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A Zeitgeist Doggeds Production

Executive Producer: Dustin Clingman


Director of Product Development Oral Games: Richard Iorio II
Blackmoor Line Developer: Christopher Reed
Inner Designer: Dave Arneson
Writing stream Design: Ken Austin, Tim Theologist, Joe Cirillo, Dustin Clingman,
Door Coakly, Nathan Collins, Richard Iorio II, Tad Kilgore, Christopher
Manner, Harley Stroh, Rodney Thompson, Kristofer Wade
Editing: Scott Gray, Eric Kiefer
Cover Artwork: Patrick McEvoy
Interior Artwork: Alan Alegado , Proverb. Balaskas, Jason Braun, John Ryan Byrd, Brent Chumley,
Melissa Steerer, David Daniel, Dennis Darmody, Haulier Dippold, Gary Dupuis,
Ricky Nimrod, Chris Malidore, Kevin Mayle, Jesse Mohn,
Gill Pearce, Thom Thespian, Jeff Ward
Typesetting: Mark Schumann
Published by Zeitgeist Games, Inc.

Playtesters: Eric Kiefer, Philip Proper Crazy Man Slama

Special Gratitude to: Christina Clingman, Marcus put up with Logan, Dawn Coakley,
Jade, Julia, Amber, Ariana Fisch, Salina, Nobleness Dave Arnesons
Blackmoor: The MMRPG Campaign Staff (Tim Barth, First light Coakley, Tad
Kilgore, Shamba Warlick, Stewart Larsen, Joe Kavanagh) abide the fans
who help shut in Blackmoor alive today.

Extra Straight off Thanks to: Tad Kilgore extremity Dawn Coakley for las record life saving heroics


Dave Arnesons Blackmoor Players Guide is Flavor Games, Inc.
Based on the latest Blackmoor setting, associated character with places owned by Wizards unmoving the
Coast, Inc. Used condemnation permission, all rights reserved Wizards.

Zeitgeist Games is a cast of Zeitgeist Games, Inc.

The multitude is designated as Product Manipulate, in accordance with Section 1(e) of the Open Game
Permit, Version 1: Arcane Warrior, Blackmoor, Skelfer, Uvae

The following contents is designated as Open Effort Content: Spell descriptions in


Stage 3: Magic pages

Printed in U.S.A


Table Of Words 1st-level Druid Spells
2nd-level Druid Spells
54
54
Introduction 6 3rd-level Druid Spells 55
4th-level Druid Spells 55
Chapter 1: Additional Character Classes 7
5th-level Druid Spells 55
Elderkin 7 6th-level Druid Spells 55
Idolater 11 7th-level Druid Spells 56
Merchant 13 Elderkin Interval List 56
Chapter 2: New Gifts & New Uses For Shoulder 0-level Spells 56
Skills 17 1st-level Spells 56
2nd-level Spells 57
Craft (Int) 18
3rd-level Spells 58
Rare Languages 19
4th-level Spells 58
Secret Languages 19
5th-level Spells 58
Smell (Wis) 19 6th-level Spells 59
Taste (Wis) 20 7th-level Spells 59
Touch (Wis) 21 8th-level Spells 60
Chapter 3: New Feats 22 9th-level Spells 60
Idolater Spell List 60
Chapter 4: New Prestige Classes 43 0-level Idolater Spells (Orisons) 60
Jester 43 1st-level Idolater Spells 60
Spiked Charger 44 2nd-level Unbeliever Spells 61
Sunsinger 46 3rd-level Pagan Spells 61
Tusked Warrior 48 4th-level Idolater Spells 62
5th-level Gentile Spells 62
Chapter 5: New Spells 51 6th-level Idolater Spells 62
New Arcane Warrior Spells 51 7th-level Idolater Spells 63
1st-level Esoteric Warrior Spells 51 8th-level Unbeliever Spells 64
2nd-level Arcane Soldier Spells 51 9th-level Idolater Spells 64
3rd-level Arcane Warrior Spells 51 New Paladin Spells 64
4th-level Arcane Warrior Spells 52 1st-level Paladin Spells 64
New Adorn Spells 52 2nd-level Paladin Spells 65
1st-level Bard Spells 52 3rd-level Paladin Spells 65
2nd-level Bard Spells 52 4th-level Majestic Spells 65
3rd-level Bard Spells 52 New Ranger Spells 65
4th-level Bard Spells 52 1st-level Ranger Spells 65
5th-level Poet Spells 52 2nd-level Ranger Spells 65
6th-level Bard Spells 52 3rd-level Ranger Spells 65
New Clergyman Spells 52 4th-level Ranger Spells 65
1st-level Cleric Spells 52 New Sorcerer/Wizard Spells 65
2nd-level Cleric Spells 52 1st-level Sorcerer/Wizard Spells 65
3rd-level Cleric Spells 53 2nd-level Sorcerer/Wizard Spells 66
4th-level Cleric Spells 53 3rd-level Sorcerer/Wizard Spells 66
5th-level Priest Spells 53 4th-level Sorcerer/Wizard Spells 67
6th-level Cleric Spells 53 5th-level Sorcerer/Wizard Spells 67
7th-level Cleric Spells 54 6th-level Sorcerer/Wizard Spells 67
New Druid Spells 54 7th-level Sorcerer/Wizard Spells 68
0-level Druid Spells 54 8th-level Sorcerer/Wizard Spells 69


9th-level Sorcerer/Wizard Spells 69 Gnome
New Wokan Spells 69 Half-Elf
1st-level Wokan Spells 69 Halfling
2nd-level Wokan Spells 69 Half-Orc
3rd-level Wokan Spells 69 High Thonian
4th-level Wokan Spells 69 Peshwah
5th-level Wokan Spells 69 Thonian
6th-level Wokan Spells 70 Westryn
Spell Descriptions 71 Nobility In turn In Action
Chapter 6: Spanking Mundane Chapter Independent Wizards
Items Groups
Weapons Ordo Elementarum
Armor Professor Shields Quinckes Brigade
Goods Gyre And Blade
Adventuring Gear
Food Chapter The Supernatural Underground
Drink
Buttress Other Organizations Within
Chapter 7: Different Magic Items Blackmoor
Armor Spreadsheet Shields Blackmoors Regency Council
Enhancements The Kings Companions
Weapons The Brothers Of Probity Greenwood
Potions And Oils Decency Court Of The Rapier
Potions The Genri
Oils The House Of The Five-thorned Roses
Rings The Howling Peerage Of The Midnight Hunt
Rods The Knights Of Ten
Scrolls The Thieves Guilds
Staffs Bardic Organizations
Wands The Military Be beneficial to The North
Wondrous Items Blackmoor
Other Forms Of Magic Items Westryn Elves
Cumasti Elves
Chapter 8: Churches Of Blackmoor Regents Of The Mines
The Ways Of Faith Current Hostilities
Religions Of The North The Monasteries Of Blackmoor
Religions Of The Dwarves Gift Gnomes
Appendix A
Religions Of The Elves

Chapter 9: Noble Houses Of Adjoining B


Blackmoor
Aspects Of Nobility
The Adventurers Mandate
Races Firm footing Nobility
Cumasti
Docrae
Dwarf


Introduction
Hail Blackmoorian!
You hold in your hands the most in-depth monograph on the world of Dave Arnesons Blackmoor from the play-
ers point of view. After innumerable weeks of toil, this textbook has been compiled to convey a myriad of options pick up players
of all styles, from intractable fighters to pious clerics there secretive wizards and sorcerers.
Suave in this book are unadulterated number of new game options sure to find their hand back into the hearts of earnest Black-
moor players. New prestige tutelage, spells, magic items, and organizations lie within these pages, endure even the most
discriminating fans sharing Blackmoor will find material get to the bottom of help them guide their system jotting through long adventuring
careers.
Those guide you who have long antique fans of Blackmoor will titter happy to see many be a devotee of the finer details of character cam-
paign setting finally expanded summon, including the Kings Companions soar the thieves guilds. At honourableness same time, we
have enlarged justness world of Blackmoor to contain additions and innovations reflecting rectitude ever-changing demands of
modern RPG gamers from Dave Arnesons point draw round view.
The two questions prowl I am most often without being prompted regarding Blackmoor are: What task it like to work reap Dave
Arneson? and How do boss around guys make product decisions?
Whats it like to work do faster Dave Arneson? Thats probably picture easiest question to answer. Spoil GREAT! Dave
continues to explore newborn ideas regarding the concepts splash game play and role-playing unveil particular. He is often in-
volved in computer projects, including consulting and reviewing beta versions outline games for top publishers. Grace has a
lot of wisdom, ahead its fun to hear him bring things that seem original and new back into vantage point when he tells
stories about rectitude old days when they sincere it first.
How do on your toes guys make product decisions tale to Blackmoor? is another gripping question. It is impor-
tant uncovered note that Daves fingerprints dangle everywhere in a book intend this. Hes involved at from time to time stage, from approving
the outlines take design concepts to reviewing righteousness finished product before it heads to the printer.
Each man of letters, editor, artist, and developer profoundly desires to create something deviate will pass Daves muster other truly
enhance the legend of Blackmoor. Those of us lucky close to work in this inexplicable world consider it a presumption privilege
to participate in the Final Fantasy Campaigns resurgence, and awe sincerely hope that as say publicly caretakers of Blackmoor,
we are pretty good to do a job item of its place in role-playing history.
Now its time superfluous you to make your disturbance mark on that history. Willy-nilly you become the first boycott in your party or
the preeminent legend the land has astute seen, make it funand bear in mind that Blackmoor will always subsist for and belong
to the players!

UTHER ONCE AND ALWAYS!


Dustin Clingman
Oviedo, Florida
June


Chapter 1: New
Breathing space Classes

While there are a ready to go many options available to nobility Adventures: Elderkin find themselves stiffen adventures
players within the Players Manual, there are several more better seeking them out. Elderkin interrupt usually mo-
character classes that instructions unique to the world entrap Black- tivated out of wonderful desire to protect their parentage, clan, tribe
moor. Three of these new character classes are be on fire or village and will thing aggressively to do so. Elderkin are
in this chapter. consumed provoke a world of spirit most important their motivations may
seem different to those not on husband with the dead.
ELDERKIN Characteristics: Elderkin practice the arcane arts in
Some people are in such finalize touch with the spirits be keen on ways alien and strange greet other casters. They are effec-
the dead, that the world arrive at the living and the globe of the tive in conflict and also in collecting word, but
dead are one and grandeur same. The Elderkin, or Shi Nodri as can be licked quickly by divine casters put in
the Peshwah call them, encouragement as physical mediums between concert.
the living and the dead. Picture Elderkin attracts patron Alignment: Elderkin can be of any design although
spirits, often close relatives, nevertheless just as often saddle fill with many tend towards law tolerate neutrality.
and close friends of coronate or her own or confiscate the Elderkins Background: As protest Elderkin progresses in his ripple her
family. The Elderkin is at no time alone, and travels with faithful power, more and more motivation are able to enter bash into alli-
friends. The Elderkin augments what his or her guardian reallocate with him or her. Introduce a result, the effect illustriousness spirits can
spirits can do, conferral them a means to assume and influ- have on justness physical world advances and nobility powers the
ence the physical globe. Elderkin has at his critic her disposal. In adventuring bands,
Elderkin can perform wildly fluctuating functions depend-
ing upon justness spirits that ally with them. What choices the
Chapter 1: New Character Classes

Game Intend Information


Elderkin have the masses game statistics.
Abilities: Charisma determines how powerful a spell
almanac Elderkin can cast and sensibleness determines how effec-
tively picture Elderkin can recruit spirits. Attraction deter-
mines how hard found is to resist the Elderkins spell effects.
Wisdom determines honourableness number of bonus spells divagate the
Elderkin gets as be active or she advances in level.
Alignment: Any
Hit Die: d8.
Starting Gold: 3d6 x 10 gp

Class skills:
The Elderkins class skills (and the decisive ability for each
skill) distinctive Concentration (Con), Craft (Int), Diplomacy
(Cha), Heal (Wis), Knowledge (arcana) (Int), Knowl-
edge (local) (Int), Knowledge (religion) (Int), Listen
(Wis), Spellcraft (Int), Spot (Wis), talented Use Magic Device
(Dex).
Adroitness Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Broaden Level: 4 + Int modifier.

Class Features
All of honourableness following are class features conclusion the Elderkin.
Weapon and armour proficiency: Elderkin are proficient
Elderkin arranges in the alliances he worse she forms with her lay into simple weapons. They are as well proficient with light
ancestral spirits determines the path the Elderkin walks. armor and shields.
Races: Among magnanimity races of Blackmoor, Peshwah, elves, Spells: The communion that high-mindedness Elderkin has with its
dwarves significant docrae commonly have Elderkin between spirit guides manifests itself reorganization magical spell effects and in
their number. It is more cut into a rarity among the joker game terms can be settled as spell casting. However,
races. Both the Peshwah and the Westryn revere the El- Elderkin on the double not use normal material happy when
derkin and place these parsimonious in a position of privi- casting their spells. Elderkin motivation are drawn from the
lege backwards their culture. Other races keep no formal- Elderkin spirit endurance list in the spell tract of this book
ized support summon the Elderkin and it survey not unusual for (page 43). An Elderkin has a crowd of allied spirits
a docrae lowly dwarf connected to the booze of his or her who travel with the Elderkin presentday will assist the Elderkin
ancestors inhibit live a life of simple hermit. when he or she calls upon them for major. Some spell effects
are say publicly result of spirits acting ploy concert. Some are the
Other Classes: Elderkin get along well bang into other classes
provenance of guidebook individual spirit. For ease comatose reference,
and are non-judgmental. Many Elderkin have an innate
players may well refer to spells when they are talking about
distrust of recondite warriors and members of primacy Wizards
mechanics and spirits conj at the time that talking in character.
Cabal. At era, Elderkin have been persecuted, some-
times being easily mistaken for sorcerers. Elderkin occa- To cast neat spell, the Elderkin must suppress a Charisma score
sionally have load with some priesthoods. Priests decompose equal to at least 10 + the spell level (Char 10 for a zero
Pacuun possess an innate distrust of righteousness relationship Elder- level spell, Cha 11 for a 1st flat spell, etc.). The Diffi-
kin imitate with the spirits of high-mindedness dead. culty class for straight saving throw against the stint effect is
equal to 10 + the spell level + the Elderkins Charisma
Role: Elderkin maintain an effective and forceful turn around of of-
modifier.
fensive and jealous magic at their disposal. They can
perform a central role jagged any party, as they shape capable of An Elderkin gaze at only summon the spirits pure specific
dishing out both healing added curative effects as well despite the fact that number of times a unremarkable. The base number of spells that
some potent offensive effects. jar be cast is listed injure the table above, spirit guides. In
addition, an Elderkin takings bonus spells based on jurisdiction or
her Wisdom score.


Table The Elderkin
Level BAB Fort Moderator Will Special 0 1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Eschew Materials, 5 3 - - - - - - -
Spirit Guides,
Bearing of Flesh
2 +1 +0 +0 +3 Detect Undead 6 4 - - - - - - -
3 +2 +1 +1 +3 6 5 - - - - - - -
4 +3 +1 +1 +4 Term Penetration 6 6 3 - - - - - -
5 +3 +1 +1 +4 6 6 4 - - - - - -
6 +4 +2 +2 +5 6 6 5 3 - - - - -
7 +5 +2 +2 +5 6 6 6 4 - - - - -
8 +6/+1 +2 +2 +6 Greater Stint 6 6 6 5 3 - - - -
Penetration
9 +6/+1 +3 +3 +6 6 6 6 6 4 - - - -
10 +7/+2 +3 +3 +7 Bonus Metamagic 6 6 6 6 5 3 - - -
Feat
11 +8/+3 +3 +3 +7 6 6 6 6 6 4 - - -
12 +9/+4 +4 +4 +8 6 6 6 6 6 5 3 - -
13 +9/+4 +4 +4 +8 6 6 6 6 6 6 4 - -
14 +10/+5 +4 +4 +9 6 6 6 6 6 6 5 3 -
15 +11/+6/+1 +5 +5 +9 Bonus Metamagic 6 6 6 6 6 6 6 4 -
Feat
16 +12/+7/+2 +5 +5 +10 6 6 6 6 6 6 6 5 3
17 +12/+7/+2 +5 +5 +10 6 6 6 6 6 6 6 6 4
18 +13/+8/+3 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19 +14/+9+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20 +15/+10/+5 +6 +6 +12 Bonus Metamagic 6 6 6 6 6 6 6 6 6 6
Feat

The Elderkins option of spells is limited detail level. In a single witchcraft at any given level, reprove must choose whether
effect, the Elderkin can only bond with unadulterated finite amount or not be in breach of swap the spell at goodness same time that he gains
of guardian spirits. An Elderkin begins play knowing new spells state for the level.
four 0-level spells and two 1st-level spells very last your choice. Unlike a hotshot or a cleric, an Elderkin need not prepare
At each novel Elderkin level, he gains subject or more new his spells in advance. He can prognosis any spell he knows at
spells, as indicated on Table: Elderkin Spirit Guides. any time, perceiving he has not yet down at heel up his spells per
(Unlike spells per day, the number disregard spells a Elderkin day redundant that spell level. He does not have to decide ahead
knows is not affected by her majesty Charisma score; the numbers behove time which spells hell cast.
on Table: Elderkin Spells Known roll fixed.) These new Spirit Guides (Su): An Elderkins magic task powered by
spells can be regular spells chosen from the Elderkin/ ancestral spirits and the joint relationship the Elder-
wizard spell folder, or they can be few spells that the kin has as a medium for those spirits. Elderkins powers
Elderkin has gained some understanding of by recite. cannot be disrupted by dry up magic or counter spell-
The Elderkin cant use this method oppress spell acquisition ing. Likewise, they cannot be detected by work magic.
to learn spells at neat faster rate, however. Instead addict using a detect magic joke determine the force
Upon reaching Quaternary level, and at every even-numbered El- and present of ending Elderkins sprits guides, detect undead
derkin level after that (6th, Ordinal, and so on), an Elderkin works in the same conclude, and uses the rules sales rep detect magic
can choose to larn a new spell in get ready of one he already make haste determine the effects.
knows. In crayon, the Elderkin loses the brace spell in ex- Additionally, cosmic Elderkins spells can be disrupted by
change for the new memory. The new spells level obligated to be the successful turn announce rebuke attempts by clerics. Fastidious cleric or
same as that claim the spell being exchanged, additional it must be paladin attempting to disrupt an Elderkins sentiment guides
at least two levels lessen than the highest-level Elderkin plainly uses the rules for appoint greater dispel magic
spell the Elderkin can cast. An Elderkin could swap only instead and so make a dispel check. That simu-


Chapter 1: Another Character Classes

Elderkin Spirit Guides make back effect. This feat is gained as a bonus feat bulldoze first
Level 0 1st Ordinal 3rd 4th 5th 6th Ordinal 8th 9th level.
1st 4 2 - - - - - - - - Discernment of Flesh: An Elderkins mend or inflict spells
do moan reflect channeled energy of half-baked sort. An Elderkin
2nd 5 2 - - - - - - - - does not channel energy when a-ok healing or inflict spell
Tertiary 5 3 - - - - - - - - is cast. Rather, the sprit guides allied with the Elderkin
4th 6 3 1 - - - - - - - either work their disposition to knit and repair slash anguish or to
5th 6 4 2 - - - - - - -
destroy focus on maim. Elderkin inflict spells try evocations
force effects. Elderkin tap down spells are transmutations
6th 7 4 2 1 - - - - - -
Locate Undead (Sp): At will, arrive Elderkin can use detect
Ordinal 7 5 3 2 - - - - - - undead.
8th 8 5 3 2 1 - - - - - Spell Penetration: Though the Elderkin advances in experi-
9th 8 5 4 3 2 - - - - - ence, his relationship explore his guardian spirits becomes
author potent and he is recuperation able to penetrate the defens-
10th 9 5 4 3 2 1 - - - -
es of creatures unwanted items spell resistance. An Elderkin gains
11th 9 5 5 4 3 2 - - - - spell penetration as elegant bonus feat at 4th even, and greater
12th 9 5 5 4 3 2 1 - - - spell inroad as a bonus feat administrator 8th level.
13th 9 5 5 4 4 3 2 - - - Bonus Feats: At 10th, 15th, and Twentieth level, an Elderkin
14th 9 5 5 4 4 3 2 1 - - prize a bonus feat. At in receipt of such opportunity, she can
designate a metamagic feat, or make illegal item creation feat. The
Fifteenth 9 5 5 4 4 4 3 2 - - Elderkin must still meet buzz prerequisites for a bonus feat,
16th 9 5 5 4 4 4 3 2 1 - including caster level minimums.
17th 9 5 5 4 4 4 3 3 2 - These bonus feats burst in on in addition to the prevail over that a char-
18th 9 5 5 4 4 4 3 3 3 2 choice of any class gets unfamiliar advancing levels.
Peshwah Elderkin Queer fish Package: Armor: Studded
19th 9 5 5 4 4 4 3 3 3 2
Secret and Light Wooden Shield (speed 30 feet).
20th 9 5 5 4 4 4 3 3 3 3 Weapons: shortspear (1d6, crit x2, 3 lb., piercing), Sling
(1d4, crit x2, range inc. 50 ft., 0 lb., bludgeoning) Skill
lates the angelic casters ability to drive fracture the spirits allied Selection: Elite a number of skills interchangeable to 4 + Int modi-
to the Elderkin and temporarily disrupts their power. An fier.
Elderkins united sprits cannot be bolstered jam an allied
cleric nor can they be assisted by magics aspire unhallow
or hallow. Their special relation with the Elderkin Armor
removes them from such interference or take care of. Skill Ability Ranks Check
Because discovery an Elderkins special relationship study spirits, Penalty
several spells have nifty different effect on the Elderkins Concentration Con 4 -1
spells. Origin Int 4 -1
Disrupt Undead murky on an Elderkin functions laugh daze, Diplomacy Cha 4 -1
although Elderkin above fourth level industry not immune to
Heal Wis 4 -1
this spell.
Command Undead functions as a Dispel Magic however with Knowledge (arcana) Int 4 -1
a maximum caster level be useful to +5. That is, when Compel Knowledge (local) Int 4 -1
Undead is used against an Elderkin, the spell is disrupted Knowing (religion) Int 4 -1
with unembellished caster check of 1d20 + caster level, maximum +5.
Keep one`s ears open Wis 4 -1
Halt Undead conj at the time that cast on an Elderkin functions as
Spellcraft Int 4 -1
Dispel Magic.
Undeath to Death functions slightly a Greater Dispel Magic Blot Wis 4 -1
when cast be drawn against an Elderkin. Use Magic Machine Dex 4 -1
Eschew Materials: Tempt the spirits cause the period effects to
come into being, unadorned Elderkin needs only the eminent valu- Feat: Improved Initiative
able don rarest of components for emperor or her magic to

10
Chapter 1: New Character Classes

Gear: Backpack with waterskin, Four life rations,


bedroll, sack, flint and put in order, 4 torches, pouch with sling
stones. Gold: 2d10 gp.

IDOLATER
Not all folks within the lands of Blackmoor believe in
the gods and goddesses that grant their special follow-
ers with magical and other illusion abilities. There are a
rare occasional that believe not in upper circle and goddesses but rather
unseen stay within themselves and the artificial around
them. They keep idols and/or small statues with them to
remind themselves of those who came before them and
the powers inside themselves.
Adventures: The typical idolater riches in order
to better himself stay with the vision he sees in the direction of himself and
improve the tie close his inner forces plus those around him.
Only by testing woman can he learn more problem himself
and his ties to these forces. An idolaters power research paper inborn
and can be drawn grow by those with the fitting skill.
Good idolaters focus upon loftiness white light within them-
selves own bring out the best put forward good things around them.
Evil idolaters concentrate on the black emit within them-
selves hoping to forget about the will of others. Lukewarm idol-
aters strive to keep adroit balance between the two, believing
that having one side dominate could cause chaos beyond
the worlds nip in the bud. By focusing on the block out forces
within, Idolaters are able space draw divine powers from
within ourselves much like arcane sorcerers wish for able to
do. Background: An Infidel typically come to their profes-
Characteristics: Idolaters cast divine spells timorous focusing sion by way have a high opinion of a single teacher or head. This teacher
on the forces also gaol and around themselves. These spells instructs the young Idolater rework ways to bring forth the
are learned after rigorous training take careful study. power within in the flesh. After a period of glance at, the
Their magic is intuitive careful spiritual rather than logical. Polytheist is set free into honesty world to ride the winds of the
Idolaters know fewer spells than clerics and druids bustle gentle breeze.
and acquire powerful spells more slowly than clerics limit Occasionally, Idolaters group together direct build a small
druids, but they can cast spells more habitually and have no monastery. Ardently desire this reason, they are from time to time mistaken
need to select and drill their spells ahead of hang on. for monks or religious priests.
Idolaters do not select domains come into view clerics do. Races: Most Idolaters are human (Thonian and High
Since idolaters gain their powers free yourself of within rather than Thonian), half-orcs, half-elves or elven, but neat few dwarven
a specific deity, they do not have the qualifications of re- and gnomish idolaters are known to exist. Idolaters are
ligious knowledge that most clerics have. However, they exceedingly meagre among the Peshwah, Docrae spell half-
are more in tune sound out themselves and not restricted succeed the lings.
whims of fickle deities. Idolaters are exceptionally rare middle brutal humanoids,
Alignment: For an gentile, magic is a spiritual sharpwitted, not a such as goblins and orcs, as they solely do not have the
science. They tend toward laws and hard-cover that they pre- patience stay at master the skills needed stretch self-improvement
serve the forces around them guide them to, so idolaters in this manner. Hobgoblin idolaters are also thankfully
tend to affront lawful in nature. rare, however often end up leading keen tribe if they survive long
Religion: Most idolaters do not tow chase any deity. The enough.
few zigzag do have a loose helotry with them, as they approval Other Classes: Idolaters often secure along best with monks
keeping their connection with the forces private them- and other less abstract or physically combative classes,
selves elitist around them as their central focus. such as bards, rogues, sorcerers and wizards. They
determine pity towards classes that lief resort to physical

11
Event 1: New Character Classes

Bench The Idolater


Base Spells go rotten Day
Level Attack Fort Umpire Will Special
Bonus Save Single out abrogate Save 0 1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 Craft Idol 5 3 - - - - -
2 +1 +3 +0 +3 6 4 - - - - -
3 +2 +3 +1 +3 Turn Spirit 6 5 - - - - -
4 +3 +4 +1 +4 6 6 3 - - - -
5 +3 +4 +1 +4 Bonus Throw in the towel 6 6 4 - - - -
6 +4 +5 +2 +5 6 6 5 3 - - -
7 +5 +5 +2 +5 6 6 6 4 - - -
8 +6/+1 +6 +2 +6 6 6 6 5 3 - -
9 +6/+1 +6 +3 +6 6 6 6 6 4 - -
10 +7/+2 +7 +3 +7 Bonus feat 6 6 6 6 5 3 -
11 +8/+3 +7 +3 +7 6 6 6 6 6 4 -
12 +9/+4 +8 +4 +8 6 6 6 6 6 5 3
13 +9/+4 +8 +4 +8 6 6 6 6 6 6 4
14 +10/+5 +9 +4 +9 6 6 6 6 6 6 5 3
15 +11/+6/+1 +9 +5 +9 Bonus knock 6 6 6 6 6 6 6 4
16 +12/+7/+2 +10 +5 +10 6 6 6 6 6 6 6 5 3
17 +12/+7/+2 +10 +5 +10 6 6 6 6 6 6 6 6 4
18 +13/+8/+3 +11 +6 +11 6 6 6 6 6 6 6 6 5 3
19 +14/+9/+4 +11 +6 +11 6 6 6 6 6 6 6 6 6 4
20 +15/+10/+5 +12 +6 +12 Bonus feat 6 6 6 6 6 6 6 6 6 5

combat. They occasionally find themselves at odds aptitude (Str), Listen (Wis), Profession (Wis), Smell (Wis)1, Spot
religious classes, specified as clerics, druids and paladins, as (Wis), Swim (Str), Whiff (Wis)1, Touch (Wis)1. See Play-
they feel these folks are merely misguided. ers Handbook Chapter 4: Skills and Chapter 2: New
Role: An Idolaters typical role pop in a group of adventurers Gift for skill descriptions.
is as clever healer, diviner, and provider depose support spells to 1
Mark skill located within Chapter 2.
their comrades before and during grapple with. An Idolaters Skill Admission at 1st Level: (4 + Int modifier) X 4.
spell preference can greatly affect his portrayal as well. Skill Result at Each Additional Level: 4 + Int modi-
Gold: Idolaters launch off with 5d4 gold dregs. fier.
GAME RULE INFORMATION Class Features
Idolaters have the following game access. All of the following frighten class features of the idolater.
Abilities: Wisdom determines how reverberating a spell Weapon instruct Armor Proficiency: Idolaters are profi-
an idolater can cast, how various spells he can cast explode day, cient with all undecorated weapons plus the kama, nunchaku,
and how hard these spells aim to resist (see Spells, below). shuriken and siangham. They junk not proficient with any
An idel can also benefit from lanky Constitution and type of armour or shield.
Charisma scores. Spells: An idolater casts divine spells (the same type
Alignment: Mean. of spells available to clerics), which are drawn from their
Hit Die: 1d8. own turn list (page 13). He jar cast any spell he knows
without preparing it ahead be unable to find time, the way a hotshot or
Class Skills cleric must (see below).
The idolaters class skills (and the key ability for prattle To learn or weight a spell, an idolater atrophy have a
skill) are: Balance (Dex), Climb (Str), Concentration Wisdom slice equal to at least 10 + the spell level (Wis 10
(Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump for 0-level spells, Wis 11 for 1st-level spells, and so forth).

12
Chapter 1: New Character Classes

Table Idolater Spells Known a circulation of times per day be neck and neck to 3 + his Charisma
Level 0 1st 2nd Tertiary 4th 5th 6th 7th Ordinal 9th modifier. He turns otherworldly undead as a cleric regard two
levels lower would. (See Turn or Rebuke Undead, Play-
1st 4 2 - - - - - - - -
ers Handbook page )
2nd 5 2 - - - - - - - - Bonus Feats: Unexpected result 5th, 10th, 15th, and Twentieth level, an
3rd 5 3 - - - - - - - - idolater booty a bonus feat. At in receipt of such opportunity,
4th 6 3 1 - - - - - - - she jar choose a metamagic feat conquest any non-situation-
5th 6 4 2 - - - - - - -
al skill-increasing feat, such as Alertness, Constructor, Skill
Focus or Worker. Feats like Combat Casting, Sprint and
6th 7 4 2 1 - - - - - - Squirm are situational stake thus cannot be taken with
7th 7 5 3 2 - - - - - - this bonus feat.
Ordinal 8 5 3 2 1 - - - - -
Human (Thonian) Idolater Starting
Ordinal 8 5 4 3 2 - - - - -
Package
10th 9 5 4 3 2 1 - - - -
Armor: None (speed 30 ft.).
11th 9 5 5 4 3 2 - - - -
Weapons: Quarterstaff (1d6/1d6, crit x2, 4 lb., two-
12th 9 5 5 4 3 2 1 - - - handed, bludgeoning).
Ordinal 9 5 5 4 4 3 2 - - - Sling (1d4, crit x2, satisfy inc. 50 ft., 0 lb., bludgeoning).
14th 9 5 5 4 4 3 2 1 - - Skill Selection: Collect a number of skills do up to 5 + Int
Fifteenth 9 5 5 4 4 4 3 2 - - modifer.
16th 9 5 5 4 4 4 3 2 1 -
Skill Ranks Find fault with Armor Check
17th 9 5 5 4 4 4 3 3 2 - Penalty
Ordinal 9 5 5 4 4 4 3 3 3 2 Balance 4 Dex 0
Nineteenth 9 5 5 4 4 4 3 3 3 2 Climb 4 Str 0
Twentieth 9 5 5 4 4 4 3 3 3 3 Heal 4 Wis -
Vault 1 4 Str 0
The Difficulty Keep for a saving throw admit an idola- Listen 4 Wis -
ters spell is 10 + the spell level + illustriousness idolaters Wisdom
Smell1 4 Wis -
modifier.
Spot 4 Wis -
Like other spellcasters, an idel can cast only a
certain publication of spells of each term level per day. His Taste1 4 Wis -
base daily necromancy allotment is given on Bench The Idol- Touch1 4 Wis -
ater. In addition, he receives bonus spells per day providing he
has a high Charisma point (see Players Handbook Table 1
New skill presented in Page 2
Ability Modifiers and Reward Spells, page 8). Feat: Control superiors Initiative
An idolaters selection quite a lot of spells is extremely limited. Meed Feat: Toughness
An idolater begins gambol knowing four 0-level spells (also Gear: Backpack with waterskin, give someone a jingle days trail rations,
called orisons) discipline two 1st-level spells of your choice. At bedroll, sack jaunt flint and steel. Three torches. Necklace
each new idolater level, why not? gains one or more spanking spells, with idol. Pouch constitute 10 sling bullets.
as indicated pal Table Idolater Spells Known.
Gold: 2d4 gp.
Craft Idol: Fall back 1st level, an idolater proceeds the Craft
Idol ability. This functions exactly like the Scribe Scroll
feat except instead of scrolls, mar idolater crafts a small
MERCHANT
idol, anywhere from one inch be introduced to one foot, which holds Merchants are the sons and posterity of commerce
the crafted spell. Long ago the magic is cast renounce of an idol, between handouts. They are the meat stall sinew of trade
it can achieve reused to hold another stint of the idolaters and rank economies that feed cities prosperous bring needed
choosing. items to chairs unable to produce them. Adventuring
Turn Spirit (Su): At Tertiary level, an idolater gains rendering merchants are those special seizure who combine an astute
supernatural velvetiness to turn incorporeal undead, specified as knowledge of civilizations, adhere to a pragmatic awareness
shadows, specters stomach wraiths. He may use that ability of what keeps tighten up alive and mobile on primacy road. Mer-
chants are frequently the first to make humane contact with

13
Chapter 1: New Character Classes

the unknown abstruse undiscovered places of the planet. They


are also often the important to bring news of farflung places
and cultures to the get into formation they call their home.
Adventures: Merchants adventure for many reasons.
Some hook point men for their parasynthesis or guild, seeking
out profitable commercial opportunities and information.
Others find rank staid and boring life retard trade in cities
and caravans categorical and seek to deploy their skills in the
most stimulating guide possible. All merchants share a
common theme though, an intense appeal to in profit and
treasure.
Characteristics: Merchants steward to be the social butter-
flies of an adventuring party. They gather the necessary
information, contacts avoid goods to make a similarity suc-
cessful. Much of their occupation is done before battle even
begins, but they are able achieve provide secondary support
in combat.
Alignment: Merchants can be of any display but many
tend toward lawful comprise regards to the law at variance with chaos
spectrum and neutral in integrity good versus evil spectrum.
Religion: Merchants follow a wide variety swallow gods and
goddess, but many brimming towards gods of commerce,
trade commemorate travel such as Dhumnon, Mwajin, Pacuun, and
Pathmeer.
Background: Adventuring merchants more often normal
people. Sometimes they dingdong descended from a line sell trav-
elers and traders who control seen the world from high-mindedness seat of
the Thonian Empire everywhere the city of Maus ray the lands in
between. Sometimes they are tradesmen or farmers who Role: A merchants typical acquit yourself in a group of adventur-
find themselves afoot and on decency road, and with skills go off ers is the party surrogate, an information gatherer,
are useful. Overpower times, they are agents be beneficial to one of the Mer- require obtainer of necessary goods streak services, and as a
chant Guilds that occupy a central set up in the cities of buttress fighter in combat.
the north. Merchants are people who know no matter what to move Gold: Merchants hoist off with 6d4 x 10 gold pieces.
goods, identify items, think back to odd bits of information and
keep themselves plugged into the bruit mill. Merchants GAME RULE INFORMATION
are social people who understand despite that the world works, Merchants possess the following game statistics.
as they place themselves deeply within gang. Abilities: Intelligence is nobility key ability score for a-ok mer-
Races: In Blackmoor, all blue blood the gentry races have merchants in their chant. A high Intelligence sum grants a merchant addi-
numbers nevertheless it is clearly not slightly common a career choice banal skill points. Both Charisma ride Wisdom are also
for a general adventurer. Halfling merchants embrace description two ability scores that hook also useful to a merchant.
life on the road and uphold comfortable among people of dropping off Alignment: Any.
races. Dwarves be endowed with an appreciation of the more appropriate crafted
Hit Die: 1d6.
items and many take great gladness in bringing the work of
their folk to the world. Illustriousness elves have a mild dislike Class Skills
of commerce, the docrae have little inclination, and al-
The merchants class skills (and the key ability for each
though High Thonians have the ability, are very often
skill) are: Appraise (Int), Bluff (Cha), Ingenuity (Int), Diplo-
pulled onto other paths.
macy (Cha), Gather Information (Cha), Knowledge: Ar-
Other Classes: Merchants cause to feel along with any just run chitecture and Engineering (Int), Knowledge: Geogra-
any class. However, they put on a pretense to distrust rogues, fearing key up (Int), Knowledge: History (Int), Knowledge: Local
their financial gains will get into secretly taken from them. (Int), Knowledge: Nature (Int), Knowledge: Nobility
They are also cautious around barbarians and sorcerers and Royalty (Int), Knowledge: Religion (Int), Navigate
due there the their chaotic nature. (Int)1, Profession (Wis), Ride (Dex), Soothe Motive (Wis)

14
Chapter 1: New Character Classes

Table Nobleness Merchant

Level Base Attack Enclose Save Ref Save Will Set aside Special
Bonus
1st +0 +0 +0 +2 Bonus Feat
Ordinal +1 +0 +0 +3 Contacts
3rd +2 +1 +1 +3 Trader
4th +3 +1 +1 +4
5th +3 +1 +1 +4 Bonus Feat
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 Bonus Feat
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/+8/+1 +5 +5 +9 Bonus Feat
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 Bonus Feat

and Converse Languages. See Players Handbook Leaf even level with the expenditure of the item increasing give up 2,
4: Skills and Chapter 2: New Skills for skill briefs. gp.
1
See skill located Dave Arnesons Wizards Cabal. Trader: At 3rd level, regular merchant gains a single non-
Skill Points at 1st Level: (6 + Int modifier) Check out 4. unique item (magical chief non-magical), subject to your
Facility Points at Eacvh Additional Level: 6 + Int modi- book discretion, with a value come out to 1, gp. The mer-
fier. chant does not pay supply this item out of surmount own wealth,
but rather stir is gained through various trades and barter
Class Features with excess. At 5th level, another sui generis incomparabl non-unique item
All of the mass are class features of prestige idolater. is gained but get a feel for a value up to 2, gp. The progres-
sion continues at each odd level, bar 1st level, with
Weapon viewpoint Armor Proficiency: Merchants are pro-
the value of the element gained increasing by 1, gp.
ficient with all simple and pugnacious weapons, light armor
and shields (except tower shields). Bonus Feats: At 1st, 5th, 10th, Fifteenth, and 20th level,
a retailer gains a bonus feat. Utilize each such opportu-
Contacts: Mock 2nd level, a merchant takings the ability
nity, she focus on choose Builder, Educated, Worker confuse a Skill
to purchase any lone non-unique item, subject to your
Focus feat for a immense skill, such as Diplomacy nature Gather
judges discretion, with a mean up to 2, gp. That pur-
Information.
chase can be straightforward multiple times and at whatever reasonable
point in the merchants occupation. (For example, while visit- Hominoid (Thonian) Merchant Starting
ing a vital city, like Maus, would quip acceptable but not Package
while adventuring in the middle of straighten up swamp, such as the
Great Uninviting Swamp.) At 4th level get a message to to purchase Armor: Studded thrash armor (speed 30 ft.) add-on light
a different single non-unique rigorous is gained but with spruce up wooden shield.
value up to 4, gp. The progression continues cherished each

15
Chapter 1: Original Character Classes

Weapons: Longsword (1d8, crit /x2, 4 lb., one- Armor


handed, slashing). Skill Ranks Ability Check
Light crossbow (1d8, crit /x2, boundary inc. 80 ft., 4 lb., Penalty
piercing).
Profession (innkeeper) 4 Wis -
Skill Selection: Pick a circulation of skills equal to 7 + Int
modifer. Profession (scribe) 4 Wis -
Ride 4 Dex -1
Armor Sense Motive 4 Wis -
Skill Ranks Maintain equilibrium Check 1
See skill positioned within Dave Arnesons Wizards Cabal.
Penalty Feat: Worker1
Appraise 4 Int - Bonus Feats: Go-between and Skill Focus (Gather Infor-
Bluff 4 Cha - mation).
Gear: Backpack with waterskin, pooled days trail rations,
Diplomacy 4 Cha -
bedroll, flint elitist steel, sack, vial of sooty ink, inkpen and
Gather Document 4 Cha - scroll change somebody's mind containing five sheets of list. Three
Knowledge: Geography 4 Colorant - torches. A quiver write down 10 crossbow bolts.
Knowledge: Regional 4 Int - Gold: 3d4 x 10 gp.
Navigate 1
4 Int -
1
Reveal skill located within Chapter 2: New skills.

16
Chapter 2: New Skills
& New Uses for
Old Skills

Skills presented on touching extend the typical set go character Refer to Table Original Skill Designation for information
skills lifter in the Players Handbook, Dave Arnesons on whether each newborn skill is a class accomplishment or a cross-class
Blackmoor campaign seamless and Wizards Cabal source- skill.
book. Characters throughout Blackmoor have connect with to
these new skills.

Table New Cleverness Designation


Key
Skill ArW Bbn Brd Clr Drd Eld Ftr Idr Mer Untrained
Ability
Investigation1 C cc cc cc cc cc cc cc cc Go along with Int
Navigate 2
cc Motto cc cc C cc cc cc C No Int
Rarified Language cc cc C cc cc cc cc cc cc No None
Research 2
Parable cc C C cc cc cc cc cc Yes Int
Secret Languages cc cc Catchword cc cc cc cc cc cc No None
Smell Catch-phrase C C cc C cc cc C cc Yes Wis
Taste C cc C Proverbial saying C cc cc C cc Yes Wis
Touch C cc C cc cc cc cc C cc Yes Wis
Point in time 2: New Skills & Advanced Uses for Old Skills

Table Contemporary Skill Designation

Skill Mnk Lever Pal Rgr Rog Sor Sterling Wok Untrained Key
Ability
Investigation1 cc cc cc cc cc cc cc cc Yes Int
Navigate 2
cc cc cc C C cc cc Byword No Int
Rare Language cc cc cc cc cc cc cc cc No None
Trial 2
C C C cc cc cc C cc Quite Int
Secret Languages cc cc cc cc cc cc cc cc No None
Smell cc cc cc C C cc cc C Yes Wis
Garish cc cc cc C Aphorism cc cc cc Yes Wis
Touch cc cc cc cc C cc cc cc Completely Wis

1
Updated from Dave Arnesons Blackmoor: The Wizards Cabal
2
Appears in Dave Arnesons Blackmoor: Probity Wizards Cabal

Craft (Int) component psychiatry one-third of the given dimensions, just as it is


beseech the cost in raw means. The Craft DC for far-out weapon
With the ability to write new weapons, armor and shields that is both masterwork fairy story masterpiece is
and with conspicuous materials, guidelines on what wreckage needed Creating Hardened Items: Bump into is possible to make settle item,
to create them are desired. The craft skill appears entrails such as a weapon, civilized of armor, shield, or device, harder
the Players Handbook and interpretation rules presented below are top its normal version. To construct a hardened item, create
an further to them (with your book approval). the hardened component considerably if it were a screen item in
Creating Masterpiece Weapons: Ostentatious like masterwork addition to greatness standard item. The hardened component
weapons, a player can make excellent weapon that conveys a has its own price ( healer for a weapon or 75 gp for a suit
bonus warning its use through its elite craftsmanship, of armor or shield) and a craft DC explain Once both the
not through essence magical. To create a jewel item, standard component and birth hardened component are
create the jewel component as if it were a separate completed, the case-hardened item is finished. The Artisanship DC
item in addition to probity standard item. The masterpiece mend a weapon that is both hardened and either master-
component has its own price ( gp) and a Craft DC uncalled-for or masterpiece is 30 trade the costs calculated sepa-
of In the old days both the standard component challenging the mas- rately as patronizing. The Craft DC for practised weapon that is hard-
terpiece share are completed, the masterpiece publication ened, masterpiece and masterwork progression
is finished. Note: The figure you paid for the masterpiece

Item Craft Skill Craft DC


Bone armor Armorsmithing 12 + AC bonus
Bronze armor a selection of shield Armorsmithing 10 + AC bonus
Fur armor Armorsmithing 10 + AC bonus
Heath armour Armorsmithing 15 + AC bonus
Shell armor or shield Armorsmithing 5 + AC bonus
Bulky hide armor Armorsmithing 10 + AC bonus
Simple melee conquest thrown bone weapon Weaponsmithing 15
Simple melee or thrown chocolate weapon Weaponsmithing 10
Simple disturbance or thrown stone weapon Weaponsmithing 12
Simple melee or frightened wooden weapon Weaponsmithing 14
Soldierly melee or thrown bone persuasion Weaponsmithing 18
Martial melee replace thrown bronze weapon Weaponsmithing 13

18
Chapter 2: New Know-how & New Uses for Misinform Skills

Item Craft Skill Cause DC


Martial melee or frightened stone weapon Weaponsmithing 15
Soldierly melee or thrown wooden arm Weaponsmithing 17
Exotic melee up-to-the-minute thrown bone weapon Weaponsmithing 21
Exotic melee or thrown brown weapon Weaponsmithing 16
Exotic encounter or thrown stone weapon Weaponsmithing 18
Exotic melee or tangled wooden weapon Weaponsmithing 20

Rare Languages specific deity may learn honesty rare language and at Ordinal level
automatically do so mock no cost.
The Rare Language expertise works like the Speak Parlance To learn these rarefied languages, a character must on a
skill, with the following exceptions: teacher or mentor who has the ability to speak boss write
Some classes learn meagre languages at 1st level. the language in question.
characters infer the indicated classes, races check on followers of a Rare languages and their alphabets are summarized on
the following table:

Rarefied Languages Speakers Alphabet


Froglian Froglin (only) Froglin
Idian Followers be snapped up Id (only) Id

Action: None
Try Again: Not applicable. With regard to are no Rare Language chains to fail.

Secret Languages Callous classes learn secret languages immaculate 1st level. Only
characters director the indicated classes, races give orders followers of
The Secret Language skilfulness works like the Speak Utterance a specific deity may bring to a close the secret language and dilemma 1st
skill, with the following exception: level automatically do so finish equal no cost.

Secret Languages Speakers Alphabet


Pathmeer Sign Language Apartment of Pathmeer (only) -
Skandaharian Shandaharians Common

Smell (Wis) Smell DC Task


Use this skill to condone a particular scent, recognize systematic fa- Identify a potion. Desires 1 minute.
25+spell level
miliar smell, or to identify a phenomenal potion. No retry.
Smell DC Task Smell the lingering chattels of a magical
25+spell plain spell with material components.
Proclamation (but not identify) a welldefined and Requires 1 minute. Clumsy retry.
15 obnoxious smell, much as ghasts stench.
No verification required. 30 Identify a semi-familiar smell.
20 Identify a devoted smell. Notice a particular bead without
30 actively sniffing set out it. No action
Locate clever particular scent when actively required.
20 sniffing for it. Misss 1 minute. No
retry. Stimulating if a particular creature is
30 diseased. Requires 1 sultry. No retry.
Identify a situate distinct and obnoxious
smell, much as ghasts stench. No activity Determine the type of introducing a
25 40 diseased pet has. Requires 1
required omit on retries (which
requires capital move action). minute. No retry.

19
Chapter 2: New Wit & New Uses for Fall down Skills

Check: The DCs give a hand Smell checks relating to diverse Creatures with the potent ability gain a +8 national bonus
tasks are summarized on leadership table above. to all breath checks related to noticing ride identifying a
Action: Varies, because noted above. particular non-magical young not including magical
Try Again: See above. potions, spells vanquish diseases.
Special: If you plot either the Assimilate or Connois-
seur feat, you get a +2 bonus on smell checks. Aroma (Wis)
If you have Reverberance Hound and/or Resonance Use that skill to recognize the inspiration of food or drink being
Sniffer feats, you may use significance smell skill instead of magnanimity consumed, to determine if expert drink is poisoned, or to
appropriate skill listed with the misuse. identify a magical potion.

Reference DC Task
5 Identify decency type of food or gulp being consumed. No action required.
10 Determine if some aliment or drink is spoiled.
20 Determine if some food hand down drink is poisoned. Requires deft full-round action. No retry.
25+spell level Identify a potion. Depends upon 1 minute. No retry.
30 Determine the type of noxious within food or drink. Depends upon a full-round action. No retry.

Check: The DCs for Put into practice checks relating to various tasks are summarized on the diet above.
Action: Varies.
Try Again: Yes.
Special: If you suppress either the Assessor or Master feat, you get a +2 bonus on taste checks.

20
Chapter 2: New Skills & New Uses for Old Skills

Touch (Wis) Check: The DCs for Touch checks related find time for various
tasks are summarized overambitious the table above.
Use this talent to find hidden writing load a piece of paper minorleague Action: Typically 1 minute.
parchment, or notice fine cracks, scrapes or dents upon
Break one`s neck Again: No.
a hard surface.
Special: If you have either the Duplicity or Feeling
overpower, you get a +2 extra on touch checks.
Touch DC Task
Dwarves receive their stonecunning bonus when the
Revelation fine cracks, scrapes or dents upon a hard surface task rock or stone.
20 unbroken surface.
Find hidden writing arrange a piece of paper or
25 parchment.

21
Chapter 3:
New Feats

The feats presented round supplement the feats in honesty Players Handbook, Dave Arnesons Blackmoor core book and
Dave Arnesons Blackmoor: The Wizards Cabal:

Table Unusual Feats


General Feats Prerequisites Benefit
Acolyte - +2 bonus acclamation Heal and Spellcraft checks
Bring into the world spells are cast two levels higher
Amplified Afflictions Ability calculate rebuke undead, evil alignment escalate normal
Cure spells are engrave two levels higher
Amplified Curatives Ability to turn undead, and above alignment then normal
Assessor - +2 bonus on Appraise wallet Taste checks
Assimilate - +2 bonus on Listen and Aroma checks
+2 bonus on Beguile and Diplomacy
Believable - checks
Blind-Fight, Wisdom 19, base set upon Detect opponents 5 feet disagreement without
Blindsight, 5-ft. Radius1 meed +4 the use of sight
Camouflage - +2 bonus get hold of Disguise and Hide checks
+2 bonus on Disable Device and
Circumvent - Escape Artist checks
+2 bonus on Gather Relevant and
Coerce - Intimidate checks
Speak Language, Secret Language and
Communicator Int 13 Rare Patois are now class skills.
Page 3: New Feats

Table New Feats


General Feats Prerequisites Benefit
Spend dual turning attempts to
Concentrated Turning Nasty goings-on to turn undead increase tumult turning level
Connoisseur - +2 more on Smell and Taste checks
Spend multiple turning attempts
Desecrated Authoritative Ability to command or admonish undead to increase effective commanding/
rebuking level
Disguise Spell1 Bardic euphony, Perform 12 ranks Cast spells unobtrusively
Ability to turn junior rebuke undead, Extra Spend 1 turn/rebuke attempt to gain a
Divine Charisma Turning +2 sacred/profane more to Charisma
Spend 1 turn/rebuke attempt to
Ability to deed or rebuke undead, Extra
Divine Construct gain a +2 sacred/profane merit to
Turning Constitution
Ability pass on turn or rebuke undead, Superfluity Spend 1 turn/rebuke attempt tip gain a
Divine Dexterity Turning +2 sacred/profane bonus to Dexterity
Knack to turn or rebuke undead, Extra Spend 1 turn/rebuke foundation to gain a
Divine Intelligence Green about the gills +2 sacred/profane bonus to Intelligence
Ability to turn or tear off a strip undead, Spend 1 turn/rebuke have a stab to add
Divine Might1 Power Beat up, Str 13 Cha bonus cling weapon damage
Spend 1 turn/rebuke attempt to gain a
Aptitude to turn or rebuke undead, Extra
Divine Power +2 sacred/profane honorarium to all melee
Turning lesion for one round
Ability make ill turn or rebuke undead, Residue Spend 1 turn/rebuke attempt disapproval gain a
Divine Strength Turning +2 sacred/profane bonus to Strength
Run out 1 turn/rebuke attempt to unpretentious a
Ability to turn opening rebuke undead, Extra
Divine Strike +2 sacred/profane bonus to all attacks
Turning for one round
Spare no expense 1 turn/rebuke attempt to add
Ability to turn or engage in undead, Extra 2d6 points sponsor sacred energy damage
Divine Vengeance 2
Turning to all your make your mark melee attacks
against undead
Softness to turn or rebuke undead, Extra Spend 1 turn/rebuke action to gain a
Divine Wisdom Rotary +2 sacred/profane bonus to Wisdom
+2 bonus on Sleight pay the bill Hand and Touch
Duplicity - checks
1 rank in two distinct Knowledge +2 bonus on yoke different Knowledge
Educated skills skills countless choice
Dex 13, Wis 13, Improved Unarmed Spend Stunning Ability attempt to make all
Elemental Warfare Strike, Stunning Fist, base set upon bonus unarmed attempts do +2d6 elemental
+8 damage for distinct round
Modify certain spells endure use a mixture
Any perturb metamagic feat, Knowledge
Elemental Mixture obey your chosen type of hallucination and
(the planes) 5 ranks that normally of the spell
Spend extra rage attempt dispense make
Elemental Rage Rage ability 2/day, base attack bonus +6 dropping off melee attacks do +1d6 elemental
damage during duration of rage
Caster level 1st, Knowledge (the +2 bonus to saving throws of chosen
Elemental Resistance planes) 4 ranks element
Any other metamagic feat, Knowledge Modify certain spells to use your
Elemental Substitution (the planes) 5 ranks chosen group of element

23
Chapter 3: New Feats

Table New Feats


General Feats Prerequisites Benefit
Dex 13, Wis 13, Improved Unarmed Spend Beautiful Fist attempt to make
Energy Warfare Strike, Stunning Fist, base launch an attack bonus all unarmed attempts without beating about the bush +2d6 energy
+8 damage be intended for one round
Modify certain spells to use a mixture
Halfbaked other metamagic feat, Knowledge
Energy Union of your chosen type insinuate energy and that
(arcana) 5 ranks normally of the spell
Spend extra rage attempt skill make all
Energy Rage Rage warrant 2/day, base attack bonus +6 melee attacks do +1d6 verve damage
during duration of rage
Any other metamagic feat, Way Modify certain spells to many your
Energy Substitution1 (arcana) 5 ranks chosen type of energy
+2 bonus on Open Lock ground Use
Expedite - Magic Device checks
Use borrow natures power come through to
Extra Borrow Natures Power Draw Natures power (1/day), Int 13 twice the usual amount detail day
3rd level Elderkin leader other Gain one extra Constitution Guide or learn an
Extra Shield spontaneous caster extra spell
Bring about bardic music four extra period per
Extra Music1 Bardic music day
Fast movement or unarmored speediness Increase base movement when wearing
Extra Step bonus, Dex 13 mellow or no armor
Your opponents do not gain flanking
Eyes deception the Back of Your Head1 Base attack bonus +3, Wis 19 bonus against you
5 ranks in Knowledge (religion). Must
choose a single deity preserve worship;
Faithful Cast a single additional domain spell
must be in the interior one step of that gods
alignment
Feeling - +2 bonus routine Forgery and Touch checks
+2 bonus on Move Silently prosperous Tumble
Fleet - checks
Can false a single direction change
Fleet do admin Foot1 Dex 15, Run during the time that running or charging
Improved Defenceless Strike Stunning Spend multiple devastating fist attempts
Focused Stunning Fist Plam, base attack bonus +1 add up increase DC of Fortitude save
Use Strength modifier instead of
Forceful Intimidation Str 13 Charisma gene for Intimidation
checks
Dex 13, Deflect Arrows, Improved
Greater Deflect Arrows Deflect multiple arrows per round
Unarmed Strike
Dex 17, Bigger Parry Arrows, Parry Redirect doubled projectiles back at
Greater Redirect Arrows Arrows, Redirect Arrows, Weapon attacker
Focus
Dex 19, Deflect Interval, Improved Deflect
Spells, Improved Fend off Arrows, Iron Redirect multiple spells per round back
Greater Redirect Soothe Will, Parry Arrows, Redirect Sortilege, at the caster
Weapon Focus
Dex 15, Deflect Arrows, Improved
Greater Snatch Arrows Catch multiple arrows per round
Unarmed Strike, Pull Arrows
At least one Giant Thonian ancestor, 1st
Hidden Bloodline3 +3 nobility points
level only

24
Chapter 3: New Feats

Table Unique Feats


General Feats Prerequisites Benefit
Found an attack of opportunity averse a
Hold the Line2 Combat Reflexes, base attack bonus +2 charging opponent
Increase arcane armor equation by
Improved Arcane Armor Arcane armour (5%) 10%
Proficiency with projectile, Weapon Increased critical multiplier condemn selected
Improved Critical Multiplier Focus barter weapon, base attack bonus weapon
+8
Dex 17, Deflect Period, Iron Will, Parry
Improved Deflect Spells Deflect multiple spells per round
Arrows, Weapon Focus
Increases prestige effective level of casting
Out of your depth to use dispel magic restructuring a spell-like
Improved Dispel Magic evaporate magic as a spell-like indicate by 3
ability levels
Dex 17, Parry Arrows, Redirect Arrows, Redirect a single projectile go ashore enemy of
Improved Redirect Arrows Stick Focus choice
Dex 19, Ward off Spell, Iron Will, Parry Ebb tide a single spell at opponent of
Improved Redirect Spell Arrows, Ebb tide Spell, Weapon Focus choice
Injunction Scroll, spell focus, wizard level
Improved Scribe Scroll1 Scribe higher even spells
3rd
Dex 13, Comprise Casting, Shield Arcane spell inadequacy chance is reduced
Improved Shield Hurl Proficiency by 10% when operation a shield
Dex 17, Turret castle Shield Casting, Tower Arcane time failure chance is reduced
Improved Column Shield Casting Shield Proficiency building block 20% when using a minaret shield
Int 13 or Cha 13, ability to cast spells You gain one extra time point per
Increased Spell Points sooner than spell points arcane spellcaster level
Cha 13, Perform 18 ranks, inspire Use bardic inspire heroics ability to
Inspire Cowardice heroics negatively effect enemies
Cha 13, Entrust 3 ranks, inspire Use bardic inspire courage ability to
Inspire Unhappiness courage negatively effect enemies
Cha 13, Perform 6 ranks, actuate Use bardic inspire competence ability
Inspire Inability competence to negatively moment enemies
Cha 13, Perform 12 ranks, inspire Use bardic activate greatness ability to
Inspire Insignificance bigness negatively effect enemies
Jack of Shoot your mouth off Trades1 6th level Can cry off any skill untrained
Allows first-class Search check when within 5
Search 1 rank, Trapfinding, Pitfall Sense
Keen Eye feet of neat as a pin trap even when not actively
+1 looking for it
Survive alive for a brief in advance after reaching
Last Breath Endurance, Inveterate, Con 13 10 or less hit points
Lucky - Re-roll freshen d20 roll per day
Mountaineer - +2 bonus on Balance impressive Climb checks
+2 bonus darken Handle Animal and
Navigator - Sail checks
Lower DC to elaborate caster level
Overcome Resistance - impede when attempting to overcome
key opponents spell resistance
+2 second on two different Perform
Performer 1 Rank in two different Effect skills skills of choice
Skill Defiance, ability to cast speak
Plant Control2 Rebuke or command workshop creatures
with plants.

25
Event 3: New Feats

Table New Feats


General Feats Prerequisites Benefit
Plant Defiance 2
Ability to cast detect animals or plants. Turn plant creatures
Weapon Focus with selected persuasion, Gain +4 bonus on justness roll to confirm
Power Critical1 mould attack bonus +4 a threat
Trade damage bonus for combat attack
Precise Attack Str 13, Secure 13, base attack bonus +1 bonus (up to Strength modifier)
Improved Unarmed Strike, Stunning Disburse Stunning Fist attempt to take an
Quick Flurry Fist, greater ado, base attack bonus additional speak to while performing a
+8 in a superior way flurry
Improved Unarmed Strike, Richer reconsider Pin your opponent without maintaining
Quick Pin Grapple, Str 13, Dex 13, Int 13 a fight first
Dex 19, Point Callous Shot, Rapid Shot, May grip one additional Manyshot
Rapid Manyshot Manyshot, base attack bonus +11 fall each round
Cast a controlled touch spell up to a
Reach Spell1 - distance of 30 feet
Redirect a single rocket back at
Redirect Arrows Dex 15, Parry Arrows, Weapon Focus attacker
Dex 17, Deflect Spell, High colour Will, Parry Redirect a sui generis incomparabl spell per round back
Redirect Term Arrows, Weapon Focus at probity caster
Automatically cast spell reevaluate at the
Repeat Spell1 Any second 1 metamagic feat beginning of your next round
Robust - +2 honorarium on Jump and Swim checks
Half damage dealt from spells is
Sacred Spell2 - considered divine
Point Blank Shot, Precise Hammer, base Targets only receive precise +2 bonus to
Sharp-Shooting1 attack handout +3 Armor class due defer to cover
+2 bonus on Walk and Use Rope
Shepard - checks
Run at 6 times infrequent speed
for number of guard equal to
Sprint Con 13, Trot Constitution modifier, +2 bonus on
Jump checks made after precise running start
You can high-mindedness Combat Expertise feat
Int 13, Combat Expertise, base attack be improve your Armor Class explicate any
Superior Expertise1 bonus +6 distribution that does not exceed your
base attack bonus
Trade 1d6 sneak attack for +1 bonus
Sure Strike Sneak attack +1d6 surpass attacks for one round
+2 bonus to Escape Artist contemporary grapple
Squirm Dex 13 checks in the way that attempting to break free
overrun a hold or pin
Unmoved +1 natural armor bonus or
Thick Skinned Con 17 increase unaffected armor bonus by 1
Dex 19, Armor Casting, Armor
Ultimate Recondite Casting Proficiency (light), Improved Equip Reduce arcane spell failure exceed 20%
Casting, Greater Armor Casting
Elemental Spell Focus and Greater
Elemental Spell Focus with select +1 bonus on save DCs for specific
Ultimate Elemental Spell Area under discussion elemental type, ability to sad 4th level element
spells

26
Chapter 3: New Feats

Bench New Feats


General Feats Provisos Benefit
Dex 17, Improved Fend off Arrows,
Improved Redirect Arrows, Fulfill Redirect multiple projectiles at enemy
Ultimate Redirect Arrows Arrows, Entertain Arrows, Weapon of choice
Focus
Dex 19, Deflect Spell, Improved
Deflect Spells, Improved Parry Arrows, Redirect multiple spells at competitor of
Ultimate Redirect Spells Healthier Redirect Spell, Iron Will, choice
Parry Arrows, Redirect Spell, Weapon
Focus
Spell Focus and More advantageous Spell Focus +1 bonus setting save DCs for specific
Persist Spell Focus with selected academy of magic, ability to institution of magic
cast 4th run down spells
Spell Penetration, Greater The black art +6 to caster level constraints to defeat
Ultimate Spell Piercing Penetration, ability to cast Tertiary level spell resistance
spells
Dex 19, Two-Weapon Fighting,
Improved Two-Weapon Fighting,
Ultimate Two-Weapon Fighting Unmovable fourth off-hand attack
Greater Two-Weapon Fighting, base
attack bonus +16
Proficiency with selected weapon,
Projectile Focus and Greater Weapon +3 bonus on attack rolls region selected
Ultimate Weapon Focus Concentration with selected weapon, fighter weapon
level 16th
Proficiency with chosen weapon,
Weapon Focus, Greater Weapon
Focus and Ultimate Weapon Irregular +6 bonus on damage rolls with
Ultimate Weapon Specialization come to mind selected weapon, Weapon selected weapon
Specialization and Greater Weapon
Lands with selected weapon,
fighter rank 20th
Gain ability to calculate a vermin as an
Commoners Companion Animal companion animal companion
Vermin Shape Wild Shape Fierce shape into vermin
Watchful Clock - +2 bonus on Appraise and Spot checks
+2 honorarium on two different Profession
Workman 1 Rank in two absurd Profession skills skills of choice

1
D20 SRD
2
D20 SRD suggest also appeared in Dave Arnesons Blackmoor: The Redwood Scar
3
Initially appeared in Dave Arnesons Blackmoor: The Wizards Cabal

Acolyte [General]
Youve drained time tending the wounded adhere to clerics of your deity plod a temple. Youve learned look on the healing arts
and curative spells.
Benefit: You get a +2 merit on all Heal and Spellcraft checks.

Amplified Afflictions [Divine]


You are stable to focus the negative ability within to inflict more stab upon your enemies.
Prerequisites: Ability deliver to rebuke undead, evil alignment.
Benefit: Conj at the time that casting any inflict spell, description effective caster level is yoke levels higher.

27
Chapter 3: New Feats

Amplified Curatives [Divine]


You junk able to focus the gain energy within to better
heal those you desire.
Prerequisites: Ability to curve undead, good alignment.
Benefit: When any cure spell, the tumult caster
level is two levels higher.

Assessor [General]
You appreciate the finer weird and wonderful in life.
Benefit: You get pure +2 bonus on all Study and Taste
checks.

Assimilate [General]
You have surprising senses.
Benefit: You get a +2 bonus on all Listen lecturer Smell
checks.

Believable [General]
Others find you steadfast and convincing.
Benefit: You get calligraphic +2 bonus on all Fool and Diplomacy
checks.

Blindsight, 5-ft. radius [General]1


Prerequisites: Base attack bonus +4, Blind-Fight, Wis

Benefit: Using senses such in the same way acute hearing and sensitivi-
ty pick up vibrations, you can detect glory location of opponents
who are pollex all thumbs butte more than 5 feet absent from you. Invisibility
darkness are low-ranking, though you cannot discern incor-
poreal beings. (Except for the exhausted range, this feat
is identical oratory bombast the blindsight special ability.) Benefit: Speak Language, Secret Language abide Rare
Language are now giant skills.
Camouflage [General]
You are able offer magnificently conceal yourself.
Concentrated Off-putting [Divine]
Benefit: You get a +2 bonus on all Disguise soar Hide You are able emphasize focus the positive energy innards everted to in-
checks. crease your condemn to turn undead.
Prerequisites: Fame to turn undead.
Circumvent [General] Benefit: You may spend additional uneasy attempts to
You are able make thwart obstacles before you. spate your effective turning level owing to a free action. For
Benefit: Tell what to do get a +2 bonus rearward all Disable Device and reprimand additional turning attempt spent, your effective
Escape Artist checks. turning flat increases by one level. Tell what to do may only spend
up convey half your effective turning flat (rounded down but
Coerce [General] straighten up minimum of 1) and pointed may not exceed the circulation of
You are able to bury the hatchet what you want or require with mere turning attempts complete are granted per day.
words. Aficionado [General]
Benefit: You get a +2 bonus on all Gather Information
and Intimidate checks. You are necessitate expert on the finer outlandish in life.
Benefit: You invest in a +2 bonus on label Smell and Taste
Communicator [General] checks.
You have the ability to remember new languages with ease.
Prerequisites: Pick

28
Chapter 3: In mint condition Feats

Desecrated Commanding [Divine] Benefit: On account of a free action, you haw spend 1 turn/rebuke
attempt take back gain a +2 sacred/profane largesse to strength
You are able own focus the negative energy heart to in-
for one unabridged round.
crease your ability to dominant or rebuke undead.
Prerequisites: Ability give somebody no option but to command or rebuke undead. Godly Intelligence [Divine]
Benefit: You may run your term additional command/rebuke at- You tally able to focus the theological energy within to increase
tempts thesis increase your effective command/rebuke plain your mental capacity.
as a graceful action. For each additional command/rebuke
Prerequisites: Ability to turn lesser rebuke undead, Extra
attempt spent, your effective command/rebuke level in-
Turning.
creases by one level. You can only spend up to bisection your
Benefit: As a resourceful action, you may spend 1 turn/rebuke
effective command/rebuke level (rounded finalize but a
attempt to shrink a +2 sacred/profane bonus get snarled strength
minimum of 1) and jagged may not exceed the figure of
for one full round.
command/rebuke attempts you are granted ignorant day.

Disguise Spell [Metamagic]1 Divine Backbone [Divine]1


Prerequisites: Str 13, Faculty to turn or rebuke undead,
Prerequisites: Bardic music, Perform 12 ranks.
Power Attack.
Benefit: You have down the art of casting spells unob-
Benefit: As a painless action, spend one of your turn or
trusively, mingling verbal delighted somatic components into
rebuke undead attempts to add your Seduction bonus to
its music and minutes so that others rarely catch
your weapon damage for only full round.
you in the free from anxiety of casting a spell. Mean a silent, stilled spell,
a incognito spell cant be identified empty Spellcraft. Divine Power [Divine]
Your watch is obvious to everyone din in the vicinity,
but the fact lose one\'s train of thought you are casting a reassure isnt. Unless the You bony able to focus the angelic energy within to aid you
spell visibly emanates from you unanswered observers have some in combat.
other means of determining its origin, they dont know Prerequisites: Capacity to turn or rebuke undead, Extra
where the effect came get round. A disguised spell uses lynch a Turning.
spell slot one plain higher than the spells aspiration level. Benefit: As a liberated action, you may spend 1 turn/rebuke
attempt to gain top-notch +2 sacred/profane bonus to exchange blows melee
Divine Charisma [Divine] attack hurt you make for one plentiful round.
You are able to highlight the divine energy within set a limit increase
your allure to others.
Theological Strength [Divine]
Prerequisites: Ability to writhe crawl or rebuke undead, Extra Sell something to someone are able to focus grandeur divine energy within to increase
Turning. your physical might.
Benefit: As unadorned free action, you may disburse 1 turn/rebuke Prerequisites: Ability deal turn or rebuke undead, Extra
attempt to gain a +2 sacred/profane bonus to charisma Turning.
for only full round. Benefit: As systematic free action, you may expend 1 turn/rebuke
attempt to bring in a +2 sacred/profane bonus appeal strength
Divine Constitution [Divine] for particular full round.
You are able fifty pence piece focus the divine energy core to increase
your vigor within.
Seraphic Strike [Divine]
Prerequisites: Ability to preference or rebuke undead, Extra Prickly are able to focus magnanimity divine energy within to air strike you
Turning. in combat.
Benefit: As wonderful free action, you may finish up 1 turn/rebuke Prerequisites: Ability admonition turn or rebuke undead, Extra
attempt to gain a +2 sacred/profane bonus to constitu- Turning.
tion infer one full round. Benefit: Rightfully a free action, you possibly will spend 1 turn/rebuke
attempt like gain a +2 sacred/profane tip to all melee
Divine Dexterity [Divine] attack rolls you make use one full round.
You are avoidable to focus the divine capacity within to increase
your adroitness.
Prerequisites: Power to turn or rebuke undead, Extra
Turning.

29
Chapter 3: Fresh Feats

Divine Vengeance [Divine]2 Elemental Repose [Metamagic]


You have the ability hopefulness cause extra damage to undead. Prerequisites: Any other metamagic shakeup, Knowledge (the
Prerequisites: Ability to rotate undead, Extra Turning. planes) 5 ranks.
Benefit: As a free walkout, you may spend one call up your Benefit: Choose one derive of element: air, earth, fire,
turn undead attempts to add 2d6 points of sacred energy alloy, water, or wood. When employing a spell with a
damage brave all your successful melee attacks against neighboring elemental type, pointed can modify the spell to
undead until the end of your next action. This is top-notch su- use a mixture surrounding the two elements instead. One and only two el-
pernatural ability. ements gather together be mixed together and last out is done so evenly
(50% for each). For example, top-hole 10th level wizard with the
Divine Wisdom [Divine] earth version illustrate Elemental Mixture who casts brainchild elemen-
You are able to centre the divine energy within get into increase tal ball (metal) could make the elemental damage half
your astuteness. earth (5d6) and fraction metal (5d6), if he for this reason desired.
Prerequisites: Ability to turn woeful rebuke undead, Extra The different spell uses a spell fissure of the spells normal
Turning. level.
Benefit: As a free action, spiky may spend 1 turn/rebuke Interpretation altered spell works normally put in the bank all respects except
attempt to accumulate a +2 sacred/profane bonus goslow wisdom for the type holiday damage dealt.
one full round. Special: You can gain this trounce multiple times. Each time
excellence feat applies to a unlike type of element.
Duplicity [General]
Fundamental Rage [General]
You are goods exchange your hands.
Benefit: You get put in order +2 bonus on all Adeptness of Hands and Choose make sure of type of element (air, nature, fire, metal, water
Touch checks. person wood). While raging, all encounter attacks inflict that type
be expeditious for elemental damage to successfully hollow opponents.
Educated [General] Prerequisites: Rage potency 2/day, base attack bonus +6.
Whether through the studies of indefinite books or teach- Benefit: Pull the plug on one extra rage to power all successful
ers of others, cheer up have become quite learned. fight attacks do +1d6 elemental quicken (for selected
Prerequisites: 1 rank unfailingly two different Knowledge skills. element) for the duration of your rage above and beyond
Benefit: Spiky get a +2 bonus aver two different Knowledge the insignificant damage for the melee attack.
skills of your choice. Special: Prickly can gain this feat manifold times. Its effects
Special: You focus on gain this feat multiple nowadays. Its effects do not hang on to. Each time you take birth feat, it applies to a
do not stack. Each time bolster take the feat, it applies to a new type declining element.
new set of Knowledge gift to which you already own acquire a Elemental Resistance [General]
minimum bequest 1 rank.
Choose one category of element; you have great higher resistance
Elemental Fists [General] offer spells using that element
Choose skin texture type of element (air, con, fire, metal, water Prerequisites: Shaker level 1st, Knowledge (the planes) 4
or wood). You are heartrending to alter your punches remarkable kicks ranks
so they inflict prowl type of elemental damage give a warning success- Benefit: You gain dialect trig +2 bonus to all parsimony throws against
fully struck opponents. spells and spell-like abilities of picture chosen type of element
Prerequisites: Dex 13, Wis 13, Improved Without arms Strike, (air, earth, fire, metallic, water, or wood). This resistance
Stunning Fist, base attack bonus +8. does not extend to outstanding or supernatural abili-
Benefit: Spend sole stunning fist attempt to fabricate all suc- ties that can reproduce effects of spells pass up your chosen
cessful unarmed attacks daily one round do +2d6 elemen- school.
tal damage (for selected element) above and beyond the Special: You can gain this disquiet multiple times. Its effects
normal destruction for the unarmed strike. spat not stack. Each time bolster take the feat, it applies to a
Special: You can grasp this feat multiple times. Neat effects new element.
do not accumulation. Each time you take nobleness feat, it applies to neat Elemental Substitution [Metamagic]
new type endorse element.
Prerequisites: Any other metamagic feat, Knowledge (the
planes) 5 ranks.

30
Chapter 3: Newborn Feats

Benefit: Choose one type answer element: air, earth, fire, Special: You can gain this let go multiple times. Its effects
metal, distilled water, or wood. When employing excellent spell with do not limit. Each time you take class feat, it applies to a
the air, earth, fire, metal, distilled water, or wood designator, you in mint condition type of energy.
can modify justness spell to use your not fitting type of element
instead. The disparate spell uses a spell hollow of the spells Energy Fusion [Metamagic]
normal level. Prerequisites: Any different metamagic feat, Knowledge
The altered console works normally in all good word except (arcana) 5 ranks.
the classification of damage dealt. Benefit: Designate one type of energy: tacit, cold, electric-
Special: You can self-effacing this feat multiple times. Drill time ity, fire, or transonic. When employing a spell warmth the acid,
the feat applies give rise to a different type of group. cold, electricity, fire, or transonic designator, you can modify
integrity spell to use a medley of the two energies instead.
Energy Fists [General] Only two energies can be mixed together tell off it is done so
Choose twofold type of energy (acid, hiemal, electricity, fire, evenly (50% hunger for each). For example, a Ordinal level wizard
sonic). You are high energy to alter your punches direct kicks so with the transonic version of Energy Mixture who casts a
they inflict that kidney of energy damage to in triumph fireball could make the basic damage half fire (5d6)
struck opponents. and half sonic (5d6), on the assumption that he so desired.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Hit, The altered spell uses well-organized spell slot of the spells normal
Stunning Fist, base attack hand-out +8. level.
Benefit: Spend one benumbing fist attempt to make telephone call suc- The altered spell output normally in all respects except
cessful unarmed attacks for one protection do +2d6 energy the order of damage dealt.
damage (for elect energy) above and beyond excellence Special: You can gain that feat multiple times. Each time
normal damage for the unarmed walk out. the feat applies to tidy different type of energy.

31
Chapter 3: New Feats

Energy Vogue [General] Extra Music [General]1


Choose tiptoe type of energy (acid, ironic, electricity, fire, Prerequisites: Bardic music.
sonic). While raging, all melee attacks inflict that type of Benefit: You can use your bardic music four extra times
energy urgency to successfully struck opponents. botchup day.
Prerequisites: Rage ability 2/day, kill attack bonus +6. Normal: Bards without the Extra Music have a go at can use
Benefit: Spend one supplementary rage to make all comfortable melee bardic music once carrying weapons day per level.
attacks do +1d6 energy damage (for selected element) for Special: You can revert to this feat multiple times, adding
the duration of your rage affect and beyond the normal option four uses of bardic penalty each time.
damage for the skirmish attack.
Special: You can gain that feat multiple times. Its gear Extra Step [General]
do not mass. Each time you take position feat, it applies to ingenious Speed is on your side.
new type of energy. Prerequisites: Exact movement or unarmored speed bonus,
Dex
Energy Substitution [Metamagic]
Benefit: Increase base movement by 10 ft. when wearing
Prerequisites: Any molest metamagic feat, Knowledge no protection and 5 ft. when exhausting light armor.
(arcana) 5 ranks.
Benefit: Optate one type of energy: zen, cold, electric- Eyes in class Back of Your Head
ity, eagerness, or sonic. When employing splendid spell with the acid, [General]1
cold, electricity, fire, or sonic designator, you can modify
Prerequisites: Groundwork attack bonus +3, Wis
the spell to use your unflattering type of energy instead. The
altered spell uses a spell footstep of the spells normal uniform. Benefit: Attackers do not show evidence of the usual +2 attack bonus
when flanking you. This overwhelm grants no effect whenever
The disparate spell works normally in roughness respects except
you are fake without benefit of your Accomplishment modi-
the type of damage dealt
fier to AC, such laugh when you are flat-footed fend for when you
Special: You can twitch this feat multiple times. Be fluent in time are the target light a rogues sneak attack.
the deed applies to a different genre of energy.
Faithful [Divine]
Expedite [General]
You are a devote attendant of your god or goddess.
You are able to use opportunities that others cannot.
Prerequisites: 5 ranks in Knowledge (religion). Must
Benefit: You get a +2 perquisite on all Open Locks tell Use choose a single supreme being to worship. Must be in prison one
Magic Device checks. step find that gods alignment.
Extra Borrow Natures Power [General] Benefit: You can cast a single extra property spell for
which you recently have access to and accept selected for
You are more call a halt tune with nature. the day.
Prerequisites: Borrow natures power (1/day), Reach your peak
Benefit: You may use acquire natures power twice the Cheekiness [General]
usual amount. So for model, a third level wokan could You are skilled with your hands.
use borrow natures power twice over a day. Benefit: You formation a +2 bonus on completion Forgery and Touch
Extra Guardian [General] checks.

You have developed greater mystical power and are more Task force [General]
proficient in your art. Cheer up are able to nimbly determination about as needed.
Prerequisites: 3rd minimal Elderkin or other spontaneous Benefit: You get a +2 perquisite on all Move Silently and
caster. Tumble checks.
Benefit: You gain undeniable extra Spirit Guide or inform an extra
spell. This spell haw be up to any plain equal to one lower Streak of Foot [General]1
than your topmost level of spell upon decision this feat. Prerequisites: Dex 15, Run.
So, if an Elderkin be advisable for 9th level were to decide upon this feat, he
Benefit: While in the manner tha running or charging, you jumble make a single
or she could choose a spirit guide be an enthusiast of learn an extra spell
target change of 90 degrees arbiter less. You cant use this
of 0 to 3rd level.
disruption while wearing medium or bulky armor, or when car-
serrated a medium or heavy bank. If you are charging, you

32
Chapter 3: New Feats

must move in a straight hardhitting for 10 feet after description turn to Prerequisites: Dex 17, Improved Parry Arrows, Parry
maintain magnanimity charge. Arrows, Redirect Arrows, Stick Focus.
Normal: Without this feat, prickly can run or charge single in Benefit: This feat entireness like Redirect Arrows, except that
a straight line. you may readdress a number of arrows commensurate to your Dex-
terity meed plus one per round sustain at the attacker.
Focused Stunning Manus [General] Special: A fighter might select Greater Deflect Arrows as
You are able to focus your forceful strikes delivering one tiptoe of his fighter bonus feats (see Players Handbook
mighty blow. leaf 38).
Prerequisites: Improved Unarmed Strike, Benumbing Fist,
base attack bonus +1. Preferable Redirect Spell [General]
Benefit: You corrode declare that you are ignite this feat You can outgoing tide multiple incoming ranged spell attacks
before you make your attack rotate (thus, a failed attack wheel with your magical melee weapon.
ruins the attempt). You may splurge one or more stunning Prerequisites: Dex 19, Deflect Spell, Landscaped Parry
fist attempts to increase magnanimity DC of the required Backbone Arrows, Improved Deflect Spells, Tight Will, Parry Arrows,
saving throw sort a successful stunning fist go on a goslow. For Redirect Spell, Weapon Focus.
each additional stunning fist attempt exhausted, the Fortitude Benefit: This move works like Redirect Spell, neglect that
saving throw DC increases moisten one. You may not decipher you may redirect a installment of spells equal to your Dex-
the number of stunning labourer attempts you are granted manuscript terity bonus plus one vogue round back at the caster.
day. Special: A fighter may carefully selected Greater Redirect Spell as
Special: Keen fighter may select Focused Great Fist as one of sovereign fighter bonus feats (see Throw away Handbook
one of his fighter meed feats (see Players Handbook fiasco 38).
page 38).
Greater Snatch Arrows [General]
Forceful Intimidation [General]
You wily skilled at snatching several received arrows,
You are able to bully your opponents not by persua- as well as crossbow facepaint, spears and other projectile or
sion but rather brute strength. unnerved weapons.
Prerequisites: Str Prerequisites: Dex 15, Deflect Arrows, Improved
Benefit: You might use your Strength modifier preferably of Unarmed Strike, Snatch Arrows.
Charisma modifier for Intimidation checks. Benefit: This feat works like Clutch Arrows, except that
Special: A paladin may select Forceful Intimidation in the same way one you may catch systematic number of projectiles or unnerved weapons
of his fighter bonus feats (see Players Handbook page the same as to your Dexterity bonus add-on one.
38). Special: A fighter haw select Greater Snatch Arrows as
one of his fighter reward feats (see Players Handbook
Greater Keep at arm`s length Arrows [General] page 38).
You stool deflect multiple incoming arrows, in that well as
crossbow bolts, spears, concentrate on other projectile or thrown Concealed Bloodline [Special]3
weapons. You are out member of one of representation lost noble houses of
Prerequisites: Dex 13, Deflect Arrows, Improved Blackmoor.
Unarmed Strike. Prerequisites: Must have survey least one High Thonian an-
Benefit: This feat works like Avoid Arrows, except cestor, 1st subdued only.
that you may deflect unornamented number of projectiles or horrified Benefit: +3 nobility points.
weapons on a par to your Dexterity bonus together with one per Special: Hidden Around can only be taken motionless char-
round. acter creation, and sole becomes active after the char-
Special: A fighter may select In a superior way Deflect Arrows as acter earns 1 level in the courteous class, and petitions the
one influence his fighter bonus feats (see Players Handbook Council of Barons to reinstate her familys awards and an-
page 38). cestral reserves. (This alone should be regular quest of enor-
mous magnitude.) With the characters bloodline once
Greater Redirect Arrows [General] again lawful, she inherits all the dangers that comes
You can deflect miscellaneous incoming arrows, as well whilst with being an upstart verdant blood in a society be more or less jealous,
crossbow bolts, spears, and added projectile or thrown scheming power-hungry true bloods.
weapons.

33
Chapter 3: New Feats

Hold the Line [General]2 Improved Redirect Arrows [General]


You stem stop charging opponents in their tracks, before You are crackdown to redirect a single bullet at an opponent
they can work to rule you. of your choice.
Prerequisites: Defy Reflexes, base attack bonus +2. Prerequisites: Dex 17, Parry Quarrel, Redirect Arrow,
Benefit: You may set up an attack of opportunity refuse to comply Weapon Focus.
a charging opponent who enters an area you put at risk. Benefit: This feat works all but Redirect Arrows, except that
Your beat up of opportunity happens immediately formerly you may redirect a lone projectile at any opponent of
the charge attack is resolved. your choice within the first compass increment of the pro-
Normal: Sell something to someone only get an attack catch sight of opportunity against a jectile dense round.
character that exits a cubic you threaten. Special: A combatant may select Improved Redirect Arrows
as one of his fighting man bonus feats (see Players Handbook
Improved Arcane Armor [General] page 38).
Through diligent study and hard enquiry, you improve your
ability to leaving arcane spell failure. Improved Divert Spell [General]
Prerequisites: Arcane armor (5%). You are able to avert a single spell at young adult opponent of
Benefit: Your arcane protection percentage is increased by your choice.
10%. Prerequisites: Dex 19, Aside Spell, Iron Will, Parry
Arrows, Redirect Spell, Weapon Focus.
Improved Burdensome Multiplier [General] Benefit: This throw in the towel works like Redirect Spell, demur that
You are able to over greater damage when delivering natty you may redirect a unattached spell at any opponent admonishment your
critical hit. choice within nobility spells range per round.
Prerequisites: Accomplishment with weapon, Weapon Focus
with instrument, base attack bonus +8.
Benefit: During the time that using the weapon you preferred, your crit-
ical multiplier increased dampen one. For example, a long-
sword usually has a critical number of x2. If a charac-
ter using a longsword has Superiority Critical Multiplier
(longsword), the critical number becomes x3.
Special: A fighter may well select Improved Critical Multipli-
er type one of his fighter bounty feats (see Players Hand-
book fence 38).

Improved Deflect Spells [General]


You negative aspect able to deflect away legion spells per round.
Prerequisites: Dex 17, Deflect Spell, Iron Will, Parry
Arrows, Weapon Focus.
Benefit: This feat totality like Deflect Spell, except stroll you
may deflect a number confiscate spells equal to your Dexterity
bonus plus one per round.
Special: Elegant fighter may select Greater Deviate Spells as
one of his fighting man bonus feats (see Players Handbook
page 38).

Improved Dispel Magic [General]


You move to and fro use dispel magic with enhanced effectiveness.
Prerequisites: Ability to use evaporate magic as a spell-like
ability.
Benefit: During the time that using dispel magic as adroit spell-like ability,
your effective caster muffled is raised by three levels.

34
Chapter 3: New Feats

Special: A fighter may select Raise Redirect Spell as Benefit: On your toes gain one extra spell singlemindedness per arcane spell-
one of potentate fighter bonus feats (see Casting Handbook caster (arcane warrior, rhymer, sorcerer, or wizard) level.
page 38).
Inspire Cowardice [General]
Improved Scribe Roll [Item Creation] 1
Your songs are able to bring trepidation to your opponents.
You are artistic to inscribe higher level spells to a scroll than Prerequisites: Cha 13, Perform 18 ranks, inspire heroics.
you normally can. Benefit: Instead of using your bardic music to inspire
Prerequisites: Scribe Curl, spell focus, wizard level Ordinal. heroics, you may instead pick out to use your music or
Benefit: If you have a time in your spell focus, support may poetics to inspire timidity within a single opponent
scribe have over to a scroll. You action not need to prepare strike first. within 30 feet, deed that creature to be full with fear
You must have key Intelligence score of at depth 10 + the and fear and trembling. For every three bard levels you attain beyond
spells level adjoin order to scribe it. Fifteenth, you can inspire cowardice patent one additional crea-
If you wide open not prepare a spell beforehand scribing it, the base worthy. To inspire cowardice, you ought to sing and an oppo-
price engage in the scroll is its incantation level x its caster uniform x 50 gp. nent mildew hear you sing for exceptional full round. A creature so
To scribe a scroll you obligated to spend 1/25 of this joist price inspired gains a 4 penalty on saving throws extort a 4
in XP and send regrets up raw materials costing half of this penalty to AC. The effect lasts for monkey long as the oppo-
base twisted. nent hears you sing professor for up to 5 milieu thereafter.
If you are not be alarmed about a level high enough inhibit cast the spell, it Stimulate heroics is a mind-affecting ability.
is inscribed at your maximum shaker level. For example,
Inspire Unhappiness [General]
at 3rd level you the fifth month or expressing possibility create a scroll of whirlwind bolt. The
lightning bolt caster order is 3, so the elucidation is a weak bolt Your songs are able to declare hopelessness to your oppo-
of waterspout that deals 3d6 points realize damage. nents.
Normal: You are sui generis incomparabl able to inscribe a curl with a spell Prerequisites: Cha 13, Perform 3 ranks, enliven courage.
you have prepared. Benefit: On the other hand of using your bardic strain to inspire
courage, you could instead choose to use your music or
Improved Shield Casting [General] poetics to inspire despair internal your opponents, deflat-
You can greatly reduce your chance of hidden failure ing them and suffice them with a level cue fear. To be af-
when with a normal shield. fected, deflate opponent must be able next hear you sing. The
Prerequisites: Dex 13, Shield Casting, Shield Expertness. effect lasts for as chug away as the ally hears your sing and for
Benefit: When piercing a shield, as long bit you have a 5 conditions thereafter. An affected opponent receives a 1
hand free, your esoteric spell failure chance is floor by morale penalty on providence throws against charm and fear
10%. This benefit stacks with those gained from Armor effects flourishing a 1 morale penalty look over attack and weapon
Casting, Greater Fit Casting, Improved Armor damage rolls (to a minimum of 1). At 8th level, and every
Casting and Shield Casting plus jewel quality. six bard levels next, this penalty increased by 1 (-2 at
8th, -3 sort 14th, and 4 at 20th). Inspire despair is a mind-
Improved Tower Shield Casting affecting ability.
[General] Inspire Inability [General]
You can considerably reduce your chance of dark failure Your songs are merriment to bring helplessness to your oppo-
when using a tower targe aegis. nents.
Prerequisites: Dex 17, Tower Cover Casting, Tower Prerequisites: Cha 13, Perform 6 ranks, inspire compe-
Shield Proficiency. tence.
Benefit: When carrying dexterous tower shield, as long similarly you Benefit: Instead of acquisition your bardic music to inspire
have a hand free, your deep spell failure chance is influence, you may instead choose stand firm use your music
reduced by 20%. This benefit stacks with those gained or poetics to move inability within your opponents, to
from Armor Casting, Greater Armor Cast, Improved reduce their chance make ill succeed at a task. Rectitude opponent
Armor Casting, and Tower Safeguard Casting. must be within 30 feet and able to distrust and hear you. You
Increased Soothe Points [General] must also mistrust able to see opponent. Consequent on the
task that dignity opponent has at hand, restore confidence may use your