then she has to make a caster level check (DC
  = scroll’s caster level + 1) to cast the spell successfully. If she fails,
  she must make a DC 5 Wisdom check to avoid a mishap (see
  Scroll Mishaps, below). A natural roll of 1 always fails, whatever
  the modifiers. If the check fails and a mishap does not occur, the
  magic of the scroll is wasted with no effect.
  Determine Effect: A spell successfully activated from a scroll
  works exactly like a spell prepared and cast the normal way. As-
  sume the scroll spell’s caster level is always the minimum level
  required to cast the spell for the character who scribed the scroll
  (usually twice the spell’s level, minus 1), unless the caster specifi-
  cally desires otherwise. For example, a 10th-level cleric might
  want to create a cure critical wounds scroll at caster level 10th rather
  than the minimum for the spell (caster level 7th), in order to get
  more benefit from the scroll spell. (This scroll would, however, be
  more costly to scribe.)
  The writing for an activated spell disappears from the scroll.
  Scroll Mishaps: When a mishap occurs, the spell on the scroll has
  a reversed or harmful effect. The DM determines what sort of mis-
  hap occurs, either by deciding on a certain effect to fit the circum-
  stances of the encounter or adventure or by choosing from the
  possibilities given below.
  • A surge of uncontrolled magical energy deals 1d6 points of
  damage per spell level to the scroll user.
  • Spell strikes the scroll user or an ally instead of the intended
  target, or a random target nearby if the scroll user was the
  intended recipient.
  • Spell takes effect at some random location within spell range.
  • Spell’s effect on the target is contrary to the spell’s normal
  effect. For example, a fireball might produce a blast of nondam-
  aging cold or release a burst of healing energy.
  • The scroll user suffers some minor but bizarre effect related to
  the spell in some way. For example, a fireball might cause smoke
  to pour from the user’s ears, a fly spell might turn the user’s arms
  into nonfunctional wings, or a clairaudience/clairvoyance spell
  might cause the user’s eyes and ears to grow to ten times their
  normal size. Most such effects should last only as long as the orig-
  inal spell’s duration, or 2d10 minutes for instantaneous spells.
  • Some innocuous item or items appear in the spell’s area. For
  example, a fireball might cause a rain of lit torches to fall in
  the target area; a feather fall spell might produce a cloud of
  feathers; a passwall spell might cause a (nonfunctional) door
  to appear.
  • Spell has delayed effect. Sometime within the next 1d12 hours,
  the spell activates. If the scroll user was the intended recipient,
  the spell takes effect normally. If the user was not the intended
  recipient, the spell goes off in the general direction of the orig-
  inal recipient or target, up to the spell’s maximum range, if the
  target has moved away.
  Random Generation: To generate scrolls randomly, first roll
  on Table 7–20: Scroll Types to determine whether the spells are
  arcane or divine. Then randomly determine how many spells are
  on the scroll, according to Table 7–21: Number of Spells on a
  Scroll. For each spell, roll on Table 7–22: Scroll Spell Levels to
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–20: Scroll Types
  d% roll
  Type
  01–70
  Arcane
  71–100
  Divine
  Table 7–21: Number of Spells on a Scroll
  Scroll Type
  Number of Spells
  Minor scroll
  1d3 spells
  Medium scroll
  1d4 spells
  Major scroll
  1d6 spells
  Table 7–22: Scroll Spell Levels
  Minor
  Medium
  Major
  Spell Level
  Spell’s Caster Level1
  01–05
  —
  —
  0
  1st
  06–50
  —
  —
  1st
  1st
  51–95
  01–05
  —
  2nd
  3rd
  96–100
  06–65
  —
  3rd
  5th
  —
  66–95
  01–05
  4th
  7th
  —
  96–100
  06–50
  5th
  9th
  —
  —
  51–70
  6th
  11th
  —
  —
  71–85
  7th
  13th
  —
  —
  86–95
  8th
  15th
  —
  —
  96–100
  9th
  17th
  1 These numbers assume that the creator is a cleric, druid, or wizard.
  
  239
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–23: Arcane Spell Scrolls
  0-Level Arcane Spells
  d%
  Spell
  Market Price
  01–04
  acid splash
  12 gp 5 sp
  05–08
  arcane mark
  12 gp 5 sp
  09–13
  dancing lights
  12 gp 5 sp
  14–17
  daze
  12 gp 5 sp
  18–24
  detect magic
  12 gp 5 sp
  25–28
  detect poison
  12 gp 5 sp
  29–32
  disrupt undead
  12 gp 5 sp
  33–37
  flare
  12 gp 5 sp
  38–42
  ghost sound
  12 gp 5 sp
  43–44
  know direction
  12 gp 5 sp
  45–50
  light
  12 gp 5 sp
  51–52
  lullaby
  12 gp 5 sp
  53–57
  mage hand
  12 gp 5 sp
  58–62
  mending
  12 gp 5 sp
  63–67
  message
  12 gp 5 sp
  68–72
  open/close
  12 gp 5 sp
  73–77
  prestidigitation
  12 gp 5 sp
  78–81
  ray of frost
  12 gp 5 sp
  82–87
  read magic
  12 gp 5 sp
  88–94
  resistance
  12 gp 5 sp
  95–96
  summon instrument
  12 gp 5 sp
  97–100 touch of fatigue
  12 gp 5 sp
  1st-Level Arcane Spells
  d%
  Spell
  Market Price
  01–03
  alarm
  25 gp
  04–05
  animate rope
  25 gp
  06–07
  burning hands
  25 gp
  08–09
  cause fear
  25 gp
  10–12
  charm person
  25 gp
  13–14
  chill touch
  25 gp
  15–16
  color spray
  25 gp
  17–19
  comprehend languages
  25 gp
  20
  confusion, lesser
  50 gp
  21
  cure light wounds
  50 gp
  22–24
  detect secret doors
  25 gp
  25–26
  detect undead
  25 gp
  27–29
  disguise self
  25 gp
  30–32
  endure elements
  25 gp
  33–35
  enlarge person
  25 gp
  36–37
  erase
  25 gp
  38–40
  expeditious retreat
  25 gp
  41
  feather fall
  25 gp
  42–43
  grease
  25 gp
  44–45
  hold portal
  25 gp
  46–47
  hypnotism
  25 gp
  48–49
  identify
  125 gp
  50–51
  jump
  25 gp
  52–54
  mage armor
  25 gp
  55–56
  magic missile
  25 gp
  57–59
  magic weapon
  25 gp
  60–62
  mount
  25 gp
  63–64
  Nystul’s magic aura
  25 gp
  65–66
  obscuring mist
  25 gp
  67–74
  protection from chaos/
  25 gp
  evil/good/law
  75–76
  ray of enfeeblement
  25 gp
  77–78
  reduce person
  25 gp
  79–80
  remove fear
  50 gp
  81–82
  shield
  25 gp
  83–84
  shocking grasp
  25 gp
  85–86
  silent image
  25 gp
  87–88
  sleep
  25 gp
  89–90
  summon monster I
  25 gp
  91–93
  Tenser’s floating disk
  25 gp
  94–95
  true strike
  25 gp
  96
  undetectable alignment
  50 gp
  97–98
  unseen servant
  25 gp
  99–100 ventriloquism
  25 gp
  2nd-Level Arcane Spells
  d%
  Spell
  Market Price
  01
  animal messenger
  200 gp
  02
  animal trance
  200 gp
  03
  arcane lock
  175 gp
  04–06
  bear’s endurance
  150 gp
  07–08
  blindness/deafness
  150 gp
  09–10
  blur
  150 gp
  11–13
  bull’s strength
  150 gp
  14
  calm emotions
  200 gp
  15–17
  cat’s grace
  150 gp
  18–19
  command undead
  150 gp
  20
  continual flame
  200 gp
  21
  cure moderate wounds
  200 gp
  22
  darkness
  150 gp
  23–25
  darkvision
  150 gp
  26
  daze monster
  150 gp
  27
  delay poison
  200 gp
  28–29
  detect thoughts
  150 gp
  30–31
  disguise self
  150 gp
  32–34
  eagle’s splendor
  150 gp
  35
  enthrall
  200 gp
  36–37
  false life
  150 gp
  38–39
  flaming sphere
  150 gp
  40
  fog cloud
  150 gp
  41–43
  fox’s cunning
  150 gp
  44
  ghoul touch
  150 gp
  45–46
  glitterdust
  150 gp
  47
  gust of wind
  150 gp
  48–49
  hypnotic pattern
  150 gp
  50–52
  invisibility
  150 gp
  53–55
  knock
  150 gp
  56
  Leomund’s trap
  200 gp
  57–58
  levitate
  150 gp
  59
  locate object
  150 gp
  60
  magic mouth
  160 gp
  61–62
  Melf’s acid arrow
  150 gp
  63
  minor image
  150 gp
  64–65
  mirror image
  150 gp
  66
  misdirection
  150 gp
  67
  obscure object
  150 gp
  68–70
  owl’s wisdom
  150 gp
  71–73
  protection from arrows
  150 gp
  74–75
  pyrotechnics
  150 gp
  76–78
  resist energy
  150 gp
  79
  rope trick
  150 gp
  80
  scare
  150 gp
  81–82
  scorching ray
  150 gp
  83–85
  see invisibility
  150 gp
  86
  shatter
  150 gp
  87
  silence
  200 gp
  88
  sound burst
  200 gp
  89
  spectral hand
  150 gp
  90–91
  spider climb
  150 gp
  92–93
  summon monster II
  150 gp
  94–95
  summon swarm
  150 gp
  96
  Tasha’s hideous laughter
  150 gp
  97
  touch of idiocy
  150 gp
  98–99
  web
  150 gp
  100
  whispering wind
  150 gp
  3rd-Level Arcane Spells
  d%
  Spell
  Market Price
  01–02
  arcane sight
  375 gp
  03–04
  blink
  375 gp
  05–06
  clairaudience/
  clairvoyance
  375 gp
  07
  cure serious wounds
  525 gp
  08–10
  daylight
  525 gp
  11–12
  deep slumber
  375 gp
  13–15
  dispel magic
  375 gp
  16–17
  displacement
  375 gp
  18
  explosive runes
  375 gp
  19–20
  fireball
  375 gp
  21–22
  flame arrow
  375 gp
  23–25
  fly
  375 gp
  26–27
  gaseous form
  375 gp
  28–29
  gentle repose
  375 gp
  30
  glibness
  525 gp
  31
  good hope
  525 gp
  32–33
  halt undead
  375 gp
  34–36
  haste
  375 gp
  37–38
  heroism
  375 gp
  39–40
  hold person
  375 gp
  41
  illusory script
  425 gp
  42–44
  invisibility sphere
  375 gp
  45–47
  keen edge
  375 gp
  48–49
  Leomund’s tiny hut
  375 gp
  50–51
  lightning bolt
  375 gp
  52–59
  magic circle against chaos/ 375 gp
  evil/good/law
  60–62
  magic weapon, greater
  375 gp
  63–64
  major image
  375 gp
  65–66
  nondetection
  425 gp
  67–68
  phantom steed
  375 gp
  69–71
  protection from energy
  375 gp
  72–73
  rage
  375 gp
  74–75
  ray of exhaustion
  375 gp
  76
  sculpt sound
  525 gp
  77
  secret page
  375 gp
  78
  sepia snake sigil
  875 gp
  79
  shrink item
  375 gp
  80–81
  sleet storm
  375 gp
  82–83
  slow
  375 gp
  84
  speak with animals
  525 gp
  85–86
  stinking cloud
  375 gp
  87–88
  suggestion
  375 gp
  89–90
  summon monster III
  375 gp
  91–93
  tongues
  375 gp
  94–95
  vampiric touch
  375 gp
  96–98
  water breathing
  375 gp
  99–100 wind wall
  375 gp
  4th-Level Arcane Spells
  d%
  Spell
  Market Price
  01–02
  animate dead
  1,050 gp
  03–05
  arcane eye
  700 gp
  06–07
  bestow curse
  700 gp
  08–10
  charm monster
  700 gp
  11–13
  confusion
  700 gp
  14–15
  contagion
  700 gp
  16–17
  crushing despair
  700 gp
  18
  cure critical wounds
  1,000 gp
  19
  detect scrying
  700 gp
  20–23
  dimension door
  700 gp
  24–26
  dimensional anchor
  700 gp
  27–28
  enervation
  700 gp
  29–30
  enlarge person, mass
  700 gp
  
  240
  CHAPTER 7:
  MAGIC ITEMS
  31–32
  Evard’s black tentacles
  700 gp
  33–34
  fear
  700 gp
  35–37
  fire shield
  700 gp
  38–39
  fire trap
  725 gp
  40–42
  freedom of movement
  1,000 gp
  43
  geas, lesser
  700 gp
  44–46
  globe of invulnerability, 
  700 gp
  lesser
  47–48
  hallucinatory terrain
  700 gp
  49–50
  ice storm
  700 gp
  51–52
  illusory wall
  700 gp
  53–55
  invisibility, greater
  700 gp
  56–57
  Leomund’s secure shelter
  700 gp
  58
  locate creature
  700 gp
  59–60
  minor creation
  700 gp
  61
  modify memory
  1,000 gp
  62
  neutralize poison
  1,000 gp
  63–64
  Otiluke’s resilient sphere
  700 gp
  65–66
  phantasmal killer
  700 gp
  67–68
  polymorph
  700 gp
  69–70
  rainbow pattern
  700 gp
  71
  Rary’s mnemonic enhancer 700 gp
  72–73
  reduce person, mass
  700 gp
  74–76
  remove curse
  700 gp
  77
  repel vermin
  1,000 gp
  78–79
  scrying
  700 gp
  80–81
  shadow conjuration
  700 gp
  82–83
  shout
  700 gp
  84–85
  solid fog
  700 gp
  86
  speak with plants
  1,000 gp
  87–88
  stone shape
  700 gp
  89–91
  stoneskin
  950 gp
  92–93
  summon monster IV
  700 gp
  94–96
  wall of fire
  700 gp
  97–99
  wall of ice
  700 gp
  100
  zone of silence
  1,000 gp
  5th-Level Arcane Spells
  d%
  Spell
  Market Price
  01–02
  animal growth
  1,125 gp
  03–05
  baleful polymorph
  1,125 gp
  06–07
  Bigby’s interposing hand
  1,125 gp
  08–09
  blight
  1,125 gp
  10–12
  break enchantment
  1,125 gp
  13–14
  cloudkill
  1,125 gp
  15–17
  cone of cold
  1,125 gp
  18–19
  contact other plane
  1,125 gp
  20
  cure light wounds, mass
  1,625 gp
  21–23
  dismissal
  1,125 gp
  24–26
  dispel magic, greater
  1,625 gp
  27–28
  dominate person
  1,125 gp
  29
  dream
  1,125 gp
  30–31
  fabricate
  1,125 gp
  32–33
  false vision
  1,375 gp
  34–35
  feeblemind
  1,125 gp
  36–39
  hold monster
  1,125 gp
  40
  Leomund’s secret chest
  1,125 gp
  41
  magic jar
  1,125 gp
  42–43
  major creation
  1,125 gp
  44–45
  mind fog
  1,125 gp
  46–47
  mirage arcana
  1,125 gp
  48–49
  Mordenkainen’s faithful 
  1,125 gp
  hound
  50–51
  Mordenkainen’s private 
  1,125 gp
  sanctum
  52–53
  nightmare
  1,125 gp
  54–57
  overland flight
  1,125 gp
  58–60
  passwall
  1,125 gp
  61
  permanency
  10,125 gp1
  62–63
  persistent image
  1,125 gp
  64–65
  planar binding, lesser
  1,125 gp
  66–67
  prying eyes
  1,125 gp
  68–69
  Rary’s telepathic bond
  1,125 gp
  70–71
  seeming
  1,125 gp
  72–74
  sending
  1,125 gp
  75–76
  shadow evocation
  1,125 gp
  77
  song of discord
  1,625 gp
  78–79
  summon monster V
  1,125 gp
  80
  symbol of pain
  2,125 gp
  81
  symbol of sleep
  2,125 gp
  82–83
  telekinesis
  1,125 gp
  84–88
  teleport
  1,125 gp
  89–90
  transmute mud to rock
  1,125 gp
  91–92
  transmute rock to mud
  1,125 gp
  93–95
  wall of force
  1,125 gp
  96–98
  wall of stone
  1,125 gp
  99–100 waves of fatigue
  1,125 gp
  1 Includes experience point cost up to 2,000
  XP.
  6th-Level Arcane Spells
  d%
  Spell
  Market Price
  01–02
  acid fog
  1,650 gp
  03–05
  analyze dweomer
  1,650 gp
  06
  animate objects
  2,400 gp
  07–09
  antimagic field
  1,650 gp
  10–12
  bear’s endurance, mass
  1,650 gp
  13–14
  Bigby’s forceful hand
  1,650 gp
  15–17
  bull’s strength, mass
  1,650 gp
  18–20
  cat’s grace, mass
  1,650 gp
  21–23
  chain lightning
  1,650 gp
  24–25
  circle of death
  2,150 gp
  26
  contingency
  1,650 gp
  27–28
  control water
  1,650 gp
  29
  create undead
  2,350 gp
  30
  cure moderate wounds,
  2,400 gp
  mass
  31–33
  disintegrate
  1,650 gp
  34–37
  dispel magic, greater
  1,650 gp
  38–40
  eagle’s splendor, mass
  1,650 gp
  41–42
  eyebite
  1,650 gp
  43
  find the path
  2,400 gp
  44–45
  flesh to stone
  1,650 gp
  46–48
  fox’s cunning, mass
  1,650 gp
  49
  geas/quest
  1,650 gp
  50–52
  globe of invulnerability
  1,650 gp
  53
  guards and wards
  1,650 gp
  54
  heroes’ feast
  2,400 gp
  55–56
  heroism, greater
  1,650 gp
  57
  legend lore
  1,900 gp
  58–59
  mislead
  1,650 gp
  60
  Mordenkainen’s 
  1,650 gp
  lucubration
  61–62
  move earth
  1,650 gp
  63–64
  Otiluke’s freezing sphere
  1,650 gp
  65–67
  owl’s wisdom, mass
  1,650 gp
  68–69
  permanent image
  1,650 gp
  70–71
  planar binding
  1,650 gp
  72–73
  programmed image
  1,675 gp
  74–75
  repulsion
  1,650 gp
  76–78
  shadow walk
  1,650 gp
  79–81
  stone to flesh
  1,650 gp
  82–83
  suggestion, mass
  1,650 gp
  84–85
  summon monster VI
  1,650 gp
  86
  symbol of fear
  2,650 gp
  87
  symbol of persuasion
  6,650 gp
  88
  sympathetic vibration
  2,400 gp
  89–90
  Tenser’s transformation
  1,950 gp
  91–93
  true seeing
  1,900 gp
  94–95
  undeath to death
  2,150 gp
  96–97
  veil
  1,650 gp
  98–100 wall of iron
  1,700 gp
  7th-Level Arcane Spells
  d%
  Spell
  Market Price
  01–03
  arcane sight, greater
  2,275 gp
  04–07
  banishment
  2,275 gp
  08–10
  Bigby’s grasping hand
  2,275 gp
  11–13
  control undead
  2,275 gp
  14–16
  control weather
  2,275 gp
  17–19
  delayed blast fireball
  2,275 gp
  20–21
  Drawmij’s instant 
  3,275 gp
  summons
  22–25
  ethereal jaunt
  2,275 gp
  26–28
  finger of death
  2,275 gp
  29–31
  forcecage
  3,775 gp
  32–35
  hold person, mass
  2,275 gp
  36–38
  insanity
  2,275 gp
  39–42
  invisibility, mass
  2,275 gp
  43
  limited wish
  3,775 gp1
  44–45
  Mordenkainen’s 
  2,275 gp
  magnificent mansion
  46–48
  Mordenkainen’s sword
  2,275 gp
  49–51
  phase door
  2,275 gp
  52–54
  plane shift
  2,275 gp
  55–57
  power word blind
  2,275 gp
  58–61
  prismatic spray
  2,275 gp
  62–64
  project image
  2,280 gp
  65–67
  reverse gravity
  2,275 gp
  68–70
  scrying, greater
  2,275 gp
  71–73
  sequester
  2,275 gp
  74–76
  shadow conjuration, 
  2,275 gp
  greater
  77
  simulacrum
  7,275 gp2
  78–80
  spell turning
  2,275 gp
  81–82
  statue
  2,275 gp
  83–85
  summon monster VII
  2,275 gp
  86
  symbol of stunning
  7,275 gp
  87
  symbol of weakness
  7,275 gp
  88–90
  teleport object
  2,275 gp
  91–95
  teleport, greater
  2,275 gp
  96–97
  vision
  2,775 gp
  98–100 waves of exhaustion
  2,275 gp
  1 Assumes no material component in
  excess of 1,000 gp and no XP cost in
  excess of 300 XP.
  2 Assumes no XP cost in excess of 1,000 gp.
  Does not include material component cost.
  8th-Level Arcane Spells
  d%
  Spell
  Market Price
  01–02
  antipathy
  3,000 gp
  03–05
  Bigby’s clenched fist
  3,000 gp
  06–08
  binding
  8,500 gp1
  09–12
  charm monster, mass
  3,000 gp
  13
  clone
  4,000 gp
  14–16
  create greater undead
  3,000 gp
  17–19
  demand
  3,600 gp
  20–22
  dimensional lock
  3,000 gp
  23–26
  discern location
  3,000 gp
  
  determine its level and then on the appropriate subtable of Table
  7–23: Arcane Spell Scrolls or Table 7–24: Divine Spell Scrolls to
  determine the specific spell.
  All the spells described in the Player’s Handbook are represented
  on Table 7–23 and Table 7–24. Each scroll appears on a list accord-
  ing to the level of the spell scribed into it.
  Several arcane spells are different in level for sorcerers and
  wizards than they are for bards. Such spells appear on Table
  7–23 at the level appropriate to a sorcerer or wizard (consid-
  ered the default because bards typically don’t involve them-
  selves in scribing scrolls). Examples: Tasha’s hideous laughter,
  suggestion.
  Likewise, some divine spells are different in level for clerics and
  druids than they are for paladins and rangers. Such spells appear
  on Table 7–24 at the level appropriate to a cleric or druid (consid-
  ered the default because paladins and rangers typically don’t
  involve themselves in scribing scrolls). Examples: read magic, lesser
  restoration, reduce animal.
  241
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–24: Divine Spell Scrolls
  0-Level Divine Spells
  d%
  Spell
  Market Price
  01–07
  create water
  12 gp 5 sp
  08–14
  cure minor wounds
  12 gp 5 sp
  15–22
  detect magic
  12 gp 5 sp
  23–29
  detect poison
  12 gp 5 sp
  30–36
  flare
  12 gp 5 sp
  37–43
  guidance
  12 gp 5 sp
  44–50
  inflict minor wounds
  12 gp 5 sp
  51–57
  know direction
  12 gp 5 sp
  58–65
  light
  12 gp 5 sp
  66–72
  mending
  12 gp 5 sp
  73–79
  purify food and drink
  12 gp 5 sp
  80–86
  read magic
  12 gp 5 sp
  87–93
  resistance
  12 gp 5 sp
  94–100 virtue
  12 gp 5 sp
  1st-Level Divine Spells
  d%
  Spell
  Market Price
  01
  alarm
  100 gp
  02–03
  bane
  25 gp
  04–06
  bless
  25 gp
  07–09
  bless water
  50 gp
  10
  bless weapon
  100 gp
  11–12
  calm animals
  25 gp
  13–14
  cause fear
  25 gp
  15–16
  charm animal
  25 gp
  17–19
  command
  25 gp
  20–21
  comprehend languages
  25 gp
  22–26
  cure light wounds
  25 gp
  27–28
  curse water
  50 gp
  29–30
  deathwatch
  25 gp
  31–32
  detect animals or plants
  25 gp
  33–35
  detect chaos/evil/good/law
  25 gp
  36–37
  detect snares and pits
  25 gp
  38–39
  detect undead
  25 gp
  40–41
  divine favor
  25 gp
  42–43
  doom
  25 gp
  44–48
  endure elements
  25 gp
  49–50
  entangle
  25 gp
  51–52
  entropic shield
  25 gp
  53–54
  faerie fire
  25 gp
  55–56
  goodberry
  25 gp
  57–58
  hide from animals
  25 gp
  59–60
  hide from undead
  25 gp
  61–62
  inflict light wounds
  25 gp
  63–64
  jump
  25 gp
  65–66
  longstrider
  25 gp
  67–68
  magic fang
  25 gp
  69–72
  magic stone
  25 gp
  73–74
  magic weapon
  25 gp
  75–78
  obscuring mist
  25 gp
  79–80
  pass without trace
  25 gp
  81–82
  produce flame
  25 gp
  83–86
  protection from chaos/
  25 gp
  evil/good/law
  87–88
  remove fear
  25 gp
  89–90
  sanctuary
  25 gp
  91–92
  shield of faith
  25 gp
  93–94
  shillelagh
  25 gp
  95–96
  speak with animals
  25 gp
  97–98
  summon monster I
  25 gp
  99–100 summon nature’s ally I
  25 gp
  2nd-Level Divine Spells
  d%
  Spell
  Market Price
  01
  aid
  150 gp
  02
  animal messenger
  150 gp
  03
  animal trance
  150 gp
  04
  augury
  175 gp
  05–06
  barkskin
  150 gp
  07–09
  bear’s endurance
  150 gp
  10–12
  bull’s strength
  150 gp
  13–14
  calm emotions
  150 gp
  15–17
  cat’s grace
  150 gp
  18
  chill metal
  150 gp
  19–20
  consecrate
  200 gp
  21–24
  cure moderate wounds
  150 gp
  25–26
  darkness
  150 gp
  27
  death knell
  150 gp
  28–30
  delay poison
  150 gp
  31–32
  desecrate
  200 gp
  33–35
  eagle’s splendor
  150 gp
  36–37
  enthrall
  150 gp
  38–39
  find traps
  150 gp
  40
  fire trap
  175 gp
  41–42
  flame blade
  150 gp
  43–44
  flaming sphere
  150 gp
  45–46
  fog cloud
  150 gp
  47
  gentle repose
  150 gp
  48
  gust of wind
  150 gp
  49
  heat metal
  150 gp
  50–51
  hold animal
  150 gp
  52–54
  hold person
  150 gp
  55–56
  inflict moderate wounds
  150 gp
  57–58
  make whole
  150 gp
  59–61
  owl’s wisdom
  150 gp
  62
  reduce animal
  150 gp
  63–64
  remove paralysis
  150 gp
  65–67
  resist energy
  150 gp
  68–70
  restoration, lesser
  150 gp
  71–72
  shatter
  150 gp
  73–74
  shield other
  150 gp
  27–29
  horrid wilting
  3,000 gp
  30–32
  incendiary cloud
  3,000 gp
  33–35
  iron body
  3,000 gp
  36–38
  maze
  3,000 gp
  39–41
  mind blank
  3,000 gp
  42–44
  moment of prescience
  3,000 gp
  45–48
  Otiluke’s telekinetic 
  3,000 gp
  sphere
  49–51
  Otto’s irresistible dance
  3,000 gp
  52–54
  planar binding, greater
  3,000 gp
  55–57
  polar ray
  3,000 gp
  58–60
  polymorph any object
  3,000 gp
  61–63
  power word stun
  3,000 gp
  64–66
  prismatic wall
  3,000 gp
  67–70
  protection from spells
  3,500 gp
  71–73
  prying eyes, greater
  3,000 gp
  74–76
  scintillating pattern
  3,000 gp
  77–78
  screen
  3,000 gp
  79–81
  shadow evocation, greater 3,000 gp
  82–84
  shout, greater
  3,000 gp
  85–87
  summon monster VIII
  3,000 gp
  88–90
  sunburst
  3,000 gp
  91
  symbol of death
  8,000 gp
  92
  symbol of insanity
  8,000 gp
  93–94
  sympathy
  4,500 gp
  95–98
  temporal stasis
  3,500 gp
  99–100 trap the soul
  13,000 gp1
  1 Assumes a creature of 10 HD or less.
  9th-Level Arcane Spells
  d%
  Spell
  Market Price
  01–03
  astral projection
  4,870 gp
  04–07
  Bigby’s crushing hand
  3,825 gp
  08–12
  dominate monster
  3,825 gp
  13–16
  energy drain
  3,825 gp
  17–21
  etherealness
  3,825 gp
  22–25
  foresight
  3,825 gp
  26–31
  freedom
  3,825 gp
  32–36
  gate
  8,825 gp
  37–40
  hold monster, mass
  3,825 gp
  41–44
  imprisonment
  3,825 gp
  45–49
  meteor swarm
  3,825 gp
  50–53
  Mordenkainen’s 
  3,825 gp
  disjunction
  54–58
  power word kill
  3,825 gp
  59–62
  prismatic sphere
  3,825 gp
  63–66
  refuge
  3,825 gp
  67–70
  shades
  3,825 gp
  71–76
  shapechange
  3,825 gp
  77–79
  soul bind
  3,825 gp
  80–83
  summon monster IX
  3,825 gp
  84–86
  teleportation circle
  4,825 gp
  87–91
  time stop
  3,825 gp
  92–95
  wail of the banshee
  3,825 gp
  96–99
  weird
  3,825 gp
  100
  wish
  28,825 gp1
  1 Assumes no material component cost in
  excess of 10,000 gp and no XP cost in
  excess of 5,000 XP.
  
  242
  CHAPTER 7:
  MAGIC ITEMS
  75–76
  silence
  150 gp
  77
  snare
  150 gp
  78
  soften earth and stone
  150 gp
  79–80
  sound burst
  150 gp
  81
  speak with plants
  150 gp
  82–83
  spider climb
  150 gp
  84–85
  spiritual weapon
  150 gp
  86
  status
  150 gp
  87–88
  summon monster II
  150 gp
  89–90
  summon nature’s ally II
  150 gp
  91–92
  summon swarm
  150 gp
  93
  tree shape
  150 gp
  94–95
  undetectable alignment
  150 gp
  96–97
  warp wood
  150 gp
  98
  wood shape
  150 gp
  99–100 zone of truth
  150 gp
  3rd-Level Divine Spells
  d%
  Spell
  Market Price
  01–02
  animate dead
  625 gp
  03–04
  bestow curse
  375 gp
  05–06
  blindness/deafness
  375 gp
  07–08
  call lightning
  375 gp
  09–10
  contagion
  375 gp
  11–12
  continual flame
  425 gp
  13–14
  create food and water
  375 gp
  15–18
  cure serious wounds
  375 gp
  19
  darkvision
  375 gp
  20–21
  daylight
  375 gp
  22–23
  deeper darkness
  375 gp
  24–25
  diminish plants
  375 gp
  26–27
  dispel magic
  375 gp
  28–29
  dominate animal
  375 gp
  30–31
  glyph of warding
  575 gp
  32
  heal mount
  375 gp
  33–34
  helping hand
  375 gp
  35–36
  inflict serious wounds
  375 gp
  37–38
  invisibility purge
  375 gp
  39-40
  locate object
  375 gp
  41–46
  magic circle against chaos/ 375 gp
  evil/good/law
  47–48
  magic fang, greater
  375 gp
  49–50
  magic vestment
  375 gp
  51–52
  meld into stone
  375 gp
  53–55
  neutralize poison
  375 gp
  56–57
  obscure object
  375 gp
  58–59
  plant growth
  375 gp
  60–62
  prayer
  375 gp
  63–64
  protection from energy
  375 gp
  65–66
  quench
  375 gp
  67–69
  remove blindness/deafness
  375 gp
  70–71
  remove curse
  375 gp
  72–73
  remove disease
  375 gp
  74–76
  searing light
  375 gp
  77–78
  sleet storm
  375 gp
  79–80
  snare
  375 gp
  81–83
  speak with dead
  375 gp
  84–85
  speak with plants
  375 gp
  86–87
  spike growth
  375 gp
  88–89
  stone shape
  375 gp
  90–91
  summon monster III
  375 gp
  92–93
  summon nature’s ally III
  375 gp
  94–96
  water breathing
  375 gp
  97–98
  water walk
  375 gp
  99–100 wind wall
  375 gp
  4th-Level Divine Spells
  d%
  Spell
  Market Price
  01–05
  air walk
  700 gp
  06–07
  antiplant shell
  700 gp
  08–09
  blight
  700 gp
  10–11
  break enchantment
  700 gp
  12–13
  command plants
  700 gp
  14–15
  control water
  700 gp
  16–21
  cure critical wounds
  700 gp
  22–26
  death ward
  700 gp
  27–31
  dimensional anchor
  700 gp
  32–34
  discern lies
  700 gp
  35–37
  dismissal
  700 gp
  38–39
  divination
  725 gp
  40–42
  divine power
  700 gp
  43–47
  freedom of movement
  700 gp
  48–49
  giant vermin
  700 gp
  50–51
  holy sword
  700 gp
  52–54
  imbue with spell ability
  700 gp
  55–57
  inflict critical wounds
  700 gp
  58–60
  magic weapon, greater
  700 gp
  61–62
  nondetection
  750 gp
  63–64
  planar ally, lesser
  1,200 gp
  65–67
  poison
  700 gp
  68–69
  reincarnate
  1,700 gp
  70–71
  repel vermin
  700 gp
  72–76
  restoration
  800 gp
  77–78
  rusting grasp
  700 gp
  79–81
  sending
  700 gp
  82–85
  spell immunity
  700 gp
  86–87
  spike stones
  700 gp
  88–90
  summon monster IV
  700 gp
  91–93
  summon nature’s ally IV
  700 gp
  94–98
  tongues
  700 gp
  99–100 tree stride
  700 gp
  5th-Level Divine Spells
  d%
  Spell
  Market Price
  01–03
  animal growth
  1,125 gp
  04–05
  atonement
  3,625 gp
  06
  awaken
  2,375 gp
  07–09
  baleful polymorph
  1,125 gp
  10–13
  break enchantment
  1,125 gp
  14–16
  call lightning storm
  1,125 gp
  17–20
  command, greater
  1,125 gp
  21
  commune
  1,625 gp
  22
  commune with nature
  1,125 gp
  23–24
  control winds
  1,125 gp
  25–30
  cure light wounds, mass
  1,125 gp
  31–34
  dispel chaos/evil/
  good/law
  1,125 gp
  35–38
  disrupting weapon
  1,125 gp
  39–41
  flame strike
  1,125 gp
  42–43
  hallow
  6,125 gp1
  44–46
  ice storm
  1,125 gp
  47–49
  inflict light wounds, mass 1,125 gp
  50–52
  insect plague
  1,125 gp
  53
  mark of justice
  1,125 gp
  54–56
  plane shift
  1,125 gp
  57–58
  raise dead
  6,125 gp
  59–61
  righteous might
  1,125 gp
  62–63
  scrying
  1,125 gp
  64–66
  slay living
  1,125 gp
  67–69
  spell resistance
  1,125 gp
  70–71
  stoneskin
  1,375 gp
  72–74
  summon monster V
  1,125 gp
  75–77
  summon nature’s ally V
  1,125 gp
  78
  symbol of pain
  2,125 gp
  79
  symbol of sleep
  2,125 gp
  80–82
  transmute mud to rock
  1,125 gp
  83–85
  transmute rock to mud
  1,125 gp
  86–89
  true seeing
  1,375 gp
  90–91
  unhallow
  6,125 gp1
  92–94
  wall of fire
  1,125 gp
  95–97
  wall of stone
  1,125 gp
  98–100 wall of thorns
  1,125 gp
  1 Allows for a spell of up to 4th level to be
  tied to the hallowed or unhallowed area.
  6th-Level Divine Spells
  d%
  Spell
  Market Price
  01–03
  animate objects
  1,650 gp
  04–06
  antilife shell
  1,650 gp
  07–09
  banishment
  1,650 gp
  10–13
  bear’s endurance, mass
  1,650 gp
  14–16
  blade barrier
  1,650 gp
  17–20
  bull’s strength, mass
  1,650 gp
  21–24
  cat’s grace, mass
  1,650 gp
  25
  create undead
  1,650 gp
  26–29
  cure moderate wounds,
  1,650 gp
  mass
  30–33
  dispel magic, greater
  1,650 gp
  34–37
  eagle’s splendor, mass
  1,650 gp
  38–40
  find the path
  1,650 gp
  41–43
  fire seeds
  1,650 gp
  44
  forbiddance
  4,650 gp1
  45
  geas/quest
  1,650 gp
  46
  glyph of warding, greater 1,650 gp
  47–49
  harm
  1,650 gp
  50–52
  heal
  1,650 gp
  53–55
  heroes’ feast
  1,650 gp
  56–58
  inflict moderate wounds,
  1,650 gp
  mass
  59–61
  ironwood
  1,650 gp
  62
  liveoak
  1,650 gp
  63–65
  move earth
  1,650 gp
  66–69
  owl’s wisdom, mass
  1,650 gp
  70–71
  planar ally
  2,400 gp
  72–74
  repel wood
  1,650 gp
  75–77
  spellstaff
  1,650 gp
  78–80
  stone tell
  1,650 gp
  81–83
  summon monster VI
  1,650 gp
  84–86
  summon nature’s ally VI
  1,650 gp
  87
  symbol of fear
  2,650 gp
  88
  symbol of persuasion
  6,650 gp
  89–91
  transport via plants
  1,650 gp
  92–94
  undeath to death
  2,150 gp
  95–97
  wind walk
  1,650 gp
  98–100 word of recall
  1,650 gp
  1 Assumes an area equivalent to one 60-
  foot cube.
  7th-Level Divine Spells
  d%
  Spell
  Market Price
  01–05
  animate plants
  2,275 gp
  06–09
  blasphemy
  2,275 gp
  10–14
  changestaff
  2,275 gp
  15–16
  control weather
  2,275 gp
  17–21
  creeping doom
  2,275 gp
  22–27
  cure serious wounds,
  2,275 gp
  mass
  28–32
  destruction
  2,275 gp
  
  If a divine spell is cast at different levels by clerics and druids, it
  appears on Table 7–24 at the level appropriate to a cleric (consid-
  ered the default choice between clerics and druids). Examples:
  cure serious wounds, neutralize poison, flame strike.
  Many spells are either arcane or divine, depending on the class
  of the caster. Such spells appear on both lists at the level appropri-
  ate to the class of the arcane or divine caster.
  STAFFS
  A staff is a long shaft of wood that stores several spells. Unlike
  wands (see page 245), which can contain a wide variety of spells,
  each staff is of a certain kind and holds specific spells. A staff has
  50 charges when created.
  Physical Description: A typical staff is 4 feet to 7 feet long and 2
  inches to 3 inches thick, weighing about 5 pounds. Most staffs are
  wood, but a rare few are bone, metal, or even glass. (These are
  extremely exotic.) Staffs often have a gem or some device at their tip or
  are shod in metal at one or both ends. Staffs are often decorated with
  carvings or runes. A typical staff is like a walking stick or quarterstaff.
  It has AC 7, 10 hit points, hardness 5, and a break DC of 24.
  Activation: Staffs use the spell trigger activation method, so
  casting a spell from a staff is usually a standard action that doesn’t
  provoke attacks of opportunity. (If the spell being cast, however,
  has a longer casting time than 1 standard action, it takes that long
  to cast the spell from a staff.) To activate a staff, a character must
  hold it forth in at least one hand (or whatever passes for a hand, for
  nonhumanoid creatures).
  Random Generation: To generate staffs randomly, roll on
  Table 7–25: Staffs.
  Special Qualities: Roll d%. A 01–30 result indicates that some-
  thing (a design, inscription, or the like) provides some clue to the
  staff’s function, and 31–100 indicates no special qualities.
  Staff Descriptions
  Staffs have immense utility because they pack so many capabili-
  ties into one item and they use the wielder’s ability score and rele-
  vant feats to set the DC for saves against their spells. Unlike with
  other sorts of magic items, the wielder can use his caster level
  when activating the power of a staff if it’s higher than the caster
  level of the staff.
  This means that staffs are far more potent in the hands of a pow-
  erful spellcaster. Because they use the wielder’s ability score to set
  the save DC for the spell, spells from a staff are often harder to
  resist than ones from other magic items, which use the minimum
  ability score required to cast the spell. Not only are aspects of the
  spell dependent on caster level (range, duration, and so on) poten-
  tially higher, but spells from a staff are harder to dispel and have a
  better chance of overcoming a target’s spell resistance (especially
  if the wielder has the Spell Penetration feat).
  Furthermore, a staff can hold a spell of any level, unlike a wand,
  which is limited to spells of 4th level or lower. The minimum
  caster level of a staff is 8th. Standard staffs are described below. 
  Abjuration: Usually carved from the heartwood of an ancient
  oak or other large tree, this staff allows use of the following spells:
  • Shield (1 charge)
  • Resist energy (1 charge)
  • Dispel magic (1 charge)
  • Lesser globe of invulnerability (2 charges)
  • Dismissal (2 charges)
  • Repulsion (3 charges)
  243
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–25: Staffs
  Medium
  Major
  Staff
  Market Price
  01–15
  01–03
  Charming
  16,500 gp
  16–25
  04–05
  Swarming insects
  24,750 gp
  26–45
  06–11
  Healing
  27,750 gp
  46–60
  12–17
  Fire
  28,500 gp
  61–75
  18–19
  Size alteration
  29,000 gp
  76–90
  20–24
  Illumination
  48,250 gp
  91–95
  25–31
  Frost
  56,250 gp
  96–100
  32–38
  Defense
  58,250 gp
  —
  39–43
  Abjuration
  65,000 gp
  —
  44–48
  Conjuration
  65,000 gp
  —
  49–53
  Enchantment
  65,000 gp
  —
  54–58
  Evocation
  65,000 gp
  —
  59–63
  Illusion
  65,000 gp
  —
  64–68
  Necromancy
  65,000 gp
  —
  69–73
  Transmutation
  65,000 gp
  —
  74–77
  Divination
  73,500 gp
  —
  78–82
  Earth and stone
  80,500 gp
  —
  83–87
  Woodlands
  101,250 gp
  —
  88–92
  Life
  155,750 gp
  —
  93–97
  Passage
  170,500 gp
  —
  98–100
  Power
  211,000 gp
  33–36
  dictum
  2,275 gp
  37–41
  ethereal jaunt
  2,275 gp
  42–45
  holy word
  2,275 gp
  46–50
  inflict serious wounds,
  2,275 gp
  mass
  51–55
  refuge
  3,775 gp
  56–60
  regenerate
  2,275 gp
  61–65
  repulsion
  2,275 gp
  66–69
  restoration, greater
  4,775 gp
  70–71
  resurrection
  12,275 gp
  72–76
  scrying, greater
  2,275 gp
  77–81
  summon monster VII
  2,275 gp
  82–85
  summon nature’s ally VII 2,275 gp
  86–90
  sunbeam
  2,275 gp
  91
  symbol of stunning
  7,275 gp
  92
  symbol of weakness
  7,275 gp
  93–97
  transmute metal to wood 2,275 gp
  98–100 word of chaos
  2,275 gp
  8th-Level Divine Spells
  d%
  Spell
  Market Price
  01–04
  animal shapes
  3,000 gp
  05–10
  antimagic field
  3,000 gp
  11–13
  cloak of chaos
  3,000 gp
  14–17
  control plants
  3,000 gp
  18–20
  create greater undead
  3,600 gp
  21–27
  cure critical wounds, 
  mass
  3,000 gp
  28–32
  dimensional lock
  3,000 gp
  33–36
  discern location
  3,000 gp
  37–41
  earthquake
  3,000 gp
  42–45
  finger of death
  3,000 gp
  46–49
  fire storm
  3,000 gp
  50–52
  holy aura
  3,000 gp
  53–56
  inflict critical wounds,
  3,000 gp
  mass
  57–60
  planar ally, greater
  5,500 gp
  61–65
  repel metal or stone
  3,000 gp
  66–69
  reverse gravity
  3,000 gp
  70–72
  shield of law
  3,000 gp
  73–76
  spell immunity, greater
  3,000 gp
  77–80
  summon monster VIII
  3,000 gp
  81–84
  summon nature’s ally VIII 3,000 gp
  85–89
  sunburst
  3,000 gp
  90–91
  symbol of death
  8,000 gp
  92–93
  symbol of insanity
  8,000 gp
  94–96
  unholy aura
  3,000 gp
  97–100 whirlwind
  3,000 gp
  9th-Level Divine Spells
  d%
  Spell
  Market Price
  01–04
  antipathy
  3,825 gp
  05–07
  astral projection
  4,870 gp
  08–13
  elemental swarm
  3,825 gp
  14–19
  energy drain
  3,825 gp
  20–25
  etherealness
  3,825 gp
  26–31
  foresight
  3,825 gp
  32–37
  gate
  8,825 gp
  38–46
  heal, mass
  3,825 gp
  47–53
  implosion
  3,825 gp
  54–55
  miracle
  28,825 gp1
  56–61
  regenerate
  3,825 gp
  62–66
  shambler
  3,825 gp
  67–72
  shapechange
  3,825 gp
  73–77
  soul bind
  3,825 gp
  78–83
  storm of vengeance
  3,825 gp
  84–89
  summon monster IX
  3,825 gp
  90–95
  summon nature’s ally IX
  3,825 gp
  96–99
  sympathy
  5,325 gp
  100
  true resurrection
  28,825 gp
  1 Assumes powerful request but no
  expensive material components in excess
  of 100 gp and no additional XP cost.
  
  244
  Strong abjuration; CL 13th; Craft Staff, dismissal, dispel magic,
  lesser globe of invulnerability, resist energy, repulsion, shield; Price
  65,000 gp.
  Charming: Made of twisting wood ornately shaped and
  carved, this staff allows use of the following spells:
  • Charm person (1 charge)
  • Charm monster (2 charges)
  Moderate enchantment; CL 8th; Craft Staff, charm person, charm
  monster; Price 16,500 gp. 
  Conjuration: This staff is usually made of ash or walnut and
  bears ornate carvings of many different kinds of creatures. It
  allows use of the following spells:
  • Unseen servant (1 charge)
  • Summon swarm (1 charge)
  • Stinking cloud (1 charge)
  • Minor creation (2 charges)
  • Cloudkill (2 charges)
  • Summon monster VI (3 charges)
  Strong conjuration; CL 13th; Craft Staff, cloudkill, minor creation,
  stinking cloud, summon monster VI, summon swarm, unseen servant;
  Price 65,000 gp.
  Defense: The staff of defense is a simple-looking staff that throbs
  with power when held defensively. It allows use of the following
  spells:
  • Shield (1 charge)
  • Shield of faith (1 charge)
  • Shield other (1 charge)
  • Shield of law (3 charges)
  Strong abjuration; CL 15th; Craft Staff, shield, shield of faith, shield
  of law, shield other, creator must be lawful; Price 58,250 gp.
  Divination: Made from a supple length of willow, often with a
  forked tip, this staff allows use of the following spells:
  • Detect secret doors (1 charge)
  • Locate object (1 charge)
  • Tongues (1 charge)
  • Locate creature (2 charges)
  • Prying eyes (2 charges)
  • True seeing (3 charges)
  Strong divination; CL 13th; Craft
  Staff, detect secret doors, locate creature,
  locate object, prying eyes, tongues, true
  seeing; Price 73,500 gp.
  Earth and Stone: This staff is
  topped with a fist-sized emerald that
  gleams with smoldering power. It
  allows the use of the following spells:
  • Passwall (1 charge)
  • Move earth (1 charge)
  Moderate transmutation; CL 11th;
  Craft Staff, move earth, passwall; Price
  80,500 gp.
  Enchantment: Often made from
  applewood and topped with a clear crystal, this
  staff allows use of the following spells:
  • Sleep (1 charge)
  • Tasha’s hideous laughter (1 charge)
  • Suggestion (1 charge)
  • Crushing despair (2 charges)
  • Mind fog (2 charges)
  • Suggestion, mass (3 charges)
  Strong enchantment; CL 13th; Craft Staff,
  crushing despair, mass suggestion, mind fog,
  sleep, suggestion, Tasha’s hideous laughter; Price
  65,000 gp.
  Evocation: Usually very smooth and
  carved from hickory, willow, or yew, this
  staff allows use of the following spells:
  • Magic missile (1 charge)
  • Shatter (1 charge)
  • Fireball (1 charge)
  • Ice storm (2 charges)
  • Wall of force (2 charges)
  • Chain lightning (3 charges)
  Strong evocation; CL 13th;
  Craft Staff, chain lightning, fire-
  ball, ice storm, magic missile,
  shatter, wall of force; Price
  65,000 gp.
  Fire: Crafted from bronze-
  wood with brass bindings, this
  staff allows use of the following
  spells:
  • Burning hands (1 charge)
  • Fireball (1 charge)
  • Wall of fire (2 charges)
  Moderate evocation; CL 8th; Craft
  Staff, burning hands, fireball, wall of fire;
  Price 28,500 gp.
  Frost: Tipped on either end with a glis-
  tening diamond, this rune-covered staff allows use of the
  following spells:
  • Ice storm (1 charge)
  • Wall of ice (1 charge)
  • Cone of cold (2 charge)
  Moderate evocation; CL 10th; Craft Staff, cone of cold, ice storm,
  wall of ice; Price 56,250 gp. 
  Healing: This white ash staff, with inlaid silver runes, allows
  use of the following spells:
  • Lesser restoration (1 charge)
  • Cure serious wounds (1 charge)
  • Remove blindness/deafness (2 charges)
  • Remove disease (3 charges)
  Moderate conjuration; CL 8th; Craft Staff, cure serious wounds,
  lesser restoration, remove blindness/deafness, remove disease; Price
  27,750 gp.
  Illusion:This staff is made from ebony or other dark wood and
  carved into an intricately twisted, fluted, or spiral shape. It allows
  use of the following spells:
  • Disguise self (1 charge)
  • Mirror image (1 charge)
  • Major image (1 charge)
  • Rainbow pattern (2 charges)
  • Persistent image (2 charges)
  • Mislead (3 charges)
  Strong illusion; CL 13th; Craft Staff, disguise self, major image,
  mirror image, mislead, persistent image, rainbow pattern; Price
  65,000 gp.
  Illumination: This staff is usually sheathed in silver and deco-
  rated with sunbursts. It allows use of the following spells:
  • Dancing lights (1 charge)
  • Flare (1 charge)
  • Daylight (2 charges)
  • Sunburst (3 charges) 
  Strong evocation; CL 15th; Craft Staff, dancing lights, daylight,
  flare, sunburst; Price 48,250 gp.
  Life: Made of thick oak shod in gold, this staff allows use of the
  following spells:
  • Heal (1 charge)
  • Resurrection (5 charges)
  Moderate conjuration; CL 13th; Craft Staff, heal, resurrection;
  Price 155,750 gp. 
  Necromancy: This staff is made from ebony or other dark
  wood and carved with the images of bones and skulls. It allows use
  of the following spells:
  CHAPTER 7:
  MAGIC ITEMS
  Staff of 
  earth and stone
  Staff 
  of frost
  Illus. by W. Reynolds
  
  • Cause fear (1 charge)
  • Ghoul touch (1 charge)
  • Halt undead (1 charge)
  • Enervation (2 charges)
  • Waves of fatigue (2 charges)
  • Circle of death (3 charges)
  Strong necromancy; CL 13th; Craft Staff, cause fear, circle of death,
  enervation, ghoul touch, halt undead, waves of fatigue; Price 65,000 gp.
  Passage: This potent item allows use of the following spells:
  • Dimension door (1 charge)
  • Passwall (1 charge)
  • Phase door (2 charges)
  • Greater teleport (2 charges)
  • Astral projection (2 charges)
  Strong varied; CL 17th; Craft Staff, astral projection, dimension
  door, greater teleport, passwall, phase door; Price 170,500 gp.
  Power: The staff of power is a very potent magic item, with offen-
  sive and defensive abilities. It is usually topped with a glistening
  gem, its shaft straight and smooth. It has the following powers:
  • Magic missile (1 charge)
  • Ray of enfeeblement (heightened to 5th level) (1 charge)
  • Continual flame (1 charge)
  • Levitate (1 charge)
  • Lightning bolt (heightened to 5th level) (1 charge)
  • Fireball (heightened to 5th level) (1 charge)
  • Cone of cold (2 charges)
  • Hold monster (2 charges)
  • Wall of force (in a 10-ft.-diameter hemisphere around the caster
  only) (2 charges)
  • Globe of invulnerability (2 charges)
  The wielder of a staff of power gains a +2 luck bonus to AC and
  saving throws. The staff is also a +2/masterwork quarterstaff, and its
  wielder may use it to smite opponents. If 1 charge is expended (as a
  free action), the staff causes double damage (×3 on a critical hit) for
  1 round.
  A staff of power can be used for a retributive strike, requiring it to
  be broken by its wielder. (If this breaking of the staff is purposeful
  and declared by the wielder, it can be performed as a standard
  action that does not require the wielder to make a Strength
  check.) All charges currently in the staff are instantly released in a
  30-foot- radius. All within 2 squares of the broken staff take points
  of damage equal to 8 × the number of charges in the staff, those 3
  or 4 squares away take 6 × the number of charges in damage, and
  those 5 or 6 squares distant take 4 × the number of charges in
  damage. All those affected can make DC 17 Reflex saves to reduce
  the damage by half.
  The character breaking the staff has a 50% chance of traveling to
  another plane of existence, but if he does not, the explosive release
  of spell energy destroys him. Only certain items, including the
  staff of the magi (page 280) and the staff of power, are capable of being
  used for a retributive strike.
  After all charges are used up from the staff, it remains a
  +2/masterwork quarterstaff. (Once empty of charges, it cannot be
  used for a retributive strike.)
  Strong varied; CL 15th; Craft Staff, Craft Magic Arms and
  Armor, magic missile, heightened ray of enfeeblement, continual flame,
  levitate, heightened fireball, heightened lightning bolt, cone of cold,
  hold monster, wall of force, globe of invulnerability; Price 211,000 gp.
  Size Alteration: Stout and sturdy, this staff of dark wood allows
  use of the following spells:
  • Enlarge person (1 charge)
  • Reduce person (1 charge)
  • Shrink item (1 charge) 
  • Enlarge person, mass (1 charge)
  • Reduce person, mass (1 charge)
  Faint conjuration; CL 8th; Craft Staff, enlarge person, mass enlarge
  person, reduce person, mass reduce person, shrink item; Price 29,000 gp.
  Swarming Insects: Made of twisted dark wood with dark
  spots resembling crawling insects (which occasionally seem to
  move), this staff allows use of the following spells:
  • Summon swarm (1 charge)
  • Insect plague (3 charges)
  Moderate conjuration; CL 9th; Craft Staff, insect plague, summon
  swarm; Price 24,750 gp. 
  Transmutation: This staff is generally carved from or deco-
  rated with petrified wood and allows use of the following spells:
  • Expeditious retreat (1 charge)
  • Alter self (1 charge) 
  • Blink (1 charge)
  • Polymorph (2 charges)
  • Baleful polymorph (2 charges)
  • Disintegrate (3 charges)
  Strong transmutation; CL 13th; Craft Staff, alter self, baleful poly-
  morph, blink, disintegrate, expeditious retreat, polymorph; Price 65,000
  gp.
  Woodlands: Appearing to have grown naturally into its shape,
  this oak, ash, or yew staff allows use of the following spells:
  • Charm animal (1 charge) 
  • Speak with animals (1 charge)
  • Barkskin (2 charges)
  • Wall of thorns (3 charges)
  • Summon nature’s ally VI (3 charges)
  • Animate plants (4 charges)
  The staff may be used as a weapon, functioning as a +2 quarter-
  staff. The staff of the woodlands also allows its wielder to pass without
  trace at will, with no charge cost. These two attributes continue to
  function after all the charges are expended.
  Moderate varied; CL 13th; Craft Staff, Craft Magic Arms and
  Armor, animate plants, barkskin, charm animal, pass without trace,
  speak with animals, summon nature’s ally VI, wall of thorns; Price
  101,250 gp.
  WANDS
  A wand is a thin baton that contains a single spell of 4th level or
  lower. Each wand has 50 charges when created, and each charge
  expended allows the user to use the wand’s spell one time. A wand
  that runs out of charges is just a stick.
  Physical Description: A typical wand is 6 inches to 12 inches
  long and about 1/4 inch thick, and often weighs no more than 1
  ounce. Most wands are wood, but some are bone. A rare few are
  metal, glass, or even ceramic, but these are quite exotic. Occasion-
  ally, a wand has a gem or some device at its tip, and most are deco-
  rated with carvings or runes. A typical wand has AC 7, 5 hit points,
  hardness 5, and a break DC of 16.
  Activation: Wands use the spell trigger activation method, so
  casting a spell from a wand is usually a standard action that doesn’t
  provoke attacks of opportunity. (If the spell being cast, however,
  has a longer casting time than 1 action, it takes that long to cast the
  spell from a wand.) To activate a wand, a character must hold it in
  hand (or whatever passes for a hand, for nonhumanoid creatures)
  and point it in the general direction of the target or area. A wand
  may be used while grappling or while swallowed whole.
  Random Generation: To generate wands randomly, roll on
  Table 7–26: Wands. Some wands on the table are versions created
  at particular caster levels; in such cases, the caster level of the item
  is given in parentheses.
  Special Qualities: Roll d%. A 01–30 result indicates that some-
  thing (a design, inscription, or the like) provides some clue to the
  wand’s function, and 31–100 indicates no special qualities.
  Wand Descriptions
  All wands are simply storage devices for spells and thus have no
  special descriptions. Refer to the spell descriptions in Chapter 11
  of the Player’s Handbook for all pertinent details.
  245
  CHAPTER 7:
  MAGIC ITEMS
  
  246
  WONDROUS ITEMS
  This is a catch-all category for anything that doesn’t fall into the
  other groups. Anyone can use a wondrous item (unless specified
  otherwise in the description).
  Physical Description: Varies.
  Activation: Usually use activated or command word, but
  details vary from item to item.
  Random Generation: To generate wondrous items randomly,
  roll on Table 7–27: Minor Wondrous Items, Table 7–28: Medium
  Wondrous Items, or Table 7–29: Major Wondrous Items.
  Special Qualities: Roll d%. A 01–31 result indicates that
  something (a design, inscription, or the like) provides a clue to its
  function, and 32–100 indicates no special qualities. Intelligent
  items have extra abilities and sometimes extraordinary powers
  and special purposes.
  Wondrous Item Descriptions
  Wondrous items can be configured to do just about anything from
  create a breeze to improve ability scores. Standard wondrous items
  are described below.
  Amulet of Health: This amulet is a golden disk on a chain. It
  usually bears the image of a lion or other powerful animal. The
  amulet grants the wearer an enhancement bonus to Constitution
  of +2, +4, or +6.
  Moderate transmutation; CL 8th; Craft Wondrous Item, bear’s
  endurance; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
  Amulet of Mighty Fists: This amulet grants an enhancement
  bonus of +1 to +5 on attack and damage rolls with unarmed attacks
  and natural weapons.
  Faint evocation; CL 5th; Craft Wondrous Item, greater magic
  fang, creator’s caster level must be at least three times the amulet’s
  bonus; Price 6,000 gp (+1), 24,000 gp (+2), 54,000 gp (+3), 96,000 gp
  (+4), 150,000 gp (+5).
  Amulet of Natural Armor: This amulet, usually crafted from
  bone or beast scales, toughens the wearer’s body and flesh, giving
  him an enhancement bonus to his natural armor bonus of from +1
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–26: Wands
  Minor
  Medium Major
  Wand
  Market Price
  01–02
  —
  —
  Detect magic
  375 gp
  03–04
  —
  —
  Light
  375 gp
  05–07
  —
  —
  Burning hands
  750 gp
  08–10
  —
  —
  Charm animal
  750 gp
  11–13
  —
  —
  Charm person
  750 gp
  14–16
  —
  —
  Color spray
  750 gp
  17–19
  —
  —
  Cure light wounds
  750 gp
  20-22
  —
  —
  Detect secret doors
  750 gp
  23–25
  —
  —
  Enlarge person
  750 gp
  26–28
  —
  —
  Magic missile (1st)
  750 gp
  29–31
  —
  —
  Shocking grasp
  750 gp
  32–34
  —
  —
  Summon monster I
  750 gp
  35–36
  —
  —
  Magic missile (3rd)
  2,250 gp
  37
  01–03
  —
  Magic missile (5th)
  3,750 gp
  38–40
  04–07
  —
  Bear’s endurance
  4,500 gp
  41–43
  08–11
  —
  Bull’s strength
  4,500 gp
  44–46
  12–15
  —
  Cat’s grace
  4,500 gp
  47–49
  16–20
  —
  Cure moderate wounds
  4,500 gp
  50–51
  21–22
  —
  Darkness
  4,500 gp
  52–54
  23–24
  —
  Daylight
  4,500 gp
  55–57
  25–27
  —
  Delay poison
  4,500 gp
  58–60
  28–31
  —
  Eagle’s splendor
  4,500 gp
  61–63
  32–33
  —
  False life
  4,500 gp
  64–66
  34–37
  —
  Fox’s cunning
  4,500 gp
  67–68
  38
  —
  Ghoul touch
  4,500 gp
  69–71
  39
  —
  Hold person
  4,500 gp
  72–74
  40–42
  —
  Invisibility
  4,500 gp
  75–77
  43–44
  —
  Knock
  4,500 gp
  78–80
  45
  —
  Levitate
  4,500 gp
  81–83
  46–47
  —
  Melf’s acid arrow
  4,500 gp
  84–86
  48–49
  —
  Mirror image
  4,500 gp
  87–89
  50–53
  —
  Owl’s wisdom
  4,500 gp
  90–91
  54
  —
  Shatter
  4,500 gp
  92–94
  55–56
  —
  Silence
  4,500 gp
  95–97
  57
  —
  Summon monster II
  4,500 gp
  98–100
  58–59
  —
  Web
  4,500 gp
  —
  60–62
  01–02
  Magic missile (7th)
  5,250 gp
  —
  63–64
  03–05
  Magic missile (9th)
  6,750 gp
  —
  65–67
  06–07
  Call lightning (5th)
  11,250 gp
  —
  68
  08
  Charm person, heightened 
  11,250 gp
  (3rd-level spell)
  —
  69–70
  09–10
  Contagion
  11,250 gp
  —
  71–74
  11–13
  Cure serious wounds
  11,250 gp
  —
  75–77
  14–15
  Dispel magic
  11,250 gp
  —
  78–81
  16–17
  Fireball (5th)
  11,250 gp
  —
  82–83
  18–19
  Keen edge
  11,250 gp
  —
  84–87
  20–21
  Lightning bolt (5th)
  11,250 gp
  88–89
  22–23
  Major image
  11,250 gp
  —
  90–91
  24–25
  Slow
  11,250 gp
  —
  92–94
  26–27
  Suggestion
  11,250 gp
  —
  95–97
  28–29
  Summon monster III
  11,250 gp
  —
  98
  30–31
  Fireball (6th)
  13,500 gp
  —
  99
  32–33
  Lightning bolt (6th)
  13,500 gp
  —
  100
  34–35
  Searing light (6th)
  13,500 gp
  —
  —
  36–37
  Call lightning (8th)
  18,000 gp
  —
  —
  38–39
  Fireball (8th)
  18,000 gp
  —
  —
  40–41
  Lightning bolt (8th)
  18,000 gp
  —
  —
  42–45
  Charm monster
  21,000 gp
  —
  —
  46–50
  Cure critical wounds 
  21,000 gp
  —
  —
  51–52
  Dimensional anchor
  21,000 gp
  —
  —
  53–55
  Fear
  21,000 gp
  —
  —
  56–59
  Greater invisibility
  21,000 gp
  —
  —
  60
  Hold person, heightened 
  21,000 gp
  (4th level)
  —
  —
  61–65
  Ice storm
  21,000 gp
  —
  —
  66–68
  Inflict critical wounds
  21,000 gp
  —
  —
  69–72
  Neutralize poison
  21,000 gp
  —
  —
  73–74
  Poison
  21,000 gp
  —
  —
  75–77
  Polymorph
  21,000 gp
  —
  —
  78
  Ray of enfeeblement,
  21,000 gp
  heightened (4th level)
  —
  —
  79
  Suggestion, heightened 
  21,000 gp
  (4th level)
  —
  —
  80–82
  Summon monster IV
  21,000 gp
  —
  —
  83–86
  Wall of fire
  21,000 gp
  —
  —
  87–90
  Wall of ice
  21,000 gp
  —
  —
  91
  Dispel magic (10th)
  22,500 gp
  —
  —
  92
  Fireball (10th)
  22,500 gp
  —
  —
  93
  Lightning bolt (10th)
  22,500 gp
  —
  —
  94
  Chaos hammer (8th)
  24,000 gp
  —
  —
  95
  Holy smite (8th)
  24,000 gp
  —
  —
  96
  Order’s wrath (8th)
  24,000 gp
  —
  —
  97
  Unholy blight (8th)
  24,000 gp
  —
  —
  98–99
  Restoration1
  26,000 gp
  —
  —
  100
  Stoneskin2
  33,500 gp
  1 The cost to create a wand of restoration is 10,500 gp, 840 XP, plus
  5,000 gp for the material components.
  2 The cost to create a wand of stoneskin is 10,500 gp, 840 XP, plus
  12,500 gp for the material components.
  
  to +5, depending on the kind of amulet.
  Faint transmutation; CL 5th; Craft Wondrous Item, barkskin,
  creator’s caster level must be at least three times the amulet’s
  bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp
  (+4), or 50,000 gp (+5).
  Amulet of the Planes: This device usually appears to be a
  black circular amulet, although any character looking closely at it
  sees a dark, moving swirl of color. The amulet allows its wearer to
  utilize plane shift. However, this is a difficult item to master. The
  user must make a DC 15 Intelligence check in order to get the
  amulet to take her to the plane (and the specific location on that
  plane) that she wants. If she fails, the amulet transports her and all
  those traveling with her to a random location on that plane (01–60
  on d%) or to a random plane (61–100).
  Strong conjuration; CL 15th; Craft Wondrous Item, plane shift;
  Price 120,000 gp.
  Amulet of Proof against Detection and Location:This silver
  amulet protects the wearer from scrying and magical location just
  as a nondetection spell does. If a divination spell is attempted
  against the wearer, the caster of the divination must succeed on a
  caster level check (1d20 + caster level) against a DC of 19 (as if the
  caster had cast nondetection on herself).
  Moderate abjuration; CL 8th; Craft Wondrous Item, nondetec-
  tion; Price 35,000 gp.
  Apparatus of Kwalish: This item appears to be a large, sealed
  iron barrel, but it has a secret catch (Search DC 20 to locate) that
  opens a hatch in one end. Anyone who crawls inside finds ten
  (unlabeled) levers:
  247
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–27: Minor Wondrous Items
  d%
  Item
  Market Price
  01
  Quaal’s feather token, anchor
  50 gp
  02
  Universal solvent
  50 gp
  03
  Elixir of love
  150 gp
  04
  Unguent of timelessness
  150 gp
  05
  Quaal’s feather token, fan
  200 gp
  06
  Dust of tracelessness
  250 gp
  07
  Elixir of hiding
  250 gp
  08
  Elixir of sneaking
  250 gp
  09
  Elixir of swimming
  250 gp
  10
  Elixir of vision
  250 gp
  11
  Silversheen
  250 gp
  12
  Quaal’s feather token, bird
  300 gp
  13
  Quaal’s feather token, tree
  400 gp
  14
  Quaal’s feather token, swan boat
  450 gp
  15
  Elixir of truth
  500 gp
  16
  Quaal’s feather token, whip
  500 gp
  17
  Dust of dryness
  850 gp
  18
  Bag of tricks, gray
  900 gp
  19
  Hand of the mage
  900 gp
  20
  Bracers of armor +1
  1,000 gp
  21
  Cloak of resistance +1
  1,000 gp
  22
  Pearl of power, 1st-level spell
  1,000 gp
  23
  Phylactery of faithfulness
  1,000 gp
  24
  Salve of slipperiness
  1,000 gp
  25
  Elixir of fire breath
  1,100 gp
  26
  Pipes of the sewers
  1,150 gp
  27
  Dust of illusion
  1,200 gp
  28
  Goggles of minute seeing
  1,250 gp
  29
  Brooch of shielding
  1,500 gp
  30
  Necklace of fireballs type I
  1,650 gp
  31
  Dust of appearance
  1,800 gp
  32
  Hat of disguise
  1,800 gp
  33
  Pipes of sounding
  1,800 gp
  34
  Quiver of Ehlonna
  1,800 gp
  35
  Amulet of natural armor +1
  2,000 gp
  36
  Heward’s handy haversack
  2,000 gp
  37
  Horn of fog
  2,000 gp
  38
  Elemental gem
  2,250 gp
  39
  Robe of bones
  2,400 gp
  40
  Sovereign glue
  2,400 gp
  41
  Bag of holding type I
  2,500 gp
  42
  Boots of elvenkind
  2,500 gp
  43
  Boots of the winterlands
  2,500 gp
  44
  Candle of truth
  2,500 gp
  45
  Cloak of elvenkind
  2,500 gp
  46
  Eyes of the eagle
  2,500 gp
  47
  Scarab, golembane
  2,500 gp
  48
  Necklace of fireballs type II
  2,700 gp
  49
  Stone of alarm
  2,700 gp
  50
  Bag of tricks, rust
  3,000 gp
  51
  Bead of force
  3,000 gp
  52
  Chime of opening
  3,000 gp
  53
  Horseshoes of speed
  3,000 gp
  54
  Rope of climbing
  3,000 gp
  55
  Dust of disappearance
  3,500 gp
  56
  Lens of detection
  3,500 gp
  57
  Figurine of wondrous power, silver raven
  3,800 gp
  58
  Amulet of health +2
  4,000 gp
  59
  Bracers of armor +2
  4,000 gp
  60
  Cloak of Charisma +2
  4,000 gp
  61
  Cloak of resistance +2
  4,000 gp
  62
  Gauntlets of ogre power
  4,000 gp
  63
  Gloves of arrow snaring
  4,000 gp
  64
  Gloves of Dexterity +2
  4,000 gp
  65
  Headband of intellect +2
  4,000 gp
  66
  Ioun stone, clear spindle
  4,000 gp
  67
  Keoghtom’s ointment
  4,000 gp
  68
  Nolzur’s marvelous pigments
  4,000 gp
  69
  Pearl of power, 2nd-level spell
  4,000 gp
  70
  Periapt of Wisdom +2
  4,000 gp
  71
  Stone salve
  4,000 gp
  72
  Necklace of fireballs type III
  4,350 gp
  73
  Circlet of persuasion
  4,500 gp
  74
  Slippers of spider climbing
  4,800 gp
  75
  Incense of meditation
  4,900 gp
  76
  Bag of holding type II
  5,000 gp
  77
  Bracers of archery, lesser
  5,000 gp
  78
  Ioun stone, dusty rose prism
  5,000 gp
  79
  Helm of comprehend languages and read magic
  5,200 gp
  80
  Vest of escape
  5,200 gp
  81
  Eversmoking bottle
  5,400 gp
  82
  Murlynd’s spoon
  5,400 gp
  83
  Necklace of fireballs type IV
  5,400 gp
  84
  Boots of striding and springing
  5,500 gp
  85
  Wind fan
  5,500 gp
  86
  Necklace of fireballs type V
  5,850 gp
  87
  Amulet of mighty fists +1
  6,000 gp
  88
  Horseshoes of a zephyr
  6,000 gp
  89
  Pipes of haunting
  6,000 gp
  90
  Gloves of swimming and climbing
  6,250 gp
  91
  Bag of tricks, tan
  6,300 gp
  92
  Circlet of blasting, minor
  6,480 gp
  93
  Horn of goodness/evil
  6,500 gp
  94
  Robe of useful items
  7,000 gp
  95
  Boat, folding
  7,200 gp
  96
  Cloak of the manta ray
  7,200 gp
  97
  Bottle of air
  7,250 gp
  98
  Bag of holding type III
  7,400 gp
  99
  Periapt of health
  7,400 gp
  100
  Roll again
  —
  
  248
  The device has the following characteristics: hp 200; hardness
  15; Spd 20 ft., swim 20 ft.; AC 20 (–1 size, +11 natural); Atk +12
  melee (2d8, 2 pincers).
  Lever
  (1d10)
  Lever Function
  1
  Extend/retract legs and tail
  2
  Uncover/cover forward porthole
  3
  Uncover/cover side portholes
  4
  Extend/retract pincers and feelers
  5
  Snap pincers
  6
  Move forward/backward
  7
  Turn left/right
  8
  Open “eyes” with continual flame inside/close “eyes”
  9
  Rise/sink in water
  10
  Open/close hatch
  Operating a lever is a full-round action, and no lever may be oper-
  ated more than once per round. However, since two Medium
  characters can fit inside, the apparatus can move and attack in the
  same round. The device can function in water up to 900 feet deep.
  It holds enough air for a crew of two to survive 1d4+1 hours (twice
  as long for a single occupant). When activated, the apparatus looks
  something like a giant lobster.
  Strong evocation and transmutation; CL 19th; Craft Wondrous
  Item, animate objects, continual flame, creator must have 8 ranks in
  the Knowledge (architecture and engineering) skill; Price 90,000
  gp; Weight 500 lb.
  Bag of Holding:This appears to be a common cloth sack about
  2 feet by 4 feet in size. The bag of holding opens into a nondimen-
  sional space: Its inside is larger than its outside dimensions.
  Regardless of what is put into the bag, it weighs a fixed amount.
  This weight, and the limits in weight and volume of the bag’s con-
  tents, depend on the bag’s type, as shown on the table below.
  Contents
  Contents
  Bag
  Weight
  Volume
  Market
  Bag
  Weight
  Limit
  Limit
  Price
  Type I
  15 lb.
  250 lb.
  30 cu. ft.
  2,500 gp
  Type II
  25 lb.
  500 lb.
  70 cu. ft.
  5,000 gp
  Type III
  35 lb.
  1,000 lb.
  150 cu. ft.
  7,400 gp
  Type IV
  60 lb.
  1,500 lb.
  250 cu. ft.
  10,000 gp
  If the bag is overloaded, or if sharp objects pierce it (from inside or
  outside), the bag ruptures and is ruined. All contents are lost for-
  ever. If a bag of holding is turned inside out, its contents spill out,
  unharmed, but the bag must be put right before it can be used
  again. If living creatures are placed within the bag, they can sur-
  vive for up to 10 minutes, after which time they suffocate. Retriev-
  ing a specific item from a bag of holding is a move action—unless
  the bag contains more than an ordinary backpack would hold, in
  which case retrieving a specific item is a full-round action.
  If a bag of holding is placed within a portable hole (page 264), a rift
  to the Astral Plane is torn in the space: Bag and hole alike are
  sucked into the void and forever lost. If a portable hole is placed
  within a bag of holding, it opens a gate to the Astral Plane: The hole,
  the bag, and any creatures within a 10-foot radius are drawn there,
  destroying the portable hole and bag of holding in the process.
  Moderate conjuration; CL 9th; Craft Wondrous Item, Leomund’s
  secret chest.
  Bag of Tricks: This small sack appears normal and empty.
  However, anyone reaching into the bag feels a small, fuzzy ball. If
  the ball is removed and tossed up to 20 feet away, it turns into an
  animal. The animal serves the character who drew it from the bag
  for 10 minutes (or until slain or ordered back into the bag), at
  which point it disappears. It can follow any of the commands
  described in the Handle Animal skill (page 74 of the Player’s
  Handbook). Each of the three kinds of a bag of tricks produces a
  different set of animals. Use the following tables to determine
  what animals can be drawn out of each.
  The heavy warhorse appears with harness and tack and accepts
  the character who drew it from the bag as a rider.
  Animals produced are always random, and only one may exist at
  a time. Up to ten animals can be drawn from the bag each week.
  Faint or moderate conjuration; CL 3rd (gray), 5th (rust), 9th
  (tan); Craft Wondrous Item, summon nature’s ally II (gray), summon
  nature’s ally III (rust), or summon nature’s ally V (tan); Price 900 gp
  (gray); 3,000 gp (rust); 6,300 gp (tan).
  ––— Gray —— 
  –——— Rust —–—– 
  —–— Tan ———–
  d%
  Animal
  d%
  Animal
  d%
  Animal
  01–30
  Bat
  01–30
  Wolverine
  01–30
  Brown bear
  31–60
  Rat
  31–60
  Wolf
  31–60
  Lion
  61–75
  Cat
  61–85
  Boar
  61–80
  Heavy warhorse
  76–90
  Weasel
  86–100
  Black bear
  81–90
  Tiger
  91–100
  Badger
  91–100 Rhinoceros
  Bead of Force:This small black sphere appears to be a lusterless
  pearl. You can throw it up to 60 feet with no range penalties. Upon
  sharp impact, the bead explodes, sending forth a burst that deals
  5d6 points of force damage to all creatures within a 10-foot radius.
  It functions like an Otiluke’s resilient sphere spell (Reflex DC 16
  negates) with a radius of 10 feet and a duration of 10 minutes. A
  globe of shimmering force encloses a creature, provided the latter
  is small enough to fit within the diameter of the sphere. The
  sphere contains its subject for the spell’s duration. The sphere is
  not subject to damage of any sort except from a rod of cancellation, a
  rod of negation, disintegrate, or a targeted dispel magic spell. These
  effects destroy the sphere without harm to the subject. Nothing
  can pass through the sphere, inside or out, though the subject can
  breathe normally. The subject may struggle, but the globe cannot
  be physically moved either by people outside it or by the struggles
  of those within.
  The explosion completely consumes the bead, making this a
  one-use item.
  Moderate evocation; CL 10th; Craft Wondrous Item, Otiluke’s
  resilient sphere; Price 3,000 gp.
  Belt, Monk’s: This simple rope belt, when wrapped around a
  character’s waist, confers great ability in unarmed combat. The
  wearer’s AC and unarmed damage is treated as a monk of five
  levels higher. If donned by a character with the Stunning Fist feat,
  the belt lets her make one additional stunning attack per day. If
  the character is not a monk, she gains the AC and unarmed
  damage of a 5th-level monk. This AC bonus functions just like the
  monk’s AC bonus.
  Moderate transmutation; CL 10th; Craft Wondrous Item,
  righteous might or Tenser’s transformation; Price 13,000 gp; Weight
  1 lb.
  Belt of Dwarvenkind: This belt gives the wearer a +4 compe-
  tence bonus on Charisma checks and Charisma-based skill checks
  as they relate to dealing with dwarves, a +2 competence bonus on
  similar checks when dealing with gnomes and halflings, and a –2
  competence penalty on similar checks when dealing with anyone
  else. The wearer can understand, speak, and read Dwarven. If the
  wearer is not a dwarf, he gains 60-foot darkvision, dwarven stone-
  cunning, a +2 enhancement bonus to Constitution, and a +2 resist-
  ance bonus on saves against poison, spells, or spell-like effects.
  Moderate divination; CL 12th; Craft Wondrous Item, tongues,
  creator must be a dwarf; Price 14,900 gp; Weight 1 lb.
  Belt of Giant Strength: This wide belt is made of thick leather
  and studded with iron. The belt adds to the wearer’s Strength score
  in the form of an enhancement bonus of +4 or +6.
  Moderate transmutation; CL 10th; Craft Wondrous Item, bull’s
  strength; Price 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.
  CHAPTER 7:
  MAGIC ITEMS
  
  Boat, Folding: A folding boat looks like a small wooden
  box—about 12 inches long, 6 inches wide, and 6 inches deep. It
  can be used to store items like any other box. If a command word
  is given, however, the box unfolds itself to form a boat 10 feet
  long, 4 feet wide, and 2 feet in depth. A second command word
  causes it to unfold to a ship 24 feet long, 8 feet wide, and 6 feet
  deep. Any objects formerly stored in the box now rest inside the
  boat or ship.
  In its smaller form, the boat has one pair of oars, an anchor, a
  mast, and a lateen sail. In its larger form, the boat has a deck, single
  rowing seats, five sets of oars, a steering oar, an anchor, a deck
  cabin, and a mast with a square sail. The boat can hold four people
  comfortably, while the ship carries fifteen with ease.
  A third word of command causes the boat or ship to fold itself
  into a box once again. The words of command may be inscribed
  visibly or invisibly on the box, or they may be written else-
  where—perhaps on an item within the box.
  Faint transmutation; CL 6th; Craft Wondrous Item, fabricate,
  creator must have 2 ranks in the Craft (shipmaking) skill; Price
  7,200 gp; Weight 4 lb.
  Boccob’s Blessed Book: This well-made tome is always of
  small size, typically no more than 12 inches tall, 8 inches wide, and
  1 inch thick. All such books are durable, waterproof, bound with
  iron overlaid with silver, and locked.
  A wizard can fill the 1,000 pages of a Boccob’s blessed book with
  spells without paying the 100 gp per page material cost. This book
  is never found as randomly generated treasure with spells already
  inscribed in it.
  Moderate transmutation; CL 7th; Craft Wondrous Item, secret
  page; Price 12,500 gp; Weight 1 lb.
  249
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–28: Medium Wondrous Items
  d%
  Item
  Market Price
  01
  Boots of levitation
  7,500 gp
  02
  Harp of charming
  7,500 gp
  03
  Amulet of natural armor +2
  8,000 gp
  04
  Golem manual, flesh
  8,000 gp
  05
  Hand of glory
  8,000 gp
  06
  Ioun stone, deep red sphere
  8,000 gp
  07
  Ioun stone, incandescent blue sphere
  8,000 gp
  08
  Ioun stone, pale blue rhomboid
  8,000 gp
  09
  Ioun stone, pink and green sphere
  8,000 gp
  10
  Ioun stone, pink rhomboid
  8,000 gp
  11
  Ioun stone, scarlet and blue sphere
  8,000 gp
  12
  Deck of illusions
  8,100 gp
  13
  Necklace of fireballs type VI
  8,100 gp
  14
  Candle of invocation
  8,400 gp
  15
  Necklace of fireballs type VII
  8,700 gp
  16
  Bracers of armor +3
  9,000 gp
  17
  Cloak of resistance +3
  9,000 gp
  18
  Decanter of endless water
  9,000 gp
  19
  Necklace of adaptation
  9,000 gp
  20
  Pearl of power, 3rd-level spell
  9,000 gp
  21
  Figurine of wondrous power, serpentine owl
  9,100 gp
  22
  Strand of prayer beads, lesser
  9,600 gp
  23
  Bag of holding type IV
  10,000 gp
  24
  Figurine of wondrous power, bronze griffon
  10,000 gp
  25
  Figurine of wondrous power, ebony fly
  10,000 gp
  26
  Glove of storing
  10,000 gp
  27
  Ioun stone, dark blue rhomboid
  10,000 gp
  28
  Stone horse, courser
  10,000 gp
  29
  Vestment, druid’s 
  10,000 gp
  30
  Cape of the mountebank
  10,080 gp
  31
  Phylactery of undead turning
  11,000 gp
  32
  Gauntlet of rust
  11,500 gp
  33
  Boots of speed
  12,000 gp
  34
  Goggles of night
  12,000 gp
  35
  Golem manual, clay
  12,000 gp
  36
  Medallion of thoughts
  12,000 gp
  37
  Pipes of pain
  12,000 gp
  38
  Boccob’s blessed book
  12,500 gp
  39
  Belt, monk’s
  13,000 gp
  40
  Gem of brightness
  13,000 gp
  41
  Lyre of building
  13,000 gp
  42
  Cloak of arachnida
  14,000 gp
  43
  Stone horse, destrier
  14,800 gp
  44
  Belt of dwarvenkind
  14,900 gp
  45
  Periapt of wound closure
  15,000 gp
  46
  Horn of the tritons
  15,100 gp
  47
  Pearl of the sirines
  15,300 gp
  48
  Figurine of wondrous power, onyx dog
  15,500 gp
  49
  Amulet of health +4
  16,000 gp
  50
  Belt of giant strength +4
  16,000 gp
  51
  Boots, winged
  16,000 gp
  52
  Bracers of armor +4
  16,000 gp
  53
  Cloak of Charisma +4
  16,000 gp
  54
  Cloak of resistance +4
  16,000 gp
  55
  Gloves of Dexterity +4
  16,000 gp
  56
  Headband of intellect +4
  16,000 gp
  57
  Pearl of power, 4th-level spell
  16,000 gp
  58
  Periapt of Wisdom +4
  16,000 gp
  59
  Scabbard of keen edges
  16,000 gp
  60
  Figurine of wondrous power, golden lions
  16,500 gp
  61
  Chime of interruption
  16,800 gp
  62
  Broom of flying
  17,000 gp
  63
  Figurine of wondrous power, marble elephant
  17,000 gp
  64
  Amulet of natural armor +3
  18,000 gp
  65
  Ioun stone, iridescent spindle
  18,000 gp
  66
  Bracelet of friends
  19,000 gp
  67
  Carpet of flying, 5 ft. by 5 ft.
  20,000 gp
  68
  Horn of blasting
  20,000 gp
  69
  Ioun stone, pale lavender ellipsoid
  20,000 gp
  70
  Ioun stone, pearly white spindle
  20,000 gp
  71
  Portable hole
  20,000 gp
  72
  Stone of good luck (luckstone)
  20,000 gp
  73
  Figurine of wondrous power, ivory goats
  21,000 gp
  74
  Rope of entanglement
  21,000 gp
  75
  Golem manual, stone
  22,000 gp
  76
  Mask of the skull
  22,000 gp
  77
  Mattock of the titans
  23,348 gp
  78
  Circlet of blasting, major
  23,760 gp
  79
  Amulet of mighty fists +2
  24,000 gp
  80
  Cloak of displacement, minor
  24,000 gp
  81
  Helm of underwater action
  24,000 gp
  82
  Bracers of archery, greater
  25,000 gp
  83
  Bracers of armor +5
  25,000 gp
  84
  Cloak of resistance +5
  25,000 gp
  85
  Eyes of doom
  25,000 gp
  86
  Pearl of power, 5th-level spell
  25,000 gp
  87
  Maul of the titans
  25,305 gp
  88
  Cloak of the bat
  26,000 gp
  89
  Iron bands of Bilarro
  26,000 gp
  90
  Cube of frost resistance
  27,000 gp
  91
  Helm of telepathy
  27,000 gp
  92
  Periapt of proof against poison
  27,000 gp
  93
  Robe of scintillating colors
  27,000 gp
  94
  Manual of bodily health +1
  27,500 gp
  95
  Manual of gainful exercise +1
  27,500 gp
  96
  Manual of quickness in action +1
  27,500 gp
  97
  Tome of clear thought +1
  27,500 gp
  98
  Tome of leadership and influence +1
  27,500 gp
  99
  Tome of understanding +1
  27,500 gp
  100
  Dimensional shackles
  28,000 gp
  
  250
  Boots of Elvenkind: These soft boots enable the wearer to
  move quietly in virtually any surroundings, granting a +5 compe-
  tence bonus on Move Silently checks.
  Faint transmutation; CL 5th; Craft Wondrous Item, creator
  must be an elf; Price 2,500 gp; Weight 1 lb.
  Boots of Levitation: On command, these leather boots allow
  the wearer to levitate as if she had cast levitate on herself.
  Faint transmutation; CL 3rd; Craft Wondrous Item, levitate;
  Price 7,500 gp; Weight 1 lb.
  Boots of Speed: As a free action, the wearer can click her boot
  heels together, enabling her to act as though affected by a haste
  spell for up to 10 rounds each day. The duration of the haste effect
  need not be consecutive rounds.
  Moderate transmutation; CL 10th; Craft Wondrous Item, haste;
  Price 12,000 gp; Weight 1 lb.
  Boots of Striding and Springing: These boots increase the
  wearer’s base land speed by 10 feet. In addition to this striding
  ability (considered an enhancement bonus), these boots allow the
  wearer to make great leaps. She can jump with a +5 competence
  bonus on Jump checks.
  Faint transmutation; CL 3rd; Craft Wondrous Item, longstrider,
  creator must have 5 ranks in the Jump skill; Price 5,500 gp;
  Weight 1 lb.
  Boots of Teleportation: Any character wearing this footwear
  may teleport three times per day, exactly as if he had cast the spell
  of the same name.
  Moderate conjuration; CL 9th; Craft Wondrous Item, teleport;
  Price 49,000 gp; Weight 3 lb.
  Boots of the Winterlands: This footgear bestows many
  powers upon the wearer. First, he is able to travel across snow at
  his normal speed, leaving no tracks. The boots also enable him to
  travel at normal speed across the most slippery ice (horizontal
  surfaces only, not vertical or sharply slanted ones) without falling
  or slipping. Finally, boots of the winterlands warm the wearer, as if
  he were affected by an endure elements spell.
  Faint abjuration and transmutation; CL 5th; Craft Wondrous
  Item, cat’s grace, endure elements, pass without trace; Price 2,500 gp;
  Weight 1 lb.
  Boots, Winged: These boots appear to be ordinary footgear.
  On command, the boots sprout wings at the heel and let the
  wearer fly, without having to maintain concentration, as if
  affected by a fly spell. He can fly three times day for up to 5 min-
  utes per flight.
  Faint transmutation; CL 5th; Craft Wondrous Item, fly; Price
  16,000 gp; Weight 1 lb.
  Bottle of Air: This item appears to be a normal glass bottle
  with a cork. When taken to any airless environment (such as
  underwater or in a vacuum), it retains air within it at all times,
  continually renewing its contents. This means that a character
  can draw air out of the bottle to breathe. The bottle can even be
  shared by multiple characters who pass it around. Breathing out
  of the bottle is a standard action, but a character so doing can then
  act for as long as she can hold her breath.
  Moderate transmutation; CL 7th; Craft Wondrous Item, water
  breathing; Price 7,250 gp; Weight 2 lb.
  Bowl of Commanding Water Elementals: This large con-
  tainer is usually fashioned from blue or green semiprecious stone
  (malachite, lapis lazuli, azurite, turquoise, peridot, or sometimes
  jade). It is about 1 foot in diameter, half that deep, and relatively
  fragile. When the bowl is filled with fresh water, and certain
  words are spoken, a Large water elemental appears. The summon-
  ing words require 1 full round to speak. In all ways the bowl func-
  tions as the summon monster VI spell. Only one elemental can be
  called at a time. A new elemental requires the bowl to be filled
  with new water, which cannot happen until after the first ele-
  mental disappears (is dispelled, dismissed, or slain).
  If salt water is used, the elemental is Huge rather than Large (as
  if summon monster VII had been cast). See page 98 of the Monster
  Manual for details on water elementals.
  Strong conjuration; CL 13th; Craft Wondrous Item, summon
  monster VI, summon monster VII; Price 100,000 gp; Weight 3 lb.
  Bracelet of Friends: This silver charm bracelet has four
  charms upon it when created. The owner may designate one
  person known to him to be keyed to one charm. (This designation
  takes a standard action, but once done it lasts forever or until
  changed.) When a charm is grasped and the name of the keyed
  individual is spoken, that person is called to the spot (a standard
  action) along with his or her gear, as long as the owner and the
  called person are on the same plane. The keyed individual knows
  who is calling, and the bracelet of friends only functions on willing
  travelers. Once a charm is activated, it disappears. Charms sepa-
  rated from the bracelet are worthless. A bracelet found with fewer
  than four charms is worth 25% less for each missing charm.
  Strong conjuration; CL 15th; Craft Wondrous Item, refuge; Price
  19,000 gp.
  Bracers of Archery, Greater: These wristbands look like
  normal protective wear. The bracers empower the wearer to use
  any bow (not including crossbows) as if she were proficient in its
  use. If she already has proficiency with any type of bow, she gains
  a +2 competence bonus on attack rolls and a +1 competence bonus
  on damage rolls whenever using that type of bow. Both bracers
  must be worn for the magic to be effective.
  Moderate transmutation; CL 8th; Craft Wondrous Item, Craft
  Magic Arms and Armor; Price 25,000 gp; Weight 1 lb.
  Bracers of Archery, Lesser: These wristbands function as
  greater bracers of archery, except that they grant a +1 competence
  bonus on attack rolls and no bonus on damage rolls.
  Faint transmutation; CL 4th; Craft Wondrous Item, Craft Magic
  Arms and Armor; Price 5,000 gp; Weight 1 lb.
  Bracers of Armor: These items appear to be wrist or arm
  guards. They surround the wearer with an invisible but tangible
  field of force, granting him an armor bonus of +1 to +8, just as
  though he were wearing armor. Both bracers must be worn for the
  magic to be effective.
  Moderate conjuration; CL 7th; Craft Wondrous Item, mage
  armor, creator’s caster level must be at least two times that of the
  bonus placed in the bracers; Price 1,000 gp (+1), 4,000 gp (+2),
  9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000
  gp (+7), 64,000 gp (+8); Weight 1 lb.
  Brazier of Commanding Fire Elementals: This device
  appears to be a normal container for holding burning coals. When
  a fire is lit in the brazier and the proper summoning words are
  spoken, a Large fire elemental appears. The summoning words
  require 1 full round to speak. In all ways the brazier functions as
  the summon monster VI spell. If brimstone is added, the elemental
  is Huge instead of Large, and the brazier works as a summon mon-
  ster VII spell. Only one elemental can be summoned at a time. A
  new elemental requires a new fire, which cannot be lit until after
  the first elemental disappears (is dispelled, dismissed, or slain).
  See page 98 of the Monster Manual for details on fire elementals.
  Strong conjuration; CL 13th; Craft Wondrous Item, summon
  monster VI, summon monster VII; Price 100,000 gp; Weight 5 lb.
  Brooch of Shielding: This appears to be a piece of silver or
  gold jewelry used to fasten a cloak or cape. In addition to this
  mundane task, it can absorb magic missiles of the sort generated by
  spell or spell-like ability. A brooch can absorb up to 101 points of
  damage from magic missiles before it melts and becomes useless.
  Faint abjuration; CL 1st; Craft Wondrous Item, shield; Price
  1,500 gp.
  Broom of Flying: This broom is able to fly through the air as if
  affected by an overland flight spell (average maneuverability) for up
  to 9 hours per day (split up as its owner desires). The broom can
  carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds
  at a speed at 30 feet. In addition, the broom can travel alone to any
  CHAPTER 7:
  MAGIC ITEMS
  
  destination named by the owner as long as she has a good idea of
  the location and layout of that destination. It comes to its owner
  from as far away as 300 yards when she speaks the command word.
  The broom of flying has a speed of 40 feet when it has no rider.
  Moderate transmutation; CL 9th; Craft Wondrous Item, over-
  land flight, permanency; Price 17,000 gp; Weight 3 lb.
  Candle of Invocation: Each of these special tapers is dedicated
  to one of the nine alignments. Simply burning the candle gener-
  ates a favorable aura for the individual so doing if the candle’s align-
  ment matches that of the character. Characters of the same align-
  ment as the burning candle add a +2 morale bonus on attack rolls,
  saving throws, and skill checks while within 30 feet of the flame.
  A cleric whose alignment matches the candle’s operates as if
  two levels higher for purposes of determining spells per day if he
  burns the candle during or just prior to his spell preparation
  time. He can even cast spells normally unavailable to him, as if
  he were of that higher level, but only so long as the candle con-
  tinues to burn. Except in special cases (see below), a candle
  burns for 4 hours.
  In addition, burning a candle also allows the owner to cast a gate
  spell, the respondent being of the same alignment as the candle,
  but the taper is immediately consumed in the process. It is pos-
  sible to extinguish the candle simply by blowing it out, so users
  often place it in a lantern to protect it from drafts and the like.
  Doing this doesn’t interfere with its magical properties.
  Strong conjuration; CL 17th; Craft Wondrous Item, gate, creator
  must be same alignment as candle created; Price 8,400 gp; Weight
  1/2 lb.
  Candle of Truth: This white tallow candle, when burned, calls
  into place a zone of truth spell (Will DC 13 negates) in a 5-foot radius
  251
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–29: Major Wondrous Items
  d%
  Item
  Market Price
  01
  Figurine of wondrous power, obsidian steed
  28,500 gp
  02
  Drums of panic
  30,000 gp
  03
  Ioun stone, orange
  30,000 gp
  04
  Ioun stone, pale green prism
  30,000 gp
  05
  Lantern of revealing
  30,000 gp
  06
  Robe of blending
  30,000 gp
  07
  Amulet of natural armor +4
  32,000 gp
  08
  Amulet of proof against detection and location
  35,000 gp
  09
  Carpet of flying, 5 ft. by 10 ft.
  35,000 gp
  10
  Golem manual, iron
  35,000 gp
  11
  Amulet of health +6
  36,000 gp
  12
  Belt of giant strength +6
  36,000 gp
  13
  Bracers of armor +6
  36,000 gp
  14
  Cloak of Charisma +6
  36,000 gp
  15
  Gloves of Dexterity +6
  36,000 gp
  16
  Headband of intellect +6
  36,000 gp
  17
  Ioun stone, vibrant purple prism
  36,000 gp
  18
  Pearl of power, 6th-level spell
  36,000 gp
  19
  Periapt of Wisdom +6
  36,000 gp
  20
  Scarab of protection
  38,000 gp
  21
  Ioun stone, lavender and green ellipsoid
  40,000 gp
  22
  Ring gates
  40,000 gp
  23
  Crystal ball
  42,000 gp
  24
  Golem manual, greater stone
  44,000 gp
  25
  Strand of prayer beads
  45,800 gp
  26
  Orb of storms
  48,000 gp
  27
  Boots of teleportation
  49,000 gp
  28
  Bracers of armor +7
  49,000 gp
  29
  Pearl of power, 7th-level spell
  49,000 gp
  30
  Amulet of natural armor +5
  50,000 gp
  31
  Cloak of displacement, major
  50,000 gp
  32
  Crystal ball with see invisibility
  50,000 gp
  33
  Horn of Valhalla
  50,000 gp
  34
  Crystal ball with detect thoughts
  51,000 gp
  35
  Amulet of mighty fists +3
  54,000 gp
  36
  Wings of flying
  54,000 gp
  37
  Cloak of etherealness
  55,000 gp
  38
  Daern’s instant fortress
  55,000 gp
  39
  Manual of bodily health +2
  55,000 gp
  40
  Manual of gainful exercise +2
  55,000 gp
  41
  Manual of quickness in action +2
  55,000 gp
  42
  Tome of clear thought +2
  55,000 gp
  43
  Tome of leadership and influence +2
  55,000 gp
  44
  Tome of understanding +2
  55,000 gp
  45
  Eyes of charming
  56,000 gp
  46
  Robe of stars
  58,000 gp
  47
  Carpet of flying, 10 ft. by 10 ft.
  60,000 gp
  48
  Darkskull
  60,000 gp
  49
  Cube of force
  62,000 gp
  50
  Bracers of armor +8
  64,000 gp
  51
  Pearl of power, 8th-level spell
  64,000 gp
  52
  Crystal ball with telepathy
  70,000 gp
  53
  Horn of blasting, greater
  70,000 gp
  54
  Pearl of power, two spells
  70,000 gp
  55
  Helm of teleportation
  73,500 gp
  56
  Gem of seeing
  75,000 gp
  57
  Robe of the archmagi
  75,000 gp
  58
  Mantle of faith
  76,000 gp
  59
  Crystal ball with true seeing
  80,000 gp
  60
  Pearl of power, 9th-level spell
  81,000 gp
  61
  Well of many worlds
  82,000 gp
  62
  Manual of bodily health +3
  82,500 gp
  63
  Manual of gainful exercise +3
  82,500 gp
  64
  Manual of quickness in action +3
  82,500 gp
  65
  Tome of clear thought +3
  82,500 gp
  66
  Tome of leadership and influence +3
  82,500 gp
  67
  Tome of understanding +3
  82,500 gp
  68
  Apparatus of Kwalish
  90,000 gp
  69
  Mantle of spell resistance
  90,000 gp
  70
  Mirror of opposition
  92,000 gp
  71
  Strand of prayer beads, greater
  95,800 gp
  72
  Amulet of mighty fists +4
  96,000 gp
  73
  Eyes of petrification
  98,000 gp
  74
  Bowl of commanding water elementals
  100,000 gp
  75
  Brazier of commanding fire elementals
  100,000 gp
  76
  Censer of controlling air elementals
  100,000 gp
  77
  Stone of controlling earth elementals
  100,000 gp
  78
  Manual of bodily health +4
  110,000 gp
  79
  Manual of gainful exercise +4
  110,000 gp
  80
  Manual of quickness in action +4
  110,000 gp
  81
  Tome of clear thought +4
  110,000 gp
  82
  Tome of leadership and influence +4
  110,000 gp
  83
  Tome of understanding +4
  110,000 gp
  84
  Amulet of the planes
  120,000 gp
  85
  Robe of eyes
  120,000 gp
  86
  Helm of brilliance
  125,000 gp
  87
  Manual of bodily health +5
  137,500 gp
  88
  Manual of gainful exercise +5
  137,500 gp
  89
  Manual of quickness in action +5
  137,500 gp
  90
  Tome of clear thought +5
  137,500 gp
  91
  Tome of leadership and influence +5
  137,500 gp
  92
  Tome of understanding +5
  137,500 gp
  93
  Efreeti bottle
  145,000 gp
  94
  Amulet of mighty fists +5
  150,000 gp
  95
  Chaos diamond
  160,000 gp
  96
  Cubic gate
  164,000 gp
  97
  Iron flask
  170,000 gp
  98
  Mirror of mental prowess
  175,000 gp
  99
  Mirror of life trapping
  200,000 gp
  100
  Roll again
  
  252
  centered on the candle. The zone lasts for 1 hour, as the candle
  burns. If the candle is snuffed before that time, the effect is can-
  celed and the candle ruined.
  Faint enchantment; CL 3rd; Craft Wondrous Item, zone of truth;
  Price 2,500 gp; Weight 1/2 lb.
  Cape of the Mountebank: On command, this bright red and
  gold cape allows the wearer to use the magic of the dimension door
  spell once per day. When he disappears, he leaves behind a cloud
  of smoke, appearing in a similar fashion at his destination.
  Moderate conjuration; CL 9th; Craft Wondrous Item, dimension
  door; Price 10,080 gp; Weight 1 lb.
  Carpet of Flying: This rug is able to fly through the air as if
  affected by an overland flight spell of unlimited duration. The size,
  carrying capacity, and speed of the different carpets of flying are
  shown on the table below. Beautifully and intricately made, each
  carpet has its own command word to activate it—if the device is
  within voice range, the command word activates it, whether the
  speaker is on the rug or not. The carpet is then controlled by
  spoken directions.
  Size
  Capacity
  Speed
  Weight
  Market Price
  5 ft. by 5 ft.
  200 lb.
  40 ft.
  8 lb.
  20,000 gp
  5 ft. by 10 ft.
  400 lb.
  40 ft.
  15 lb.
  35,000 gp
  10 ft. by 10 ft.
  800 lb.
  40 ft.
  10 lb.
  60,000 gp
  A carpet of flying can carry up to double its capacity, but doing so
  reduces its speed to 30 feet. It has average maneuverability, but a
  carpet of flying can still hover.
  Moderate transmutation; CL 10th; Craft Wondrous Item, over-
  land flight, permanency.
  Censer of Controlling Air Elementals:
  This 6-inch-wide, 1-inch-high perforated golden
  vessel resembles a thurible found in a place of worship. If
  it is filled with incense and lit, summoning words
  spoken over it summon forth a Large air elemental.
  The summoning words require 1 full round to
  speak. In all ways the censer functions as the
  summon monster VI spell. If incense of meditation is
  burned within the censer, the air elemental is an
  elder air elemental instead (as if summon mon-
  ster IX had just been cast). Only one elemental
  can be summoned at a time. A new elemen-
  tal requires a new piece of incense, which
  cannot be lit until after the first elemental
  disappears (is dispelled, dismissed, or
  slain). See page 95 of the Monster Manual
  for details on air elementals.
  Strong conjuration; CL 17th;
  Craft Wondrous Item, summon mon-
  ster VI, summon monster IX; Price
  100,000 gp; Weight 1 lb.
  Chaos Diamond: This lustrous gem-
  stone is uncut and about the size of a
  human fist. The gem grants its possessor
  the following powers:
  • Confusion, lesser
  • Magic circle against law
  • Word of chaos
  • Cloak of chaos
  Each power is usable 1d4 times per day. (The
  DM rolls secretly each day for each power sepa-
  rately.)
  A nonchaotic character who possesses a chaos diamond gains
  one negative level. Although this level never results in actual
  level loss, it remains as long as the diamond is in the character’s
  possession and cannot be overcome in any way (including restora-
  tion spells).
  Strong varied; CL 19th; Craft Wondrous Item, cloak of chaos,
  magic circle against law, random action, word of chaos, creator must be
  chaotic; Price 160,000 gp; Weight 1 lb.
  Chime of Interruption: This instrument can be struck once
  every 10 minutes, and its resonant tone lasts for 3 full minutes.
  While the chime is resonating, no spell requiring a verbal com-
  ponent can be cast within a 30-foot radius of it unless the caster
  can make a Concentration check (DC 15 + the spell’s level).
  Moderate evocation; CL 7th; Craft Wondrous Item, shout; Price
  16,800 gp; Weight 1 lb.
  Chime of Opening: A chime of opening is a hollow mithral tube
  about 1 foot long. When struck, it sends forth magical vibrations
  that cause locks, lids, doors, valves, and portals to open. The device
  functions against normal bars, shackles, chains, bolts, and so on. A
  chime of opening also automatically dispels a hold portal spell or even
  an arcane lock cast by a wizard of lower than 15th level.
  The chime must be pointed at the item or gate to be loosed or
  opened (which must be visible and known to the user). The chime
  is then struck, a clear tone rings forth, and in 1 round the target
  lock is unlocked, the shackle is loosed, the secret door is opened,
  or the lid of the chest is lifted. Each sounding only opens one form
  of locking, so if a chest is chained, padlocked, locked, and arcane
  locked, it takes four uses of a chime of opening to get it open. A silence
  spell negates the power of the device. A brand-new
  chime can be used a total of ten times before it cracks
  and becomes useless.
  Moderate transmutation; CL 11th; Craft Won-
  drous Item, knock; Price 3,000 gp; Weight 1 lb.
  Circlet of Blasting, Minor: On command, this
  simple golden headband projects a blast of searing
  light (3d8 points of damage) once per day.
  Faint evocation; CL 6th; Craft Wondrous Item,
  searing light; Price 6,480 gp.
  Circlet of Blasting, Major: On command, this
  elaborate golden headband projects a blast of
  searing light (5d8 maximized for 40 points of
  damage) once per day.
  Strong evocation; CL 17th; Craft Won-
  drous Item, Maximize Spell, searing light;
  Price 23,760 gp.
  Circlet of Persuasion: This silver head-
  band grants a +3 competence bonus on the
  wearer’s Charisma-based checks.
  Faint transmutation; CL 5th; Craft Wondrous
  Item, eagle’s splendor; Price 4,500 gp.
  Cloak of Arachnida: This black garment, embroi-
  dered with a weblike pattern in silk, gives the wearer the
  ability to climb as if a spider climb spell had been placed
  upon her. In addition, the cloak grants her immunity to
  entrapment by web spells or webs of any sort—she can
  actually move in webs at half her normal speed.
  Once per day, the wearer of this cloak can cast web. She
  also gains a +2 luck bonus on all Fortitude saves against
  poison from spiders.
  Faint conjuration and transmutation; CL 6th; Craft Wondrous
  Item, spider climb, web; Price 14,000 gp; Weight 1 lb.
  Cloak of the Bat: Fashioned of dark brown or black cloth, this
  cloak bestows a +5 competence bonus on Hide checks. The
  wearer is also able to hang upside down from the ceiling,
  like a bat.
  By holding the edges of the garment, the wearer is
  able to fly as per the spell. If he desires, the wearer can actually
  polymorph himself into an ordinary bat and fly accordingly. (All
  possessions worn or carried are part of the transformation.) Fly-
  ing, either with the cloak or in bat form, can be accomplished
  only in darkness (either under the night sky or in a lightless or
  near-lightless environment underground). Either of the flying
  CHAPTER 7:
  MAGIC ITEMS
  Illus. by W. Reynolds
  Cloak of
  arachnida
  
  powers is usable for up to 7 minutes at a time, but after a flight
  of any duration the cloak cannot bestow any flying power for a
  like period of time.
  Moderate transmutation; CL 7th; Craft Wondrous Item, fly, poly-
  morph; Price 26,000 gp; Weight 1 lb.
  Cloak of Charisma:This lightweight and fashionable cloak has
  a highly decorative silver trim. When in a character’s possession, it
  adds a +2, +4, or +6 enhancement bonus to her Charisma score.
  Moderate transmutation; CL 8th; Craft Wondrous Item, eagle’s
  splendor; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6);
  Weight 2 lb.
  Cloak of Displacement, Minor: This item appears to be a
  normal cloak, but when worn by a character its magical properties
  distort and warp light waves. This displacement works similar to
  the displacement spell except that it only grants a 20% miss chance
  on attacks against the wearer. It functions continually.
  Faint illusion; CL 3rd; Craft Wondrous Item, displacement; Price
  24,000 gp; Weight 1 lb.
  Cloak of Displacement, Major: This item appears to be a
  normal cloak, but on command its magical properties dis-
  tort and warp light waves. This displacement works
  just like the displacement spell and lasts for a total of
  15 rounds per day, which the wearer can divide up
  as she sees fit.
  Moderate illusion; CL 7th; Craft Wondrous
  Item, Extend Spell, displacement; Price 50,000
  gp; Weight 1 lb.
  Cloak of Elvenkind: This cloak of neutral
  gray cloth is indistinguishable from an ordinary
  cloak of the same color. However, when worn with
  the hood drawn up around the head, it gives the
  wearer a +5 competence bonus on Hide checks.
  Faint illusion; CL 3rd; Craft Wondrous Item,
  invisibility, creator must be an elf; Price 2,500 gp;
  Weight 1 lb.
  Cloak of Etherealness: This silvery-gray
  cloak seems to absorb light rather than be illu-
  minated by it. On command, the cloak makes
  its wearer ethereal (as the ethereal jaunt spell).
  The effect is dismissible. The cloak works
  for a total of up to 10 minutes per day. This
  duration need not be continuous.
  Strong transmutation; CL 15th; Craft
  Wondrous Item, ethereal jaunt; Price 55,000 gp; Weight 1 lb.
  Cloak of the Manta Ray: This cloak appears to be made of
  leather until the wearer enters salt water. At that time the cloak of
  the manta ray adheres to the individual, and he appears nearly
  identical to a manta ray (as the polymorph spell, except that it allows
  only manta ray form). He gains a +3 natural armor bonus, the abil-
  ity to breathe underwater, and a swim speed of 60 feet, like a real
  manta ray.
  Although the cloak does not enable the wearer to bite oppo-
  nents as a manta ray does, it does have a tail spine that can be used
  to strike at opponents behind the wearer, dealing 1d6 points of
  damage. This attack can be used in addition to any other attack the
  character has, using his highest melee attack bonus. The wearer
  can release his arms from the cloak without sacrificing under-
  water movement if so desired.
  Moderate transmutation; CL 9th; Craft Wondrous Item, poly-
  morph, water breathing; Price 7,200 gp; Weight 1 lb.
  Cloak of Resistance: These garments offer magic protection
  in the form of a +1 to +5 resistance bonus on all saving throws (For-
  titude, Reflex, and Will).
  Faint abjuration; CL 5th; Craft Wondrous Item, resistance, cre-
  ator’s caster level must be at least three times the cloak’s bonus;
  Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4),
  25,000 gp (+5); Weight 1 lb.
  Crystal Ball: This is the most common form of scrying device,
  a crystal sphere about 6 inches in diameter. A character can use
  the device to see over virtually any distance or into other planes
  of existence, as with the spell scrying (Will DC 16 negates).
  Certain crystal balls have additional powers that can be used
  through the crystal ball on the target viewed.
  Crystal Ball Type
  Market Price
  Crystal ball
  42,000 gp
  Crystal ball with see invisibility
  50,000 gp
  Crystal ball with detect thoughts (Will DC 13 negates)
  51,000 gp
  Crystal ball with telepathy*
  70,000 gp
  Crystal ball with true seeing
  80,000 gp
  * The viewer is able to send and receive silent mental messages with
  the person appearing in the crystal ball. Once per day the character
  may attempt to implant a suggestion (as the spell, Will DC 14
  negates) as well.
  Moderate divination; CL 10th; Craft Wondrous Item, scry-
  ing (plus any additional spells put into item); Weight 7 lb.
  Cube of Force: This device is about the size of a large die
  (perhaps 3/4 inch across) and can be made of ivory, bone,
  or any hard mineral. It enables its possessor to put up a
  special wall of force 10 feet on a side around her person.
  This cubic screen moves with the character and is
  impervious to the attack forms mentioned on the
  table below. The cube has 36 charges, which are
  renewed each day. The possessor presses one face of
  the cube to activate a particular type of screen or to
  deactivate the device. Each effect costs a certain
  number of charges to maintain for every minute (or
  portion of a minute) it is in operation. Also, when an
  effect is active, the possessor’s speed is limited to the max-
  imum value given on the table.
  When the cube of force is active, attacks dealing more
  than 30 points of damage drain 1 charge for every 10
  points of damage beyond 30 that they deal (40 points
  of damage drains 1 charge, 50 points drains 2 charges,
  and so forth). Spells that affect the integrity of the
  screen, such as disintegrate and passwall, also drain
  extra charges. These spells (given in the list
  below) cannot be cast into or out of the cube:
  Cube
  Charge Cost
  Maximum
  Face
  per Minute
  Speed
  Effect
  1
  1
  30 ft.
  Keeps out gases, wind, etc.
  2
  2
  20 ft.
  Keeps out nonliving matter
  3
  3
  15 ft.
  Keeps out living matter
  4
  4
  10 ft.
  Keeps out magic
  5
  6
  10 ft.
  Keeps out all things
  6
  0
  As normal
  Deactivates
  Attack Form
  Extra Charges
  Horn of blasting
  6
  Wall of fire
  2
  Passwall
  3
  Disintegrate
  6
  Phase door
  5
  Prismatic spray
  7
  Moderate evocation; CL 10th; Craft Wondrous Item, wall of force;
  Price 62,000 gp.
  Cube of Frost Resistance: This cube is activated or deacti-
  vated by pressing one side. When activated, it creates a cube-
  shaped area 10 feet on a side centered on the possessor (or on the
  cube itself, if the item is later placed on a surface). The tempera-
  ture within this area is always at least 65°F. The field absorbs all
  253
  CHAPTER 7:
  MAGIC ITEMS
  Illus. by W. Reynolds
  Crystal ball
  
  254
  cold-based attacks (such as ice storm, cone of cold, and white dragon
  breath). However, if the field is subjected to more than 50 points
  of cold damage in 1 round (from one or multiple attacks), it col-
  lapses into its portable form and cannot be reactivated for 1 hour.
  If the field absorbs more than 100 points of cold damage in a 10-
  round period, the cube is destroyed.
  Faint abjuration; CL 5th; Craft Wondrous Item, protection from
  energy; Price 27,000 gp.
  Cubic Gate: This item is fashioned from carnelian. Each of the
  six sides of the cube is keyed to a plane, one of which is the Mate-
  rial Plane. The character creating the item should choose the
  planes to which the other five sides are keyed. If such a cube is
  found as treasure, the DM can determine the planes accessed by
  the device in any manner he or she chooses.
  If a side of the cubic gate is pressed once, it opens a gate to a ran-
  dom point on the plane keyed to that side. There is a 10% chance
  per minute that an outsider from that plane (determine randomly)
  comes through it looking for food, fun, or trouble. Pressing the
  side a second time closes the gate. It is impossible to open more
  than one gate at a time.
  If a side is pressed twice in quick succession, the character so
  doing is transported to a random point on the other plane, along
  with all creatures in adjacent squares. (The other creatures may
  avoid this fate by succeeding on DC 23 Will saves).
  Strong conjuration; CL 13th; Craft Wondrous Item, plane shift;
  Price 164,000 gp.
  Daern’s Instant Fortress: This metal cube is small, but when
  activated by speaking a command word it grows to form a tower 20
  feet square and 30 feet high, with arrow slits on all sides and a crenel-
  lated battlement atop it. The metal walls extend 10 feet into the
  ground, rooting it to the spot and preventing it from being tipped
  over. The fortress has a small door that opens only at the command of
  the owner of the fortress—even knock spells can’t open the door.
  The adamantine walls of Daern’s instant fortress have 100 hit
  points and hardness 20. The fortress cannot be repaired except by
  a wish or a miracle, which restores 50 points of damage taken.
  The fortress springs up in just 1 round, with the door facing the
  device’s owner. The door opens and closes instantly at his com-
  mand. People and creatures nearby (except the owner) must be
  careful not to be caught by the fortress’s sudden growth. Anyone
  so caught takes 10d10 points of damage (Reflex DC 19 half).
  The fortress is deactivated by speaking a command word (dif-
  ferent from the one used to activate it). It cannot be deactivated
  unless it is empty.
  Strong conjuration; CL 13th; Craft Wondrous Item, Morden-
  kainen’s magnificent mansion; Price 55,000 gp.
  Darkskull: This skull, carved from ebony, is wholly evil. Wher-
  ever the skull goes, the area around it is treated as though an unhal-
  low spell had been cast with the skull as the touched point of origin
  (except that no additional spell effect is tied or fixed to the darkskull).
  Moderate evocation [evil]; CL 9th; Craft Wondrous Item, unhal-
  low, creator must be evil; Price 60,000 gp; Weight 5 lb.
  Decanter of Endless Water: If the stopper is removed from
  this ordinary-looking flask and a command word spoken, an
  amount of fresh or salt water pours out. Separate command words
  determine the type as well as the volume and velocity.
  • “Stream” pours out 1 gallon per round.
  • “Fountain” produces a 5-foot-long stream at 5 gallons per round.
  • “Geyser” produces a 20-foot-long, 1-foot-wide stream at 30
  gallons per round.
  The geyser effect causes considerable back pressure, requiring
  the holder to make a DC 12 Strength check to avoid being
  knocked down. The force of the geyser deals 1d4 points of damage
  but can only affect one target per round. The command word must
  be spoken to stop it.
  Moderate transmutation; CL 9th; Craft Wondrous Item, control
  water; Price 9,000 gp; Weight 2 lb.
  Deck of Illusions: This set of parchment cards is usually found
  in an ivory, leather, or wooden box. A full deck consists of thirty-
  four cards. When a card is drawn at random and thrown to the
  ground, a major image of a creature is formed. The figment lasts until
  dispelled. The illusory creature cannot move more than 30 feet away
  from where the card landed, but otherwise moves and acts as if it
  were real. At all times it obeys the desires of the character who drew
  the card. When the illusion is dispelled, the card becomes blank and
  cannot be used again. If the card is picked up, the illusion is auto-
  matically and instantly dispelled. The cards in a deck and the illu-
  sions they bring forth are summarized on the following table. (Use
  one of the first two columns to simulate the contents of a full deck
  using either ordinary playing cards or tarot cards.)
  Playing Card
  Tarot Card
  Creature
  Ace of hearts
  IV. The Emperor
  Red dragon
  King of hearts
  Knight of swords
  Male human fighter
  and four guards
  Queen of hearts
  Queen of staves
  Female human wizard
  Jack of hearts
  King of staves
  Male human druid
  Ten of hearts
  VII. The Chariot
  Cloud giant
  Nine of hearts
  Page of staves
  Ettin
  Eight of hearts
  Ace of cups
  Bugbear
  Two of hearts
  Five of staves
  Goblin
  Playing Card
  Tarot Card
  Creature
  Ace of diamonds
  III. The Empress
  Beholder
  King of diamonds
  Two of cups
  Male elf wizard and
  female apprentice
  Queen of diamonds Queen of swords
  Half-elf ranger
  (female)
  Jack of diamonds
  XIV. Temperance
  Harpy
  Ten of diamonds
  Seven of staves
  Male half-orc barbarian
  Nine of diamonds
  Four of pentacles
  Ogre mage
  Eight of diamonds
  Ace of pentacles
  Gnoll
  Two of diamonds
  Six of pentacles
  Kobold
  Playing Card
  Tarot Card
  Creature
  Ace of spades
  II. The High Priestess Lich
  King of spades
  Three of staves
  Three male 
  human clerics
  Queen of spades
  Four of cups
  Medusa
  Jack of spades
  Knight of pentacles
  Male dwarf paladin
  Ten of spades
  Seven of swords
  Frost giant
  Nine of spades
  Three of swords
  Troll
  Eight of spades
  Ace of swords
  Hobgoblin
  Two of spades
  Five of cups
  Goblin
  Playing Card
  Tarot Card
  Creature
  Ace of clubs
  VIII. Strength
  Iron golem
  King of clubs
  Page of pentacles
  Three male 
  halfling rogues
  Queen of clubs
  Ten of cups
  Pixies
  Jack of clubs
  Nine of pentacles
  Female half-elf bard
  Ten of clubs
  Nine of staves
  Hill giant
  Nine of clubs
  King of swords
  Ogre
  Eight of clubs
  Ace of staves
  Orc
  Two of clubs
  Five of cups
  Kobold
  Playing Card
  Tarot Card
  Creature
  Joker
  Two of pentacles
  Illusion of deck’s owner
  Joker
  Two of staves
  Illusion of deck’s owner
  (sex reversed)
  A randomly generated deck is usually complete (11–100 on d%),
  but may be discovered (01–10) with 1d20 of its cards missing. If
  cards are missing, reduce the price by a corresponding amount.
  CHAPTER 7:
  MAGIC ITEMS
  
  Faint illusion; CL 6th; Craft Wondrous Item, major image; Price
  8,100 gp; Weight 1/2 lb.
  Dimensional Shackles: These shackles have golden runes
  traced across their cold iron surface. Any creature bound within
  them is affected as if a dimensional anchor spell were cast upon her
  (no save). They fit any Small to Large creature. The DC to break or
  slip out of the shackles is 30.
  Moderate abjuration; CL 11th; Craft Wondrous Item, dimen-
  sional anchor; Price 28,000 gp; Weight 5 lb.
  Drums of Panic: These drums are kettle drums (hemispheres
  about 1-1/2 feet in diameter on stands). They come in pairs and
  are unremarkable in appearance. If both of the pair are sounded,
  all creatures within 120 feet (with the exception of those within
  a 20-foot-radius safe zone around the drums) are affected as by a
  fear spell (Will DC 16 partial). Drums of panic can be used once
  per day.
  Moderate necromancy; CL 7th; Craft Wondrous Item, fear; Price
  30,000 gp; Weight 10 lb. for the pair.
  Dust of Appearance:This fine powder appears to be a very fine,
  very light metallic dust. A single handful of this substance flung
  into the air coats objects within a 10-foot radius, making them visi-
  ble even if they are invisible. It likewise negates the effects of blur
  and displacement. (In this, it works just like the faerie fire spell). The
  dust also reveals figments, mirror images, and projected images for
  what they are. A creature coated with the dust takes a –30 penalty
  on its Hide checks. The dust’s effect lasts for 5 minutes.
  Dust of appearance is typically stored in small silk packets or
  hollow bone tubes.
  Faint conjuration; CL 5th; Craft Wondrous Item, glitterdust;
  Price 1,800 gp.
  Dust of Disappearance: This dust looks just like dust of appear-
  ance and is typically stored in the same manner. A creature or
  object touched by it becomes invisible (as greater invisibility).
  Normal vision can’t see dusted creatures or objects, nor can they
  be detected by magical means, including see invisibility or invisibil-
  ity purge. Dust of appearance, however, does reveal people and
  objects made invisible by dust of disappearance. Other factors, such
  as sound and smell, also allow possible detection.
  The greater invisibility bestowed by the dust lasts for 2d6 rounds.
  The invisible creature doesn’t know when the duration will end.
  Moderate illusion; CL 7th; Craft Wondrous Item, greater invisi-
  bility; Price 3,500 gp.
  Dust of Dryness: This special dust has many uses. If it is
  thrown into water, a volume of as much as 100 gallons is
  instantly transformed to nothingness, and the dust becomes a
  marble-sized pellet, floating or resting where it was thrown. If
  this pellet is hurled down, it breaks and releases the same
  volume of water. The dust affects only water (fresh, salt, alka-
  line), not other liquids.
  If the dust is employed against an elemental with the water sub-
  type, the creature must make a DC 18 Fortitude save or be
  destroyed. The dust deals 5d6 points of damage to the creature
  even if its saving throw succeeds.
  Moderate transmutation; CL 11th; Craft Wondrous Item, control
  water; Price 850 gp.
  Dust of Illusion: This unremarkable powder resembles chalk
  dust or powdered graphite. Stare at it, however, and the dust
  changes color and form. Put dust of illusion on a creature, and that
  creature is affected as if by a disguise self glamer, with the individual
  who sprinkles the dust envisioning the illusion desired. An
  unwilling target is allowed a DC 11 Reflex save to avoid the dust.
  The glamer lasts for 2 hours.
  Faint illusion; CL 6th; Craft Wondrous Item, disguise self; Price
  1,200 gp.
  Dust of Tracelessness: This normal-seeming dust is actually a
  magic powder that can conceal the passage of its possessor and his
  companions. Tossing a handful of this dust into the air causes a
  chamber of up to 100 square feet of floor space to become as dusty,
  dirty, and cobweb-laden as if it had been abandoned and disused
  for a decade.
  A handful of dust sprinkled along a trail causes evidence of the
  passage of as many as a dozen men and horses to be obliterated for
  250 feet back into the distance. The results of the dust are instan-
  taneous, and no magical aura lingers afterward from this use of the
  dust. Survival checks made to track a quarry across an area affected
  by this dust have a DC 20 higher than normal.
  Faint transmutation; CL 3rd; Craft Wondrous Item, pass without
  trace; Price 250 gp.
  Efreeti Bottle: This item is typically fashioned of brass or
  bronze, with a lead stopper bearing special seals. A thin stream of
  smoke is often seen issuing from it. The bottle can be opened once
  per day. When opened, the efreeti imprisoned within issues from
  the bottle instantly. There is a 10% chance (01–10 on d%) that the
  efreeti is insane and attacks immediately upon being released.
  There is also a 10% chance (91–100) that the efreeti of the bottle
  grants three wishes. In either case, the efreeti afterward disappears
  forever. The other 80% of the time (11–90), the inhabitant of the
  bottle loyally serves the character for up to 10 minutes per day (or
  until the efreeti’s death), doing as she commands. (See page 115 of
  the Monster Manual for efreeti statistics.) Roll each day the bottle is
  opened for that day’s effect.
  Strong conjuration; CL 14th; Craft Wondrous Item, summon
  monster VII; Price 145,000 gp; Weight 1 lb.
  Elemental Gem: This gem contains a conjuration spell
  attuned to a specific Elemental Plane (Air, Earth, Fire, or Water).
  When the gem is crushed, smashed, or broken (a standard
  action), a Large elemental appears as if summoned by a summon
  nature’s ally spell. The elemental is under the control of the crea-
  ture that broke the gem.
  The coloration of the gem varies with the type of elemental it
  summons. Air elemental gems are transparent, earth elemental gems
  are light brown, fire elemental gems are reddish orange, and water
  elemental gems are blue-green.
  Moderate conjuration; CL 11th; Craft Wondrous Item, summon
  nature’s ally V; Price 2,250 gp.
  Elixir of Fire Breath: This strange elixir bestows upon the
  drinker the ability to spit gouts of flame. He can breathe fire up to
  three times, each time dealing 4d6 points of fire damage to a single
  target up to 25 feet away. The victim can attempt a DC 13 Reflex
  save for half damage. Unused blasts dissipate 1 hour after the
  liquid is consumed.
  Moderate evocation; CL 11th; Craft Wondrous Item, scorching
  ray; Price 1,100 gp.
  Elixir of Hiding: A character drinking this liquid gains an
  intuitive ability to hide (+10 competence bonus on Hide checks
  for 1 hour).
  Faint illusion; CL 5th; Craft Wondrous Item, invisibility; Price
  250 gp.
  Elixir of Love: This sweet-tasting liquid causes the character
  drinking it to become charmed with the first creature she sees after
  consuming the draft (as charm person—the drinker must be a hu-
  manoid of Medium or smaller size, Will DC 14 negates). The
  charm effects wear off in 1d3 hours.
  Faint transmutation; CL 4th; Craft Wondrous Item, charm
  person; Price 150 gp.
  Elixir of Sneaking: This draught of liquid grants the drinker the
  ability to walk softly and dampens sound around her slightly, grant-
  ing a +10 competence bonus on Move Silently checks for 1 hour.
  Faint illusion; CL 5th; Craft Wondrous Item, silence; Price
  250 gp.
  Elixir of Swimming: This elixir bestows swimming ability. An
  almost imperceptible magic sheath surrounds the drinker, allow-
  ing him to glide through the water easily (+10 competence bonus
  on Swim checks for 1 hour).
  255
  CHAPTER 7:
  MAGIC ITEMS
  
  256
  Faint illusion; CL 2nd; Craft Wondrous Item, creator must have
  5 ranks in the Swim skill; Price 250 gp.
  Elixir of Truth: This elixir forces the individual drinking it to
  say nothing but the truth for 10 minutes (Will DC 13 negates).
  She is compelled to answer any questions put to her in that time,
  but with each question she is free to make a separate DC 13 Will
  save. If one of these secondary saves is successful, she doesn’t
  break free of the truth-compelling enchantment but also doesn’t
  have to answer that particular question. No more than one ques-
  tion can be asked each round. This is a mind-affecting compulsion
  enchantment.
  Faint enchantment; CL 5th; Craft Wondrous Item, zone of truth;
  Price 500 gp.
  Elixir of Vision: Drinking this elixir grants the imbiber the
  ability to notice acute details with great accuracy (+10 competence
  bonus on Search checks for 1 hour).
  Faint divination; CL 2nd; Craft Wondrous Item, true seeing; Price
  250 gp.
  Eversmoking Bottle:This metal urn is identical in appearance
  to an efreeti bottle, except that it does nothing but smoke. The
  amount of smoke is great if the stopper is pulled out, pouring from
  the bottle and totally obscuring vision across a 50-foot spread in 1
  round. If the bottle is left unstoppered, the smoke billows out
  another 10 feet per round until it has covered a 100-foot radius.
  This area remains smoke-filled until the eversmoking bottle is stop-
  pered. The bottle must be resealed by a command word, after
  which the smoke dissipates normally. A moderate wind (11+ mph)
  disperses the smoke in 4 rounds; a strong wind (21+ mph) dis-
  perses the smoke in 1 round.
  Faint transmutation; CL 3rd; Craft Wondrous Item, pyrotechnics;
  Price 5,400 gp; Weight 1 lb.
  Eyes of Charming: These two crystal lenses fit over the user’s
  eyes. The wearer is able to use charm person (one target per round)
  merely by meeting a target’s gaze. Those failing a DC 16 Will save
  are charmed as per the spell. If the wearer has only one lens, the DC
  of the saving throw is reduced to 10.
  Moderate enchantment; CL 7th; Craft Wondrous Item, Height-
  en Spell, charm person; Price 56,000 gp for a pair.
  Eyes of Doom: These crystal lenses fit over the user’s eyes,
  enabling him to cast doom upon those around him (one target per
  round) as a gaze attack, except that the wearer must take a standard
  action, and those merely looking at the wearer are not affected.
  Those failing a DC 11 Will save are affected as by the doom spell. If
  the wearer has only one lens, the DC of the saving throw is
  reduced to 10. However, if the wearer has both lenses, he gains the
  additional power of a continual deathwatch effect and can use fear
  (Will DC 16 partial) as a normal gaze attack once per week.
  Moderate necromancy; CL 11th; Craft Wondrous Item, doom,
  deathwatch, fear; Price 25,000 gp.
  Eyes of the Eagle: These items are made of special crystal and
  fit over the eyes of the wearer. These lenses grant a +5 competence
  bonus on Spot checks. Wearing only one of the pair causes a char-
  acter to become dizzy and, in effect, stunned for 1 round. There-
  after, the wearer can use the single lens without being stunned so
  long as she covers her other eye. Of course, she can remove the
  single lens and see normally at any time, or wear both lenses to
  end or avoid the dizziness.
  Faint divination; CL 3rd; Craft Wondrous Item, clairaudience/
  clairvoyance; Price 2,500 gp.
  Eyes of Petrification: These items are made of special crystal
  and fit over the eyes of the wearer. They allow her to use a petrifi-
  cation gaze attack (Fortitude DC 19 negates), such as that of a
  basilisk, for 10 rounds per day (see page 24 of the Monster Manual
  for details on the basilisk’s gaze attack). Both lenses must be worn
  for the magic to be effective.
  Moderate transmutation; CL 11th; Craft Wondrous Item, flesh to
  stone; Price 98,000 gp.
  Figurines of Wondrous Power: Each of the several kinds of
  figurines of wondrous power appears to be a miniature statuette of a
  creature an inch or so high (with one exception). When the fig-
  urine is tossed down and the correct command word spoken, it
  becomes a living creature of normal size (except when noted oth-
  erwise below). The creature obeys and serves its owner. Unless
  stated otherwise, the creature understands Common but does not
  speak.
  If a figurine of wondrous power is broken or destroyed in its stat-
  uette form, it is forever ruined. All magic is lost, its power
  departed. If slain in animal form, the figurine simply reverts to a
  statuette that can be used again at a later time.
  Bronze Griffon: When animated, a bronze griffon acts in all ways
  like a normal griffon under the command of its possessor. The
  item can be used twice per week for up to 6 hours per use. When
  6 hours have passed or when the command word is spoken, the
  bronze griffon once again becomes a tiny statuette.
  Moderate transmutation; CL 11th; Craft Wondrous Item, ani-
  mate objects; Price 10,000 gp.
  Ebony Fly: When animated, an ebony fly is the size of a pony and
  has all the statistics of a hippogriff (Hit Dice, AC, carrying capac-
  ity, speed, and so on; see page 152 of the Monster Manual) but can
  make no attacks. The item can be used three times per week for up
  to 12 hours per use. When 12 hours have passed or when the com-
  mand word is spoken, the ebony fly again becomes a tiny statuette.
  Moderate transmutation; CL 11th; Craft Wondrous Item, ani-
  mate objects; Price 10,000 gp.
  Golden Lions: These figurines come in pairs. They become
  normal adult male lions (see page 274 of the Monster Manual). If
  slain in combat, the lions cannot be brought back from statuette
  form for one full week. Otherwise, they can be used once per day
  for up to 1 hour. They enlarge and shrink upon speaking the com-
  mand word.
  Moderate transmutation; CL 11th; Craft Wondrous Item, ani-
  mate objects; Price 16,500 gp.
  Ivory Goats:These figurines come in threes. Each goat of this trio
  looks slightly different from the others, and each has a different
  function:
  • The Goat of Traveling:This statuette provides a speedy and endur-
  ing mount equal to that of a heavy horse (see page 273 of the
  Monster Manual) in every way except appearance. The goat can
  travel for a maximum of one day each week—continuously or
  in any combination of periods totaling 24 hours. At this point,
  or when the command word is uttered, it returns to its statuette
  form for not less than one day before it can again be used.
  • The Goat of Travail: This statuette becomes an enormous crea-
  ture, larger than a bull, with the statistics of a nightmare (see
  page 194 of the Monster Manual) except for the addition of a pair
  of wicked horns of exceptional size (damage 1d8+4 for each
  horn). If it is charging to attack, it may only use its horns (but
  add 6 points of damage to each successful attack in that round).
  It can be called to life just once per month for up to 12 hours at
  a time.
  • The Goat of Terror: When called upon with the proper command
  word, this statuette becomes a destrierlike mount, with the sta-
  tistics of a light warhorse (see page 274 of the Monster Manual).
  However, its rider can employ the goat’s horns as weapons (one
  horn as a +3 heavy lance, the other as a +5 longsword). When
  ridden in an attack against an opponent, the goat of terror radi-
  ates fear as the spell in a 30-foot radius (Will DC 16 partial). It
  can be used once every two weeks for up to 3 hours per use.
  Moderate transmutation; CL 11th; Craft Wondrous Item, ani-
  mate objects; Price 21,000 gp.
  Marble Elephant: This is the largest of the figurines, the statuette
  being about the size of a human hand. Upon utterance of the com-
  mand word, a marble elephant grows to the size and specifications
  of a true elephant (see page 272 of the Monster Manual). The animal
  CHAPTER 7:
  MAGIC ITEMS
  
  created from the statuette is fully obedient to the figurine’s owner,
  serving as a beast of burden, a mount, or a combatant.
  The statuette can be used four times per month for up to 24
  hours at a time.
  Moderate transmutation; CL 11th; Craft Wondrous Item, ani-
  mate objects; Price 17,000 gp.
  Obsidian Steed: This figurine appears to be a small, shapeless
  lump of black stone. Only careful inspection reveals that it
  vaguely resembles some form of quadruped. On command, the
  near-formless piece of obsidian becomes a fantastic mount. Treat it
  as a heavy warhorse (see page 273 of the Monster Manual) with the
  following additional powers usable once per round at will: fly,
  plane shift, and ethereal jaunt. The steed allows itself to be ridden,
  but if the rider is of good alignment, the steed is 10% likely per use
  to carry him to the lower planes and then return to its statuette
  form. The statuette can be used once per week for one continuous
  period of up to 24 hours. Note that when an obsidian steed becomes
  ethereal or plane shifts, its rider and his gear follow suit. Thus, the
  user can travel to other planes via this means.
  Strong conjuration and transmutation; CL 15th; Craft Won-
  drous Item, animate objects, etherealness, fly, plane shift; Price
  28,500 gp.
  Onyx Dog: When commanded, this statuette changes into a crea-
  ture with the same properties as a riding dog (see page 272 of the
  Monster Manual), except that it is endowed with an Intelligence of
  8, can communicate in Common, and has exceptional olfactory
  and visual abilities. (It has the scent ability and adds +4 to its Spot
  and Search checks.) It has 60-foot darkvision, and it can see invisi-
  bility. An onyx dog can be used once per week for up to 6 hours. It
  obeys only its owner.
  Moderate transmutation; CL 11th; Craft Wondrous Item, ani-
  mate objects; Price 15,500 gp.
  Serpentine Owl: This figurine becomes either a normal-sized
  horned owl or a giant owl (see page 277 or 205 of the Monster
  Manual, respectively), according to the command word used. The
  transformation can take place once per day, with a maximum
  duration of 8 continuous hours. However, after three transforma-
  tions into giant owl form, the statuette loses all its magical prop-
  erties. The owl communicates with its owner by telepathic
  means, informing her of all it sees and hears. (Remember the lim-
  itations of its Intelligence.)
  Moderate transmutation; CL 11th; Craft Wondrous Item, ani-
  mate objects; Price 9,100 gp.
  Silver Raven:This silver figurine turns into a raven on command
  (but it retains its metallic consistency, which gives it hardness 10).
  Another command sends it off into the air, bearing a message just
  like a creature affected by an animal messenger spell. If not com-
  manded to carry a message, the raven obeys the commands of its
  owner, although it has no special powers or telepathic abilities. It
  can maintain its nonfigurine status for only 24 hours per week,
  but the duration need not be continuous.
  Faint enchantment and transmutation; CL 6th; Craft Wondrous
  Item, animal messenger, animate objects; Price 3,800 gp.
  Gauntlets of Ogre Power: These gauntlets are made of tough
  leather with iron studs running across the back of the hands and
  fingers. They grant the wearer great strength, adding a +2 en-
  hancement bonus to his Strength score. Both gauntlets must be
  worn for the magic to be effective.
  Faint transmutation; CL 6th; Craft Wondrous Item, bull’s
  strength; Price 4,000 gp; Weight 4 lb.
  Gauntlet of Rust: This single metal gauntlet looks rusted and
  pitted but is actually quite powerful. Once per day, it can affect an
  object as with the rusting grasp spell. It also completely protects the
  wearer and her gear from rust (magical or otherwise), including
  the attack of a rust monster.
  Moderate transmutation; CL 7th; Craft Wondrous Item, rusting
  grasp; Price 11,500 gp; Weight 2 lb.
  Gem of Brightness: This crystal appears to be a long, rough
  prism. Upon utterance of a command word, the crystal emits
  bright light of one of three sorts.
  • One command word causes the gem to shed light as a
  hooded lantern. This use of the gem does not expend any
  charges.
  • Another command word causes the gem of brightness to send
  out a bright ray 1 foot in diameter and 50 feet long. This
  strikes as a ranged touch attack, and any creature struck by
  this beam is blinded for 1d4 rounds unless it makes a DC 14
  Fortitude save. This use of the gem expends 1 charge.
  • The third command word causes the gem to flare in a blinding
  flash of light that fills a 30-foot cone. Although this glare lasts
  but a moment, any creature within the cone must make a DC
  14 Fortitude save or be blinded for 1d4 rounds. This use
  expends 5 charges.
  A newly created gem of brightness has 50 charges. When all its
  charges are expended, the gem becomes nonmagical.
  Faint evocation; CL 6th; Craft Wondrous Item, daylight; Price
  13,000 gp.
  Gem of Seeing: This finely cut and polished stone is indistin-
  guishable from an ordinary jewel in appearance. When it is gazed
  through, a gem of seeing enables the user to see as though she were
  affected by the true seeing spell. A gem of seeing can be used for as
  much as 30 minutes a day, divided up into periods of minutes or
  rounds as the user sees fit.
  Moderate divination; CL 10th; Craft Wondrous Item, true seeing;
  Price 75,000 gp.
  Gloves of Arrow Snaring: Once snugly worn, these gloves
  seem to meld with the hands, becoming almost invisible. Twice
  per day, the wearer can act as if he had the Snatch Arrows feat,
  even if he does not meet the prerequisites for it. Both gloves must
  be worn for the magic to be effective. At least one hand must be
  free to take advantage of the magic.
  Faint abjuration; CL 3rd; Craft Wondrous Item, shield; Price
  4,000 gp.
  Gloves of Dexterity:These thin leather gloves are very flexible
  and allow for delicate manipulation. They add to the wearer’s Dex-
  terity score in the form of an enhancement bonus of +2, +4, or +6.
  Both gloves must be worn for the magic to be effective.
  Moderate transmutation; CL 8th; Craft Wondrous Item, cat’s
  grace; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
  Glove of Storing: This device is a simple leather glove. On
  command, one item held in the hand wearing the glove disap-
  pears. The item can weigh no more than 20 pounds and must be
  able to be held in one hand. While stored, the item has negligible
  weight. With a snap of the fingers wearing the glove, the item
  reappears. A glove can only store one item at a time. Storing or
  retrieving the item is a free action. The item is held in stasis and
  shrunk down so small within the palm of the glove that it cannot
  be seen. Many owners of a glove of storing find it to be a useful and
  dramatic way to store weapons, wands, and—because the item is
  stored in stasis—even lit torches. Spell durations are not sup-
  pressed, but continue to expire. If an effect is suppressed or dis-
  pelled, the stored item appears instantly.
  Faint transmutation; CL 6th; Craft Wondrous Item, shrink item;
  Price 10,000 gp (one glove).
  Gloves of Swimming and Climbing: These apparently
  normal lightweight gloves grant a +5 competence bonus on Swim
  checks and Climb checks. Both gloves must be worn for the magic
  to be effective.
  Faint transmutation; CL 5th; Craft Wondrous Item, bull’s strength,
  cat’s grace; Price 6,250 gp.
  Goggles of Minute Seeing:The lenses of this item are made of
  special crystal. When placed over the eyes of the wearer, the lenses
  enable her to see much better than normal at distances of 1 foot or
  less, granting her a +5 competence bonus on Search checks to find
  257
  CHAPTER 7:
  MAGIC ITEMS
  
  258
  secret doors, traps, and similar concealed objects. Both lenses
  must be worn for the magic to be effective.
  Faint divination; CL 3rd; Craft Wondrous Item, true seeing; Price
  1,250 gp.
  Goggles of Night: The lenses of this item are made of dark
  crystal. Even though the lenses are opaque, when placed over the
  eyes of the wearer they enable him to see normally and also grant
  him 60-foot darkvision. Both lenses must be worn for the magic to
  be effective.
  Faint transmutation; CL 3rd; Craft Wondrous Item, darkvision;
  Price 12,000 gp.
  Golem Manual: A golem manual contains information, incanta-
  tions and magical power that help a character to craft a golem (see
  page 134 of the Monster Manual). The instructions therein grant a
  +5 competence bonus on skill checks made to craft the golem’s
  body. Each manual also holds the prerequisite spells needed for a
  specific golem, effectively grants the builder use of the Craft Con-
  struct feat (see page 303 of the Monster Manual) during the con-
  struction of the golem, and grants the character an increase to her
  caster level for the purpose of crafting a golem. Any golem built
  using a golem manual does not cost the creator any XP, since the
  requisite XP are “contained” in the book and “expended” by the
  book during the creation process.
  The spells included in a golem manual require a spell trigger acti-
  vation and can be activated only to assist in the construction of a
  golem. The cost of the book does not include the cost of con-
  structing the golem’s body. Once the golem is finished, the writing
  in the manual fades and the book is consumed in flames. When
  the book’s ashes are sprinkled upon the golem, it becomes fully
  animated.
  Clay Golem Manual: The book contains animate objects, bless,
  commune, and resurrection. The reader may treat her caster level as
  two levels higher than normal for the purpose of crafting a clay
  golem. The book supplies 1,540 XP for the creation of a clay
  golem.
  Moderate conjuration, divination, enchantment, and transmu-
  tation; CL 11th; Craft Construct, creator must be caster level 11th,
  animate objects, commune, resurrection; Price 12,000 gp; Cost 2,150 gp
  + 1,712 XP; Weight 5 lb.
  Flesh Golem Manual: The book contains animate dead, bull’s
  strength, geas/quest, and limited wish. The reader may treat her caster
  level as one level higher than normal for the purpose of crafting a
  flesh golem. The book supplies 780 XP for the creation of a flesh
  golem.
  Moderate enchantment, necromancy [evil], and transmutation;
  CL 8th; Craft Construct, creator must be caster level 8th, animate
  dead, bull’s strength, geas/quest, limited wish; Price 8,000 gp; Cost
  2,050 gp + 944 XP; Weight 5 lb.
  Iron Golem Manual: The book contains cloudkill, geas/quest, lim-
  ited wish, and polymorph any object. The reader may treat her caster
  level as four levels higher than normal for the purpose of crafting
  a iron golem. The book supplies 5,600 XP for the creation of a iron
  golem.
  Strong conjuration, enchantment and transmutation; CL 16th;
  Craft Construct, creator must be caster level 16th, cloudkill,
  geas/quest, limited wish, polymorph any object; Price 35,000 gp; Cost
  3,500 gp + 5,880 XP; Weight 5 lb.
  Stone Golem Manual: The book contains geas/quest, limited wish,
  polymorph any object, and slow. The reader may treat her caster level
  as three levels higher than normal for the purpose of crafting a
  stone golem. The book supplies 3,400 XP for the creation of a
  stone golem.
  Strong abjuration and enchantment; CL 14th; Craft Construct,
  creator must be caster level 14th, antimagic field, geas/quest, symbol of
  stunning; Price 22,000 gp; Cost 2,500 gp + 3,600 XP; Weight 5 lb.
  Stone Golem Manual, Greater: The book contains geas/quest, lim-
  ited wish, polymorph any object, and slow. The reader may treat her
  caster level as three levels higher than normal for the purpose of
  crafting a stone golem. The book supplies 7,640 XP for the cre-
  ation of a greater stone golem.
  Strong abjuration and enchantment; CL 16th; Craft Construct,
  creator must be caster level 16th, antimagic field, geas/quest, symbol of
  stunning; Price 44,000 gp; Cost 2,900 gp + 7,872 XP; Weight 5 lb.
  Hand of Glory: This mummified human hand hangs by a
  leather cord around a character’s neck (taking up space as a magic
  necklace would). If a magic ring is placed on one of the fingers of
  the hand, the wearer benefits from the ring as if wearing it herself,
  and it does not count against her two-ring limit. The hand can
  wear only one ring at a time.
  Even without a ring, the hand itself allows its wearer to use day-
  light and see invisibility each once per day.
  Faint varied; CL 5th; Craft Wondrous Item, animate dead, day-
  light, detect invisibility; Price 8,000 gp; Weight 2 lb.
  Hand of the Mage: This mummified elf hand hangs by a
  golden chain around a character’s neck (taking up space as a magic
  necklace would). It allows the wearer to utilize the spell mage hand
  at will.
  Faint transmutation; CL 2nd; Craft Wondrous Item, mage hand;
  Price 900 gp; Weight 2 lb.
  Harp of Charming: This instrument is a golden, intricately
  carved harp. When played, it enables the performer to work one
  suggestion (as the spell, Will DC 14 negates) into the music for each
  10 minutes of playing if he can succeed on a DC 14 Perform
  (string instruments) check. If the check fails, the audience cannot
  be affected by any further performances from the harpist for 24
  hours.
  Faint enchantment; CL 5th; Craft Wondrous Item, suggestion;
  Price 7,500 gp; Weight 5 lb.
  Hat of Disguise: This apparently normal hat allows its wearer
  to alter her appearance as with a disguise self spell. As part of the dis-
  guise, the hat can be changed to appear as a comb, ribbon, head-
  band, cap, coif, hood, helmet, and so on.
  Faint illusion; CL 1st; Craft Wondrous Item, disguise self; Price
  1,800 gp.
  Headband of Intellect: This device is a light cord with a small
  gem set so that it rests upon the forehead of the wearer. The head-
  band adds to the wearer’s Intelligence score in the form of an en-
  hancement bonus of +2, +4, or +6. This enhancement bonus does
  not earn the wearer extra skill points when a new level is attained;
  use the unenhanced Intelligence bonus to determine skill points.
  Moderate transmutation; CL 8th; Craft Wondrous Item, fox’s
  cunning; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
  Helm of Brilliance: This normal-looking helm takes its true
  form and manifests its powers when the user dons it and speaks
  the command word. Made of brilliant silver and polished steel, a
  newly created helm is set with large magic gems: ten diamonds,
  twenty rubies, thirty fire opals, and forty opals. When struck by
  bright light, the helm scintillates and sends forth reflective rays in
  all directions from its crownlike, gem-tipped spikes. The jewels’
  functions are as follows:
  • Diamond: Prismatic spray (save DC 20)
  • Ruby: Wall of fire
  • Fire opal: Fireball (10d6, Reflex DC 20 half)
  • Opal: Daylight
  The helm may be used once per round, but each gem can per-
  form its spell-like power just once. Until all its jewels are depleted,
  a helm of brilliance also has the following magical properties when
  activated.
  • It emanates a bluish light when undead are within 30 feet. This
  light causes 1d6 points of damage per round to all such crea-
  tures within that range.
  • The wearer may command any weapon he wields to become a
  flaming weapon (see page 224). This is in addition to whatever
  abilities the weapon may already have (unless the weapon
  CHAPTER 7:
  MAGIC ITEMS
  
  already is a flaming weapon). The command takes 1 round to
  take effect.
  • The helm provides resistance to fire 30. This protection does
  not stack with similar protection from other sources, such as
  resist energy.
  Once all its jewels have lost their magic, the helm loses its
  powers and the gems turn to worthless powder. Removing a jewel
  destroys it.
  If a creature wearing the helm is damaged by magical fire (after
  the fire protection is taken into account) and fails an additional
  DC 15 Will save, the remaining gems on the helm overload and
  detonate. Remaining diamonds become prismatic sprays that each
  randomly target a creature within range (possibly the wearer),
  rubies become straight-line walls of fire extending outward in a
  random direction from the helm wearer, and fire opals
  become fireballs centered on the helm wearer. The opals and
  the helm itself are destroyed.
  Strong varied; CL 13th; Craft Wondrous Item, detect
  undead, fireball, flame blade, light, prismatic spray, protection
  from energy, wall of fire; Price 125,000 gp; Weight 3 lb.
  Helm of Comprehend Languages and Read
  Magic: Appearing as a normal helmet, a helm of com-
  prehend languages and read magic grants its wearer the
  ability to understand the spoken words of any crea-
  ture and to read text in any language and any magical
  writing. The wearer gains a +5 competence bonus on
  Decipher Script checks to understand messages
  written in incomplete, archaic, or exotic forms.
  Note that understanding a magical text does not
  necessarily imply spell use.
  Faint divination; CL 4th; Craft Wondrous Item,
  comprehend languages, read magic; Price 5,200 gp;
  Weight 3 lb.
  Helm of Telepathy: The wearer can use detect
  thoughts at will. Furthermore, he can send a tele-
  pathic message to anyone whose surface thoughts
  he is reading (allowing two-way communication).
  Once per day, the wearer of the helm can implant a
  suggestion (as the spell, Will DC 14 negates) along
  with his telepathic message.
  Faint divination and enchantment; CL 5th; Craft
  Wondrous Item, detect thoughts, suggestion; Price
  27,000 gp; Weight 3 lb.
  Helm of Teleportation: A character wear-
  ing this device may teleport three times per
  day, exactly as if he had cast the spell of the
  same name.
  Moderate conjuration; CL 9th; Craft Wondrous Item, teleport;
  Price 73,500 gp; Weight 3 lb.
  Helm of Underwater Action: The wearer of this helmet can
  see underwater. Drawing the small lenses in compartments on
  either side into position before the wearer’s eyes activates the
  visual properties of the helm, allowing her to see five times farther
  than water and light conditions would allow for normal human
  vision. (Weeds, obstructions, and the like block vision in the usual
  manner.) If the command word is spoken, the helm of underwater
  action creates a globe of air around the wearer’s head and maintains
  it until the command word is spoken again, enabling her to
  breathe freely.
  Faint transmutation; CL 5th; Craft Wondrous Item, water breath-
  ing; Price 57,000 gp; Weight 3 lb.
  Heward’s Handy Haversack: A backpack of this sort appears
  to be well made, well used, and quite ordinary. It is constructed
  of finely tanned leather, and the straps have brass hardware and
  buckles. It has two side pouches, each of which appears large
  enough to hold about a quart of material. In fact, each is like a bag
  of holding and can actually hold material of as much as 2 cubic
  feet in volume or 20 pounds in weight. The large central portion
  of the pack can contain up to 8 cubic feet or 80 pounds of mate-
  rial. Even when so filled, the backpack always weighs only 5
  pounds.
  While such storage is useful enough, the pack has an even great-
  er power in addition. When the wearer reaches into it for a specific
  item, that item is always on top. Thus, no digging around and fum-
  bling is ever necessary to find what a haversack contains. Retriev-
  ing any specific item from a haversack is a move action, but it does
  not provoke the attacks of opportunity that retrieving a stored
  item usually does.
  Moderate conjuration; CL 9th; Craft
  Wondrous Item, Leomund’s secret chest;
  Price 2,000 gp; Weight 5 lb.
  Horn of Blasting: This horn
  appears to be a normal trumpet. It can
  be sounded as a normal horn, but if
  the command word is spoken and
  the instrument is then played, it
  deals 5d6 points of sonic damage to
  creatures within a 40-foot cone and
  causes them to be deafened for 2d6
  rounds (a DC 16 Fortitude save reduces
  the damage by half and negates the deaf-
  ening). Crystalline objects take 7d6
  points of sonic damage, with no save
  unless they’re held, worn, or carried by
  creatures (Will DC 16 negates).
  If a horn of blasting is used magically
  more than once in a given day, there is
  a 20% cumulative chance with each
  extra use that it explodes and deals
  10d6 points of damage to the person
  sounding it.
  Moderate evocation; CL 7th; Craft
  Wondrous Item, shout; Price 20,000 gp;
  Weight 1 lb.
  Horn of Blasting, Greater: This horn
  functions as a horn of blasting, except that it deals
  10d6 points of sonic damage, stuns creatures for 1 round,
  and deafens them for 4d6 rounds (a DC 19 Fortitude reduces the
  damage by half and negates the stunning and deafening). Crys-
  talline objects take 16d6 points of sonic damage as described for
  the horn of blasting. A greater horn of blasting also has a 20% cumula-
  tive chance of exploding.
  Strong evocation; CL 16th; Craft Wondrous Item, greater shout;
  Price 70,000 gp; Weight 1 lb.
  Horn of Fog: This small bugle allows its possessor to blow
  forth a thick cloud of heavy fog similar to that of an obscuring mist
  spell. The fog covers a 10-foot square next to the horn blower each
  round that the user continues to blow the horn; fog clouds travel
  10 feet each round in a straight line from the emanation point
  unless blocked by something substantial such as a wall. The device
  makes a deep, foghornlike noise, with the note dropping abruptly
  to a lower register at the end of each blast. The fog dissipates after
  3 minutes. A moderate wind (11+ mph) disperses the fog in 4
  rounds; a strong wind (21+ mph) disperses the fog in 1 round.
  Faint conjuration; CL 3rd; Craft Wondrous Item, obscuring mist;
  Price 2,000 gp; Weight 1 lb.
  Horn of Goodness/Evil: This trumpet adapts itself to its
  owner, so it produces either a good or an evil effect depending on
  the owner’s alignment. If the owner is neither good nor evil, the
  horn has no power whatsoever. If he is good, then blowing the
  horn has the effect of a magic circle against evil. If he is evil, then
  blowing the horn has the effect of a magic circle against good. In
  either case, this ward lasts for 1 hour. The horn can be blown once
  per day.
  259
  CHAPTER 7:
  MAGIC ITEMS
  Illus. by W. Reynolds
  Helm of
  brilliance
  
  260
  Faint abjuration; CL 6th; Craft Wondrous Item, magic circle
  against good, magic circle against evil; Price 6,500 gp; Weight 1 lb.
  Horn of the Tritons: This device is a conch shell that can be
  blown once per day except by a triton (see page 245 of the Monster
  Manual), which can sound it three times per day. A horn of the tri-
  tons can perform any one of the following functions when blown.
  • Calm rough waters in a 1-mile radius. This effect dispels a sum-
  moned water elemental if it fails a DC 16 Will save.
  • Attract 5d4 Large sharks (01–30 on d%), 5d6 Medium sharks
  (31–80), or 1d10 sea cats (81–100) if the character is in a body of
  water in which such creatures dwell. The creatures are friendly
  and obey, to the best of their ability, the one who sounded the
  horn.
  • Causes aquatic creatures with Intelligence scores of 1 or 2
  within 500 feet to become panicked as if they had been targeted
  by a fear spell (Will DC 16 partial). Those who successfully save
  are shaken for 3d6 rounds.
  Any sounding of a horn of the tritons can be heard by all tritons
  within a 3-mile radius.
  Moderate conjuration and transmutation; CL 8th; Craft Won-
  drous Item, fear, summon monster V, control water, creator must be a
  triton or get construction aid from a triton; Price 15,100 gp;
  Weight 2 lb.
  Horn of Valhalla: This magic instrument comes in four vari-
  eties. Each appears to be normal until someone speaks its
  command word and blows the horn. Then the horn summons a
  number of human barbarians to fight for the character who
  summoned them. Each horn can be blown just once every seven
  days. Roll d% and refer to the table below to see what type of horn
  is found. The horn’s type determines what barbarians are
  summoned and what prerequisite is needed to use the horn. Any
  character who uses a horn of Valhalla but doesn’t have the prereq-
  uisite is attacked by the barbarians she herself summoned.
  Type of
  Barbarians
  d%
  Horn
  Summoned
  Prerequisite
  01–40
  Silver
  2d4+2, 2nd level
  None
  41–75
  Brass
  2d4+1, 3rd level
  Spellcaster level 1st
  76–90
  Bronze
  2d4, 4th level
  Proficiency with all martial
  weapons or bardic music
  ability
  91–100
  Iron
  1d4+1, 5th level
  Proficiency with all martial
  weapons or bardic music
  ability
  Summoned barbarians are constructs, not actual people (though they
  seem to be); they arrive with the starting equipment for barbarians
  given on page 26 of the Player’s Handbook. They attack anyone the
  possessor of the horn commands them to fight until they or their
  opponents are slain or until 1 hour has elapsed, whichever comes first.
  Strong conjuration; CL 13th; Craft Wondrous Item, summon
  monster VI; Price 50,000 gp; Weight 2 lb.
  Horseshoes of Speed: These iron shoes come in sets of four
  like ordinary horseshoes. When affixed to an animal’s hooves,
  they increase the animal’s base land speed by 30 feet; this counts
  as an enhancement bonus. As with other effects that increase
  speed, jumping distances increase proportionally. All four shoes
  must be worn by the same animal for the magic to be effective.
  Faint transmutation; CL 3rd; Craft Wondrous Item, haste; Price
  3,000 gp; Weight 12 lb. (for four).
  Horseshoes of a Zephyr: These four iron shoes are affixed like
  normal horseshoes. They allow a horse to travel without actually
  touching the ground. The horse must still run above (always around
  4 inches above) a roughly horizontal surface. This means that non-
  solid or unstable surfaces, such as water or lava, can be crossed, and
  that movement is possible without leaving tracks on any sort of
  ground. The horse moves at its normal base land speed. All four
  shoes must be worn by the same animal for the magic to be effective.
  Faint transmutation; CL 3rd; Craft Wondrous Item, levitate;
  Price 6,000 gp; Weight 4 lb. (for four).
  Incense of Meditation: This small rectangular block of sweet-
  smelling incense is visually indistinguishable from nonmagical
  incense until lit. When it is burning, the special fragrance and
  pearly-hued smoke of this special incense are recognizable by
  anyone making a DC 15 Spellcraft check.
  When a divine spellcaster lights a block of incense of meditation
  and then spends 8 hours praying and meditating nearby, the in-
  cense enables him to prepare all his spells as though affected by
  the Maximize Spell feat. However, all the spells prepared in this
  way are at their normal level, not at three levels higher (as with the
  regular metamagic feat).
  Each block of incense burns for 8 hours, and the effects persist
  for 24 hours.
  Moderate enchantment; CL 7th; Craft Wondrous Item, Maxi-
  mize Spell, bless; Price 4,900 gp; Weight 1 lb.
  Ioun Stones: These crystalline stones always float in the air
  and must be within 3 feet of their owner to be of any use. When a
  character first acquires a stone, she must hold it and then release
  it, whereupon it takes up a circling orbit 1d3 feet from her head.
  Thereafter, a stone must be grasped or netted to separate it from its
  CHAPTER 7:
  MAGIC ITEMS
  Color
  Shape
  Effect
  Market Price
  Clear
  Spindle
  Sustains creature without food or water
  4,000 gp
  Dusty rose
  Prism
  +1 insight bonus to AC
  5,000 gp
  Deep red
  Sphere
  +2 enhancement bonus to Dexterity
  8,000 gp 
  Incandescent blue
  Sphere
  +2 enhancement bonus to Wisdom
  8,000 gp
  Pale blue
  Rhomboid
  +2 enhancement bonus to Strength
  8,000 gp 
  Pink
  Rhomboid
  +2 enhancement bonus to Constitution
  8,000 gp
  Pink and green
  Sphere
  +2 enhancement bonus to Charisma
  8,000 gp
  Scarlet and blue
  Sphere
  +2 enhancement bonus to Intelligence
  8,000 gp
  Dark blue
  Rhomboid
  Alertness (as the feat)
  10,000 gp
  Vibrant purple
  Prism
  Stores three levels of spells, as a ring of spell storing
  36,000 gp
  Iridescent
  Spindle
  Sustains creature without air
  18,000 gp 
  Pale lavender
  Ellipsoid
  Absorbs spells of 
  20,000 gp 
  4th level or lower1
  Pearly white
  Spindle
  Regenerate 1 point of 
  20,000 gp
  damage per hour
  Pale green
  Prism
  +1 competence bonus on attack rolls, saves, skill checks, and ability checks
  30,000 gp
  Orange
  Prism
  +1 caster level
  30,000 gp
  Lavender and green
  Ellipsoid
  Absorbs spells of 8th level or lower2
  40,000 gp
  1 After absorbing twenty spell levels, the stone burns out and turns to dull gray, forever useless.
  2 After absorbing fifty spell levels, the stone burns out and turns dull gray, forever useless.
  
  owner. The owner may voluntarily seize and stow a stone (to keep
  it safe while she is sleeping, for example), but she loses the bene-
  fits of the stone during that time. Ioun stones have AC 24, 10 hit
  points, and hardness 5.
  Regeneration from the pearly white ioun stone works like a ring
  of regeneration. (It only cures damage taken while the character is
  using the stone.) The pale lavender and lavender and green stones
  work like a rod of absorption, but absorbing a spell requires a readied
  action, and these stones cannot be used to empower spells. Stored
  spells in the vibrant purple stone must be placed by a spellcaster
  but can be used by anyone (see ring of minor spell storing, page 233).
  Moderate varied; CL 12th; Craft Wondrous Item, creator must
  be 12th level.
  Iron Bands of Bilarro: When initially discovered, this very
  potent item appears to be a 3-inch-diameter rusty iron sphere with
  bandings on the globe.
  When the proper com-
  mand word is spoken and
  the spherical iron device
  is hurled at an opponent,
  the bands expand and then
  contract to bind the target
  creature on a successful
  ranged touch attack. A
  single Large or smaller crea-
  ture can be captured thus
  and held immobile until
  the command word is
  spoken to bring the bands
  into spherical form again.
  The creature can break
  (and ruin) the bands with a DC 30 Strength check or escape them
  with a DC 30 Escape Artist check. Iron bands of Bilarro are usable
  once per day.
  Strong evocation; CL 13th; Craft Wondrous Item, Bigby’s grasp-
  ing hand; Price 26,000 gp; Weight 1 lb.
  Iron Flask: These special containers are typically inlaid with
  runes of silver and stoppered by a brass plug bearing a seal engraved
  with sigils, glyphs, and special symbols. When the user speaks the
  command word, he can force any creature from another plane into
  the container, provided that creature fails a DC 19 Will save. The
  range of this effect is 60 feet. Only one creature at a time can be so
  contained. Loosing the stopper frees the captured creature.
  The command word can be given only once per day.
  If the individual freeing the captured creature speaks the command
  word, the creature can be forced to serve for 1 hour. If freed without
  the command word, the creature acts according to its natural inclina-
  tions. (It usually attacks the user, unless it perceives a good reason not
  to.) Any attempt to force the same creature into the flask a second time
  provides it a +2 bonus on its saving throw and makes it hostile. A
  newly discovered bottle might contain any of the following:
  d%
  Contents
  d%
  Contents
  01–50
  Empty
  89
  Demon (glabrezu)
  51–54
  Large air elemental
  90
  Demon (succubus)
  55–58
  Arrowhawk
  91
  Devil (osyluth)
  59–62
  Large earth elemental
  92
  Devil (barbazu)
  63–66
  Xorn
  93
  Devil (erinyes)
  67–70
  Large fire elemental
  94
  Devil (cornugon)
  71–74
  Salamander
  95
  Celestial (avoral)
  75–78
  Large water elemental
  96
  Celestial (ghaele)
  79–82
  Adult tojanida
  97
  Formian myrmarch
  83–84
  Red slaad
  98
  Blue slaad
  85–86
  Formian taskmaster
  99
  Rakshasa
  87
  Demon (vrock)
  100
  Demon (balor) or devil 
  88
  Demon (hezrou)
  (pit fiend)—equal chance
  for either
  Strong conjuration; CL 20th; Craft Wondrous Item, trap the soul;
  Price 170,000 gp (empty); Weight 1 lb.
  Keoghtom’s Ointment: A jar of this unguent is 3 inches in di-
  ameter and 1 inch deep and contains five applications. Placed
  upon a poisoned wound or swallowed, the ointment detoxifies any
  poison (as neutralize poison). Applied to a diseased area, it removes
  disease (as remove disease). Rubbed on a wound, the ointment cures
  1d8+5 points of damage (as cure light wounds).
  Faint conjuration; CL 5th; Craft Wondrous Item, cure light wounds,
  neutralize poison, remove disease; Price 4,000 gp; Weight 1/2 lb.
  Lantern of Revealing: This lantern operates as a normal
  hooded lantern. While it is lit, it also reveals all invisible creatures
  and objects within 25 feet of it, just like the spell invisibility purge.
  Faint evocation; CL 5th; Craft Wondrous Item, invisibility purge;
  Price 30,000 gp; Weight 2 lb.
  Lens of Detection:
  This circular prism en-
  ables its user to detect mi-
  nute details, granting a +5
  bonus on Search checks.
  It also aids in following
  tracks, adding a +5 bo-
  nus on Survival checks
  when tracking. The lens
  is about 6 inches in diam-
  eter and set in a frame
  with a handle.
  Moderate divination;
  CL 9th; Craft Wondrous
  Item, true seeing; Price
  3,500 gp; Weight 1 lb.
  Lyre of Building: If the proper chords are struck, a single use of
  this lyre negates any attacks made against all inanimate construc-
  tion (walls, roof, floor, and so on) within 300 feet. This includes the
  effects of a horn of blasting, a disintegrate spell, or an attack from a
  ram or similar siege weapon. The lyre can be used in this way once
  per day, with the protection lasting for 30 minutes.
  The lyre is also useful with respect to building. Once a week its
  strings can be strummed so as to produce chords that magically
  construct buildings, mines, tunnels, ditches, or whatever. The ef-
  fect produced in but 30 minutes of playing is equal to the work of
  100 humans laboring for three days. Each hour after the first, a
  character playing the lyre must make a DC 18 Perform (string
  instruments) check. If it fails, she must stop and cannot play the
  lyre again for this purpose until a week has passed.
  Faint transmutation; CL 6th; Craft Wondrous Item, fabricate;
  Price 13,000 gp; Weight 5 lb.
  Mantle of Faith: This holy garment, worn over normal cloth-
  ing, grants damage reduction 5/evil to the character wearing it.
  Strong abjuration [good]; CL 20th; Craft Wondrous Item, stone-
  skin; Price 76,000 gp.
  Mantle of Spell Resistance: This garment, worn over normal
  clothing or armor, grants the wearer spell resistance 21.
  Moderate abjuration; CL 9th; Craft Wondrous Item, spell resist-
  ance; Price 90,000 gp.
  Manual of Bodily Health: This thick tome contains tips on
  health and fitness, but entwined within the words is a powerful
  magical effect. If anyone reads this book, which takes a total of 48
  hours over a minimum of six days, he gains an inherent bonus of
  from +1 to +5 (depending on the type of manual) to his Constitu-
  tion score. Once the book is read, the magic disappears from the
  pages and it becomes a normal book.
  Strong evocation (if miracle is used); CL 17th; Craft Wondrous
  Item, wish or miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp
  (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP
  (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp
  + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
  261
  CHAPTER 7:
  MAGIC ITEMS
  Illus. by D. Martin
  Ioun stones
  
  262
  Manual of Gainful Exercise: This thick tome contains exer-
  cise descriptions and diet suggestions, but entwined within the
  words is a powerful magical effect. If anyone reads this book,
  which takes a total of 48 hours over a minimum of six days, she
  gains an inherent bonus of from +1 to +5 (depending on the type
  of manual) to her Strength score. Once the book is read, the magic
  disappears from the pages and it becomes a normal book.
  Strong evocation (if miracle is used); CL 17th; Craft Wondrous
  Item, wish or miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp
  (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP
  (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp
  + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
  Manual of Quickness of Action: This thick tome contains
  tips on coordination exercises and balance, but entwined within
  the words is a powerful magical effect. If anyone reads this book,
  which takes a total of 48 hours over a minimum of six days, he
  gains an inherent bonus of from +1 to +5 (depending on the type
  of manual) to his Dexterity score. Once the book is read, the magic
  disappears from the pages and it becomes a normal book.
  Strong evocation (if miracle is used); CL 17th; Craft Wondrous
  Item, wish or miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp
  (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP
  (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp
  + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
  Mask of the Skull: This ivory mask has been fashioned into
  the likeness of a human skull. Once per day, after it has been worn
  for at least 1 hour, the mask can be loosed to fly from the wearer’s
  face. It travels up to 50 feet away from the wearer and attacks a
  target assigned to it. The grinning skull mask makes a touch attack
  against the target based on the wearer’s base attack bonus. If the
  attack succeeds, the target must make a DC 20 Fortitude save or be
  struck dead, as if affected by a finger of death spell. If the target suc-
  ceeds on his saving throw, he nevertheless takes 3d6+13 points of
  damage. After attacking (whether successful or not), the mask
  flies back to its user. The mask has AC 16, 10 hit points, and hard-
  ness 6.
  Strong necromancy and transmutation; CL 13th; Craft Won-
  drous Item, animate objects, finger of death, fly; Price 22,000 gp;
  Weight 3 lb.
  Mattock of the Titans: This digging tool is 10 feet long. Any
  creature of at least Huge size can use it to loosen or tumble earth
  or earthen ramparts (a 10-foot cube every 10 minutes). It also
  smashes rock (a 10-foot cube per hour). If used as a weapon, it is
  the equivalent of a Gargantuan +3 adamantine warhammer, dealing
  4d6 points of base damage.
  Strong transmutation; CL 16th; Craft Wondrous Item, Craft
  Magic Arms and Armor, move earth; Price 23,348 gp; Cost 13,348
  gp + 800 XP; Weight 120 lb.
  Maul of the Titans: This mallet is 8 feet long. If used as a
  weapon, it is the equivalent of a +3 greatclub and deals triple
  damage against inanimate objects. However, the wielder must
  have a Strength of at least 18 to wield it properly. Otherwise, she
  takes a –4 penalty on attack rolls.
  Strong evocation; CL 15th; Craft Wondrous Item, Craft Magic
  Arms and Armor, Bigby’s clenched fist; Price 25,305 gp; Cost 12,305
  gp + 480 XP; Weight 160 lb.
  Medallion of Thoughts: This appears to be a normal pendant
  disk hung from a neck chain. Usually fashioned from bronze, cop-
  per, or nickel-silver, the medallion allows the wearer to read the
  thoughts of others, as with the spell detect thoughts.
  Faint divination; CL 5th; Craft Wondrous Item, detect thoughts;
  Price 12,000 gp.
  Mirror of Life Trapping: This crystal device is usually about 4
  feet square and framed in metal or wood. It can be hung or placed
  on a surface and then activated by giving a command word. The
  same command word deactivates the mirror. A mirror of life trap-
  ping has fifteen nonspatial extradimensional compartments
  within it. Any creature coming within 30 feet of the device and
  looking at its own reflection must make a DC 23 Will save or be
  trapped within the mirror in one of the cells. A creature not aware
  of the nature of the device always sees its own reflection. The
  probability of a creature seeing its reflection, and thus needing to
  make the saving throw, drops to 50% if the creature is aware that
  the mirror traps life and seeks to avoid looking at it (treat as a gaze
  attack; see page 294).
  When a creature is trapped, it is taken bodily into the mirror.
  Size is not a factor, but constructs and undead are not trapped, nor
  are inanimate objects and other nonliving matter. A victim’s equip-
  ment (including clothing and anything being carried) remains
  behind. If the mirror’s owner knows the right command word, he
  can call the reflection of any creature trapped within to its surface
  and engage his powerless prisoner in conversation. Another com-
  mand word frees the trapped creature. Each pair of command
  words is specific to each prisoner.
  If the mirror’s capacity is exceeded, one victim (determined
  randomly) is set free in order to accommodate the latest one. If the
  mirror is broken, all victims currently trapped in it are freed and
  usually promptly attack the possessor of the device in revenge for
  their imprisonment.
  Strong abjuration; CL 17th; Craft Wondrous Item, imprisonment;
  Price 200,000 gp; Weight 50 lb.
  Mirror of Mental Prowess:This mirror resembles an ordinary
  looking glass 5 feet tall by 2 feet wide. The possessor who knows
  the proper commands can cause it to perform as follows.
  • Read the thoughts of any creature reflected therein, as long as
  the owner is within 25 feet of the mirror, even if those thoughts
  are in an unknown language.
  • View other places as if with clairvoyance, but vision extends even
  onto other planes if the viewer is sufficiently familiar with
  them.
  • Use it as a portal to visit other places. The user first views the
  place with the clairvoyance function, then steps through the
  mirror to the place pictured. Others can follow her through the
  mirror if they like. An invisible portal remains on the other side
  where she arrives, and she can return through that portal. Once
  she returns, the portal closes. The portal closes on its own after
  24 hours (trapping the user if she’s still in the other place), and
  the user can also close it with a command word. Creatures with
  Intelligence of 12 or higher might notice the portal just as they
  might notice a magical sensor from a scrying spell. Any creature
  who steps through the portal appears in front of the mirror.
  • Once per week the mirror accurately answers one short ques-
  tion regarding a creature whose image is shown on its surface
  (giving answers similar to those from the legend lore spell).
  Strong conjuration and divination; CL 17th; Craft Wondrous
  Item, detect thoughts, clairaudience/clairvoyance, gate, legend lore; Price
  175,000 gp; Weight 40 lb.
  Mirror of Opposition: This item resembles a normal mirror
  about 4 feet long and 3 feet wide. It can be hung or placed on a sur-
  face and then activated by speaking a command word. The same
  command word deactivates the mirror. If a creature sees its reflec-
  tion in the mirror’s surface, an exact duplicate of that creature
  comes into being. This opposite immediately attacks the original.
  The duplicate has all the possessions and powers of its original
  (including magic). Upon the defeat or destruction of either the
  duplicate or the original, the duplicate and her items disappear
  completely. The mirror functions up to four times per day.
  Strong necromancy; CL 15th; Craft Wondrous Item, clone; Price
  92,000 gp; Weight 45 lb.
  Murlynd’s Spoon: This unremarkable eating utensil is typi-
  cally fashioned from horn. If the spoon is placed in an empty con-
  tainer—a bowl, a cup, or a dish, for example—the vessel fills with
  a thick, pasty gruel. Although this substance has a flavor similar to
  that of warm, wet cardboard, it is highly nourishing and contains
  CHAPTER 7:
  MAGIC ITEMS
  
  everything necessary to sustain any herbivorous, omnivorous, or
  carnivorous creature. The spoon can produce sufficient gruel each
  day to feed up to four humans.
  Faint conjuration; CL 5th; Craft Wondrous Item, create food and
  water; Price 5,400 gp.
  Necklace of Adaptation: This necklace is a heavy chain with a
  platinum medallion. The magic of the necklace wraps the wearer
  in a shell of fresh air, making him immune to all harmful vapors
  and gases (such as cloudkill and stinking cloud effects, as well as
  inhaled poisons) and allowing him to breathe, even
  underwater or in a vacuum.
  Moderate transmutation; CL 7th; Craft Won-
  drous Item, alter self; Price 9,000 gp.
  Necklace of Fireballs: This device
  appears to be nothing but beads on a string,
  sometimes with the ends tied together to
  form a necklace. (It does not count as an
  item worn around the neck for the pur-
  pose of determining which of a character’s
  worn magic items is effective.) If a character
  holds it, however, all can see the strand as it
  really is—a golden chain from which hang
  a number of golden spheres. The spheres
  are detachable by the wearer (and only by
  the wearer), who can easily hurl one of
  them up to 70 feet. When a sphere arrives
  at the end of its trajectory, it detonates as a
  fireball spell (Reflex DC 14 half).
  Spheres come in different strengths,
  ranging from those that deal 2d6 points of
  fire damage to those that deal 10d6. The
  market price of a sphere is 150 gp for each die
  of damage it deals (ranging from 300 gp for a
  2d6 sphere to 1,500 gp for a 10d6 sphere).
  Each necklace of fireballs contains a combination
  of spheres of various strengths. Some traditional com-
  binations, designated types I through VII, are detailed below.
  Market
  Necklace10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6
  Price
  Type I
  —
  —
  —
  —
  —
  1
  —
  2
  —
  1,650 gp
  Type II
  —
  —
  —
  —
  1
  —
  2
  —
  2
  2,700 gp
  Type III
  —
  —
  —
  1
  —
  2
  —
  4
  —
  4,350 gp
  Type IV
  —
  —
  1
  —
  2
  —
  2
  —
  4
  5,400 gp
  Type V
  —
  1
  —
  2
  —
  2
  —
  2
  —
  5,850 gp
  Type VI
  1
  —
  2
  —
  2
  —
  4
  —
  —
  8,100 gp
  Type VII
  1
  2
  —
  2
  —
  2
  —
  2
  —
  8,700 gp
  For example, a type III necklace has seven spheres—one 7-dice,
  two 5-dice, and four 3-dice fireballs.
  If the necklace is being worn or carried by a character who fails
  her saving throw against a magical fire attack, the item must make
  a saving throw as well (with a save bonus of +7). If the necklace
  fails to save, all its remaining spheres detonate simultaneously,
  often with regrettable consequences for the wearer.
  Moderate evocation; CL 10th; Craft Wondrous Item, fireball.
  Nolzur’s Marvelous Pigments: These magic emulsions enable
  their possessor to create actual, permanent objects simply by de-
  picting their form in two dimensions. The pigments are applied by
  a stick tipped with bristles, hair, or fur. The emulsion flows from
  the application to form the desired object as the artist concentrates
  on the desired image. One pot of Nolzur’s marvelous pigments is suf-
  ficient to create a 1,000-cubic-foot object by depicting it two-di-
  mensionally over a 100-square-foot surface. Thus, a 10-foot-by-10-
  foot rendition of a pit would result in an actual 10-foot-by-10-foot-
  by-10-foot pit; a 10-foot-by-10-foot depiction of a room would result
  in a 10-foot-by-10-foot-by-10-foot room; and so on.
  Only normal, inanimate objects can be created—doors, pits,
  flowers, trees, cells, and so on. Creatures can’t be created. The pig-
  ments must be applied to a surface (a floor, wall, ceiling, door, or
  the like). It takes 10 minutes and a DC 15 Craft (painting) check
  to depict an object with the pigments. Nolzur’s marvelous pigments
  cannot create magic items. Objects of value depicted by the pig-
  ments—precious metals, gems, jewelry, ivory, and so on—
  appear to be valuable but are really made of tin, lead, paste, brass,
  bone, and other such inexpensive materials. The user can create
  normal weapons, armor, and any other mundane item
  (including foodstuffs) whose value does not
  exceed 2,000 gp.
  Items created are not magical; the effect is
  instantaneous.
  Strong conjuration; CL 15th; Craft Wondrous
  Item, major creation; Price 4,000 gp.
  Orb of Storms: This glass sphere is 8 inches
  in diameter. The possessor can call forth all
  manner of weather, even supernaturally destruc-
  tive storms. Once per day she can call upon the
  orb to use a control weather spell, Once per
  month, she can conjure a storm of vengeance. The
  possessor of the orb is continually protected by an
  endure elementseffect.
  Strong varied; CL 18th; Craft Wondrous
  Item, control weather, endure elements, storm of
  vengeance; Price 48,000 gp; Weight 6 lb.
  Pearl of Power: This seemingly normal
  pearl of average size and luster is a potent aid to
  all spellcasters who prepare spells (clerics,
  druids, rangers, paladins, and wizards). Once per
  day on command, a pearl of power enables the pos-
  sessor to recall any one spell that she had pre-
  pared and then cast. The spell is then prepared
  again, just as if it had not been cast. The spell
  must be of a particular level, depending on
  the pearl. Different pearls exist for recalling one spell per day
  of each level from 1st through 9th and for the recall of two spells
  per day (each of a different level, 6th or lower).
  Strong transmutation; CL 17th; Craft Wondrous Item, creator
  must be able to cast spells of the spell level to be recalled; Price
  1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th),
  25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th),
  81,000 gp (9th), or 70,000 gp (two spells).
  Pearl of the Sirines: This normal-seeming pearl is beautiful
  and worth at least 1,000 gp on that basis alone. If it is clasped
  firmly in hand or held to the breast while the possessor attempts
  actions related to the pearl’s powers, she understands and is able to
  employ the item.
  The pearl enables its possessor to breathe in water as if she were
  in clean, fresh air. Her swim speed is 60 feet, and she can cast
  spells and act underwater without hindrance.
  Moderate abjuration and transmutation; CL 8th; Craft Won-
  drous Item, freedom of movement, water breathing; Price 15,300 gp.
  Periapt of Health: The wearer of this blue gem on a silver
  chain is immune to disease, including supernatural diseases (see
  Table 8–2: Diseases, page 292).
  Faint conjuration; CL 5th; Craft Wondrous Item, remove disease;
  Price 7,500 gp.
  Periapt of Proof against Poison: This item is a brilliant-cut
  black gem on a delicate silver chain. The wearer is immune to
  poison, although poisons still active when the periapt is first
  donned still run their course.
  Faint conjuration; CL 5th; Craft Wondrous Item, neutralize poi-
  son; Price 27,000 gp.
  Periapt of Wisdom: Although it appears to be a normal pearl
  on a light chain, a periapt of wisdom actually increases the posses-
  263
  CHAPTER 7:
  MAGIC ITEMS
  Illus. by W. Reynolds
  Periapt of
  health
  
  264
  sor’s Wisdom score in the form of an enhancement bonus of +2,
  +4, or +6 (depending on the individual item).
  Moderate transmutation; CL 8th; Craft Wondrous Item, owl’s
  wisdom; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
  Periapt of Wound Closure: This stone is bright red and dan-
  gles on a gold chain. The wearer of this periapt automatically
  becomes stable if his hit points drop to between –1 and –9 inclu-
  sive. The periapt doubles the wearer’s normal rate of healing or
  allows normal healing of wounds that would not do so normally.
  Hit point damage that involves bleeding (such as damage caused
  by the horned devil’s infernal wound ability; see page 55 of the
  Monster Manual), is negated for the wearer of the periapt, but he is
  still susceptible to damage from bleeding that causes Constitution
  loss, such as that dealt by a wounding weapon.
  Moderate conjuration; CL 10th; Craft Wondrous Item, heal;
  Price 15,000 gp.
  Phylactery of Faithfulness: This item is a small box contain-
  ing religious scripture affixed to a leather cord and tied around the
  forehead. There is no mundane way to determine what function
  this religious item performs until it is worn. The wearer of a phy-
  lactery of faithfulness is aware of any action or item that could
  adversely affect his alignment and his standing with his deity,
  including magical effects. He acquires this information prior to
  performing such an action or becoming associated with such an
  item if he takes a moment to contemplate the act.
  Faint divination; CL 1st; Craft Wondrous Item, detect chaos, detect
  evil, detect good, detect law; Price 1,000 gp.
  Phylactery of Undead Turning: This item is a boon to any
  character able to turn undead, allowing him to do so as if his class
  level were four levels higher than it actually is.
  Moderate necromancy [good]; CL 10th; Craft Wondrous Item,
  10th-level cleric; Price 11,000 gp.
  Pipes of Haunting:This magic item appears to be a small set of
  pan pipes. When played by a person who succeeds on a DC 15 Per-
  form (wind instruments) check, the pipes create an eerie, spell-
  binding tune. Those within 30 feet who hear the tune must suc-
  ceed on a DC 13 Will save or become frightened for 4 rounds.
  Creatures with 6 or more Hit Dice are unaffected. Pipes of haunting
  can be sounded twice a day.
  Faint necromancy; CL 4th; Craft Wondrous Item, scare; Price
  6,000 gp; Weight 3 lb.
  Pipes of Pain: These appear to be like any other standard set of
  pipes with nothing to reveal their true nature. When played by
  someone who succeeds on a DC 15 Perform (wind instruments)
  check, the pipes create a wondrous melody. All within 30 feet
  must make a DC 14 Will save or be fascinated by the sound. (This
  is a mind-affecting sonic compulsion.)
  As soon as the piping stops, all those affected are stricken by in-
  tense pain at even the slightest noise. Unless a character is in a
  totally silent area, she takes 1d4 points of damage per round for
  2d4 rounds. During this time, damage from sonic attacks, such as
  sound burst, is doubled. Thereafter, the least noise causes an
  affected character to become shaken (except when she is in a
  totally silent area). This hypersensitivity is a curse and therefore
  hard to remove (see the bestow curse spell).
  Faint enchantment and evocation; CL 6th; Craft Wondrous
  Item, creator must have the bardic music class feature, sound burst;
  Price 12,000 gp; Weight 3 lb.
  Pipes of the Sewers: These wooden pipes appear ordinary, but
  if the possessor learns the proper tune, he can attract 1d3 rat
  swarms (see page 239 of the Monster Manual) if rats are within 400
  feet. For each 50-foot distance the rats have to travel, there is a 1-
  round delay. The piper must continue playing until the rats appear,
  and when they do so, the piper must make a DC 10 Perform (wind
  instruments) check. Success means that they obey the piper’s tele-
  pathic commands so long as he continues to play. Failure indicates
  that they turn on the piper. If for any reason the piper ceases play-
  ing, the rats leave immediately. If they are called again within a
  day, the Perform check DC is 15.
  If the rats are under the control of another creature, add the HD
  of the controller to the Perform check DC. Once control is as-
  sumed, another check is required each round to maintain it if the
  other creature is actively seeking to reassert its control.
  Faint conjuration; CL 2nd; Craft Wondrous Item, charm
  animal, summon nature’s ally I, wild empathy ability; Price 1,150
  gp; Weight 3 lb.
  Pipes of Sounding: When played by a character who has the
  Perform (wind instruments) skill, these pipes create a variety of
  sounds. The figment sounds are the equivalent of ghost sound
  (caster level 2nd).
  Faint illusion; CL 2nd; Craft Wondrous Item, ghost sound; Price
  1,800 gp; Weight 3 lb.
  Portable Hole: A portable hole is a circle of cloth spun from
  the webs of a phase spider interwoven with strands of ether and
  beams of starlight. When opened fully, a portable hole is 6 feet in
  diameter, but it can be folded up to be as small as a pocket hand-
  kerchief. When spread upon any surface, it causes an extradimen-
  sional space 10 feet deep to come into being. This hole can be
  picked up from inside or out by simply taking hold of the edges of
  the cloth and folding it up. Either way, the entrance disappears,
  but anything inside the hole remains.
  The only air in the hole is that which enters when the hole is
  opened. It contains enough air to supply one Medium creature or
  two Small creatures for 10 minutes. (See Suffocation, page 304.)
  The cloth does not accumulate weight even if its hole is filled
  (with gold, for example). Each portable hole opens on its own par-
  ticular nondimensional space. If a bag of holding (see page 248) is
  placed within a portable hole, a rift to the Astral Plane is torn in that
  place. Both the bag and the cloth are sucked into the void and for-
  ever lost. If a portable hole is placed within a bag of holding, it opens
  a gate to the Astral Plane. The hole, the bag, and any creatures
  within a 10-foot radius are drawn there, the portable hole and bag of
  holding being destroyed in the process.
  Moderate conjuration; CL 12th; Craft Wondrous Item, plane
  shift; Price 20,000 gp.
  Quaal’s Feather Token: Each of these items is a small feather
  that has a power to suit a special need. The kinds of tokens are
  described below. Each token is usable once.
  Anchor: A token useful to moor a craft in water so as to render it
  immobile for up to one day.
  Bird: A token that can be used to deliver a small written message
  unerringly to a designated target as would a carrier pigeon. The
  token lasts as long as it takes to carry the message.
  Fan: A token that forms a huge flapping fan, causing a breeze of
  sufficient strength to propel one ship (about 25 mph). This wind is
  not cumulative with existing wind speed—if a severe wind is
  already blowing, for example, this wind cannot be added to it to
  create a windstorm. The token can, however, be used to lessen
  existing winds, creating an area of relative calm or lighter winds
  (but wave size in a storm is not affected). The fan can be used for
  up to 8 hours. It does not function on land.
  Swan Boat: A token that forms a swanlike boat capable of
  moving on water at a speed of 60 feet. It can carry eight horses and
  gear or thirty-two Medium characters or any equivalent combina-
  tion. The boat lasts for one day.
  Tree: A token that causes a great oak to spring into being (5-foot-
  diameter trunk, 60-foot height, 40-foot top diameter). This is an
  instantaneous effect.
  Whip: A token that forms into a huge leather whip and wields
  itself against any opponent desired just like a dancing weapon (see
  page 224). The weapon has a +10 base attack bonus, does 1d6+1
  points of damage, has a +1 enhancement bonus on attack and
  damage rolls, and a makes a free grapple attack (with a +15 attack
  bonus) if it hits. The whip lasts no longer than 1 hour.
  CHAPTER 7:
  MAGIC ITEMS
  
  Moderate conjuration; CL 12th; Craft Wondrous Item, major
  creation; Price 50 gp (anchor), 300 gp (bird), 200 gp (fan), 450 gp
  (swan boat), 400 gp (tree), 500 gp (whip).
  Quiver of Ehlonna: This appears to be a typical arrow con-
  tainer capable of holding about twenty arrows. It has three distinct
  portions, each with a nondimensional space allowing it to store far
  more than would normally be possible. The first and smallest one
  can contain up to sixty objects of the same general size and shape
  as an arrow. The second slightly longer compartment holds up to
  eighteen objects of the same general size and shape as a javelin.
  The third and longest portion of the case contains as many as six
  objects of the same general size and shape as a bow (spears, staffs,
  or the like). Once the owner has filled it, the quiver can produce
  any item she wishes, as if from a regular quiver or scabbard. The
  quiver of Ehlonna weighs the same no matter what’s placed
  inside it.
  Moderate conjuration; CL 9th; Craft Wondrous Item,
  Leomund’s secret chest; Price 1,800 gp; Weight 2 lb.
  Ring Gates: These always come in pairs—two iron
  rings, each about 18 inches in diameter. The rings must
  be on the same plane of existence and within 100 miles of
  each other to function. Whatever is put through one ring
  comes out the other, and up to 100 pounds of material can be
  transferred each day. (Objects only partially pushed
  through and then retracted do not count.) This
  useful device allows for instantaneous transport of
  items or messages, and even attacks. A character can
  reach through to grab things near the other ring, or
  even stab a weapon through if so desired. Alterna-
  tively, a character could stick his head through to
  look around. A spellcaster could even cast a spell
  through a ring gate. A Small character can make a
  DC 13 Escape Artist check to slip through. Crea-
  tures of Tiny, Diminutive, or Fine size can pass
  through easily. Each ring has a “entry side” and an
  “exit side,” both marked with appropriate symbols.
  Strong conjuration; CL 17th; Craft Wondrous
  Item, gate; Price 40,000 gp; Weight 1 lb. each.
  Robe of the Archmagi: This normal-appearing
  garment can be white (01–45 on d%, good align-
  ment), gray (46–75, neither good nor evil align-
  ment), or black (76–100, evil alignment). Its
  wearer, if an arcane spellcaster, gains the follow-
  ing powers.
  • +5 armor bonus to AC.
  • Spell resistance 18.
  • +4 resistance bonus on all saving throws.
  • +2 enhancement bonus on caster level
  checks made to overcome spell resistance.
  If a white robe is donned by an evil character, she immedi-
  ately gains three negative levels. The reverse is true with
  respect to a black robe donned by a good character. An evil
  or good character who puts on a gray robe, or a neutral character
  who dons either a white or black robe, gains two negative levels.
  While these negative levels never result in lost levels, they remain
  as long as the garment is worn and cannot be overcome in any way
  (including restoration spells).
  Strong varied; CL 14th; Craft Wondrous Item, antimagic field,
  mage armor or shield of faith, creator must be of same alignment as
  robe; Price 75,000 gp; Weight 1 lb.
  Robe of Blending: When this robe is put on, the wearer intu-
  itively knows that the garment has very special properties. A robe
  of blending enables its wearer to appear to be part of his surround-
  ings. This allows him a +10 competence bonus on Hide checks.
  The wearer can adopt the appearance of another creature, as with
  the disguise self spell, at will. All creatures acquainted with and
  friendly to the wearer see him normally.
  Moderate illusion; CL 10th; Craft Wondrous Item, disguise self;
  Price 30,000 gp; Weight 1 lb.
  Robe of Bones: This handy item functions much like a robe of
  useful items for the serious necromancer. It appears to be an unre-
  markable robe, but a character who dons it notes that it is adorned
  with small embroidered figures representing undead creatures.
  Only the wearer of the robe can see the embroidery and recognize
  them for the creatures they become, and detach them. One figure
  can be detached each round. Detaching a figure causes it to be-
  come an actual undead creature(see the list below). The skeleton
  or zombie is not under the control of the wearer of the robe, but
  may be subsequently commanded, rebuked, turned, or destroyed.
  A newly created robe of bones always has two embroidered figures
  of each of the following undead:
  • Small goblin skeleton
  • Medium human commoner skeleton
  • Medium wolf skeleton
  • Small goblin zombie
  • Medium human commoner zombie
  • Medium wolf zombie
  Moderate necromancy [evil]; CL 6th; Craft
  Wondrous Item, animate dead; Price 2,400 gp;
  Weight 1 lb.
  Robe of Eyes: This valuable garment appears
  to be a normal robe until it is put on. Its wearer is
  able to see in all directions at the same moment
  due to scores of visible, magical eyelike patterns
  that adorn the robe. She also gains 120-foot dark-
  vision. The robe of eyes sees all forms of invisible or
  ethereal things within 120 feet.
  The wearer of a robe of eyes gains a +10 compe-
  tence bonus on Search checks and Spot checks.
  She retains her Dexterity bonus to AC even when
  flat-footed, and she can’t be flanked. However, she
  is not able to avert her eyes or close her eyes when
  confronted by a creature with a gaze attack.
  A light or continual flame spell cast directly on a robe
  of eyes causes it to be blinded for 1d3 minutes. A day-
  light spell blinds it for 2d4 minutes.
  Moderate divination; CL 11th; Craft Wondrous
  Item, true seeing; Price 120,000 gp; Weight 1 lb.
  Robe of Scintillating Colors: The wearer of this
  robe can cause the garment to display a shifting pattern
  of incredible hues, color after color cascading from the
  upper part of the robe to the hem in sparkling rainbows
  of dazzling light. The colors daze those near the wearer,
  conceal the wearer, and illuminate the surroundings. It
  takes 1 full round after the wearer speaks the command
  word for the colors to start flowing on the robe.
  The colors create the equivalent of a gaze attack with a
  30-foot range. Those who look at the wearer are dazed for
  1d4+1 rounds (Will DC 16 negates). This is a mind-affecting pat-
  tern effect.
  Every round of continuous scintillation of the robe gives the
  wearer better concealment. The miss chance on attacks against the
  wearer starts at 10% and increases by 10% each round until it
  reaches 50% (total concealment).
  The robe illuminates a 30-foot radius continuously.
  The effect can be used no more than a total of 10 rounds per day.
  Moderate illusion; CL 11th; Craft Wondrous Item, blur, rainbow
  pattern; Price 27,000 gp; Weight 1 lb.
  Robe of Stars: This garment is typically black or dark blue and
  embroidered with small white or silver stars. The robe has three
  magical powers.
  • It enables its wearer to travel physically to the Astral Plane,
  along with all that she is wearing or carrying.
  • It gives its wearer a +1 luck bonus on all saving throws.
  265
  CHAPTER 7:
  MAGIC ITEMS
  Illus. by W. Reynolds
  Robe of eyes
  
  266
  • Its wearer can use up to six of the embroidered stars on the
  chest portion of the robe as +5 shuriken. The robe grants its
  wearer proficiency with such weapons. Each shuriken disap-
  pears after it is used.
  Strong varied; CL 15th; Craft Wondrous Item, magic missile,
  astral projection or plane shift; Price 58,000 gp; Weight 1 lb.
  Robe of Useful Items: This appears to be an unremarkable
  robe, but a character who dons it notes that it is adorned with
  small cloth patches of various shapes. Only the wearer of the robe
  can see these patches, recognize them for what items they
  become, and detach them. One patch can be detached each round.
  Detaching a patch causes it to become an actual item, as indicated
  below. A newly created robe of useful items always has two each of
  the following patches:
  • Dagger
  • Bullseye lantern (filled and lit)
  • Mirror (a highly polished 2-foot-by-4-foot steel mirror)
  • Pole (10-foot length)
  • Hempen rope (50-foot coil)
  • Sack
  In addition, the robe has several other patches. Roll 4d4 for the
  number of other patches and then roll for each patch on the table
  below to determine its nature.
  d%
  Result
  01–08
  Bag of 100 gold pieces
  09–15
  Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
  16–22
  Door, iron (up to 10 ft. wide and 10 ft. high and barred on
  one side—must be placed upright, attaches and hinges
  itself)
  23–30
  Gems, 10 (100 gp value each)
  31–44
  Ladder, wooden (24 ft. long)
  45–51
  Mule (with saddle bags)
  52–59
  Pit, open (10 ft. by 10 ft. by 10 ft.)
  60–68
  Potion of cure serious wounds
  69–75
  Rowboat (12 ft. long)
  76–83
  Minor scroll of one randomly determined spell
  84–90
  War dogs, pair (treat as riding dogs)
  91–96
  Window (2 ft. by 4 ft., up to 2 ft. deep)
  97–100
  Portable ram
  Multiple items of the same kind are permissible. Once removed, a
  patch cannot be replaced.
  Moderate transmutation; CL 9th; Craft Wondrous Item, fabri-
  cate; Price 7,000 gp; Weight 1 lb.
  Rope of Climbing: A 60-foot-long rope of climbing is no thicker
  than a wand, but it is strong enough to support 3,000 pounds.
  Upon command, the rope snakes forward, upward, downward, or
  in any other direction at 10 feet per round, attaching itself
  securely wherever its owner desires. It can unfasten itself and
  return in the same manner.
  A rope of climbing can be commanded to knot or unknot itself.
  This causes large knots to appear at 1-foot intervals along the rope.
  Knotting shortens the rope to a 50-foot length until the knots are
  untied but lowers the DC of Climb checks while using it by 10. A
  creature must hold one end of the rope when its magic is invoked.
  Faint transmutation; CL 3rd; Craft Wondrous Item, animate
  rope; Price 3,000 gp; Weight 3 lb.
  Rope of Entanglement: A rope of entanglement looks just like
  any other hempen rope about 30 feet long. Upon command, the
  rope lashes forward 20 feet or upward 10 feet to entangle a victim.
  An entangled creature can break free with a DC 20 Strength check
  or a DC 20 Escape Artist check.
  The rope has AC 22, 12 hit points, and hardness 10, and it has
  damage reduction 5/slashing as well. The rope repairs damage to
  itself at a rate of 1 point per 5 minutes, but if a rope of entanglement
  is severed (all 12 hit points lost to damage), it is destroyed.
  Moderate transmutation; CL 12th; Craft Wondrous Item, ani-
  mate objects, animate rope, entangle; Price 21,000 gp; Weight 5 lb.
  Salve of Slipperiness: This substance provides a +20 compe-
  tence bonus on all Escape Artist checks, meaning that it is almost
  impossible to grapple such a character or to tie or chain him up. In
  addition, such obstructions as webs (magical or otherwise) do not
  affect an anointed individual. Magic ropes and the like do not avail
  against this salve. If it is smeared on a floor or on steps, the area
  should be treated as a long-lasting grease spell. The salve requires 8
  hours to wear off normally, or it can be wiped off with an alcohol
  solution (even wine).
  Salve of slipperiness is needed to coat the inside of a container that
  is meant to hold sovereign glue (see below).
  Faint conjuration; CL 6th; Craft Wondrous Item, grease; Price
  1,000 gp.
  Scabbard of Keen Edges: This scabbard is fashioned from
  cured leather and fine silver. It can shrink or enlarge to accommo-
  date any knife, dagger, sword, or similar weapon up to and includ-
  ing a greatsword. Up to three times per day on command, the scab-
  bard casts keen edge on any blade placed within it.
  Faint transmutation; CL 5th; Craft Wondrous Item, keen edge;
  Price 16,000 gp; Weight 1 lb.
  Scarab of Protection: This device appears to be a silver medal-
  lion in the shape of a beetle. If it is held for 1 round, an inscription
  appears on its surface letting the holder know that it is a protective
  device.
  The scarab’s possessor gains spell resistance 20. The scarab can
  also absorb energy-draining attacks (such as the slam attack of a
  vampire spawn), death effects (such as finger of death), and negative
  energy effects (such as from an inflict critical wounds spell). Upon
  absorbing twelve such attacks, the scarab turns to powder and is
  destroyed.
  Strong abjuration and necromancy; CL 18th; Craft Wondrous
  Item, death ward, spell resistance; Price 38,000 gp.
  Scarab, Golembane: This beetle-shaped pin enables its wearer
  to detect any golem within 60 feet, although he must concentrate
  (a standard action) in order for the detection to take place. A
  scarab enables its possessor to combat golems with weapons,
  unarmed attacks, or natural weapons as if those golems had no
  damage reduction.
  Moderate divination; CL 8th; Craft Wondrous Item, detect magic,
  creator must be at least 10th level; Price 2,500 gp.
  Shrouds of Disintegration:These burial wrappings look to be
  made of fine, embroidered materials. When a body is placed
  inside, a command word will turn it to dust. The magic of the
  shrouds is usable only once, after which the wrappings become
  ordinary, fine cloth.
  Strong transmutation; CL 15th; Craft Wondrous Item, disinte-
  grate; Price 6,600 gp; Weight 10 lb.
  Silversheen: This substance can be applied to a weapon as a
  standard action. It will give the weapon the properties of alchemi-
  cal silver (see page 284) for 1 hour, replacing the properties of any
  other special material it might have. For example, a +1 holy
  adamantine longsword becomes a +1 holy silver longsword for the
  duration of the effect. One vial will coat a single melee weapon or
  20 units of ammunition.
  Faint transmutation; CL 5th; Craft Wondrous Item; Price
  250 gp.
  Slippers of Spider Climbing: When worn, a pair of these slip-
  pers enable movement on vertical surfaces or even upside down
  along ceilings, leaving the wearer’s hands free. Her speed is 20
  feet. Severely slippery surfaces—icy, oiled, or greased surfaces—
  make these slippers useless. The slippers can be used for 10 min-
  utes per day, split up as the wearer chooses.
  Faint transmutation; CL 4th; Craft Wondrous Item, spider climb;
  Price 4,800 gp; Weight 1/2 lb.
  Sovereign Glue: This pale amber substance is thick and vis-
  CHAPTER 7:
  MAGIC ITEMS
  
  cous. Because of its particular powers, it can be contained only in a
  flask whose inside has been coated with 1 ounce of salve of slipperi-
  ness (see the previous page), and each time any of the bonding
  agent is poured from the flask, a new application of the salve of slip-
  periness must be put in the flask within 1 round to prevent the
  remaining glue from adhering to the side of the container. A flask
  of sovereign glue, when found, holds anywhere from 1 to 7 ounces
  of the stuff (1d8–1, minimum 1), with the other ounce of the
  flask’s capacity taken up by the salve of slipperiness.
  One ounce of this adhesive covers 1 square foot
  of surface, bonding virtually any two sub-
  stances together in a permanent union.
  The glue takes 1 round to set. If the
  objects are pulled apart (a move action)
  before that time has
  elapsed, that application
  of the glue loses its sticki-
  ness and is worthless. If
  the glue is allowed to set,
  then attempting to separate
  the two bonded objects has
  no effect, except when universal
  solvent is applied to the bond.
  (Sovereign glue is dissolved by
  universal solvent.)
  Strong transmutation; CL
  20th; Craft Wondrous Item,
  make whole; Price 2,400 gp
  (per ounce).
  Stone of Alarm: This
  stone cube, when given the command word, affixes
  itself to any object. If that object is touched thereafter by
  anyone who does not first speak that same command word, the
  stone emits a piercing screech for 1 hour that can be heard up to a
  quarter-mile away (assuming no intervening barriers).
  Faint abjuration; CL 3rd; Craft Wondrous Item, alarm; Price
  2,700 gp; Weight 2 lb.
  Stone of Controlling Earth Elementals: A stone of this
  nature is typically an oddly shaped bit of roughly polished rock.
  The possessor of such a stone need but utter a few words of sum-
  moning, and a Huge earth elemental comes to the summoner. The
  summoning words require 1 full round to speak, and in all ways
  the stone functions as the summon monster VII spell. (If sand or
  rough, unhewn stone is the summoning medium, the elemental
  that comes is Large instead, and the stone functions as the summon
  monster VI spell.) The elemental appears in 1d4 rounds. For
  detailed information about elementals, see page 95 of the Monster
  Manual. Only one elemental can be summoned at a time. A new
  elemental requires a new patch of earth or stone, which cannot be
  accessed until after the first elemental disappears (is dispelled, dis-
  missed, or slain).
  Strong conjuration; CL 13th; Craft Wondrous Item, summon mon-
  ster VI, summon monster VII; Price 100,000 gp; Weight 5 lb.
  Stone of Good Luck (Luckstone): This stone is typically a bit
  of rough polished agate or some similar mineral. Its possessor
  gains a +1 luck bonus on saving throws, ability checks, and skill
  checks.
  Faint evocation; CL 5th; Craft Wondrous Item, divine favor; Price
  20,000 gp.
  Stone Horse: Each item of this nature appears to be a full-
  sized, roughly hewn statue of a horse, carved from some type of
  hard stone. A command word brings the steed to life, enabling it
  to carry a burden and even to attack as if it were a real horse of the
  appropriate kind.
  A stone horse can carry 1,000 pounds tirelessly and never needs
  to rest or feed. Damage dealt to it can be repaired by first using a
  stone to flesh spell, thus causing the stone horse to become a normal
  horse that can be healed normally. When fully healed, it automat-
  ically reverts to its stone form. While in its stone form, it can be
  fed gems, healing 1 point of damage for each 50 gp worth of min-
  eral it is given.
  There are two sorts of stone horses.
  Courser: This item has the statistics of a heavy horse (see page
  273 of the Monster Manual), as well as having hardness 10.
  Destrier: This item has the statistics of a heavy warhorse (see
  page 273 of the Monster Manual), as well as having hardness 10.
  Strong transmutation; CL 14th; Craft Wondrous
  Item, flesh to stone, animate objects; Price 10,000 gp
  (courser) or 14,800 gp (destrier); Weight 6,000 lb.
  Stone Salve: This ointment has two uses. If
  an ounce of it is applied to the flesh of a petrified
  creature, it returns the creature to flesh as the
  stone to flesh spell. If an ounce of it is applied to the
  flesh of a nonpetrified creature, it protects the crea-
  ture as a stoneskin spell.
  Strong abjuration and transmutation; CL 13th;
  Craft Wondrous Item, stone to flesh, stoneskin;
  Price 4,000 gp per ounce.
  Strand of Prayer Beads: This item
  appears to be a normal string of prayer beads
  until the owner casts a divine spell. Once
  that occurs, the owner instantly knows the
  powers of the prayer beads and how to
  activate them.
  Each strand includes two or more special
  beads, each with a different magic power.
  Special Bead Type
  Special Bead Ability
  Bead of blessing
  Wearer can cast bless.
  Bead of healing
  Wearer can cast his choice of cure serious
  wounds, remove blindness/deafness, or remove
  disease.
  Bead of karma
  Wearer casts his spells at +4 caster level.
  Effect lasts 10 minutes.
  Bead of smiting
  Wearer can cast chaos hammer, holy smite,
  order’s wrath, or unholy blight (Will DC 17
  partial).
  Bead of summons
  Summons a powerful creature of
  appropriate alignment from the Outer Planes
  (an angel, devil, etc.) to aid the wearer for
  one day. (If the wearer uses the bead of
  summons to summon a deity’s emissary
  frivolously, the deity takes that character’s
  items and places a geas upon him as
  punishment in the very least.)
  Bead of wind walking
  Wearer can cast wind walk.
  A lesser strand of prayer beads has a bead of blessing and a bead of heal-
  ing. A strand of prayer beads has a bead of healing, a bead of karma, and
  a bead of smiting. A greater strand of prayer beads has a bead of healing, a
  bead of karma, a bead of summons, and a bead of wind walking.
  Each special bead can be used once per day, except for the bead
  of summons, which works only once and then becomes nonmagi-
  cal. The beads of blessing, smiting, and wind walking function as spell
  trigger items; the beads of karma and summons can be activated by
  any character capable of casting divine spells. The owner need not
  hold or wear the strand of prayer beads in any specific location, as
  long as he carries it somewhere on his person.
  The power of a special bead is lost if it is removed from the
  strand. Reduce the price of a strand of prayer beads that is missing
  one or more beads by the following amounts: bead of blessing –600
  gp, bead of healing –9,000 gp, bead of karma –20,000 gp, bead of smit-
  ing –16,800 gp, bead of summons –20,000 gp, bead of wind walking
  –46,800 gp.
  267
  CHAPTER 7:
  MAGIC ITEMS
  Illus. by D. Martin
  Scarab of 
  protection
  
  268
  Faint, moderate or strong (many schools); CL 1st (blessing), 5th
  (healing), 7th (smiting), 9th (karma), 11th (wind walking), 17th (sum-
  mons); Craft Wondrous Items and one of the following spells per
  bead, as appropriate: bless (blessing); cure serious wounds, remove blind-
  ness/deafness, or remove disease (healing); righteous might (karma); gate
  (summons); chaos hammer, holy smite, order’s wrath, or unholy blight
  (smiting), wind walk (wind walking); Price 9,600 gp (lesser), 45,800
  gp (standard), 95,800 gp (greater).
  Tome of Clear Thought: This heavy book contains instruction
  on improving memory and logic, but entwined within the words
  is a powerful magical effect. If anyone reads this book, which takes
  a total of 48 hours over a minimum of six days, she gains an inher-
  ent bonus of from +1 to +5 (depending on the type of tome) to her
  Intelligence score. Once the book is read, the magic disappears
  from the pages and it becomes a normal book. Because the tome of
  clear thought provides an inherent bonus, the reader will earn extra
  skill points when she attains a new level (unlike with the benefit
  provided by a headband of intellect).
  Strong evocation (if miracle is used); CL 17th; Craft Wondrous
  Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp
  (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP
  (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp
  + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
  Tome of Leadership and Influence: This ponderous book
  details suggestions for persuading and inspiring others, but
  entwined within the words is a powerful magical effect. If anyone
  reads this book, which takes a total of 48 hours over a minimum
  of six days, he gains an inherent bonus of from +1 to +5 (depend-
  ing on the type of tome) to his Charisma score. Once the book is
  read, the magic disappears from the pages and it becomes a
  normal book.
  Strong evocation (if miracle is used); CL 17th; Craft Wondrous
  Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp
  (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP
  (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp
  + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
  Tome of Understanding: This thick book contains tips for
  improving instinct and perception, but entwined within the
  words is a powerful magical effect. If anyone reads this book,
  which takes a total of 48 hours over a minimum of six days, she
  gains an inherent bonus of from +1 to +5 (depending on the type
  of tome) to her Wisdom score. Once the book is read, the magic
  disappears from the pages and it becomes a normal book.
  Strong evocation (if miracle is used); CL 17th; Craft Wondrous
  Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp
  (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP
  (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp
  + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb. 
  Unguent of Timelessness: When applied to any matter that
  was once alive (leather, leaves, paper, wood, dead flesh, and so on),
  this ointment allows that substance to resist the passage of time.
  Each year of actual time affects the substance as if only a day had
  passed. The coated object gains a +1 resistance bonus on all saving
  throws. The unguent never wears off, although it can be magically
  removed (by dispelling the effect, for instance). One flask con-
  tains enough material to coat eight Medium or smaller objects. A
  Large object counts as two Medium objects, and a Huge object
  counts as two Large objects.
  Faint transmutation; CL 3rd; Prerequisite: Craft Wondrous Item;
  Price 150 gp.
  Universal Solvent: This substance has the unique property of
  being able to dissolve sovereign glue (see page 266), tanglefoot bags
  (see page 128 of the Player’s Handbook), and the adhesive created by
  a kuo-toa (see page 163 of the Monster Manual). Applying the sol-
  vent is a standard action.
  Strong transmutation; CL 20th; Craft Wondrous Item, disinte-
  grate; Price 50 gp.
  Vest of Escape: Hidden within secret pockets of this simple
  silk vest are lockpicks that provide a +4 competence bonus on
  Open Lock checks. The vest also grants its wearer a +6 competence
  bonus on Escape Artist checks.
  Faint conjuration and transmutation; CL 4th; Craft Wondrous
  Item, knock, grease; Price 5,200 gp.
  Vestment, Druid’s: This light garment is worn over normal
  clothing or armor. Most such vestments are green, embroidered
  with plant or animal motifs. When this item is worn by a character
  with the wild shape ability, the character can use that ability one
  additional time each day.
  Moderate transmutation; CL 10th; Craft Wondrous Item, poly-
  morph or wild shape ability; Price 10,000 gp.
  Well of Many Worlds: This strange, interdimensional device
  looks just like a portable hole. Anything placed within it is immedi-
  ately cast to another world—a parallel world, another planet, or a
  different plane, at the DM’s option or by random determination. If
  the well is moved, the random factor again comes into play. It can
  be picked up, folded, or rolled, just as a portable hole can be. Objects
  from the world the well touches can come through the opening
  just as easily as from the initiating place. (It is a two-way portal.)
  Strong conjuration; CL 17th; Craft Wondrous Item, gate; Price
  82,000 gp.
  Wind Fan: A wind fan appears to be nothing more than a wood
  and papyrus or cloth instrument with which to create a cooling
  breeze. By uttering the command word, its possessor causes the
  fan to generate air movement duplicating a gust of wind spell. The
  fan can be used once per day with no risk. If it is used more fre-
  quently, there is a 20% cumulative chance per usage during that
  day that the device tears into useless, nonmagical tatters.
  Faint evocation; CL 5th; Craft Wondrous Item, gust of wind;
  Price 5,500 gp.
  Wings of Flying: A pair of these wings might appear to be
  nothing more than a plain cloak of old, black cloth, or they could
  be as elegant as a long cape of blue feathers. When the wearer
  speaks the command word, the cloak turns into a pair of bat or
  bird wings that empower her to fly with a speed of 60 feet (good
  maneuverability).
  Moderate transmutation; CL 10th; Craft Wondrous Item, fly;
  Price 54,000 gp; Weight 2 lb.
  INTELLIGENT ITEMS
  Magic items sometimes have intelligence of their own. Magically
  imbued with sentience, these items think and feel the same way
  characters do and should be treated as NPCs. They can be many
  things to characters—valued ally, wily foe, or continual thorn in
  their side. Intelligent items have extra abilities and sometimes ex-
  traordinary powers and special purposes. Only permanent magic
  items (as opposed to single-use items or those with charges) can be
  intelligent. (This means that potions, scrolls, and wands, among
  other items, are never intelligent.) In general, less than 1% of magic
  items have intelligence. Use them sparingly in your campaign,
  because they require more work on the part of both player and DM.
  Intelligent items can actually be considered creatures because
  they have Intelligence, Wisdom, and Charisma scores. Treat them
  as constructs (see page 307 of the Monster Manual). Intelligent
  items often have the ability to illuminate their surroundings at
  will (as magic weapons do); many cannot see otherwise.
  As a practical matter, it’s easiest to let a player control an intelli-
  gent item possessed by his or her character (but see Items against
  Characters, below). Unlike most magic items, intelligent items
  can activate their own powers without waiting for a command
  word from their owner. For example, an intelligent sword with the
  magic circle against evil ability can activate the circle even if the
  wielder makes a full attack in that round. Intelligent items act
  during their owner’s turn in the initiative order.
  CHAPTER 7:
  MAGIC ITEMS
  
  The tables in this section should be used to determine the prop-
  erties of an intelligent item: the number of powers, unusual prop-
  erties, alignment, and special purpose of the item (if any).
  The DM is encouraged to design unusual magic items along
  special themes and for specific campaign purposes, using the
  tables as guidelines and for inspiration. Just because a power is
  rolled does not mean it must be given out. If you feel a combina-
  tion is too bizarre or too powerful, simply change or ignore it.
  The first step in determining the properties of a random intelli-
  gent item is to determine its general capabilities. These are found
  by rolling d% and consulting Table 7–30: Item Intelligence,
  Wisdom, Charisma, and Capabilities.
  INTELLIGENT ITEM ALIGNMENT
  Any item with intelligence has an alignment. Note that intelligent
  weapons already have alignments, either stated or by implication.
  (A weapon made to kill chaotic outsiders would hardly be chaotic
  itself; it would be lawful.) If you’re generating a random intelligent
  weapon, that weapon’s alignment must fit with any alignment-ori-
  ented special abilities it has (such as the holy special ability).
  Any character whose alignment does not correspond to that of
  the item (except as noted by the asterisks on the table) gains one
  negative level if he or she so much as picks up the item. Although
  this negative level never results in actual level loss, it remains as
  long as the item is in hand and cannot be overcome in any way
  (including restoration spells). This negative level is cumulative with
  any other penalties the item might already place on inappropriate
  wielders. Items with Ego scores (see below) of 20 to 29 bestow
  two negative levels. Items with Ego scores of 30 or higher bestow
  three negative levels.
  Intelligent Item Alignment
  d%
  Alignment of Item
  01–05
  Chaotic good
  06–15
  Chaotic neutral*
  16–20
  Chaotic evil
  21–25
  Neutral evil*
  26–30
  Lawful evil
  31–55
  Lawful good
  56–60
  Lawful neutral*
  61–80
  Neutral good*
  81–100
  Neutral
  * The item can also be used by any character whose alignment
  corresponds to the nonneutral portion of the item’s alignment (in
  other words, chaotic, evil, good, or lawful). Thus, any chaotic character
  (CG, CN, CE) can use an item with chaotic neutral alignment.
  LANGUAGES SPOKEN BY ITEM
  Like a character, an intelligent item speaks Common plus one
  additional language per point of Intelligence bonus. Choose
  appropriate languages, taking into account the item’s origin
  and purposes. For instance, an intelligent drow weapon would
  probably speak Elven, and a holy weapon might speak
  Celestial.
  INTELLIGENT ITEM POWERS
  Table 7–30 above determines how many lesser and greater
  powers an intelligent item has. To find the item’s specific
  powers, choose or roll on the appropriate tables below.
  Intelligent Item Lesser Powers
  d%
  Lesser Power
  Base Price Modifier
  01–05
  Item can bless its allies 3/day
  +1,000 gp
  06–10
  Item can use faerie fire 3/day
  +1,100 gp
  11–13
  Item can cast minor image 1/day
  +2,200 gp
  14–20
  Item has deathwatch continually active
  +2,700 gp
  21–25
  Item can use detect magic at will
  +3,600 gp
  26–31
  Item has 10 ranks in Intimidate
  +5,000 gp
  32–33
  Item has 10 ranks in Decipher Script
  +5,000 gp
  34–36
  Item has 10 ranks in Knowledge
  +5,000 gp
  (choose category) 
  37–40
  Item has 10 ranks in Search
  +5,000 gp
  41–45
  Item has 10 ranks in Spot
  +5,000 gp
  46–50
  Item has 10 ranks in Listen
  +5,000 gp
  51–54
  Item has 10 ranks in Spellcraft
  +5,000 gp
  55–60
  Item has 10 ranks in Sense Motive
  +5,000 gp
  61–66
  Item has 10 ranks in Bluff
  +5,000 gp
  67–72
  Item has 10 ranks in Diplomacy
  +5,000 gp
  73–77
  Item can cast major image 1/day
  +5,400 gp
  78–80
  Item can cast darkness 3/day
  +6,500 gp
  81–83
  Item can use hold person on an enemy 3/day
  +6,500 gp
  84–86
  Item can activate zone of truth 3/day
  +6,500 gp
  87–89
  Item can use daze monster 3/day
  +6,500 gp
  90–95
  Item can use locate object 3/day
  +6,500 gp
  96–100
  Item can use cure moderate wounds 
  +6,500 gp
  (2d8+3) on wielder 3/day
  All powers function at the direction of the item, although intelli-
  gent items generally follow the wishes of their owner. Activating
  a power or concentrating on an active one is a standard action
  the item takes.
  269
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–30: Item Intelligence, Wisdom, Charisma, and Capabilities
  d%
  Mental Ability Scores
  Communication
  Capabilities
  Senses
  Base Price Modifier
  01–34
  Two at 12, one at 10
  Empathy1
  One lesser power 
  30 ft. vision and hearing
  +1,000 gp
  35–59
  Two at 13, one at 10
  Empathy1
  Two lesser powers
  60 ft. vision and hearing
  +2,000 gp
  60–79
  Two at 14, one at 10
  Speech2
  Two lesser powers 
  120 ft. vision and hearing
  +4,000 gp
  80–91
  Two at 15, one at 10
  Speech2
  Three lesser powers
  60 ft. darkvision and hearing
  +5,000 gp
  92–97
  Two at 16, one at 10
  Speech2 3
  Three lesser powers
  60 ft. darkvision and hearing
  +6,000 gp
  98
  Two at 17, one at 10
  Speech, telepathy 3 4
  Three lesser powers
  120 ft. darkvision and hearing
  +9,000 gp
  and one greater power6
  99
  Two at 18, one at 10
  Speech, telepathy 4 5
  Three lesser powers
  120 ft. darkvision, blindsense, 
  +12,000 gp
  and two greater powers6
  and hearing
  100
  Two at 19, one at 10
  Speech, telepathy 4 5
  Four lesser powers
  120 ft. darkvision, blindsense, 
  +15,000 gp
  and three greater powers6
  and hearing
  1 The possessor feels urges and sometimes emotions from the item that encourage or discourage certain courses of action.
  2 Like a character, an intelligent item speaks Common plus one language per point of Intelligence bonus. It can communicate telepathically with
  the wielder.
  3 The item can also read any languages it can speak.
  4 The item can use either communication mode at will, with language use as any speaking item. It can communicate telepathically with the wielder.
  5 The item can read all languages as well as use read magic.
  6 The intelligent item can have a special purpose (and corresponding dedicated power) rather than a greater power, if appropriate.
  
  270
  Intelligent Item Greater Powers
  d%
  Greater Power
  Base Price Modifier
  01–06
  Item can detect opposing alignment at will
  +7,200 gp
  07–10
  Item can detect undead at will
  +7,200 gp
  11–13
  Item can cause fear in an enemy at will
  +7,200 gp
  14–18
  Item can use dimensional anchor on 
  +10,000 gp
  a foe 1/day
  19–23
  Item can use dismissal on a foe 1/day
  +10,000 gp
  24–28
  Item can use lesser globe of invulnerability 
  +10,000 gp
  1/day
  29–33
  Item can use arcane eye 1/day
  +10,000 gp
  34–37
  Item has continuous detect scrying effect
  +10,000 gp
  38–41
  Item creates wall of fire in a ring 
  +10,000 gp
  with the wielder at the center 1/day
  42–45
  Item can use quench on fires 3/day
  +16,000 gp
  46–50
  Item has status effect, usable at will
  +11,000 gp
  51–54
  Item can use gust of wind 3/day
  +11,000 gp
  55–59
  Item can use clairvoyance 3/day
  +16,000 gp
  60–64
  Item can create magic circle against 
  +16,000 gp
  opposing alignment at will
  65–68
  Item can use haste on its owner 3/day
  +16,000 gp
  69–73
  Item can create daylight 3/day
  +16,000 gp
  74–76
  Item can create deeper darkness 3/day
  +16,000 gp
  77–80
  Item can use invisibility purge (30 ft. range)
  +16,000 gp
  3/day
  81–85
  Item can use slow on its enemies 3/day
  +16,000 gp
  86–91
  Item can locate creature 3/day
  +30,000 gp
  91–97
  Item can use fear against foes 3/day
  +30,000 gp
  98–100
  Item can use detect thoughts at will
  +44,000 gp
  If the same power is rolled twice, roll again.
  SPECIAL PURPOSE ITEMS
  Items with special purposes are a challenge to run. However, they
  are worth the trouble, because they can deeply enrich a campaign. 
  Intelligent Item Purpose
  d%
  Purpose
  01–20
  Defeat/slay diametrically opposed alignment*
  21–30
  Defeat/slay arcane spellcasters (including spellcasting
  monsters and those that use spell-like abilities)
  31–40
  Defeat/slay divine spellcasters (including divine entities and
  servitors)
  41–50
  Defeat/slay nonspellcasters
  51–55
  Defeat/slay a particular creature type (see the bane special
  ability, page 224, for choices)
  56–60
  Defeat/slay a particular race or kind of creature
  61–70
  Defend a particular race or kind of creature
  71–80
  Defeat/slay the servants of a specific deity
  81–90
  Defend the servants and interests of a specific deity
  91–95
  Defeat/slay all (other than the item and the wielder)
  96–100
  DM’s or character’s choice
  * The purpose of the neutral (N) version of this item is to preserve
  the balance by defeating/slaying powerful beings of the extreme
  alignments (LG, LE, CG, CE).
  Purpose
  An item’s purpose must suit the type and alignment of the item and
  should always be treated reasonably. A purpose of “defeat/slay
  arcane spellcasters” doesn’t mean that the sword forces the wielder
  to kill every wizard she sees. Nor does it mean that the sword
  believes it is possible to kill every wizard, sorcerer, and bard in the
  world. It does mean that the item hates arcane spellcasters and
  wants to bring the local wizard’s cabal to ruin, as well as end the
  rule of a sorceress-queen in a nearby land. Likewise, a purpose of
  “defend elves” doesn’t mean that if the wielder is an elf, he only
  wants to help himself. It means that the item wants to be used in
  furthering the cause of elves, stamping out their enemies and
  aiding their leaders. A purpose of “defeat/slay all” isn’t just a matter
  of self-preservation. It means that the item won’t rest (or let its
  wielder rest) until it places itself above all others. A lofty—and
  probably unrealistic—goal, to be sure.
  DEDICATED POWER
  A dedicated power operates only when an intelligent item is in
  pursuit of its special purpose. This determination is always made
  by the item. It should always be easy and straightforward to see
  how the ends justify the means. That is to say, if the player’s rea-
  soning for how a particular action serves the item’s purpose is
  not completely believable, the item won’t allow it. Unlike its
  other powers, an intelligent item can refuse to use its dedicated
  power even if the owner is dominant (see Items against Charac-
  ters, on the following page).
  Special Purpose Item Dedicated Powers 
  d%
  Dedicated Power
  Base Price Modifier
  01–06
  Item can use ice storm
  +50,000 gp
  07–12
  Item can use confusion
  +50,000 gp
  13–17
  Item can use phantasmal killer
  +50,000 gp
  18–24
  Item can use crushing despair
  +50,000 gp
  25–31
  Item can use dimension door on itself 
  +50,000 gp
  and wielder
  32–36
  Item can use contagion (heightened to 
  +56,000 gp
  4th level) as touch attack
  37–43
  Item can use poison (heightened to 
  +56,000 gp
  4th level) as touch attack
  44–50
  Item can use rusting grasp as touch attack
  +56,000 gp
  51–56
  Item can cast 10d6 lightning bolt
  +60,000 gp
  57–62
  Item can cast 10d6 fireball
  +60,000 gp
  63–68
  Wielder gets +2 luck bonus on attacks, 
  +80,000 gp
  saves, and checks
  69–74
  Item can use mass inflict light wounds
  +81,000 gp
  75–81
  Item can use song of discord
  +81,000 gp
  82–87
  Item can use prying eyes
  +81,000 gp
  88–92
  Item can cast 15d6 greater shout 3/day
  +130,000 gp
  93–98
  Item can use waves of exhaustion
  +164,000 gp
  99–100
  Item can use true resurrection on wielder, 
  +200,000 gp
  once per month
  ITEM EGO
  Ego is a measure of the total power and force of personality that an
  item possesses. Only after all aspects of an item have been gener-
  ated can its Ego score be calculated. An item’s Ego score helps
  determine whether the item or the character is dominant in their
  relationship, as detailed below.
  Item Ego
  Attribute of Item
  Ego Points
  Each +1 of item’s enhancement bonus
  1
  Each +1 of bonus for special abilities
  1
  Each lesser power
  1
  Each greater power
  2
  Special purpose (and dedicated power)
  4
  Telepathic ability
  1
  Read languages ability
  1
  Read magic ability
  1
  Each +1 of Intelligence bonus
  1
  Each +1 of Wisdom bonus
  1
  Each +1 of Charisma bonus
  1
  Thus, a +2 short sword (2 points) with an Intelligence score of 10
  (no points), Wisdom score of 12 (1 point), and Charisma score of
  12 (1 point), plus the lesser power of detect magic (1 point) has an
  Ego score of 5.
  CHAPTER 7:
  MAGIC ITEMS
  
  By contrast, imagine a +2 dancing longsword (6 points, 2 for the +2
  enhancement bonus and 4 because dancing is the equivalent of a
  +4 bonus [see Table 7–14: Melee Weapon Special Abilities]) with
  an Intelligence score of 10 (no points), Wisdom score of 18 (4
  points), and Charisma score of 18 (4 points). Add the lesser powers
  of deathwatch, 10 ranks in Intimidate, and darkness (3 points), the
  greater power of fear (2 points) and the special purpose of slaying
  spellcasters (4 points). Also include the fact that the weapon is
  telepathic (1 point) and reads languages (1 point), and the sword
  has an Ego score of 25.
  ITEMS AGAINST CHARACTERS
  When an item has an Ego of its own, it has a will of its own. The
  item is, of course, absolutely true to its alignment. If the charac-
  ter who possesses the item is not true to that alignment’s goals or
  the item’s special purpose, personality conflict—item against
  character—results. Similarly, any item with an Ego score of 20 or
  higher always considers itself superior to any character, and a
  personality conflict results if the possessor does not always agree
  with the item.
  When a personality conflict occurs, the possessor must make a
  Will saving throw (DC = item’s Ego). If the possessor succeeds,
  she is dominant. If she fails, the item is dominant. Dominance
  lasts for one day or until a critical situation occurs (such as a
  major battle, a serious threat to either the item or the character,
  and so on—DM’s discretion). Should a item gain dominance, it
  resists the character’s desires and demands concessions such as
  any of the following.
  • Removal of associates or items whose alignment or personality
  is distasteful to the item.
  • The character divesting herself of all other magic items or items
  of a certain type.
  • Obedience from the character so the item can direct where they
  go for its own purposes.
  • Immediate seeking out and slaying of creatures hateful to the
  item.
  • Magical protections and devices to protect the item from
  molestation when it is not in use.
  • That the character carry the item with her on all occasions.
  • That the character relinquish the item in favor of a more suit-
  able possessor due to alignment differences or conduct.
  In extreme circumstances, the item can resort to even harsher
  measures, such as the following acts:
  • Force its possessor into combat.
  • Refuse to strike opponents.
  • Strike at its wielder or her associates.
  • Force its possessor to surrender to an opponent.
  • Cause itself to drop from the character’s grasp.
  Naturally, such actions are unlikely when harmony reigns
  between the character’s and item’s alignments or when their pur-
  poses and personalities are well matched. Even so, an item might
  wish to have a lesser character possess it in order to easily establish
  and maintain dominance over him, or a higher-level possessor so
  as to better accomplish its goals.
  All magic items with personalities desire to play an important
  role in whatever activity is under way, particularly combat. Such
  items are rivals of each other, even if they are of the same align-
  ment. No intelligent item wants to share its wielder with others.
  An intelligent item is aware of the presence of any other intelli-
  gent item within 60 feet, and most intelligent items try their best
  to mislead or distract their host so that she ignores or destroys the
  rival. Of course, alignment might change this sort of behavior. A
  holy avenger, for example, would certainly not allow destruction of
  any other lawful good item and might encourage their discovery,
  even at the risk of having to face grim odds to do so.
  Items with personalities are never totally controlled or silenced
  by the characters who possess them, even though they may never
  successfully control their possessors. They may be powerless to
  force their demands but remain undaunted and continue to air
  their wishes and demands. Even a humble +1 weapon of unusual
  nature can be a vocal martyr, denigrating its own abilities and
  asking only that the character give it the chance to shatter itself
  against some hated enemy.
  Note: You should roleplay the item as you would any NPC.
  Refer to Table 4–24: One Hundred Traits (page 128) for ideas on
  personality quirks to make an intelligent item’s persona more
  memorable.
  INTELLIGENT ITEM EXAMPLES
  The items presented below can fit directly into most campaigns,
  but you should adjust them, changing their alignment, personal-
  ity, or even their abilties where needed to fit the particulars of
  your campaign, its history, and its characters.
  Acrola, Watchful Tooth of Ashardalon: +5 keen dagger; AL
  CG; Int 10, Wis 18, Cha 18; Speech, telepathy, 120 ft. darkvision,
  blindsense, and hearing; Ego score 22.
  Lesser Powers: Zone of truth 3/day, Item has 10 ranks in Listen
  (total modifier +14) and Spot (total modifier +14).
  Greater Powers: Clairvoyance 3/day, slow 3/day.
  Personality: Bards tell that a tooth pried from the living body of
  the terrible dragon Ashardalon arose with its own mind and will.
  The tale would seem odd, for the goals of the long knife are noth-
  ing like those of the dread dragon. The well-intentioned but tire-
  less dagger has taken as its personal cause that of protecting the
  weak and the helpless. Acrola frequently uses its clairvoyance
  power to scout out areas of trouble or evil, and then Acrola drags
  its wielder into the fray.
  Strong transmutation; CL 15th; Craft Magic Arms and Armor,
  keen edge; Price 132,802 gp.
  Jomnoth, Giantblight: +3 giantbane dwarven waraxe; AL LG; Int
  10, Wis 14, Cha 14; Speech, 120 ft. vision and hearing; Ego score 14.
  Lesser Powers: Cure moderate wounds 3/day, detect magic at will.
  Special Purpose: Defeat/slay giants.
  Dedicated Power: Song of discord.
  Personality: Forged by a long-dead dwarf smith, Jomnoth, also
  known as Giantblight, dates from an age of giant invasions. The
  success of the waraxe cannot be questioned, since upon occasion a
  single dwarf hero has struck down a number of bewildered and
  overwhelmed giants. A stoic but forceful will has been incarnated
  into the waraxe blade. Jomnoth speaks little, and is reluctant to
  give advice or gainsay its wielder except under the most extreme
  circumstances. As long its owner is willing to strike deep into the
  keeps and lairs of giantkind, the waraxe never objects.
  Strong conjuration; CL 15th; Craft Magic Arms and Armor,
  summon monster I; Price 176,430 gp.
  Iquel: +2 holy composite longbow; AL NG; Int 17, Wis 10, Cha 17;
  Speech, telepathy, 120 ft. darkvision and hearing; Ego score 16.
  Lesser Powers: Daze monster 3/day, faerie fire 3/day, locate object
  3/day.
  Greater Powers: Lesser globe of invulnerability 1/day.
  Personality: A loyal and trusted companion to the hero Iquel,
  this once nameless bow took its first wielder’s name after his
  heroic stand against a balor. Since then, Iquel has searched for a
  wielder who can live up to its high standard: a grandmaster
  archer with a zeal for good. Despite its commitment to the forces
  of good in the world, Iquel enjoys casual conversation, relaxation,
  and delicate care.
  Strong evocation (if miracle is used) [good]; CL 17th; Craft
  Magic Arms and Armor, wish or miracle; Price 66,600 gp.
  271
  CHAPTER 7:
  MAGIC ITEMS
  
  272
  Bosk, the Poetic Blade: +2 longsword; AL N; Int 14, Wis 14, Cha
  10; Speech, 30 ft. vision and hearing; Ego score 8.
  Lesser Powers: Bless 3/day, hold person 3/day.
  Personality: Created by a wizard experimenting with sentience,
  Bosk was later sold by its creator and has changed hands many
  times. Always willing to offer its opinion, advice, a story, or even a
  poem of its own devising, Bosk has never met an owner who was a
  perfect match, though perhaps a deaf swordwielder would be best.
  Moderate divination; CL 15th; Craft Magic Arms and Armor,
  legend lore; Price 15,815 gp.
  Vesac, the Deceiver: Luck blade; AL NE; Int 16, Wis 10, Cha 16;
  Speech, 60 ft. darkvision and hearing; Ego score 15.
  Lesser Powers: Minor image 1/day, major image 1/day, 10 ranks in
  Bluff (total modifier +13).
  Personality: A powerful and selfish blade, Vesac has served as the
  weapon of dozens of petty tyrants and would-be conquerors. The
  lure of its powerful three wishes draws in many who seek to gain
  power, wealth, or advance their own agenda. However, Vesac itself
  is only interested in advancing the tales of its own legend. Despite
  having many wielders over the ages, it continues to hoard its
  wishes, frequently deluding wielders (by using its illusion powers)
  into thinking that their desires have been fulfilled.
  Strong evocation (if miracle is used); CL 17th; Craft Magic Arms
  and Armor, wish or miracle; Price 161,560 gp; Cost 80,780 gp +
  5,718 XP.
  Zax, Cloak of Kings: Cloak of Charisma +6; AL LN; Int 10, Wis
  14, Cha 14; Speech, 120 ft. vision and hearing; Ego score 5.
  Lesser Powers: Zone of truth 3/day, Item has 10 ranks in Diplo-
  macy (total modifier +12) and 10 ranks in Knowledge (history)
  (total modifier +10).
  Personality: This magic cloak has provided advice to royal courts
  for generation after generation, not only the settling of disputes,
  but also with accounts of the foibles of leaders past. Zax, as this
  cape has always been known, is a fine-looking garment of sable
  and fur. Like most rulers, Zax itself has grown somewhat stern and
  aloof over the years, though its Ego has never been strong enough
  to dominate its wearer.
  Moderate conjuration; CL 15th; Craft Wondrous Item, eagle’s
  splendor; Price 56,500 gp.
  CURSED ITEMS
  In the process of crafting a magic item, so many delicate factors
  have to be taken into account that occasionally things are bound
  to go awry. These small errors are often readily apparent and usu-
  ally show up immediately. Sometimes, however, they are more
  subtle and don’t emerge until days, months, or even years later.
  Other factors can make a magic item go wrong as well—things
  not the fault of its creator in any way. The forces of chaos and gen-
  eral entropy can cause magic to decay or become corrupted. Time
  corrodes all things—even magic. Long exposure to powerful mag-
  ical forces, gateways to other planes, or even the proximity of
  other magic items or creatures can alter a magic item in odd ways.
  Finally, items with unpredictable or cursed effects can be created
  by the devious intention of spellcasters who are malicious, chaotic,
  or simply insane. These are the most dangerous cursed items of all.
  Cursed items are magic items with some sort of potentially neg-
  ative impact. Sometimes they’re directly bad for the user; some-
  times they’re just inconvenient. Occasionally they mix bad with
  good, forcing characters to make difficult choices. If you want to
  include the chance for cursed items in your game, determine trea-
  sure randomly as usual. Whenever you roll for a magic item, how-
  ever, make a second secret d% roll. On a result of 01–05, the item
  generated is cursed in some way. To determine how the item is
  cursed, consult the table below.
  Cursed Item Common Curses
  d%
  Curse
  01–15
  Delusion
  16–35
  Opposite effect or target
  36–45
  Intermittent functioning
  46–60
  Requirement
  61–75
  Drawback
  76–90
  Completely different effect
  91–100
  Substitute specific cursed item
  Delusion: The user believes the item is what it appears to be,
  yet it actually has no magical power other than to deceive. The
  user is mentally fooled into thinking the item is functioning
  (making him invisible, emitting lightning bolts, or whatever)
  and cannot be convinced otherwise without the help of a remove
  curse spell.
  Opposite Effect or Target: These cursed items malfunction, so
  that either they do the opposite of what the creator intended, or
  they target the user instead of someone else. For example, eyes of
  charming with the opposite effect makes targets hostile rather than
  charming them. A staff of healing causes wounds. Eyes of petrification
  turn the wearer to stone. A magic arrow curves around to strike the
  archer. The interesting point to keep in mind here is that these
  items aren’t always bad to have. A wand of lightning bolt that heals
  rather than harms can be used as a potent healing item.
  Opposite-effect items include weapons that impose penalties
  on attack and damage rolls rather than bonuses. Just as a character
  shouldn’t necessarily immediately know what the enhancement
  bonus of a noncursed magic item is, she shouldn’t immediately
  know that a weapon is cursed. Once she knows, however, the item
  can be discarded unless some sort of compulsion is placed upon it
  that compels the wielder to keep and use it. In such cases, a remove
  curse spell is generally needed to get rid of the item.
  Intermittent Functioning: The three varieties of intermit-
  tent functioning items all function perfectly as described—at
  least some of the time. The three varieties are unreliable, depend-
  ent, and uncontrolled items.
  Unreliable: Each time the item is activated, there is a 5% chance
  (01–05 on d%) that it does not function. At the DM’s option, the
  failure chance can be altered to be anything from 1% to 10%, de-
  pending on the item and the campaign.
  Dependent: The item only functions in certain situations. To
  determine what the situation is, either select a situation or roll on
  the following table.
  d%
  Situation
  01–03
  Temperature below freezing
  04–05
  Temperature above freezing
  06–10
  During the day
  11–15
  During the night
  16–20
  In direct sunlight
  21–25
  Out of direct sunlight
  26–34
  Underwater
  35–37
  Out of water
  38–45
  Underground
  46–55
  Aboveground
  56–60
  Within 10 feet of a random creature type
  61–64
  Within 10 feet of a random race or kind of creature
  65–72
  Within 10 feet of an arcane spellcaster
  73–80
  Within 10 feet of a divine spellcaster
  81–85
  In the hands of a nonspellcaster
  86–90
  In the hands of a spellcaster
  91–95
  In the hands of a creature of a particular alignment
  96
  In the hands of a creature of particular gender
  97–99
  On nonholy days or during particular astrological events
  100
  More than 100 miles from a particular site
  CHAPTER 7:
  MAGIC ITEMS
  
  Uncontrolled: An uncontrolled item occasionally activates at
  random times. Roll d% every day. On a result of 01–05 (or what-
  ever range the DM decides is appropriate), the item activates at
  some random point during that day. Results range from the
  humorous, such as when the wearer of a cursed ring of invisibility
  suddenly disappears right in the middle of bargaining in the
  market, to the disastrous, such as when the wielder’s wand of fire-
  ball discharges in the midst of her friends—er, former friends.
  Requirement: In a sense, a command word is a requirement.
  Nevertheless, some items have much more stringent require-
  ments that must be met for them to be usable. To keep an item
  with this kind of curse functioning, one or more of the following
  conditions must be met.
  • Character must eat twice as much as normal.
  • Character must sleep twice as much as normal.
  • Character must undergo a specific quest (one time only, and
  then item functions normally thereafter).
  • Character must sacrifice (destroy) 100 gp worth of valuables per
  day.
  • Character must sacrifice (destroy) 2,000 gp worth of magic
  items each week.
  • Character must swear fealty to a particular noble or his family.
  • Character must discard all other magic items.
  • Character must worship a particular deity.
  • Character must change her name to a specific name. (The item
  only works for characters of that name.)
  • Character must add a specific class at the next opportunity if
  not of that class already.
  • Character must have a minimum number of ranks in a particu-
  lar skill.
  • Character must sacrifice some part of her life energy (2 points
  of Constitution) one time. If the character gets the Constitution
  points back (such as from a restoration spell), the item ceases
  functioning. (The item does not cease functioning if the char-
  acter receives a Constitution increase caused by level gain, a
  wish, or the use of a magic item.)
  • Item must be cleansed with holy water each day.
  • Item must be used to kill a living creature each day.
  • Item must be bathed in volcanic lava once per month.
  • Item must be used at least once a day, or it won’t function again
  for its current possessor.
  • Item must draw blood when wielded (weapons only). It can’t be
  put away or exchanged for another weapon until it has scored a
  hit.
  • Item must have a particular spell cast upon it each day (such as
  bless, atonement, or animate objects).
  Requirements are so dependent upon suitability to the item that
  they should never be determined randomly. An item with a re-
  quirement that is also intelligent often imposes its requirement
  through its personality. If the requirement is not met, the item
  ceases to function. If it is met, usually the item functions for one
  day before the requirement must be met again (although some
  requirements are one time only, others monthly, and still others
  continuous).
  Drawback: Items with drawbacks are usually still beneficial to
  the possessor (for instance, a weapon with an enhancement bonus
  continues to benefit its wielder in combat), but they also carry
  some negative aspect. You might think of them as “give and take”
  items. Although sometimes drawbacks occur only when the item
  is used (or held, in the case of some items such as weapons), usu-
  ally the drawback remains with the character for as long as she has
  the item.
  Roll on the table below to generate a drawback that (unless oth-
  erwise indicated) remains in effect as long as the item is in the
  character’s possession.
  d%
  Drawback
  01–04
  Character’s hair grows 1 inch longer. Only happens once.
  05–09
  Character either shrinks 1/2 inch (01–50 on d%) or grows
  that much taller (51–100). Only happens once.
  10–13
  Temperature around item is 10°F cooler than normal.
  14–17
  Temperature around item is 10°F warmer than normal.
  18–21
  Character’s hair color changes.
  22–25
  Character’s skin color changes.
  26–29
  Character now bears some identifying mark (tattoo, weird
  glow, or the like).
  30–32
  Character’s gender changes.
  33–34
  Character’s race or kind changes.
  35
  Character is afflicted with a random disease that cannot be
  cured.
  36–39
  Item continually emits a disturbing sound (moaning,
  weeping, screaming, cursing, insults).
  40
  Item looks ridiculous (garishly colored, silly shape, glows
  bright pink, . . .).
  41–45
  Character becomes selfishly possessive about the item.
  46–49
  Character becomes paranoid about losing the item and
  afraid of damage occurring to it.
  50–51
  Character’s alignment changes.
  52–54
  Character must attack nearest creature (5% chance [01–05
  on d%] each day).
  55–57
  Character is stunned for 1d4 rounds once item function is
  finished (or randomly, 1/day).
  58–60
  Character’s vision is blurry (–2 penalty on attack rolls,
  saves, and skill checks requiring vision).
  61–64
  Character gains one negative level.
  65
  Character gains two negative levels.
  66–70
  Character must make a Will save each day or take 1 point of
  Intelligence damage.
  71–75
  Character must make a Will save each day or take 1 point of
  Wisdom damage.
  76–80
  Character must make a Will save each day or take 1 point of
  Charisma damage.
  81–85
  Character must make a Fortitude save each day or take 1
  point of Constitution damage.
  86–90
  Character must make a Fortitude save each day or take 1
  point of Strength damage.
  91–95
  Character must make a Fortitude save each day or take 1
  point of Dexterity damage.
  96
  Character is polymorphed into a specific creature (5%
  chance [01–05 on d%] each day).
  97
  Character cannot cast arcane spells.
  98
  Character cannot cast divine spells.
  99
  Character cannot cast any spells.
  100
  DM either picks one of the above that’s appropriate or
  creates a drawback specifically for that item.
  Completely Different Effect: The DM should choose a nega-
  tive effect for the item, perhaps using the specific cursed items
  (see below) as examples. The item may seem to be the item that
  was originally determined, but at some juncture it displays differ-
  ent properties altogether.
  SPECIFIC CURSED ITEMS
  The items on Table 7–31: Specific Cursed Items are provided as
  examples of cursed items. They are given creation prerequisites,
  should someone want to intentionally create them (although that
  does not need to be the origin of the item if you choose other-
  wise). Note, however, two exceptions: The crystal hypnosis ball and
  the bag of devouring cannot be created by any known means. The
  bag of devouring is a creature, and the crystal hypnosis ball is the tool
  of powerful NPCs such as liches.
  A simple detect magic spell yields a misleading aura and strength,
  often indicating that the item is a noncursed item of similar sort.
  273
  CHAPTER 7:
  MAGIC ITEMS
  
  274
  An identify spell only has a 1% chance per caster level to reveal a
  cursed item’s true properties, including the cursed aspect. Analyze
  dweomer reveals the true nature of a cursed item.
  Amulet of Inescapable Location: This device is typically
  worn on a chain or as a brooch. It appears, to magical analysis, to
  prevent location, scrying (crystal ball viewing and the like), or
  detection or influence by detect thoughts or telepathy. It seems to be
  an amulet of proof against detection and location. Actually, the amulet
  gives the wearer a –10 penalty on all saves against divination
  spells.
  Moderate abjuration; CL 10th; Create Wondrous Item, bestow
  curse; Price 1,000 gp.
  Armor of Arrow Attraction: Magical analysis indicates that
  this armor is a normal suit of +3 full plate. However, the armor is
  cursed. It works normally with regard to melee attacks but actu-
  ally serves to attract ranged weapons. The wearer takes a –15
  penalty to AC against any attack by a ranged weapon. The true
  nature of the armor does not reveal itself until the character is
  fired upon in earnest—simple experiments (throwing rocks, for
  example) do not suffice.
  Strong abjuration; CL 16th; Craft Magic Arms and Armor,
  bestow curse; Price 9,000 gp.
  Armor of Rage:This armor is similar in appearance to a breastplate
  of command and functions as a suit of +1 full plate. However, when it is
  worn, the armor causes the character to take a –4 penalty to Charisma.
  All unfriendly characters within 300 feet have a +1 morale bonus on
  attack rolls against her. The effect is not noticeable to the wearer or
  those affected. (In other words, the wearer does not immediately
  notice that donning the armor is the cause of her problems, nor do
  foes understand the reason for the depth of their enmity.)
  Strong necromancy; CL 16th; Craft Magic Arms and Armor,
  bestow curse; Price 1,600 gp.
  Bag of Devouring:This bag appears to be an ordinary sack. De-
  tection for magical properties makes it seem as if it were a bag of
  holding. The sack is, however, a lure used by an extradimensional
  creature—in fact, one of its feeding orifices.
  Any substance of animal or vegetable nature is subject to “swal-
  lowing’’ if thrust within the bag. The bag of devouring is 90% likely
  to ignore any initial intrusion, but any time thereafter that it
  senses living flesh within (such as if someone reaches into the bag
  to pull something out), it is 60% likely to close around the offend-
  ing member and attempt to draw the whole victim in. The bag has
  a +8 bonus on grapple checks made to pull someone in.
  The bag can hold up to 30 cubic feet of matter. It acts as a bag of
  holding type I, but each hour it has a 5% cumulative chance of swal-
  lowing the contents and then spitting the stuff out in some non-
  space or on some other plane. Creatures drawn within are con-
  sumed in 1 round. The bag destroye the victim’s body and prevents
  any form of raising or resurrection that requires part of the corpse.
  There is a 50% chance that a wish, miracle, or true resurrection spell
  can restore a devoured victim to life. Check once for each
  destroyed creature. If the check fails, the creature cannot be
  brought back to life by mortal magic.
  Moderate conjuration; CL 17th; In effect, this is a creature and
  cannot be created; Price n/a.
  Boots of Dancing:These boots initially appear and function as
  one of the other kinds of magic boots (DM’s choice). But when the
  wearer is in (or fleeing from) melee combat, boots of dancing
  impede movement, making him behave as if Otto’s irresistible dance
  had been cast upon him. Only a remove curse spell enables the
  wearer to be rid of the boots once their true nature is revealed.
  Strong enchantment; CL 16th; Create Wondrous Item, Otto’s
  irresistible dance; Price 30,000 gp.
  Bracers of Defenselessness: These appear to be bracers of
  armor +5 and actually serve as such until the wearer is attacked in
  anger by an enemy with a Challenge Rating equal to or greater
  CHAPTER 7:
  MAGIC ITEMS
  BEHIND THE CURTAIN: 
  PUTTING CURSED ITEMS IN YOUR GAME
  Some DMs decide not to use cursed items because they complicate
  the discovery process, since all the players are nervous about having
  their characters try to use newly found items. Other DMs include them
  for a variation of the same reason: Discovering new items becomes
  more exciting, because there’s always a minor hint of danger.
  Items with requirements and drawbacks force players to make diffi-
  cult decisions, which makes for interesting roleplaying opportunities:
  “Do I want the backbiter spear, even though it occasionally attacks me?”
  Don’t give out a lot of cursed items that characters can’t get rid of
  in any way—that only becomes annoying to players. While some
  cursed items are meant to hassle the players a little, too much annoy-
  ance detracts from fun game play. Once a player has figured out that
  her character has a cursed item, most of the time she should just be
  able to rid herself of it.
  And of course, some cursed items aren’t really that bad. Dust of
  sneezing and choking, once it’s identified, can be a potent weapon.
  Some players who identify cursed items for what they really are will still
  try to think of some use for them. Some DMs assume that players will
  discard cursed items when they can, which is not necessarily the case.
  Expect most to do so, but don’t step on the creativity of those who
  think of some ingenious use for a cursed item.
  Some of the items on the regular magic item tables have drawbacks
  or limitations but aren’t mentioned in this section. That’s because
  either the item is still so good to have that no one would think twice
  about using it, or the item is too interesting to automatically exclude it
  from a campaign, even if cursed items aren’t used.
  pqqqqrs
  pqqqqrs
  Table 7–31: Specific Cursed Items
  d%
  Item
  Market Price
  01–05
  Incense of obsession
  200 gp
  06–15
  Ring of clumsiness
  500 gp
  16–20
  Amulet of inescapable location
  1,000 gp
  21–25
  Stone of weight
  1,000 gp
  26–30
  Bracers of defenselessness
  1,200 gp
  31–35
  Gauntlets of fumbling
  1,300 gp
  36–40
  –2 sword, cursed
  1,500 gp
  41–43
  Armor of rage
  1,600 gp
  44–46
  Medallion of thought projection
  1,800 gp
  47–52
  Flask of curses
  2,100 gp
  53–54
  Dust of sneezing and choking
  2,400 gp
  55
  Helm of opposite alignment
  4,000 gp
  56–60
  Potion of poison
  5,000 gp
  61
  Broom of animated attack
  5,200 gp
  62–63
  Robe of powerlessness
  5,500 gp
  64
  Vacuous grimoire
  6,000 gp
  65–68
  Spear, cursed backbiter
  7,500 gp
  69–70
  Armor of arrow attraction
  9,000 gp
  71–72
  Net of snaring
  10,000 gp
  73–75
  Bag of devouring
  —
  76–80
  Mace of blood
  16,000 gp
  81–85
  Robe of vermin
  16,500 gp
  86–88
  Periapt of foul rotting
  17,000 gp
  89–92
  Sword, berserking
  17,500 gp
  93–96
  Boots of dancing
  30,000 gp
  97
  Crystal hypnosis ball
  —
  98
  Necklace of strangulation
  60,000 gp
  99
  Cloak of poisonousness
  62,000 gp
  100
  Scarab of death
  80,000 gp
  
  than her level. At that moment and thereafter, the bracers cause a
  –5 penalty to AC. Once their curse is activated, bracers of defenseless-
  ness can be removed only by means of a remove curse spell.
  Moderate conjuration; CL 16th; Create Wondrous Item, mage
  armor, bestow curse; Price 1,200 gp.
  Broom of Animated Attack: This item is indistinguishable in
  appearance from a normal broom. It is identical to a broom of flying
  by all tests short of attempted use. Using it reveals that a broom of
  animated attack is a very nasty item.
  If a command (“Fly,” “Go,” “Giddy-up,” or some similar word) is
  spoken, the broom does a loop-the-loop with its hopeful rider,
  dumping him on his head from 1d4+5 feet off the ground (no
  falling damage, since the fall is less than 10 feet). The broom then
  attacks the victim, swatting the face with the straw or twig end
  and beating him with the handle end.
  The broom gets two attacks per round with each end (two swats
  with the straw and two with the handle, for a total of four attacks
  per round). It attacks with a +5 bonus on each attack roll. The
  straw end causes a victim to be blinded for 1 round when it hits.
  The handle deals 1d6 points of damage when it hits. The broom
  has AC 13, 18 hit points, and hardness 4.
  Moderate transmutation; CL 10th; Create Wondrous Item, fly,
  animate objects; Price 5,200 gp.
  Cloak of Poisonousness: This cloak is usually made of a
  woolen material, although it can be made of leather. A detect poison
  spell can reveal the presence of poison impregnated in the cloak’s
  fabric. The garment can be handled without harm, but as soon as it
  is actually donned the wearer is killed instantly unless she suc-
  ceeds on a DC 28 Fortitude save. 
  Once donned, a cloak of poisonousness can be removed only with
  a remove curse spell; doing this destroys the magical property of the
  cloak. If a neutralize poison spell is then used, it is possible to revive
  the victim with a raise dead or resurrection spell, but not before.
  Strong abjuration; CL 15th; Create Wondrous Item, poison, and
  limited wish or miracle; Price 62,000 gp.
  Crystal Hypnosis Ball: This cursed item is indistinguishable
  from a normal crystal ball. However, anyone attempting to use the
  scrying device becomes fascinated for 1d6 minutes, and a tele-
  pathic suggestion is implanted in his mind (Will DC 19 negates).
  The user of the device believes that the desired creature or scene
  was viewed, but actually he came under the influence of a powerful
  wizard, lich, or even some power or being from another plane. (The
  DM should choose the controller to fit his or her campaign.) Each
  further use brings the crystal hypnosis ball gazer deeper under the
  influence of the controller, either as a servant or a tool. The DM
  decides whether to make this a gradual or sudden affair, according
  to the surroundings and circumstances peculiar to the finding of
  the crystal hypnosis ball and the character locating it. Note that
  throughout this time, the user remains unaware of his subjugation.
  Moderate divination; CL 17th; In effect, this is a minor artifact
  and cannot be created; Price n/a.
  Dust of Sneezing and Choking: This fine dust appears to be
  dust of appearance. If cast into the air, it causes those within a 20-
  foot spread to fall into fits of sneezing and coughing. Those failing
  a DC 15 Fortitude save take 2d6 points of Constitution damage
  immediately. In addition, those failing a second DC 15 Fortitude
  save 1 minute later are dealt 1d6 points of Constitution damage.
  Those who succeed on either saving throw are nonetheless dis-
  abled by choking (treat as stunned) for 5d4 rounds.
  Faint conjuration; CL 7th; Create Wondrous Item, poison; Price
  2,400 gp.
  Flask of Curses: This item looks like an ordinary beaker,
  bottle, container, decanter, flask, or jug. It may contain a liquid, or
  it may emit smoke. When the flask is first unstoppered, all within
  30 feet must make a DC 17 Will save or be cursed, taking a –2
  penalty on attack rolls, saving throws, and skill checks until a
  remove curse spell is cast upon them.
  Moderate conjuration; CL 7th; Create Wondrous Item, bestow
  curse; Price 2,100 gp.
  Gauntlets of Fumbling: These gauntlets may be of supple
  leather or heavy protective material suitable for use with armor
  (ring, scale, chain, and so on). In the former instance, they appear
  to be gloves of Dexterity. In the latter case, they appear to be gauntlets
  of ogre power. The gauntlets perform according to every test as if
  they were gloves of Dexterity or gauntlets of ogre power until the wearer
  finds herself under attack or in a life-and-death situation. At that
  time, the curse is activated. The wearer becomes fumble-fingered,
  with a 50% chance each round of dropping anything held in either
  hand. The gauntlets also lower Dexterity by 2 points. Once the
  curse is activated, the gloves can be removed only by means of a
  remove curse spell, a wish, or a miracle.
  Moderate transmutation; CL 7th; Create Wondrous Item, bestow
  curse; Price 1,300 gp.
  Helm of Opposite Alignment:This metal hat looks like a typ-
  ical helmet. When placed upon the head, however, its curse imme-
  diately takes effect (Will DC 15 negates). On a failed save, the
  alignment of the wearer is radically altered to an alignment as dif-
  ferent as possible from the former alignment—good to evil,
  chaotic to lawful, neutral to some extreme commitment (LE, LG,
  CE, or CG). Alteration in alignment is mental as well as moral, and
  the individual changed by the magic thoroughly enjoys his new
  outlook. A character who succeeds on his save can continue to
  wear the helmet without suffering the effect of the curse, but if he
  takes it off and later puts it on again, another save is required. The
  curse only works once; that is, a character whose alignment has
  been changed cannot change it again by donning the helmet a
  second time.
  Only a wish or a miracle can restore former alignment, and the
  affected individual does not make any attempt to return to the for-
  mer alignment. (In fact, he views the prospect with horror and
  avoids it in any way possible.) If a character of a class with an align-
  ment requirement is affected, an atonement spell is needed as well
  if the curse is to be obliterated. When a helm of opposite alignment
  has functioned once, it loses its magical properties.
  Strong transmutation; CL 12th; Create Wondrous Item, creator
  must be 12th level; Price 4,000 gp; Weight 3 lb.
  Incense of Obsession: These blocks of incense appear to be
  incense of meditation. If meditation and prayer are conducted while
  incense of obsession is burning nearby, its odor and smoke cause the
  user to become totally confident that her spell ability is superior,
  due to the magic incense. The user is determined to use her spells
  at every opportunity, even when not needed or when useless. The
  user remains obsessed with her abilities and spells until all have
  been used or cast, or until 24 hours have elapsed.
  Moderate enchantment; CL 6th; Create Wondrous Item, bestow
  curse; Price 200 gp.
  Mace of Blood: This +3 heavy mace must be coated in blood
  every day, or its bonus fades away (until the mace is coated again).
  The character using this mace must make a DC 13 Will save every
  day it is within his possession or become chaotic evil.
  Moderate abjuration; CL 8th; Craft Magic Arms and Armor, cre-
  ator must be at least 9th level and chaotic evil; Price 16,000 gp.
  Medallion of Thought Projection: This device seems like a
  medallion of thoughts, even down to the range at which it functions,
  except that the thoughts overheard are muffled and distorted, re-
  quiring a DC 15 Will save to sort out. However, while the user
  thinks she is picking up the thoughts of others, all she is really
  hearing are figments created by the medallion itself. These illu-
  sory thoughts always seem plausible and thus can seriously mis-
  lead any who rely upon them. What’s worse, unknown to her, the
  cursed medallion actually broadcasts her thoughts to creatures in
  the path of the beam, thus alerting them to her presence.
  Faint divination; CL 7th; Create Wondrous Item, detect thoughts,
  ghost sound; Price 1,800 gp.
  275
  CHAPTER 7:
  MAGIC ITEMS
  
  276
  Necklace of Strangulation: A necklace of strangulation appears
  to be a rare and wondrous piece of valuable jewelry and, short of
  the use of something as powerful as a miracle or a wish, can only be
  identified as a cursed item when placed around a character’s neck.
  The necklace immediately constricts, dealing 6 points of damage
  per round. It cannot be removed by any means short of a limited
  wish, wish, or miracle and remains clasped around the victim’s
  throat even after his death. Only when he has decayed to a dry
  skeleton (after approximately one month) does the necklace
  loosen, ready for another victim.
  Strong conjuration; CL 18th; Create Wondrous Item, slay living;
  Price 60,000 gp.
  Net of Snaring: This net provides a +3 bonus on attack rolls but
  can only be used underwater, thus making it a somewhat useful item
  rather than what most would really call a cursed item. Underwater, it
  can be commanded to shoot forth up to 30 feet to trap a creature.
  Moderate evocation; CL 8th; Craft Magic Arms and Armor, free-
  dom of movement; Price 10,000 gp.
  Periapt of Foul Rotting: This engraved gem appears to be of
  little value. If any character keeps the periapt in her possession for
  more than 24 hours, she contracts a terrible rotting affliction that
  permanently drains 1 point of Dexterity, Constitution, and
  Charisma every week. The periapt (and the affliction) can be
  removed only by application of a remove curse spell followed by a
  cure disease and then a heal, miracle, limited wish, or wish spell. The
  rotting can also be countered by crushing a periapt of health and
  sprinkling its dust upon the afflicted character (a full-round
  action), whereupon the periapt of foul rotting likewise crumbles to
  dust.
  Faint abjuration; CL 10th; Create Wondrous Item, contagion;
  Price 17,000 gp.
  Potion of Poison: This potion has lost its once beneficial mag-
  ical abilities and has become a potent poison. The imbiber must
  make a DC 16 Fortitude save or take 1d10 points of Constitution
  damage. A minute later he must save again (DC 16) or take 1d10
  points of Constitution damage.
  Moderate conjuration; CL 12th; Craft Wondrous Item, poison;
  Price 5,000 gp.
  Robe of Powerlessness: A robe of powerlessness appears to be a
  magic robe of another sort. As soon as a character dons this gar-
  ment, she takes a –10 penalty to Strength and Intelligence, forget-
  ting spells and magic knowledge accordingly. The robe can be
  removed easily, but in order to restore mind and body, the charac-
  ter must receive a remove curse spell followed by heal.
  Moderate transmutation; CL 13th; Create Wondrous Item,
  bestow curse, permanency; Price 5,500 gp.
  Robe of Vermin: The wearer notices nothing unusual when
  the robe is donned, other than that it offers great magical defense
  (as a cloak of resistance +4). However, as soon as he is in a situation
  requiring concentration and action against hostile opponents, the
  true nature of the garment is revealed: The wearer immediately
  suffers a multitude of bites from the insects that magically infest
  the garment. He must cease all other activities in order to scratch,
  shift the robe, and generally show signs of the extreme discomfort
  caused by the bites and movement of these pests.
  The wearer takes a –5 penalty on initiative checks and a –2
  penalty on all attack rolls, saves, and skill checks. If he tries to cast
  a spell, he must make a Concentration check (DC 20 + spell level)
  or lose the spell.
  Moderate abjuration; CL 13th; Create Wondrous Item, summon
  swarm, creator must be at least 13th level; Price 16,500 gp.
  Ring of Clumsiness: This ring operates exactly like a ring of
  feather falling. However, it also makes the wearer clumsy. She takes
  a –4 penalty to Dexterity and has a 20% chance of spell failure
  when trying to cast any arcane spell that has a somatic component.
  (This chance of spell failure stacks with other arcane spell failure
  chances.)
  Strong transmutation; CL 15th; Forge Ring, feather fall, bestow
  curse; Price 500 gp.
  Scarab of Death: This small pin appears to be any one of the
  various beneficial amulets, brooches, or scarabs. However, if it is
  held for more than 1 round or carried by a living creature for 1
  minute, it changes into a horrible burrowing beetlelike crea-
  ture. The thing tears through any leather or cloth, burrows into
  flesh, and reaches the victim’s heart in 1 round, causing death. A
  DC 25 Reflex save allows the wearer to tear the scarab away
  before it burrows out of sight, but he still takes 3d6 points of
  damage. The beetle then returns to its scarab form. Placing the
  scarab in a container of wood, ceramic, bone, ivory, or metal pre-
  vents the monster from coming to life and allows for long-term
  storage of the item.
  Strong abjuration; CL 19th; Create Wondrous Item, slay living;
  Price 80,000 gp.
  Spear, Cursed Backbiter: This is a +2 shortspear, but each time
  it is used in melee against a foe and the attack roll is a natural 1,
  it damages its wielder instead of her intended target. When the
  curse takes effect, the spear curls around to strike its wielder in
  the back, automatically dealing the damage to the wielder. The
  curse even functions when the spear is hurled, and in such a case
  the damage to the hurler is doubled.
  Moderate evocation; CL 10th; Craft Magic Arms and Armor,
  bestow curse; Price 7,500 gp.
  Stone of Weight (Loadstone): This stone appears to be a dark,
  smoothly polished stone. It reduces the possessor’s base land
  speed to one-half of normal. Once picked up, the stone cannot be
  disposed of by any nonmagical means—if it is thrown away or
  smashed, it reappears somewhere on his person. If a remove curse
  spell is cast upon a loadstone, the item may be discarded normally
  and no longer haunts the individual.
  Faint transmutation; CL 5th; Create Wondrous Item, slow; Price
  1,000 gp.
  –2 Sword, Cursed: This longsword performs well against tar-
  gets in practice, but when used against an opponent in combat, it
  causes its wielder to take a –2 penalty on attack rolls.
  All damage dealt is also reduced by 2 points, but never below a
  minimum of 1 point of damage on any successful hit. After one
  week in a character’s possession, the sword always forces that
  character to employ it rather than another weapon. The sword’s
  owner automatically draws it and fights with it even when she
  meant to draw or ready some other weapon. The sword can be
  gotten rid of only by means of limited wish, wish, or miracle.
  Strong evocation; CL 15th; Craft Magic Arms and Armor, bestow
  curse, and limited wish or miracle; Price 1,500 gp.
  Sword, Berserking: This item appears to have the characteris-
  tics of a +2 greatsword. However, whenever the sword is used in
  battle, its wielder goes berserk (gaining all the benefits and draw-
  backs of the barbarian’s rage ability). He attacks the nearest crea-
  ture and continues to fight until unconscious or dead or until no
  living thing remains within 30 feet. Although many see this
  sword as a cursed object, others see it as a boon.
  Moderate evocation; CL 8th; Craft Magic Arms and Armor, rage,
  bestow curse; Price 17,500 gp.
  Vacuous Grimoire: A book of this sort looks like a normal
  one on some mildly interesting topic. Any character who opens
  the work and reads so much as a single word therein must
  make two DC 15 Will saves. The first is to determine if the
  reader takes 1 point of permanent Intelligence drain. The
  second is to find out if the reader takes 2 points of permanent
  Wisdom drain. To destroy the book, a character must burn it
  while casting remove curse. If the grimoire is placed with other
  books, its appearance instantly alters to conform to the look of
  those other works.
  Strong enchantment; CL 20th; Create Wondrous Item, feeble-
  mind; Price 6,000 gp.
  CHAPTER 7:
  MAGIC ITEMS
  
  Selling Cursed Items
  Suppose you have planted an amulet of inescapable location in a trea-
  sure hoard, and the characters have snapped it up—but they
  believe it to be an amulet of proof against detection and location.
  Now, the characters are back in town and divvying up treasure.
  They decide to sell the amulet, expecting to get half of the hefty
  35,000 gp market price. What do you do?
  Alternatively, the characters know that the item is cursed and
  want to try to sell it off as its much more expensive
  noncursed version. What happens next?
  First, remember that the prospective buyer of the
  item has a chance of knowing the item is cursed. As
  a good rule of thumb, give the buyer the same 1%
  chance per level as any caster of the identify spell. In
  some cases, the buyer may have access to analyze
  dweomer, which always identifies a cursed item for
  what it is. A buyer may be willing to pay to have
  the spell cast, or may demand that the characters
  pay for such a casting, before he will go through
  with the deal.
  The characters should be aware (although it’s
  not up to you to tell them) that trying to dupe
  someone into buying a cursed item is an evil act.
  They should also consider the fact that some-
  one who bought an item from them that
  turned out to be cursed will usually seek
  reparations ranging from a full refund to
  bloody, deadly vengenance.
  ARTIFACTS
  The misty past holds many secrets. Great wizards and
  powerful clerics, not to mention the deities them-
  selves, have used spells and created items that are
  beyond the ken of present-day knowledge. These
  items survive as artifacts, but their means of cre-
  ation are long gone.
  Artifacts are extremely powerful. Rather than merely another
  form of magic equipment, they are the sorts of legendary relics
  that whole campaigns can be based on. Each could be the center of
  a whole set of adventures—a quest to recover it, a fight against a
  opponent wielding it, a mission to cause its destruction, and so on.
  No table has been included to randomly generate specific arti-
  facts, since these items should only enter a campaign through
  deliberate choice on your part.
  MINOR ARTIFACTS
  Minor artifacts are not necessarily unique items. Even so, they are
  magic items that no longer can be created, at least by common
  mortal means.
  Minor Artifact Descriptions
  Described below is a selection of the most well-known (not neces-
  sarily the most numerous) minor artifacts.
  Book of Exalted Deeds: This holy book is sacred to divine
  spellcasters of good alignment (LG, NG, CG). Study of the work re-
  quires one week, but upon completion a good spellcaster gains a
  +1 inherent bonus to Wisdom and one experience level—receiv-
  ing enough XP to put the character’s XP total midway between the
  minimum needed for his new (higher) level and the minimum
  needed for the level beyond that.
  Divine spellcasters neither good nor evil (LN, N, CN) lose
  2d6×1,000 XP for perusing the work. Evil divine spellcasters (LE,
  NE, CE) lose twice that amount. In addition, they have to atone
  (see the atonement spell) in order to gain further experience.
  Nonspellcasters who handle or read the book are unaffected.
  Arcane spellcasters who read it take 1 point of permanent Intelli-
  gence drain and lose 1d6×1,000 XP unless they make a DC 15
  Will save.
  Except as indicated above, the writing in a book of exalted deeds
  can’t be distinguished from any other magic book, libram, tome,
  or so on until perused. Once read, the book vanishes, and the
  same character can never benefit from reading another book of
  exalted deeds.
  Strong evocation [good]; CL 19th; Weight 3 lb.
  Book of Infinite Spells: This work bestows upon any charac-
  ter of any class the ability to use the spells within its pages.
  However, any character not already able to use spells gains
  one negative level for as long as the book is in her posses-
  sion or while she uses its power. A book of infinite spells
  contains 1d8+22 pages. The nature of each page is
  determined by a dice roll: 01–50, arcane spell;
  51–100, divine spell.
  Determine the exact spell by using the
  tables for determining major scroll
  spells (the third column on Table
  7–22: Scroll Spell Levels, along with
  Table 7–23: Arcane Spell Scrolls and
  Table 7–24: Divine Spell Scrolls).
  Once a page is turned, it can never be
  flipped back—paging through a book of
  infinite spells is a one-way trip. If the book is
  closed, it always opens again to the page it
  was on before the book was closed. When
  the last page is turned, the book vanishes.
  Once per day the owner of the book can
  cast the spell to which the book is opened. If
  that spell happens to be one that is on the char-
  acter’s class spell list, she can cast it up to four
  times per day. The pages cannot be ripped out
  without destroying the book. Similarly, the spells
  cannot be cast as scroll spells, nor can they be
  copied into a spellbook—their magic is bound
  up permanently within the book itself.
  The owner of the book need not have the book on her person in
  order to use its power. The book can be stored in a place of safety
  while the owner is adventuring and still allow its owner to cast
  spells by means of its power.
  Each time a spell is cast, there is a chance that the energy con-
  nected with its use causes the page to magically turn despite all
  precautions. The owner knows this and may even benefit from the
  turning by gaining access to a new spell. The chance of a page
  turning depends on the spell the page contains and what sort of
  spellcaster the owner is.
  Condition
  Chance of Page Turning
  Caster employing a spell usable by own class and level
  10%
  Caster employing a spell not usable by own class and level
  20%
  Nonspellcaster employing divine spell
  25%
  Nonspellcaster employing arcane spell
  30%
  Treat each spell use as if a scroll were being employed, for pur-
  poses of determining casting time, spell failure, and so on.
  Strong (all schools); CL 18th; Weight 3 lb.
  Book of Vile Darkness: This is a work of ineffable evil—meat
  and drink to divine spellcasters of that alignment (LE, NE, CE). To
  fully consume the contents requires one week of study. Once this
  has been accomplished, an evil spellcaster gains a +1 inherent
  bonus to Wisdom and one experience level—receiving enough
  XP to put the character’s XP total midway between the minimum
  needed for his new (higher) level and the minimum needed for
  the level beyond that.
  All lawful neutral, neutral, or chaotic neutral characters who
  touch the book take 5d4 points of damage, and reading its pages
  277
  CHAPTER 7:
  MAGIC ITEMS
  Illus. by W. Reynolds
  Book of 
  vile darkness
  
  278
  causes them to become evil (Will DC 13 negates). Such converts
  immediately seek out an evil cleric to confirm their new align-
  ment (with an atonement spell).
  Divine spellcasters neither good nor evil (LN, N, CN) who read
  the book either lose 2d6×1,000 XP (01–50 on d%) or become evil
  without benefit from the book (51–100). Good divine spell-
  casters (LG, NG, CG) perusing the pages of the book of vile
  darkness have to make a DC 16 Fortitude save or die. If
  they do not die, they must succeed on a DC 15 Will
  save or suffer from a continuous confusion effect
  (per the insanity spell). In the latter event, even if
  the save is successful, the character loses 20,000
  XP, minus 1,000 for each point of Wisdom he
  has. (This calculation cannot result in an XP
  gain.)
  Other characters of good alignment take
  5d6 points of damage from just handling the
  tome. If such a character looks inside, there is
  an 80% chance that an evil outsider attacks the
  character that night.
  Strong evocation [evil]; CL 19th; Weight
  3 lb.
  Deck of Many Things: A deck of many things
  (both beneficial and baneful) is usually found
  in a box or leather pouch. Each deck contains a
  number of cards or plaques made of ivory or
  vellum. Each is engraved with glyphs, charac-
  ters, and sigils. As soon as one of these cards is
  drawn from the pack, its magic is bestowed
  upon the person who drew it, for better or
  worse.
  The character with a deck of many things who
  wishes to draw a card must announce how
  many cards she will draw before she begins.
  Cards must be drawn within 1 hour of each other,
  and a character can never again draw from this deck
  any more cards than she has announced. If the char-
  acter does not willingly draw her allotted number (or
  if she is somehow prevented from doing so), the cards
  flip out of the deck on their own. Exception: If the jester is
  drawn, the possessor of the deck may elect to draw two addi-
  tional cards.
  Each time a card is taken from the deck, it is replaced (making
  it possible to draw the same card twice) unless the draw is the
  jester or the fool, in which case the card is discarded from the
  pack. A deck of many things contains 22 cards. To simulate the magic
  cards, you may want to use tarot cards, as indicated in
  the second column of the accompanying
  table. If no tarot deck is available, substitute
  ordinary playing cards instead, as indicated
  in the third column. The effects of each card,
  summarized on the table, are fully described
  below.
  Balance: As in “weighed in the balance and
  found wanting,” the character must change to a
  radically different alignment. If the character
  fails to act according to the new alignment, she
  gains a negative level.
  Comet: The character must single-handedly
  defeat the next hostile monster or monsters
  encountered, or the benefit is lost. If successful,
  the character gains enough XP to attain the
  next experience level.
  Donjon: This card signifies imprisonment—
  either by the imprisonment spell or by some
  powerful being, at the DM’s option. All gear
  and spells are stripped from the victim in
  any case. Whether these items are recover-
  able is, likewise, up to the DM. Draw no
  more cards.
  Euryale: The medusalike visage of this card
  brings a curse that only the fates card or a
  deity can remove. The –1 penalty on all saving
  throws is otherwise permanent.
  Fates:This card enables the character to avoid
  even an instantaneous occurrence if so desired,
  for the fabric of reality is unraveled and
  respun. Note that it does not enable something
  to happen. It can only stop something from
  happening or reverse a past occurrence. The
  reversal is only for the character who drew the card;
  other party members may have to endure the situation.
  Flames: Hot anger, jealousy, and envy are but a few of
  the possible motivational forces for the enmity. The
  CHAPTER 7:
  MAGIC ITEMS
  Illus. by W. Reynolds
  Deck of 
  many things
  Deck of Many Things
  Plaque
  Tarot Card
  Playing Card
  Summary of Effect
  Balance
  XI. Justice
  Two of spades
  Change alignment instantly.
  Comet
  Two of swords
  Two of diamonds
  Defeat the next monster you meet to gain one level.
  Donjon
  Four of swords
  Ace of spades
  You are imprisoned.
  Euryale
  Ten of swords
  Queen of spades
  –1 penalty on all saving throws henceforth.
  The Fates
  Three of cups
  Ace of hearts
  Avoid any situation you choose . . . once.
  Flames
  XV. The Devil
  Queen of clubs
  Enmity between you and an outsider.
  Fool
  0. The Fool
  Joker (with trademark)
  Lose 10,000 experience points and you must draw again.
  Gem
  Seven of cups
  Two of hearts
  Gain your choice of twenty-five pieces of jewelry or fifty gems.
  Idiot
  Two of pentacles
  Two of clubs
  Lose Intelligence (permanent drain). You may draw again.
  Jester
  XII. The Hanged Man
  Joker (without trademark)
  Gain 10,000 XP or two more draws from the deck.
  Key
  V. The Hierophant
  Queen of hearts
  Gain a major magic weapon.
  Knight
  Page of swords
  Jack of hearts
  Gain the service of a 4th-level fighter.
  Moon
  XVIII. The Moon
  Queen of diamonds
  You are granted 1d4 wishes.
  Rogue
  Five of swords
  Jack of spades
  One of your friends turns against you.
  Ruin
  XVI. The Tower
  King of spades
  Immediately lose all wealth and real property.
  Skull
  XIII. Death
  Jack of clubs
  Defeat dread wraith or be forever destroyed.
  Star
  XVII. The Star
  Jack of diamonds
  Immediately gain a +2 inherent bonus to one ability score.
  Sun
  XIX. The Sun
  King of diamonds
  Gain beneficial medium wondrous item and 50,000 XP.
  Talons
  Queen of pentacles
  Ace of clubs
  All magic items you possess disappear permanently.
  Throne
  Four of staves
  King of hearts
  Gain a +6 bonus on Diplomacy checks plus a small keep.
  Vizier
  IX. The Hermit
  Ace of diamonds
  Know the answer to your next dilemma.
  The Void
  Eight of swords
  King of clubs
  Body functions, but soul is trapped elsewhere.
  
  enmity of the outsider can’t be ended until one of the parties has
  been slain. Determine the outsider randomly, and assume that it
  attacks the character (or plagues her life in some way) within
  1d20 days.
  Fool: The payment of XP and the redraw are mandatory. This
  card is always discarded when drawn, unlike all others except the
  jester.
  Gem: This card indicates wealth. The jewelry is all gold set with
  gems, each piece worth 2,000 gp, the gems 1,000 gp value each.
  Idiot: This card causes the drain of 1d4+1 points of Intelligence
  immediately. The additional draw is optional.
  Jester: This card is always discarded when drawn, unlike all
  others except the fool. The redraws are optional.
  Key:The magic weapon granted must be one usable by the char-
  acter; use the weapon tables beginning with Table 7–10: Weapon
  Type Determination until a useful item is awarded. It suddenly
  appears out of nowhere in the character’s hand.
  Knight: The fighter appears out of nowhere and serves loyally
  until death. He or she is of the same race (or kind) and gender as
  the character. (See Chapter 4 of this book for typical NPC statistics
  for a 4th-level fighter.)
  Moon:This card sometimes bears the image of a moonstone gem
  with the appropriate number of wishes shown as gleams therein;
  sometimes it depicts a moon with its phase indicating the number
  of wishes (full = four; gibbous = three; half = two; quarter = one).
  These wishes are the same as those granted by the 9th-level wizard
  spell and must be used within a number of minutes equal to the
  number received.
  Rogue: When this card is drawn, one of the character’s NPC
  friends (preferably a cohort) is totally alienated and forever after
  hostile. If the character has no cohorts, the enmity of some pow-
  erful personage (or community, or religious order) can be substi-
  tuted. The hatred is secret until the time is ripe for it to be revealed
  with devastating effect.
  Ruin: As implied by its name, when this card is drawn, all non-
  magical possessions of the drawer are lost.
  Skull: A dread wraith (see page 258 of the Monster Manual)
  appears. Treat this creature as an unturnable undead. The character
  must fight it alone—if others help, they get dread wraiths to fight
  as well. If the character is slain, she is slain forever and cannot be
  revived, even with a wish or a miracle.
  Star: The 2 points are added to any ability the character chooses.
  They cannot be divided among two abilities.
  Sun: Roll for a medium wondrous item (Table 7–28: Medium
  Wondrous Items) until a useful item is indicated.
  Talons: When this card is drawn, every magic item owned or
  possessed by the character is instantly and irrevocably gone.
  Throne:The character becomes a true leader in people’s eyes. The
  castle gained appears in any open area she wishes (but the decision
  where to place it must be made within 1 hour).
  Vizier: This card empowers the character drawing it with the
  one-time ability to call upon a source of wisdom to solve any
  single problem or answer fully any question upon her request. The
  query or request must be made within one year. Whether the
  information gained can be successfully acted upon is another
  question entirely.
  The Void: This black card spells instant disaster. The character’s
  body continues to function, as though comatose, but her psyche is
  trapped in a prison somewhere—in an object on a far plane or
  planet, possibly in the possession of an outsider. A wish or a mira-
  cle does not bring the character back, instead merely revealing the
  plane of entrapment. Draw no more cards.
  Strong (all schools); CL 20th.
  Hammer of Thunderbolts:This +3 Large returning warhammer
  deals 4d6 points of damage on any hit. Further, if the wielder
  wears a belt of giant strength and gauntlets of ogre power and he knows
  that the hammer is a hammer of thunderbolts (not just a +3 war-
  hammer), the weapon can be used to full effect: It gains a total +5
  enhancement bonus, allows all belt and gauntlet bonuses to stack
  (only when using this weapon), and strikes dead any giant upon
  whom it scores a hit (Fortitude DC 20 negates the death effect but
  not the damage).
  When hurled, on a successful attack the hammer emits a great
  noise, like a clap of thunder, causing all creatures within 90 feet to
  be stunned for 1 round (Fortitude DC 15 negates). The hammer’s
  range increment is 30 feet.
  Strong evocation, necromancy, and transmutation; CL 20th;
  Weight 15 lb.
  Philosopher’s Stone: This rare substance appears to be an ordi-
  nary, sooty piece of blackish rock. If the stone is broken open
  (break DC 20), a cavity is revealed at the stone’s heart. This cavity is
  lined with a magical type of quicksilver that enables any arcane
  spellcaster to transmute base metals (iron and lead) into silver and
  gold. A single philosopher’s stone can turn from up to 5,000 pounds
  of iron into silver, or up to 1,000 pounds of lead into gold. How-
  ever, the quicksilver becomes unstable once the stone is opened
  and loses its potency within 24 hours, so all transmutations must
  take place within that period.
  The quicksilver found in the center of the stone may also be put
  to another use. If mixed with any cure potion while the substance
  is still potent, it creates a special oil of life that acts as a true resurrec-
  tion spell for any dead body it is sprinkled upon.
  Strong transmutation; CL 20th; Weight 3 lb.
  Sphere of Annihilation: A sphere of annihilation is a globe of
  absolute blackness, a ball of nothingness 2 feet in diameter. The
  object is actually a hole in the continuity of the multiverse. Any
  matter that comes in contact with a sphere is instantly sucked into
  the void, gone, and utterly destroyed. Only the direct intervention
  of a deity can restore an annihilated character.
  A sphere of annihilation is static, resting in some spot as if it were
  a normal hole. It can be caused to move, however, by mental effort
  (think of this as a mundane form of telekinesis, too weak to move
  actual objects but a force to which the sphere, being weightless, is
  sensitive). A character’s ability to gain control of a sphere of annihi-
  lation (or to keep controlling one) is based on the result of a con-
  trol check against DC 30 (a move action). A control check is 1d20
  + character level + character Int modifier. If the check succeeds,
  the character can move the sphere (perhaps to bring it into contact
  with an enemy) as a free action.
  Control of a sphere can be established from as far away as 40
  feet (the character need not approach too closely). Once control is
  established, it must be maintained by continuing to make control
  checks (all DC 30) each round. For as long as a character maintains
  control (does not fail a check) in subsequent rounds, he can con-
  trol the sphere from a distance of 40 feet + 10 feet per character
  level. The sphere’s speed in a round is 10 feet +5 feet for every 5
  points by which the character’s control check result in that round
  exceeded 30.
  If a control check fails, the sphere slides 10 feet in the direction
  of the character attempting to move it.
  If two or more creatures vie for control of a sphere of annihilation,
  the rolls are opposed. If none are successful, the sphere slips
  toward the one who rolled lowest.
  Should a gate spell be cast upon a sphere of annihilation, there is a
  50% chance (01–50 on d%) that the spell destroys it, a 35% chance
  (51–85) that the spell does nothing, and a 15% chance (86–100) that
  a gap is torn in the spatial fabric, catapulting everything within a
  180-foot radius into another plane (see page 151 for a way to deter-
  mine this randomly). If a rod of cancellation touches a sphere of anni-
  hilation, they negate each other in a tremendous explosion. Every-
  thing within a 60-foot radius takes 2d6×10 points of damage. Dispel
  magic and Mordenkainen’s disjunction have no effect on a sphere.
  See also talisman of the sphere (below).
  Strong transmutation; CL 20th.
  279
  CHAPTER 7:
  MAGIC ITEMS
  
  280
  Staff of the Magi: A long wooden staff, shod in iron and in-
  scribed with sigils and runes of all types, this potent artifact con-
  tains many spell powers and other functions. Some of its powers
  use charges, while others don’t. The following powers do not use
  charges:
  • Detect magic
  • Enlarge person (Fortitude DC 15 negates)
  • Hold portal
  • Light
  • Mage armor
  • Mage hand
  The following powers drain 1 charge per usage:
  • Dispel magic
  • Fireball (10d6 damage, Reflex DC 17 half)
  • Ice storm
  • Invisibility
  • Knock
  • Lightning bolt (10d6 damage, Reflex DC 17 half)
  • Passwall
  • Pyrotechnics (Will or Fortitude DC 16 negates)
  • Wall of fire
  • Web
  These powers drain 2 charges per usage:
  • Monster summoning IX
  • Plane shift (Will DC 21 negates)
  • Telekinesis (400 lb. maximum weight; Will DC 19 negates)
  A staff of the magi gives the wielder spell resistance 23. If this is
  willingly lowered, however, the staff can also be used to absorb
  arcane spell energy directed at its wielder, as a rod of absorption
  (page 234) does. Unlike the rod, this staff converts spell levels into
  charges rather than retaining them as spell energy usable by a
  spellcaster. If the staff absorbs enough spell levels to exceed its
  limit of 50 charges, it explodes as if a retributive strike had been
  performed (see below). The wielder has no idea how many spell
  levels are cast at her, for the staff does not communicate this
  knowledge as a rod of absorption does. (Thus, absorbing spells can
  be risky.)
  Retributive Strike: A staff of the magi can be broken for a retribu-
  tive strike. Such an act must be purposeful and declared by the
  wielder. All charges in the staff are released in a 30-foot spread. All
  within 10 feet of the broken staff take hit points of damage equal
  to 8 times the number of charges in the staff, those between 11
  feet and 20 feet away take points equal to 6 times the number of
  charges, and those 21 feet to 30 feet distant take 4 times the
  number of charges. A DC 17 Reflex save reduces damage by half.
  The character breaking the staff has a 50% chance (01–50 on d%)
  of traveling to another plane of existence (see Table 5–7, page 151),
  but if she does not (51–100), the explosive release of spell energy
  destroys her. Only specific items, including the staff of the magi and
  the staff of power (page 245), are capable of a retributive strike.
  Strong (all schools); CL 20th; Weight 5 lb.
  Talisman of Pure Good: A good (LG, NG, CG) divine spell-
  caster who possesses this item can cause a flaming crack to open at
  the feet of an evil (LE, NE, CE) divine spellcaster who is up to 100
  feet away. The intended victim is swallowed up forever and sent
  hurtling to the center of the earth. The wielder of the talisman
  must be good, and if he is not exceptionally pure in thought and
  deed (DM’s discretion), the evil character gains a DC 19 Reflex
  saving throw to leap away from the crack. Obviously, the target
  must be standing on solid ground for this item to function. (In the
  air, in a high tower, or on a ship are all places of safety against this
  otherwise potent item.)
  A talisman of pure good has 6 charges. If a neutral (LN, N, CN)
  divine spellcaster touches one of these stones, he takes 6d6 points
  of damage. If an evil divine spellcaster touches one, he takes 8d6
  points of damage. All other characters are unaffected by the device.
  Strong evocation [good]; CL 18th.
  Talisman of the Sphere: This small adamantine loop and
  handle are useless to those unable to cast arcane spells. Characters
  who cannot cast arcane spells take 5d6 points of damage merely
  from picking up and holding a talisman of this sort. However, when
  held by an arcane spellcaster who is concentrating on control of a
  sphere of annihilation (page 279), a talisman of the sphere doubles the
  character’s modifier on his control check (doubling both his Intelli-
  gence bonus and his character level for this purpose).
  If the wielder of a talisman establishes control, he need check
  for maintaining control only every other round thereafter. If con-
  trol is not established, the sphere moves toward him. Note that
  while many spells and effects of cancellation have no effect upon
  a sphere of annihilation, the talisman’s power of control can be sup-
  pressed or canceled.
  Strong transmutation; CL 16th; Weight 1 lb.
  Talisman of Ultimate Evil: An evil (LE, NE, CE) divine spell-
  caster who possesses this item can cause a flaming crack to open at
  the feet of a good (LG, NG, CG) divine spellcaster who is up to 100
  feet away. The intended victim is swallowed up forever and sent
  hurtling to the center of the earth. The wielder of the talisman
  must be evil, and if she is not exceptionally foul and perverse in
  the sights of her evil deity (DM’s discretion), the good character
  gains a DC 19 Reflex save to leap away from the crack. Obviously,
  the target must be standing on solid ground for this item to func-
  tion. (In the air, in a high tower, or on a ship are all places of safety
  against this otherwise potent item.)
  A talisman of ultimate evil has 6 charges. If a neutral (LN, N, CN)
  divine spellcaster touches one of these stones, she takes 6d6 points
  of damage. If a good divine spellcaster touches one, she takes 8d6
  points of damage. All other characters are unaffected by the device.
  Strong evocation [evil]; CL 18th.
  Talisman of Zagy: A talisman of this sort appears the same as a
  stone of controlling earth elementals. Its powers are quite different,
  however, and dependent on the Charisma of the individual hold-
  ing the talisman. Whenever a character touches a talisman of Zagy,
  he must make a DC 15 Charisma check.
  If he fails, the device acts as a stone of weight (page 276). Discard-
  ing or destroying it results in 5d6 points of damage to the charac-
  ter and the disappearance of the talisman.
  If he succeeds, the talisman remains with the character for 5d6
  hours, or until a wish is made with it, whichever comes first. It
  then disappears.
  If he rolls a natural 20, the character finds it impossible to be rid
  of the talisman for as many months as he has points of Charisma.
  In addition, the artifact grants him one wish for every 6 points of
  the character’s Charisma. It also grows warm and throbs whenever
  its possessor comes within 20 feet of a mechanical or magic trap.
  (If the talisman is not held, its warning heat and pulses are of no
  avail.)
  Regardless of which reaction results, a talisman of Zagy disap-
  pears when its time period expires, leaving behind a 10,000 gp
  diamond in its stead.
  Strong conjuration; CL 20th; Weight 1 lb.
  MAJOR ARTIFACTS
  Major artifacts are unique items—only one of each such item
  exists. Each has a long history, and the tales told of them are fan-
  tastic . . . and usually fraught with error and misconception. Major
  artifacts are secretive things, their current whereabouts unknown,
  waiting to be found and once again unleashed upon the world.
  Never introduce a major artifact into a campaign without care-
  ful consideration. These are the most potent of magic items, capa-
  ble of altering the balance of a campaign.
  Unlike all other magic items, major artifacts are not easily de-
  stroyed. Each should have only a single, specific means of destruc-
  tion, determined ahead of time by you. For example, a specific arti-
  fact might be undone by one of the following means:
  CHAPTER 7:
  MAGIC ITEMS
  
  • Throwing it into the volcano lair of the dragon Uthrax.
  • Crushed under the heel of a demigod.
  • Buried in the Rift of Corrosion in the Abyss.
  • Disintegrated while placed at the base of the Infinite Staircase.
  • Devoured by Talos, the triple iron golem.
  • Immersed in the Fountain of Light in the holy Halls of
  Heironeous himself.
  Because the means of destruction of a major artifact are so diffi-
  cult, such an item is often buried in a deep vault, thrown into the
  Astral Plane, or placed behind extremely powerful and untiring
  guardians by those without the power, knowledge, or wherewithal
  to destroy it.
  Major Artifact Descriptions
  The artifacts presented here are meant to be examples. Artifacts
  should be tailored to fit your individual campaign and its history:
  The discovery of a major artifact should be a campaign-defining
  moment. Feel free to change the powers of the example artifacts
  given here in order to customize these artifacts to your campaign.
  The Hand and Eye of Vecna: The archlich Vecna may have
  been the most powerful wizard ever to have lived. He may also
  have been the most evil. Apparently risen now to deityhood, he
  left behind relics embodying remnants of his power—the mum-
  mified remains of his hand and his eye.
  Powers of the Eye: In order to function, the Eye of Vecna must be
  placed in the empty socket of a character’s skull. The bearer of the
  Eye loses 2 points of Charisma, and these points may never be
  restored. The Eye may not thereafter be removed without resulting
  in the death of its host. It grants the host continuous darkvision and
  true seeing. Three times per day each, the host can use the spells eye-
  bite and dominate person. Once per day, the bearer of the Eye can call
  forth destruction and unhallow. A nonevil character must make a DC
  17 Will save each week to avoid becoming evil. All powers are at
  caster level 20th, and all DCs to resist their effects are 20.
  Powers of the Hand: In order to function, the Hand of Vecna must
  be placed on the end of a left arm whose original hand has been
  severed. The bearer of the Hand loses 2 points of Dexterity that
  may never be regained. Removal of the hand thereafter always
  results in the death of the host. The touch of the Hand, once so
  placed, deals 1d10 points of cold damage to a target. Three times
  per day, its touch can permanently drain 1 ability score point
  (host’s choice of ability) from a victim. The host gains the points
  drained for the rest of that day. (They last until the next sunrise.)
  Once per day, the bearer of the Hand can call upon blasphemy and
  unholy aura. A nonevil character must make a DC 17 Will save
  each week to avoid becoming evil. All powers are at caster level
  20th, and all DCs to resist their effects are 20.
  Powers with Both Artifacts: If a single character bears both the
  Hand of Vecna and the Eye of Vecna, the DC to resist all powers of
  both items increases to 25. The host gains +2 to Strength and +2 to
  Intelligence but takes a –2 penalty to Wisdom. She can call upon
  summon monster IX once per day (to summon evil outsiders only).
  A nonevil character who possesses both items must make a DC 23
  Will save each week to avoid becoming evil.
  The Mace of Cuthbert: St. Cuthbert, tales say, once walked the
  earth as a man. When he did, he used a potent weapon to strike
  against the infidels and evil beings he encountered everywhere he
  went. Today, this relic appears to be a simple, well-used cudgel, but
  its simple appearance hides great power. The Mace of Cuthbert has a
  +5 enhancement bonus and functions as a heavy mace with the
  holy, lawful, and disruption special abilities. The wielder can proj-
  ect searing light from the mace at will, at caster level 20th.
  The Moaning Diamond: Said to have been ripped from the
  ground in a ritual that tortured the earth itself, the Moaning Dia-
  mond appears to be an uncut diamond the size of a human fist. At
  all times, it gives forth a baleful moaning sound, as if in pain.
  Despite the noise, the Moaning Diamond is not evil (although it
  was birthed in torture). The wielder of the stone can, three times
  per day, call upon it to reshape earth and stone as if by the spell
  stone shape, affecting 5,000 cubic feet of material. The Moaning Dia-
  mond can summon an elder earth elemental with maximum hit
  points that serves the caster until it is slain. Only one such ele-
  mental can be summoned at a time; if it is slain, a new creature
  cannot be summoned for 24 hours. Tales from the past tell of the
  Moaning Diamond creating stone structures, opening under-
  ground chambers where there had been none before, and collaps-
  ing entire castles.
  The Orbs of Dragonkind:These fabled Orbs were created eons
  ago in order to master dragons in the great Dragon Wars. Each
  contains the essence and personality of an ancient dragon of a dif-
  ferent variety (one for each of the major ten different chromatic
  and metallic dragons). The bearer of an Orb can dominate dragons
  of its particular variety within 500 feet (as dominate monster), the
  dragon being forced to make a DC 25 Will save to resist. (Spell
  resistance is not useful against this effect.) Each Orb of Dragonkind
  bestows upon the wielder the AC and saving throw bonuses of the
  dragon within (see the Monster Manual for details on each dragon
  variety). These values replace whatever values the character would
  otherwise have, whether they are better or worse. These values
  cannot be modified by any means short of ridding the character of
  the Orb. A character possessing an Orb of Dragonkind is immune to
  the breath weapon—but only the breath weapon—of the dragon
  variety keyed to the Orb.Thus, the possessor of the Red Dragon Orb
  of Dragonkind is immune to red dragon breath, but not fire of any
  other sort. Finally, a character possessing an Orb can herself use
  the breath weapon of the dragon in the Orb three times per day
  (see the Monster Manual).
  All Orbs of Dragonkind can be used to communicate verbally and
  visually with the possessors of the other Orbs.The owner of an Orb
  knows whether there are dragons within 10 miles at all times. For
  dragons of the Orb’s particular variety, the range is 100 miles. If
  within 1 mile of a dragon of the Orb’s variety, the wielder can
  determine the exact location and age of the creature. The bearer of
  one of these Orbs earns the enmity forever of all dragonkind for
  profiting by the enslavement of one of their kin, even if she later
  loses the item.
  Each Orb also has an individual power that can be invoked once
  per round at 10th caster level.
  • Black Dragon Orb: Fly (Will DC 17 negates).
  • Blue Dragon Orb: Haste (Fortitude DC 17 negates).
  • Brass Dragon Orb: Teleport (Will DC 19 negates).
  • Bronze Dragon Orb: Scrying (Will DC 18 negates).
  • Copper Dragon Orb: Suggestion (Will DC 17 negates).
  • Gold Dragon Orb: The owner of the gold Orb can call upon any
  power possessed by one of the other Orbs—including the domi-
  nate and breath weapon abilities but not AC, save bonuses, or
  breath weapon immunity—but can only use an individual
  power once per day. She can use dominate on any other posses-
  sor of an Orb within 1 mile (Will DC 23 negates).
  • Green Dragon Orb: Spectral hand.
  • Red Dragon Orb: Wall of fire.
  • Silver Dragon Orb: Cure critical wounds (Will DC 18 half).
  • White Dragon Orb: Protection from energy (cold) (Fortitude DC 17
  negates).
  The Shadowstaff:This artifact was crafted centuries ago, weav-
  ing together the wispy strands of shadow itself into a twisted black
  staff. The Shadowstaff makes the wielder slightly shadowy and
  incorporeal, granting him a +4 bonus to AC and Reflex saves
  (which stacks with any other bonuses). However, in bright light
  (such as that of the sun, but not a torch) or in absolute darkness,
  the wielder takes a –2 penalty on all attack rolls, saves, and checks.
  The Shadowstaff also has these powers.
  • Summon Shadows: Three times per day the staff may summon
  2d4 shadows (see page 221 of the Monster Manual). Immune to
  281
  CHAPTER 7:
  MAGIC ITEMS
  
  282
  turning, they serve the wielder as if called by a summon monster
  V spell cast at 20th level.
  • Summon Nightshade: Once per month, the staff can summon a
  nightcrawler nightshade (see page 195 of the Monster Manual)
  that serves the wielder as if called by a summon monster IX spell
  cast at 20th level.
  • Shadow Form: Three times per day the wielder can become a
  living shadow, with all the movement powers granted by the
  gaseous form spell.
  • Shadow Bolt: Three times per day the staff can project a ray
  attack that deals 10d6 points of cold damage to a single target.
  The shadow bolt has a range of 100 feet.
  The Shield of Prator: A hero of old, the paladin Prator bore
  this relic in many a valiant battle. The Shield of Prator disappeared
  when Prator fell in the Battle of the Three Hells, although it has
  reportedly surfaced briefly from time to time since then. This +5
  heavy steel shield, emblazoned with the symbol of the sun, allows
  the wielder to cast spells as if she were a 20th-level paladin with a
  Wisdom score of 20. The spells gained are cumulative with any
  existing spells per day that the character might have, even if she’s
  already a paladin. The Shield of Prator also grants spell resistance 15
  to its wielder. It absorbs the first 10 points of damage from any
  energy attack (fire, cold, acid, electricity, or sonic). In return for
  all this, once per year the shield’s owner must undertake a quest
  (no saving throw to avoid) at the behest of a lawful good deity.
  A character who is evil or chaotic (LE, NE, CE, CN, CG) gains
  four negative levels if she attempts to use this artifact. Although
  these negative levels never results in actual level loss, they remain
  as long as the shield is in hand and cannot be overcome in any way
  (including restoration spells). The negative levels disappear when
  the shield is stowed or leaves the wearer’s possession.
  The Sword of Kas: The vampire Kas was the dreaded lieu-
  tenant of Vecna. He used this mighty blade, created by his master,
  to betray and attack the archlich, cutting off his hand and eye in a
  terrible battle before Vecna destroyed him. Only his sword sur-
  vived, and it is said to forever seek vengeance against Vecna. The
  Sword of Kas is a +6 unholy keen vorpal longsword. It grants the
  wielder a +10 enhancement bonus to Strength. The sword is intel-
  ligent (Int 15, Wis 13, Cha 16, Ego 34) and chaotic evil. It can be
  used to cast the following spells, once per day each: call lightning
  (10d6 points of damage, Reflex DC 14 half), blasphemy, and unhal-
  low. Once per week it can be used to slay living.
  CREATING MAGIC ITEMS
  To create magic items, spellcasters use special feats. They invest
  time, money, and their own personal energy (in the form of expe-
  rience points) in an item’s creation. For details on creating the dif-
  ferent types of magic items, see the appropriate section below as
  well as the information on item creation feats in Chapter 5: Feats,
  in the Player’s Handbook.
  Note that all items have prerequisites in their descriptions.
  These prerequisites must be met for the item to be created. Most
  of the time, they take the form of spells that must be known by the
  item’s creator (although access through another magic item or
  spellcaster is allowed).
  While item creation costs are handled in detail elsewhere, note
  that normally the two primary factors are the caster level of the
  creator and the level of the spell or spells put into the item. A cre-
  ator can create an item at a lower caster level than her own, but
  never lower than the minimum level needed to cast the needed
  spell. For example, a 15th-level wizard could craft a wand of fireball
  at 10th caster level, or even as low as 5th level (the minimum
  caster level for fireball, a 3rd-level spell), but no lower. If she did
  this, the fireball would in all ways be treated as if the caster was of
  the lower specified level (for damage, range, and so on). Using
  metamagic feats, a caster can place spells in items at a higher level
  than normal. For example, a caster could heighten a spell’s level to
  CHAPTER 7:
  MAGIC ITEMS
  BEHIND THE CURTAIN: 
  MAGIC ITEM GOLD PIECE VALUES
  Many factors must be considered when determining the price of magic
  items you invent. The easiest way to come up with a price is to match
  the new item to an item priced in this chapter and use its price as a
  guide. Otherwise, use the guidelines summarized on Table 7–33:
  Estimating Magic Item Gold Piece Values.
  Multiple Similar Abilities: For items with multiple similar abilities
  that don’t take up space on a character’s body (see Magic Items on the
  Body, page 214), use the following formula: Calculate the price of the
  single most costly ability, then add 75% of the value of the next most
  costly ability, plus one-half the value of any other abilities. (The many
  spell-like powers of a staff of power are a good example of multiple simi-
  lar abilities).
  Multiple Different Abilities: Abilities such as an attack roll bonus or
  saving throw bonus and a spell-like function are not similar, and their
  values are simply added together to determine the cost. For items that
  do take up a space on a character’s body (such as a ring or a necklace),
  each additional power not only has no discount but instead has a 50%
  increase in price. A belt of Strength +4 and Dexterity +4 is more valuable
  than a belt of Strength worn with gauntlets of Dexterity, since it takes up
  only one space on a character’s body.
  0-Level Spells: When multiplying spell levels to determine value, 0-
  level spells should be treated as 1/2 level.
  Other Considerations: Once you have a final cost figure, reduce that
  number if either of the following conditions applies:
  —Item Requires Skill to Use: Some items require a specific skill
  (such as Perform for a musical instrument) to get them to function.
  This factor should reduce the cost about 10%.
  —Item Requires Specific Class or Alignment to Use: Even more
  restrictive than requiring a skill, this limitation cuts the cost by 30%.
  Prices presented in the magic item descriptions in this book (the
  gold piece value following the item’s caster level) are the market value,
  which is generally twice what it costs the creator to make the item. 
  Since different classes get access to certain spells at different
  levels, the prices for two characters to make the same item might
  actually be different. Take hold person, for example. A cleric casts it as
  a 2nd-level spell, so a cleric-created wand of hold person costs 2 (2nd-
  level spell) × 3 (3rd-level caster) × 750 gp, divided in half, or 2,250 gp.
  However, a wizard casts hold person as a 3rd-level spell, so her wand
  costs 3 (3rd-level spell) × 5 (5th-level caster) × 750 gp, divided in half,
  or 5,625 gp. A sorcerer also casts hold person as a 3rd-level spell, but
  he doesn’t get the spell until 6th level, so his wand costs 3 (3rd-level
  spell) × 6 (6th-level caster) × 750 gp, divided in half, or 6,750 gp. The
  wand is only worth two times what the caster of lowest possible level
  (in this case, the cleric) can make it for, however, so the market price
  of a wand of hold person is 4,500 gp, no matter who makes it.
  You’ll notice, however, that not all the items presented here adhere
  to these formulas directly. The reasons for this are several. First and
  foremost, these few formulas aren’t enough to truly gauge the exact
  differences between, say, a ring of fire resistance and boots of speed—two
  very dissimilar items. Each of the magic items presented here was
  examined and modified based on its actual worth. The formulas only
  provide a starting point. The pricing of scrolls assumes that, whenever
  possible, a wizard or cleric created it. Potions and wands follow the
  formulas exactly. Staffs follow the formulas closely, and other items
  require at least some DM judgment calls. Use good sense when
  assigning prices, using the items in this book as examples.
  pqqqqrs
  pqqqqrs
  
  increase its effectiveness, or quicken a spell to allow it to be used
  as a free action, placing it within an item at the higher metamagic
  level. See Chapter 5: Feats in the Player’s Handbook for more on
  metamagic feats.
  Magic supplies for items are always half of the base price in gp
  and 1/25 of the base price in XP. For many items, the market price
  equals the base price. For example, a cloak of elvenkind has a market
  price (and base price) of 2,500 gp. Making one costs 1,250 gp in
  raw materials plus 100 XP.
  Armor, shields, weapons, and items with a value independent of
  their magically enhanced properties add their item cost to the
  market price. The item cost does not influence the base price
  (which determines the cost of magic supplies and the experience
  point cost), but it does increase the final market price.
  In addition, some items cast or replicate spells with costly
  material components or with XP components. For these items,
  the market price equals the base price plus an extra price for the
  spell component costs. Each XP in the component costs adds 5 gp
  to the market price. The cost to create these items is the magic
  supplies cost and the base XP cost (both determined by the base
  price) plus the costs for the components. For example, a ring of
  three wishes has a market price of 97,950 gp, which includes 75,000
  gp for the extra 15,000 XP that the creator must expend to forge
  the ring. The ring’s base price is only 22,950 gp (the market price
  minus the extra cost for the XP expenditure). Descriptions of
  these items include an entry that gives the total cost of creating
  the item. (You don’t have to calculate creation costs for these
  items. It’s done for you.)
  The creator also needs a fairly quiet, comfortable, and well-lit
  place in which to work. Any place suitable for preparing spells
  (see Preparing Wizard Spells, page 177 of the Player’s Handbook)
  is suitable for making items. Creating an item requires one day
  per 1,000 gp in the item’s base price, with a minimum of at least
  one day. Potions are an exception to this rule; they always take
  just one day to brew. The character must spend the gold and XP
  at the beginning of the construction process.
  The caster works for 8 hours each day. He cannot rush the
  process by working longer each day. But the days need not be con-
  secutive, and the caster can use the rest of his time as he sees fit. A
  character who takes a break from item creation to adventure
  should keep track of how many days of work remain on that item.
  A character can work on only one item at a time. If a character
  starts work on a new item, all materials used and XP spent on the
  under-construction item are wasted.
  The secrets of creating artifacts are long lost.
  MASTERWORK ITEMS
  As detailed on pages 122 and 126 of the Player’s Handbook, mas-
  terwork items are extraordinarily well-made items. They are
  more expensive, but they benefit the user with improved qual-
  ity. They are not magical in any way. However, only masterwork
  items may be enhanced to become magic armor and weapons.
  (Items that are not weapons or armor may or may not be mas-
  terwork items.)
  SPECIAL MATERIALS
  In addition to magic items created with spells, some substances have
  innate special properties. While only a few such materials are pre-
  sented here, other special materials may exist in a given campaign. If
  you make a suit of armor or weapon out of more than one special
  material, you get the benefit of only the most prevalent material. For
  example, full plate made of both adamantine and mithral will either
  provide damage reduction or lower weight, not both. However, you
  can build a double weapon with each head made of a different spe-
  cial material. A dire flail, for example, could have an alchemical silver
  head for fighting lycanthropes and a cold iron head for fighting fey.
  Adamantine: Found only in meteorites and the rarest of veins in
  magical areas, this ultrahard metal adds to the quality of a weapon or
  suit of armor. Weapons fashioned from adamantine have a natural
  ability to bypass hardness when sundering weapons or attacking
  objects, ignoring hardness less than 20. Armor made from adaman-
  tine grants its wearer damage reduction of 1/– if it’s light armor, 2/–
  if it’s medium armor, and 3/– if it’s heavy armor. Adamantine is so
  costly that weapons and armor made from it are always of master-
  work quality; the masterwork cost is included in the prices given
  below. Thus, adamantine weapons and ammunition have a +1
  enhancement bonus on attack rolls, and the armor check penalty of
  adamantine armor is lessened by 1 compared to ordinary armor of its
  type. Items without metal parts cannot be made from adamantine.
  An arrow could be made of adamantine, but a quarterstaff could not.
  Only weapons, armor, and shields normally made of metal can
  be fashioned from adamantine. Weapons, armor and shields nor-
  mally made of steel that are made of adamantine have one-third
  more hit points than normal; for instance, an adamantine great-
  sword has 13 hit points instead of the normal 10 for steel. Adaman-
  tine has 40 hit points per inch of thickness and hardness 20.
  Type of Adamantine Item
  Item Cost Modifier
  Ammunition
  +60 gp
  Shield
  +2,000 gp
  Light armor
  +5,000 gp
  Medium armor
  +10,000 gp
  Heavy armor
  +15,000 gp
  Weapon
  +3,000 gp
  Darkwood: This rare magic wood is as hard as normal wood
  but very light. Any wooden or mostly wooden item (such as a bow,
  an arrow, or a spear) made from darkwood is considered a master-
  work item and weighs only half as much as a normal wooden item
  of that type. Items not normally made of wood or only partially of
  wood (such as a battleaxe or a mace) either cannot be made from
  darkwood or do not gain any special benefit from being made of
  darkwood. The armor check penalty of a darkwood shield is less-
  ened by 2 compared to an ordinary shield of its type. To determine
  the price of a darkwood item, use the original weight but add 10 gp
  per pound to the price of a masterwork version of that item.
  Darkwood has 10 hit points per inch of thickness and hard-
  ness 5.
  Dragonhide: Armorsmiths can work with the hides of dragons
  to produce armor or shields of masterwork quality. One dragon
  283
  CHAPTER 7:
  MAGIC ITEMS
  BEHIND THE CURTAIN: 
  SPECIAL WEAPONS MATERIALS
  Each of the special materials described in this section has a definite
  game effect. Some creatures, such as fey, have damage reduction
  based on their creature type or core concept. Some are resistant to all
  but a special type of damage, such as that dealt by evil-aligned
  weapons or bludgeoning weapons. Others are vulnerable to weapons
  of a particular material. Fey tend to be susceptible to cold iron.
  Combating golems is best done with adamantine weapons.
  Characters may choose to carry several different types of weapons,
  depending upon the campaign and types of creatures they most
  commonly encounter. Some may use silversheen, described on page
  266, designed to temporarily add the property of alchemical silver to a
  weapon. Its cost was carefully considered so as not to let silversheen
  overshadow weapons actually containing alchemical silver. You’ll also
  notice that cold ironsheen is not mentioned. This is intentional. Cold
  iron’s core attribute is its resistance to magic. Making a magic item
  that mimics this attribute undermines its concept.
  pqqqqrs
  pqqqqrs
  
  284
  produces enough hide for a single suit of masterwork hide armor
  for a creature one size category smaller than the dragon. By select-
  ing only choice scales and bits of hide, an armorsmith can produce
  one suit of masterwork banded mail for a creature two sizes
  smaller, one suit of masterwork half-plate for a creature three sizes
  smaller, or one masterwork breastplate or suit of full plate for a
  creature four sizes smaller. In each case, enough hide is available
  to produce a small or large masterwork shield in addition to the
  armor, provided that the dragon is Large or larger.
  Because dragonhide armor isn’t made of metal, druids can wear
  it without penalty.
  Dragonhide armor costs double what masterwork armor of that
  type ordinarily costs, but it takes no longer to make than ordinary
  armor of that type.
  Dragonhide has 10 hit points per inch of thickness and hard-
  ness 10.
  Iron, Cold: This iron mined deep underground, known for its
  effectiveness against fey creatures, is forged at a lower tempera-
  ture to preserve its delicate properties. Weapons made of cold iron
  cost twice as much to make as their normal counterparts. Also, any
  magical enhancements cost an additional 2,000 gp. For example, a
  +2 longsword made of cold iron would cost 10,330 gp, because the
  price doubles for the longsword itself (15 gp to 30 gp), the +2
  enhancement bonus costs 8,000 gp, and enhancing cold iron costs
  an additional 2,000 gp. (The price includes 300 gp for the master-
  work component.)
  Items without metal parts cannot be made from cold iron. An
  arrow could be made of cold iron, but a quarterstaff could not.
  A double weapon that has only half of it made of cold iron
  increases its cost by 50%. A two-bladed sword with one end of cold
  iron and the other end steel would cost 150 gp.
  Cold iron has 30 hit points per inch of thickness and hardness 10.
  Mithral: Mithral is a very rare silvery, glistening metal that is
  lighter than iron but just as hard. When worked like steel, it be-
  comes a wonderful material from which to create armor and is
  occasionally used for other items as well. Most mithral armors are
  one category lighter than normal for purposes of movement and
  other limitations (for example, whether a barbarian can use her
  fast movement ability while wearing the armor or not). Heavy
  armors are treated as medium, and medium armors are treated as
  light, but light armors are still treated as light. Spell failure
  chances for armors and shields made from mithral are decreased
  by 10%, maximum Dexterity bonus is increased by 2, and armor
  check penalties are lessened by 3 (to a minimum of 0). 
  An item made from mithral weighs half as much as the same
  item made from other metals. In the case of weapons, this lighter
  weight does not change a weapon’s size category or the ease with
  which it can be wielded (whether it is light, one-handed, or two-
  handed). Items not primarily of metal are not meaningfully af-
  fected by being partially made of mithral. (A longsword can be a
  mithral weapon, while a scythe cannot be.)
  Weapons or armors fashioned from mithral are always master-
  work items as well; the masterwork cost is included in the prices
  given below.
  Mithral has 30 hit points per inch of thickness and hardness 15.
  Type of Mithral Item
  Item Cost Modifier
  Light armor
  +1,000 gp
  Medium armor
  +4,000 gp
  Heavy armor
  +9,000 gp
  Shield
  +1,000 gp
  Other items
  +500 gp/lb.
  Silver, Alchemical: A complex process involving metallurgy
  and alchemy can bond silver to a weapon made of steel so that it
  bypasses the damage reduction of creatures such as lycanthropes.
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–32: Summary of Magic Item Creation Costs
  ——— Spell Component Costs ———
  Magic
  Magic Item
  Feat
  Item Cost
  Material2
  XP3
  Supplies Cost
  Base Price4
  Armor
  Craft Magic
  Masterwork armor
  Cost × 50 
  × 50 (usually none) 
  1/2 the value 
  Value on 
  Arms and Armor
  (usually none)
  × 5 gp
  on Table 7–2
  Table 7–2
  Shield
  Craft Magic
  Masterwork shield
  × 50 (usually none)
  × 50 (usually none) 
  1/2 the value 
  Value on 
  Arms and Armor
  × 5 gp
  on Table 7–2
  Table 7–2
  Weapon
  Craft Magic
  Masterwork weapon
  × 50 (usually none)
  × 50 (usually none) 
  1/2 the value 
  Value on 
  Arms and Armor
  × 5 gp
  on Table 7–9
  Table 7–9
  Potion
  Brew Potion
  —
  Cost (usually none)
  Cost (usually none)
  1/2 the value
  Value on
  on Table 7–17
  Table 7–17
  Ring
  Forge Ring
  —-
  × 50
  × 50 × 5 gp
  Special, see 
  Special, see
  Table 7–33
  Table 7–33
  Rod
  Craft Rod
  1
  × 50 (often none)
  × 50 (often none)
  Special, see 
  Special, see 
  Table 7–33
  Table 7–33
  Scroll
  Scribe Scroll
  —
  Cost (usually none)
  Cost (usually none)
  1/2 the value 
  Value on
  on Table 7–23
  Table 7–23
  or 7–24
  or 7–24
  Staff
  Craft Staff
  Masterwork 
  × 50/(# of charges 
  × 50 × 5 gp/(# of 
  See page 287
  See page 287
  quarterstaff (300 gp)
  used to activate spell)
  charges used to activate spell)
  Wand
  Craft Wand
  —
  × 50
  × 50 × 5 gp
  1/2 × 375 ×
  375 ×
  level of spell ×
  level of spell ×
  level of caster
  level of caster
  Wondrous Item
  Craft Wondrous 
  5
  × 50 (usually none)
  × 50 (usually none) 
  Special, see 
  Special, see 
  Item
  × 5 gp
  Table 7–33
  Table 7–33
  1 Rods usable as weapons, such as a rod of flailing, must include the masterwork weapon cost.
  2 Only for spells activated by the item that have material or XP components. Having a spell with a costly component as a prerequisite does not
  automatically incur this cost. For instance, goggles of minute seeing uses true seeing as a prerequisite, but the goggles don’t activate a use of the spell.
  3 If purchasing a staff, the buyer pays 5 × the XP value in gold pieces.
  4 A character creating an item pays 1/25 the base price in experience points.
  5 Some items have additional value, such as the mattock of the titans. This additional value comes from an item cost such as that for the mattock’s
  masterwork warhammer.
  An item’s market price is the sum of the item cost, spell component costs, and the base price.
  
  On a successful attack with a silvered weapon, the wielder takes
  a –1 penalty on the damage roll (with the usual minimum of 1
  point of damage). The alchemical silvering process can’t be applied
  to nonmetal items, and it doesn’t work on rare metals such as
  adamantine, cold iron, and mithral.
  Alchemical silver has 10 hit points per inch of thickness and
  hardness 8.
  Type of Alchemical Silver Item
  Item Cost Modifier
  Ammunition
  +2 gp
  Light weapon
  +20 gp
  One-handed weapon, or one head of a double weapon
  +90 gp
  Two-handed weapon, or both heads of a double weapon
  +180 gp
  CREATING MAGIC ARMOR
  To create magic armor, a character needs a heat source and some
  iron, wood, or leatherworking tools. He also needs a supply of mate-
  rials, the most obvious being the armor or the pieces of the armor to
  be assembled. Armor to be made into magic armor must be master-
  work armor, and the masterwork cost is added to the base price to
  determine final market value. Additional magic supplies costs for
  the materials are subsumed in the cost for creating the magic
  armor—half the base price presented on the tables in this chapter.
  Creating magic armor has a special prerequisite: The creator’s
  caster level must be at least three times the enhancement bonus of
  the armor. Thus, a 6th-level creator can make a +2 breastplate, a 9th-
  level creator can create the same breastplate and make it +3, and a
  15th-level caster can make it +5. If an item has both an enhance-
  ment bonus and a special ability (such as cold resistance), the
  higher of the two caster level requirements must be met.
  Magic armor or a magic shield must have at least a +1 enhance-
  ment bonus to have any of the abilities listed on Table 7–5: Armor
  Special Abilities and Table 7–6: Shield Special Abilities. A charac-
  ter can’t create, for example, simply shadow chainmail. In order to
  have a special ability, the chainmail needs first to have an enhance-
  ment bonus of at least +1.
  If spells are involved in the prerequisites for making the armor,
  the creator must have prepared the spells to be cast (or must know
  the spells, in the case of a sorcerer or bard), but need not provide
  any material components or focuses the spells require, nor are any
  XP costs inherent in a prerequisite spell incurred in the creation of
  the item. The act of working on the armor triggers the prepared
  spells, making them unavailable for casting during each day of the
  armor’s creation. (That is, those spell slots are expended from his
  currently prepared spells, just as if they had been cast.)
  Creating some armor may entail other prerequisites beyond or
  other than spellcasting. See the individual descriptions on pages
  217–221 for details.
  Crafting magic armor requires one day for each 1,000 gp value
  of the base price. A suit of +1 chainmail has an item cost of 300 gp
  and a base price of 1,000 gp. It takes one day to craft.
  Item Creation Feat Required: Craft Magic Arms and Armor.
  CREATING MAGIC WEAPONS
  To create a magic weapon, a character needs a heat source and
  some iron, wood, or leatherworking tools. She also needs a supply
  of materials, the most obvious being the weapon or the pieces of
  the weapon to be assembled. Only a masterwork weapon can
  285
  CHAPTER 7:
  MAGIC ITEMS
  Table 7–33: Estimating Magic Item Gold Piece Values
  Effect
  Base Price
  Example
  Ability bonus (enhancement)
  Bonus squared × 1,000 gp
  Gloves of Dexterity +2
  Armor bonus (enhancement)
  Bonus squared × 1,000 gp
  +1 chainmail
  Bonus spell
  Spell level squared × 1,000 gp
  Pearl of power
  AC bonus (deflection)
  Bonus squared × 2,000 gp
  Ring of protection +3
  AC bonus (other)1
  Bonus squared × 2,500 gp
  Ioun stone, dusty rose prism
  Natural armor bonus (enhancement)
  Bonus squared × 2,000 gp
  Amulet of natural armor +1
  Save bonus (resistance)
  Bonus squared × 1,000 gp
  Cloak of resistance +5
  Save bonus (other)1
  Bonus squared × 2,000 gp
  Stone of good luck
  Skill bonus (competence)
  Bonus squared × 100 gp
  Cloak of elvenkind
  Spell resistance
  10,000 gp per point over SR 12; SR 13 minimum
  Mantle of spell resistance
  Weapon bonus (enhancement)
  Bonus squared × 2,000 gp
  +1 longsword
  Spell Effect
  Base Price
  Example
  Single use, spell completion
  Spell level × caster level × 25 gp
  Scroll of haste
  Single use, use-activated
  Spell level × caster level × 50 gp
  Potion of cure light wounds
  50 charges, spell trigger
  Spell level × caster level × 750 gp
  Wand of fireball
  Command word
  Spell level × caster level × 1,800 gp
  Cape of the mountebank
  Use-activated or continuous
  Spell level × caster level × 2,000 gp2
  Lantern of revealing
  Special
  Base Price Adjustment
  Example
  Charges per day
  Divide by 5, then multiply by uses per day
  Boots of teleportation
  Uncustomary space limitation3
  Multiply entire cost by 1.5
  Helm of teleportation
  No space limitation4
  Multiply entire cost by 2
  Ioun stone
  Multiple different abilities
  Multiply lower item cost by 1.5
  Helm of brilliance
  Charged (50 charges)
  1/2 unlimited use base price
  Ring of the ram
  Component
  Extra Cost
  Example
  Armor, shield, or weapon
  Add cost of masterwork item
  +1 composite longbow
  Spell has material component cost
  Add directly into price of item per charge5
  Wand of stoneskin
  Spell has XP cost
  Add 5 gp per 1 XP per charge5
  Ring of three wishes
  Spell Level: A 0-level spell is half the value of a 1st-level spell for determining price.
  1 Such as a luck, insight, sacred, or profane bonus.
  2 If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1
  minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater,
  divide the cost in half.
  3 See the sidebar on Body Slot Affinities, page 288.
  4 See Magic Items on the Body, page 214. Basically, an item that does not take up one of the spaces on a body costs double.
  5 If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges.
  
  286
  become a magic weapon, and the masterwork cost is added to the
  total cost to determine final market value. Additional magic sup-
  plies costs for the materials are subsumed in the cost for creating
  the magic weapon—half the base price given on Table 7–9:
  Weapons, according to the weapon’s total effective bonus.
  Creating a magic weapon has a special prerequisite: The cre-
  ator’s caster level must be at least three times the enhancement
  bonus of the weapon. Thus, a 6th-level creator can make a +2 long-
  sword, a 9th-level creator can create the same sword and make it +3,
  and a 15th-level caster can make it +5. If an item has both an
  enhancement bonus and a special ability (such as ghost touch),
  the higher of the two caster level requirements must be met.
  A magic weapon must have at least a +1 enhancement bonus to
  have any of the abilities listed on Table 7–14 or Table 7–15. A char-
  acter can’t create, for example, simply a keen rapier. A keen rapier
  needs an enhancement bonus of at least +1.
  If spells are involved in the prerequisites for making the weap-
  on, the creator must have prepared the spells to be cast (or must
  know the spells, in the case of a sorcerer or bard) but need not pro-
  vide any material components or focuses the spells require, nor are
  any XP costs inherent in a prerequisite spell incurred in the cre-
  ation of the item. The act of working on the weapon triggers the
  prepared spells, making them unavailable for casting during each
  day of the weapon’s creation. (That is, those spell slots are expended
  from his currently prepared spells, just as if they had been cast.)
  At the time of creation, the creator must decide if the weapon
  glows or not as a side-effect of the magic imbued within it. This
  decision does not affect the price or the creation time, but once
  the item is finished, the decision is binding.
  Creating magic double-headed weapons is treated as creating
  two weapons when determining cost, time, XP, and special abili-
  ties. For example, a dire flail could have a +1 flaming head and a +3
  disruption head.
  Creating some weapons may entail other prerequisites beyond
  or other than spellcasting. See the individual descriptions on
  pages 223–229 for details.
  Crafting a magic weapon requires one day for each 1,000 gp
  value of the base price. A +2 longsword has an item cost of 315 gp
  and a base price of 8,000 gp. It takes eight days to craft.
  Item Creation Feat Required: Craft Magic Arms and Armor.
  CREATING POTIONS
  The creator of a potion needs a level working surface and at least a
  few containers in which to mix liquids, as well as a source of heat
  to boil the brew. In addition, he needs ingredients. The costs for
  materials and ingredients are subsumed in the cost for brewing
  the potion—25 gp × the level of the spell × the level of the caster.
  All ingredients and materials used to brew a potion must be fresh
  and unused. The character must pay the full cost for brewing each
  potion. (Economies of scale do not apply.)
  The imbiber of the potion is both the caster and the target;
  therefore, spells such as shield other cannot be stored in potion
  form.  Spells with a range of personal cannot be made into potions,
  so spells such as shield never exist in potion form.
  The creator must have prepared the spell to be placed in the po-
  tion (or must know the spell, in the case of a sorcerer or bard) and
  must provide any material component or focus the spell requires.
  If casting the spell would reduce the caster’s XP total, he pays the
  XP cost upon beginning the brew in addition to the XP cost for
  making the potion itself. Material components are consumed
  when he begins working, but a focus is not. (A focus used in brew-
  ing a potion can be reused.) The act of brewing triggers the pre-
  pared spell, making it unavailable for casting until the character
  has rested and regained spells. (That is, that spell slot is expended
  from his currently prepared spells, just as if it had been cast.)
  Brewing a potion requires one day.
  Item Creation Feat Required: Brew Potion.
  Potion Base Prices (By Brewer’s Class)
  Spell Level
  Clr, Drd, Wiz
  Sor
  Brd
  Pal, Rgr*
  0
  25 gp
  25 gp
  25 gp
  —
  1st
  50 gp
  50 gp
  100 gp
  100 gp
  2nd
  300 gp
  400 gp
  400 gp
  400 gp
  3rd
  750 gp
  900 gp
  1,050 gp
  750 gp
  * Caster level is half class level.
  Prices assume that the potion was made at the minimum caster level.
  Base Cost to Brew a Potion (By Brewer’s Class)
  Spell Level
  Clr, Drd, Wiz
  Sor
  Brd
  Pal, Rgr*
  0
  12 gp 5 sp
  12 gp 5 sp
  12 gp 5 sp
  —
  +1 XP
  +1 XP
  +1 XP
  1st
  25 gp
  25 gp
  50 gp
  50 gp
  +2 XP
  +2 XP
  +4 XP
  +4 XP
  2nd
  150 gp
  200 gp
  200 gp
  200 gp
  +12 XP
  +16 XP
  +16 XP
  +16 XP
  3rd
  375 gp
  450 gp
  525 gp
  375 gp
  +30 XP
  +36 XP
  +42 XP
  +30 XP
  * Caster level is half class level.
  Costs assume that the creator makes the potion at the minimum
  caster level.
  CREATING RINGS
  To create a magic ring, a character needs a heat source. He also
  needs a supply of materials, the most obvious being a ring or the
  pieces of the ring to be assembled. The cost for the materials is sub-
  sumed in the cost for creating the ring. Ring costs are difficult to
  formularize. Refer to Table 7–33 on page 285 and use the ring
  prices in this chapter as a guideline. Creating a ring generally costs
  half the ring’s market price.
  Rings that duplicate spells with costly material or XP compo-
  nents add in the value of 50 × the spell’s component cost. Having a
  spell with a costly component as a prerequisite does not automati-
  cally incur this cost. The act of working on the ring triggers the
  prepared spells, making them unavailable for casting during each
  day of the ring’s creation. (That is, those spell slots are expended
  from his currently prepared spells, just as if they had been cast.)
  Creating some rings may entail other prerequisites beyond or
  other than spellcasting. See the individual descriptions on pages
  230–233 for details.
  Forging a ring requires one day for each 1,000 gp of the base
  price.
  Item Creation Feat Required: Forge Ring.
  CREATING RODS
  To create a magic rod, a character needs a supply of materials, the
  most obvious being a rod or the pieces of the rod to be assembled.
  The cost for the materials is subsumed in the cost for creating the
  rod. Rod costs are difficult to formularize. Refer to Table 7–33 on
  page 285 and use the rod prices in this chapter as a guideline. Cre-
  ating a rod costs half the market value listed.
  If spells are involved in the prerequisites for making the rod,
  the creator must have prepared the spells to be cast (or must know
  the spells, in the case of a sorcerer or bard) but need not provide
  any material components or focuses the spells require, nor are any
  XP costs inherent in a prerequisite spell incurred in the creation of
  the item. The act of working on the rod triggers the prepared
  spells, making them unavailable for casting during each day of the
  rod’s creation. (That is, those spell slots are expended from his cur-
  rently prepared spells, just as if they had been cast.)
  Creating some rods may entail other prerequisites beyond or
  other than spellcasting. See the individual descriptions on pages
  234–237 for details.
  Crafting a rod requires one day for each 1,000 gp of the base
  price.
  Item Creation Feat Required: Craft Rod.
  CHAPTER 7:
  MAGIC ITEMS
  
  CREATING SCROLLS
  To create a scroll, a character needs a supply of choice writing
  materials, the cost of which is subsumed in the cost for scribing
  the scroll—12.5 gp × the level of the spell × the level of the caster.
  All writing implements and materials used to scribe a scroll must
  be fresh and unused. A character must pay the full cost for scrib-
  ing each spell scroll no matter how many times she previously has
  scribed the same spell.
  The creator must have prepared the spell to be scribed (or must
  know the spell, in the case of a sorcerer or bard) and must provide
  any material component or focus the spell requires. If casting the
  spell would reduce the caster’s XP total, she pays the cost upon
  beginning the scroll in addition to the XP cost for making the
  scroll itself. Likewise, a material component is consumed when
  she begins writing, but a focus is not. (A focus used in scribing a
  scroll can be reused.) The act of writing triggers the prepared spell,
  making it unavailable for casting until the character has rested and
  regained spells. (That is, that spell slot is expended from her cur-
  rently prepared spells, just as if it had been cast.)
  Scribing a scroll requires one day per each 1,000 gp of the base
  price.
  Item Creation Feat Required: Scribe Scroll.
  Scroll Base Prices (By Scriber’s Class)
  Spell Level
  Clr, Drd, Wiz
  Sor
  Brd
  Pal, Rgr*
  0
  12 gp 5 sp
  12 gp 5 sp
  12 gp 5 sp
  —
  1st
  25 gp
  25 gp
  50 gp
  50 gp
  2nd
  150 gp
  200 gp
  200 gp
  200 gp
  3rd
  375 gp
  450 gp
  525 gp
  375 gp
  4th
  700 gp
  800 gp
  1,000 gp
  700 gp
  5th
  1,125 gp
  1,250 gp
  1,625 gp
  —
  6th
  1,650 gp
  1,800 gp
  2,400 gp
  —
  7th
  2,275 gp
  2,450 gp
  —
  —
  8th
  3,000 gp
  3,200 gp
  —
  —
  9th
  3,825 gp
  4,050 gp
  —
  —
  * Caster level is half class level.
  Prices assume that the scroll was made at the minimum caster level.
  Base Magic Supplies and XP Cost to Scribe a Scroll
  (By Scriber’s Class)
  Spell
  Level
  Clr, Drd, Wiz
  Sor
  Brd
  Pal, Rgr*
  0
  6 gp 2 sp 5 cp
  6 gp 2 sp 5 cp
  6 gp 2 sp 5 cp
  —
  +1 XP
  +1 XP
  +1 XP
  1st
  12 gp 5 sp
  12 gp 5 sp
  25 gp
  25 gp
  +1 XP
  +1 XP
  +2 XP
  +2 XP
  2nd
  75 gp
  100 gp
  100 gp
  100 gp
  +6 XP
  +8 XP
  +8 XP
  +8 XP
  3rd
  187 gp 5 sp
  225 gp
  262 gp 5 sp
  187 gp 5 sp
  +15 XP
  +18 XP
  +21 XP
  +15 XP
  4th
  350 gp
  400 gp
  500 gp
  350 gp
  +28 XP
  +32 XP
  +40 XP
  +28 XP
  5th
  562 gp 5 sp
  625 gp
  812 gp 5 sp
  —
  +45 XP
  +50 XP
  +65 XP
  6th
  826 gp
  900 gp
  1,200 gp
  —
  +66 XP
  +72 XP
  +96 XP
  7th
  1,135 gp 5 sp
  1,225 gp
  —
  —
  +91 XP
  +98 XP
  8th
  1,500 gp
  1,600 gp
  —
  —
  +120 XP
  +128 XP
  9th
  1,912 gp 5 sp
  2, 025 gp
  —
  —
  +153 XP
  +162 XP
  * Caster level is half class level.
  Costs assume that the creator makes the scroll at the minimum
  caster level.
  CREATING STAFFS
  To create a magic staff, a character needs a supply of materials, the
  most obvious being a staff or the pieces of the staff to be assem-
  bled. The cost for the materials is subsumed in the cost for creat-
  ing the staff—375 gp × the level of the highest-level spell × the
  level of the caster, plus 75% of the value of the next most costly
  ability (281.25 gp × the level of the spell × the level of the caster),
  plus one-half of the value of any other abilities (187.5 gp × the
  level of the spell × the level of the caster). Staffs are always fully
  charged (50 charges) when created.
  If desired, a spell can be placed into the staff at only half the
  normal cost, but then activating that particular spell costs 2
  charges from the staff. The caster level of all spells in a staff must
  be the same, and no staff can have a caster level of less than 8th,
  even if all the spells in the staff are low-level spells.
  The creator must have prepared the spells to be stored (or must
  know the spell, in the case of a sorcerer or bard) and must provide
  any focus the spells require as well as material and XP component
  costs sufficient to activate the spell a maximum number of times
  (50 divided by the number of charges one use of the spell
  expends). This is in addition to the XP cost for making the staff
  itself. Material components are consumed when he begins work-
  ing, but focuses are not. (A focus used in creating a staff can be
  reused.) The act of working on the staff triggers the prepared
  spells, making them unavailable for casting during each day of the
  staff’s creation. (That is, those spell slots are expended from his
  currently prepared spells, just as if they had been cast.)
  Creating a few staffs may entail other prerequisites beyond
  spellcasting. See the individual descriptions on pages 243–245 for
  details.
  Crafting a staff requires one day for each 1,000 gp of the base price.
  Item Creation Feat Required: Craft Staff.
  CREATING WANDS
  To create a magic wand, a character needs a small supply of mate-
  rials, the most obvious being a baton or the pieces of the wand to
  be assembled. The cost for the materials is subsumed in the cost
  for creating the wand—375 gp × the level of the spell × the level
  of the caster. Wands are always fully charged (50 charges) when
  created.
  Wand Base Prices (By Crafter’s Class)
  Spell Level
  Clr, Drd, Wiz
  Sor
  Brd
  Pal, Rgr*
  0
  375 gp
  375 gp
  375 gp
  —
  1st
  750 gp
  750 gp
  1,500 gp
  1,500 gp
  2nd
  4,500 gp
  6,000 gp
  6,000 gp
  6,000 gp
  3rd
  11,250 gp
  13,500 gp
  15,750 gp
  11,250 gp
  4th
  21,000 gp
  24,000 gp
  30,000 gp
  21,000 gp
  * Caster level is half class level.
  Prices assume that the wand was made at the minimum caster level.
  Base Magic Supplies and XP Cost to Craft a Wand
  (By Crafter’s Class)
  Spell Level
  Clr, Drd, Wiz
  Sor
  Brd
  Pal, Rgr*
  0
  187 gp 5 sp
  187 gp 5 sp
  187 gp 5 sp
  —
  +15 XP
  +15 XP
  +15 XP
  1st
  375 gp
  375 gp
  750 gp
  750 gp
  +30 XP
  +30 XP
  +60 XP
  +60 XP
  2nd
  2,250 gp
  3,000 gp
  3,000 gp
  3,000 gp
  +180 XP
  +240 XP
  +240 XP
  +240 XP
  3rd
  5,625 gp
  6,750 gp
  7,875 gp
  5,625 gp
  +450 XP
  +540 XP
  +630 XP
  +450 XP
  4th
  10,500 gp
  12,000 gp
  15,000 gp
  10,500 gp
  +840 XP
  +960 XP
  +1,200 XP
  +840 XP
  * Caster level is half class level.
  Costs assume that the creator makes the wand at the minimum
  caster level.
  287
  CHAPTER 7:
  MAGIC ITEMS
  
  288
  The creator must have prepared the spell to be stored (or must
  know the spell, in the case of a sorcerer or bard) and must provide
  any focuses the spell requires. Fifty of each needed material com-
  ponent are required, one for each charge. If casting the spell
  would reduce the caster’s XP total, she pays the cost (multiplied by
  50) upon beginning the wand in addition to the XP cost for
  making the wand itself. Likewise, material components are con-
  sumed when she begins working, but focuses are not. (A focus
  used in creating a wand can be reused.) The act of working on the
  wand triggers the prepared spell, making it unavailable for casting
  during each day devoted to the wand’s creation. (That is, that spell
  slot is expended from her currently prepared spells, just as if it had
  been cast.)
  Crafting a wand requires one day per each 1,000 gp of the base
  price. A wand of stoneskin and a wand of charm monster each take
  twenty-one days to create.
  Item Creation Feat Required: Craft Wand.
  CREATING WONDROUS ITEMS
  To create a wondrous item, a character usually needs some sort of
  equipment or tools to work on the item. She also needs a supply of
  materials, the most obvious being the item itself or the pieces of
  the item to be assembled. The cost for the materials is subsumed in
  the cost for creating the item. Wondrous item costs are difficult to
  formularize. Refer to Table 7–33 on page 285 and use the item
  prices in this chapter as a guideline. Creating an item costs half
  the market value listed.
  If spells are involved in the prerequisites for making the item,
  the creator must have prepared the spells to be cast (or must know
  the spells, in the case of a sorcerer or bard) but need not provide
  any material components or focuses the spells require, nor are any
  XP costs inherent in a prerequisite spell incurred in the creation of
  the item. The act of working on the item triggers the prepared
  spells, making them unavailable for casting during each day of the
  item’s creation. (That is, those spell slots are expended from his
  currently prepared spells, just as if they had been cast.)
  Creating some items may entail other prerequisites beyond or
  other than spellcasting. See the individual descriptions beginning
  on page 246 for details.
  Crafting a wondrous item requires one day for each 1,000 gp of
  the base price.
  Item Creation Feat Required: Craft Wondrous Item. 
  INTELLIGENT ITEM CREATION
  To create an intelligent item, a character must have a caster level of
  15th or higher. Time and creation cost are based on the normal item
  creation rules, with the market price values on Table 7–30: Item
  Intelligence, Wisdom, Charisma, and Capabilities (page 269)
  treated as additions to time, gp cost, and XP cost. The item’s align-
  ment is the same as its creator’s. Determine other features randomly,
  following the guidelines in the relevant sections of this chapter.
  ADDING NEW ABILITIES
  A creator can add new magical abilities to a magic item with no
  restrictions. The cost to do this is the same as if the item was not
  magical. Thus, a +1 longsword can be made into a +2 vorpal long-
  sword, with the cost to create it being equal to that of a +2 vorpal
  sword minus the cost of a +1 sword.
  If the item is one that occupies a specific place on a character’s
  body (see Magic Items on the Body, page 214), the cost of adding
  any additional ability to that item increases by 50%. For example, if
  a character adds the power to confer invisibility to her ring of protec-
  tion +2, the cost of adding this ability is the same as for creating a
  ring of invisibility multiplied by 1.5.
  CHAPTER 7:
  MAGIC ITEMS
  BEHIND THE CURTAIN: 
  BODY SLOT AFFINITIES
  A character who already has winged boots wants the haste effect pro-
  vided by boots of speed. The player asks, “Can I make a hat of speed
  instead?” What’s your answer?
  The question comes up with some frequency because some parts of
  the body can accommodate many more kinds of magic items than
  others. Almost every character gets a magic cloak of some kind early in
  her career, even if it’s a simple cloak of resistance +1. But magic vests
  are few in number, and almost all the magic robes are too expensive for
  low-level characters. Characters who have “empty” spaces on their
  bodies are naturally eager to fill them with useful items that would ordi-
  narily go in spots where they already have magic.
  Some magic items strain credulity if they’re placed in an unusual
  location on the body. It’s much easier to imagine gauntlets of ogre power
  than goggles of ogre power. Other changes seem straightforward
  enough; for instance, a cloak of blending makes just as much sense as
  a robe of blending.
  Each location on the body, or body slot, has one or more affinities:
  a word or phrase that describes the general function or nature of magic
  items designed for that body slot. Body slot affinities are deliberately
  broad, abstract categorizations, because a hard-and-fast rule can’t
  cover the great variety among wondrous items.
  You can use the affinities in the list below to guide your decisions on
  which magic items you’ll allow in which body slots. And when you
  design your own magic items, the affinities give you some guidance for
  what form a particular item should take.
  Some body slots have different affinities for different specific
  items. Gloves and gauntlets occupy the same body slot, for
  example, but have the affinities of quickness and destructive power
  respectively.
  Body Slot
  Affinity
  Headband, helmet
  Mental improvement, ranged attacks
  Hat
  Interaction
  Phylactery
  Morale, alignment
  Eye lenses, goggles
  Vision
  Cloak, cape, mantle
  Transformation, protection
  Amulet, brooch, medallion,
  Protection, discernment
  necklace, periapt, scarab
  Robe
  Multiple effects
  Shirt
  Physical improvement
  Vest, vestment
  Class ability improvement
  Bracers
  Combat
  Bracelets
  Allies
  Gloves
  Quickness
  Gauntlets
  Destructive power
  Belt
  Physical improvement
  Boots
  Movement
  Wondrous items that don’t match the affinity for a particular body
  slot should cost 50% more than wondrous items that match the
  affinity. Compare the boots of teleportation with the helm of teleporta-
  tion. Unless you are intentionally aiming for a truly oddball game,
  avoid patently absurd combinations such as eyeglasses of giant
  Strength at any price.
  pqqqqrs
  pqqqqrs
  
  his chapter has three parts: Special Abilities, Condition
  Summary, and The Environment. Throughout the game,
  you’ll find references to special abilities of all kinds—rays
  of energy, life-numbing touches, and the ability to become
  insubstantial, to name a few. This section identifies the most
  significant abilities and provides details on how to use them
  and what they look like.
  Following this section you can find a comprehensive sum-
  mary of character conditions, such as panicked, paralyzed, and
  helpless. If a character falls victim to any sort of debilitation or
  strange effect, refer to that condition’s listing for how to handle
  the situation.
  Finally, perils of the environment such as drowning, and the
  effects of heat and cold are covered in the closing section.
  SPECIAL ABILITIES
  A special ability is either extraordinary, spell-like, or supernatural
  in nature.
  Extraordinary Abilities (Ex): Extraordinary abilities are non-
  magical. They are, however, not something that just anyone can
  do or even learn to do without extensive training (which, in game
  terms, means to take a new character class). A monk’s ability to
  evade attacks and a barbarian’s uncanny dodge are extraordinary
  abilities. Effects or areas that negate or disrupt magic have no
  effect on extraordinary abilities.
  Spell-Like Abilities (Sp): Spell-like abilities, as the name
  implies, are spells and magical abilities that are very much like
  spells. Spell-like abilities are subject to spell resistance and dispel
  magic. They do not function in areas where magic is suppressed or
  negated (such as an antimagic field).
  Supernatural Abilities (Su): Supernatural abilities are
  magical but not spell-like. This far-reaching category
  includes the basilisk’s petrifying stare, the monk’s ki strike,
  and the ghoul’s paralytic touch. Supernatural abilities are
  not subject to spell resistance and do not function in areas
  where magic is suppressed or negated (such as an
  antimagic field). A supernatural ability’s effect cannot be
  dispelled and is not subject to counterspells.
  See Table 8–1, on the next page, for a summary of the
  types of special abilities.
  ABILITY SCORE LOSS
  An undead shadow touches Tordek, and his axe immedi-
  ately feels heavier in his hand. A giant wasp stings
  Mialee, and her normally graceful movements become
  halting and stiff.
  Various attacks cause ability score loss, either ability
  damage or ability drain. Points lost to ability damage
  return at the rate of 1 point per day (or double that if
  the character gets complete bed rest) to each dam-
  aged ability, and the spells lesser restoration and restora-
  tion offset ability damage as well. Ability drain, how-
  ever, is permanent, though restoration can restore
  even those lost ability score points.
  While any loss is debilitating, losing all points in
  an ability score can be devastating.
  • Strength 0 means that the character cannot move at
  all. He lies helpless on the ground.
  • Dexterity 0 means that the character cannot move
  at all. He stands motionless, rigid, and helpless.
  • Constitution 0 means that the character is dead.
  289
  Illus. by  A. Swekel
  
  290
  • Intelligence 0 means that the character cannot think and is
  unconscious in a comalike stupor, helpless.
  • Wisdom 0 means that the character is withdrawn into a deep
  sleep filled with nightmares, helpless.
  • Charisma 0 means that the character is withdrawn into a cata-
  tonic, comalike stupor, helpless.
  Keeping track of negative ability score points is never neces-
  sary. A character’s ability score can’t drop below 0.
  Having a score of 0 in an ability is different from having no abil-
  ity score whatsoever. A wraith has no Strength score, not a
  Strength score of 0. A clay golem has no Intelligence, not an Intel-
  ligence score of 0. The wraith can move, it just can’t act physically
  on other objects. The golem is not in a stupor or helpless, but it has
  no thoughts or memory.
  Some spells or abilities impose an effective ability score reduc-
  tion, which is different from ability score loss. Any such reduction
  disappears at the end of the spell’s or ability’s duration, and the
  ability score immediately returns to its former value.
  If a character’s Constitution score drops, then he loses 1 hit
  point per Hit Die for every point by which his Constitution mod-
  ifier drops. For example, at 7th level, Tordek is hit by poison that
  causes his Constitution to drop from 16 to 13. His Constitution
  modifier falls from +3 to +1, so he loses 14 hit points (2 per level).
  A minute later, the poison deals another 8 points of Constitution
  damage, dropping his score to 5 and his modifier to –3. He loses
  another 28 hit points—for a total of 42 hit points lost because of
  an overall 6-point drop in his Constitution modifier.
  A hit point score can’t be reduced by Constitution damage or
  drain to less than 1 hit point per Hit Die. At 7th level, Mialee has
  22 hit points when fully healed. Even if her Constitution score
  drops to 5 or lower, she will still have at least 7 hit points (less any
  damage she may take).
  The ability that some creatures have to drain ability scores (such
  as shadows draining Strength or lamias draining Wisdom) is a
  supernatural one, requiring some sort of attack. Such creatures do
  not drain abilities from enemies when the enemies strike them,
  even with unarmed attacks or natural weapons.
  ANTIMAGIC
  The beholder opens its large central eye, and suddenly Lidda (who
  had been invisible) becomes visible, and Tordek (who had been
  flying) drops unceremoniously to the floor. The adventurers’
  magic weapons are now no better than masterwork versions, and
  their layers of magical protections are gone. The fire giant working
  with the beholder hefts his axe, grins, and charges.
  An antimagic field spell or the main eye ray of a beholder cancels
  magic altogether. This spell-like effect is extremely powerful—the
  ultimate defense against magic. An antimagic effect has the fol-
  lowing powers and characteristics.
  • No supernatural ability, spell-like ability, or spell works in an
  area of antimagic (but extraordinary abilities still work).
  • Antimagic does not dispel magic; it suppresses it. Once a magi-
  cal effect is no longer affected by the antimagic (the antimagic
  fades, the center of the effect moves away, and so on), the magic
  returns. Spells that still have part of their duration left begin
  functioning again, magic items are once again useful, and so
  forth.
  • Spell areas that include both an antimagic area and a normal
  area, but are not centered in the antimagic area, still function in
  the normal area. If the spell’s center is in the antimagic area,
  then the spell is suppressed.
  • Golems and other constructs, elementals, outsiders, and corpo-
  real undead, still function in an antimagic area (though the
  antimagic area suppresses their spellcasting and their supernat-
  ural and spell-like abilities normally). If such creatures are
  summoned or conjured, however, see below.
  • Summoned or conjured creatures of any type, as well as incor-
  poreal undead, wink out if they enter the area of an antimagic
  effect. They reappear in the same spot once the field goes away.
  • Magic items with continuous effects, such as a bag of holding, do
  not function in the area of an antimagic effect, but their effects
  are not canceled (so the contents of the bag are unavailable, but
  neither spill out nor disappear forever).
  • Two antimagic areas in the same place do not cancel each other
  out, nor do they stack.
  • Wall of force, prismatic wall, and prismatic sphere are not affected by
  antimagic. Break enchantment, dispel magic, and greater dispel
  magic spells do not dispel antimagic. Mordenkainen’s disjunction
  has a 1% chance per caster level of destroying an antimagic field.
  If the antimagic field survives the disjunction, no items within it
  are disjoined.
  BLINDSIGHT AND BLINDSENSE
  Some creatures have blindsight, the extraordinary ability to use a
  nonvisual sense (or a combination of such senses) to operate effec-
  tively without vision. Such sense may include sensitivity to vibra-
  tions, acute scent, keen hearing, or echolocation. This ability makes
  invisibility and concealment (even magical darkness) irrelevant to
  the creature (though it still can’t see ethereal creatures). This ability
  operates out to a range specified in the creature description.
  • Blindsight never allows a creature to distinguish color or visual
  contrast. A creature cannot read with blindsight.
  • Blindsight does not subject a creature to gaze attacks (even
  though darkvision does).
  • Blinding attacks do not penalize creatures using blindsight.
  • Deafening attacks thwart blindsight if it relies on hearing (as a
  bat’s echolocation ability does).
  • Blindsight works underwater but not in a vacuum.
  • Blindsight negates displacement and blur effects.
  CHAPTER 8:
  GLOSSARY
  Table 8–1: Special Ability Types
  Extraordinary
  Spell-Like
  Supernatural
  Dispel
  No
  Yes
  No
  Spell resistance
  No
  Yes
  No
  Antimagic field
  No
  Yes
  Yes
  Attack of opportunity
  No
  Yes
  No
  Dispel: Can dispel magic and similar spells dispel the effects of abilities
  of that type?
  Spell Resistance: Does spell resistance protect a creature from these
  abilities?
  Antimagic Field: Does an antimagic field or similar magic suppress the
  ability?
  Attack of Opportunity: Does using the ability provoke attacks of
  opportunity the way that casting a spell does?
  VARIANT: SEPARATE ABILITY LOSS
  Some players don’t like keeping track of ability scores that go down
  because they find it hard to recalculate their statistics based on their
  new ability modifiers. These players may find it easier to track ability
  loss separately, sort of the way nonlethal damage works. In this variant,
  for each 2 points of ability damage, the character takes a –1 penalty on
  checks related to that ability. If the ability loss equals or exceeds the
  ability score, then the character suffers the effect of having a 0 score in
  that ability. Ability damage goes away at the rate of 1 point per day.
  This variant leads to very nearly the same results as standard ability
  loss does.
  pqqqqrs
  pqqqqrs
  
  Blindsense: Other creatures have blindsense, a lesser ability
  that lets the creature notice things it cannot see, but without the
  precision of blindsight. The creature with blindsense usually does
  not need to make Spot or Listen checks to notice and locate crea-
  tures within range of its blindsense ability, provided that it has
  line of effect to that creature. Any opponent the creature cannot
  see has  total concealment (50% miss chance) against the creature
  with blindsense, and the blindsensing creature still has the
  normal miss chance when attacking foes that have concealment.
  Visibility still affects the movement of a creature with blindsense.
  A creature with blindsense is still denied its Dexterity bonus to
  Armor Class against attacks from creatures it cannot see.
  BREATH WEAPON
  While dragon fire is the classic example, a breath weapon may also
  be a cloud of poisonous gas, a bolt of lightning, or a stream of acid.
  The creature is actually expelling something from its mouth
  (rather than conjuring it by means of a spell or some other magical
  effect). Most creatures with breath weapons are limited to a
  number of uses per day or by a minimum length of time that must
  pass between uses. Such creatures are usually smart enough to
  save their breath weapon until they really need it.
  • Using a breath weapon is typically a standard action.
  • No attack roll is necessary. The breath simply fills its stated area.
  • Any character caught in the area must make the appropriate
  saving throw or suffer the breath weapon’s full effect. In many
  cases, a character who succeeds on his saving throw still takes
  half damage or some other reduced effect.
  • Breath weapons are supernatural abilities except where noted.
  • Creatures are immune to their own breath weapons.
  • Creatures unable to breathe can still use breath weapons. (The
  term is something of a misnomer.)
  CHARM AND COMPULSION
  As the strange, wolflike creature loped toward Tordek, he realized
  that it was a good friend that meant him no harm. But why was
  Mialee casting a fireball at it? He needed to stop her from doing
  that again. Later, things got even worse when Lidda didn’t know
  that the noble she was chatting up was actually a vampire. After
  one look into his eyes, she heard his voice in her mind, giving her
  orders that she obeyed without hesitation. She felt like a mere
  observer, trapped behind her own eyes, watching as “she” sought
  out her companions and invited them to a private party at the
  noble’s estate.
  Many abilities and spells can cloud the minds of characters and
  monsters, leaving them unable to tell friend from foe—or worse
  yet, deceiving them into thinking that their former friends are
  now their worst enemies. Two general types of enchantments af-
  fect characters and creatures: charms and compulsions.
  Charming another creature gives the charming character the
  ability to befriend and suggest courses of actions to his minion,
  but the servitude is not absolute or mindless. Charms of this type
  include the various charm spells. Essentially, a charmed character
  retains free will but makes choices according to a skewed view of
  the world.
  • A charmed creature doesn’t gain any magical ability to under-
  stand his new friend’s language.
  • A charmed character retains his original alignment and alle-
  giances, generally with the exception that he now regards the
  charming creature as a dear friend and will give great weight to
  his suggestions and directions.
  • A charmed character fights his former allies only if they threaten
  his new friend, and even then he uses the least lethal means at
  his disposal as long as these tactics show any possibility of
  success (just as he would in a fight between two actual friends).
  • A charmed character is entitled to an opposed Charisma check
  against his master in order to resist instructions or commands
  that would make him do something he wouldn’t normally do
  even for a close friend. If he succeeds, he decides not to go
  along with that order but remains charmed.
  • A charmed character never obeys a command that is obviously
  suicidal or grievously harmful to her.
  • If the charming creature commands his minion to do some-
  thing that the influenced character would be violently opposed
  to, the subject may attempt a new saving throw to break free of
  the influence altogether.
  • A charmed character who is openly attacked by the creature who
  charmed him or by that creature’s apparent allies is automatically
  freed of the spell or effect.
  Compulsion is a different matter altogether. A compulsion
  overrides the subject’s free will in some way or simply
  changes the way the subject’s mind works. A charm makes the
  subject a friend of the caster; a compulsion makes the subject
  obey the caster.
  Regardless of whether a character is charmed or compelled, he
  won’t volunteer information or tactics that his master doesn’t ask
  for. If a 1st-level wizard happens to have a staff of fire, the vampire
  that is compelling him doesn’t know that the wand is there and
  can’t tell the wizard to give him the staff or use the staff on his
  former friends. The vampire, however, can say, “Hand over your
  most powerful magic item.”
  COLD IMMUNITY
  A creature with cold immunity, such as a frost giant, never takes cold
  damage. It has vulnerability to fire, which means it takes half again as
  much (+50%) damage as normal from fire, regardless of whether a
  saving throw is allowed, or if the save is a success or failure.
  DAMAGE REDUCTION
  The arrow sticks into the vampire, but she just pulls it out and
  laughs as the wound instantly heals. “You’ll need to do better than
  that,” she hisses.
  Some magic creatures have the supernatural ability to instantly
  heal damage from weapons or to ignore blows altogether as
  though they were invulnerable.
  The numerical part of a creature’s damage reduction (DR) is the
  amount of hit points the creature ignores from normal attacks.
  Thus, a creature with a damage reduction number of 5 struck for 8
  points of damage ignores 5 points and takes only 3.
  Usually, a certain type of weapon can overcome this reduction.
  This information is separated from the damage reduction number
  by a slash. For example, a werewolf ’s damage reduction is
  10/silver, meaning the werewolf ignores the first 10 points of
  damage from every normal attack unless the weapon is made with
  alchemical silver. Other kinds of damage reduction are overcome
  by magic weapons (any weapon with a +1 or higher enhancement
  bonus, not counting the enhancement from masterwork quality),
  certain types of weapons (such as slashing or bludgeoning), and
  weapons imbued with an alignment (such as that granted by the
  holy special ability or the align weapon spell). If a dash follows the
  slash (as with the damage reduction that is a class feature of the
  barbarian), then the damage reduction is effective against any
  attack that does not ignore damage reduction.
  Ammunition fired from a projectile weapon with an enhance-
  ment bonus of +1 or higher is treated as a magic weapon for the
  purpose of overcoming damage reduction. For example, a sling
  stone hurled from a +1 sling is treated as a magic weapon. Similarly,
  ammunition fired from a projectile weapon with an alignment
  (such as a +1 holy longbow or a crossbow under the effect of the
  align weapon spell) gains the alignment of that projectile weapon
  (in addition to any alignment it may already have). For example, a
  +1 unholy arrow fired from a +2 anarchic shortbow would be both
  evil-aligned and chaos-aligned (the former from its own unholy
  special ability, the latter from the shortbow).
  291
  CHAPTER 8:
  GLOSSARY
  
  292
  Whenever damage reduction completely negates the damage
  from an attack, it also negates most special effects that accompany
  the attack, such as injury type poison, a monk’s stunning, and
  injury type disease. Damage reduction does not negate touch
  attacks, energy damage dealt along with an attack (such as fire
  damage from a fire elemental), or energy drains. Nor does it affect
  poisons or diseases delivered by inhalation, ingestion, or contact.
  Attacks that deal no damage because of the target’s damage reduc-
  tion do not disrupt spells.
  Spells, spell-like abilities, and energy attacks (even nonmagical
  fire) ignore damage reduction.
  Sometimes damage reduction is instant healing. A sword slash
  across a demon’s hide slices it open, but the open wound seals as
  fast as it’s made. Sometimes damage reduction represents the
  creature’s tough hide or body, such as with a gargoyle or iron
  golem. In either case, characters can see that conventional attacks
  don’t work.
  If a creature has damage reduction from more than one source,
  the two forms of damage reduction do not stack. Instead, the crea-
  ture gets the benefit of the best damage reduction in a given situa-
  tion. For example, a werebear with damage reduction 10/silver
  receives a righteous might spell and gains damage reduction 5/evil.
  If the werebear is attacked with a weapon that is neither silver nor
  evil, it takes 10 fewer points of damage from each attack. Damage
  from a silver weapon that is not evil is reduced by 5 points per
  attack (since it bypasses the DR 10/silver but not the DR 5/evil),
  and damage from an evil weapon that is not silver is reduced by 10
  points per attack (since it bypasses the DR 5/evil but not the DR
  10/silver). Only a weapon that is both silver and evil (such as a sil-
  vered unholy weapon) deals full damage to the creature.
  DARKVISION
  Darkvision is the extraordinary ability to see with no light source
  at all, out to a range specified for the creature.
  Darkvision is black and white only (colors cannot be dis-
  cerned). It does not allow characters to see anything that they
  could not see otherwise—invisible objects are still invisible, and
  illusions are still visible as what they seem to be. Likewise, dark-
  vision subjects a creature to gaze attacks normally.
  The presence of light does not spoil darkvision. If a character
  has darkvision with a 60-foot range, and he stands within a 20-foot
  radius of light, the character can see normally in the light, and 40
  feet beyond the light because of his darkvision.
  DEATH ATTACKS
  Lidda, scouting ahead of her party, meets the eyes of the figure she
  discovers in the shadows. It’s one of the awful undead creatures
  known as bodaks. She feels a sudden vertigo, as her spark of life
  itself is attacked by the bodak’s supernatural power.
  The bodak’s abyssal eyes can kill with a glance. The dreaded
  power word kill spell can slay without even allowing the victim a
  saving throw. A single arrow of slaying can fell a dragon. Even a
  fighter with 100 hit points can be killed by a single death attack.
  In most cases, a death attack allows the victim a Fortitude save
  to avoid the affect, but if the save fails, the character dies
  instantly.
  • Raise dead doesn’t work on someone killed by a death attack.
  • Death attacks slay instantly. A victim cannot be made stable and
  thereby kept alive.
  • In case it matters, a dead character, no matter how she died, has
  –10 hit points.
  • The spell death ward protects a character against these attacks.
  DISEASE
  When a character is injured by a contaminated attack (such as a
  mummy’s slam attack, which can transmit mummy rot),
  touches an item smeared with diseased matter, or consumes dis-
  ease-tainted food or drink, he must make an immediate Forti-
  tude saving throw. If he succeeds, the disease has no effect—his
  immune system fought off the infection. If he fails, he takes
  damage after an incubation period. Once per day afterward, he
  must make a successful Fortitude saving throw to avoid
  repeated damage. Two successful saving throws in a row indi-
  cate that he has fought off the disease and recovers, taking no
  more damage.
  You can roll these Fortitude saving throws for the player so that
  he doesn’t know whether the disease has taken hold.
  Disease Descriptions
  Diseases have various symptoms and are spread through a number
  of vectors. The characteristics of several typical diseases are sum-
  marized on Table 8–2: Diseases and defined below.
  Disease: Diseases whose names are printed in italic in the table
  are supernatural in nature. The others are extraordinary.
  Infection: The disease’s method of delivery—ingested, inhaled,
  via injury, or contact. Keep in mind that some injury diseases may
  be transmitted by as small an injury as a flea bite and that most
  inhaled diseases can also be ingested (and vice versa).
  DC: The Difficulty Class for the Fortitude saving throws to pre-
  vent infection (if the character has been infected), to prevent each
  instance of repeated damage, and to recover from the disease.
  Incubation Period: The time before damage begins.
  Damage:The ability damage the character takes after incubation
  and each day afterward.
  Types of Diseases: Typical diseases include the following:
  Blinding Sickness: Spread in tainted water.
  Cackle Fever: Symptoms include high fever, disorientation, and
  frequent bouts of hideous laughter. Also known as “the shrieks.”
  Demon Fever: Night hags spread it. Can cause permanent ability
  drain.
  Devil Chills: Barbazu and pit fiends spread it. It takes three, not
  two, successful saves in a row to recover from devil chills.
  Filth Fever: Dire rats and otyughs spread it. Those injured while
  in filthy surroundings might also catch it.
  Mindfire: Feels like your brain is burning. Causes stupor.
  Mummy Rot: Spread by mummies. Successful saving throws do
  not allow the character to recover (though they do prevent
  damage normally).
  Red Ache: Skin turns red, bloated, and warm to the touch.
  The Shakes: Causes involuntary twitches, tremors, and fits.
  Slimy Doom: Victim turns into infectious goo from the inside
  out. Can cause permanent ability drain.
  Table 8–2: Diseases
  Disease
  Infection
  DC
  Incubation
  Damage
  Blinding sickness
  Ingested
  16
  1d3 days
  1d4 Str1
  Cackle fever
  Inhaled
  16
  1 day
  1d6 Wis
  Demon fever
  Injury
  18
  1 day
  1d6 Con2
  Devil chills3
  Injury
  14
  1d4 days
  1d4 Str
  Filth fever
  Injury
  12
  1d3 days
  1d3 Dex,
  1d3 Con
  Mindfire
  Inhaled
  12
  1 day
  1d4 Int
  Mummy rot4
  Contact
  20
  1 day
  1d6 Con
  Red ache
  Injury
  15
  1d3 days
  1d6 Str
  Shakes
  Contact
  13
  1 day
  1d8 Dex
  Slimy doom
  Contact
  14
  1 day
  1d4 Con2
  1 Each time the victim takes 2 or more damage from the disease, he
  must make another Fortitude save or be permanently blinded.
  2 When damaged, character must succeed on another saving throw
  or 1 point of damage is permanent drain instead.
  3 The victim must make three successful Fortitude saving throws in a
  row to recover from devil chills.
  4 Successful saves do not allow the character to recover. Only magical
  healing can save the character.
  CHAPTER 8:
  GLOSSARY
  
  Healing a Disease
  Use of the Heal skill can help a diseased character. Every time a
  diseased character makes a saving throw against disease effects,
  the healer makes a check. The diseased character can use the
  healer’s result in place of his saving throw if the Heal check result
  is higher. The diseased character must be in the healer’s care and
  must have spent the previous 8 hours resting.
  Characters recover points lost to ability score damage at a rate of
  1 per day per ability damaged, and this rule applies even while a dis-
  ease is in progress. That means that a character with a minor disease
  might be able to withstand it without accumulating any damage.
  ENERGY DRAIN AND NEGATIVE LEVELS
  An undead wight bashes an adventurer, and she feels cold and
  weak, while the wight moves with greater vigor than before. When
  the wight strikes her again, she grows weaker, as if her life force
  were slipping away. Her friends see her face drain of color and her
  flesh shrivel slightly. With the third strike, the adventurer falls to
  the ground, a desiccated husk. A fellow adventurer, also struck by
  the wight, survives the encounter. Over the next day his spirit ral-
  lies, and he throws off the hungry force that clawed at his very soul.
  Some horrible creatures, especially undead monsters, possess a
  fearsome supernatural ability to drain levels from those they
  strike in combat. The creature making an energy drain attack
  draws a portion of its victim’s life force from her.
  Most energy drain attacks require a successful melee attack
  roll—mere physical contact is not enough. Monks, for instance,
  can pound such creatures with their fists without risking their
  life energy.
  Each successful energy drain attack bestows one or more nega-
  tive levels on the opponent. A creature takes the following penal-
  ties for each negative level it has gained.
  –1 on all skill checks and ability checks.
  –1 on attack rolls and saving throws.
  –5 hit points.
  –1 effective level (whenever the creature’s level is used in a die
  roll or calculation, reduce it by one for each negative level).
  If the victim casts spells, she loses access to one spell as if she
  had cast her highest-level, currently available spell. (If she has
  more than one spell at her highest level, she chooses which she
  loses.) In addition, when she next prepares spells or regains spell
  slots, she gets one less spell slot at her highest spell level.
  Negative levels remain for 24 hours or until removed with a
  spell, such as restoration. After 24 hours, the afflicted creature must
  attempt a Fortitude save (DC 10 + 1/2 attacker’s HD + attacker’s
  Cha modifier). (The DC is provided in the attacker’s description.)
  If the saving throw succeeds, the negative level goes away with no
  harm to the creature. The afflicted creature makes a separate
  saving throw for each negative level it has gained. If the save fails,
  the negative level goes away, but the creature’s level is also reduced
  by one (see Level Loss, page 296).
  A character with negative levels at least equal to her current
  level, or drained below 1st level, is instantly slain. Depending on
  the creature that killed her, she may rise the next night as a mon-
  ster of that kind. If not, she rises as a wight.
  A creature gains 5 temporary hit points for each negative level
  it bestows (though not if the negative level is caused by a spell or
  similar effect).
  ETHEREALNESS
  Out of nowhere, a spider the size of a horse appears and bites
  Mialee. Lidda wheels to stab it, but it’s gone. The adventurers
  know the phase spider is somewhere nearby, lurking on the Ethe-
  real Plane, watching them and waiting.
  Phase spiders and certain other creatures can exist on the Ethe-
  real Plane (see page 151). While on the Ethereal Plane, a creature is
  called ethereal. Unlike incorporeal creatures, ethereal creatures
  are not present on the Material Plane.
  Ethereal creatures are invisible, inaudible, insubstantial, and
  scentless to creatures on the Material Plane. Even most magical at-
  tacks have no effect on them. See invisibility and true seeing reveal
  ethereal creatures.
  An ethereal creature can see and hear into the Material Plane in
  a 60-foot radius, though material objects still block sight and
  sound. (An ethereal creature can’t see through a material wall, for
  instance.) An ethereal creature inside an object on the Material
  Plane cannot see. Things on the Material Plane, however, look
  gray, indistinct, and ghostly. An ethereal creature can’t affect the
  Material Plane, not even magically. An ethereal creature, however,
  interacts with other ethereal creatures and objects the way mate-
  rial creatures interact with material creatures and objects.
  Even if a creature on the Material Plane can see an ethereal crea-
  ture (for instance, with see invisibility), the ethereal creature is on
  another plane. Only force effects (such as magic missile) can affect
  the ethereal creatures. If, on the other hand, both creatures are
  ethereal, they can affect each other normally.
  A force effect originating on the Material Plane extends onto
  the Ethereal Plane, so that a wall of force blocks an ethereal creature,
  and a magic missile can strike one (provided the spellcaster can see
  the ethereal target). Gaze effects and abjurations also extend from
  the Material Plane to the Ethereal Plane. None of these effects
  extend from the Ethereal Plane to the Material Plane.
  Ethereal creatures move in any direction (including up or
  down) at will. They do not need to walk on the ground, and mate-
  rial objects don’t block them (though they can’t see while their
  eyes are within solid material).
  Ghosts have a power called manifestation that allows them to
  appear on the Material Plane as incorporeal creatures. Still, they
  are on the Ethereal Plane, and another ethereal creature can inter-
  act normally with a manifesting ghost.
  Ethereal creatures pass through and operate in water as easily
  as air.
  Ethereal creatures do not fall or take falling damage.
  EVASION AND IMPROVED EVASION
  These extraordinary abilities allow the target of an area attack to
  leap or twist out of the way. Rogues and monks have evasion and
  improved evasion as class features, but certain other creatures
  have these abilities, too.
  If subjected to an attack that allows a Reflex save for half dam-
  age, a character with evasion takes no damage on a successful save.
  As with a Reflex save for any creature, a character must have
  room to move in order to evade. A bound character or one squeez-
  ing through an area (crawling through a 2-1/2-foot-wide shaft, for
  example) cannot use evasion.
  As with a Reflex save for any creature, evasion is a reflexive abil-
  ity. The character need not know that the attack is coming to use
  evasion.
  Rogues and monks cannot use evasion in medium or heavy
  armor. Some creatures with the evasion ability as an innate quality
  do not have this limitation.
  Improved evasion is like evasion, except that even on a failed
  saving throw the character takes only half damage.
  FAST HEALING
  A creature with fast healing has the extraordinary ability to regain
  hit points at an exceptional rate. Except for what is noted here, fast
  healing is like natural healing (see page 146 of the Player’s Hand-
  book).
  At the beginning of each of the creature’s turns, it heals a certain
  number of hit points (defined in its description).
  Unlike regeneration (page 298), fast healing does not allow a
  creature to regrow or reattach lost body parts.
  293
  CHAPTER 8:
  GLOSSARY
  
  294
  A creature that has taken both nonlethal and lethal damage
  heals the nonlethal damage first.
  Fast healing does not restore hit points lost from starvation,
  thirst, or suffocation.
  Fast healing does not increase the number of hit points
  regained when a creature polymorphs.
  FEAR
  A young adult green dragon charges the adventurers. Tordek feels
  a twinge of fear but grits his teeth and ignores it. Lidda doesn’t
  stand up as well to the charge. She holds her ground, but fear takes
  the edge off her skill. The cohort who had recently joined them,
  however, drops her sword and flees recklessly, her screams fading
  in the distance.
  Spells, magic items, and certain monsters can affect characters
  with fear. In most cases, the character makes a Will saving throw
  to resist this effect, and a failed roll means that the character is
  shaken, frightened, or panicked.
  Shaken: Characters who are shaken take a –2 penalty on attack
  rolls, saving throws, skill checks, and ability checks.
  Frightened: Characters who are frightened are shaken, and in
  addition they flee from the source of their fear as quickly as they
  can. They can choose the path of their flight. Other than that stip-
  ulation, once they are out of sight (or hearing) of the source of
  their fear, they can act as they want. However, if the duration of
  their fear continues, characters can be forced to flee once more if
  the source of their fear presents itself again. Characters unable to
  flee can fight (though they are still shaken).
  Panicked: Characters who are panicked are shaken, and they
  run away from the source of their fear as quickly as they can. Other 
  than running away from the source, their path is random. They 
  flee from all other dangers that confront them rather than facing 
  those dangers. Panicked characters cower (see Cowering, page 300) 
  Becoming Even More Fearful: Fear effects are cumulative. A
  shaken character who is made shaken again becomes frightened,
  and a shaken character who is made frightened becomes panicked
  instead. A frightened character who is made shaken or frightened
  becomes panicked instead.
  FIRE IMMUNITY
  A creature with fire immunity, such as a fire giant, never takes fire
  damage. It has vulnerability to cold, which means it takes half
  again as much (+50%) damage as normal from cold, regardless of
  whether a saving throw is allowed, or if the save is a success or
  failure.
  GASEOUS FORM
  Some creatures have the supernatural or spell-like ability to take
  the form of a cloud of vapor or gas.
  Creatures in gaseous form can’t run but can fly. A gaseous crea-
  ture can move about and do the things that a cloud of gas can con-
  ceivably do, such as flow through the crack under a door. It can’t,
  however, pass through solid matter.
  Gaseous creatures can’t attack physically or cast spells with
  verbal, somatic, material, or focus components. They lose their
  supernatural abilities (except for the supernatural ability to
  assume gaseous form, of course).
  Creatures in gaseous form have damage reduction 10/magic.
  Spells, spell-like abilities, and supernatural abilities affect them
  normally. Creatures in gaseous form lose all benefit of material
  armor (including natural armor), though size, Dexterity, deflec-
  tion bonuses, and armor bonuses from force armor (for example,
  from the mage armor spell) still apply.
  Gaseous creatures do not need to breathe and are immune to
  attacks involving breathing (troglodyte stench, poison gas, and
  the like).
  Gaseous creatures can’t enter water or other liquid. They are not
  ethereal or incorporeal. They are affected by winds or other forms
  of moving air to the extent that the wind pushes them in the direc-
  tion the wind is moving. However, even the strongest wind can’t
  disperse or damage a creature in gaseous form.
  Discerning a creature in gaseous form from natural mist requires
  a DC 15 Spot check. Creatures in gaseous form attempting to hide
  in an area with mist, smoke, or other gas gain a +20 bonus.
  GAZE ATTACKS
  The medusa looks around, throwing dangerous glances every-
  where, and focusing its eyes on specific victims. Lidda closes her
  eyes and tries to aim her arrows by ear. Jozan averts his eyes but
  tries to watch the creature with peripheral vision so he knows
  where to project his searing light spell. Tordek trusts fate and looks
  the thing in the eye as he swings his mighty axe. Magic washes
  through him, and he shrugs it off. Jozan, however, accidentally
  catches the thing’s eye, and he’s not strong enough to resist. His
  body hardens and turns to stone.
  While the medusa’s gaze is well known, gaze attacks can also
  charm, curse, or even kill. Gaze attacks not produced by a spell are
  supernatural.
  Each character within range of a gaze attack must attempt a
  saving throw (which can be a Fortitude or Will save) each round at
  the beginning of his turn.
  An opponent can avert his eyes from the creature’s face, looking
  at the creature’s body, watching its shadow, or tracking the crea-
  ture in a reflective surface. Each round, the opponent has a 50%
  chance of not having to make a saving throw. The creature with
  the gaze attack gains concealment relative to the opponent.
  An opponent can shut his eyes, turn his back on the creature, or
  wear a blindfold. In these cases, the opponent does not need to
  make a saving throw. The creature with the gaze attack gains total
  concealment relative to the opponent.
  A creature with a gaze attack can actively attempt to use its gaze
  as an attack action. The creature simply chooses a target within
  range, and that opponent must attempt a saving throw. If the
  target has chosen to defend against the gaze as discussed above,
  the opponent gets a chance to avoid the saving throw (either 50%
  chance for averting eyes or 100% chance for shutting eyes). It is
  possible for an opponent to save against a creature’s gaze twice
  during the same round, once before its own action and once
  during the creature’s action.
  Looking at the creature’s image (such as in a mirror or as part of
  an illusion) does not subject the viewer to a gaze attack.
  A creature is immune to its own gaze attack.
  If visibility is limited (by dim lighting, a fog, or the like) so that
  it results in concealment, there is a percentage chance equal to the
  normal miss chance for that degree of concealment that a charac-
  ter won’t need to make a saving throw in a given round. This
  chance is not cumulative with the chance for averting your eyes,
  but is rolled separately.
  Invisible creatures cannot use gaze attacks.
  Characters using darkvision in complete darkness are affected
  by a gaze attack normally.
  Unless specified otherwise, a creature with a gaze attack can
  control its gaze attack and “turn it off” when so desired.
  INCORPOREALITY
  Lidda spots a translucent face poking forth from a wall, but it’s
  gone by the time she alerts her companions. The party starts to
  back out of the ruined throne room they’re exploring, when
  suddenly several ghostly figures fly out of the walls toward
  them. Tordek raises his magic shield to fend off a spectre’s
  attack, but the incorporeal hand passes through the shield and
  through his magic plate armor. It touches his heart, which sud-
  denly grows cold.
  CHAPTER 8:
  GLOSSARY
  if they are prevented from fleeing.
  
  Spectres, wraiths, and a few other creatures lack physical
  bodies. Such creatures are insubstantial and can’t be touched by
  nonmagical matter or energy. Likewise, they cannot manipulate
  objects or exert physical force on objects. However, incorporeal
  beings have a tangible presence that sometimes seems like a phys-
  ical attack (such as the touch of a spectre) against a corporeal crea-
  ture. Incorporeal creatures are present on the same plane as the
  characters, and characters have some chance to affect them.
  Incorporeal creatures can be harmed only by other incorporeal
  creatures, by magic weapons, or by spells, spell-like effects, or
  supernatural effects. They are immune to all nonmagical attack
  forms. They are not burned by normal fires, affected by natural
  cold, or harmed by mundane acids.
  Even when struck by magic or magic weapons, an incorporeal
  creature has a 50% chance to ignore any damage from a corporeal
  source—except for a force effect, such as magic missile, or damage
  dealt by a ghost touch weapon.
  Incorporeal creatures are immune to critical hits, extra
  damage from being favored enemies, and from sneak attacks.
  They move in any direction (including up or down) at will. They
  do not need to walk on the ground. They can pass through solid
  objects at will, although they cannot see when their eyes are
  within solid matter.
  Incorporeal creatures hiding inside solid objects get a +2 cir-
  cumstance bonus on Listen checks, because solid objects carry
  sound well. Pinpointing an opponent from inside a solid object
  uses the same rules as pinpointing invisible opponents (see Invis-
  ibility, below).
  Incorporeal creatures are inaudible unless they decide to make
  noise.
  The physical attacks of incorporeal creatures ignore material
  armor, even magic armor, unless it is made of force (such as mage
  armor or bracers of armor) or has the ghost touch ability.
  Incorporeal creatures pass through and operate in water as
  easily as they do in air.
  Incorporeal creatures cannot fall or take falling damage.
  Corporeal creatures cannot trip or grapple incorporeal crea-
  tures.
  Incorporeal creatures have no weight and do not set off traps
  that are triggered by weight.
  Incorporeal creatures do not leave footprints, have no scent,
  and make no noise unless they intend to do so.
  INVISIBILITY
  An invisible quasit is spying on the adventurers when Lidda gets a
  strange feeling. “There’s something here,” she whispers, and sig-
  nals for silence as she tries to locate it by ear.
  The ability to move about unseen is wonderful, but it’s not fool-
  proof. While they can’t be seen, invisible creatures can be heard,
  smelled, or felt.
  Invisibility makes a creature undetectable by vision, including
  darkvision.
  Invisibility does not, by itself, make a creature immune to criti-
  cal hits, but it does make the creature immune to extra damage
  from being a ranger’s favored enemy and from sneak attacks.
  A creature can generally notice the presence of an active invis-
  ible creature within 30 feet with a DC 20 Spot check. The observer
  gains a hunch that “something’s there” but can’t see it or target it
  accurately with an attack. A creature who is holding still is very
  hard to notice (DC 30). An inanimate object, an unliving creature
  holding still, or a completely immobile creature is even harder to
  spot (DC 40). It’s practically impossible (+20 DC) to pinpoint an
  invisible creature’s location with a Spot check, and even if a char-
  acter succeeds on such a check, the invisible creature still benefits
  from total concealment (50% miss chance).
  A creature can use hearing to find an invisible creature. A
  character can make a Listen check for this purpose as a free
  action each round. A Listen check result at least equal to the
  invisible creature’s Move Silently check result reveals its pres-
  ence. (A creature with no ranks in Move Silently makes a Move
  Silently check as a Dexterity check to which an armor check
  penalty applies.) A successful check lets a character hear an
  invisible creature “over there somewhere.” It’s practically impos-
  sible to pinpoint the location of an invisible creature. A Listen
  check that beats the DC by 20 pinpoints the invisible creature’s
  location.
  Listen Check DCs to Detect Invisible Creatures
  Invisible Creature Is . . .
  DC
  In combat or speaking
  0
  Moving at up to half speed
  Move Silently check result
  Moving at more than half speed
  Move Silently check result –5
  Running or charging
  Move Silently check result –20
  Some distance away
  +1 per 10 feet
  Behind an obstacle (door)
  +5
  Behind an obstacle (stone wall)
  +15
  A creature can grope about to find an invisible creature. A charac-
  ter can make a touch attack with his hands or a weapon into two
  adjacent 5-foot squares using a standard action. If an invisible
  target is in the designated area, there is a 50% miss chance on the
  touch attack. If successful, the groping character deals no damage
  but has successfully pinpointed the invisible creature’s current
  location. (If the invisible creature moves, its location, obviously, is
  once again unknown.)
  If an invisible creature strikes a character, the character struck
  still knows the location of the creature that struck him (until, of
  course, the invisible creature moves). The only exception is if the
  invisible creature has a reach greater than 5 feet. In this case, the
  struck character knows the general location of the creature but
  has not pinpointed the exact location.
  If a character tries to attack an invisible creature whose loca-
  tion he has pinpointed, he attacks normally, but the invisible
  creature still benefits from full concealment (and thus a 50%
  miss chance). At your option, a particularly large and slow crea-
  ture might get a smaller miss chance. If a wizard projects a disin-
  tegrate ray into the center of an invisible Huge black pudding,
  you could reduce or ignore the miss chance; it’s pretty hard to
  miss something that big.
  If a character tries to attack an invisible creature whose loca-
  tion he has not pinpointed, have the player choose the space
  where the character will direct the attack. If the invisible crea-
  ture is there, conduct the attack normally. If the enemy’s not
  there, roll the miss chance as if it were there, don’t let the player
  see the result, and tell him that the character has missed. That
  way the player doesn’t know whether the attack missed because
  the enemy’s not there or because you successfully rolled the miss
  chance.
  If an invisible character picks up a visible object, the object
  remains visible. One could coat an invisible object with flour to at
  least keep track of its position (until the flour fell off or blew
  away). An invisible creature can pick up a small visible item and
  hide it on his person (tucked in a pocket or behind a cloak) and
  render it effectively invisible.
  Invisible creatures leave tracks. They can be tracked normally.
  Footprints in sand, mud, or other soft surfaces can give enemies
  clues to an invisible creature’s location.
  An invisible creature in the water displaces water, revealing its
  location. The invisible creature, however, is still hard to see and
  benefits from concealment.
  A creature with the scent ability (page 298) can detect an invis-
  ible creature as it would a visible one.
  A creature with the Blind-Fight feat has a better chance to hit an
  invisible creature. Roll the miss chance twice, and he misses only
  295
  CHAPTER 8:
  GLOSSARY
  
  296
  if both rolls indicate a miss. (Alternatively, make one 25% miss
  chance roll rather than two 50% miss chance rolls.)
  A creature with blindsight can attack (and otherwise interact
  with) creatures regardless of invisibility.
  An invisible burning torch still gives off light, as does an invis-
  ible object with a light spell (or similar spell) cast upon it.
  Ethereal creatures are invisible. Since ethereal creatures are not
  materially present, Spot checks, Listen checks, Scent, Blind-Fight,
  and blindsight don’t help locate them. Incorporeal creatures are
  often invisible. Scent, Blind-Fight, and blindsight don’t help crea-
  tures find or attack invisible, incorporeal creatures, but Spot
  checks and possibly Listen checks can help.
  Invisible creatures cannot use gaze attacks.
  Invisibility does not thwart detect spells.
  Since some creatures can detect or even see invisible creatures,
  it is helpful to be able to hide even when invisible.
  LEVEL LOSS
  A character who loses a level instantly loses one Hit Die. The char-
  acter’s base attack bonus, base saving throw bonuses, and special
  class abilities are now reduced to the new, lower level. A 2nd-level
  rogue, for example, normally has the evasion ability, but when she
  is drained to 1st level, she loses that ability. Likewise, the character
  loses any ability score gain, skill ranks, and any feat associated
  with the level (if applicable). If the exact ability score or skill ranks
  increased from a level now lost is unknown (or the player has for-
  gotten), lose 1 point from the highest ability score or ranks from
  the highest-ranked skills. If a familiar or companion creature
  (such as a paladin’s mount) has abilities tied to a character who has
  lost a level, the creature’s abilities are adjusted to fit the character’s
  new level.
  The victim’s experience point total is immediately set to the
  midpoint of the previous level. For example, a character drained
  from 2nd to 1st level would drop to 500 experience points.
  LOW-LIGHT VISION
  Characters with low-light vision have eyes that are so sensitive to
  light that they can see twice as far as normal in dim light. Thus, if
  a group of adventurers passes down a dark passage with a torch
  illuminating a 20-foot radius, an elf with low-light vision can see
  everything within 40 feet of the torch. Low-light vision is color
  vision. A spellcaster with low-light vision can read a scroll as long
  as even the tiniest candle flame is next to her as a source of light.
  Characters with low-light vision can see outdoors on a moonlit
  night as well as they can during the day.
  PARALYSIS
  A cleric of Hextor brandishes his unholy symbol at Tordek, ges-
  tures with it, and speaks unintelligible words. Suddenly Tordek
  feels his body freeze up, and he can’t will his limbs to obey. He
  stands rigid and helpless. He hears a fight raging around him and
  sees whatever passes in front of his eyes, but he can’t turn to see
  how his friends are faring. The sound of his own breath and the
  beating of his heart fill his ears. Then he hears someone behind
  him, and all he can do is hope it’s a friend.
  Some monsters and spells have the supernatural or spell-like
  ability to paralyze their victims, immobilizing them through mag-
  ical means. (Paralysis from toxins is discussed in the Poison sec-
  tion below.)
  A paralyzed character cannot move, speak, or take any physical
  action. He is rooted to the spot, frozen and helpless. Not even
  friends can move his limbs. He may take purely mental actions,
  such as casting a spell with no components.
  A winged creature flying in the air at the time that it becomes
  paralyzed cannot flap its wings and falls. A swimmer can’t swim
  and may drown.
  POISON
  When a character takes damage from an attack with a poisoned
  weapon, touches an item smeared with contact poison, consumes
  poisoned food or drink, or is otherwise poisoned, he must make a
  Fortitude saving throw. If he fails, he takes the poison’s initial
  damage (usually ability damage). Even if he succeeds, he typically
  faces more damage 1 minute later, which he can also avoid with a
  successful Fortitude saving throw.
  One dose of poison smeared on a weapon or some other object
  affects just a single target. A poisoned weapon or object retains its
  venom until the weapon scores a hit or the object is touched (un-
  less the poison is wiped off before a target comes in contact with
  it). Any poison smeared on an object or exposed to the elements in
  any way—if the vial containing it is left unstoppered, for in-
  stance—remains potent until it is touched or used.
  Although supernatural and spell-like poisons are possible, poi-
  sonous effects are almost always extraordinary.
  Poisons can be divided into four basic types according to the
  method by which their effect is delivered, as follows.
  Contact: Merely touching this type of poison necessitates a
  saving throw. It can be actively delivered via a weapon or a touch
  attack. Even if a creature has sufficient damage reduction to avoid
  taking any damage from the attack, the poison can still affect it. A
  chest or other object can be smeared with contact poison as part of
  a trap.
  Ingested: Ingested poisons are virtually impossible to utilize in
  a combat situation. A poisoner could administer a potion to an un-
  conscious creature or attempt to dupe someone into drinking or
  eating something poisoned. Assassins and other characters tend to
  use ingested poisons outside of combat.
  Inhaled: Inhaled poisons are usually contained in fragile vials
  or eggshells. They can be thrown as a ranged attack with a range
  increment of 10 feet. When it strikes a hard surface (or is struck
  hard), the container releases its poison. One dose spreads to fill the
  volume of a 10-foot cube. Each creature within the area must make
  a saving throw. (Holding one’s breath is ineffective against inhaled
  poisons; they affect the nasal membranes, tear ducts, and other
  parts of the body.)
  Injury: This poison must be delivered through a wound. If a
  creature has sufficient damage reduction to avoid taking any dam-
  age from the attack, the poison does not affect it. Traps that cause
  damage from weapons, needles, and the like sometimes contain
  injury poisons.
  The characteristics of poisons are summarized on Table 8–3:
  Poisons. Terms on the table are defined below.
  Type: The poison’s method of delivery (contact, ingested,
  inhaled, or via an injury) and the Fortitude save DC to avoid the
  poison’s damage.
  Initial Damage: The damage the character takes immediately
  upon failing his saving throw against this poison. Ability damage
  is temporary unless marked with an asterisk (*), in which case the
  loss is a permanent drain. Paralysis lasts for 2d6 minutes.
  Secondary Damage: The amount of damage the character takes 1
  minute after exposure as a result of the poisoning, if he fails a
  second saving throw. Unconsciousness lasts for 1d3 hours. Ability
  damage marked with an asterisk is permanent drain instead of
  temporary damage.
  Price: The cost of one dose (one vial) of the poison. It is not pos-
  sible to use or apply poison in any quantity smaller than one dose.
  The purchase and possession of poison is always illegal, and even
  in big cities it can be obtained only from specialized, less than rep-
  utable sources.
  Perils of Using Poison
  A character has a 5% chance of exposing himself to a poison when-
  ever he applies it to a weapon or otherwise readies it for use. Addi-
  tionally, a character who rolls a natural 1 on an attack roll with a
  CHAPTER 8:
  GLOSSARY
  
  poisoned weapon must make a DC 15 Reflex save or accidentally
  poison himself with the weapon.
  Poison Immunities
  Wyverns, medusas, and other creatures with natural poison
  attacks are immune to their own poison. Nonliving creatures
  (constructs and undead) and creatures without metabolisms (such
  as elementals) are always immune to poison. Oozes, plants, and
  certain kinds of outsiders (such as tanar’ri) are also immune to
  poison, although conceivably special poisons could be concocted
  specifically to harm them.
  POLYMORPH
  Lidda thought that the captain of the guard was acting a little
  strangely, but she put it down to stress. When she turned away,
  however, she heard a strange squishing sound behind her. She
  spun around to see that the man had turned into a 10-foot-tall blue-
  skinned monster, complete with a greatsword—an ogre mage.
  Magic can cause creatures and characters to change their
  shapes—sometimes against their will, but usually to gain an
  advantage. Polymorphed creatures retain their own minds but
  have new physical forms.
  The polymorph
  Player’s Handbook
  defines the general polymorph effect.
  Unless otherwise noted, creatures can polymorph into forms of
  the same type or into an aberration, animal, dragon, fey, giant,
  humanoid, magical beast, monstrous humanoid, ooze, plant, or
  vermin form. Most spells and abilities that grant the ability to
  polymorph place an upper limit on the Hit Dice of the form taken.
  PSIONICS
  Telepathy, mental combat and psychic powers—psionics is a
  catchall word that describes special mental abilities possessed by
  various creatures. These are spell-like abilities that a creature gen-
  erates from the power of its mind alone—no other outside magi-
  cal force or ritual is needed. The most well known of the psionic
  creatures is the dreaded mind flayer, which blasts its prey’s mind
  and then devours the brain of the prey while it lies stunned. Each
  psionic creature’s description in the Monster Manual contains
  details on its psionic abilities.
  Psionic attacks almost always allow Will saving throws to resist
  them. However, not all psionic attacks are mental attacks. Some
  psionic abilities allow the psionic creature to reshape its own body,
  heal its wounds, or teleport great distances. Some psionic crea-
  tures can see into the future, the past, and the present (in far-off
  locales) as well as read the minds of others.
  RAYS
  A thin, green beam leaps from one of the beholder’s eyes and
  streaks across the chamber at Mialee. She twists to avoid it (as she
  would move to avoid an arrow or a sword), but the beam flies true
  and connects. Green energy encompasses her in a flash, trying to
  297
  CHAPTER 8:
  GLOSSARY
  Table 8–3: Poisons
  Poison
  Type
  Initial Damage
  Secondary Damage
  Price
  Carrion crawler brain juice
  Contact DC 13
  Paralysis
  0
  200 gp
  Nitharit
  Contact DC 13
  0
  3d6 Con
  650 gp
  Sassone leaf residue
  Contact DC 16
  2d12 hp
  1d6 Con
  300 gp
  Malyss root paste
  Contact DC 16
  1 Dex
  2d4 Dex
  500 gp
  Terinav root
  Contact DC 16
  1d6 Dex
  2d6 Dex
  750 gp
  Black lotus extract
  Contact DC 20
  3d6 Con
  3d6 Con
  4,500 gp
  Dragon bile
  Contact DC 26
  3d6 Str
  0
  1,500 gp
  Striped toadstool 
  Ingested DC 11
  1 Wis
  2d6 Wis + 1d4 Int
  180 gp
  Arsenic
  Ingested DC 13
  1 Con
  1d8 Con
  120 gp
  Id moss
  Ingested DC 14
  1d4 Int
  2d6 Int
  125 gp
  Oil of taggit
  Ingested DC 15
  0
  Unconsciousness
  90 gp
  Lich dust
  Ingested DC 17
  2d6 Str
  1d6 Str
  250 gp
  Dark reaver powder
  Ingested DC 18
  2d6 Con
  1d6 Con + 1d6 Str
  300 gp
  Ungol dust
  Inhaled DC 15
  1 Cha
  1d6 Cha + 1 Cha*
  1,000 gp
  Insanity mist
  Inhaled DC 15
  1d4 Wis
  2d6 Wis
  1,500 gp
  Burnt othur fumes
  Inhaled DC 18
  1 Con*
  3d6 Con
  2,100 gp
  Black adder venom
  Injury DC 11
  1d6 Con
  1d6 Con
  120 gp
  Small centipede poison
  Injury DC 10
  1d2 Dex
  1d2 Dex
  90 gp
  Bloodroot
  Injury DC 12
  0
  1d4 Con + 1d3 Wis
  100 gp
  Drow poison
  Injury DC 13
  Unconsciousness
  Unconsciousness for 2d4 hours
  75gp
  Greenblood oil
  Injury DC 13
  1 Con
  1d2 Con
  100 gp
  Blue whinnis
  Injury DC 14
  1 Con
  Unconsciousness
  120 gp
  Medium spider venom
  Injury DC 12
  1d4 Str
  1d4 Str
  150 gp
  Shadow essence
  Injury DC 17
  1 Str*
  2d6 Str
  250 gp
  Wyvern poison
  Injury DC 17
  2d6 Con
  2d6 Con
  3,000 gp
  Large scorpion venom
  Injury DC 14
  1d4 Con
  1d4 Con
  200 gp
  Giant wasp poison
  Injury DC 14
  1d6 Dex
  1d6 Dex
  210 gp
  Deathblade
  Injury DC 20
  1d6 Con
  2d6 Con
  1,800 gp
  Purple worm poison
  Injury DC 25
  1d6 Str
  2d6 Str
  700 gp
  *Permanent drain, not temporary damage.
  VARIANT: NONMAGICAL PSIONICS
  Under this variant rule, psionic powers aren’t magical at all, but a
  different sort of extraordinary power altogether. Antimagic fields have
  no power over psionics (and likewise, most psionic abilities cannot
  interfere with magic). A creature’s special immunities or resistances to
  magic do not protect it from psionic abilities.
  The danger of this variant is that, without the traditional checks that
  exist for magic, psionic abilities quickly threaten to become over-
  whelmingly powerful. Since conventional magical defenses don’t work,
  psionic defenses need to be added to the treasure tables and spells.
  pqqqqrs
  pqqqqrs
  , page 320)
   subschool (
  
  298
  disintegrate her. Her face contorts as she struggles to resist the
  spell. In an instant, the green energy is gone, and Mialee is safe.
  The beholder then projects a second eye beam at her.
  All ray attacks, whether from a ray of enfeeblement spell or a
  beholder’s eye ray, require the attacker to make a successful ranged
  touch attack against the target. Rays have varying ranges, which
  are simple maximums. A ray’s attack roll never takes a range
  penalty. Even if a ray hits, it usually allows the target to make a
  saving throw (Fortitude or Will). Rays never allow a Reflex saving
  throw, but if a character’s Dexterity bonus to AC is high, it might
  be hard to hit her with the ray in the first place.
  REGENERATION
  Creatures with this extraordinary ability recover from wounds
  quickly and can even regrow or reattach severed body parts.
  Damage dealt to the creature is treated as nonlethal damage,
  and the creature automatically cures itself of nonlethal damage at
  a fixed rate (for example, 5 points per round for a troll).
  Certain attack forms, typically fire and acid, deal damage to the
  creature normally; that sort of damage doesn’t convert to non-
  lethal damage and so doesn’t go away. The creature’s description
  includes the details.
  Creatures with regeneration can regrow lost portions of their
  bodies and can reattach severed limbs or body parts. Severed parts
  die if they are not reattached.
  Regeneration does not restore hit points lost from starvation,
  thirst, or suffocation.
  Attack forms that don’t deal hit point damage (for example,
  implosion and most poisons) ignore regeneration.
  An attack that can cause instant death, such as a coup de grace,
  massive damage, or an assassin’s death attack, only threatens the
  creature with death if it is delivered by weapons that deal it lethal
  damage.
  RESISTANCE TO ENERGY
  A creature with resistance to energy has the ability (usually extraor-
  dinary) to ignore some damage of a certain type (such as cold, elec-
  tricity, or fire) each time it takes damage of that type, but it does not
  have total immunity.
  Each resistance ability is defined by what energy type it resists
  and how many points of damage are resisted. For example, a janni
  has resistance to fire 10. A janni can ignore the first 10 points of
  fire damage it takes each attack. It doesn’t matter whether the
  damage has a mundane or magical source.
  When resistance completely negates the damage from an
  energy attack, the attack does not disrupt a spell.
  This resistance does not stack with the resistance that a spell,
  such as endure elements, might provide.
  SCENT
  This extraordinary ability lets a creature detect approaching ene-
  mies, sniff out hidden foes, and track by sense of smell.
  A creature with the scent ability can detect opponents by sense
  of smell, generally within 30 feet. If the opponent is upwind, the
  range is 60 feet. If it is downwind, the range is 15 feet. Strong
  scents, such as smoke or rotting garbage, can be detected at twice
  the ranges noted above. Overpowering scents, such as skunk
  musk or troglodyte stench, can be detected at three times these
  ranges.
  The creature detects another creature’s presence but not its spe-
  cific location. Noting the direction of the scent is a move action. If
  it moves within 5 feet of the scent’s source, the creature can pin-
  point that source.
  A creature with the Track feat and the scent ability can follow
  tracks by smell, making a Wisdom check to find or follow a track.
  The typical DC for a fresh trail is 10. The DC increases or decreases
  depending on how strong the quarry’s odor is, the number of crea-
  tures, and the age of the trail. For each hour that the trail is cold,
  the DC increases by 2. The ability otherwise follows the rules for
  the Track feat (see page 101 of the Player’s Handbook). Creatures
  tracking by scent ignore the effects of surface conditions and poor
  visibility.
  Creatures with the scent ability can identify familiar odors just
  as humans do familiar sights.
  Water, particularly running water, ruins a trail for air-breathing
  creatures. Water-breathing creatures such as sharks, however, have
  the scent ability and can use it in the water easily.
  False, powerful odors can easily mask other scents. The pres-
  ence of such an odor completely spoils the ability to properly
  detect or identify creatures, and the base Survival DC to track
  becomes 20 rather than 10.
  SPELL RESISTANCE
  Spell resistance is the extraordinary ability to avoid being affected
  by spells. (Some spells also grant spell resistance.)
  To affect a creature that has spell resistance, a spellcaster must
  make a caster level check (1d20 + caster level) at least equal to the
  creature’s spell resistance. (The defender’s spell resistance is like
  an Armor Class against magical attacks.) If the caster fails the
  check, the spell doesn’t affect the creature. The possessor does not
  have to do anything special to use spell resistance. The creature
  need not even be aware of the threat for its spell resistance to
  operate.
  Only spells and spell-like abilities are subject to spell resistance.
  Extraordinary and supernatural abilities (including enhancement
  bonuses on magic weapons) are not. For example, the fear effect
  from a rod of lordly might is subject to spell resistance because it is a
  spell-like effect. The rod’s combat bonuses (such as the +2 bonus
  from the rod’s mace form) are not. A creature can have some abili-
  ties that are subject to spell resistance and some that are not. For
  example, an androsphinx’s divine spells are subject to spell resist-
  ance, but its roar is not. (The roar is a supernatural ability.) A
  cleric’s spells are subject to spell resistance, but his use of positive
  or negative energy is not. Even some spells ignore spell resistance;
  see When Spell Resistance Applies, below.
  A creature can voluntarily lower its spell resistance. Doing so is
  a standard action that does not provoke an attack of opportunity.
  Once a creature lowers its resistance, it remains down until the
  creature’s next turn. At the beginning of the creature’s next turn,
  the creature’s spell resistance automatically returns unless the
  creature intentionally keeps it down (also a standard action that
  does not provoke an attack of opportunity).
  A creature’s spell resistance never interferes with its own spells,
  items, or abilities.
  A creature with spell resistance cannot impart this power to
  others by touching them or standing in their midst. Only the
  rarest of creatures and a few magic items have the ability to bestow
  spell resistance upon another.
  Spell resistance does not stack. It overlaps. If a cleric wearing +1
  chainmail that grants him spell resistance 15 casts holy aura, which
  grants spell resistance 25 against evil spells and spells cast by evil
  creatures, he has spell resistance 25 against the aforementioned
  spells and spell resistance 15 against other spells and spell-like
  abilities.
  When Spell Resistance Applies
  Each spell described in the Player’s Handbook includes an entry
  that indicates whether spell resistance applies to the spell. In
  general, whether spell resistance applies depends on what the
  spell does:
  Targeted Spells: Spell resistance applies if the spell is tar-
  geted at the creature. Some individually targeted spells, such as
  magic missile when cast by a 3rd-level caster, can be directed at
  several creatures simultaneously. In such cases, a creature’s
  CHAPTER 8:
  GLOSSARY
  
  spell resistance applies only to the portion of the spell actually
  targeted at that creature. If several different resistant creatures
  are subjected to such a spell, each checks its spell resistance
  separately.
  Area Spells: Spell resistance applies if the resistant creature is
  within the spell’s area. It protects the resistant creature without
  affecting the spell itself.
  Effect Spells: Most effect spells summon or create something
  and are not subject to spell resistance. For instance, summon mon-
  ster I summons a monster that can attack a creature with spell
  resistance normally. Sometimes, however, spell resistance applies
  to effect spells, usually to those that act upon a creature more or
  less directly, such as web.
  Spell resistance can protect a creature from a spell that’s already
  been cast. Check spell resistance when the creature is first affected
  by the spell. For example, if an ogre mage flies within 10 feet of a
  wall of fire, the caster must make a caster level check against the
  ogre mage’s spell resistance of 18. If the caster fails, the wall does
  not damage the ogre mage.
  Check spell resistance only once for any particular casting of a
  spell or use of a spell-like ability. If spell resistance fails the first
  time, it fails each time the creature encounters that same casting
  of the spell. Likewise, if the spell resistance succeeds the first
  time, it always succeeds. For example, a succubus encounters
  Jozan’s blade barrier spell. If the cleric makes a successful roll to
  overcome the spell resistance of the succubus, the creature takes
  damage from the spell. If the succubus survives and enters that
  particular blade barrier a second time, the creature will be dam-
  aged again. No second roll is needed. If the creature has voluntar-
  ily lowered its spell resistance and is then subjected to a spell, the
  creature still has a single chance to resist that spell later, when its
  spell resistance is up.
  Spell resistance has no effect unless the energy created or
  released by the spell actually goes to work on the resistant crea-
  ture’s mind or body. If the spell acts on anything else (the air, the
  ground, the room’s light), and the creature is affected as a conse-
  quence, no roll is required. Creatures can be harmed by a spell
  without being directly affected. For example, a daylight spell
  harms a dark elf because drow have light blindness. Daylight, how-
  ever, usually is cast on the area containing the drow, making it
  bright, not on the drow itself, so the effect is indirect. Spell resist-
  ance would only apply if someone tried to cast daylight on an
  object the drow was holding.
  Spell resistance does not apply if an effect fools the creature’s
  senses or reveals something about the creature, such as minor illu-
  sion or detect thoughts does.
  Magic actually has to be working for spell resistance to apply.
  Spells that have instantaneous durations but lasting results aren’t
  subject to spell resistance unless the resistant creature is exposed
  to the spell the instant it is cast. For example, a creature with spell
  resistance can’t undo a wall of stone that has already been cast.
  When in doubt about whether a spell’s effect is direct or indi-
  rect, consider the spell’s school:
  Abjuration: The target creature must be harmed, changed, or
  restricted in some manner for spell resistance to apply. Percep-
  tion changes, such as nondetection, aren’t subject to spell resist-
  ance. Abjurations that block or negate attacks are not subject to
  an attacker’s spell resistance—it is the protected creature that is
  affected by the spell (becoming immune or resistant to the
  attack).
  Conjuration: These spells are usually not subject to spell resist-
  ance unless the spell conjures some form of energy, such as Melf’s acid
  arrow or power word stun. Spells that summon creatures or produce
  effects that function like creatures are not subject to spell resistance.
  Divination: These spells do not affect creatures directly and
  are not subject to spell resistance, even though what they reveal
  about a creature might be very damaging.
  Enchantment: Since enchantment spells affect creatures’
  minds, they are typically subject to spell resistance.
  Evocation: If an evocation spell deals damage to the creature, it
  has a direct effect. If the spell damages something else, it has an
  indirect effect. For example, a lightning bolt cast at a resistant crea-
  ture is subject to spell resistance (which would protect only the
  creature but would not affect the spell itself). If the lightning bolt is
  cast at a chamber’s ceiling, bringing down a rain of debris, it is not
  subject to spell resistance.
  Illusion: These spells are almost never subject to spell resist-
  ance. Illusions that entail a direct attack, such as phantasmal killer
  or shadow evocation, are exceptions.
  Necromancy: Most of these spells alter the target creature’s life
  force and are subject to spell resistance. Unusual necromancy
  spells, such as spectral hand, don’t affect other creatures directly and
  are not subject to spell resistance.
  Transmutation: These spells are subject to spell resistance if
  they transform the target creature. Transmutation spells are not
  subject to spell resistance if they are targeted on a point in space
  instead of on a creature. Transmute rock to mud and entangle change
  a creature’s surroundings, not the creature itself, and are not sub-
  ject to spell resistance. Some transmutations make objects harm-
  ful (or more harmful), such as magic stone. Even these spells are
  not generally subject to spell resistance because they affect the
  objects, not the creatures against which the objects are used. Spell
  resistance works against magic stone only if the creature with spell
  resistance is holding the stones when the cleric casts magic stone
  on them.
  Successful Spell Resistance
  Spell resistance prevents a spell or a spell-like ability from affect-
  ing or harming the resistant creature, but it never removes a mag-
  ical effect from another creature or negates a spell’s effect on
  another creature. Spell resistance prevents a spell from disrupting
  another spell.
  Against an ongoing spell that has already been cast, a failed
  check against spell resistance allows the resistant creature to
  ignore any effect the spell might have. The magic continues to
  affect others normally.
  TREMORSENSE
  A creature with tremorsense automatically senses the location of
  anything that is in contact with the ground and within range
  (such as 60 feet for the thoqqua).
  If no straight path exists through the ground from the creature
  to those that it’s sensing, then the range defines the maximum dis-
  tance of the shortest indirect path. It must itself be in contact with
  the ground, and the creatures must be moving.
  As long as the other creatures are taking physical actions,
  including casting spells with somatic components, they’re consid-
  ered moving; they don’t have to move from place to place for a
  creature with tremorsense to detect them.
  TURN RESISTANCE
  By virtue of superior strength of will or just plain unholy power,
  some creatures (usually undead) are less easily affected by clerics
  or paladins (see Turn or Rebuke Undead, page 159 of the Player’s
  Handbook).
  Turn resistance is an extraordinary ability.
  When resolving a turn, rebuke, command, or bolster
  attempt, added the appropriate bonus to the creature’s Hit Dice
  total. For example, a shadow has +2 turn resistance and 3 HD.
  Attempts to turn, rebuke, command, or bolster it treat the
  shadow as though it has 5 HD, though it is a 3 HD creature for
  any other purpose.
  299
  CHAPTER 8:
  GLOSSARY
  
  300
  CONDITION SUMMARY
  This section describes the adverse conditions that weaken, slow,
  or even kill characters. If more than one condition affects a char-
  acter, apply them all. If certain effects can’t combine, apply the
  most severe effect. For example, a character who is dazed and con-
  fused takes no actions whatsoever (dazed is more severe than con-
  fused). The confused character might want to attack a random char-
  acter, but he can’t because he’s dazed.
  Ability Damaged: The character has temporarily lost 1 or
  more ability score points. Lost points return at a rate of 1 per day
  unless noted otherwise by the condition dealing the damage. A
  character with Strength 0 falls to the ground and is helpless. A
  character with Dexterity 0 is paralyzed. A character with Constitu-
  tion 0 is dead. A character with Intelligence, Wisdom, or
  Charisma 0 is unconscious. (See Ability Score Loss under Special
  Abilities earlier in this chapter.)
  Ability damage is different from penalties to ability scores,
  which go away when the conditions causing them (fatigue, entan-
  glement, and so on) go away.
  Ability Drained: The character has permanently lost 1 or more
  ability score points. The character can regain these points only
  through magical means. A character with Strength 0 falls to the
  ground and is helpless. A character with Dexterity 0 is paralyzed.
  A character with Constitution 0 is dead. A character with Intelli-
  gence, Wisdom, or Charisma 0 is unconscious. (See Ability Score
  Loss under Special Abilities earlier in this chapter.)
  Blinded: The character cannot see. He takes a –2 penalty to
  Armor Class, loses his Dexterity bonus to AC (if any), moves at
  half speed, and takes a –4 penalty on Search checks and on most
  Strength- and Dexterity-based skill checks. All checks and activi-
  ties that rely on vision (such as reading and Spot checks) automat-
  ically fail. All opponents are considered to have total concealment
  (50% miss chance) to the blinded character.
  Characters who remain blinded for a long time grow accus-
  tomed to these drawbacks and can overcome some of them (DM’s
  discretion).
  Blown Away: Depending on its size, a creature can be blown
  away by winds of high velocity (see Table 3–24, page 95). A creature
  on the ground that is blown away is knocked down and rolls 1d4×10
  feet, taking 1d4 points of nonlethal damage per 10 feet. A flying
  creature that is blown away is blown back 2d6×10 feet and takes 2d6
  points of nonlethal damage due to battering and buffering.
  Checked: Prevented from achieving forward motion by an
  applied force, such as wind. Checked creatures on the ground
  merely stop. Checked flying creatures move back a distance speci-
  fied in the description of the effect. 
  Confused: A confused character’s actions are determined by rolling
  d% at the beginning of his turn: 01–10, attack caster with melee or
  ranged weapons (or close with caster if attacking is not possible);
  11–20, act normally; 21–50, do nothing but babble incoherently;
  51–70, flee away from caster at top possible speed; 71–100, attack
  nearest creature (for this purpose, a familiar counts as part of the
  subject’s self). A confused character who can’t carry out the indicated
  action does nothing but babble incoherently. Attackers are not at
  any special advantage when attacking a confused character. Any con-
  fused character who is attacked automatically attacks its attackers
  on its next turn, as long as it is still confused when its turn comes. A
  confused character does not make attacks of opportunity against any
  creature that it is not already devoted to attacking (either because
  of its most recent action or because it has just been attacked).
  Cowering: The character is frozen in fear and can take no
  actions. A cowering character takes a –2 penalty to Armor Class
  and loses her Dexterity bonus (if any).
  Dazed: The creature is unable to act normally. A dazed creature
  can take no actions, but has no penalty to AC.
  A dazed condition typically lasts 1 round.
  Dazzled: The creature is unable to see well because of overstimu-
  lation of the eyes. A dazzled creature takes a –1 penalty on attack rolls,
  Search checks, and Spot checks.
  Dead: The character’s hit points are reduced to –10, his Consti-
  tution drops to 0, or he is killed outright by a spell or effect. The
  character’s soul leaves his body. Dead characters cannot benefit
  from normal or magical healing, but they can be restored to life via
  magic. A dead body decays normally unless magically preserved,
  but magic that restores a dead character to life also restores the
  body either to full health or to its condition at the time of death
  (depending on the spell or device).
  Either way, resurrected characters need not worry about rigor
  mortis, decomposition, and other conditions that affect dead bodies.
  Deafened: A deafened character cannot hear. She takes a –4
  penalty on initiative checks,  automatically fails Listen checks, and
  has a 20% chance of spell failure when casting spells with verbal
  components.
  Characters who remain deafened for a long time grow accus-
  tomed to these drawbacks and can overcome some of them (DM’s
  discretion).
  Disabled: A character with 0 hit points, or one who has nega-
  tive hit points but has become stable and conscious, is disabled. A
  disabled character may take a single move action or standard
  action each round (but not both, nor can she take full-round
  actions). She moves at half speed. Taking move actions doesn’t risk
  further injury, but performing any standard action (or any other
  action the DM deems strenuous, including some free actions such
  as casting a quickened spell) deals 1 point of damage after the com-
  pletion of the act. Unless the action increased the disabled charac-
  ter’s hit points, she is now in negative hit points and dying.
  A disabled character with negative hit points recovers hit points
  naturally if she is being helped. Otherwise, each day she has a 10%
  chance to start recovering hit points naturally (starting with that
  day); otherwise, she loses 1 hit point. Once an unaided character
  starts recovering hit points naturally, she is no longer in danger of
  losing hit points (even if her current hit points are negative).
  Dying: A dying character is unconscious and near death. She
  has –1 to –9 current  hit points. A dying character can take no
  actions and is unconscious. At the end of each round (starting
  with the round in which the character dropped below 0 hit
  points), the character rolls d% to see whether she becomes
  stable. She has a 10% chance to become stable. If she does not,
  she loses 1 hit point. If a dying character reaches –10 hit points,
  she is dead.
  Energy Drained: The character gains one or more negative
  levels, which might permanently drain the character’s levels.
  If the subject has at least as many negative levels as Hit Dice, he
  dies. Each negative level gives a creature the following penalties:
  –1 penalty on attack rolls, saving throws, skill checks, ability
  checks; loss of 5 hit points; and –1 to effective level (for determin-
  ing the power, duration, DC, and other details of spells or special
  abilities). In addition, a spellcaster loses one spell or spell slot from
  the highest spell level castable.
  Entangled:The character is ensnared. Being entangled impedes
  movement, but does not entirely prevent it unless the bonds are
  anchored to an immobile object or tethered by an opposing force.
  An entangled creature moves at half speed, cannot run or charge,
  and takes a –2 penalty on all attack rolls and a –4 penalty to Dexter-
  ity. An entangled character who attempts to cast a spell must make a
  Concentration check (DC 15 + the spell’s level) or lose the spell.
  Exhausted: An exhausted character moves at half speed and
  takes a –6 penalty to Strength and Dexterity. After 1 hour of com-
  plete rest, an exhausted character becomes fatigued. A fatigued
  character becomes exhausted by doing something else that would
  normally cause fatigue. 
  Fascinated: A fascinated creature is entranced by a supernatu-
  ral or spell effect. The creature stands or sits quietly, taking no
  CHAPTER 8:
  GLOSSARY
  
  actions other than to pay attention to the fascinating effect, for as
  long as the effect lasts. It takes a –4 penalty on skill checks made as
  reactions, such as Listen and Spot checks. Any potential threat,
  such as a hostile creature approaching, allows the fascinated crea-
  ture a new saving throw against the fascinating effect. Any obvi-
  ous threat, such as someone drawing a weapon, casting a spell, or
  aiming a ranged weapon at the fascinated creature, automatically
  breaks the effect. A fascinated creature’s ally may shake it free of
  the spell as a standard action.
  Fatigued: A fatigued character can neither run nor charge and
  takes a –2 penalty to Strength and Dexterity. Doing anything that
  would normally cause fatigue causes the fatigued character to
  become exhausted. After 8 hours of complete rest, fatigued char-
  acters are no longer fatigued.
  Flat-Footed: A character who has not yet acted during a
  combat is flat-footed, not yet reacting normally to the situation. A
  flat-footed character loses his Dexterity bonus to AC (if any) and
  cannot make attacks of opportunity.
  Frightened: A frightened creature flees from the source of its
  fear as best it can. If unable to flee, it may fight. A frightened crea-
  ture takes a –2 penalty on all attack rolls, saving throws, skill
  checks, and ability checks. A frightened creature can use special
  abilities, including spells, to flee; indeed, the creature must use
  such means if they are the only way to escape.
  Frightened is like shaken, except that the creature must flee if
  possible. Panicked is a more extreme state of fear.
  Grappling: Engaged in wrestling or some other form of hand-
  to-hand struggle with one or more attackers. A grappling charac-
  ter can undertake only a limited number of actions. He does not
  threaten any squares, and loses his Dexterity bonus to AC (if any)
  against opponents he isn’t grappling.
  Helpless: A helpless character is paralyzed, held, bound,
  sleeping, unconscious, or otherwise completely at an opponent’s
  mercy. A helpless target is treated as having a Dexterity of 0 (–5
  modifier). Melee attacks against a helpless target get a +4 bonus
  (equivalent to attacking a prone target). Ranged attacks gets no
  special bonus against helpless targets. Rogues can sneak attack
  helpless targets.
  As a full-round action, an enemy can use a melee weapon to
  deliver a coup de grace to a helpless foe. An enemy can also use a
  bow or crossbow, provided he is adjacent to the target. The attacker
  automatically hits and scores a critical hit. (A rogue also gets her
  sneak attack damage bonus against a helpless foe when delivering
  a coup de grace.) If the defender survives, he must make a Forti-
  tude save (DC 10 + damage dealt) or die.
  Delivering a coup de grace provokes attacks of opportunity.
  Creatures that are immune to critical hits do not take critical
  damage, nor do they need to make Fortitude saves to avoid being
  killed by a coup de grace.
  Incorporeal: Having no physical body. Incorporeal creatures
  are immune to all nonmagical attack forms. They can be harmed
  only by other incorporeal creatures, +1 or better magic weapons,
  spells, spell-like effects, or supernatural effects. (See Incorporeal-
  ity under Special Abilities, earlier in this chapter.)
  Invisible: Visually undetectable. An invisible creature gains a
  +2 bonus on attack rolls against sighted opponents, and ignores its
  opponents’ Dexterity bonuses to AC (if any). (See Invisibility,
  under Special Abilities, earlier in this chapter.)
  Knocked Down: Depending on their size, creatures can be
  knocked down by winds of high velocity (see Table 3–24: Wind
  Effects, page 95). Creatures on the ground are knocked prone by
  the force of the wind. Flying creatures are instead blown back
  1d6×10 feet.
  Nauseated: Experiencing stomach distress. Nauseated crea-
  tures are unable to attack, cast spells, concentrate on spells, or do
  anything else requiring attention. The only action such a character
  can take is a single move action per turn.
  Panicked: A panicked creature must drop anything it holds
  and flee at top speed from the source of its fear, as well as any other
  dangers it encounters, along a random path. It can’t take any other
  actions. In addition, the creature takes a –2 penalty on all saving
  throws, skill checks, and ability checks. If cornered, a panicked
  creature cowers and does not attack, typically using the total
  defense action in combat. A panicked creature can use special abil-
  ities, including spells, to flee; indeed, the creature must use such
  means if they are the only way to escape.
  Panicked is a more extreme state of fear than shaken or frightened.
  Paralyzed: A paralyzed character is frozen in place and unable
  to move or act, such as by the hold person spell. A paralyzed charac-
  ter has effective Dexterity and Strength scores of 0 and is helpless,
  but can take purely mental actions. A winged creature flying in
  the air at the time that it becomes paralyzed cannot flap its wings
  and falls. A paralyzed swimmer can’t swim and may drown. A crea-
  ture can move through a space occupied by a paralyzed creature—
  ally or not. Each square occupied by a paralyzed creature, however,
  counts as 2 squares.
  Petrified: A petrified character has been turned to stone and is
  considered unconscious. If a petrified character cracks or breaks,
  but the broken pieces are joined with the body as he returns to
  flesh, he is unharmed. If the character’s petrified body is incom-
  plete when it returns to flesh, the body is likewise incomplete and
  the DM must assign some amount of permanent hit point loss
  and/or debilitation.
  Pinned: Held immobile (but not helpless) in a grapple. 
  Prone: The character is on the ground. An attacker who is
  prone has a –4 penalty on melee attack rolls and cannot use a
  ranged weapon (except for a crossbow). A defender who is prone
  gains a +4 bonus to Armor Class against ranged attacks, but takes a
  –4 penalty to AC against melee attacks.
  Standing up is a move-equivalent action that provokes an attack
  of opportunity.
  Shaken: A shaken character takes a –2 penalty on attack rolls,
  saving throws, skill checks, and ability checks.
  Shaken is a less severe state of fear than frightened or panicked.
  Sickened: The character takes a –2 penalty on all attack rolls,
  weapon damage rolls, saving throws, skill checks, and ability
  checks.
  Stable: A character who was dying but who has stopped losing
  hit points and still has negative hit points is stable. The character
  is no longer dying, but is still unconscious. If the character has
  become stable because of aid from another character (such as a
  Heal check or magical healing), then the character no longer loses
  hit points. He has a 10% chance each hour of becoming conscious
  and disabled (even though his hit points are still negative).
  If the character became stable on his own and hasn’t had help,
  he is still at risk of losing hit points. Each hour, he has a 10%
  chance of becoming conscious and disabled. Otherwise he loses 1
  hit point.
  Staggered: A character whose nonlethal damage exactly equals
  his current hit points is staggered. A staggered character may take
  a single move action or standard action each round (but not both,
  nor can she take full-round actions).
  A character whose current hit points exceed his nonlethal
  damage is no longer staggered; a character whose nonlethal
  damage exceeds his hit points becomes unconscious.
  Stunned: A stunned creature drops everything held, can’t take
  actions, takes a –2 penalty to AC, and loses his Dexterity bonus to
  AC  (if any).
  Turned: Affected by a turn undead attempt. Turned undead
  flee for 10 rounds (1 minute) by the best and fastest means avail-
  able to them. If they cannot flee, they cower.
  Unconscious: Knocked out and helpless. Unconsciousness
  can result from having current hit points between –1 and –9, or
  from nonlethal damage in excess of current hit points.
  301
  CHAPTER 8:
  GLOSSARY
  
  302
  THE ENVIRONMENT
  Characters crossing the burning desert face heatstroke and dehy-
  dration. Plunging into the murky depths raises the risk of drown-
  ing and even decompression. Adventurers spend a lot of time in
  the most dismal, dangerous, and generally unpleasant places imag-
  inable. If the monsters and the villains don’t kill them, the envi-
  ronment itself might. This section details hazards the player char-
  acters face from the physical world around them. Some of these
  hazards are specific to certain environments (the perils of severe
  heat almost never apply in an area of cold mountains, for
  instance), while others are threats that could come into play in any
  environment (such as acid effects or starvation and thirst).
  Environmental hazards specific to one kind of terrain (such as
  an avalanche, which occurs in the mountains) are described in
  Chapter 3: Adventures. Environmental hazards common to more
  than one setting are detailed below.
  ACID EFFECTS
  Corrosive acids deals 1d6 points of damage per round of exposure
  except in the case of total immersion (such as into a vat of acid),
  which deals 10d6 points of damage per round. An attack with acid,
  such as from a hurled vial or a monster’s spittle, counts as a round
  of exposure.
  The fumes from most acids are inhaled poisons. Those who
  come close enough to a large body of acid to dunk a creature in it
  must make a DC 13 Fortitude save or take 1 point of Constitution
  damage. All such characters must make a second save 1 minute
  later or take another 1d4 points of Constitution damage.
  Creatures immune to acid’s caustic properties might still drown
  in it if they are totally immersed (see Drowning, page 304).
  COLD DANGERS
  The prickly fingers of icy death have robbed many an adventurer
  of her life. Prolonged exposure to cold temperatures and harsh
  weather can wear down a character who isn’t protected against the
  climate. Hypothermia, frostbite, and exhaustion can quickly kill
  in bad weather. The best defense against cold and exposure is to
  get under cover and keep warm.
  Cold and exposure deal nonlethal damage to the victim. This
  nonlethal damage cannot be recovered until the character gets out
  of the cold and warms up again. Once a character is rendered
  unconscious through the accumulation of nonlethal damage, the
  cold and exposure begins to deal lethal damage at the same rate.
  An unprotected character in cold weather (below 40° F) must
  make a Fortitude save each hour (DC 15, + 1 per previous check)
  or take 1d6 points of nonlethal damage. A character who has the
  Survival skill may receive a bonus on this saving throw and may
  be able to apply this bonus to other characters as well (see the skill
  description, page 83 of the Player’s Handbook).
  In conditions of severe cold or exposure (below 0° F), an unpro-
  tected character must make a Fortitude save once every 10 minutes
  (DC 15, +1 per previous check), taking 1d6 points of nonlethal dam-
  age on each failed save. A character who has the Survival skill may
  receive a bonus on this saving throw and may be able to apply this
  bonus to other characters as well (see the skill description, page 83
  of the Player’s Handbook). Characters wearing winter clothing only
  need check once per hour for cold and exposure damage.
  A character who takes any nonlethal damage from cold or expo-
  sure is beset by frostbite or hypothermia (treat her as fatigued; see
  page 301). These penalties end when the character recovers the
  nonlethal damage she took from the cold and exposure.
  Extreme cold (below –20° F) deals 1d6 points of lethal damage
  per minute (no save). In addition, a character must make a Forti-
  tude save (DC 15, +1 per previous check) or take 1d4 points of
  nonlethal damage. Those wearing metal armor or coming into
  contact with very cold metal are affected as if by a chill metal spell.
  Ice Effects
  Characters walking on ice must spend 2 squares of movement to
  enter a square covered by ice, and the DC for Balance and Tumble
  checks increases by +5. Characters in prolonged contact with ice
  may run the risk of taking damage from severe cold (see above).
  DARKNESS
  The adventurers are exploring a cavern passageway when a whis-
  pered spell in the shadows extinguishes Jozan’s daylight spell,
  plunging the chamber into complete darkness. The soft jingle of
  mail and rasp of swords drawn from scabbards announces a drow
  attack.
  Darkvision allows many characters and monsters to see per-
  fectly well without any light at all, but characters with normal
  vision (or low-light vision, for that matter) can be rendered com-
  pletely blind by putting out the lights. Torches or lanterns can be
  blown out by sudden gusts of subterranean wind, magical light
  sources can be dispelled or countered, or magical traps might
  create fields of impenetrable darkness.
  In many cases, some characters or monsters might be able to
  see, while others are blinded. For purposes of the following points,
  a blinded creature is one who simply can’t see through the sur-
  rounding darkness.
  —Creatures blinded by darkness lose the ability to deal extra
  damage due to precision (for example, a ranger’s favored enemy or
  a sneak attack).
  —Blinded creatures are hampered in their movement, and pay
  2 squares of movement per square moved into (double normal
  cost). Blinded creatures can’t run or charge.
  —All opponents have total concealment from a blinded crea-
  ture, so the blinded creature has a 50% miss chance in combat. A
  blinded creature must first pinpoint the location of an opponent
  in order to attack the right square; if the blinded creature launches
  an attack without pinpointing its foe, it attacks a random square
  within its reach. For ranged attacks or spells against a foe whose
  location is not pinpointed, roll to determine which adjacent
  square the blinded creature is facing; its attack is directed at the
  closest target that lies in that direction.
  —A blinded creature loses its Dexterity adjustment to AC and
  takes a –2 penalty to AC.
  —A blinded creature takes a –4 penalty on Search checks and
  most Strength- and Dexterity-based skill checks, including any
  with an armor check penalty. A creature blinded by darkness auto-
  matically fails any skill check relying on vision.
  —Creatures blinded by darkness cannot use gaze attacks and
  are immune to gaze attacks.
  A creature blinded by darkness can make a Listen check as a free
  action each round in order to locate foes (DC equal to opponents’
  Move Silently checks). A successful check lets a blinded character
  hear an unseen creature “over there somewhere.” It’s almost
  impossible to pinpoint the location of an unseen creature. A
  Listen check that beats the DC by 20 reveals the unseen creature’s
  square (but the unseen creature still has total concealment from
  the blinded creature).
  —A blinded creature can grope about to find unseen creatures.
  A character can make a touch attack with his hands or a weapon
  into two adjacent squares using a standard action. If an unseen
  target is in the designated square, there is a 50% miss chance on
  the touch attack. If successful, the groping character deals no
  damage but has pinpointed the unseen creature’s current location.
  (If the unseen creature moves, its location is once again
  unknown.)
  —If a blinded creature is struck by an unseen foe, the blinded
  character pinpoints the location of the creature that struck him
  (until the unseen creature moves, of course). The only exception is
  if the unseen creature has a reach greater than 5 feet (in which
  CHAPTER 8:
  GLOSSARY
  
  case the blinded character knows the location of the unseen oppo-
  nent, but has not pinpointed him) or uses a ranged attack (in
  which case, the blinded character knows the general direction of
  the foe, but not his location).
  —A creature with the scent ability automatically pinpoints
  unseen creatures within 5 feet of its location.
  FALLING
  One of the most common hazards to adventurers is a fall from
  some great height.
  Falling Damage: The basic rule is simple: 1d6 points of
  damage per 10 feet fallen, to a maximum of 20d6.
  If a character deliberately jumps instead of merely slipping or
  falling, the damage is the same but the first 1d6 is nonlethal dam-
  age. A DC 15 Jump check or DC 15 Tumble check allows the char-
  acter to avoid any damage from the first 10 feet fallen and converts
  any damage from the second 10 feet to nonlethal damage. Thus, a
  character who slips from a ledge 30 feet up takes 3d6 damage. If
  the same character deliberately jumped, he takes 1d6 points of
  nonlethal damage and 2d6 points of lethal damage. And if the
  character leaps down with a successful Jump or Tumble check, he
  takes only 1d6 points of nonlethal damage and 1d6 points of lethal
  damage from the plunge.
  Falls onto yielding surfaces (soft ground, mud) also convert the
  first 1d6 of damage to nonlethal damage. This reduction is cumu-
  lative with reduced damage due to deliberate jumps and the Jump
  skill.
  Falling into Water: Falls into water are handled somewhat
  differently. If the water is at least 10 feet deep, the first 20 feet of
  falling do no damage. The next 20 feet do nonlethal damage (1d3
  per 10-foot increment). Beyond that, falling damage is lethal
  damage (1d6 per additional 10-foot increment).
  Characters who deliberately dive into water take no damage on
  a successful DC 15 Swim check or DC 15 Tumble check, so long as
  the water is at least 10 feet deep for every 30 feet fallen. However,
  the DC of the check increases by 5 for every 50 feet of the dive.
  FALLING OBJECTS
  Just as characters take damage when they fall more than 10 feet, so
  too do they take damage when they are hit by falling objects.
  Objects that fall upon characters deal damage based on their
  weight and the distance they have fallen.
  Table 8–4: Damage from Falling Objects
  Object Weight
  Falling Distance
  200–101 lb.
  20 ft.
  100–51 lb.
  30 ft.
  50–31 lb.
  40 ft.
  30–11 lb.
  50 ft.
  10–6 lb.
  60 ft.
  5–1 lb.
  70 ft.
  For each 200 pounds of an object’s weight, the object deals 1d6
  points of damage, provided it falls at least 10 feet. Distance also
  comes into play, adding an additional 1d6 points of damage for
  every 10-foot increment it falls beyond the first (to a maximum of
  20d6 points of damage).
  Objects smaller than 200 pounds also deal damage when
  dropped, but they must fall farther to deal the same damage. Use
  Table 8–4: Damage from Falling Objects to see how far an object of
  a given weight must drop to deal 1d6 points of damage.
  Example: A magic flying ship tilts to one side and drops a 400-
  pound stone statue (a petrified comrade) overboard. The statue
  deals 2d6 points of damage to anything it strikes by virtue of its
  weight alone. If the ship were 100 feet in the air at the time, the
  falling statue would deal an additional 9d6 points of damage, for a
  total of 11d6.
  For each additional increment an object falls, it deals an addi-
  tional 1d6 points of damage. For example, since a 30-pound metal
  sphere must fall 50 feet to deal damage (1d6 points of damage),
  such a sphere that fell 150 feet would deal 3d6 points of damage.
  Objects weighing less than 1 pound do not deal damage to those
  they land upon, no matter how far they have fallen.
  HEAT DANGERS
  The hot desert sun can be as deadly an enemy as a hostile tribe of
  orcs. Prolonged exposure to hot temperatures can quickly wear
  down a character, and heatstroke can be deadly.
  Heat deals nonlethal damage that cannot be recovered until the
  character gets cooled off (reaches shade, survives until nightfall,
  gets doused in water, is targeted by endure elements, and so forth).
  Once rendered unconscious through the accumulation of non-
  lethal damage, the character begins to take lethal damage at the
  same rate.
  A character in very hot conditions (above 90° F) must make a
  Fortitude saving throw each hour (DC 15, +1 for each previous
  check) or take 1d4 points of nonlethal damage. Characters wear-
  ing heavy clothing or armor of any sort take a –4 penalty on their
  saves. A character with the Survival skill may receive a bonus on
  this saving throw and may be able to apply this bonus to other
  characters as well (see the skill description, page 83 of the Player’s
  Handbook). Characters reduced to unconsciousness begin taking
  lethal damage (1d4 points per hour).
  In severe heat (above 110° F), a character must make a Fortitude
  save once every 10 minutes (DC 15, +1 for each previous check) or
  take 1d4 points of nonlethal damage. Characters wearing heavy
  clothing or armor of any sort take a –4 penalty on their saves. A
  character with the Survival skill may receive a bonus on this
  saving throw and may be able to apply this bonus to other charac-
  ters as well. Characters reduced to unconsciousness begin taking
  lethal damage (1d4 points per each 10-minute period).
  A character who takes any nonlethal damage from heat expo-
  sure now suffers from heatstroke and is fatigued (see page 301).
  These penalties end when the character recovers the nonlethal
  damage she took from the heat.
  Extreme heat (air temperature over 140° F, fire, boiling water,
  lava) deals lethal damage. Breathing air in these temperatures
  deals 1d6 points of damage per minute (no save). In addition, a
  character must make a Fortitude save every 5 minutes (DC 15, +1
  per previous check) or take 1d4 points of nonlethal damage.
  Those wearing heavy clothing or any sort of armor take a –4
  penalty on their saves. In addition, those wearing metal armor or
  coming into contact with very hot metal are affected as if by a
  heat metal spell.
  Boiling water deals 1d6 points of scalding damage, unless the
  character is fully immersed, in which case it deals 10d6 points of
  damage per round of exposure.
  Catching on Fire
  Characters exposed to burning oil, bonfires, and noninstanta-
  neous magic fires such as a wall of fire might find their clothes,
  hair, or equipment on fire. Spells such as fireball or flame strike don’t
  normally set a character on fire, since the heat and flame from
  these come and go in a flash.
  Characters at risk of catching fire are allowed a DC 15 Reflex
  save to avoid this fate. If a character’s clothes or hair catch fire, he
  303
  CHAPTER 8:
  GLOSSARY
  VARIANT: LESS LETHAL FALLS
  Generous DMs who feel that falling is too lethal can make the first 1d6
  of falling damage always nonlethal damage, no matter what the
  circumstances.
  p
  q
  q
  r
  s
  p
  q
  q
  r
  s
  
  304
  takes 1d6 points of damage immediately. In each subsequent
  round, the burning character must make another Reflex saving
  throw. Failure means he takes another 1d6 points of damage that
  round. Success means that the fire has gone out. (That is, once he
  succeeds on his saving throw, he’s no longer on fire.)
  A character on fire may automatically extinguish the flames
  by jumping into enough water to douse himself. If no body of
  water is at hand, rolling on the ground or smothering the fire
  with cloaks or the like permits the character another save with a
  +4 bonus.
  Those unlucky enough to have their clothes or equipment
  catch fire must make DC 15 Reflex saves for each item. Flammable
  items that fail take the same amount of damage as the character.
  Lava Effects
  Lava or magma deals 2d6 points of damage per round of exposure,
  except in the case of total immersion (such as when a character
  falls into the crater of an active volcano), which deals 20d6 points
  of damage per round. 
  Damage from magma continues for 1d3 rounds after exposure
  ceases, but this additional damage is only half of that dealt during
  actual contact (that is, 1d6 or 10d6 points per round).
  An immunity or resistance to fire serves as an immunity to lava
  or magma. However, a creature immune to fire might still drown
  if completely immersed in lava (see Drowning, below).
  SMOKE EFFECTS
  A character who breathes heavy smoke must make a Fortitude
  save each round (DC 15, +1 per previous check) or spend that
  round choking and coughing. A character who chokes for 2 con-
  secutive rounds takes 1d6 points of nonlethal damage.
  Smoke obscures vision, giving concealment (20% miss chance)
  to characters within it.
  STARVATION AND THIRST
  Characters might find themselves without food or water and with
  no means to obtain them. In normal climates, Medium characters
  need at least a gallon of fluids and about a pound of decent food
  per day to avoid starvation. (Small characters need half as much.)
  In very hot climates, characters need two or three times as much
  water to avoid dehydration.
  A character can go without water for 1 day plus a number of
  hours equal to his Constitution score. After this time, the charac-
  ter must make a Constitution check each hour (DC 10, +1 for each
  previous check) or take 1d6 points of nonlethal damage.
  A character can go without food for 3 days, in growing discom-
  fort. After this time, the character must make a Constitution
  check each day (DC 10, +1 for each previous check) or take 1d6
  points of nonlethal damage.
  Characters who have taken nonlethal damage from lack of food
  or water are fatigued (see page 84). Nonlethal damage from thirst
  or starvation cannot be recovered until the character gets food or
  water, as needed—not even magic that restores hit points (such as
  cure light wounds) heals this damage.
  SUFFOCATION
  A character who has no air to breathe can hold her breath for 2
  rounds per point of Constitution. After this period of time, the
  character must make a DC 10 Constitution check in order to con-
  tinue holding her breath. The save must be repeated each round,
  with the DC increasing by +1 for each previous success.
  When the character fails one of these Constitution checks, she
  begins to suffocate. In the first round, she falls unconscious (0 hit
  points). In the following round, she drops to –1 hit points and is
  dying. In the third round, she suffocates.
  Slow Suffocation: A Medium character can breathe easily for
  6 hours in a sealed chamber measuring 10 feet on a side. After that
  time, the character takes 1d6 points of nonlethal damage every 15
  minutes. Each additional Medium character or significant fire
  source (a torch, for example) proportionally reduces the time the
  air will last. When a character falls unconscious from this non-
  lethal damage, she drops to –1 hit points and is dying. In the next
  round, she suffocates.
  For example, two people can last for 3 hours, after which they
  each take 1d6 points of nonlethal damage per 15 minutes. If they
  have a torch (equivalent to another Medium character in terms of
  the air it uses), the air runs out in only 2 hours.
  Small characters consume half as much air as Medium charac-
  ters. A larger volume of air, of course, lasts for a longer time. So, for
  instance, if two humans and a gnome are in a sealed chamber
  measuring 20 feet by 20 feet by 10 feet, and they have a torch, the
  air will last almost 7 hours (6 hours/3.5 people and torches × 4 10-
  ft. cubes = 6.86 hours).
  WATER DANGERS
  Historically, waterways were one of the most important modes of
  travel and communication within and between countries. On the
  other hand, characters on foot will find that lakes, rivers, and
  streams often block their travels in the wilderness. What’s more,
  underground streams, cisterns, sewers, and moats are all part of
  the dungeon environment.
  Water presents adventurers with five general problems. First,
  it’s an obstacle that can block their movement. Second, characters
  in the water face the danger of drowning or losing gear. Third, a
  character caught in fast-moving water can be swept away from the
  rest of his party and battered or killed by rapids and waterfalls.
  Fourth, really deep water deals damage from the great pressure it
  exerts. Finally, exposure to cold water can be dangerous, afflicting
  characters with hypothermia.
  The skills most commonly used in dealing with water as an
  obstacle are Swim and Profession (sailor). Unfortunately, not
  every character who gets into the water has these skills.
  Any character can wade in relatively calm water that isn’t over
  his head, with no check required. Similarly, swimming in calm
  water only requires skill checks with a DC of 10. Trained swim-
  mers can just take 10. (Remember, however, that armor or heavy
  gear makes any attempt at swimming much more difficult. See the
  Swim skill description, page 84 of the Player’s Handbook.)
  By contrast, fast-moving water is much more dangerous. On a
  successful DC 15 Swim check or a DC 15 Strength check, it deals
  1d3 points of nonlethal damage per round (1d6 points of lethal
  damage if flowing over rocks and cascades). On a failed check, the
  character must make another check that round to avoid going
  under.
  Very deep water is not only generally pitch black, posing a nav-
  igational hazard, but worse, it deals water pressure damage of 1d6
  points per minute for every 100 feet the character is below the sur-
  face. A successful Fortitude save (DC 15, +1 for each previous
  check) means the diver takes no damage in that minute.
  Very cold water deals 1d6 points of nonlethal damage from
  hypothermia per minute of exposure.
  Drowning
  Any character can hold her breath for a number of rounds equal
  to twice her Constitution score. After this period of time, the
  character must make a DC 10 Constitution check every round
  in order to continue holding her breath. Each round, the DC
  increases by 1.
  When the character finally fails her Constitution check, she
  begins to drown. In the first round, she falls unconscious (0 hp).
  In the following round, she drops to –1 hit points and is dying. In
  the third round, she drowns.
  It is possible to drown in substances other than water, such as
  sand, quicksand, fine dust, and silos full of grain.
  CHAPTER 8:
  GLOSSARY
  
  305
  ©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use. 
  30-Foot Cone Template 1
  30-Foot Cone Template 1
  ©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use. 
  
  306
  ©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use. 
  30-Foot Cone Template 2
  30-Foot Cone Template 2
  ©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use. 
  
  307
  Spell Areas
  15-foot cones
  30-ft. cones
  60-foot cones
  120-foot cone
  120-foot cone
  5-foot radius 10-foot radius
  20-foot radius
  40-foot radius
  80-foot radius
  center of area
  location of spellcaster
  Spell Areas
  15-foot cones
  30-ft. cones
  60-foot cones
  120-foot cone
  120-foot cone
  5-foot radius 10-foot radius
  20-foot radius
  40-foot radius
  80-foot radius
  center of area
  location of spellcaster
  
  308
  Space and  Reach
  Medium
  Large (long)
  Large (tall)
  Huge (long)
  Huge (tall)
  Space: 3 squares (15 feet)
  Reach: 3 squares (15 feet)
  With reach weapon: 6 squares 
                   (30 feet)
  Space: 3 squares (15 feet)
  Reach: 2 squares (10 feet)
  With reach weapon: 4 squares 
  (20 feet)
  Space: 2 squares (10 feet)
  Reach: 2 squares (10 feet)
  With reach weapon: 4 squares 
  (20 feet)
  Space: 2 squares (10 feet)
  Reach: 1 square (5 feet)
  With reach weapon: 2 squares 
                  (10 feet)
  Space: 1 square (5 feet)
  Reach: 1 square (5 feet)
  With reach weapon: 2 squares 
                  (10 feet)
  
  309
  Space and 
  Reach
  Gargantuan (long)
  Space: 4 squares (20 feet)
  Reach: 3 squares (15 feet)
  With reach weapon: 6 squares
                    (30 feet)
  Space: 4 squares (20 feet)
  Reach: 4 squares (20 feet)
  With reach weapon: 8 squares (40 feet)
  Gargantuan (tall)
  
  310
  Colossal
  Colossal (tall)
  Space and 
  Reach 
  Space: 6 squares (30 feet)
  Reach: 6 squares (30 feet)
  With reach weapon: 12 squares
   (60 feet)
  Space: 6 squares (30 feet)
  Reach: 4 squares (20 feet)
  With reach weapon: 8 squares (40 feet)
  
  311
  ©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.
  
  312
  ©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.
  
  313
  ©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.
  
  314
  ©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.
  
  315
  ©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.
  
  316
  ©2003 Wizards of the Coast, Inc. Permission granted to photocopy this page for personal use.
  
  Index
  ability checks 33
  ability score equivalencies 173
  ability score generation 169
  ability score loss 289
  ability scores for monsters 172
  Abyss, the 160
  Acheron 163
  acid effects 302
  adamantine 283
  adept (NPC class) 107
  adjudicating (general) 6
  adjudicating magic 34
  advancing levels 197
  adventure ideas 44
  adventure structure 44
  adventure writer’s checklist 46
  adventure, sample 78
  adventures, episodic or 
  continuing 56
  event-based 47
  site-based 46
  urban 98
  adventuring on other planes 147
  aerial movement 20
  alchemical silver 284
  alignment, changing 134
  of community power centers 
  138
  of intelligent items 269
  allies (of PCs) 104
  altitude sickness 90
  ammunition, magic 221
  animal companions 205
  animals (in dungeon) 76
  (as enemies) 104
  antimagic 290
  appearance of magic items 212
  aquatic terrain 92
  Arborea 166
  Arcadia 164
  arcane archer 176
  arcane trickster 177
  archmage 178
  area spells 28
  aristocrat (NPC class) 108
  armor, magic 211, 216–220
  creating 285
  sizes 213
  art (treasure) 55
  artifacts (magic items) 277–282
  Asian culture 144
  Asian weapons 144
  assassin 180
  Astral Plane 154
  attack rolls 26
  attitudes, NPC 128
  aura (of magic item) 215
  automatic hits and misses 25
  avalanches 90
  Baator 162
  barbarian, epic 207
  NPC 112
  role in society 131
  bard, epic 207
  NPC 113
  role in society 132
  battle grid 4
  Beastlands, the 165
  berm (terrain feature) 91
  between adventures 57
  big and little creatures in combat
  29
  blackguard 181
  blindsense 291
  blindsight 290
  blizzard 94
  Boccob 143
  body slot affinities 288
  bogs (terrain feature) 88
  bonus types 21
  breath weapon 291
  Bronze Age 144
  brown mold 76
  buildings 101
  bypass (trap element) 68
  Bytopia 164
  campaign, establishing 129
  maintaining 130
  Carceri 161
  caster level (of magic item) 215
  catching on fire 303
  cave entrance (terrain feature) 90
  cave-ins and collapses 66
  Celestia 164
  Challenge Rating 36, 48
  modifying 40
  for noncombat encounters 40
  for NPCs 37
  of special cohorts 199
  of traps 39, 75
  chance to get lost 86
  changing the rules 14
  character death 41
  character power levels 135
  character wealth 135
  characters, average 110
  elite 110
  high-level 135, 141
  low-level 134
  charges (of magic items) 214
  charm and compulsion 291
  chasm (terrain feature) 89
  city buildings 101
  city lights 101
  city streets 100
  clan (political system) 140
  class benefits, gaining 198
  class roles in society 131
  classes, creating 175
  modifying 174
  prestige 176
  cleric, epic 208
  NPC 114
  role in society 132
  cliff (terrain feature) 89
  climate/terrain types 136
  clobbered 27
  cohorts 104
  attracting 106
  special 199
  coinage 139
  coins (treasure) 55
  cold dangers 302
  cold immunity 291
  cold iron 284
  combat 21
  underwater 92, 93
  combat actions 25
  command word items 213
  commoner (NPC class) 108
  community authorities 138
  community NPCs 138
  community power center 137
  community racial 
  demographics 139
  community wealth and 
  population 137
  compulsion 291
  condition summary 300–301
  conscript, typical 133
  Corellon Larethian 143
  corridors (in dungeons) 63
  corrupt weapon (blackguard 
  spell) 182
  cosmology, creating 167
  cost to create (for magic 
  items) 215
  creating characters above 20th 
  level 209
  creating magic items 282–288
  creating PCs above 1st level 199
  creature sizes 29
  critical hits 26
  critical misses 28
  critical success or failure 34
  crowds 100
  cultural tendencies (by race) 141
  cursed magic items 214, 272–277
  D&D cosmology 150
  damage 26
  from falling 303
  from falling objects 303
  to magic items 214
  massive 27
  nonlethal 26
  damage caps for spells 35
  damage reduction 291
  darkness 302
  darkvision 292
  darkwood 283
  death (of a character) 41
  death attacks 292
  death and experience points 41
  defense roll 25
  degrees of failure 32
  degrees of success 32
  deities, creating new 143
  delineating tasks 30
  demiplanes 147
  demographics 136
  dense rubble (terrain feature) 90, 
  91
  describing spell effects 34
  desert terrain 91
  detect magic and magic items 213
  detect spells 60
  detecting invisible creatures 295
  difficult terrain 86
  Difficulty Class 30, 34
  Difficulty Class examples 31
  Difficulty Class, modifying 30
  disease 292
  divinations, handling 34, 46
  DM’s best friend 30
  doors (in dungeons) 60
  and detect spells 60
  doses (of magic items) 214
  downtime (for PCs) 198
  dragon disciple 183
  dragonhide 283
  drowning 304
  druid, epic 208
  NPC 115
  role in society 132
  duelist 185
  dungeon as adventure setting 57
  dungeon animals 76
  dungeon ecology 76
  dungeon encounter tables 79–81
  dungeon features 65
  dungeon level 77
  dungeon terrain 58
  dungeons, miscellaneous 
  features of 63
  random 77
  types of 57
  duststorm 94
  dwarven defender 186
  dwarves 141, 171
  ecology (of a dungeon) 76
  ecology (of a world) 136
  economics 139
  effective character level 199, 209
  Ego (of intelligent item) 270
  Ehlonna 143
  eldritch knight 187
  Elemental Plane of Air 155
  Elemental Plane of Earth 155
  Elemental Plane of Fire 156
  Elemental Plane of Water 157
  elite array 169
  elite characters 110
  elves 141
  Elysium 165
  encounter difficulty 49
  Encounter Level 36, 48
  modifying 39
  multiple monsters and 48
  encounter location 50
  encounter rewards 50
  encounter, starting 22
  treasure per 51
  encounters, design of 48
  modifying difficulty 50
  noncombat, Challenge 
  Rating for 40
  random 78, 95, 101
  single monster 49
  urban 101
  wilderness 95
  encumbrance and armor 20
  ending a session 18
  enemies (of PCs) 103
  energy drain 293
  energy, resistance to 298
  environment, the 302–304
  epic characters 206
  multiclass 207
  epic feats 209
  Erythnul 143
  Ethereal Plane 151
  etherealness 293
  evasion and improved evasion 
  293
  evasion and pursuit 20
  example of play 8
  experience awards (for PCs) 36
  ad hoc 39
  for cohorts 104
  modifying 39
  roleplaying 40
  317
  
  318
  experience for monsters 172
  experience, faster or slower 40
  experience penalties 41
  experience points 36
  death and 41
  expert (NPC class) 109
  extraordinary abilities 289
  failure, critical 34
  fallen paladin 183
  falling damage 303
  falling objects 303
  falling into water 303
  Familiar Spell (epic feat) 209
  familiars, improved 200
  Huge or bigger masters 203
  Tiny or smaller masters 203
  fast healing 293
  fear effects 294
  fences (terrain feature) 92
  feudalism (political system) 140
  Fharlanghn 143
  fiendish servant 183
  fighter, epic 208
  NPC 117
  role in society 132
  fire immunity 294
  fire, catching on 303
  fixed hit points (for PCs) 198
  fleshing out NPCs 128
  floods 93
  floors (in dungeons) 60
  flowing water (terrain feature) 92
  fog 94
  followers 105
  forest fires 87
  forest terrain 87
  friends (of PCs) 104
  fumbles 28
  futuristic weapons 146
  gaining class benefits 198
  game balance 13
  Garl Glittergold 143
  gaseous form 294
  gaze attacks 294
  Gehenna 162
  gems (treasure) 55
  geography 136
  getting lost 86
  gnomes 141
  goblins 141
  gold dwarves 171
  gold piece limit (of a community)
  137
  Great Smiting (epic feat) 209
  Great Wheel, the 153
  green slime 76
  Gruumsh 143
  guards and soldiers 99
  guilds and organizations 132
  Hades 161
  hail 94
  half-human elves 171
  halflings 141
  handling magic items 212
  handling NPC actions 16
  handling PC actions 15
  healing disease 293
  heat dangers 303
  hedgerows (terrain feature) 88
  Heironeous 143
  Hextor 143
  hierophant 188
  high altitude 90
  high-level characters 135, 141
  highest-level locals 139
  hills terrain 89
  hirelings 105
  hit points, fixed (for PCs) 198
  horizon walker 189
  hurricane 94
  ice sheet (terrain feature) 91
  identifying magic items 212
  illumination (in dungeon) 67
  Improved Elemental Wild Shape 
  (epic feat) 209
  improved evasion 293
  Improved Familiar (feat) 200
  Improved Favored Enemy (epic 
  feat) 210
  Improved Metamagic (epic feat) 
  210
  Improved Sneak Attack (epic 
  feat) 210
  Improved Spell Capacity (epic 
  feat) 210
  Improved Stunning Fist (epic 
  feat) 210
  incorporeality 294
  initiative each round 22
  Inner Planes 147
  instant kill 28
  intelligent magic items 214, 
  268–272
  against characters 271
  creating 288
  interesting combats 17
  invasion 133
  invisibility 295
  iron, cold 284
  knights 133
  Kord 143
  landslides 90
  languages and intelligent items 
  269
  Lasting Inspiration (epic feat) 210
  lava effects 304
  law enforcement 98
  Leadership (feat) 106
  and mounts 200
  learning new spells 198
  learning skills and feats 197
  legal issues 141
  level adjustment 172, 200, 209
  level loss 296
  level, dungeon 77
  levels, advancing 197
  light rubble (terrain feature) 91
  Limbo 158
  limit on magic items worn 214
  line of sight 21
  locks (on doors) 61
  loremaster 191
  lost, effects of being 86
  low-level characters 134
  low-light vision 296
  low tech 144
  lower class 142
  magic 142
  bonuses from 21
  restrictions on 142
  magic items 211–288
  activating 213
  adding new abilities 288
  appearance 212
  aura 215
  on the body 214
  caster level 215
  character-created 199
  charges in 199, 214
  cost to create 215
  creating 282–288
  creation costs 284
  cursed 214
  damaging 214
  and detect magic 212, 213
  doses 214
  as gear 199
  gold piece values 215
  handling 212
  identifying 212
  intelligent 214
  limit on items worn 214
  limited use 199
  market price 215
  multiple uses 214
  names 215
  new 214
  prerequisites 215
  random generation 216
  repairing 214
  saving throws against 214
  size and 213
  as treasure 56, 212
  using 213
  weight 215
  magic traps 67
  magical compulsion 16
  magocracy (political system) 140
  making a new character 42
  maneuverability 20
  mapping 15, 46, 77
  market price (for magic 
  items) 215
  marsh terrain 88
  massive damage 27
  masterwork items 283
  Material Plane 147
  mechanical traps 67
  repairing and resetting 68
  Mechanus 163
  metagame thinking 11
  middle class 142
  miniature figures 4, 15
  mithral 284
  modern era weapons 146
  modifiers to checks 30
  modifying Challenge Rating 40
  modifying classes 174
  modifying Encounter Level 39
  modifying races 171
  monarchy (political system) 140
  moneychangers 140
  monk, epic 208
  NPC 118
  role in society 132
  monster PCs 172
  monsters with classes 51
  monsters with treasure 51
  monsters, ability scores for 172
  as army members 133
  as epic characters 209
  experience for 172
  as races 172
  roleplaying 104
  tougher 50
  wandering 77
  Moradin 143
  motivation (of PCs) 43
  mountain terrain 89
  mountain travel 90
  mounted soldier, typical 133
  mounts 204
  intelligent 205
  Leadership and 200, 205
  unusual 204
  movement and the grid 19
  aerial 20
  diagonal 19
  in squares 20
  squeezing through 29
  in three dimensions 20
  multiple charges or uses 
  (of magic items) 214
  mundane items (treasure) 55
  Negative Energy Plane 157
  negative levels 293
  Nerull 143
  new character, making 42
  new classes, creating 175
  new combatants 23
  new deities, creating 143
  new magic items 214
  new players 134
  new races 171, 173
  new spells, creating 35
  learning 198
  Nine Hells 162
  noncombat encounters, 
  Challenge Rating for 40
  nonstandard point buy 169
  NPC actions 17
  NPC adjustments by race or 
  kind 126
  NPC attitudes 128
  NPC classes 107
  NPC gear value 127
  NPC spellcasting 107
  NPCs in the community 138
  NPCs with treasure 55
  NPCs, Challenge Ratings for 37
  NPCs, fleshing out 128
  NPCs, handling 16
  NPCs, pregenerated 112–126
  Obad-Hai 143
  Olidammara 143
  one hundred adventure ideas 44
  one hundred traits 128
  orcs 141
  organizations 132
  original spells 198
  other rewards 56
  Outer Planes 147
  Outlands, the 166
  Overwhelming Critical (epic 
  feat) 210
  paladin, epic 208
  fallen 183
  mounts 200, 204
  NPC 118
  role in society 132
  Pandemonium 159
  paralysis 296
  PCs above 1st level, creating 199
  PCs as leaders 106
  
  Pelor 143
  phosphorescent fungus 76
  pits and chasms 68, 89
  plains terrain 91
  planar traits 147, 168
  Planar Turning (epic feat) 210
  Plane of Shadow 152
  player goals 134
  players and die rolls 18
  poison 296
  immunities 297
  politics 140
  polymorph 297
  poor visibility 86
  Positive Energy Plane 157
  potions and oils, magic 211, 229, 
  230
  activation 229
  creating 286
  identifying 229
  power center (of a community) 
  137
  power components 36
  precipitation 94
  prerequisites (for creating 
  magic items) 215
  prestige classes 176
  designing 197
  psionics 297
  pursuit 20
  quicksand (terrain feature) 88
  races 170
  modifying 170
  monsters as 171
  new 171, 173
  rain 94
  random dungeon encounters 78
  tables 79–81
  random dungeons 77
  ranger, epic 208
  NPC 121
  role in society 132
  rays (special attack) 298
  ready (action) 25
  Red Wizard 193
  regeneration 298
  religion 143
  Renaissance weapons 144
  republic (political system) 140
  researching original spells 198
  reset (trap element) 68
  resistance to energy 298
  rewards 36
  other than treasure 56
  rings, magic 211, 229–233
  activation 229
  creating 286
  rock wall (terrain feature) 90
  rods, magic 211, 233–237
  creating 286
  rogue, epic 208
  NPC 123
  role in society 132
  roleplaying awards 40
  roleplaying monsters 103
  rolling dice 18
  rooftops (urban) 101
  rooms (in dungeons) 62
  running a game session 10
  St. Cuthbert 143
  sample adventure 78
  sand dunes (terrain feature) 91
  sandstorms 91
  save or check? 33
  saving throws 33
  against magic items 214
  scale and squares 19
  scent (special ability) 298
  scree (terrain feature) 89
  scrolls, magic 211, 237–243
  activation 238
  creating 287
  mishaps 238
  sewers (urban) 101
  shadowdancer 194
  shields, magic 211, 216–221
  activation 217
  creating 285
  hardness and hit points 217
  siege engines 99
  silver, alchemical 284
  simultaneous activity 24
  size and magic items 213
  skill and ability checks 30
  skills and feats, learning 197
  slaves 142
  sleet 94
  slimes, molds, and fungi 76
  slope (terrain feature) 89
  smoke effects 304
  snow 94
  snowstorm 94
  social classes 142
  softer critical hits 28
  soldier, typical 133
  sorcerer, epic 209
  NPC 124
  role in society 132
  special abilities 289
  special cohorts 199
  special materials 283
  special purpose (of intelligent 
  item) 270
  speed, reduced 20
  spell completion items 213
  spell effects, describing 34
  Spell Knowledge (epic feat) 210
  spell-like abilities 289
  spell lists, variant 175
  spell resistance 298
  spell roll 36
  spell trigger items 213
  spellcasters (in an army) 133
  spellcasting, NPC 107
  spells, creating new 35
  damage caps 35
  researching original 198
  splash weapons 28
  squeezing through 29
  stacking bonuses 21
  staffs, magic 211, 243–245
  activation 243
  creating 287
  standard point buy 169
  standard scale 19
  standing in tight quarters 30
  starting an encounter 22
  starvation 304
  statistics blocks 85
  stealth and detection in desert 91
  in forest 87
  in hills 89
  in marsh 88
  in mountains 90
  in plains 92
  underwater 93
  Stone Age 144
  storms 94
  story awards 40
  streets, city 100
  strike team 133
  structure (of an adventure) 44
  style of play 7
  subraces 170
  success, critical 34
  success, degrees of 32
  suffocation 304
  summoning individual 
  monsters 37
  supernatural abilities 289
  supply and demand 140
  surprise round 23
  table rules 11
  taking 10  33
  tasks, delineating 30
  taxes and tithes 140
  technology 144
  technology level, advancing 144
  teleporters 66
  terrain types 87–92
  Terrifying Rage (epic feat) 210
  thaumaturgist 196
  theocracy (political system) 141
  thirst 304
  thunderstorm 94
  tornado 94
  tougher monsters 50
  towns, generating 137
  training (for PCs) 197
  transitive planes 147
  319
  LIST OF SIDEBARS
  Why a Revision?...................................................................................................4
  The Purpose of Sidebars ....................................................................................4
  Equipment for Running the Game..............................................................14
  Behind the Curtain: Stacking Bonuses.......................................................21
  Variant: Roll Initiative Each Round.............................................................22
  Variant: Sapient Mounts..................................................................................23
  Variant: Striking the Cover instead of a Missed Target..........................24
  Variant: Automatic Hits and Misses ............................................................25
  Variant: Defense Roll........................................................................................25
  Behind the Curtain: Critical Hits.................................................................26
  Variant: Clobbered ............................................................................................27
  Variant: Massive Damage Based on Size.....................................................27
  Variant: Weapon Equivalencies.....................................................................27
  Variant: Instant Kill ..........................................................................................28
  Variant: Softer Critical Hits............................................................................28
  Variant: Critical Misses (Fumbles) ...............................................................28
  Variant: Skills with Different Abilities........................................................33
  Variant: Critical Success or Failure...............................................................34
  Variant: Saves with Different Abilities........................................................35
  Variant: Spell Roll..............................................................................................36
  Variant: Power Components...........................................................................36
  Variant: Summoning Individual Monsters................................................37
  Variant: Free-Form Experience .....................................................................39
  Variant: Faster or Slower Experience ..........................................................40
  Behind the Curtain: Experience Points......................................................41
  Behind the Curtain: When a PC Falls Behind..........................................42
  One Hundred Adventure Ideas.....................................................................44
  Adventure Writer’s Checklist ........................................................................46
  Behind the Curtain: Treasure Values...........................................................54
  Behind the Curtain: Why Dungeons?.........................................................58
  Walls, Doors, and Detect Spells.......................................................................60
  Behind the Curtain: Traps...............................................................................67
  Variant: What Disabling a Device Means...................................................70
  Variant: Upkeep...............................................................................................130
  Behind the Curtain: How Real Is Your Fantasy? ...................................136
  Variant: No Sidebars for Variant Rules.....................................................171
  Behind the Curtain: Why Mess around with Character Classes?....175
  Behind the Curtain: A Limit to Attacks and Saves...............................207
  Behind the Curtain: Building an Epic Progression..............................210
  Variant: New Magic Items............................................................................214
  Behind the Curtain: Putting Cursed Items in Your Game.................274
  Behind the Curtain: Magic Item Gold Piece Vaules ............................282
  Behind the Curtain: Special Weapons Materials...................................283
  Behind the Curtain: Body Slot Affinities.................................................288
  Variant: Separate Ability Loss......................................................................290
  Variant: Nonmagical Psionics......................................................................297
  Variant: Less Lethal Falls...............................................................................303
  
  320
  traps 67–76, 82
  Challenge Rating of 75
  cost 75
  designing 74
  elements of 68
  magic 67
  mechanical 67
  sample 70–74
  treasure 51
  building 53
  for cohorts 105
  custom 54
  per encounter 51
  magic items as 56, 212
  monsters with 51
  NPCs with 55
  other 55
  random 53
  types of 55
  wizards and 54
  trees (terrain feature) 87
  tremorsense 299
  trench (terrain feature) 91
  tribe (political system) 140
  trigger (trap element) 68
  turn resistance 299
  undergrowth (terrain feature) 87
  underwater combat 92, 93
  upkeep 130
  upper class 142
  urban encounters 101
  use activated items 213
  Vecna 143
  villains 104
  walls (in dungeons) 59
  and detect spells 60
  walls and gates (urban) 99
  wandering monsters 77
  wands, magic 211, 245–246
  activation 245
  creating 287
  war 133
  warrior (NPC class) 109
  water dangers 304
  wealth by level 135
  weapon size and damage 28
  weapons, magic 211, 221–229
  creating 285
  and critical hits 222
  hardness and hit points 222
  light generation 221
  for unusually sized creatures 
  223
  weather 93
  Wee Jas 143
  weight (of magic items) 215
  wilderness adventures 86
  wilderness encounters, random
  95–98
  wind effects 95
  windstorm 94
  witch (variant spell list) 175
  wizard, epic 209
  NPC 124
  role in society 132
  wizards and treasure 54
  wondrous items 211, 246–268
  creating 288
  world-building 135
  yellow mold 76
  Yondalla 143
  Ysgard 148
  List of Numbered Tables 
  Table 2–1: Maneuverability..........................20
  Table 2–2: Increasing Weapon
  Damage by Size ......................28
  Table 2–3: Decreasing Weapon
  Damage by Size ......................28
  Table 2–4: Creature Sizes ..............................29
  Table 2–5: Difficulty Class Examples........31
  Table 2–6: Experience Point Awards
  (Single Monster) ....................38
  Table 3–1: Encounter Numbers..................49
  Table 3–2: Encounter Difficulty ................49
  Table 3–3: Treasure Values
  per Encounter ........................51
  Table 3–4: Average Treasure Results..........51
  Table 3–5: Treasure..........................................52
  Table 3–6: Gems ..............................................55
  Table 3–7: Art Objects....................................55
  Table 3–8: Mundane Items ..........................56
  Table 3–9: Walls ..............................................60
  Table 3–10: Doors............................................61
  Table 3–11: Major Features and
  Furnishings............................65
  Table 3–12: Minor Features and
  Furnishings............................66
  Table 3–13: CR Modifiers for
  Mechanical Traps ................74
  Table 3–14: CR Modifiers for 
  Magic Traps............................75
  Table 3–15: Cost Modifiers for
  Mechanical Traps ................75
  Table 3–16: Cost Modifiers for
  Magic Device Traps ............75
  Table 3–17: Random Door Types................78
  Table 3–18: Random Room Contents ......78
  Table 3–19: Random Traps CR 1–3............82
  Table 3–20: Random Traps CR 4–6............82
  Table 3–21: Random Traps CR 7–10..........82
  Table 3–22: Combat Adjustments
  Underwater ..........................92
  Table 3–23: Random Weather......................94
  Table 3–24: Wind Effects..............................95
  Table 3–25: Wilderness Encounter Lists..96
  Table 3–26: Siege Engines..........................100
  Table 3–27: Buildings ..................................101
  Table 3–28: Urban Encounters ................102
  Table 4–1: Prices for Hireling
  Services ..................................105
  Table 4–2: The Adept....................................107
  Table 4–3: The Aristocrat............................108
  Table 4–4: The Commoner ........................109
  Table 4–5: The Expert ..................................109
  Table 4–6: The Warrior................................110
  Table 4–7: Random NPC Alignment......110
  Table 4–8: Random NPC Class ................110
  Table 4–9: Good NPC Race or Kind........111
  Table 4–10: Neutral NPC Race 
  or Kind..................................111
  Table 4–11: Evil NPC Race or Kind ........112
  Table 4–12: NPC Barbarian........................113
  Table 4–13: NPC Bard..................................114
  Table 4–14: NPC Cleric ..............................115
  Table 4–15: NPC Druid ..............................116
  Table 4–16: NPC Fighter ............................117
  Table 4–17: NPC Monk ..............................119
  Table 4–18: NPC Paladin ............................120
  Table 4–19: NPC Ranger ............................122
  Table 4–20: NPC Rogue..............................123
  Table 4–21: NPC Sorcerer ..........................125
  Table 4–22: NPC Wizard ............................126
  Table 4–23: NPC Gear Value......................127
  Table 4–24: One Hundred Traits ..............128
  Table 5–1: Character Wealth by Level....135
  Table 5–2: Random Town Generation ....137
  Table 5–3: Asian Weapons..........................145
  Table 5–4: Renaissance Weapons ............145
  Table 5–5: Modern Era Weapons ............146
  Table 5–6: Futuristic Weapons..................146
  Table 5–7: Random Planar 
  Destinations ..........................151
  Table 6–1: The Arcane Archer ..................176
  Table 6–2: The Arcane Trickster ..............178
  Table 6–3: The Archmage ..........................179
  Table 6–4: The Assassin ..............................180
  Table 6–5: Assassin Spells Known ..........181
  Table 6–6: The Blackguard ........................182
  Table 6–7: The Dragon Disciple................184
  Table 6–8: The Duelist ................................185
  Table 6–9: The Dwarven Defender..........187
  Table 6–10: The Eldritch Knight..............187
  Table 6–11: The Hierophant......................189
  Table 6–12: The Horizon Walker..............190
  Table 6–13: The Loremaster ......................191
  Table 6–14: The Mystic Theurge ..............193
  Table 6–15: The Red Wizard......................193
  Table 6–16: The Shadowdancer ................195
  Table 6–17: The Thaumaturgist ................198
  Table 6–18: Epic Save and 
  Epic Attack Bonuses ........206
  Table 6–19: Epic Experience and
  Level-Dependent
  Benefits ................................206
  Table 7–1: Random Magic Item
  Generation ............................216
  Table 7–2: Armor and Shields ..................216
  Table 7–3: Random Armor Type ..............216
  Table 7–4: Random Shield Type ..............216
  Table 7–5: Armor Special Abilities ..........217
  Table 7–6: Shield Special Abilities ..........218
  Table 7–7: Specific Armors ........................220
  Table 7–8: Specific Shields ........................221
  Table 7–9: Weapons......................................222
  Table 7–10: Weapon Type
  Determination....................222
  Table 7–11: Common Melee 
  Weapons ..............................222
  Table 7–12: Uncommon Weapons ..........222
  Table 7–13: Common Ranged 
  Weapons ..............................223
  Table 7–14: Melee Weapon
  Special Abilities ................223
  Table 7–15: Ranged Weapon
  Special Abilities ................223
  Table 7–16: Specific Weapons..................227
  Table 7–17: Potions and Oils ....................230
  Table 7–18: Rings..........................................231
  Table 7–19: Rods............................................234
  Table 7–20: Scroll Types..............................238
  Table 7–21: Number of Spells
  on a Scroll............................238
  Table 7–22: Scroll Spell Levels..................238
  Table 7–23: Arcane Spell Scrolls ..............239
  Table 7–24: Divine Spell Scrolls ..............241
  Table 7–25: Staffs ..........................................243
  Table 7–26: Wands........................................246
  Table 7–27: Minor Wondrous Items ......247
  Table 7–28: Medium Wondrous Items ..249
  Table 7–29: Major Wondrous Items........251
  Table 7–30: Item Intelligence,
  Wisdom, Charisma,
  and Capabilities..................269
  Table 7–31: Specific Cursed Items ..........274
  Table 7–32: Summary of Magic Item
  Creation Costs....................284
  Table 7–33: Estimating Magic Item
  Gold Piece Values..............285
  Table 8–1: Special Ability Types ..............290
  Table 8–2: Diseases ......................................292
  Table 8–3: Poisons ........................................297
  Table 8–4: Damage from Falling
  Objects....................................303
  
  ISBN: 978-0-7869-6245-7
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/D&D 3.5e Core/Dungeon Masters Guide (Premium Edition).pdf