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Everquest II RPG - Player S Guide

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367 views274 pages

Everquest II RPG - Player S Guide

Uploaded by

Justin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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It’s Your New World Now ™

Discover the new world of EverQuest II in exquisite detail in this EverQuest


II Player’s Guide. Included in this core rulebook you will find:
• Expanded coverage of the Islands of Refuge.
• Details on the history of Norrath and current situation in the Shattered
Lands.
• All 16 character races, including the ratonga and froglok.
• All 4 archetype character professions.
• 4 character classes and an additional 8 advanced classes.
• Streamlined rules so you can focus on the lore and roleplaying.

Plus: Tarton’s Wheel Quest


Details of this new online quest are available
only in this book.

100% compatible with


Revised 3rd edition fantasy role-playing rules.

www.EQrpg.com
1-58846-999-9 WW16550 $34.99 U.S.
Contents

Contents 1
Credits
Authors: Scott Holden-Jones with Anthony Pryor and
John Steele
Original Contributors (EQrpg): Jennifer Clarke Wilkes,
George Doutrich, Steve Kenson, Angel Leigh McCoy, Steve
Miller, Jeff Quick, John D. Rateliff, Stephanie Smith, Owen
K. Stephens, Stephan Wieck, and Stewart Wieck
Developers: Scott Holden-Jones and Stewart Wieck
Editor: Scott Holden-Jones
Art Director: Richard Thomas
Layout and Typesetting: Ron Thompson
Interior Artists: Ed Bourelle, David Griffith and Brian
LeBlanc.
Playtesters: Bruce Fillmore, Ernie Fillmore, Tim
Handelman, Jason Hillier, Dave Mann, John Matthews, David
Rusch, Ronald Young, Jessica Young, Kiel Young.
Thanks especially to Ronald Young for his help in coordi-
nating the playtesting at his end — so much to do, so little
time!
EQII Online Quest Design (Tarton’s Wheel): Jason
Roberts
Special Thanks: John Blakely, Christopher Cao, Alan
Crosby, Steve Danuser, Daniel Enright, Bruce Ferguson,
Anthony Garcia, Christina Greenberg, Laura Naviaux, Andy
Sites, Chris Sturr, Bill Trost, Alan VanCouvering and Rich
Waters at Sony Online Entertainment for their help.

Get the latest information on the EverQuest II Role-Playing Game and lots of free downloads at:
www.EQrpg.com
Distributed for Sword & Sorcery Studio by White Wolf Publishing, Inc.
This printing of EverQuest II Role-Playing Game: Player’s Guide is done under version 1.0 and/or draft versions of the Open Game License and the System
Reference Document by permission from Wizards of the Coast, Inc. Subsequent printings of this book will incorporate final versions of the license, guide, and
document. See the Open Game License Appendix of this book for more information.
Some portions of this book that are delineated Open Game Content (OGC) per the Open Game License appendix originate from the d20 System Reference
Document ©1999, 2000, 2001, 2002 Wizards of the Coast, Inc. and the d20 Modern System Reference Document ©1999, 2000, 2001, 2002 Wizards of the Coast,
Inc. The remainder of these OGC portions of this book is hereby added to Open Game Content and if so used should bear the COPYRIGHT NOTICE
“EverQuest II Role-Playing Game: Player’s Guide Copyright 2004, Sony Computer Entertainment America, Inc.”
All contents of this book are copyrighted year 2004 by Sony Computer Entertainment America Inc. All rights reserved. Reproduction or use without the
written permission of the publisher is expressly forbidden, except for the purpose of review or use of OGC consistent with the OGL.
EverQuest is a registered trademark and “It’s Your World Now” is a trademark of Sony Computer Entertainment America, Inc. SOE and the SOE logo are
registered trademarks of Sony Online Entertainment, Inc.
Sword & Sorcery, Sword & Sorcery Studio, the Sword & Sorcery logo, and White Wolf are trademarks of White Wolf Publishing, Inc. All rights reserved.
The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.

2 EverQuest II Role Playing Game


Contents

Contents
ChapterOne:TheShatteredLands 5 Chapter Seven:
Before the Cataclysm 6 Talents and Disciplines 115
The Age of Cataclysms 17 Archetype Talents 116
Class Talents 118
Chapter Two: The New Lands 19
Advanced Class Talents 120
ChapterThree:TheIslesofRefuge 39 Non-Heroic Profession Talents 123
Talent Descriptions 124
The Major Islands 42
Disciplines 147
Other Islands 61

ChapterFour:BuildingaCharacter 63 Chapter Eight: Skills 156


Acquiring Skills 157
Abilities 64
Using Skills 157
Determining Your Ability Scores 65
Skill Descriptions 160
Ability Modifiers 66
Changing Ability Scores 66 Chapter Nine: Feats 177
Fundamental Statistics 67
Acquiring Feats 178
Chapter Five: Races 70 Feat Descriptions 180
Race and Ability Scores 71 Chapter Ten: Equipment 194
Barbarian 73
Wealth and Money 195
Dark Elf 73
Weapons 196
Dwarf 74
Armor 206
Erudite 75
Goods and Services 209
Froglok 76
Item Quality 216
Gnome 77
Half Elf 78 Chapter Eleven: Adventuring 217
Halfling 79 How Far Can I See? 218
High Elf 80 How Much Can I Carry? 219
Human 80 How Fast Can I Move? 220
Iksar 81
Kerra 82 Chapter Twelve: Combat 225
Ogre 83 A Sample Combat 226
Ratonga 84 The Basics 228
Troll 85 The Start of Combat 229
Wood Elf 86 Actions 230
Attack Rolls 236
Tarton’s Wheel Online Quest 87 Defense Rolls 240
Damage 243
Chapter Six: Professions 89
Saving Throws 246
The Starting Archetypes 90
Alternate Fighting Strategies 247
Archetype Descriptions 93
Special Attacks and Combat Maneuvers 248
Class Descriptions 99
Attacks against Helpless Targets 257
Advanced Class Descriptions 104
Non-Heroic Professions 112
Appendices 258
Glossary of Rules and Terms 259
Index 267
Open Game License 269

Contents 3
Table 9–1: Feats 178
Index of Tables Table 9–2: Leadership 187
Table 4–1: Ability Point Cost 65 Table 9–3: Leadership Modifiers 188
Table 4–2: Ability Score Modifiers 66 Table 10–1: Relative Value of Common Trade Goods 195
Table 4–3: Aging Effects 68 Table 10–2: Random Starting Gold Pieces 196
Table 4–4: Random Height and Weight 68 Table 10–3: Weapon Equivalencies 198
Table 5–1: Racial Ability Adjustments 71 Table 10–4: Tiny or Smaller Weapon Damage 198
Table 5–2: Racial Experience Penalties 71 Table 10–5: Huge or Larger Weapon Damage 199
Table 6–1: Character Advancement 90 Table 10–6: Weapons 204
Table 6–2: Training Benefits 91 Table 10–7: Donning and Doffing Armor 207
Table 6–3: Fighter Level Progression 94 Table 10–8: Armor 208
Table 6–4: Mage Level Progression 95 Table 10–9: Shields 208
Table 6–5: Priest Level Progression 96 Table 10–10: Goods and Services 209
Table 6–6: Scout Level Progression 98 Table 10–11: Professional Tools and Kits 210
Table 6–7: Brawler Level Progression 100 Table 10–12: Containers and Carriers 210
Table 6–8: Predator Level Progression 101 Table 10–13: Food, Drink, and Lodging 210
Table 6–9: Rogue Level Progression 102 Table 10–14: Clothing 210
Table 6–10: Warrior Level Progression 103 Table 10–15: Vehicles 211
Table 6–11: Assassin Level Progression 105 Table 10–16: Transportation Services and Tolls 211
Table 6–12: Berserker Level Progression 106 Table 10–17: Spells for Hire 211
Table 6–13: Brigand Level Progression 107 Table 10–18: Capacity of Containers 213
Table 6–14: Bruiser Level Progression 108 Table 10–19: Special Items 216
Table 6–15: Guardian Level Progression 109 Table 11–1: Visibility in Natural Light 219
Table 6–16: Monk Level Progression 110 Table 11–2: Artificial Light Sources 219
Table 6–17: Ranger Level Progression 111 Table 11–3: Weight Limits 219
Table 6–18: Swashbuckler Level Progression 112 Table 11–4: Encumbrance and Speed 220
Table 6–19: Aristocrat Level Progression 113 Table 11–5: Speed and Distance Covered 221
Table 6–20: Artisan Level Progression 113 Table 11–6: Terrain and Movement 221
Table 6–21: Commoner Level Progression 114 Table 11–7: Vehicle Speeds 222
Table 7–1: Fighter Talents 116 Table 11–8: Airborne Maneuverability 222
Table 7–2: Mage Talents 116 Table 12–1: Sample Actions 232
Table 7–3: Priest Talents 117 Table 12–2: Iterative Attacks by Delay 233
Table 7–4: Scout Talents 117 Table 12–3: Common Attack Roll Modifiers 236
Table 7–5: Brawler Talents 118 Table 12–4: Standard Damage Reduction Descriptors 241
Table 7–6: Predator Talents 118 Table 12–5: Combat and Creature Size 242
Table 7–7: Rogue Talents 119 Table 12–6: Sample Hardness, Hit Points, and Break DCs 255
Table 7–8: Warrior Talents 119
Table 12–7: Sample Hardness of Materials 255
Table 7–9: Assassin Talents 120
Table 7–10: Berserker Talents 120
Table 7–11: Brigand Talents 120
Table 7–12: Bruiser Talents 121
Table 7–13: Guardian Talents 121
Table 7–14: Monk Talents 122 Index of Sidebars
Table 7–15: Ranger Talents 122
Table 7–16: Swashbuckler Talents 123
Arriving in the Islands 41
Table 7–17: Aristocrat Talents 123 The Company Mariners 43
Table 7–18: Artisan Talents 123 The Bloodhook Pirates 46
Table 7–19: Commoner Talents 124 Clan Flotsam 55
Table 7–20: Universal Disciplines 147 Inebriation 125
Table 7–21: Assassin Disciplines 147 Starting with Nothing 196
Table 7–22: Berserker Disciplines 147 The Underwater Environment 223
Table 7–23: Brigand Disciplines 147
Using Miniatures 228
Table 7–24: Bruiser Disciplines 147
Table 7–25: Guardian Disciplines 148 Rolling a Tie 236
Table 7–26: Monk Disciplines 148 Making Combat Fast and Fun 245
Table 7–27: Ranger Disciplines 148
Table 7–28: Swashbuckler Disciplines 148
Table 8–1: Starting Skill Points by Archetype 157
Table 8–2: Skill Synergies 159
Table 8–3: Archetype Starting Skills 160

4 EverQuest II Role Playing Game


Contents

The Shattered Lands 5


L Long ago, the realms known as the Shattered Lands were
part of a vast and beautiful continent known as Antonica.
Today, only the name survives, applied to the hills outside of
Qeynos in sorrowful tribute to the land that once was and is
no more.
The old continent of Antonica and the other mighty lands
would eventually become known as Velious, forming the
Cobalt Scar. There the Wurmqueen deposited her brood
upon the fledgling world, and dragonkind ruled the lands for
an unknown length of time.
It is said that the mighty Age of Scale ended in blood as the
great realm of the dragons tore itself apart. This fearsome
of the world called Norrath were home to bold adventurers, conflict began when two dragons of different breeds mated
wise kings, greedy warlords, cunning thieves, scheming sor- and produced a monstrosity known as a prismatic dragon, a
cerers, and monsters and spirits both fierce and mighty. powerful being called Kerafyrm. Its birth had been prophesied
Adventurers plumbed ancient dungeons and secret caverns, as the “Awakening of the Sleeper,” and all later ages are dated
armies clashed, and great magics were unleashed. It was said from this fearsome event. A being of godlike power, Kerafyrm
that anyone bold enough to study the sword, master the secrets is said to have rivaled even Veeshan herself, and the war that
of the arcane, or serve truly the will of the gods could win resulted from his birth ended in the deaths of hundreds of true
untold power, fame, and fortune. If the alternative was an dragons. In the end, Kerafyrm could not be destroyed — only
unpleasant death in the jaws of some horrific beast or demon, placed in a deep magical sleep and confined, guarded by
then so be it — this was a time of heroes, when legends walked eternal warders. For centuries, Kerafyrm remained the most
the land. powerful single being upon Norrath, with tales of his existence
But the pride of mortals grew too great, and in time they passing into the realm of myth and legend.
trespassed in the realms of the gods themselves. The cata- In the wake of this disaster, Veeshan decreed that dragons
clysms that followed smashed the lands into splinters, plunging of different breeds could never mate, and that dragons could
Norrath into a time of death and destruction as had not been never slay other dragons. So it was that the Claws of Veeshan,
seen in eons. the rulers of dragonkind, arose from the struggle with Kerafyrm.
But the gods had underestimated the strength and resil- However, some dragons did not follow Veeshan’s will; these
ience of mortals, and in the wake of the great cataclysms, life malcontents struck out on their own, forming a renegade
once more returned — albeit hesitantly — to Norrath. The faction known as the Ring of Scale under the leadership of the
continent of Antonica was no more; now called the Shattered ancient dragon Jaled Dar, aided by several infamous wyrms
Lands, the many isles that once formed the great continent including Trakanon, Phara Dar, Lord Nagafen, and Lady Vox.
were now wild and untamed, and only a few civilized outposts
remained scattered across them. Fortunately, the great human The Elder Age
cities of Qeynos and Freeport had survived, and these became Veeshan would in time prove to be only the first deity to
focal points for the rebirth of mortal civilization. turn her attentions to the verdant world of Norrath. At some
Here then is the tale of a world that once was, and of the point, Brell Serilis, the Duke of the Below, took note of
world that is today. Shattered these lands may be, but the Veeshan’s handiwork and began his own machinations in the
splinters of old Antonica are vibrant with new life, and the Plane of Underfoot. In secret, he crafted a gateway from his
adventurers of old are returning. It is once more a time for realm into an open chasm deep within the belly of Norrath.
heroes. He then made many creatures and sent them through the
mystical gateway into the twisting tunnels and passages of the
Before the Cataclysm deep underworld. The Duke of Below then sealed the entry to
his plane within a labyrinthine chamber of living stone.
Before time itself there existed only a force known as the Once finished, Brell Serilis gathered the foremost of the
Nameless. This infinite, unimaginable power interacted with other gods and showed them the world of Norrath and what
the emptiness of the void, creating the worlds, the planes, and Veeshan had already wrought there. With choice words
the entire cosmos, in which whirled gleaming suns and worlds befitting the King of Thieves, Brell proposed a pact among
without number. To help create order in this new creation, Tunare, Prexus, Rallos Zek, and himself that would allow
the Nameless created the four “eldest gods” — Xegony, Queen them to discuss the fate of the world. They would divide the
of the Air; Fennin Ro, Lord of Fire; Tarew Marr, Master of lands of this world among themselves, each creating races to
Water; and Rathe, God of Earth. These four mighty beings watch over their chosen territories and to keep the Wurmqueen
gave order and substance to the world, and themselves created and her spawn in check. All agreed except Rallos Zek, the
the other gods to aid in overseeing the new worlds that the Warlord, who would declare no alliance with any of the other
Nameless had created. gods, for he could not bring himself to trust the others. Despite
the Warlord’s defiant decision, however, he too would stake
The Age of Scale a claim upon Norrath.
The first of the new divine beings created by the four eldest Soon Brell created the dwarves, stout and strong, and
gods was also the first to notice Norrath. Veeshan, the placed them in the mountains and deep within their cavern-
Crystalline Dragon, ruler of the Plane of Sky, cast her shadow ous depths. On the world’s surface, among the beautiful and
upon this young world, for it was rich and lush, perfect for her wild forests, Tunare made the elves as an embodiment of her
purposes. She struck the world with her talons and claimed eternal grace and beauty. In the water, Prexus made the kedge,
the place she struck as her own. Her claws raked across what aquatic beings of great mental prowess and stamina. Last but

6 Chapter One
not least, Rallos Zek produced two races, the giants and the The Age of Monuments

Contents
goblins.
Legend does not state whether Innoruuk knew of Norrath
As a whole, the elder races did just what the gods had
before the other gods made their pact. Regardless, the Prince
planned: They fought the dragons and helped subdue the
of Hate burned with anger against the other gods who had not
world, ending the rule of dragonkind. While the kedge, the
included him in their pact — but most especially he resented
elves, and the dwarves were allies in these early battles, the
Tunare, whom he desired for himself, for not including him in
giants and the goblins fought only for themselves and their
her counsel. His anger drew him to take the elven king and
own glory. Still, the primary goal of opposing the dragons was
queen from the Thex palace in the elven capital of Takish’Hiz.
met, regardless of the aloofness of the children of Rallos Zek.
Then, deep in his Plane of Hate, Innoruuk tormented and
Fortunately, internal conflict plagued the dragons as well, twisted them in both mind and body for hundreds of years.
for the lovers Lord Nagafen and Lady Vox sought to breed and
In time, the Thex monarchs were transformed into the first
create another prismatic dragon, with whom they intended to
of the dark elves, followed shortly by numerous other powerful
overthrow Jaled Dar and take over the Ring of Scale. Their
elves who had entered his plane to rescue their sovereigns;
plans were discovered before they could come fully to fruition,
eventually, Innoruuk cast these Teir’Dal out from his plane
though — Vox was forced to flee to the fastness of Everfrost,
and into the underworld of Norrath to multiply and to sow the
while Nagafen allowed himself to be captured and driven to
seeds of his revenge on the other gods.
the Lavastorm Mountains so that Vox could escape bearing
the fruit of their union. Also during this age, Brell sought for ways to further his
influence in the new world that had begun to take shape.
The other dragons soon discovered Vox’s hiding place as
When Fizzlethorpe Bristlebane and the dreaded Cazic-Thule
well, and Jaled Dar conjured mighty magics that transformed
entered the world, Brell saw yet another opportunity for an
the separate refuges of both rebels into prisons, preventing
alliance. Still distrustful, but having seen Brell’s various
them from ever seeing one another again. An elite group
successes, Rallos Zek finally agreed to the new pact. The gods
called the Drakota was formed, and these dragonkind were
of this second divine pact once again created races to repre-
given the responsibility of watching over the two prisoners
sent them on the new world.
and preventing them from ever escaping.

The Shattered Lands 7


Brell now fashioned the gnomes, smaller cousins of the more conservative and traditional dragons of the Claws of
dwarves with a fascination for strange machines and exotic Veeshan continued to remain neutral and refused to oppose
magics. Bristlebane made the halflings, those short, stubby, the lizard-folk.
agile folk with their incurable tendency to meddle. He placed So war between the Empire of Sebilis and the Ring of Scale
them carefully on a land away from the dragons and the giants. began. The emperor Rile perished when his fleet was de-
Cazic-Thule and Rallos Zek, perhaps in a competitive display stroyed by the mighty dragon Trakanon and his allies, but the
of power, created two races each: Cazic-Thule, also known as iksar fought on under the rule of Rile’s son Ganak. In the end,
the Faceless, created both the reptilian iksar and the brutish Jaled Dar, ruler of the Ring of Scale, was himself slain by
trolls in the swamps and jungles of Norrath. Rallos Zek, ever Ganak, yet even this victory availed the iksar little and the
mindful of the possibility of conquest, made the ogres and the war dragged on.
orcs to spread his values — by force if necessary. When Ganak eventually perished in a reprisal from the
Ring of Scale, he was replaced by a council called the Emerald
The Shissar Empire Circle. Soon, the Ring of Scale struck again under the leader-
No one is sure who created the shissar, and for their part the ship of Trakanon, shattering the weakened and divided empire.
snake-folk have always rejected the notion that any race or Slaves across Kunark revolted, and soon the great state had
being could be greater than they are themselves. In the middle been utterly destroyed. Trakanon did not have much time to
days of the Age of Monuments, the shissar had somehow relish his victory, however, for he was exiled by the Claws of
become the masters of a cruel empire. Many conquered races Veeshan for his part in the unsanctioned war against the iksar.
were deemed unworthy to serve even as slaves, and were wiped
out utterly. One of few races that survived destruction was the Zek’s Children
iksar, whose reptilian nature apparently saved them from utter Following the flurry that was creation, the many races of
extinction. Of course, the alternative wasn’t much better — Norrath, both old and young, began to develop their scattered
for centuries, the lizard-folk labored in servitude to the shissar, cities and outposts into larger nations and empires. Some races
under the merciless rule of the immortal Ssraeshza, Emperor also developed an eye toward expansion and conquest, but
of the Shissar. none so well as the ogres, whose great strength and mastery of
In time, shissar arrogance grew until at last they dared to magic allowed them, eventually, to control most of the
wholly and vocally reject the gods, claiming that they, rather continent of Tunaria.
than Cazic-Thule, had created the iksar as their servants. In time, when they felt they had mastered virtually all of
Enraged, the Faceless One unleashed a terrible vengeance Norrath, the ogres sought new conquest. They eventually
upon the snake-folk. A strange green mist began to spread learned of other planes and mounted an invasion upon the
throughout the empire, slaying the snake people but sparing very Plane of Earth, waging war on the denizens therein until
other races altogether. turned back by the ancient god of power called the Rathe,
Desperate, the emperor and his advisors sought refuge in whose rule there was absolute. Rallos Zek swelled with pride
their Grand Temple, eventually casting a mighty spell that at his creations’ achievement, and when the ogres were finally
allowed them to escape from Norrath altogether. For several turned back, the Warlord personally led a second assault into
ages to come, the shissar would survive in secret on the Moon the Plane of Earth. The heavens themselves trembled, and the
of Luclin, but eventually even that refuge was denied them other gods allied against the Warlord and his creations,
when the last of the snake folk would perish in the Shattering. sending the defeated armies back into the world of Norrath —
They exist today as only a fading memory used by iksar for if he had succeeded there, what could stop him from
mothers to frighten unruly children into obedience. entering their own planes and enslaving their peoples?
As a final and fitting punishment, the Rathe scattered
The Iksar Empire Rallos Zek’s children across the world. The ogres were slain by
The iksar thus survived the fall of the shissar, eventually the thousands and their empire crumbled to ruin. The Rathe
founding several powerful city-states on the perilous conti- also cursed the giants and the ogres with dim-wittedness so
nent of Kunark. These city-states were eventually united that they could no longer grasp the magic that had brought
under the ruthless necromancer Venril Sathir, whose undead them to such heights of glory and conquest. A few ogres,
legions helped him carve out an empire that rivaled even that sheltered from the Rathe’s curse in a region known as the
of the vanquished shissar in sheer cruelty. The Empire of Islands of Mist, carried on unaffected by their cousins’ handi-
Sebilis conquered and brutally enslaved many races, as the caps, but they were always few in number and their power
shissar had done to the iksar, including even households of never rivaled that of the old empire.
giants and the normally peaceful frogloks. Under Venril and Cold and ice pummeled the once-lush homelands of the
his son Rile, the iksar empire grew powerful, conquering giants. Some say that the goblins were also cursed, and that
almost all of the vast continent. their curse was so terrible and thorough that no one knows
Soon, the iksar had become so powerful that they threat- what it was to this day. Having thus crippled the children of
ened all of Norrath. The iksar ruler Atrebe, son of Rile, used Zek, the Rathe and his fellow elder gods then erected a barrier
foul magics to interbreed dragons and iksar, creating the to the Planes of Power (those of Air, Water, Fire, and Earth)
hybrid race called the sarnak. Appalled, the great dragon so that mortals and lesser gods could not access them again.
Trakanon urged Jaled Dar to go to war with the iksar, for the

8 Chapter One
Though imprisoned within the Planes of Power he sought the kedge were limited by their creator, Prexus, who decreed

Contents
to conquer, Rallos Zek would wait, ever-watchful, plotting his that their numbers could never increase — they were effec-
revenge against the gods that imprisoned him. tively immortal, and a young kedge was born only once an old
kedge died of violence, disease, or some other unnatural cause.
The War of the Broken Crown Seeking to overcome his people’s “curse,” the kedge wizard
The last of the old races to suffer decline was that of the Phinigel Autropos sought a way to allow his people to grow
elves. The Elddar Forest at this time spread across the entire and prosper as did the land-dwelling races. Phinigel led a
southeastern quarter of Tunaria. For reasons none has ever crusade against the dwarves of Kaladim, seeking to steal their
been able to fathom, Solusek Ro, son of Fennin Ro and ruler knowledge and magic and turn it to his own uses. After slaying
of the Plane of Sun, raised up the Serpent Mountains, cutting the hero-king Dagnor Butcherblock, Phinigel carried off the
off the ancient wood from the northern lands that provided its monarch’s mighty hammer, and kept it in the sunken palace
rainfall and causing the heat of the sun to burn the lands known as Kedge Keep.
therein. The rivers soon ran dry, and not even the mighty At length, Phinigel hit upon what he believed was a way to
elven druids of Tunare could stop the destruction of their overcome Prexus’ curse — he researched and then undertook
forest as it wasted away into a vast desert wasteland. By the a ritual in which he called up enormous magical energies
time Rallos Zek’s armies had taken over the rest of Tunaria, designed to free the souls of the kedge and allow new souls to
the great city of Takish’Hiz, like the lands around it, had be created. The ritual went disastrously wrong, however, and
begun slowly but irrevocably to fall. the kedge were wiped from the face of Norrath. The collective
Meanwhile, the Thex monarchs, long ago corrupted by mind, soul, and memories of the kedge were drawn into
Innoruuk, by this time ruled a dark elven empire that claimed, Phinigel, driving him mad. For centuries, he dwelt alone in
through the authority of King Naythox and Queen Cristianos the ruins of Kedge Keep, tormented by his failure, seeking
Thex, to rule over all elves. This empire was plagued from its futilely for a way to restore his people, slain by his own hand.
outset by internal strife and political skullduggery. Still, the A handful of hybrid kedge, unaffected by the disaster,
king and queen of the dark elves tried one last time to claim lingered on in the region known as the Islands of Mist, where
vested rulership over all elves, seeking thus to forcibly convert it is believed that they continue to dwell today.
their subjects to the worship of the Prince of Hate.
The far provinces of light elves rebelled, of course, led by The Swords of the Orcs
young King Tearis Thex, son of the corrupted monarchs. This In the days following the elven exodus to Faydwer, the
internecine war raged for many long years, until at last the Crushbone orcs of that continent began to move out of the
dark elf Xanit K’Ven, a follower of Rallos Zek who had fought region known as the Loping Plains in a great and seemingly
for many years in the Rallosian armies, was declared Overlord unstoppable horde, at last entering the forests of the Faydark
of the dark elf armies and was given permission to invade and and assailing the wood elf kingdom of Kelethin. Hard-pressed,
raze Takish’Hiz. The Elddar was no more, and those light elves the wood elf ruler Carandril turned for aid to the high elves of
who remained fled Tunaria altogether, following Queen Felwithe. Under the leadership of the high elf hero Edril,
Elizerain, who acted as regent for the young Tearis Thex, cousin to King Tearis Thex himself, the high elves marched
across the Ocean of Tears to found a new home on Faydwer. into battle, defeating the orcs in a surprise assault and driving
Before the elves departed finally, however, a force of elite the survivors deep into the shadowy forests of the Faydark.
light elf warriors and spellcasters fell upon the dark elf city of There, they remained for centuries, brooding and plotting
Caerthiel — which had formerly been called Wielle and vengeance against the elves.
would eventually be rebuilt and renamed Freeport — destroy-
ing it utterly. Edril and the Gnomes
Since the gnomes’ arrival on Norrath, they had lived both
The Age of Blood among the dwarves and in the wilds near the edge of the forests
Perhaps drawn by the furor of the battle for the Planes of now occupied by the wood elves; while they were not disliked,
Power and the resulting punishment of the Rathe, the twin they were regarded by most dwarves as second-class citizens or
gods Erollisi and Mithaniel Marr came to Norrath. Asking no poor country cousins. At last, the famed gnome Biddyn
permission and forming no pacts, the twins created the savage appealed to the wood elf ruler Carandril to be granted an
race of humans in the frozen north of Tunaria, near one of the independent kingdom of their own. Carandril agreed, giving
bands of giants. These barbarians were willing to fight with the gnomes a portion of the barren lands beyond the Steamfont
virtually anything or anyone they encountered, including Mountains. A party of gnome explorers and surveyors imme-
each other. Wherever they spread, they brought a willingness diately set out to map the new region, now called Akanon
to enter into conflict. Their conquests and the other fierce (Elder Elvish for “gift”). Unfortunately, the land proved
wars that raged in those days caused this era to be known as the cursed, and only a single explorer returned with tales of a
Age of Blood. fearsome plague dragon that had slaughtered his companions.
Once more the elf-lord Edril, Champion of Tunare, rose to
The Fall of the Kedge the occasion. Together with the brave Biddyn and a group of
The enlightened aquatic race known as the kedge had long hand-picked companions, Edril journeyed to Akanon, where
dwelt in peace beneath Norrath’s waves. Powerful and learned, he faced and slew the plague dragon in single combat. For

The Shattered Lands 9


centuries, the skull of the slain dragon stood above the gates cities on Tunaria, Freeport and Qeynos, and renamed the
of the gnomish citadel of Fortress Mechanus. After the dragon’s continent “Antonica” after one of their leaders, Antonius
death, Biddyn, Edril, and their companions fought tirelessly, Bayle II, the Great Defender. As humans from other conti-
ridding the place of the monsters that infested it, making the nents streamed to the newly established human twin capitals,
land safe for gnomish settlers. Soon, Akanon was a thriving they brought magic and new learning back from their many
settlement, the permanent home that the gnomes had so long homes.
desired. The knowledge and stories of faraway lands and magics
inspired a malcontented minority of humans. Wanting this
War of the Seven Tribes magical knowledge for themselves and forswearing the war-
Long ago abandoned by Cazic-Thule in favor of his chosen like ways of their predecessors, these humans followed their
people, the iksar, the trolls were forced to fight for survival in leader, Erud, across the sea on a pilgrimage to found an
the wilds of the Tunaria. After countless generations during enlightened society. Landing on what they named Odus, they
which they alternately gathered into something approximat- succeeded in developing their own society based on magic and
ing a troll empire and then inevitably splintered apart, the knowledge.
trolls regressed to brutal savagery for good and turned on each
other as never before. Their once-prosperous lands were torn The Age of Turmoil
by the civil conflict that came to be called the War of the The followers of Erud, who had by now dubbed themselves
Seven Tribes. This watershed event did not last long. In a the Erudites, focused their society on the ways of the spellcasting
relatively short time, only a single troll tribe remained, led by arts, particularly the arcane. However, the quest for power of
the ancient, cunning troll warrior and visionary Nalikor, who one Erudite, a young genius and radical called Miragul, led
by strength, guile and outright treachery succeeded where all him to rediscover the dark path of necromancy, which had
the past attempts at troll empire had failed. Instead of allowing long been known to the dark elves and had been dabbled in by
the existence of squabbling tribes that would later fracture his humans of the Combine Empire. Miragul led more of his kin
empire, Nalikor simply decimated all the other trolls. to this dark art, but those who studied necromancy were
After some years of gathering their strength, the trolls met eventually found out and branded heretics by the High
the ogres of Oggok in battle, and soon won their foes’ respect. Council of the city of Erudin.
Nalikor and the ogre rulers reached an accord, and Nalikor A civil war erupted between Miragul’s faction and those
gave them his magical sword, which was kept for many years “morally advanced” teachers and rulers who opposed his
at the sacred spot known as Broken Skull Rock. With the studies. Practitioners of the magical arts on both sides were
ogres’ help, the trolls founded the city of Grobb, where they slain in droves. Then, in one final, cataclysmic battle, the
began once again to grow in numbers and power. combatants unleashed great mystical energies that somehow
translocated the entire kerran city of Shar Vahl off of Norrath,
The Lost Age leaving only a huge crater that descended into the depths of
In what some call the last act of divine intervention, several Odus. The heretics retreated into this chasm — known as the
tribes of barbarians were molded by Erollisi Marr into a new Hole — and built the city of Paineel within its depths.
race that was more thoughtful and kind than their forebears. However, after a relatively short time, the hordes of the
(That goddess herself, once revered as a warrior deity, had Underfoot (earth elementals and other servants of Brell)
taken on the new aspects of love and partnership.) At this emerged from below, destroying Paineel and driving the
time, the race of humans as they are known today at long last heretics out of the depths. Paineel was painstakingly rebuilt,
took their place in Norrath amid the elder races. though closer to the surface, and the heretics plotted to retake
More quickly than anyone would have thought possible, the depths and both to recover their own lost lore and to wrest
the fast-breeding and quick-learning humans spread through- the secrets of the Underfoot from Brell and his minions.
out Norrath and created the Combine Empire. Eventually,
though, as quickly as it had arisen, their mighty empire fell to The Portals of Luclin
treachery when the evil General Seru betrayed his emperor in Torn from Norrath by the terrible magics of the Erudite
a bid to seize the throne for himself. Those still loyal to the War, the kerran city of Shar Vahl plunged through space,
Combine Empire escaped from Norrath, founding the city of eventually coming to rest on the Moon of Luclin. There,
Katta Castellum on the Moon of Luclin, but Seru and his under the rulership of King Vah Kerrath, the kerra founded a
minions were quick to follow, building their own city, Sanctus new civilization, and renamed themselves the Vah Shir in
Seru. honor of their ruler and his clan. There, the cat-folk grew
After Seru departed Norrath, the Combine Empire was numerous and prosperous, eventually making friendly contact
truly dead, and to this day almost no known records of the first with the Combine Loyalists who had fled Norrath. Soon,
and last human empire exist, though its relics and ruins are however, the Vah Shir somehow awakened a terrible evil, for
found scattered throughout the world. from beneath the surface of the moon came a race of evil,
diminutive humanoids known as grimlings. War between the
The Age of Enlightenment two races raged for centuries until the Shattering finally
Though their empire lay behind them, the humans still destroyed the moon entirely.
possessed great power and resilience. They founded two great

10 Chapter One
Contents
Before that tragedy occurred, though, a strange thing hap- warrior Tubr Broadaxe; and Firiona Vie, lost daughter of the
pened — the Moon of Luclin wandered close to the world of elven king Tearis Thex, Tethys and his army faced the dark
Norrath, and the strange structures long known as “wizards’ elves in the depths of the Kithicor Woods. Firiona Vie struck
spires” became active, flickering and pulsing with untold down Lanys T’vyl, while Galeth faced the shadow knight
power. Soon, the legendary Erudite wizard Al’Kabor discov- Laarthik, commander of the dark elves. Wielding a mighty
ered that the spires could be used as gateways to the Moon of artifact, Laarthik fought ferociously, but when he was finally
Luclin, and for the next few decades trade and travel between consumed by the magical energies he himself had unleashed,
that distant, mysterious world and Norrath became almost he cried out in agony and called upon the Prince of Hate
commonplace. The goddess Luclin, a jealous and secretive himself to aid them.
deity, watched the influx of strangers with growing concern, Enraged, Innoruuk took up the wounded body of his daugh-
but chose to lurk in the shadows and to watch. ter and summoned a fearsome creature called, simply, Hate, an
embodiment of the Dark Prince’s Plane of Hate itself. This
The Planes of Power abomination’s presence tainted the Kithicor Woods, trans-
The events that would end the Age of Turmoil and bring forming them into a place of horror where the undead stalked
about the terrible Age of War began with the birth of the the living and good was forever banished.
godling Lanys T’vyl, daughter of the god Innoruuk and his Unfortunately, the Prince of Hate’s rash act set in motion
most revered high priestess. A vessel for his hatred, Lanys was an irrevocable chain of events that would end in destruction
to be Innoruuk’s instrument of ultimate vengeance against and tragedy. The summoning of Hate had caused an irrevers-
the elves who had rejected him. As she grew to adulthood, ible shift in planar alignments, distorting the planar barriers
Lanys gathered up artifacts of power and began to draw long ago put in place by the Rathe and thus allowing even
together a mighty army of dark elves, which she intended to mortals to enter the realm of the gods easily. Soon, mortal
unleash upon the unsuspecting peoples of Antonica. scholars and spellcasters had learned how to open gates to the
Seemingly by chance, Lord Tethys of Highkeep learned of other Planes of Power, and — as had happened on Luclin —
Lanys’s plans and called upon the good races of Antonica to outsiders began to flood into the immortal realms.
fight her. Aided by the barbarian warrior Carson McCabe;
Galeth Verdeth, leader of the Paladins of Tunare; the dwarf

The Shattered Lands 11


But this time, the gods would take a suitably harsh view of Queen Cristianos Thex was, of course, one of the founding
mortal interference, and the world of Norrath would suffer members of the Dead, and their leading proponent in keeping
terribly for it. the dark elves off of Norrath’s surface — for she was the very
same monarch kidnapped ages earlier by Innoruuk, and her
The War of Plagues necromantic power, her wicked transformation, and her natu-
Even as mortals began to enter the gods’ domains, violence ral elven longevity kept her healthy and vital even after so
and fear continued to stalk Norrath. The humans of Qeynos many centuries. King Naythox I had in fact been slain centu-
were beset by the a horde of plague-infected undead created by ries earlier by none other than the first Teir’Dal Overlord,
the evil (and undead) shadow knight Lord Grimrot. A mem- Xanit K’Ven (who was in turn captured and turned over to
ber of the hated Bloodsabers faction, Grimrot worshipped Innoruuk). Queen Cristianos married another of the royal
Bertoxxulus, Lord of Plagues, and sought to spread his fear- Thex who became King Naythox II, but she longed for the day
some master’s ill will throughout Antonica. when she could seize the throne for herself alone and declare
Soundly defeated on the Thundering Steppes, the human herself Empress, taking up her own family’s name in place of
forces fell back into the Qeynos Hills where, under the the Thex title she had gained only by marriage.
command of Lord Kane Bayle, master of the Qeynos Guard, The War of the Fay proved to be the chance for which
they made their final stand. Despite what most assumed were Cristianos had long waited. As the Teir’Dal armies were slaugh-
grave tactical errors made by Bayle (but which were, in fact, tered among the trees of Felwithe, she and her allies from the
intentional, for he was a traitor who served Grimrot), the Dead moved against Naythox II, slaughtering hundreds of Thex
humans nonetheless prevailed. Lord Grimrot, Lord Bayle, and loyalists in a single bloody night. Cristianos herself had the
the surviving Bloodsabers were eventually captured and ex- pleasure of slaying her hated consort Naythox as he slept. By
ecuted (or destroyed, as necessary), but the remaining undead dawn of the next day, Empress Cristianos had seized control in
Grimrot created would trouble the region for many years — Neriak, giving the Dead great temporal power as well, and the
even into the post-Shattering era. Thex Dynasty among the dark elves had come to an end.
Though unaware of this subterranean coup, surface dwellers
The War of Fay were preparing to move against the dark elves of Antonica.
Meanwhile, around the same time that Grimrot’s armies The conduit to the surface of Norrath was a subterranean city
were marching on Qeynos, the dark elves once more set off on called the First Gate, and the good races, especially the
the path of conquest. A massive Teir’Dal armada landed on halflings, developed a plan to end the dark elf threat for good.
Faydwer and in secrecy moved to take the Forests of Faydark Accordingly the Leatherfoot Raiders — the elite guard of the
and the elven lands that surrounded the forests; there, the Rivervale halflings — allied with the gnomes to assault and
dark elves reasoned, they could establish communities on the destroy the First Gate and forever cut the dark elves off from
surface, yet remain hidden from the sunlight they hated so the world of sunlight.
much. Scouts of Kelethin learned of the invasion, but too late Aided by a wondrous mechanimagical device created by the
to prevent the bulk of dark elf forces from swarming onto the gnomes for this purpose, the Raiders entered the tunnels
continent. The War of the Fay lasted for well over a year, and leading to the First Gate. Aware of the dark elves’ power, they
many battles both large and small were fought in that time. advanced stealthily, slipping past guards and planting the
The gnomes of Ak’anon and the dwarves of Kaladim took gnomes’ device where it would cause the most destruction,
arms alongside the wood elves and the high elves, and the and then they swiftly and quietly withdrew. The device
creatures of the Faydark — the brownies, pixies, and faerie exploded soon thereafter, utterly destroying the First Gate
dragons — also joined in, engaged in one last, brutal struggle and — as far as the halflings could tell — sealing the dark elves
to preserve their homeland. in the bowels of Norrath forever.
In the end the dark elves, supported by minotaurs, orcs, Stranded on the surface, the surviving Teir’Dal lost in the
trolls, ogres, and other evil races, seized Felwithe itself, hold- Faydark, scattered and few in number, were forced to re-adapt
ing it for two full weeks before being finally driven out by the to life amid the trees of Faydwer.
allies and fleeing deep into the Faydark. King Tearis Thex
himself perished early in the fighting, dying in battle upon the The Council of Gods
walls of Felwithe; the cost of the war had been terrible, and the At last, some 125 years after the re-opening of the Planes of
survivors began sorrowfully to rebuild their ravaged lands. Power, the gods became angered by the many mortals who had
The repercussions from the war would prove enormous, encroached upon their domains, many of whom seemed
especially for the Teir’Dal ruling dynasty. incapable of treating the gods with proper respect and defer-
ence. Gathering together in solemn council, they debated and
The Fall of Thex discussed in the manner of gods. Though time was meaning-
The Thex Dynasty had gambled everything on the War of less to them, the Great Council of the Divine lasted for a full
the Fay, and lost. Most of their army were now slain or century to the perception of mortals. To this day, no mortal is
scattered across the Faydark. For many generations, a caste of certain of exactly what transpired in this mighty meeting; all
necromancers called the Dead had opposed opening their that is known is that, at the end of that time, Norrath changed
world up to the surface, urging their rulers to turn their forever.
attentions to the caverns and dark places of Norrath. The Age of War had come.

12 Chapter One
The Age of War and cunning, combined with a renewed and perhaps even

Contents
greater thirst for conquest and blood.
Abruptly, the druid portals and wizard spires — long used
Under the leadership of the Avatar of War, the ogres began
for transportation throughout Norrath and beyond — ceased
to build a new city deep in the jungles of Feerrott; they called
to function. Communication, travel, and contact between
this place Rallos in honor of their imprisoned creator. There,
geographically removed races became difficult and thus rare.
the Avatar of War marshaled an army of giants, orcs, and other
The books that led to the Plane of Knowledge were systemati-
children of Zek, as well as a few of the surviving minions of
cally destroyed by the most powerful agents of the gods. The
fear. When the new Rallosian army emerged from the jungle,
gates accessing the Planes of Power were shut, and no mortal
it proved an unstoppable juggernaut, quickly conquering the
magic seemed capable of reopening them.
surrounding lands and slaughtering or enslaving all who stood
Norrath’s weather began to change as well. Storms raged in its path.
across the oceans, making sea travel difficult at best and
Even the disasters of this age were small compared to what
impossible at worst, further isolating the continents from each
approached, however.
other. Elsewhere, earthquakes shook the land, and volcanoes
rose up from formerly stable mountain ranges. The Horde of Inferno
During this early period of the age, the priests and clerics of As the new Rallosian Empire grew, another force of destruc-
the gods also made what was for them a horrifying discovery tion rose up in northern Antonica. Under another being
— the gods had cut off contact altogether, apparently having apparently of divine origin, the Avatar of Flame, thousands of
departed the mortal realm entirely. They no longer responded bloodthirsty humanoids rallied to the banner of the horde
to requests for aid, and the use of divine magic became both known as the Horde of Inferno and descended upon the
difficult and risky. Despair seized the folk of Norrath, and Northlands. Three orcish empires, the Deathfist, the Rujarkan
many prophets began to declare that the end of the world was and the Frozentusk of the Northlands, combined forces with
at hand. the goblins of the Serpent Spine Mountains to form the bulk
Explanations for the gods’ departure varied. Those who of this new horde. Soon, both barbarians and humans had
followed the powers of good claimed that this was merely a their hands full with this new threat, and the ogres of the south
time of testing, that through acts of faith and self-sacrifice the were able to pursue their dreams of empire relatively unhin-
gods could be persuaded to return. Followers of the evil gods dered.
were less optimistic and charitable — they believed the By 291, the Horde had grown strong enough to threaten
disasters and changes wrought on Norrath were the gods’ both Qeynos and Halas. A great army of orcs moved south to
punishment for mortal disrespect, and that the gods would threaten the human lands, while a second pressed on against
return only when (or if) their anger subsided, or when enough the Northmen, forcing the defenders back step by step.
blood had been shed in their names. Despite a dogged defense, the barbarians were outnumbered
The most extreme explanations came from the agnostics, and outmaneuvered; by the spring of 302, the Horde was at the
who had always professed that the gods were little more than gates of Halas itself.
wrathful, arrogant, and powerful children — perhaps much To the south, the Rallosian armies, pressing deep into
more powerful than the greatest mortal spellcasters, but cer- Qeynos territory, had a harder time of it, but it seemed
tainly not true divinities worthy of worship. The agnostics inevitable that eventually they would lay siege to that city as
believed that the gods’ own foolishness in opening the Planes well.
of Power had led to their downfall, and that these great
children had finally — thankfully! — departed the realms of The Avatars of Good
mortals (some went so far as to claim that the gods had actually
For a time it seemed that the doomsayers were right, that the
been slain), at long last leaving mortals to choose their own
end of Norrath was nigh and that soon the forces of darkness
fate.
would triumph. With the Horde of Inferno pressing from the
Regardless of the true explanation, the facts of the gods’ north and the reborn and seemingly invincible Rallosian
disappearance grew increasingly clear as Norrath sank into a Empire growing daily in power to the south, the good races of
time of violence and disaster. Antonica had little reason for optimism. Yet even in this dark
time, when all seemed lost, a spark of hope still burned — a
The Avatar of War spark suggesting that, though the gods might be gone, there
Though the gods had gone, beings of great power still was still good in the world, and that good might yet prevail.
remained on Norrath, and the coming of one of these — the Legend holds that one of the faithful of Quellious, a priest
terrible Avatar of War — heralded the return of one of the whose faith in the gods had never wavered, was invested with
most feared powers in history: the Rallosian Empire. some of the powers of the divine, and was transformed into a
With the departure of the gods, many curses and lingering powerful Avatar of Tranquility. He strode the land, gathering
divine effects vanished. Of these, the most significant was the the forces of light to him, bringing with him a new hope and
Curse of the Rathe, which had held the goblin, orc, ogre, and drawing together those forces scattered by the hordes of
giant races in an artificial state of stupor for many ages. Now, darkness and the various catastrophes that rent the land.
the Rallosian races had regained their ancient intelligence

The Shattered Lands 13


Soon, the Avatar of Tranquility was joined by another mazes of the lowest levels) and began to loot the vast treasures
powerful force, this one a mighty force of nature calling itself and magic items that lay within. The Tae Ew were enslaved
the Avatar of Storms. Rumors of this being’s true identity are and forced to serve in the Rallosian armies.
as varied as theories about the real reason for the gods’ Perhaps the hordes of Rallos simply believed that Cazic-
disappearance, but most believe that he too was a dedicated Thule’s remaining worshippers weren’t powerful enough to
servant of the gods that was granted divine power in exchange oppose the Avatar of War — Rallos Zek had always despised
for his faith and service to Karana. The appearance of these the weak, and now that his followers were ascendant, perhaps
avatars was seized upon by the faithful as proof positive that they held the old alliances meaningless. Whatever their
the gods had not truly abandoned Norrath after all. motives, the ogres and their allies had violated an ancient
Together, these two avatars helped rally the scattered forces agreement never to disturb the Temple of Fear, and they
of good on Antonica, effectively forming a buffer zone of would pay the ultimate price for their presumption.
resistance to the two mighty juggernauts. Though their efforts Unknown to the Rallosians, Cazic-Thule’s most powerful
were considerable and, without them, the lands of men would minion, the Avatar of Fear, thought slain by a group of
have been overrun almost without effort, their ultimate suc- adventurers, in fact had long slumbered beneath the swamps
cess and the survival of civilization on Norrath remained in of Feerrott, left there as a final guardian by the departing
doubt. When the Avatar of Tranquility eventually vanished Cazic-Thule. The sack of the temple jolted the sleeping
into the Desert of Ro, many felt that the cause of good was behemoth to full awareness, and the enormity of the ogres’
doomed, even though he had promised to return. betrayal spurred the being to action. It would be years before
the full import of the ogres’ transgression would be made
The Return of the Rallosians manifest to them, but in due course, the Rallosian Empire
Once all of the Feerrott Jungle had been subdued by the would be doomed.
ogres, they descended upon the froglok center of Gukta. By
the year 295, the orderly frogloks had been forced back into The Fire in the North
the labyrinth of Guk, where the ogres placed them under siege Meanwhile, in the Northlands, the Horde of Inferno seemed
while preparing for an invasion of the Plains of Karana. The similarly unstoppable. While they besieged the barbarian city
Rathe Mountains fell swiftly to Rallosian forces, and the ogres of Halas, they also struck south, capturing the Oasis of Marr
began to ferry great numbers of troops across Lake Rathetear, after a fierce struggle, surrounding the city of Highhold and
creating a gigantic force they unleashed into the plains in capturing Misty Thicket. Soon, the Avatar of Flame had led
early 302. its forces into the depths of Blackburrow, capturing the citadel
Though (or perhaps because) the Plains of Karana were from those few gnoll tribes that still remained free from
vast, they proved almost impossible to defend effectively, and Rallosian domination.
those humans who met the Rallosian army were swiftly Finally, Halas fell after a protracted siege. Orcs rampaged through
overwhelmed. Within a relatively short time, the plains were the city, burning and killing. The ancient barbarian holding was
almost entirely in the hands of the empire, and the gnolls of reduced to ruin, and the survivors fled into the wilderness, where they
Splitpaw were forced, reluctantly, to join with the Rallosians. sought to resist the horde as best they could.
The ogres and their allies seemed on the verge of total Soon, the Horde of Inferno came into contact with the
triumph, but then they committed an error that was to prove resurgent Rallosian Empire. Though intent on nothing less than
fatal. complete conquest, the orcs saw the ogres as convenient allies,
and were willing — for the moment at least — to allow the
The Avatar of Fear Avatar of War to have nominal command of their forces. When
The Rallosian Empire had experienced an uninterrupted ordered to march on Freeport, the Horde of Inferno complied.
string of victories, from Feerrott to Gukta and into the Plains
of Karana. As their scouts drew near the city of Qeynos, the The Gathering Storm
ogres also fixed greedy eyes on the Temple of Cazic-Thule, the Freeport’s streets were clogged with refugees from battles in
great citadel of the departed God of Fear, located deep in the the north and the south; its military forces lay in disarray. The
swamps of southern Feerrott. For years, the Rallosians had Knights of Truth and Priests of Marr had long since departed
preferred to leave the temple untouched — whether out of (like the Ashen Order, they had grown disillusioned with the
respect for the followers of Cazic-Thule or for some other corruption and violence of human society), and now only the
reason none can say. Now, facing the prospect of absolute Freeport Militia, along with Sir Lucan D’Lere and his cohort
triumph, the ogres set aside their reservations and landed of knights, defended the city.
troops on the island, seizing the temple and the inactive portal The stage was set for the final confrontation between the
within. forces of light and the forces of darkness. In the year 314, the
The temple was still held by Tae Ew lizard men loyal to two human cities of Freeport and Qeynos were among the last
Cazic-Thule, aided by a squad of the horrific Amygdalan bastions of freedom on the continent of Antonica. A few
knights. Nevertheless, the ogres’ attack took the defenders by pockets of resistance remained elsewhere, particularly among
surprise, and the fight for the temple was swift and bloody. the Jaggedpine Forest and the refuge of Surefell Glade beyond,
Within a few days, the ogres had almost completely secured as well as around the halfling city of Rivervale. Highkeep
the temple (though a few defenders continued to lurk in the remained under siege, but still resisted.

14 Chapter One
Contents
Outnumbered and outfought in virtually every battle over once the humans were destroyed, however, the separate
the past 10 years, the defenders were now led by the Avatar of Hordes would turn on each other and fight for ultimate
Storms, for the Avatar of Tranquility had not been seen since dominance, though most believed that this would end in the
vanishing into the Desert of Ro years before. The Avatar of complete destruction of both armies and the end of all life on
Storms remained in the field, however, battling personally Antonica.
against the champions of the Rallosians, wielding the great Then, at long last, the humans were energized and encour-
blade Maelstrom and heartening those troops who could still aged by the return of the Avatar of Tranquility, who emerged
fight for the side of light. from the Desert of Ro at the head of a great troop of warrior-
The forces arrayed against the humans and their allies, monks from the Ashen Order. Years previously, the order had
known to historians as the Armies of the Hordes, seemed departed Qeynos, but now — with civilization itself hanging
invincible. The Horde of Inferno was comprised of an unholy in the balance — they had agreed to return to aid their fellows
alliance of two mighty orcish forces — the Deathfists and the in this final struggle. With the Avatar of Storms leading the
Rujarkians — along with many thousands of slave troops, all defense of Qeynos, the Avatar of Tranquility and the Ashen
marching under the leadership of the Avatar of Flame. The Order moved to reinforce Lucan D’Lere and the embattled
reborn Rallosian Empire was led by the Avatar of War who, Freeport Militia.
armed with the legendary sword Soulfire, commanded a disci- The conflict to come would be known as the Battle of
plined force of ogres, orcs, goblins, giants, ettins, and other Defiance, though in reality it consisted of a series of smaller
minions of Rallos Zek, along with its own mass of slave troops engagements spread across the continent that took place over
— frogloks, gnolls, Tae Ew lizard men, and humans alike. The a span of seven full days. In this time, the fate of the cities of
goal of the Avatar of War was nothing less than the complete the humans and indeed of all Antonica was decided, and the
annihilation of all other civilizations on Antonica. future of Norrath itself hung in the balance.
By unspoken assent, the Avatar of War was looked to as the
overall leader of the Hordes. The Horde of Inferno was sent The Battle of Defiance
west to assault Qeynos, while Rallosian forces marched through Those who still worship the vanished gods point to the
the Commonlands, bent on the city of Freeport. All knew that Battle of Defiance as proof that the gods still exist and will one

The Shattered Lands 15


day return. Nothing else, they claim, can explain the series of prevailed had their past actions not at last come back to plague
fortuitous events that combined to save the humans and their them.
allies. Deep in the swamps of Feerrott, the Avatar of Fear had
The first of these events seemed to be the work of Brell or finally completed its plans for retribution, and for the second
his representatives; those who revere Brell claim that the Lord time in Norrath’s history, the terrible plague called the
of Underfoot’s rage at the enslavement of the gnolls caused a Greenmist began to creep across the land. Once, conjured by
series of earthquakes to erupt in the Commonlands and the Cazic-Thule himself, it had slain almost all of the shissar,
Qeynos Hills, slowing and even swallowing up huge portions destroying their empire and forcing the survivors to flee
of the orcish forces in both Hordes. Damage to the Armies of Norrath altogether. Now, its victims were the ogres, and soon
the Hordes was significant, but not fatal, for the orcs were but they were dying by the thousands, causing the leaders of the
a small portion of the combined forces. The Avatar of War Rallosian Empire to fall into utter panic. In the south, the
commanded the orcs and goblins around Highkeep and ogres were also struck down, and the races that they had
Rivervale to reinforce his armies in the Qeynos Hills, while enslaved rose up in rebellion. Only those ogres engaged in the
the orcs of Kithicor and Everfrost were ordered into the assault on Guk and the small ogre enclave in the Islands of
Commonlands. Mist survived, protected from the Greenmist’s approach.
Once more, however, geological disaster plagued the Hordes’ As the Greenmist obliterated the ogre forces and then
reinforcements. Thousands more orcs and goblins disappeared dissipated, the Knights of Truth struck, plunging into the
into great fissures and crevices or were buried by rocky debris. heart of the reeling Rallosian army. The Avatar of War was
Only a few hundred orcs and goblins survived to join the overwhelmed and slain, and his deadly weapon, the blade
battle, and these came too late to substantially affect the Soulfire, fell into the hands of Lucan D’Lere. Some claim that
outcome. D’Lere took the blade by treachery after commanding his
Nevertheless, the Armies of the Hordes remained mighty, forces to slay the Knights of Truth; the tyrant’s subsequent
and the battles that raged over the next week were fierce. actions certainly confirm that such a thing is possible, but no
Slowly, with dogged resistance, the combined forces of the one knows for certain. D’Lere claims that he personally slew
Freeport Militia and the Ashen Order were forced back, and the Avatar of War and took the sword as his rightful prize, but
once more it seemed that Freeport would fall to the Rallosians. since all of the Knights of Truth perished in the battle, there
In the Qeynos Hills, the battle raged just as fiercely. The were none to dispute his version of events.
Avatar of Storms arrived on the field, leading the Archers of In the battle’s aftermath, the Ashen Order once more
Surefall and the Knights of Thunder — still faithful to Karana turned its back on human civilization and returned to the
even after so many years — against the Horde of Inferno. The Desert of Ro. The human victory was not complete, for in the
fight was fierce, but, thanks in large part to the tremors that confusion following the battle many of the Deathfist Orcs had
slew so many of the Hordes, the battle was fought to a escaped, retaining a significant portion of their numbers. In
standstill. years to come, the Deathfists would return to plague the
Then another disaster struck the Horde Armies. The gnolls, humans, but for the moment most were content merely to
conquered and forced to serve as slave infantry, rose up and mourn their dead and to rebuild their population.
struck back at their oppressors, demonstrating keen magical Civilization had been saved, but the cost had been terrible
and military prowess that led many to suspect that they too — and exactly how terrible would become evident in the
had received divine inspiration. Deprived of their gnoll shock coming years.
troops, the orc generals reeled back in confusion, and on the
eighth day of the long struggle the Avatar of Storms led the The Word of the Tranquil
Knights of Thunder in a final assault. As the Qeynos Guard In the days following the Battle of Defiance, the humans
drove into the surviving orcs, the knights threw themselves at began to assess the damage and lay plans for rebuilding. Most
the Avatar of Flame; though many perished in that battle, the believed that the forces of evil were irrevocably shattered, and
knights persevered, and their leader struck the blow that most felt that a crusade against the ogres in the south was in
finally brought down the Avatar of Flame. order. They turned to the Avatar of Tranquility, the last of the
The surviving orcs fled in disarray, and the Avatar of Storms semi-divine beings left on Norrath, for guidance; however,
presented his weapon, the famous sword Maelstrom, to the much to their dismay, he too had departed.
honorable leader of the Knights of Thunder. As the humans Yet the Avatar had one last gift to bestow upon hisbeloved
counted their dead and piled the corpses of their foes, the people. Before his departure, he had visited certain mortals in
Avatar of Storms vanished, departing Norrath, leaving the dreams and there had uttered a cryptic but ominous message,
faithful of Karana and his chosen champion to carry on his which would come to be known as the Word of the Tranquil:
legacy. When the shadows are broken and fire rains from the sky, seek
The struggle for Freeport was even more bloody and cha- refuge within the cities of men.
otic. Many different tales of the battle are told, but most agree Those who still revered the gods saw this message as nothing
that both the Knights of Truth and the Priests of Marr less than a sacred prophecy, and as further proof that the gods
returned to aid the defenders, helping finally to turn the tide indeed cared for mortals and wished to save them. Others
against the Rallosians. Even in the face of such determined claimed that the so-called prophecy was a sham, concocted
defense the ogres remained resolute, and they might still have merely to promote the notion that the gods still existed, and

16 Chapter One
so to preserve the authority of the Like the other gods, however,

Contents
now-leaderless priests. All the Luclin had grown weary and angry
same, the Word of the Tranquil with the mortals for their intrusions
was oft-repeated, and many were into her domain. Along with the
prepared to follow its advice when other gods, she too departed the
at last its predictions came to pass. physical world, leaving the people of
For a time, it seemed that Luclin to fend for themselves. With
Antonica would return to normal. her departure and that of the other
The barbarians returned to take gods, the wizard spires that once car-
Halas and began to rebuild. The ried travelers between Luclin and
frogloks emerged from their hiding Norrath ceased to function.
place and returned to their abandoned cities, slaughtering the Norrathians on Luclin were trapped there, and vice versa.
few remaining minions of the Rallosian Empire wherever they In the years following the goddess’ departure, Luclin fell
encountered them. A handful of surviving ogres fled from Guk into tumult. The Vah Shir contended with the grimlings in a
and returned to Oggok, ever fearful of the return of the war of annihilation. The vampyres descended upon the city of
Greenmist. Katta, intent on conquest. The Inquisitors of Seru saw this as
their perfect opportunity to finally destroy the Combine
The Age of Cataclysms loyalists, so they prepared for war. The shissar plotted and
battled against the thought horrors and considered once more
Even as peace once more began to take hold across Antonica, setting out on the path of conquest. Bereft of leadership, the
fearful changes apparently wrought by the gods’ departure Akheva — once Luclin’s favored people — fell into civil war
grew worse. With the rise in global temperatures, the icy again. And in the midst of these disasters, a dedicated group
continent of Velious began to melt, shattering the civiliza- of spellcasters, especially those in the city of Shadow Haven,
tions of the frost giants and the worked desperately to reopen the
Coldain dwarves. Sea levels rose paths to Norrath.
across Norrath, and the weather But all was naught, for the greatest
grew wilder and even less predict- tragedy of the Age of Cataclysms was
able. Travel between continents, soon to transpire. In a single titanic
already difficult, lengthy, and haz- explosion, the Moon of Luclin was
ardous due to the closing of the destroyed utterly, slaying virtually
druid circles and wizard spires, now every living thing on it and sending
became impossible. massive fragments of its substance
Damaged by the rising waters and hurtling both away from and toward
rendered unstable by seismic dis- Norrath.
turbances, large portions of The cause of Luclin’s destruction
Subtunaria — the network of tun- remains a topic of heated debate. Some worshippers of the
nels and caverns beneath Antonica — collapsed, sending vast gods of good believed that it was a last act of Rallos Zek, that
portions of the continent tumbling into the sea, drowning the God of War was somehow directly connected with the
entire towns and cities and killing countless thousands. The disaster. Others claimed that with the protection of the gods
continent of Antonica was literally ripped apart over the gone, Luclin’s destruction was an inevitable result of mortal
period of a mere few years, broken into numerous smaller arrogance and presumption. Luclin, they say, was destroyed by
subcontinents and islands that would eventually be called the sin. Still others blame various factions on Luclin, who some-
Shattered Lands. This disaster was called the Rending, and how must have triggered the destruction by meddling with the
would herald the coming of the Age of Cataclysms. power of the wizard spires, with the Combine loyalists, the
But worse was to come. The Word of the Tranquil had yet Inquisitors of Seru, and the Nexus Guardians being favored
to be fulfilled. targets of censure (though possibly only because these were
the groups with whom most Norrathians were more or less
The Shattering familiar).
For uncounted ages, the Moon of Whether the Shattering was a
Luclin had hung like a shining gem- natural disaster, the result of mortal
stone in the night sky. Long ago, blunders, or a sign of the gods’ dis-
the seeds of Veeshan had fallen pleasure, its results were enormous.
there too, and developed into crea- Pieces of the broken moon show-
tures unlike any on Norrath. Later, ered Norrath, pummeling the land,
the goddess Luclin chose the lunar killing tens of thousands and laying
world as a refuge, where she lurked waste to entire continents. The
in shadow and watched the antics melting of Velious was accelerated,
of the other gods and their followers and massive pieces of that land sank
with amusement.

The Shattered Lands 17


beneath the waves. Halas — still rebuilding in the wake of the Those who kept watch on Lady Vox, the elite faction of
orcish conquest — was destroyed, this time forever. Some of dragonkind known as the Drakota, had also suffered in the
the falling meteors pierced the very crust of Norrath itself, Rending and the Shattering, and now they looked to the Ring
bringing forth enormous volcanic eruptions, further damag- of Scale for leadership. Determined to gain the power that
ing the world’s fragile ecosystems. their race had once held, the members of the Ring of Scale
This, then, was the “rain of fire” of which the Avatar of commanded the surviving Drakota to enter Permafrost, slay
Tranquility had spoken, and soon hundreds and then thou- Lady Vox, seize the Orbs of Omnipotence, and then hunt
sands of refugees began to make for the promised safety of down and destroy Vox’s beloved, Lord Nagafen.
Qeynos and Freeport. And as the Avatar had suggested, even The fight that followed was fearsome, and large portions of
though the cities were badly damaged by both meteors and the Permafrost were destroyed utterly, along with countless num-
rising sea level, both survived largely intact. However, as more bers of Vox’s mortal followers and many of the surviving
and more refugees clamored for entrance, civil order in both Drakota. Lady Vox herself perished at last.
centers began to implode. Yet the Drakota were not entirely successful, for, perhaps
Those few remaining worshippers of the gods claimed that due to some error of theirs, a servant of Lord Nagafen travelled
this most recent catastrophe was the final punishment for from Nagafen's prison in the Lavastorm Mountains and col-
mortals’ lack of faith. Followers of good faiths appealed to lected the Orbs of Omnipotence and escaped with them prior
their gods for salvation, while those who worshipped the evil to the death of Lady Vox. From his fortress in Solusek's Eye,
gods either reveled in the destruction, or set off on bloody Lord Nagafen now plots vengeance and one day hopes for
crusades to prove their worthiness so that they might be saved revenge against those who murdered his beloved.
to begin anew. But as the Age of Cataclysms progressed, many
began to lose hope, and once more all of Norrath seemed The Rebuilding
poised on the brink of destruction. At long last, over three decades after the Shattering began,
fire ceased to rain from the skies. The seas of Norrath began
The Death of Lady Vox to calm somewhat, and hope was rekindled that the world had
On Velious, the ancient dragons who kept order and con- once more avoided destruction. Rebuilding began in Freeport
tinued to follow the old ways were in turmoil. Their continent and Qeynos alike. Meanwhile, the orcs who had escaped
was disintegrating around them, and their ancient powers destruction at the Battle of Defiance and in the cataclysms
seemed utterly incapable of averting the disaster. In fact, the that surrounded that time have founded the new Deathfist
Rending and the Shattering both brought about destruction Empire. Races that had lain hidden in Subtunaria began once
of such magnitude that the Claws of Veeshan — the old guard more to emerge, and foremost among them was an unknown
of ruling dragons — were all but eradicated. Into the resulting species of small rat-folk who called themselves the ratonga.
power vacuum stepped the upstarts of the Ring of Scale, a As far as the folk of the Shattered Lands are concerned, the
rebellious faction that had always felt the old draconian laws rest of the Norrathian continents have been destroyed, and
were too confining and restrictive. With many of the old broken subcontinents are now all that remain of the old world.
leaders gone, the Ring of Scale seized control and began to The Qeynos Hills were recently renamed Antonica in honor
plan for a return to the days when the dragons ruled all of of the old continent. Slowly, civilization has begun to return.
Norrath. In response to a small but constant influx of survivors, the
The first part of the Ring’s plan was to seize the Orbs of two human city-states have signed the Pact of Tserrin, declar-
Omnipotence, items of great magic claimed by some to be the ing that all refugees be transported to the Isles of Refuge before
eggs of Lady Vox held in stasis at her fastness in the Everfrost being admitted to either city. With the founding of numerous
Peaks. Damaged by the Rending, Vox’s lair, called Permafrost, small isles and the increasing number of refugees, the rulers of
had nevertheless endured, and even now the ancient dragon Qeynos and Freeport have at last declared the Age of Cata-
priestess schemed to escape from the magical imprisonment clysm to be at an end.
that had kept her there for centuries. …the Age of Destiny has at last begun.

18 Chapter One
Contents

The New Lands 19


20 Chapter Two
T The twin disasters of the Rending and the Shattering thrived there. Monuments inscribed with both the Thexian

Contents
irrevocably broke the old continent of Antonica into frag- and Old Teir’Dal languages can be found throughout the
ments, each named for the old land that it had once been. Nektulos region, as can ancient dark elf roadways, settle-
Today, two larger continents — Karan and D’Lere — domi- ments, and even (legend holds) a network of secret tunnels
nate the region while numerous small islands and used by the Ebon Mask, an ancient dark elf thieves’ guild.
sub-continents (Feerrott, the Orcish Wastes, the Enchanted Scattered handfuls of living dark elves eke out a minimal
Lands, Lavastorm, and Everfrost) make up the rest of the area subsistence in the area, hoping one day to find a way back to
now called the Shattered Lands. their lost homeland.
These new lands are wild and dangerous, for only two The Nektulos was once part of the Teir’Dal Empire. Dark
citadels of the old world — the human cities of Freeport and elves defended the place fiercely and few if any outsiders ever
Qeynos — survived the disasters, protected as prophesized in escaped the region, which was defended by an elite corps of
the Word of the Tranquil. Today, these two cities are the dark elf warriors known as the Dragoons of Gul’Thex. When
capitols of twin empires, and are the chief destination for a the dark elf king, Naythox Thex, was assassinated by his wife
constant stream of refugees. Fairly recent treaties between Cristianos, most of the dragoons were engaged in a struggle
Qeynos and Freeport have established the Isles of Refuge, against an alliance of rangers, druids, and halflings from the
where refugees are taken and housed temporarily before being Kithicor Woods. When the Gates of Neriak were sealed, the
accepted as citizens of one or the other nation. Gul’Thex Dragoons were trapped and, after a long and bloody
The Far Seas Trading Company is responsible for transport- battle, defeated by their foes. Now a great number of the
ing these refugees, and also for the small but steadily growing dragoons live on as undead, seeking vengeance against their
web of trade and travel that has begun to reunite the remnants former allies and against all living things in general. The ruins
of the broken continent. of Gul’Thex lie deep in the forest, haunted by the undead
remains of the dragoons.
D’Lere The forest is quite hazardous, given its alien climate and the
The larger of the two major land masses in the Shattered powerful dark magical forces that still lurk therein. Even the
Lands, D’Lere has two diverse regions, each with its own mundane creatures of the Nektulos such as bears, beavers,
climate, flora, and fauna: the Nektulos Forest to the north and bats, insects, and spiders have adapted to their dark, ash-filled
the Commonlands to the south. surroundings. Elsewhere, more powerful creatures such as the
deathbloom treants, once normal treefolk that were twisted
Nektulos Forest and changed by the disasters of the Age of Cataclysms, and the
In the north of D’Lere lies the Nektulos Forest, a rich owlbears of the area — highly adaptable creatures that some
woodland shielded much of the time from the sun by intense claim are survivors of the destroyed Moon of Luclin — make
ashfall originating from the volcanic islands of Lavastorm. Its travel a deadly proposition. Undead (often the shambling
vegetation has adapted to this strange climate, and the forest remains of the Gul’Thex Dragoons) are quite common in the
is full of ruins from a vanished dark elf civilization that once Nektulos as well. Giants, fey tribes, and dangerous shadowed
men are also said to inhabit the region.
It is said that once per month a ter-
rible event transpires in the Nektulos
— an event that only the bravest and
most foolhardy have ever witnessed.
On this night, the moon turns a deep
and bloody red, and the region pulses
with unnatural necromantic energies.
This so-called Moon of Blood is often
accompanied by a huge increase in the
number and ferocity of undead, and
appears to be the work of a mysterious
cabal of necromancers who use the in-
creased magical energy to summon more
and more of the shambling monstrosi-
ties. It usually falls to adventurers and
soldiers of Freeport to hunt down and
destroy the creatures. So far, no one has
been able to determine the truth of
these rumored necromancers or why
they might engage in such activities.
Cauldron Hollow: Cauldron Hol-
low is a small dark elf settlement located
inland from Port Naythox. Rumors claim

The New Lands 21


that a cabal of strange and evil beings has taken over the Trading Company has established offices here, and the settle-
settlement, but so far no one who has ventured there has ment is probably the only real outpost of civilization in the
returned with any reports. Nektulos. All the same, things are not always secure, for the
Nektropos Castle: This ancient fortress can be reached port is periodically plagued by a band of pirates called the
only via a narrow, dangerous pass known as Gargoyle Gorge Neriuss Marauders. Those who aid the Thexians against these
(so named because the towering rock formations there re- hated foes can earn the dark elves’ gratitude and — for what
semble gargoyles). In the early days of post-Shattering Freeport, it’s worth — their friendship.
a powerful nobleman named Lord Everling built a small
village here, along with a castle, where he delved into arcane Razorrock Ridge
secrets and began to amass a collection of oddities and rare The continent is divided by the impassible barrier called
artifacts. No one knows for certain what went wrong, but it is Razorrock Ridge that surrounds the vast majority of the
known that the entire Everling family and all of its servants Commonlands. Tall, windy, jagged, and in most places sharp as
vanished, and that the village itself was overtaken by strange razors, the spires of Razorrock Ridge are a deadly hazard to even
invisible creatures. the most experienced mountaineers, and most travelers simply
Travelers and merchants claim to have seen the ghosts of sail around them. Those who don’t fall to their deaths are
the Everling family pleading for aid, but those who venture snatched away by the giant rocs that hunt the region for prey.
into the village and the castle beyond never return. Nektropos
Castle remains a place of mystery and horror to this day, and The Commonlands
none has yet discovered what truly happened there. South of Razorrock Ridge lie the Commonlands, whose
Port Naythox: Most of the remaining dark elf loyalists in name has not changed since before the Shattering. A region
the region live in this small coastal town. Named for the slain of battle-scarred savannah, the Commonlands have been the
sovereign of the Thex empire, Port Naythox has a large dock scene of countless battles between humans and orcs, for it was
capable of mooring the largest sea vessels. The Far Seas once a stronghold of the powerful Deathfist clan. The terrain

22 Chapter Two
varies from flat plains covered in tall, waving grass, to dusty

Contents
hills and kopjes, clumps of trees and sere scrubland. Ruins
from previous eras dot the region, along with small hardy
human settlements, where inhabitants raise cattle or engage
in subsistence farming.
Rivers provide water and transportation to the inhabitants
of the Commonlands, maintaining a steady flow of trade from
outlying settlements to the mighty city of Freeport, where
human civilization still flourishes. Rocky outcroppings known
as kopjes are found throughout the Commonlands. Remark-
able for their own range of vegetation and wildlife, the kopjes
are often islands of shelter from the harsh climate of the
savannah, providing shade and forage for weary travelers and
animals.
The creatures of the Commonlands are generally mundane,
of the sort normally associated with grasslands and savannah.
Lions and leopards stalk water buffalo and giraffes, while herds
of elephant pass through, generally unchallenged by preda-
tors. Giant insects of many varieties are common, but they are
generally inoffensive and fight only in self-defense.
Several lawless tribes inhabit the region as well, including
the Spiketooth goblins, the Packrats — a band of ratonga
bandits — and the human outlaws known as the Dervish
Cutthroats. Also threatening the human colonists of Freeport
is a new clan of orcs called the Bloodskull. These orcs are
thought to be outcasts from the Deathfist orcs, though why an
orc like the powerful general who leads the Bloodskull would
be banished is unknown.
As refugees and new citizens crowd into Freeport, more
colonists venture into the Commonlands, hoping to find new
lives for themselves. With the growth of its population, Freeport
has likewise grown more powerful, and the city’s influence has
spread across the entire southern half of the continent.
The Siege Land: This arid, semi-desert region was the scene
of many battles, and was the staging ground from which the
Rallosians and their orcish allies actually laid siege to the city
of Freeport in the days of the Battle of Defi-
ance. The ground is level with mounds here
and there marking those places where the
Freeport defenders flung mighty stones at
their attackers. The grasslands are dotted
with small stands of trees and scrubs. To the
east, the Siege Land stops at the sea, offering
a breathtaking view of the vast ocean hori-
zon.
Crossroad: The largest settlement in the
Proving Grounds is well guarded by the
Freeport Militia. As its name implies, Cross-
road stands at the junction of the major roads
of the region; a single massive keep has been
built over the actual crossroads itself, where
the town guards and the village constable are
normally based. The village provides inns,
food, clothing, and other supplies to cara-
vans, travelers, and adventurers, and often
serves as a base for those groups venturing
into the Commonlands to collect D’Lere’s
bounty on Deathfist and Bloodskull orcs.

The New Lands 23


Sea of Blades: The fertile savannah called the Sea of Blades and their skeletal remains are sometimes encountered in the
is located along the great river known as the Spill, which vicinity.
originates in the great body of water called Pride Lake. The Bay of Dust: The city of Freeport is located on the
Freeport has invested a great deal in the region, building roads, shores of this oddly-named bay. Surrounded by elevated
watchtowers, citadels, and settlements throughout the area. It plateaus to the north and south, the bay is quite secure and its
is geographically defined by a line of heights called the Dawn anchorage very deep, allowing large amounts of ship traffic in
Hills, along its border with the Siege Land, and in the north and out. From the dry lands above, the wind carries great
by a rugged line of kopjes. The Sea of Blades is relatively easy clouds of dust down to the water, whence the bay gets its
to defend, but raids by the Bloodskulls and Deathfist orcs have name.
been growing in number, forcing Lord D’Lere to divert more
troops to the region, and even going so far as to offer outside The City of Freeport
adventurers bounties for orc heads. At the eastern edge of the continent, situated along the Bay
The Outlands: South of the Sea of Blades lies a region of of Dust, rises one of the most ancient and powerful cities in the
arid chaparral and wild grasslands collectively called the Shattered Lands — the human city of Freeport. Known as the
Outlands. Freeport has tried very hard to colonize the Out- Great Trade City, Freeport serves as the hub of commerce that
lands; several villages of tough frontier settlers have been each day expands the frontier of civilization and brings the
established here, though these are forced into self-reliance by varied Shattered Lands together. Also called the Sleepless
raids from the Deathfist orcs and the harshness of the Outland City, Freeport is busy at all hours of the day and night, with
climate. Isolated by the Spill, Pride Lake, and the rugged ships coming and going, cargo being loaded and unloaded, and
kopjes to the north, the Outlands remains mostly wild and the folk of dozens of lands, both familiar and unfamiliar,
unexplored. Many legends of lost treasures, fierce monsters, arriving on its waterfront.
and hidden secrets continue to circulate, drawing explorers Despite its favorable reputation as a mercantile city, Freeport also
and adventurers. This is fine with Lord D’Lere, who wishes to has a reputation for savagery and unpleasantness, for it is ruled by a
see the region pacified and fully integrated into Freeport’s mysterious, tyrannical Overlord and patrolled by a violent and
growing empire. sadistic militia made up mostly of thugs and ex-convicts. Smuggling,
The Wailing Hills: This small group of hills in the northern thievery, banditry, and all sorts of crime thrive in Freeport, where
part of the Sea of Blades is remarkable not only for the eerie bribery and corruption are part of daily life.
wailing that emanates from its densely-wooded slopes, but Freeport’s early history gives little hint of the infamy that
also for the ancient tunnel complex known as the Wailing currently adorns it, for it was founded centuries ago by the
Caves, where young
adventurers from
Freeport often come
to test themselves
and — hopefully —
set off on the path
of fame and fortune.
The Wailing
Caves themselves
are said to be
haunted by the spir-
its of the orcs who
once dwelled here,
the Raiders of
Shin’Ree. When
the Freeport Mili-
tia discovered the
caves, they attacked
and captured most
of the orcs there.
The orcs met a cruel
fate — thrown in-
jured but alive into
a vast pit, they
slowly perished in
the darkness. Now
their tormented
souls are said to
haunt the caves,

24 Chapter Two
Contents
knights and priests of the Order of Marr and the wily merchants
from the Coalition of Tradesfolk. Starting life as a small port
village (though reputedly on the foundations of an ancient city),
Freeport soon grew into the mighty walled city that it is today,
thriving from trade across Norrath’s oceans. As contemporary
legend holds, when the Knights of Truth and Priests of Marr
grew weary of the increasing corruption and violence of the city,
they departed, and a paladin lord named Sir Lucan D’Lere (for
whom the present continent is named) remained behind, out of
loyalty to the state, to become governor of Freeport.
Though Freeport continues, along with the less ill-favored
city of Qeynos, to be one of the two major metropolises and
centers of reborn Norrathian civilization, its reputation con-
tinues to be grim. The current ruler bears the same name as his
predecessor, Lord Lucan D’Lere, although some wonder if in
fact Freeport is not ruled by the original Sir Lucan, who has
somehow made himself an unnaturally long-lived despot.

The New Lands 25


Karan Though scenic, however, Antonica is far from tranquil, for
the undead remains of ancient battles still occasionally emerge
The second great continent of the Shattered Lands, Karan from the earth to plague the living, and the Darkpaw gnolls
lies across the Tranquil Sea from the continent of D’Lere, and still prey upon travelers as they did in the distant past. Giant
is home to the city of Qeynos, a place where justice and truth insects such as the klickniks are also found here, though for
still reign. The continent itself is divided between the green the most part they are harmless. The dangerous klicknik
and pleasant rolling hills of New Antonica (or simply queen is an exception to this rule, and when she is defending
Antonica), named in honor of the old continent, and the her territory, she can cause untold destruction, forcing the
grassy highlands of the Thundering Steppes. Qeynos Guard to respond.
New Antonica Ordinary creatures such as bear, wolf, hawk, fox, deer, and
elk are common and have generally learned to stay out of the
The region surrounding the city of Qeynos was once called way of the local humans. Less savory creatures such as
the Qeynos Hills, and was the scene of ferocious bloodshed werewolves, human bandits, and occasional goblin raiders
during the Battle of Defiance. There, the Horde of Inferno was have been known in Antonica as well, but these are rare.
stopped in its tracks and much of it was slaughtered by Qeynos’ Legend holds that in ancient times a powerful ranger named
defenders (though, some claim, with help from divine allies Holly Windstalker defended the creatures of the Qeynos Hills
who opened great fissures in the earth to swallow up orcs by against those who would hunt them indiscriminately, and
the thousands). Since the Rending and the Shattering, the some claim that Holly herself lives on, protecting the beasts
region has been renamed New Antonica, for it is one of few of Antonica even beyond the veil of death.
portions of the Shattered Lands that is still much the same way
Nonetheless, given its bloody history, it is somewhat sur-
it was before the Age of Cataclysms. Here the grass is green,
prising that Antonica is such a pleasant place. In the far past,
the flowers bright, and eager streams rush down to the sea. It
the brutal War of the Plagues pitted the forces of Qeynos
is a reminder of the way the world once was and — in the view
against an army of disease-ridden undead led by a powerful
of many — the way it could be again.

26 Chapter Two
shadow knight of the Bloodsaber fac-

Contents
tion named Lord Grimrot. Eventually,
Grimrot’s armies were defeated and
most of his “warriors” were destroyed,
but from time to time a forgotten mem-
ber of Lord Grimrot’s forces comes
shambling out of the night, necessitat-
ing action by the local authorities.
More recently, the once-defeated
Sabertooth Clan of gnolls has returned.
The leader of this clan remains un-
known, but rumors persist it is a gnoll
known as Fippy Darkpaw. Whether
this is the same Fippy Darkpaw who
troubled Qeynos in the distant past, or
an upstart who has taken the name
and identity of an ancient gnoll hero is
not certain, but to the authorities in
Qeynos, his threat is very real, and
investigation of the newly opened
warrens of Blackburrow has begun.
Tower of the Oracles: In the north
of Antonica, near the high sea cliffs,
rises one of the tallest structures on the
continent. Thrice the height of the
Qeynos guard towers found throughout the region, the Tower ringing the bell will summon the ghost of the bard Vhalen,
of the Oracles is home to ancient arcane magic. Inside, two who will demand a service as penance for being disturbed.
mysterious oracles — human-seeming, but none can say for Others claim that the bell still retains magical powers and that
sure — tend a chamber in which is contained the Karma Pool, its very sound is inimical to undead.
a magic cauldron of shimmering metallic liquid. Here, the Bramble Woods: This secluded woodland in southern
oracles offer prophecies and karmic good fortune in exchange Antonica has resisted most attempts to map or survey it, due
for powerful magic or gold. No one really knows what the to its extremely tangled and treacherous vegetation. So far,
oracles want or why they engage in this strange practice, and most expeditions from Qeynos have avoided the place, which
for their part the oracles are not talking. is a matter of some happiness for the Darkpaw gnolls who have
Tomb of Varsoon: Just off the northwest Antonican coast turned it into a stronghold, moving about through hidden
lies a small island whereupon, legend holds, an evil lich was tunnels. They intend to use it as a staging area for raids against
once interred. This powerful individual, named Varsoon, was caravans, travelers, nearby human settlements, and — even-
placed in a magically warded mausoleum, where his soul was tually — Qeynos itself.
to dwell for eternity, unable to trouble the outside world. Firemist Gully: This gorge was the scene of ferocious
Unfortunately, recent investigations have revealed that not battles between the forces of Qeynos and those of Lord
only is the ward gone, but the tomb is empty as well. Undead Grimrot’s undead armies. Once a small thicket, the gully was
have been sighted on the island, but no full-scale investiga- scorched by a great spell cast by the human defenders of
tion has yet taken place. Qeynos, and today the place is a tangled, horrifying mass of
Darkpaw Glen: A stronghold of the Darkpaw faction of the burned tree trunks, ruined weapons, damaged armor, bones,
resurgent Sabertooth Clan, the glen is largely avoided due to and tough, thorny brambles. In the center of the field, a great
the strength of the gnolls in the region. Several Qeynos tower seemingly made of thousands of bones has appeared, but
expeditions into the glen have ended inconclusively, with no no one knows who created it. The necromantic magic in the
new information about the gnolls revealed. Old manuscripts region is almost tangible, and most observers believe, no
hint that there is an entrance to an underground network of doubt wisely, that the appearance of the Tower of Bone is a
gnoll tunnels here, and some worry that the Darkpaw faction portent of great ill. Much of the time the gully is filled with a
may use the tunnels to attack Qeynos. thick, knee-high mist, making footing treacherous.
Bells of Vhalen: In the center of New Antonica along the Dragon’s Maw Hills: This ridge of rugged mountains runs
lower slopes of the Dragon’s Maw Hills lie the ruins of an old along the center of the Antonican region, studded here and
bell tower, originally built by a legendary bard named Vhalen. there with tall, craggy peaks. The highest peak in the region
Intended as a warning device, it contained two great bells, but — the Dragon’s Tooth — can be seen from miles away and is
was destroyed in the War of Plagues. One bell remains a well-known landmark for the region. The hills are wild and
hanging, and is said to still be functional, though a number of full of dangerous creatures, and there have been reports of
dire legends and rumors surround it, one of which claims that goblin and gnoll activity there.

The New Lands 27


The Thundering Steppes
Seemingly endless grassy highlands, the
Thundering Steppes are the remnants of
the ancient Plains of Karana, which was in
its day a virtual sea of grass in old Antonica.
Today, much of the plains’ old territory is
covered with water, and what remains is
surrounded by rugged and treacherous cliffs,
where the wrecks of countless unlucky ships
lie rotting.
The old region was holy to Karana, God
of Storms, and today the steppes remain
unsettled and chaotic, plagued by fierce
winds, sudden cloudbursts, and frightening
thunderstorms. The steppes were particu-
larly hard-hit by meteor showers, leaving
great craters, some of which have filled with
water and become lakes. Even so long after
the Shattering, the region is still sometimes
struck by meteors, the last remnants of the
destroyed Moon of Luclin.
Wildlife here is tough and hardy, includ-
ing predatory sabertooth cats, rhino, and
elephant, and tribes of primitive plains centaurs, as well as
gnoll raiding parties and, occasionally, giants from the north.
There is said to be a network of underground tunnels dug by
the indigenous creatures known as rumblers, but so far this
phenomenon has not been extensively explored or mapped.
Qeynos maintains a presence here, mostly in the form of
coastal communities, guard towers, and small citadels. Qeynos’
hold on the steppes is tenuous and constantly challenged by
the gnolls, giants, and centaurs, but it is steadily growing in
strength.
The Dead River: This long riverbed stretches from the
northwest all the way to the very southern end of the region.
Old and meandering, it branches many times, forming small
butte-like islands along the southern edge of the steppes. Most
of the time the river is a dry gorge, though during rainy season
it sometimes fills briefly with muddy water. In most places the
riverbank is steep and treacherous, requiring climbing gear or
magic to successfully negotiate, while in other places the bank
is shallower, allowing easier access to the riverbed.
Fallow Farmlands: Stretching south to the banks of the
Dead River, these farmlands were abandoned by their owners
long ago when massive pieces of the destroyed moon began to
rain down, causing widespread devastation. Farmhouses stand
in disrepair, many roofs have collapsed from the ravages of
time and harsh weather, and the entire region has been taken
over by fell creatures, including werewolves, gnoll raiders, and
animated scarecrows.
Thundermist: This small village is home to a small group
of hardy human and barbarian settlers who are attempting to
carve out a life near the dangerous west coast of the Thunder-
ing Steppes. Its inhabitants are tough and resourceful, and the
village is fortified against attacks by the centaur bandits of the
plains and by gnoll raiders from the north.
Bridge Keep: Qeynos’ influence is strongest here, in a fortress
that is both a bridge and a powerful keep garrisoned by the

28 Chapter Two
Qeynos militia. A pair of stone towers flanks the Dead River, The Highlands: The central highlands of the Thundering

Contents
while heavy gates can be closed against enemy attack. This keep Steppes consist of rolling, grassy hills, spotted here and there
is home to the Qeynos Guard Outland Brigade, worshippers of with patches of bare black rock and fragments of fallen
the old storm god Karana who have pledged themselves to meteors. The creatures known as rumblers burrow beneath
defending the Qeynos settlers of the region. There is also a small the surface of this area, making travel hazardous.
contingent of centaurs who have converted to the worship of Grave Pool: A deep depression at a fork in the Dead River,
Karana and fight alongside the knights. this basin is filled with stagnant, poisonous water. The stench
Ruins of Varsoon: Once known as the Keep of Immortality, of the place can be detected even a substantial distance away,
these ruins were home to the illustrious mage Varsoon. Legend and the disease-ridden, algae-choked waters hide animated
holds that the mage turned to evil and became one of the skeletons and zombies — the undead remains of those who
undead, forcing the Qeynos militia to attack and capture him. have drowned in the Dead River over the years, apparently
Supposedly interred at Varsoon’s tomb, in New Antonica, the animated by whatever life-suppressing force plagues the area.
lich’s true whereabouts are unknown at present, and his ruined Crater Mine: A tribe of hill giants has built a settlement
home today sits atop a forested hill in the central highlands of the near this impact crater, and have put together an extensive
steppes. The ruins are said to contain vast magical treasures as mining operation. They appear to be mining a large chunk of
well as deadly guardians, but access to the lower levels where the the Moon of Luclin, though no one has been able to figure out
riches are rumored to be hidden remains undiscovered. why. The giants guard their operation fiercely, however, and
The Mirror: One of many craters formed by falling meteors attack any outsider who approaches.
and filled with water by the constant rains of the region, the
Mirror is a prominent landmark, since its waters are pure and The City of Qeynos
motionless when the weather is calm, offering a perfect As Freeport is a den of evil and disorder, so is Qeynos a
reflection of the clouded skies above. shining beacon of good and compassion in the heart of a
broken continent. Like Freeport, it was sorely tested in the

The New Lands 29


Age of Cataclysms and almost fell to a combi-
nation of natural disasters and an overwhelming
flood of refugees; however, the city was rebuilt
by a partnership of Qeynosians and the
Tunarian Alliance (a group dedicated to na-
ture comprised of druids, rangers and
woodsmen). This unification created a city
that is today a blend of many different architec-
tural styles, combined with the lush flora of the
surrounding region — the Qeynos of today is at
one with the forest around it.
Qeynosisdividedintonumerousresidentialneigh-
borhoods or districts. In general, the districts are
divided along racial lines, with all the structures and
amenities in a given area geared toward one or
another of the ethnic groups that inhabit the city.
Humans occupy diverse districts such as Nettleville
Hovel and Starcrest Commune, the former of which
they share with the kerra and the latter of which
they share with the Erudites. Graystone Yard is
home to most of the city’s barbarians and dwarves,
while Castleview Hamlet houses the high elves and
frogloks, who get along surprisingly well despite
their wildly different physiologies. The wood elves dwell in a
communal neighborhood called Willow Wood, a formerly half
elven village now shared with the wood elves, and the gnomes and
halflings have recreated a reflection of their old lands in the district
known as Baubleshire.
Beneath the streets of Qeynos stretch the Catacombs, a
labyrinthine network of tunnels, sewers, aqueducts, and even
tombs, often used by the city’s shadier elements for surreptitious
travel and assignations. An entire underground society (in every
sense of the word) has grown up in the Catacombs, where it is
said that any goods or services are available for a price.
Beyond the city lie the yards of Qeynos, isolated and rugged
wilds that are considered far too dangerous to be settled at this
time. These regions include the dismal peat bogs, a network of
caverns said to harbor many dangerous albino creatures,
various pre-Cataclysm ruins, and an intact forest called the
Oakmyst Woods, where some of the city’s wilder wood elves
have chosen to make their home.

30 Chapter Two
Feerrott

Contents
Across the treacherous stretch of
ocean called the Blackwater lies the
jungle continent of Feerrott. Once the
stronghold of the second Rallosian
Empire, the region was isolated in the
Rending and today has been largely
reclaimed by the Alliz Tae Ew and Alliz
Evol Ew tribes of lizard men in the
name of their lost patron, Cazic-Thule.
In the north of the island rise the
jungle-covered slopes of Mount Thule.
Numerous small streams tumble from
the heights, forming tall waterfalls
that cascade into the jungle below,
creating clouds of mist that cover much
of the northern portion of the Feerrott.
The central portion of the subconti-
nent is dominated by a thickly forested
river valley, dotted here and there
with bare rocky outcroppings and
abandoned ogre citadels, now cov-
ered with vegetation. Lizard man
temples and settlements are also hid-
den amid the heavy jungle growth. To the west rise a strip of violent and depraved than the Evol Ew, and engage in rites of
bare hills devoid of vegetation and apparently entirely lifeless. cannibalism and bloody sacrifice to their fearsome god.
Though only a portion of it remains from earlier times, this The Tomb of the Last King: The king interred here was the
region is still known as the Dead Hills. last ruler of the Rallosian Empire prior to the War of Ages. When
The jungle itself, though, teems with life, and in it brutal the Greenmist came and the lizard men rose up to throw off the
violence is an everyday occurrence. Giant frogs and spiders empire’s chains, this king perished in battle and was laid to rest
lurk in the undergrowth, gorillas and other semi-intelligent by his followers. Those who interred the emperor themselves
primates guard their territories jealously, giant snakes and succumbed to the Greenmist soon after, so no one alive today
crocodiles hide in rivers, leopards and other predators keep knows precisely where the tomb is located or the name of the
watch from trees, and horrific aberrations such as manticores king buried there. It is known to contain vast treasures and
and tentacle terrors have been seen in surprising numbers. As potent magic items and is in all likelihood protected by numer-
in most other places in the Shattered Lands, undead are ous magical wards and guardian beasts or constructs.
common as well — in this case, for the most part, the animated Monkey Hills: These low hills rise above the jungle low-
remains of slain orc and ogre warriors of the Rallosian Empire. lands of western Feerrott. As their name implies, the hills are
The Deathfist orcs have also made tentative probing raids full of monkeys of all sorts, and also harbor a number of Alliz
into the region. The real masters of the jungle are the Tae Ew Evol Ew settlements.
and Evol Ew lizard men, however. Once enslaved by the ogres, Sabertooth Hills: Beings feared to be ogres of the Rallosian
the lizard men rose up to throw off the yoke of the Rallosian Empire have begun to move into this region, hoping to liberate it
Empire as the Greenmist descended upon their oppressors. from the lizard men. The hills are thick with heavy foliage and harbor
The Evol Ew dwell in the western portion of the Feerrott, especially ferocious predatory sabertooth cats. These cats maintain
lurking in darkness and striking from hiding when outsiders nests of bones within small groves in the hills, and the corpses of
violate their territory. They are skilled in the use of blowguns unfortunate adventurers can sometimes be found there with various
and spears and often use venom-tipped weapons. The Evol Ew treasures and possessions. The invaders have built several towers in
pay homage to the Reptile Queen Alliz Onu, but they are the area, but so far their presence has been relatively minimal.
aware of her relation to Cazic-Thule and pay respects to the
Defiled Shrine Isle: This small island contains an ancient
Lord of Fear as well. They maintain an uneasy peace with the
temple built by the lizard men before the arrival of the ogres
Tae Ew, supplying the Temple of Cazic-Thule with sacrifices
— before even the construction of the great Temple of Cazic-
in the form of captured adventurers and weaker Alliz Evol.
Thule. Under the supervision of the Amygdalans, the lizard
The Alliz Tae Ew are the minions of the Amygdalans, men carved an elegant and sophisticated temple, a grand
extraplanar guardians of the Temple of Cazic-Thule. The Tae tribute to the Lord of Fear. Three great stone totems were
Ew have been subjected to horrific rituals in which their eyes are raised, representing the deities Kyr’Tok the Mangled, Alliz
removed and their eyelids sewn shut. Despite this, the Tae Ew Onu the Reptile Queen, and Cazic-Thule himself. The ogres
can see perfectly well, even in darkness. They are even more sacked the site at the same time as the defilement of the

The New Lands 31


doned; today it exists only as a vine-covered ruin. Most of the
proud ancient structures have fallen, and roads are only barely
visible through the thick undergrowth. Walls have collapsed,
creating further confusion to the point that the entire city is
now little more than an immense maze, the haunt of a few
natural predators and occasional undead that are the solitary,
shambling remains of the city’s old ogre inhabitants.
Valley of No Return: The Anaconda River flows through
this isolated, jungle-choked valley. Its sides are sheer and
nearly unscalable, and the jungle teems with dangerous beasts
as well as parties of Alliz Tae Ew and even horrifying
Amygdalans. The river itself is likewise treacherous — deep
and alive with predators, its banks steep and slippery. On a
river island deep in the heart of the jungle lies the terrible
Temple of Cazic-Thule itself.
Trembling Lagoon: This hidden cove is of interest because
it’s the resting place of the titanic, intelligent and magical
gateway called The Fear Gate. This enormous structure does
not operate, but the Thulians who fiercely guard it believe it
Temple of Cazic-Thule, but since the Rallosian Empire’s fall, will again some day become active. So steadfast are they in this
the Alliz Tae have returned and begun to rebuild. belief that they have spent great resources to summon to the
Mount Murdunk: This great mountain was named for the Trembling Lagoon an ancient beast from the Ocean of Tears
great ogre hero Murdunk. A gigantic waterfall cascades from to act as The Fear Gate’s supreme guardian.
the heights, ending in a small pond, on the shores of which Temple of Cazic-Thule: Brought to Norrath from the
stands a great statue of Murdunk himself. It is said that Plane of Fear itself, the Temple of Cazic-Thule was rebuilt,
Murdunk died in battle here, and the place remains sacred to brick-by-brick, in the heart of the Feerrott. Its location has
the ogres. been lost and rediscovered dozens of times throughout history,
Greenblood River: This river flows from Mount Murdunk leading some to believe that its location actually changes, or
and is thick with aquatic algae and lichen, giving it a sickly that the surrounding jungle acts as its guardian, shielding its
green hue. The ogres believe that the green coloring is actually location. Currently it is located on an island in the Valley of
caused by the blood of the hero Murdunk, and consider the No Return. During the rise of the second Rallosian Empire,
river’s waters to be sacred.
Anaconda River: Nar-
rower than the Greenblood,
the Anaconda River is home
to many large snakes and al-
ligators. Trees grow close to
its banks, their roots often
forming natural bridges
across the river. The river
meanders through the jungle,
eventually emptying into the
Blackwater. The lizard men
sometimes swim here, but
must be wary of the river’s
predatory inhabitants.
Ruins of Rallos: Once,
the great city of Rallos —
capitol of the regenerated
Rallosian Empire — rose up
from the jungle on this site.
From here, the rulers of the
new empire spread out to
conquer much of the conti-
nent of Antonica. When the
Greenmist returned to
Norrath, striking down the
ogres, the city was aban-

32 Chapter Two
destruction. A handful of halflings and fae

Contents
remain behind, struggling to hold their land
against the strange invaders.
Some of the old sylvan creatures — treants,
dryads, fairies, and woodland animals such as
deer, bear, and wolf survive, but many of the
creatures that walk the Enchanted Lands are
twisted parodies of the creatures that once
inhabited the region. Dark treants, evil fairies,
twisted halflings, animated scarecrows, root
horrors, succubi, and other demonic creatures
now infest the green woodlands and meadows.
What these creatures want or where they came
from is not known, but some believe that they
intend to steal all magical energies from the
Enchanted Lands, turning them to their own
twisted purposes.
The halfling guardians who call themselves
the Storm Shepherds have banded together,
attempting to liberate their lands from the
invaders. They are allied with the Guardians of
Fairblossom, the surviving fae, and are opposed
by the demonic alliance known as the
the ogres made the fatal mistake of occupying and sacking the
Nightblood Reapers who, under the command of the myste-
temple, which inadvertently awakened the Avatar of Fear.
rious demon-warlock known as the Nightblood Overlord, are
Soon after, the Greenmist descended, slaying ogres by the
allied with the dark fae faction called the Phantoms of
thousand and bringing about the collapse of the second
Blighthollow. Whispered tales also speak of a succubus named
empire.
Contessa Zalindrae who holds hundreds of halflings in thrall,
Inside the temple, the Alliz Tae Ew serve the Amygdalans forcing them to labor for her toward some nefarious end.
and other horrifying minions of Cazic-Thule, engaging in
Corrupt Dryad Grove: Once, dryad groves could be found
blood sacrifice and other dread rituals. Outsiders captured by
all over central Antonica. Today, most of these have been
the Alliz Evol Ew lizard men are invariably brought here,
abandoned, though this particular grove — once one of the
where their souls are offered to Cazic-Thule and their bodies
most ancient and sacred of all such places — has succumbed
devoured by the voracious Tae Ew.
to the strangling grasp of evil that has choked the life out of
much of the region. Once a holy place, it is now a festering
The Enchanted Lands haven of corruption and evil. The dryads and fairies who once
In the far north of the Shattered Lands lies this green and dwelled here were driven mad by the corruption and exist as
idyllic island, covered in lush greenery and alive with many frenzied, jealous spirits who seek to bring all nature into their
species of animals. The rich woods that dominate the island corrupted state.
are found nowhere else in the known reaches of Norrath, and Bobick: Once a picturesque and thriving halfling seaside
the frost and chill of the northern lands seems to have village, Bobick today lies in a state of recent abandonment. Its
miraculously spared this island region from the worst of its docks are still functional, and exploratory expeditions from
ravages. Yet despite their verdant beauty, the Enchanted Qeynos have made port here on several occasions. Rumors
Lands nevertheless hide terrible dangers, and fearsome powers suggest that Biddy Bobick and a handful of other halflings
seem to be at work here. have recently retaken control of this small port.
Once home to the halflings, the Enchanted Lands were Granary Hill: A thriving halfling granary once stood at the
originally located in central Antonica, and supported the top of this hill, sheltered by a massive ancient wall known as
thriving city of Rivervale. Here too dwelled many types of fae the Great Guard. Like other halfling settlements, Granary
folk, who shared the land with the halflings. During the Age Hill shows signs of being abandoned only recently, though
of Cataclysm, central Antonica was miraculously spared from some stories tell of maddened and insular halflings who still
the destruction that rained down upon the rest of the conti- dwell in the region, lurking in nearby woodlands, fighting
nent, and in the aftermath of the disaster, the halflings and desperately against the evil fae who have taken over the
their fae friends did their best to rebuild the land and keep it region.
in its pristine state.
Berrybrook Field: This vast, tranquil expanse was once
For a time, it seemed that they might succeed, but then — home to the Berrybrook family, growers of the sweetest and
very recently — most of the halflings and the fae vanished juiciest berries in all of Norrath. Now, like other halfling
mysteriously, leaving in their wake twisted alien spirits of dwellings, the Berrybrook home lies abandoned, infested with
malevolence and chaos, which seem determined to feed upon evil creatures: Twisted halflings — possibly all that is left of

The New Lands 33


this once-happy family — as well as evil fae and dark treants scarecrows, evil fairies, dark treants, and twisted dryads grow-
dwell here now. The corruption has also crept into the plants ing in both numbers and aggressiveness.
of the field, souring the berries and rendering them inedible. Rivervale: The old home city of the halflings is today
Goblin Pass: This approach to Runnyeye Citadel is con- abandoned, but the remaining traces of its old magic appear to
trolled by the goblins, who have posted guards and citadels in have held the corruption at bay, and its condition appears to
an attempt to hold at bay the corruption that infests the be entirely natural. Those who come to the Enchanted Lands
Enchanted Lands. It has been the scene of several battles seeking to investigate the halflings’ disappearance and the
between the goblins and the corrupt fae, led by their corrupt plans of the invaders sometimes temporarily occupy the
demon masters. homes and shops of Rivervale and use it as a base of operations,
The Lazy Drain: This winding stream of slimy bog water but the halflings of the Storm Shepherds faction keep a close
runs through the North Hills to meet the Silverbright Brook watch on outsiders to make sure that their precious settlement
in the valley to the south. These dark waters were polluted by is not damaged.
the Runnyeye goblins and have grown even more foul and
dangerous with the spread of corruption through the En- Lavastorm
chanted Lands. Once located in the far northeastern corner of the mighty
Bog Mountain: This low mountain houses Runnyeye Cita- continent of Antonica, the subcontinent now called Lavastorm
del, stronghold of the Runnyeye goblins. The goblins — once was ripped away and isolated during the Rending, when the
dedicated foes of both halflings and fae — now struggle merely greater landmass fragmented. Today, its volcanic activity
to keep the corruption of the region from taking over the last continues at an even greater and more ferocious pace, trans-
of their territories. So far, they have held the corruption at forming the land into a hellish environment where no ordinary
bay, and struggle to keep the region free of the invaders’ taint. being can possibly survive without magical protection. Smaller
Runnyeye Citadel is well defended by the goblins and the evil volcanoes belch ash and lava constantly, rising toward the
eyes, who use their powers to dispel any hostile enchantments; center of the land and the greatest volcano on Norrath,
the evil eyes once ruled the region, but are now the goblins’ Mount Solusek.
slaves, or so the goblins believe…. The land surrounding Mount Solusek is like a great spiral
Tagglefoot Farms: These abandoned farms were once staircase, rising higher and higher into five great steppes, each
maintained by a faction of halfling rangers and druids. Today, ravaged by volcanoes and earth tremors, and each higher than
the place is in fearsome disrepair, with corrupt plants taking the last. Lava pours down from the steppes, vanishing in
over the decaying buildings and such frightening beasts as clouds of steam in the surrounding waters, known as the

34 Chapter Two
Cauldron. The ash from Lavastorm is

Contents
carried on the prevailing winds to
shroud the region known as the
Nektulos Forest, also called the
Ashlands. Earthquakes and devastat-
ing eruptions are common events here.
No natural plant life can survive in
the harsh environment of the
Lavastorm, and the region’s creatures
are among the hardiest and most dan-
gerous in the Shattered Lands. Efreeti,
fire elementals, fire goblins, and in-
credibly tough arachnids adapted to
the extreme heat are among the crea-
tures that can be encountered here. A
variety of animated skeletons known
as the Burning Dead, the undead re-
mains of an ancient cult of mages
reputedly cursed long ago by Solusek
Ro, also inhabits the Lavastorm region
— it is said that these creatures retain
much of their old human intelligence,
but have also been driven mad by the
agonies of their burning state.
Among the few “ordinary” mortals
who inhabit the region are the spellcasters of the Order of massive golem that turned the invasion back. During the
Flame, a sect of Solusek Ro worshippers who have built a small Rending, when Lavastorm was isolated from the rest of
citadel called the Pillar Inferno, located off the southern coast Antonica, the entrance to Najena’s underground realm col-
of Lavastorm, where they maintain a vigilant watch on the lapsed, and today no one is sure of the dark elf’s ultimate fate.
mainland, waiting for the day when Solusek Ro once more All that remains is a set of massive double doors, blasted
returns to Norrath. outward and resting at the front of a large finished stone
Temple of Solusek Ro: One of the few permanent dwell- hallway of dark elf design. An ancient plaque near the en-
ings ever built in the Lavastorm, the temple is mostly trance reads, “Here rests the great Najena, entombed in eternal
underground and once housed the members of the Order of research. Do not seek her or she will seek you. Beware!”
Solusek Ro. Today the temple, whose entrance is located in a Dragon’s Breath Tunnel: This lava tunnel links the inte-
lava-filled caldera, is largely abandoned, but is said to house a rior caldera of Mount Solusek with the Fifth Steppe. On either
strange creature who may know the secret of why the order side of the tunnel entrance are carved two mighty dragons that
vanished. All furnishings and objects in the temple are made are said to actually breathe fire on unwelcome intruders.
of metal and cannot be handled by ordinary means. The Fire Guard: Apparently built by great powers in ages
Pillar Inferno: Built by the Order of Flame as close as past — some say by Solusek Ro himself — this gigantic wall
possible to the holy land of Lavastorm, the Pillar Inferno is a is equipped with great guard towers and a huge gate that can
gigantic and virtually indestructible tower of stone. Members only be opened by a massive crank on the opposite side of the
of the order dwell here, engaging in ritual worship of Solusek wall. This wall is believed to have been built to keep some
Ro and occasionally communing with the creatures of the great host from moving south back when Lavastorm was part
Lavastorm. The members of the order maintain a barge made of Antonica, but no one today can say what this host was or
of the magical substance ronium, which they use for journeys whether the wall served its intended purpose.
into the interior via the Magma Grotto. The Lake of Fire: In the very center of Mount Solusek lies
Magma Grotto: This broad lava tube leads from the south- this vast lake of bubbling lava. Deep enough to submerge even
ern coast of Lavastorm and into the interior. Members of the a tall giant, the magma is cooler toward the center, where it
Order of Flame — magically protected from the deadly heat — has formed a craggy island of solid lava. On this island stands
travel along this route on a small stream of magma, bound for a titanic statue, near the ancient skeleton of an enormous red
the holy sites of Lavastorm. Such voyages are of necessity dragon. Though no one knows for certain, scholars speculate
relatively short, for not even the fire-worshipping members of that the statue was a construct intended to battle the great
the order can survive for long in this harsh environment. dragon, and apparently did its job well. Some stories claim
Remnants of Najena: Long ago, a powerful dark elf sorcer- that the statue is still animate, and can walk about the caldera,
ess named Najena dwelt here, delving into the secret powers breathing fire and crushing intruders underfoot — this tale
of the elements. When an army of fire giants under the dragon may indeed be true, for no expedition that actually ventured
Lord Nagafen attempted to invade the region, she created a into the caldera to investigate has returned.

The New Lands 35


The Northlands
All that remains of the vast homeland of the barbarians is
this icy subcontinent, covered in rolling tundra and craggy
mountains, all covered in deep masses of snow and ice. Today,
no ordinary creature can survive here, where conditions test
even the hardiest and most resilient of visitors. Entire settle-
ments are covered in snow or sealed in ice, and vegetation —
save the tremendously deep-rooted and tall ice pine — is all
but nonexistent.
Animal life here is hardy in the extreme: polar bears, wooly
mammoths, giant white-furred spiders, yeti, and a few preda-
tory cats survive in the region. Intelligent inhabitants include
the ice goblins of the Frostblood clan, who revel in the cold,
and the ulthork walrus-men who dwell in the coastal regions
where the climate is more tolerable. Hardy and resourceful,
the ulthork often venture into the interior to hunt and trap.
There are also a handful of small enclaves of ice giants
scattered here and there. Some old barbarian and frost giant
settlements can be found, often sealed under ice and snow.
The only real plant life in the region is the unique species
known as ice pine. This species of titanic trees bears a great deal
of inherent natural magic that protects it from the cold, allowing
ice pines to grow even beneath deep sheets of ice. These trees
appear in very small numbers, but can be used as prominent
landmarks, often rising up above the ice that surrounds them.
Both the weather and geological conditions of Everfrost are
unstable. Blizzards, sleet, and hurricane-force winds lash the
land, while tremors and earthquakes are common, often
shattering entire ice mountains and reducing them to glitter-
ing heaps of crystalline fragments.
Longboat Bay: This large bay is said to have been turned to
solid ice by the breath of Lady Vox. Longboats that were in the
bay were frozen along with the water, and others sank, their
masts protruding from the ice. Today, the place is a frozen
wonderland surrounding Stormedge Isle, with dozens of
longboats frozen in vari-
ous places. It is said that
some of the boats that
sank still have their
crews aboard, frozen
solid, along with their
possessions and trea-
sure.
Cove of Frozen
Spires: This small is-
land is dominated by
high, icy cliffs, and in
the interior rests an an-
cient Wizard Spire
frozen beneath a thick
coat of ice. The Cove is
also home to a lone in-
habitant, the restless
spirit of a long-dead
Northman once known
as Tundra Jack.

36 Chapter Two
are numerous skeletons of orca

Contents
whales, the remains of those caught
by the yeti and hauled here for butch-
ering — a prodigious testament to
the yetis’ physical strength.
Iceberg Bay: The yetis come here
to hunt killer whales. This bay is full
of icebergs year-round, forming a
treacherous maze of ice. Ships some-
times come here, but maneuvering
through the icebergs is quite treach-
erous and requires a great deal of
skill.
Ruins of Kor Dulok: This an-
cient frost giant city lies half-buried
in snow. The city is surrounded by a
mostly-toppled wall, with a single
titanic stone gate and archway. In
the center of the city is a massive
tower that some observers have said
is the largest artificial structure in all
of Norrath. Said to pierce the clouds
themselves, the tower is treacher-
ous, and many floors are destroyed,
but some believe that some of the
secrets and treasures of the vanished
Frozen Web Mines: An old mine originally excavated by frost giants can still be found here.
the barbarians, this complex is long-since abandoned, though Deepfrost Woods: One of the largest stands of ice pines on
some stories say that there is still gold and silver to be found Everfrost, this region is located in a gulley and is partially
in its depths. Unfortunately, the mine’s depths also contain sheltered from the weather. Snow is less thick here, and in
large, ferocious white-furred spiders, which have taken the some places entirely absent. The ice goblins are quite numer-
place over as their lair. ous in the area, for they come here to fell trees and harvest
Valley of the White Mage: This vast valley is full of frozen timber. The mammoths migrate here yearly from Ice Pine
goblins, unfortunate creatures encased by a powerful icy spell. Vale, and there is also said to be an ancient druid ring
It is also the location of the Tower of the White Mage, a somewhere in the vicinity.
soaring structure inhabited by a mysterious spellcaster and his Colossus of Frostblood: This large butte of pure ice has
apprentices. It is said that the White Mage commands vast been carved by the ice goblins into a huge golem-like form.
powers, but hates being disturbed — he and his apprentices The goblins originally believed that they could animate the
are engaged in various researches into cold and elemental thing to protect them from Lady Vox, but so far they have not
magic — and that it is indeed the White Mage who once froze been able to gather enough magic to accomplish the task. The
an entire army of goblins who tried to raid his tower. great golem looks toward the mountain ranges where Lady
Ice Pine Vale: A wide expanse of gentle, snow-clad hills, Vox is said to have dwelled.
this valley has a large number of ice pines, and is where many The Ruins of Halas: Once the greatest city of the barbar-
Everfrost mammoths spend half their year before migrating to ians, Halas is today frozen solid beneath a sheet of ice — and
the Deepfrost Woods. The ulthorks maintain several hunting its inhabitants are likewise frozen, some in mid-stride. The
camps here, carefully hidden from sight. buildings are locked away by the ice, perfectly preserved in
South Refuge: A tall stone tower with an enormous bonfire their pristine state. Since the Rending, the mammoths of
pit at its top, the South Refuge was built ages ago as a shelter Everfrost have adopted Halas as their graveyard, and their
for barbarians lost in the wilderness during the region’s fierce skeletons lie scattered about the place in profusion.
snowstorms. It remains today, standing tall above the sur- Permafrost Keep: This frozen citadel was originally built by
rounding landscape, forming a prominent landmark. It is also the frost giants, and then later served as home to the great ice
used as a shelter from time to time by both ulthorks and less dragon called Lady Vox. After Vox’s death at the hands of the
aggressive travelers, though the goblins have also been known Drakota, the keep was largely abandoned, though some of her ice
to set up ambushes here, hoping to catch those seeking shelter. giant minions still lurk in the region, thought by some to be
Yeti Town: A large group of yeti maintains a sizeable seeking a way to resurrect their slain mistress. Massive ice-rimed
settlement in the land between Iceberg Bay and the icy cliffs doors seal the entrance, which is carved into the likeness of an
to the east. They occupy several natural caves and have also enormous dragon. The entire area is shrouded in a chill fog that
hollowed out a few new ones. In the center of the settlement obscures vision both inside and outside the citadel.

The New Lands 37


The Orcish Wastes operated by slaves that transport ore and other items between
levels. Deathfist mines are always shrouded in a foggy, chok-
The subcontinent today known as the Orcish Wastes was ing haze from the wood fires used to run the forges and
once a portion of the Antonican region called the Jaggedpine smelters. They are well-guarded by the Deathfists, and are
Forest. The ancient woodland has been thoroughly despoiled sometimes the target of raids by the Green Hoods.
by the Deathfist orcs, who have controlled the region since
Grove of Stones: This is the best-known of the defiled
the Rending. The Deathfists have felled trees, used their
druid rings of the wastes. It is a small grove with a circle of eight
timber to build warships, and dug deep beneath the land in
megaliths at its center, each carved with a different nature
search of coal and iron. Once one of the most idyllic and
rune (one each for Growth, Decay, Health, Ocean, Sky,
beautiful places on Antonica, the old Jaggedpine is almost
Storm, Sun, and Underfoot); at the center of the circle is a flat
completely gone, obliterated by the orcs’ violence and greed.
stone carved with the universal symbol representing the
Most of the region’s once-abundant wildlife has been exter- druidic faith. However, the runes have all been defaced, save
minated, along with the forests. In some corners of the for those that represent Decay and Underfoot, and today it is
subcontinent the region’s old species — bears, panthers, a place of great foul magic, where vicious, bloodthirsty undead
wolves, and even an occasional wily old treant — still survive, and warped treants are often found.
but for the most part the wastes are in the hands of the
Petrified Treant Grove: Some fearsome disaster during the
Deathfist orcs. The surviving treants have banded together in
Rending or the Shattering transformed dozens of normal
an alliance called the Seeds of Tunarbos — named after
treants into petrified trees. Today, these majestic beings stand
Tunarbos, the first tree — hoping to preserve what remains of
in various postures, their faces and gestures suggesting that
the Jaggedpine in its natural state. They are opposed by a
something horrible was happening. Some look to the sky
faction of dark treants called the Ring of Rotwood, who
while others cover their faces.
worship the god of decay, Bertoxxulous, and hope to bring
disease and death to all living things in the region. Titan’s Tower: The highest point in the wastes, this craggy
mountain is covered with shrubby vegetation, and is very
The orcs are opposed by a small group of rebels, the Green
treacherous to climb. So far, the Deathfists have avoided the
Hoods — also known as the Ghost Brigade — an alliance of
place, but the Green Hoods believe that there is an object or
druids and rangers who fight the Deathfists at every opportu-
site at the summit that contains a power that will help them
nity. Originally made up of humans and half elves, the Green
defeat the orcs. So far, all attempts to climb the Tower have
Hoods have liberated numerous Deathfist slaves of all races,
ended in disaster, so the truth of this tale remains unknown.
recruiting many into their ranks. Today, the Green Hoods
include many different peoples, including even orcs, ogres, Deathfist Citadel: On the northern coast of the Wastes, at
and dark elves, all united by their hatred of the Deathfists. the summit of Deathfist Hill, stands the capitol of the current
Though it is a faint hope, the Green Hoods hope to one day orc empire. Deathfist Citadel is a near-impregnable fortress,
drive out the orcs and restore the land to its old glory. guarded by thousands of seasoned warriors, and well-pro-
tected by thick stone walls. Here, the Deathfists lay their plans
Vallon Foundry: This is the largest of the many mine-
for conquest and cast their greedy eyes across the world of
foundry complexes built by the orcs in the old Jaggedpine. The
Norrath.
foundry itself is located deep inside the mines, with elevators

38 Chapter Two
Contents

The Isles of Refuge 39


40 Chapter Three
And so let it be known that we, the independent folk of Qeynos

I In the wake of the Age of Cataclysms, only two of the old

Contents
and of Freeport, in order to preserve the harmony and peace of great cities of Qeynos and Freeport are known to remain
these troubled lands, and to lend our assistance to those in need in standing, and these were badly damaged and their resources
these fearsome times, do agree to jointly and concurrently main- sorely strained by an influx of refugees from all across Norrath.
tain a separate region, neutral and mutually administered, where Accordingly, the two cities, whose inhabitants normally
those who were displaced by the cruel whims of circumstance may detested one another, were forced to negotiate, finally agree-
find refuge and safety. We declare these lands to be called the Isles ing to jointly manage the hordes of refugees, and to formulate
of Refuge, and all who seek shelter are welcome there. Each a relatively humane and measurable system for allocating
inhabitant of these isles shall henceforth be free to choose his or her them to each city. The neutral Far Seas Trading Company was
city of residence, while each city retains the right to accept or reject created both to help manage the refugee problem and to
citizens pursuant to its own laws and customs. explore and create a trade network throughout the Shattered
To this the cities of Qeynos and Freeport solemnly agree, as Lands and beyond — seeking to determine what of the old
witnessed by the undersigned representatives. world exists beyond the remnants of Old Antonica.
— from The Pact of Tserrin

Arriving in the Islands


The Isles of Refuge provide an ideal starting point for beginning adventurers. Although the GM is free to begin the
campaign anywhere in the Shattered Lands, the isles offer relatively simple challenges and an opportunity to learn more
about the substantially altered world of Norrath.
The isles also provide a good reason for characters of widely disparate backgrounds, classes, and races to be together.
Here, a party made up of a human bard, an elf swashbuckler, a kerra warrior, and a dwarf cleric makes perfect sense,
whereas in other parts of Norrath, getting such individuals together might require a few more GM plot gymnastics.
Characters who start on the Isles of Refuge should have their own backgrounds and stories prepared. They are most
likely to meet on board one of the Far Seas Trading Company’s vessels, such as the Far Journey. The sea voyage gives
the characters a good chance to get to know each other and to share some stories, and perhaps even to face a few minor
perils together (storms, pirate or goblin attacks, sea monsters, etc.) before deciding to seek adventure together.
At the Isles of Refuge, characters are offered minimal shelter in the form of shared huts or shacks and are given a
sufficient amount of food and any basic equipment that they might need — all supplied by the generous representatives
of Qeynos and/or Freeport. After this initial meeting, they are free to explore the island and even to seek out its
inhabitants for employment opportunities.
Of course, the main reason for the Isles of Refuge’s existence is to control the influx of outsiders into the two cities
without completely overwhelming their facilities. Visitors to the isles are, by definition, temporary, for they are
eventually expected to choose one of the two human cities as a destination. Those of a good or neutral bent are generally
advised to seek out Qeynos, while those of a less orderly or more malicious nature should most likely consider Freeport.
Citizenship is awarded based upon testing. Once prospective citizens have decided which city they prefer, they are
allowed to study the history and culture of their chosen destination at one of several public libraries or scriptoria located
on the islands. In fact, GMs may require that characters gain at least 1 rank in Knowledge (local lore) before attempting
to take the test. The test itself is administered by ambassadors of the respective cities; larger islands tend to have several
of these individuals in residence, while smaller isles are visited regularly by city representatives who administer the test
to groups of those wishing to take it.
To pass the test about his or her chosen city, the character must make a successful DC 12 Knowledge (local lore) check.
If the check fails, the character can retake the test after one week. There is no limit to how many times the test can be
taken — prospective citizens can simply keep taking it until they pass. The authorities are tolerant of those who
genuinely wish to emigrate, and are willing to give them as many chances as necessary.
What they will not tolerate, however, are layabouts and opportunists who see the Isles of Refuge as an opportunity
to lie back and live for extended periods at Qeynos’ and Freeport’s expense. Those who spend more than a month on
the isles without attempting to take a citizenship test, or those who are obviously failing intentionally, are strongly urged
to study and pass their test; if no improvement is seen in another few weeks, these individuals may find themselves on
the front lines against the goblins that threaten the islands. Such treatment usually persuades even the laziest of refugees
to take and pass one of the citizenship tests.
Once a character passes the test, she is granted passage to the chosen city, where she is given a small amount of gold
and thereafter expected to see to her own health and welfare.

The Isles of Refuge 41


The Isles of Refuge are located in an archipelago equidistant
from the continents of D’Lere and Karan. Located in the rich The Major Islands
blue waters of the Tranquil Sea, the islands generally have a There are six large Islands of Refuge and numerous smaller
balmy and pleasant semitropical climate, and their rich volca- ones. The larger and more populous ones are listed below, but
nic soil yields abundant crops. In good years, the islands there are plenty of other islands, allowing GMs to create their
actually export fruit, yams, coconuts and other exotic foods to own simply by incorporating a few elements of the islands
the two human cities; when times are tougher, Freeport and described below.
Qeynos are forced to ship supplies to the isles to help feed the
constant influx of refugees. Sandshore
Though the islands are indeed pleasant and the lives of The first and best known of the Islands of Refuge, Sandshore
these refugees are most certainly far better than those they left is easily the largest and most hospitable in the region, with long
behind, there are still hazards here. Various dangerous crea- picturesque beaches, thick stands of trees, and plenty of fresh
tures such as bloodsnappers (a large and aggressive species of spring water. Sandshore’s small communities are well patrolled
crab), bears, wolves, and a particularly annoying species of and generally peaceable, leading many individuals from both of
giant wasps can all be found throughout the islands, and the great human cities to settle here permanently while provid-
periodically make life difficult for new arrivals. Sharks of all ing services to each other and to the throngs of refugees.
sizes lurk in the waters around the islands, along with less Even without having spent days or even weeks on ship-
aggressive but still occasionally troublesome giant octopi and board, Sandshore, with its green hills and welcoming beaches,
manta rays. Sea turtles and many species of tropical fish also is indeed a pleasant sight. Some shallow-draft vessels are
frequent the area, making the isles prime fishing territory. capable of approaching quite close to the beach, where they
In terms of intelligent dangers, pirates sometimes ravage the can offload passengers and cargo directly. Normally, however,
islands, including an especially troublesome band of pirates vessels must anchor offshore and row goods and people ashore
under the command of the ruthless Captain Bloodhook. in longboats.
Small bands of goblins known as the Flotsam Clan and
Gruttooth Clan are also active in the archipelago. These 1. Mariner’s Moor
goblins are relatively weak and more of a nuisance than Visitors first make landfall on this sandy spit beyond the Far
anything else, sailing about in improvised vessels and laying Seas Trading Post. The sand here is almost pure white,
claim to the smaller uninhabited islands. From time to time contrasting elegantly with the deep blue sea beyond. Clumps
the goblin clans grow strong enough to mount a raid on an of rich green beach grass are clustered here and there, along
island, but these raids are usually easily defeated and driven off with stands of driftwood and the occasional wind-racked
in disorder. All the same, the authorities feel that the presence cypress. Arrivals are met by island guards and escorted to the
of the goblin clans is a threat to the security of the Isles of nearby trading post/settlement. Goods are also rowed ashore
Refuge, and have offered bounties for goblins and a substantial here, offloaded and carried into the settlement.
reward to anyone who can drive the interlopers out of the area.
The spit is normally uninhab-
ited and at the mercy of the wind,
which blows the sand into pictur-
esque and ever-changing dune
shapes. From time to time packs
of sandshore crabs appear, swarm-
ing over the beach in search of
food; they sometimes find this in
the form of dead fish or other
marine creatures that have been
washed ashore. These swarms are
annoying and might even pose a
danger to unprepared visitors, but
the guards are always careful to
keep these threats at bay.
More dangerous are the aggres-
sive bloodsnappers, which appear
to have no real fear of humans,
and even sometimes see them as
prey. Such creatures are generally
killed by the guards as soon as
they appear, but at night and in
bad weather they can sometimes
appear unexpectedly.

42 Chapter Three
Contents
Company Mariners
The numerous soldiers and militia (generally known
as “mariners”) who guard the Isles of Refuge are all
employees of the Far Seas Trading Company. On is-
lands that need more protection, local inhabitants
sometimes raise enough money to hire other mercenar-
ies as well, but such sellswords are always placed under
the command of officers loyal to “the Company.”
These Company mariners are generally elite fighters,
tough veterans chosen for their resourcefulness and
loyalty, and they are quite devoted to keeping the
refugees and the islands’ residents safe from danger.
(Many of them have family and friends among the
islanders as well, making their concern more immedi-
ate.) They usually patrol the settled portions of their
islands and sometimes venture into uninhabited re-
2. Far Seas Trading Post No. 1 gions on scouting or rescue missions.
Village, Pop. 600 The mariners who guard the isles sometimes do so as
(Barbarian 12%, dwarf 5%, Erudite 6%, half elf 5%, high elf part of the final steps of proving their loyalty to the
9%, human 38%, kerra 6%, ratonga 6%, wood elf 7%, other Company, a process that can require years of service. If
6%) a mariner proves sufficiently reliable, then he or she
Ruler: Duke Ferrin. might be eased further up the ladder of authority and
Gold Piece Limit: 270 gp. perhaps even given knowledge of some of the Far Seas
Assets: 9,000 gp. Trading Company’s secrets — such as (i) whom, if
Resources: Fish, trade goods. anyone, the Company its own leaders; (ii) the extent
Militia: 50 Company mariners. the Company’s boats have traveled waters beyond the
fragments of former Antonica; and (iii) where exactly
Protected by stout gates, the rocky prominences of the they came from when they first appeared on the hori-
island itself, and a stout stone wall built by the refugees and zons of both Freeport and Qeynos.
civilians who live here, Trading Post Number One has actu-
ally evolved into a thriving settlement. Under the enlightened The stats for a typical veteran mariner are described
leadership of Duke Ferrin (male human, Ari 7), the trading below.
post has proven increasingly prosperous and independent. A Mariner
continual influx of refugees provides an ever-changing and
Male or Female Human, Ftr 6:Medium humanoid (human); HD
cheap labor pool, and the settlement’s permanent residents
6d10+6+7; health 46; Init +1; Spd 25 ft.; BDB +5; Def +4 (+1 Dex,
prosper, providing supplies, shelter, and assistance to the –3 armor, +1 shield); DR 4/–; BAB +8; Grap +10; Full-Atk +10/+6
transient population. melee (1d4+2 nonlethal, unarmed) or +11/+5 melee (2d4+2/19–
The trading post is a pleasant collection of buildings con- 20, broad sword) or +10/+6 melee (1d3+2/19–20, dagger) or +9
structed in a number of styles by the various individuals who ranged (1d8/19–20, 80 ft., light crossbow); Atk +10 melee (1d4+2
have passed through or taken up residence here. Building nonlethal, unarmed) or +11 melee (2d4+2/19–20, broad sword) or
materials range from rattan and bamboo to stone (cut stone +10 melee (1d3+2/19–20, dagger) or +9 ranged (1d8/19–20, 80
and hardwoods have to be imported from D’Lere or Karan). ft., light crossbow); SV Fort +7, Ref +3, Will +4; Str 14, Dex 12, Con
The settlement itself is located both on a small islet to the 13, Int 10, Wis 10, Cha 8.
north of the main island and on the adjoining portion of the Skills: Agility +2, Climb +4, Handle Animal +1, Heal
mainland. Its southern and western areas are protected by +3, Jump +2, Knowledge (local lore) +3, Knowledge
rocky cliffs, its northern and eastern portions by a rugged stone (warcraft) +2, Perceive +4, Sense Motive +4, Swim +2,
wall. Trade Skill (any one) +2, Use Rope +3, Vocation
The post is also home to the island’s two ambassadors, (sailor) +4.
Aynec (male human, Ari 7/Prt 4) of Qeynos and Nam’Roced Languages: Norrathian (4).
(male human, Ari 4/Sct 5) of Freeport. Aynec is always accom- Feats: Hand to Hand, Iron Will, Toughened, Weapon
panied by the commander of the local Qeynos forces, Captain Focus (broad sword).
Erong (male human, Ftr 5/War 5/Grd 1), and by Counselor Talents: Bravery, call to arms, intervene, medic.
Amasus (male human, Ari 10). Likewise, Nam’Roced receives Possessions: Chain shirt, buckler, broad sword, dag-
assistance from his faithful counselor Ne’Ox (male human, Ari ger, light crossbow, 10 quarrels, 2d6 gp.
2/Sct 6) and from Commander Avudesav (male human, Ftr 8/
Brw 4), acting local chief of the Freeport Militia.

The Isles of Refuge 43


a. The First Gate: Since most of the wood available on the beach, which is used by fishermen or simply as a place to relax
islands is in the form of palm and other tropical woods and watch the endless blue of the ocean stretching out to the
unsuitable for building, these heavy oak gates had to be north.
transported from Karan. They are normally kept open for easy k. Homes: Most of the refugees are housed here in huts and
access from the moor and easy transport of goods to and from shelters of various size, construction, and quality. The resi-
the trading post. In emergencies, they are closed quickly; they dents of these houses change constantly as new refugees arrive
could probably stand up to anything that the local pirates or and old ones leave for their chosen cities. Likewise, businesses
goblins might throw at them. appear, move, and vanish with great regularity, and only a
b. Common House: This longhouse is built in the barbar- couple of locations can be considered permanent establish-
ian style, with elaborately carved endposts and lintels. Complex ments.
knotted dragons and other fantastic beasts twine around the l. Ramiles’ Supplies: A small and modest shop, Ramiles’
beams, and the roof is painted bright blue and red. The people Supplies provides newly-arrived inhabitants with clothing
of the trading post meet here to discuss matters of collective and supplies such as weapons, armor, and even, from time to
importance, while the ambassadors and their assistants ad- time, a few spells. Ramiles (male half elf, Com 6) maintains a
minister tests of citizenship. Two guards from each city normally well-organized and tidy business; his shop is often the first stop
stand watch at the main entrance. for would-be adventurers who wish to explore the islands
c. The Flopping Fish: The trading post’s most popular inn before setting off to their chosen city, or for those who have
is managed by its owner, Azhuhn (male Erudite, Mag 4/Com taken a contract with the merchants or other permanent
3). Though there are a number of such establishments in and residents of the city.
around the trading post, the Fish maintains a spotless reputa- m. Third Gate: Nestled between two crags that form a
tion. Azhuhn caters to the wealthier and more sophisticated natural defensive position, this gate allows access to the island
among the refugees — rooms are 1 gp per night, or 20 gp per proper. Generally, the two guards who stand watch here allow
month, which includes one sumptuous meal per day, pleasant anyone who asks to enter or leave, but the gate is shut and
chambers with soft beds, and fresh linens every third day. doggedly defended against any hostility from goblins, pirates,
Azhuhn’s wife Kaylanya (female half elf [half Erudite], Com or other foes.
3/Mag 2) regularly entertains patrons with songs and stories,
and she also acts as her husband’s business manager, balancing 3. Harbor
the books and negotiating ruthlessly with his suppliers. Sandshore’s deep natural harbor, well supplied with fresh
d. Far Seas Warehouse: This large building is used to store water and sheltered from the elements, makes it a highly
cargo imported from the post or to be exported to one of the desirable port, and the island would probably have grown into
two cities. It is usually packed with crates, bags, jars and other an important hub of trade even without the Pact of Tserrin.
containers, but when there is sufficient room, refugees are Now, the harbor is always crowded with vessels bound in or
allowed to store their goods here for a minimal fee. Warehouse out of Sandshore, often with several others anchored nearby
manager Nahij (male human, Com 5/Sct 3) is an intelligent awaiting permission to enter. Mariners offload cargo at the
and dedicated man, but is thought to have few interests moor, transport it into the Trading Post, and almost always
outside of the mercantile health of the city, and is generally pay their respects at the Shrine of Lasydia, located on a sandy
adjudged to be quite dull. island at the center of the harbor.
In reality, Nahij is an agent of Qeynos, sent here to monitor The local Company mariners maintain several small boats
the activities of the Lucanons. His job as warehouse manager that row from ship to ship, checking cargo manifests and
affords Nahij many opportunities to interact with refugees performing spot checks for contraband. For the most part, the
and officials from both cities. merchants and mariners who make port here are an honest lot,
g. Seawall: To the north and east, a formidable artificial for a mercantile concern could be ruined should its licenses to
wall protects the islet, so that the northeastern region can be make port at Sandshore be revoked due to accusations (or
used as a citadel and staging ground should the portions of the evidence) of smuggling.
trading post located on the main island come under attack.
h. Second Gate: At the end of a short bridge lies the Second 4. Shrine of Lasydia
Gate, which allows access to the mainland portion of Lasydia is renowned as a goddess of mercy and peace, said to
Sandshore. The gate is normally kept open to allow free rescue castaways and those in danger of drowning. She is
passage from the two portions of the settlement. usually portrayed in the form of a beautiful mermaid, and her
i. Mainland Settlement: The bulk of the residences and shrines can be found throughout the Shattered Lands, both
businesses of the trading post are located on the main island. underwater and on land. Those shrines on land always face the
This area too is protected by cliffs, with walls and gates built sea, and include at least one statue of the goddess.
at strategic points. This particular shrine is fairly elaborate, as Lasydia is well-
j. North Wall: The most vulnerable portion of the main respected on the island. The sole structure on a sandy island
settlement is this sandy inlet where the sand slopes up into the in the middle of the harbor, it is tended by the priestess Isabyl
heart of the trading post itself. The islanders have built (female high elf, Prt 6) and her assistant Glynn (female half elf,
another wall here from mortared rubble and portions of Com 2/Prt 2), both of whom are excellent sources of informa-
scavenged finished stones. A small gate allows access to the tion about the island and the history of the region. They tend

44 Chapter Three
to discourage individu-

Contents
als from going to the evil
city of Freeport, both of
them being loyal citizens
of Qeynos.
However, the two
priestesses can provide
assistance with the citi-
zenship test for either city
in exchange for a small
donation: A contribu-
tion of just 1 gp and a few
hours of study is enough
to grant a +1 bonus to
any character’s Knowl-
edge (local lore) check
when taking their next
citizenship test (this ben-
efit applies only once,
after which another do-
nation and study period
are required). The bonus
can never be raised to
higher than +1, and can
never affect more than
one test at a time.

5. Farmlands
Somewhat misleadingly, the region beyond the Third Gate the similarly-named Qeynos Tower, a complex of white
is known as the Farmlands, though most of it remains uncul- buildings clustered about a single white fortified tower, embla-
tivated. Some farm settlements are clustered close to the zoned with the arms of Qeynos. Like its counterpart, Qeynos
Trading Post, but the rest of the area is in its natural state — Tower is home to about 25 soldiers of Qeynos, though no more
green and lush, with stands of palms and other vegetation, and than a dozen or so are usually found here at one time.
numerous wild animals. Would-be adventurers often explore Captain Erong (male human, Ftr 5/War 5/Grd 1) runs a well-
this area, for it is often troubled by goblins and undead, and the disciplined outpost and is usually available for consultations,
guards from Freeport and Qeynos towers are usually not far requests for aid, or inquiries about open employment con-
away should anyone get into serious trouble. tracts with the Qeynos Guard.

6. Freeport Tower 8. Gypsy Camp


The two cities maintain a few companies of "authorized Gypsy merchants are common throughout the Shattered
observers" throughout the Isles of Refuge; this tower is the Lands, and in the chaotic aftermath of the Age of Cataclysms
largest and best known of those controlled by Freeport. It is they have served an important function, providing communi-
the only one that has earned the name “Freeport Tower,” and, cation, commerce, and entertainment to isolated settlements.
in fact, it is more than a mere tower, being rather a small The gypsies are present in the Isles of Refuge as well, and
fortress, complete with keep, bastion, wall and gate. maintain a semi-permanent camp here.
Here, Commander Avudesav (male human, Ftr 8/Brw 4), Given time (and, more importantly, enough money), the
senior officer of the Freeport Militia on the island, meets with gypsies can probably procure any item that might be needed
his captains and analyzes any new threats to the region. Most for interested characters, up to and including even minor
of the 25 Freeport warriors and other official military person- magic items. How they obtain such items is probably best left
nel are garrisoned here, but at any time most are on patrol or unsaid; for the most part the authorities leave the gypsies in
serving at other outposts. A small stable contains 5 riding peace, as long as they confine themselves to petty larceny and
horses, which are generally used by military couriers to carry smuggling, and perhaps the occasional confidence game against
urgent dispatches. wealthy refugees who have more money than they can prac-
tically use.
7. Qeynos Tower The gypsies tend to be quite welcoming and friendly to
Adjacent to Freeport Tower (close enough, so rumor has it, outsiders, since they consider themselves to be ancient refu-
that the guards of the two can keep an eye on one another) is gees as well. They are usually only too willing to share their

The Isles of Refuge 45


campfires and even their food and drink, though anyone who
does not leave a sufficient gratuity for these services may find
himself missing his coin purse the next day.
The eldest gypsy, Tarfin (male human, Mag 5/Prt 5/Shm 5/
The Bloodhook Pirates
Mys 3) is over 80 years old, but moves with an agility that Along with the goblins of Clan Flotsam, the Bloodhook
belies his years. Sansha, the chief fortuneteller (female human, Pirates are one of the greatest organized threats to civili-
Mag 5/Enc 5/Coe 2) is exactly what an outsider might expect zation in the Isles of Refuge. A motley alliance of refugees,
— an exotic, raven-haired beauty with dark, heavy-lidded escaped criminals, rogue sailors from both cities, bandits,
eyes and a mysterious smile. She usually foretells the future and other miscreants of various races, the Bloodhook
using cards, dice, and other divination methods, but for the Pirates sail the seas between Freeport and Qeynos, prey-
right price is willing to cast real magic to help clients deter- ing on mercantile shipping interests and raiding coastal
mine what lies ahead. settlements whenever the opportunity allows.
No one is really sure how many Bloodhooks there are,
9. Sandshore Graveyard though they are known to have at least a dozen ships of
The island’s small graveyard holds the remains of citizens various sizes and in assorted states of repair, and can field
and refugees alike — the authorities dislike interring corpses dozens of capable fighters and even a few spellcasters
here, since space on the islands is limited. Citizens are re- should the need arise. They are also active in smuggling
turned to their home cities for burial, and refugees who are and can be hired as mercenaries should the unscrupulous
unfortunate enough to perish while on the islands are usually have need of their services.
buried at sea. Those whose families can afford it or who are The Bloodhook Pirates maintain several secret strong-
influential enough to be buried on land are placed here in this holds throughout the islands, and so far no one has been
diminutive plot. able to find their main base of operations — if indeed such
As with many similar places throughout the Shattered a place exists. They are completely without morals or
Lands, even this small cemetery can be plagued by the undead mercy, raiding for gold, food, slaves and other plunder,
— possibly due to necromantic energies left over from the Age and putting all those who oppose them to the sword.
of Cataclysms. Adventurers are periodically dispatched here A typical Bloodhook pirate might be of virtually any
to cut down (on) the skeletons and other reanimated corpses player character race, generally ranging in total character
that sometimes emerge from below ground. Local rumor holds level from 3rd to 7th, with the majority of levels being in
that a powerful vampire once made her home here and had to fighter or scout professions (many of the more experi-
be hunted down and destroyed by a combined force of heroes enced having levels of rogue or brawler). Most wear light
from both Qeynos and Freeport. armor of some kind and wield a scimitar or falchion.
Their vicious and thoroughly unscrupulous leader is
10. Guard Camp called Bloodhook — whose name may or not be the
Groups of Company mariners or, less often, soldiers from source of the organization’s own name.
the Freeport or Qeynos Tower regularly patrol in groups of 4 Bloodhook the Pirate, Male Human, Sct 6/Rog 5/Brg 2:Medium
to 6, making camp at various locations throughout the island, humanoid (human); HD 6d8+18 plus 5d6+15 plus 2d10+6; health
usually displaying their banner prominently so that they can 95; Init +6; Spd 30 ft.; BDB +14; Def +16 (+2 Dex, –1 armor, +1
be seen by lost travelers or those needing assistance. Situated shield); DR 3/–; BAB +9; Grap +12; Full-Atk +14/+9 melee (1d6+5/
near a crossroads and near abundant food and water, this 18–20, +2 scimitar) or +12/+8/+4 melee (1d4+3 nonlethal, un-
armed) or +12/+8/+4 ranged (1d3+3, 10 ft., masterwork dagger);
location is one of the most popular sites, and almost always
Atk +14 melee (1d6+5/18–20, +2 scimitar) or +12 melee (1d4+3
contains a camp with a number of guards from one or both nonlethal, unarmed) or +12 ranged (1d3+3, 10 ft., masterwork
cities. dagger); SV Fort +9, Ref +10, Will +3; Str 16, Dex 14, Con 16, Int 12,
Wis 11, Cha 17.
11. Goblin Tower Skills: Agility +7 (+8 escaping bonds), Bluff +13, Climb
This rickety structure has been variously occupied by the +11 (+12 involving rope), Disguise +8, Engineer Device
mariners and by elements of the Flotsam Clan of goblins, who +5, Forgery +6, Jump +9, Knowledge (local lore) +6,
periodically move in to utilize it as a base for supply raids and Knowledge (street smarts) +6, Perceive +12, Persuade
attacks on island farms or settlements. Once the goblins’ +11 (+12 begging or gathering information), Search +6
presence is known, however, the guards quickly move in to (+8 finding secret doors), Sense Motive +6 (+7 vs. Bluff
drive them out, occupy the tower, and then eventually aban- [deception]), Sleight of Hand +9, Sneak +11, Survival +3
don it, leaving the goblins to return. Many islanders have (+4 following tracks), Swim +12, Use Rope +8 (+9 tying
wondered why the guards don’t simply demolish the blasted bonds), Vocation (sailor) +8.
thing, but bureaucratic wrangling over who is responsible for Languages: Norrathian (4).
the destruction and which is responsible for disposing of the
debris has prevented anything from happening.
At any one time, this tower may contain a squad of 4 to 6
human guards or a small horde of 10–20 Flotsam Clan warriors

46 Chapter Three
(see the “Clan Flotsam” sidebar later in this chapter), who will Blue Seal Cove

Contents
be loathe to let any outsiders leave the area alive.
The second largest of the Isles of Refuge, Blue Seal Cove is
12. The Fourth Gate named for its most prominent feature, a pleasant harbor
The so-called Fourth Gate is a sturdy structure separating surrounded by steep cliffs and a narrow strip of beach. The
the Farmlands from the Wilds beyond. It is regularly patrolled rocky terrain makes construction difficult, but over the years
and garrisoned by Company mariners. the island has prospered, with terraced farms painstakingly
carved from cliff sides. Sections of the interior jungle have
13. Far Seas Guard Tower been cleared to make room for fruit orchards, but the hostile
creatures there limit habitation; such creatures also provide
A garrison of 20 warriors (Ftr 3–6) from the Far Seas
work for capable refugees, though, who are often asked to hunt
Trading Company maintains watch here, as it is likely to be
down especially dangerous predators.
the most dangerous part of the island. The wooden tower gives
a good view of surrounding country, including the unsettled Although humans remain in the majority here, the island
territory beyond the Fourth Gate. Adventurers and explorers boasts a high population of gnome and dwarf citizens and
are allowed to enter and exit the gate, though the guards here refugees, who often congregate here to be among their own
make it clear that they cannot guarantee assistance to anyone kind.
who finds trouble in the Wilds beyond.
1. Blue Seal Cove
The garrison is commanded by Tanara L’Xaz (female half elf,
Ftr 2/Sct 6/Prd 2), a half-breed of dark elf parentage who has This beautiful bay was apparently formed when the ocean
long been forced to deal with the hatred and prejudice of both rushed into the caldera of an old volcano, creating a near-
humans and Teir’Dal until at last she found a home with the circular expanse of water where even the largest ships can
Far Seas Trading Company. She is quite loyal to her employ- safely anchor. The bay’s depths are also good for fishing, and
ers, and a dedicated professional. harbor healthy populations of mussels, crabs, and other deli-
cacies.
14. The Wilds
2. Blue Seal Lighthouse
This portion of the island remains in its fully natural state,
with only a handful of inhabitants — some of whom are druids Tall, pale, and slender, this lighthouse is said to have been
and other antisocial types. While its hazards are far from those raised by a circle of grateful high elf conjurors and provided
that one might face in such distant locales as Everfrost or with a permanent elemental light to guide ships safely into
Lavastorm, there are nevertheless many challenges here for port. Though it is officially tended by a single employee of the
the inexperienced adventurer, from giant insects and snakes Far Seas Trading Company, the lighthouse has never needed
to the occasional prowling goblin or undead that has managed maintenance of any kind, and no one but a handful of Far Seas
to escape from the Sandshore Graveyard. employees knows how to gain entrance.
The Bloodhook Pirates (see sidebar) have been known to
use this area as a base of opera-
tions for smuggling or raiding,
and can sometimes be encoun-
tered in force, as can the Flotsam
Clan goblins and other hostile
beings.

15. Sandshore River


The Wilds are divided by this
broad river that tumbles down
from the heights above. Its wa-
ter is fresh and pure, and the
river is spanned in one location
by a sturdy wooden bridge, built
early in the island’s history by a
team of wood elves. Fishing from
the bridge is said to be quite
good, though the risks of fishing
here can sometimes be severe
given the local fauna and the
activities of pirates in the area.

The Isles of Refuge 47


Ruler: Mayor Nabi Togglehand.
Gold Piece Limit: 110 gp.
Assets: 2,000 gp.
Resources: Fish, bananas, coco-
nuts.
Militia: 50 Company mariners.
The island’s leading settlement is
located at the foot of the outer cliffs,
connected to the bay by several steep
winding trails. Its frontier-town at-
mosphere has begun to evolve into a
slightly more cosmopolitan environ-
ment as refugees and permanent
residents build more permanent struc-
tures and expand upon existing ones.
Fort Wenedra has a way to go before
gaining the same status as Trading
Post Number One, however — the
streets are still dirt (or in the rainy
season, mud), the population is still
largely transient, and on off days there
is at least one brawl going on in one
of several public houses.
The town does not currently host
ambassadors from either Qeynos or
Predictably, rumors of fabulous treasures to be found inside Freeport, a situation that those cities’ leaders hope soon to
the tower circulate constantly, but so far no one has ever been remedy.
able to get into the lighthouse in order to verify them. a. Palisade: A wooden palisade, reinforced with stone
bracing here and there, surrounds the town proper. In recent
3. Beach months, with a greater and greater influx of refugees, a small
A thin sliver of white sand extends around the edge of the shanty town has grown up outside the palisade, with clusters
harbor; goods are sometimes piled here before being trans- of shacks and impromptu shelters; the inhabitants of the
ported to either the ships at the dock or to the settlements shanty town can seek refuge inside the town in case of danger.
farther up the cliff. The main gates are of wood, with flanking towers manned by
city guards.
4. Docks b. Straybo’s Inn: Straybo (male gnome, Com 6), a gnomish
A shelf of rock extends upward from the beach here, which refugee who settled years ago in Fort Wenedra, runs its most
has allowed engineers to sink stone pilings and attach wooden popular eating and drinking establishment. He also maintains
piers. Ships dock here to load or unload cargo, and the docks several comfortable rooms for refugees and visitors who can
are usually the first solid ground that refugees feel after days or afford them. Straybo’s dining room is a popular retreat for
weeks at sea. Company mariners normally patrol the docks, refugees of an adventurous bent, who meet here in the
spot-checking cargo and making sure that refugees are really evening to feast, drink, and share stories of their exploits in the
what they say they are. islands.
A few years ago, a force of Clan Flotsam goblins mounted an Representatives from both Qeynos and Freeport frequent
assault on the docks, but they were easily defeated. Currently, Straybo’s, usually on the lookout for promising young adven-
rumors abound of a group of amphibious creatures that are turers who might make good recruits for the respective city
attacking ships and raiding smaller islands, so the guards at the guards or military.
dock are particularly jumpy, especially at night. c. Barracks: A force of 50 mariners from the Far Seas
Trading company represents Fort Wenedra's permanent gar-
5. Cliffs rison. They are commanded by Captain Glabrus (male human,
Steep, rugged cliffs surround this ancient caldera. Trails Ftr 5/War 2) and Captain Malador (male human, Sct 4/Ftr 3).
have been carved into the hard volcanic rock, allowing cargo The two commanders are known to dislike each other
to be portaged to and from the settlements beyond the bay. intensely, and often try to frustrate each other’s efforts to
defend the town. So far the rivalry hasn’t caused any lasting
6. Fort Wenedra problems, but some hope that one day the two will set aside
Hamlet, Pop. 400 their differences in the interest of the refugees they are both
(Dwarf 11%, gnome 13%, halfling 6%, high elf 5%, human sworn to serve.
37%, kerra 8%, wood elf 7%, other 13%)

48 Chapter Three
The town’s defenders are all navy and infantry — horses and tively (many have at least one level in fighter). The downside

Contents
other riding beasts are a rarity here. of this is that brawls and fights in the town sometimes get a bit
d. Town Hall: The largest structure in Fort Wenedra, this out of hand, with swords and knives drawn quickly.
stone structure was painstakingly built by gnome and dwarf Highspur is “governed” by an elected mayor; currently, that
artisans from volcanic rock. Though far from aesthetic, the office is held by a man known as Shady MacDuff (male
structure is incredibly sturdy, and many wonder just exactly barbarian, Ftr 5/War 2/Brw 3), an individual who seems to
how the workers managed to quarry and shape such hard-to- enjoy cracking skulls and hunting far more than running the
work-with material. town. All the same, he tolerates only a certain amount of
The town’s mayor, Nabi Togglehand (male gnome, Ari 4/Art disorder, and usually manages to keep fights and conflicts to
3), oversees meetings of his various councilors, including the a state of controlled chaos. Should the town ever come under
two leaders of the town garrison, as well as Uthri Stonemiller concerted attack, Shady would fight ferociously to defend it,
(male dwarf, Ari 3/Ftr 3/Art 2), Commissioner for Refugee standing bravely beside individuals whom he might have
Affairs, and Marta Fethnal (female human, Com 7), Minister thrashed the night before.
of Agriculture.
e. Dry Goods and Supplies: Gorsim (male dwarf, Com 5/Art 9. Qeynos Tower
3) owns this small shop that is, despite its size and location, On the edge of the wilderness stands this stone watchtower,
stocked with almost anything that a traveler or adventurer usually garrisoned by 3 warriors (male or female human, Ftr 4–
might need. Aware of the wanderlust and boredom that often 6) commissioned by Qeynos. It is intended as an early-warning
overtakes refugees, Gorsim has long encouraged those who post in case anything unpleasant decides to move out of the
would explore and seek adventure in the islands, and has forest below.
taken it upon himself to offer them weapons, armor, food,
clothing, and other supplies at reasonable rates — or at least 10. Freeport Tower
what Gorsim himself considers reasonable, since he’s the only Also situated in a strategic spot, this tower exists to keep
real supplier in town. watch on the warriors of Qeynos, but also to aid in Highspur’s
Gorsim is also a good source of information about current defense. It likewise contains 3 warriors (male or female human,
events in the region and about the islands in general, for he is Ftr 3–7) from Freeport, though an assignment here is usually
an incorrigible gossip who can’t keep a secret to save his life. seen as punishment since life here can be quite dull.

7. Macanda’s Trail 11. Inland Forest


This well-worn trail winds away from Fort Wenedra, through Down a steep rocky slope lie the interior lowlands. Some
the rugged surrounding countryside and along picturesque sea scholars and geomancers have speculated that, like the nearby
cliffs, eventually coming to the island’s other settlement, the bay, the central portion of the island was once a volcanic
town of Highspur. It is regularly patrolled by squads of 3 or 4 caldera, but that the volcano eventually collapsed upon itself,
of the settlements’ warriors. leaving this deep bowl-shaped depression filled with rich
volcanic soil. Whatever its origin, the interior of Blue Cove is
8. Highspur a wonder of nature, filled with thick jungle growth and
Hamlet, Pop. 300 crisscrossed by many streams. The sight of the jungle, several
(Barbarian 14%, dwarf 9%, gnome 7%, half elf 9%, halfling miles across, is quite impressive and intimidating, but the Far
10%, human 39%, other 10%) Seas Company regularly dispatches adventurers and explorers
Ruler: Mayor Shady MacDuff. into the interior to seek out potential threats to the islands and
Gold Piece Limit: 80 gp. possible sources of income.
Assets: 1,250 gp. The dangers of the forest are certainly considerable, espe-
cially to beginning adventurers. Giant spiders, scorpions, and
Resources: Fish, fruit. wasps are known to live here, and various small humanoid
Militia: 30 Company mariners. tribes — including the ubiquitous goblins — have been
A smaller, somewhat rougher and more lawless place than reported. Some speculate that the Clan Flotsam goblins
Fort Wenedra, Highspur is home to those residents and sometimes take up residence here, or have a secret route from
refugees who don’t get along at the larger town. Highspur is the sea to the jungle.
located on a rocky crest above the inland forest and, like Fort It is certain that goblins, pirates, and undead have some-
Wenedra, is surrounded by a wooden palisade. This barrier is times come out of the jungle, laboriously climbing the steep
considerably less sturdy than its counterpart, however, and and treacherous cliffs to raid Highspur, but there never seems
has from time to time been tested sorely by goblin and pirate to be any rhyme or reason to such attacks. No one yet knows
raiders. whether there is any central authority in the jungle, or
There is only a small garrison of troops here, most of whom whether the dangers there are entirely random in nature.
are mercenaries hired by the Far Seas Trading Company to
keep some semblance of order. Each of the hundred or so able- 12. Fort Bloodhook
bodied citizens of Highspur can also serve as a competent Once part of the main Antonican continent, Blue Seal
militia member, though, wielding a number of weapons effec- Cove was indeed the scene of extensive volcanic activity

The Isles of Refuge 49


during the Rending and was later pounded by meteors during new wealth on their floating city of Flotsam, they begin to
the Shattering, both of which combined to create the great contemplate purchasing real ships, improved weapons, and
crater-like interior basin. A few human structures survived possibly even the services of experienced cutthroats,
the catastrophe, protected by magic or by some remnant of spellcasters, and mercenaries from other tribes, so that they
divine power that sought to preserve human civilization. Most can either relocate to a more favorable climate, or drive the
have since been covered by jungle, but the most prominent of humans from the Isles of Refuge once and for all.
these, an ancient temple of Rallos Zek, has been taken over by The mine entrance is kept well hidden, and guarded by elite
a group of Bloodhook pirates (see the “Bloodhook Pirates” goblin warriors (male aqua goblin, Ftr 2–5/Sct 2–5; ave. level
sidebar earlier in this chapter), who have renamed it Fort 6th). The goblins have also persuaded a number of well-paid
Bloodhook. troll mercenaries to patrol the area and attack all non-goblins,
Using secret passages through the crater wall (see Area 13, keeping the region relatively free of intruders.
below), the pirates have transformed their hidden fortress into So far, Clan Flotsam’s mining operations are relatively
an ideal hideout and base of operations. Much of their stolen modest, with small bands of miners creeping into the mines
booty is stashed in the ancient temple’s lower levels, while the and stealing away at night, loaded down with all the gems they
upper structures are kept covered with vines and jungle can carry. Neither the pirates nor the Far Seas Company
growths to conceal them. Any explorers who stumble upon suspects the mine’s existence yet, but if it is discovered the
the temple are summarily killed and raised as undead guard- Flotsam Mine could spur a major rush into the interior, with
ians by the pirates’ local leader, an ogre named Gunge Skullface eager outsiders searching for more gems. Open warfare be-
(male ogre, Mag 5/Sum 5/Nec 2). tween humans, pirates, and goblins would almost certainly
At any one time, there are up to 50 pirates of various races ensue.
and professions in the temple, all ready to kill anyone who
might discover the secret of its location. Palm Island
A low, sandy land mass, Palm Island is periodically ravaged
13. Secret Passage by fierce storms, forcing its inhabitants to build sturdy, endur-
There are a number of hidden tunnels cut through the ing structures from coral and volcanic rock shipped in from
bedrock of the island from the interior to the rocky shore. other Isles of Refuge. There is no single settlement on Palm
Many of these ancient lava tubes remain, only few having Island, but rather several scattered structures including hous-
been discovered, while others have long since collapsed. This ing for refugees, shops, taverns, and other necessities. The
large tunnel is used by the pirates and also occasionally by island likewise has no real central authority, and is favored by
nearby goblins to move unseen from the island’s south shore those refugees of a relatively disorderly nature.
into the central jungles. While life on Palm Island itself is relatively uneventful for
Like the location of their fortress, the pirates guard the the most part, a rich coral reef just offshore allows those with
secrets of this tunnel jealously, and do not tolerate any good lungs or magical enhancements to explore the area
outsiders learning of it. The tunnel has been the scene of underwater, where sunken structures of unknown origin in-
several pitched battles between
Clan Flotsam goblins and the
Bloodhooks, though no bones
or other such evidence remains
— for the pirates always collect
such remains for use by their
necromantic leader, Gunge (see
Area 12).

14. Flotsam Mine


The goblins have fairly re-
cently discovered their own
secret on the island — this lava
tube, which has proven to con-
tain a steady supply of diamonds
and other valuable gemstones.
Clan Flotsam miners have been
surreptitiously sneaking onto
the island for many months now,
carrying off a small but steady
stream of riches. The goblins
hope that this might be the
beginning of a new turn in their
fortunes; as they accumulate this

50 Chapter Three
vite those with a taste for adventure and a paucity of mundane common dining room where two good meals a day are served

Contents
interests on shore. for a mere pittance.

1. Lagoon 6. Stormshelter Tavern


The island’s impressive coral reef (see Area 7) forms a This low structure is built in the halfling style, with exten-
protective ring around the anchorage, providing relatively sive chambers underground and a protective wall of fir trees all
safe access to the island itself. The lagoon is shallow, its waters around. The trees were planted over a decade ago by owner
crisp and blue-green, with shoals of fish in abundance and the Rolley Manycoins (male halfling, Ftr 5/War 2), a former
occasional ominous silhouette of a cruising shark making halfling freebooter who saw many of his people suffering in the
itself evident. wake of the Age of Cataclysms. Though the tavern was
originally intended to cater to wee folk (that is, gnomes and
2. Anchorage halflings), it has grown enormously popular with the humans
Along the edge of the reef, the lagoon is deep enough to and elves of the island as well, and is now the residents’
anchor most oceangoing vessels. Closer in to shore, a coral favorite watering hole.
shelf rises up from the sea floor, and much of the lagoon itself The Stormshelter also serves a practical purpose that matches
is only a few feet deep. Most ships dare not venture closer than its name, providing safe haven during even the most ferocious
the outer edge of the anchorage for fear of running aground, typhoons. On many stormy nights have a crowd of islanders,
but shallow-draft canoes and ships’ boats can easily glide from cut off from their homes by wind and rain, warmed themselves
ship to shore carrying cargo and passengers. with a brisk fire and pleasant companionship while the forces
of nature battered the island above.
3. Admissions Rolley is also aware of the interest that Leviathan Reef (see
This unattractive, box-like building was constructed from Area 7) holds for visitors, and over the years he has amassed
blocks of coral; it houses the intake offices for the island. Here, a collection of scrolls and even minor magic items that allow
clerks from the Far Seas Trading Company interview refugees users to breathe underwater. He typically sells the scrolls to
and assign them housing. The chief clerk Gregosian Talon serious customers at a 10% markup from the standard price, or
(male human, Com 8) is of Qeynos extraction, but is always rents out the items for reasonable daily fee, and without any
careful not to influence incoming refugees to go to one city or kind of security deposit.
the other. Interestingly enough, a few unscrupulous refugees who have
tried to make off with Rolley’s magic items have come to bad
4. Residency ends, their bodies washed ashore near the Stormshelter itself,
Considerably more aesthetically interesting than the ad- leading some to speculate that Rolley has arranged for magical
missions building, though also crafted of coral, the nearby curses to be visited upon any who try to cheat him.
residency is a combined home and office for the ambassadors
from Freeport and Qeynos — respectively, Axlan Varzan 7. Leviathan Reef
(male human, Ari 5/Mag 3) and Gladerius Fortune (male This substantial coral ring surrounds the lagoon, protecting
human, Ari 7). The building has a number of pleasant archi- it well from oceangoing marauders and weather alike; the reef
tectural flourishes and features, including rainspouts, gargoyles, extends out into the ocean for several miles. It is home to
glass windows, and an enclosed garden, most of which were myriad living things, from schools of colorful fish to giant
built with materials imported from D’Lere. mollusks, sharks, octopi, and even more exotic creatures.
Axlan and Gladerius have a surprisingly cordial relation- The reef is Palm Island’s primary source of interest, and is
ship, though each keeps to his own side of the residency. They often visited by refugees eager for a change from the monoto-
meet regularly for lunch and to play Aelblin (an old, compli- nous terrain on land. Some of these visitors simply swim in the
cated dwarven board game), however, with each propounding shallow areas, while others use magic to allow them to breathe
his own philosophical views — and subtly suggesting that his underwater and thus explore more deeply. Several individuals
city and its philosophies are superior to the other. So far on Palm Island (notably Rolley Manycoins; see Area 6) can
neither has gained the upper hand, nor is either likely to do so. provide items that allow underwater breathing.
Citizenship tests are conducted here on a weekly basis,
administered by one of the ambassadors’ aides. 8. Oyster Fields
One of the most popular destinations for new arrivals, the
5. Marble House oyster fields are located amid the shelter of the reef and
One of several buildings intended to house refugees, Marble contain thousands of mollusks of various sizes. These are
House is intended primarily for those of a good and lawful harvested for food or opened for pearls. Those seeking oysters
nature — specifically, those who seem inclined to go to should be wary, though, for sharks and giant octopi are also
Qeynos. A few future Freeporters slip through, but for the known to frequent this area.
most part Marble House (named for the flawless white marble The water here is relatively shallow (less than 30 feet deep)
from which it is constructed, salvaged from a load of marble and quite warm.
brought on a wrecked cargo ship several years ago) is a peaceful
and easygoing place, with small but comfortable rooms and a

The Isles of Refuge 51


9. The Fissure actually created a thriving community here, with facilities to
Beyond the Oyster Fields, a deep crevice extends far be- aid the flow of refugees.
neath the sea floor, surrounded on all sides by ramparts of Northgate’s populace is aided by the rich fishing waters
living coral. Many dark rumors surround the Fissure, and nearby. While fruits, grains, and vegetables need to be im-
beginning adventurers are strongly advised to avoid swim- ported, the islanders’ diet is primarily fish, leading the locals
ming in its vicinity. Some of these stories of demons and to develop a number of innovative fish dishes to help break the
tentacled sea monsters may be simple tall tales recounted by monotony. Recipes from Northgate are beginning to spread
mariners, while others — particularly those that speak of a throughout nearby continents, and several nobles have sent
race of aquatic fish-folk that might be related to the ancient their chefs here to learn the secrets of Northgate’s remarkable
kedge, and of strange lights and waves of hot and cold water cuisine.
bursting from the Fissure — are harder to dismiss. The Northgate islanders are actually able to export fish
No one knows who the last group to enter the Fissure was, much of the year, increasing their general prosperity. This
for adventurers often do not return from expeditions to affluence has drawn the attention of the Bloodhook Pirates,
Leviathan Reef, simply vanishing without a trace. however, and raids upon the island’s merchant traffic have
increased. The island’s leaders have requested support from
10. Temple of Prexus the navy of the Far Seas Trading Company, but so far aid has
Once, before the Age of Cataclysms, a temple stood here been slow in coming, leading Northgate to start hiring merce-
that venerated the sea god Prexus. Why the temple of an naries and even to consider building its own defensive fleet.
ocean god should be located so far from the sea was never fully
1. Breakwaters
understood — the priests simply insisted that Prexus had
decreed it. When the cataclysms sank much of Antonica As the island has no natural harbor (and is in fact sur-
beneath the waves, the reason for the temple’s existence rounded by a steep dropoff just beyond the rock shelf upon
became clear (at least to the surviving priests of Prexus), for it which it sits), gnomish engineers from Qeynos were engaged
sank intact to the bottom of the shallow sea and today stands to create an artificial enclosure, sinking great quantities of
much as it did in the past, even though Prexus appears to have rock and debris in a protective offshore ring. Today the
departed Norrath, along with the other old gods. breakwaters help protect Mikastown (see Area 5) from high
The temple is a popular place for exploring, for much of it seas and provide ships with shelter and a secure haven.
has never been mapped, and its winding corridors are said to 2. Harbor
still contain treasure, as well as fierce beasts that guard it in the
name of vanished Prexus. Giant mollusks, sharks, barracuda, The artificial harbor is accessible through gaps in the
and a species of salt-water piranha all inhabit the depths of the breakwaters. It is deep enough for most vessels, though truly
temple, and rumors of “merfolk” and even of the legendary large ships are often forced to stand offshore using sea anchors
kedge abound. to remain in place. The harbor is home to the island’s fishing

11. Shark Cliffs


At the edge of the undersea
shelf where the island lies is a
steep dropoff into the dark cold
abyss below. Islanders are care-
ful never to stray beyond the
dropoff, for there are said to be
voracious creatures of enormous
size and ferocity there, includ-
ing a surprising variety of great
sharks that give the cliffs their
name.

Northgate
The northernmost of the Isles
of Refuge is a rocky promon-
tory, originally thought
unsuitable for habitation —
only hardy plants such as cacti
and wind-tortured trees survive
here. However, with typical
pluck and ingenuity, the folk of
the Far Seas Trading Company

52 Chapter Three
fleet, as well as to mercenary vessels assigned to protect the house for goods and supplies; a residence for the Great Cities’

Contents
islanders from pirates. port authorities, Nythrela of Freeport (female human, Ari 2/
Mag 7) and Drago Northwarden (male barbarian, Ari 1/Ftr 5)
3. Docks of Qeynos; a garrison for the hundred or so troops that use the
Northgate is one of only a few among the Isles of Refuge to island as a base; and temporary housing for refugees before
have real dock facilities. Protected from the weather by the they are placed into longer-term residences in Mikastown.
artificial harbor, these docks are sturdy, built on solid stone Northgate Fortress serves its military purposes well, for it
piers using hardwoods imported from all across the Shattered has intimidated both the sea goblins and the pirates so much
Lands. Ships tie up here to load and unload all forms of cargo, that neither has ever considered attacking it. All the same, it
including masses of salted fish that are carried to Qeynos, is also a liability, as it ties down many of the garrison who
Freeport, and beyond. might better serve the islands by patrolling the coastal settle-
Refugees bound for Northgate are met here by an efficient ments.
welcoming committee led by one of the two ambassadors or About half of the island’s troops are assigned here by the Far
their aides, and are quickly interviewed and shown to housing Seas Trading Company, while the rest are mercenaries hired
in Mikastown. by Lord Felwin of Mikastown to help deal with the increas-
ingly bold depredations of the pirates.
4. Northgate Fortress
The stone fortress that broods over the harbor is also a 5. Mikastown
unique feature — no other Isle of Refuge has quite so impres- Village, Pop. 600
sive a citadel. This structure was built on the foundations of an (Barbarian 6%, dwarf 8%, Erudite 7%, gnome 11%, high elf
older fort that dates back to pre-Cataclysm days, and was 5%, human 37%, ratonga 10%, wood elf 6%, other 10%)
finished by a team of Freeport and Qeynos engineers and Ruler: Lord Felwin.
stonemasons. Today it serves several purposes: It is a ware-

The Isles of Refuge 53


Gold Piece Limit: 225 gp. move on, and these houses are usually occupied for only a few
Assets: 7,200 gp. weeks at a time before new residents move in.
Resources: Fish, fruits, stonework, art. f. Burly Quarter: Mikastown is unusual in that it has a
Militia: 25 Company mariners (Ftr 3–6), 25 mercenaries section devoted primarily to housing larger folk such as ogres
(Ftr 3–6). and trolls. The buildings here are larger than in the main
Where there was once barren rock, a thriving city now refugee area — up to 700 square feet, with furnishings and
stands. Walls made of stone quarried from the island itself appointments adapted to Large inhabitants. Like the housing
protect Mikastown, which now boasts a large population and elsewhere, the structures in the “Burly Quarter” are regularly
numerous amenities. The town is named for its founder, Mika vacated and re-inhabited as their residents move to one of the
Seawitch, a famed spellcaster and mariner who insisted against Great Cities (usually Freeport); when there are fewer ogres
all odds that Northgate could support such a settlement. and trolls on the island, these structures are assigned to greater
numbers of smaller humanoids.
a. Walls: Stone walls, carefully built by craftsfolk over an
entire decade, surround the interior of Mikastown and add to g. Ratonga Burrows: Outside of the walls is another unique
the protection provided by the nearby fortress. feature of Mikastown: underground warrens built by and for
the ratonga. A small group of permanent ratonga residents
b. Qeynos Residency: No one is sure who decided to put
lives in the warrens and helps maintain them, but the primary
the official homes of the Great Cities’ ambassadors so close
population is, like that in the other parts of the town, tran-
together; it has certainly resulted in great amusement for the
sient. The unofficial ratonga “mayor” is Dorubo (male ratonga,
people of Mikastown, for Diegas, the Qeynos ambassador
Com 3/Sct 5), a grey-furred elder with a crooked tail — plainly
(male human, Ari 8), spends considerable time and money
it was once badly broken — and a highly intelligent and
decorating his home to outshine his rival in the adjoining
intuitive nature.
residence.
h. Lord Felwin’s Residence: A former nobleman of Qeynos,
Ambassador Diegas has largely succeeded in outdoing his
Lord Felwin (male human, Ari 8/Sct 3) emigrated many years
political opponent, for the house is quite remarkable in its
ago to the isles, purchasing property here and hoping to do
luxury and excessive décor — for instance, it has a walled
good by aiding the refugees. He quickly rose to prominence,
garden filled with elaborate statuary and expensive decorative
providing much of his substantial fortune to help in the
plants, all tended by a small army of servants and gardeners.
construction of the fortress and the town’s walls and hiring
The walls of the residence are elaborately carved in bas relief,
mercenaries to help defend the city against pirate raids.
portraying the history of Qeynos and the events of the Age of
Within a few years, Felwin was widely acknowledged as the
Cataclysms that led up to the founding of the Isles of Refuge.
city’s leading citizen and eventually proclaimed “lord” of the
Of course, the decorations have nearly bankrupted Diegas,
island.
but he at least has the satisfaction of knowing that his abode’s
perfection drives Nabilus to distraction. Felwin’s position is largely informal, but most of Northgate’s
inhabitants look to him as leader. Felwin himself is an affable
c. Freeport Residency: Ambassador Nabilus (male human,
and wise old man who always tries to find time for anyone who
Ari 6) of Freeport quietly seethes with envy, for his home,
wishes to speak to him, and his still-substantial fortune helps
while grand, lacks the lavish and luxurious adornments that
keep the island safe from attack. Currently he is negotiating
grace the house of fellow ambassador Diegas. For the moment,
for the purchase or construction of at least one war vessel,
Nabilus contents himself with elaborate fêtes, and with lav-
intending to hire or train a capable naval force to pursue the
ishing gifts and attention upon his three lovely mistresses, all
Bloodhook Pirates and take the fight back to them.
of whom reside with him. Nabilus is assisted by several aides,
who administer the citizenship test at the residency once per Felwin’s home is modest but comfortable, surrounded by a
week. low wall, and boasts a lush green garden with plant species
from both major continents. Inside, Felwin lives with his wife
d. Merchants’ Quarter: As one of the fastest-growing and
Shela (female human, Ari 6) and their twin daughters Magda
most prosperous cities in the Isles of Refuge, Mikastown has
(female human, Ari 2) and Erin (female human, Ari 1).
begun to develop a burgeoning mercantile district where
goods of all sorts can be bought and sold. The merchants are 6. New Shipyard
mostly permanent residents, and cater to both the officials of
the Great Cities and to the refugees who constantly move Protected by watchtowers and regularly patrolled by sol-
through the settlement. There are many different businesses diers from the nearby settlement, the beginnings of a real
here, ranging from inns and taverns to equipment suppliers, shipyard lie here. Lumber is piled up high and several small
clothiers, fishmongers, and many others. buildings have already been constructed. On the beach,
timbers have been laid out, along with a rudimentary scaffold-
e. Refugee Housing: These huts have been built steadily ing. Lord Felwin hopes to begin construction of a real warship
for several years now, and their builders have slowly settled soon, but in the meantime several smaller vessels have been
into a handful of uniform designs. Each hut is a mere 150 to built, including some fishing boats and cargo launches to
180 square feet, with a single room for sleeping and cooking service merchant ships in port.
and a small attached latrine. Huts are assigned to incoming
refugees, each holding up to four individuals — six if the Felwin and his advisors know that both the goblins and the
individuals are small or if conditions are especially crowded. pirates would love to see the new shipyard destroyed, and they
Turnover is high as refugees take their citizenship tests and have hired extra guards to oversee the place.

54 Chapter Three
Contents
Clan Flotsam
This small clan of goblins might have been an insignificant threat elsewhere in the Shattered Lands, but among
the Isles of Refuge they are beginning to grow into something more. The longer Clan Flotsam remains at large, the
more the authority of the two Great Cities is undermined, and both the goblins and other enemies, such as the
Bloodhook Pirates, grow bolder and more inclined to challenge Qeynos and Freeport directly.
The clan’s early history is largely speculative — they appear to be related to the ancient aqua goblins of Old
Norrath, though they were probably cut off from their brethren and their numbers severely depleted during the
Rending. Highly adaptable, the survivors quickly took to life at sea, building rafts and boats with available materials
and finally lashing many together to form floating island-forts whence they raided the surrounding island folk.
Pickings in the Tranquil Sea were sparse, however, until the gathering of the refugees began; the swelling
population of the nearby islands has proved both a boon and a curse to the goblins. Now, there are many rich
settlements and shipping lanes to raid, but also more dangerous opponents determined to defend their new homes.
The goblins’ fortunes rose and fell sharply in recent decades — a successful raid might keep the clan well-fed and
safe, while a defeat reduced them to near-starvation and desperate infighting.
This cycle continues today, though less violently, as the goblins maintain several of their large island-fortresses
in the Tranquil Sea. Lately, most believe that the goblins have grown bolder, though no one is sure whether this
is because they are indeed stronger militarily, or whether they once more face the threat of extinction and are raiding
out of desperation.
A typical Flotsam Clan warrior has stats as noted below (based on an ability score array of 12, 12, 10, 10, 8, 8 before
racial adjustments).
Male Aqua Goblin, Ftr 2/Sct 1: Small humanoid (goblin); HD 2d10+2 plus 1d8+1; health 18; Init +2; Spd 30 ft., swim 20 ft.; BDB
+3; Def +5 (+1 size, +2 Dex, –1 armor); DR 2/–; BAB +4; Grap +1; Full-Atk +6 melee (1d3+1 nonlethal, unarmed) or +6 melee (1d6+1/
x3, spear) or +7 ranged (1d4+1, 20 ft., javelin); SQ amphibious, ultravision; SV Fort +3, Ref +0, Will +0; Str 12, Dex 14, Con 12, Int
8, Wis 8, Cha 6.
Skills: Agility +4, Climb +4, Jump +3, Knowledge (warcraft) +1, Perceive +3, Sneak +8, Survival +3, Swim +10,
Trade Skill or Vocation (any one) +1.
Languages: Goblin (4).
Feats: Dodge, Dodge Missiles, Hand to Hand.
Talents: Load-bearer, sneak attack, taunt, trapseeker.
Amphibious (Ex): An aqua goblin can survive on land or underwater, breathing air or water with equal ease.
Possessions: Seashell armor (as leather armor), spear, 2 javelins, 1d4 gp.

Chief Borghlu
The Flotsam Clan’s supreme leader, a fat, cunning, middle-aged goblin named Borghlu, rules from the largest of
their raft-islands. His fortress is a sizeable mass of broken ships, debris, driftwood, scavenged lumber, and other
materials that is kept hidden from enemies by the tribal shamans’ magic.
If most Flotsam Clan goblins are remnants of ancient aqua goblin tribes, then Borghlu is descended from isle
goblin blood — standing nearly as tall as an average human warrior, he is easily bigger, stronger, and fiercer than
any other goblin of his clan.
Borghlu, Chief of Clan Flotsam, Male Isle Goblin, Ftr 6/War 5/Ber 3:Medium humanoid (goblin); HD 6d10+12 plus 5d12+10 plus
3d10+6; health 109; Init +2; Spd 30 ft., swim 20 ft.; BDB +9; Def +10 (+2 Dex, –1 armor); DR 4/–; BAB +16; Grap +19; Full-Atk +19/
+16/+13/+10/+7 melee (1d4+5 nonlethal, unarmed) or +23/+20/+17/+14/+11 melee (1d8+9/x3, +3 spear); Atk +19 melee (1d4+5
nonlethal, unarmed) or +23 melee (1d8+9/x3, +3 spear); SQ amphibious, ultravision; SV Fort +12, Ref +7, Will +5; Str 16, Dex 15, Con
15, Int 11, Wis 12, Cha 9.
Skills: Agility +4, Climb +10, Jump +9, Knowledge (geography) +4, Knowledge (nature) +3, Knowledge
(warcraft) +7, Perceive +8, Search +0 (+1 finding secret doors), Sense Motive +1 (+2 vs. Bluff [feint or intimidate]),
Sneak +8, Survival +3, Swim +13, Use Rope +3, Vocation (sailor) +4.
Feats: Dodge, Double Attack, Hand to Hand, Leadership, Parry, Toughened, Weapon Focus (spear).
Talents: Battle cry, berserk, call to arms, damage reduction, diehard, grand effort, improved damage reduction,
improved smash, smash, uncanny dodge.
Possessions: Seashell armor (as leather armor), +3 spear.

The Isles of Refuge 55


Gibbon Isle
Thickly forested and home to hun-
dreds of long-tailed primates,
Gibbon Isle is only recently settled
and largely unexplored. Rumors
abound of ruins and treasures to be
found on the rugged forest slopes
leading up Starfall Peak, one of the
highest natural features in all of the
Isles of Refuge. Certainly, most
scholars believe that the mountain
was hit by a fragment of the Moon of
Luclin, which may account for the
many strange rumors and legends of
strange creatures and events that
constantly swirl around Starfall and
the surrounding forests.
Two small settlements have
sprouted up here in recent years,
each with its core of permanent resi-
dents and a continually changing
population of refugees. Freeport
manages the first settlement, Wind-
ward, while Qeynos is in charge of
the island’s other village, Seaward.
A natural rivalry between the towns has sprung up, with those
7. Fisher’s Point who favor residence in one city or the other are urged to go to
This rocky spur extends out into the ocean, and is said to the appropriate refugee settlement.
point the way to the richest fishing in the area. Fisher’s Point Meanwhile, a steady stream of restless refugees ventures
is a popular destination for sightseers, picnickers, and lovers, into the forest seeking to verify the strange stories of the
and the tall white lighthouse here is the island’s most promi- island’s interior, whether heard on shipboard or in waterfront
nent landmark. taverns. Enough of these explorers have met with bad ends
that the two ambassadors have begun to actively discourage
8. Fisher’s Point Lighthouse exploration of the interior, calling for help from their respec-
Like most of the other Isles of Refuge, Northgate has a tive cities to investigate and map the island. So far, this help
lighthouse to aid incoming vessels in
navigation — and as with many other
structures on this island, it was built
with assistance from Lord Felwin.
The Felwin family crest is carved and
painted over the main entrance, and
a permanent watchfire burns at the
top, tended by a pair of lighthouse
keepers, one of whom is on duty
around the clock.

9. The Fishing Shoals


Several hours’ sail beyond
Northgate lie some of the richest
fishing grounds in the Isles of Refuge.
Every few days, the island’s fleet of
fishing boats — often accompanied
by a hired corsair vessel or two — sets
sail for the shoals, often returning
just before sunset the next day with
holds full.

56 Chapter Three
has not come, nor is it likely to given the budgetary and along the road at night is discouraged, for several mysterious

Contents
political concerns of the two human cities. disappearances have occurred in recent months.

1. Harbor 4. Seaward
Protected by the two peninsulas, the harbor is wide and Village, Pop. 280
deep, allowing ships to anchor here in complete safety. They (Barbarian 5%, dwarf 8%, Erudite 6%, halfling 5%, high elf
usually sit here for a day or more before being allowed to make 8%, human 46%, kerra 5%, wood elf 11%, other 6%)
port at the small and increasingly-busy dock facilities in one Ruler: Ambassador Claudius.
of the two cities. Gold Piece Limit: 90 gp.
Assets: 1,300 gp.
2. Windward Resources: Produce, trade goods.
Village, Pop. 250
(Barbarian 7%, dark elf 9%, Erudite 6%, gnome 6%, human Militia: 20 Qeynos guards (Ftr 4–6).
52%, ogre 6%, ratonga 8%, other 6%) In contrast to the lawless atmosphere in Windward, the
Ruler: Ambassador Kax’thar. village of Seaward is a peaceful and relatively stable place,
home to those of a more decent and orderly bent. Ambassador
Gold Piece Limit: 70 gp. Claudius (male human, Ari 5/Ftr 2) manages the place in the
Assets: 800 gp. name of Qeynos, and like his counterpart makes sure that the
Resources: Fish, trade goods. “right” refugees find their way here.
Militia: 10 Freeport guards (Ftr 4–6). The houses in Seaward are neat and well-ordered. Most are
Small and picturesque, nestled close to the rich blue waters made from white-washed wood or stone with slate roofs, while
of the harbor, Windward is run by Ambassador Kax’thar of a few have been built recently with actual roofing tiles.
Freeport (male human, Prt 5/Clr 1). The ambassador makes Seaward has its share of inns and taverns, but these are more
sure that his representatives visit each incoming refugee ship likely to be the scene of bardic performances, spirited discus-
so that those of appropriate temperament and racial back- sions, and the exchange of polite pleasantries than brawls and
ground are urged to come to his settlement. There, new larceny. The newly built docks are small but well-run, like
arrivals are pressured to choose Freeport over Qeynos. those in Windward, and the residents who work there are
Of course, this situation is duplicated in reverse in Seaward, growing more efficient all the time, quickly moving refugees
where the inhabitants are solidly Qeynos-sympathizers, so the and goods on and off ships to allow others to take their place.
practice has not yet caused any major problems. Those who The lands around Seaward are somewhat more civilized
come here mistakenly and appear to be more Qeynos material than those surrounding Windward, and visitors can wander in
are encouraged to move to Seaward — and most do so, the nearly-cleared farmlands with few concerns. Beyond the
quickly, given the somewhat violent and rough nature of this farms, however, the land quickly becomes rugged, dangerous,
settlement. and unexplored. Like Windward, the Seaward authorities
Windward has a definite frontier-town feel, with numerous take no responsibility for what happens to wayward unpre-
waterfront taverns, a small but bustling dock district, and a pared explorers, but they have been known to mount search
small group of Freeport Militia who are supposed to keep order parties and rescue missions if the need becomes apparent.
but usually use their authority to line their pockets with
bribes. This situation is accepted as par for the course by its 5. Farms
inhabitants, and Windward has survived and even grown over A few small farmsteads have been carved out of the forest
the past years. near Seaward, and are regularly patrolled by Qeynos guards.
A wooden palisade surrounds the city, with gates closed Only a few reports of various wild animals and excessively
each sundown and not opened, under any circumstance, until troublesome gibbons have occurred, but many claim that
dawn. Those who wish to venture beyond the safety of the there is a certain miasma of fear and dread that emerges
walls can purchase equipment at any number of small shops, periodically from the forest, making inhabitants nervous and
but are advised that once outside of Windward they are fearful, though they cannot say why precisely.
entirely on their own.
A burgeoning industry in false maps and fraudulent travel 6. Forest
guides has sprung up in recent years, which may be responsible The forest is mixed temperate deciduous and conifer, nour-
for the spread of increasingly wild rumors about what is to be ished by heavy spring rains. It contains a number of animals
found on Mount Starfall. that are unique to this island — wolves, badgers, jaguars, and
the chattering gibbons that give the isle its name. In spring
3. Windward Road and summer the forest is indeed a pleasant place — warm and
A dirt road winds around the harbor, connecting the sun-dappled, alive with birdsong. In fall and winter, however,
island’s two primary settlements. Windward’s militia is re- the place grows dark and gloomy, and seems to evoke a sense
sponsible for patrolling that town’s half of the route, while of apprehension and dread. Islanders generally avoid the
Qeynos guards from Seaward take care of the other. Travel forest during the cold months, and even on warmer days —
when they must venture in for firewood, for instance — they
generally go there only in groups.

The Isles of Refuge 57


Many stories surround the forest, some circulated by the circulate, along with stories of lost artifacts and untold riches.
rumormongers of Windward, who make substantial profits Inexperienced adventurers have occasionally been duped by
from those who want to explore the area and seek out the those who pass on such stories, along with fake maps, journals,
riches that are said to be hidden there. The tales of the forest and other manufactured evidence.
range from mildly alarming (“wild animals with a taste for Nonetheless, those who venture into the foothills without
flesh dwell there”) to downright terrifying (“ancient beings sufficient preparation almost invariably disappear, and the
from before the Age of Cataclysm dwell there, jealously isle’s ambassadors continue to discourage anyone from going
guarding their secrets, and eventually plan to destroy all life on there.
the island in order to protect their privacy”). Other tales
border on the humorous (“the disappearances and strange 10. Mount Starfall
happenings are the work of a clan of inept goblins who are The dark mass of Mount Starfall dominates the island,
trying to hide in the forest”). standing over its forests like a grim guardian. Its name comes
from the common belief that the mountain was struck by a
7. Tazul River fragment of the Moon of Luclin during the Shattering. Mari-
Plunging down from the slopes of Mount Starfall, the Tazul ners who approach the island from the side opposite the
River dominates the landscape of much of Gibbon Island. harbor indeed report that a massive indentation and perhaps
Despite its origin — atop a rumor-haunted and unexplored even a dark spherical object appears on the far slopes of the
mountain that is said to be home to strange creatures — the mountain, which gives credence to this rumor.
Tazul’s water is pure and supplies much of the drinking water Rationally minded Norrathians dismiss all this talk as idle
to the two settlements. The lower reaches are also good for speculation at best, and as malicious misrepresentation at
fishing and a rich source of crayfish and other small food worst; they have other explanations for the reported forma-
animals. tion. However, most islanders believe that the mountain
The ambassadors of the isle’s major settlements make sure indeed supports a piece of the lost moon.
that any water and any catches made from the river are Mount Starfall is in all likelihood a young peak raised by the
checked for any poisonous taint. So far no one has ever gotten disasters of the Age of Cataclysms — it is a massive mountain,
sick from water or fish taken from the Tazul, but rumors persist craggy and rugged, with knife-edged ridges and sheer ravines.
of larger and more dangerous creatures that inhabit the Its highest slopes actually bear snow in the coldest months of
headwaters and the unexplored regions of the river. winter, but for the most part its upper reaches are bare and
foreboding; they are often shrouded in clouds and mist,
8. Mound City especially during the rainy season.
A day’s travel into the forest lies a fascinating site that has The frightening tales of the Gibbon Island’s wild lands
yet to be fully explored. A dozen or more rounded mounds center on Mount Starfall. Strange lights dance about its peak,
stand here, covered in vegetation, showing some evidence of it is said, and on moonlit nights great winged beasts can be
former habitation. Some believe that the place was originally seen flapping to and from the summit. Tales speak of myste-
a halfling settlement that dates back to before the Age of rious disappearances in the villages, followed by the return of
Cataclysms; others ascribe darker origins to the place, vari- corpses, frozen solid with looks of horror on their faces, as if
ously claiming that the mounds may be abandoned wizard they had faced the freezing winds at the top of the mountain
spires, gates to the now-closed Planes of Power, pieces of the and then been returned.
Moon of Luclin that fell during the Shattering, or some other There are many stories — surely false — about lone adven-
deviltry. turers scaling the mountain only to find it inhabited by
So far, no major expeditions have been sent to “Mound demons, flesh-eating undead, or even a gate to distant planes
City,” but the rumors continue to circulate. It is known that of horror and death. Usually the stories are followed by
at least one unauthorized group of adventurers disappeared descriptions of the vast wealth to be found on the mountain,
after venturing out toward Mound City less than a year ago. available to anyone with the skill and bravery to retrieve it —
treasures from lost Luclin, the fallen wealth of failed explorers,
9. Foothills or the hoards of the dragons, demons, or other horrors that
The land of Gibbon Isle grows progressively more rugged as must lurk atop Mount Starfall.
one approaches the lower slopes of Mount Starfall. The woods In reality, no one is known to have successfully scaled
grow thicker here, and the trees seem both older and less Starfall, but it remains a major challenge to adventurers
hospitable, with gnarled roots, thick undergrowth, deep ra- throughout Norrath. Several expeditions to the mountain
vines, and unexpected entanglements. Only a handful of have been proposed, but so far no one has agreed to fund such
explorers have come this far, and at least one scholar claims a mad endeavor.
that the trees date from pre-Shattering, and might in fact
represent the oldest trees in the Isles of Refuge. 11. Luclin Fragment
Some have gone so far as to claim that the unknown power On the far slopes of the mountain lies the great fragment
that dwells on Mount Starfall has somehow infected the land that gives Starfall its name. It is indeed a piece of the Moon of
here, making it a fell and dangerous place. Rumors of dark Luclin, polished and made almost perfectly spherical by un-
creatures known nowhere else in the islands continue to imaginable cosmic forces, embedded like a great black pearl in

58 Chapter Three
the far side of Mount Starfall. It is indeed an awesome sight, 1. Galicus Harbor

Contents
nearly half a mile in diameter. Village, Pop. 630
Massive piles of talus and rubble lie below the fragment, (Barbarian 13%, dwarf 11%, human 37%, kerra 12%, ogre
blasted loose when it struck the mountain. Vegetation has 7%, ratonga 5%, wood elf 5%, other 5%)
begun to creep into the rubble now, though, along with some Ruler: Ambassadors Lavinia and Tazna.
of the local wildlife. Gold Piece Limit: 210 gp.
12. Tunnels Assets: 5,900 gp.
A number of openings can be found at the base of the Resources: Fish, trade goods, mercenaries.
fragment where it meets the mountain slopes. These openings Militia: 30 Company mariners.
lead to a network of tunnels inside the sphere. The exact This settlement is located on the island’s single sheltered
nature of the tunnels is left to the GM, but they are most likely inlet, hugging the rugged coast and sprawling messily along
to contain the answer to the riddle of the mysterious events on the shoreline, with various docks, piers, and a number of
the mountain. shanties built along the waterline. Construction materials
What’s in the tunnels? This one is best left to the GM’s consist of cast-off pieces of driftwood and wrecked ships, old
prerogative. The tunnels may be empty, but that doesn’t really boats, rough-hewn timber, stone, and virtually anything else
make for terribly exciting role-playing, and a group of adven- that the inhabitants can lay their able hands on.
turers will be deeply disappointed if they make it all this way Refugees from all over the Shattered Lands are jumbled
and don’t have a payoff. together here, housed by the authorities in whatever struc-
The tunnels might be of artificial construction, built by any tures are available — if no suitable housing is to be found, new
of the lost moon’s old inhabitants such as grimlings, shissar, buildings are constructed hastily, often in a slapdash, over-
thought horrors, or others. They may also be part of the vast night fashion. These buildings are more often than not ready
tunnel network that once wound beneath Luclin’s surface and to collapse on their inhabitants at any moment, but the
was created by the boring rock worms that were indigenous to refugees are responsible for their own repairs.
the moon. Galicus Harbor is full of shops, taverns, and market stalls
Of course, the true contents of the ominous sphere and its supplying all manner of amenities and goods, some run by the
intricate network of tunnels are limited only by the infinitely island’s permanent population, others managed by refugees.
more intricate (and diabolic) imagination of the GM. This arrangement means that businesses continually open
and then disappear, often in the space of a matter of weeks.
Galicus Island Structures are so fleeting in this ramshackle city that any idle
building is considered fair game and is quickly reoccupied as
Outwardly a somewhat dismal and unpleasant place, Galicus soon as it is abandoned by its previous tenants. Very few
Island is nevertheless a popular destination for rootless adven- actually own buildings or property in Galicus Harbor, and this
turers seeking something a bit more challenging than the
average Isle of Refuge. The
main city of Galicus Harbor
is known as one of the more
violent and dangerous of the
frontier towns in the known
lands, and its typical inhabit-
ant is of the more
rough-and-ready sort.
Many of the isle’s residents
choose to stay here for sev-
eral months at least, honing
their skills while investigat-
ing the many dangers of the
island, before finally decid-
ing on a home city. On other
islands, perhaps, such con-
duct is frowned upon, but
Galicus is such that the pres-
ence of experienced refugee
adventurers is always wel-
come — if they wish to stay a
little longer than usual, the
authorities turn a blind eye.

The Isles of Refuge 59


chaotic situation has gone on for so long that most consider it mon argument goes, the denizens are less likely to venture out
normal. of the swamp in search of other food.
In the midst of all this chaos, the ambassadors Lavinia of
Qeynos (female half elf, Mag 5/Sor 4) and Tazna of Freeport 4. Marshes
(female human, Ari 6/Sct 2) have a very difficult time keeping Salt marshes cover most of the rest of the island. They are
track of their refugees while pursuing their other duties. Each treacherous, teeming with insects (disease-carrying mosqui-
has a small staff of aides and advisors and is served by a little toes infest the lowlands during the wet season), and are
over a dozen warriors from her city, but this is scarcely enough interrupted only by occasional clumps of solid land. A single
to monitor the comings and goings of refugees throughout the sickly river flows down from Tattered Peak, providing fresh
island. They try to interview incoming refugees and tell them water here and there, but overall the place is a miasmic
about the citizenship tests, but Galicus Harbor has become wilderness of sucking bogs, foul fens, and dangerous monsters,
such a freewheeling and disorderly place that it is growing some of which have been known to leave the swamp and seek
harder and harder to keep track of such things. food in the settled portions of the island.
In any event, refugees who wish to stay here for longer than To this end, the ambassadors and other islanders remain
the usual time are generally allowed to do so, since the relatively tolerant of adventurers, especially experienced ones,
creatures that dwell in the marshes have to be kept under and allow them to stay for extended periods and also to explore
control by relatively hardy and experienced adventurers. the swamps and other portions of the island. The marshes are
Anyone who stays here longer than three or four months is indeed a challenging place, and the casualty rate among
likely to be contacted by a ambassadorial assistant — unless explorers is high — which incidentally keeps the refugee
the newcomer makes a point of keeping a low profile — and population low and thus prevents the ambassadors from
urged to choose a city. Those who wish to stay a while longer pressuring too many of them to leave.
can usually do so easily, however, by venturing into the
wilderness or melting in among the rabble of the town. 5. Greyflow River
This shallow, meandering river wanders through the marsh-
2. Oyster Beds lands of Galicus’ Island, often changing course, creating and
One of the island’s chief exports is oysters and other destroying islands and shallows as it goes, and generally
shellfish, maintained by tenders who live in the cluster of huts making maps and other means of navigation utterly useless.
and houseboats near the prime beds. These are harvested by They Greyflow has no real economic significance; the most
divers and by those lucky enough to have water-breathing common species here are large frogs and small black eels,
magic, though foreigners and newcomers are sometimes hired neither of which are known to be harmful, edible, or otherwise
to keep other tenders from poaching, and to ward off the useful.
sharks and barracuda that sometimes lurk nearby.

3. Cypress Heights
The rugged hills above the
city are covered with wind-
warped cypress trees, which
provide some shelter from the
weather and also delineate the
extent of civilization on the
island. The small forces of
mariners from Galicus Har-
bor patrol here as often as
they can, keeping an eye out
for marauders from the swamp;
restless refugee-adventurers
often pass through here look-
ing for excitement in the
marshes below. As often as
not they find it, and if they
manage to kill off some of the
swamps’ more threatening
denizens, so much the better.
On the other hand, if they
end up providing a meal for
the marsh monsters, that’s
generally thought to be fine
as well — for then, the com-

60 Chapter Three
6. Tattered Peak boldest adventurers. There are many tales of what lies within

Contents
The highest point on the island also appears to be the source the Swamp of Fear — and many of these are contradictory. It
of the Greyflow. This ragged cluster of highlands is really little is known that anyone who enters the swamp is assailed by an
more than a collection of craggy hills, but it is one of the inexplicable sense of terror, and this may color the accounts
island’s few reliable landmarks. of visitors.
Worse, powerful creatures such as feral troll berserkers,
7. The Ruins bloodthirsty undead, Amygdalan knights, and other
Deep in the marshes, often cut off by quicksand and the extraplanar terrors have been encountered here, but the same
swiftly changing path of the Greyflow River, is a mass of creatures are rarely encountered twice, leading to much specu-
tumbledown rock that might once have been a castle or lation about where the things come from and where they go.
fortress. This ruin easily dates to pre-Cataclysm times, and is So far no one has come up with a satisfactory answer, and the
today inhabited by a number of dangerous undead and even creatures’ very presence has made exploring and mapping the
some extraplanar creatures. Local rumor among the knowl- swamp very difficult. Rumors persist of a lost temple or site
edgeable has it that a single surviving Amygdalan knight sacred to Cazic-Thule, and of the wondrous riches hidden
actually lurks here, brooding in frustration that its creator god within, but the truth remains elusive.
has vanished, taking its frustrations out on unfortunate trav- 10. The Ghost Marsh
elers or wayward explorers.
A labyrinth of tunnels is said to twist beneath the ruins, but While undead are not uncommon in the Swamp of Fear,
these are surely flooded or filled with muck. Despite this, many they are positively abundant in the nearby Ghost Marsh.
stories are told of buried treasure or lost relics sunk beneath the Undead of all kinds can be found here, but the most common
place, so adventurers continue to come here. are insubstantial spirit-creatures and mindless, shambling
skeletons and zombies. Their numbers are far greater than any
8. The Lair rational argument can explain.
The marshes are plagued by a number of infamous monsters It may be that these creatures are the remnants of some great
and small groups of marauding creatures. This area, known as ancient battlefield that was buried beneath the swamps during
the Lair, is on relatively solid rocky ground, full of shallow the Age of Cataclysms, or they may be summoned from
caves and ravines — perfect hiding places for creatures of all another plane. It might also be true, as some have suggested,
sorts. The Lair is also fairly dry and supports a decent accumu- that the undead have been pulled here from another dimen-
lation of plants and small animals, making it even more sion through some magical portal, or, then again, there may be
suitable for large predators, intelligent monsters, and the like. a cabal of necromancers creating or raising them for their own
nefarious purposes — any of a number of possible alternatives.
The Lair is a frequent source of marauding creatures that,
driven from the area by hunger or by competition with others, Whatever their origin, it is clear that the undead represent
sometimes make their way to settled lands in search of prey. a considerable danger to the rest of the island, leading the
Likewise, the Lair is a potent draw to adventurers who seek ambassadors to dispatch refugee adventurers or, if they are not
diversion, or who want to collect bounties offered by one of available, mercenaries to the Ghost Marsh to thin the undead
the island’s two ambassadors. population. This is dangerous work indeed, but it pays well,
and occasionally the bounty hunters discover a windfall in the
The Lair’s inhabitants vary from season to season, ranging
form of a lost treasure or a potent magical item guarded or
from a roaming group of savage ogres, several wild bands of
wielded by one of the marsh’s foul denizens.
goblins, and from time to time even groups of Bloodhook
Pirates, all in addition to the various wild beasts and creatures
that call the swamps home. Adventurers and bounty hunters Other Islands
are never without quarry here, even in the most gloomy and There are literally dozens, perhaps even hundreds of other
uneventful of months. islands in the Shattered Lands. Some are tiny and uninhabit-
able, others larger and more hospitable — many of these larger
9. Swamp of Fear islands have their own refugee settlements, with guards,
If the Lair is the island’s recreational hunting ground, then ambassadors, and the amenities described above. Others are
the marshes of the southern island are its true killing fields, wild, almost savage settlements where more primitive or
where only the most experienced adventurers dare tread. A troublesome refugees are temporarily settled. Some of the
dark and forbidding place, the swamp is well-named, for a more prominent of islands of the Isles of Refuge are listed
formless and nameless dread comes upon anyone who ap- below.
proaches it, and there are said to be numerous dangerous Blacktree Island: A nearly intact pre-Cataclysm castle
creatures here, all somehow tied to the swamp by whatever fell stands on this large isle, miraculously left largely untouched by
power lingers beneath its dark and stagnant waters. the ravages of the previous age. It has in recent years been
Some claim that the Swamp of Fear was once the location adopted as home to the island’s two ambassadors, and a
of a temple or other site sacred to the evil Cazic-Thule, and thriving community of farmers, shopkeepers, and refugees has
that although the God of Fear is now missing, along with the
other old gods, the terrors of his divine presence linger,
reaching with a cold, clammy hand into the hearts of even the

The Isles of Refuge 61


grown up around it. The island looks very similar to the lands though, it remains quiescent and isn’t considered to be a
of Old Norrath, with rolling green hills and pleasant valleys. serious danger. The volcano itself is known to house a number
Castle Blacktree itself has been extensively restored and of elemental creatures, but like the mountain these are thought
remains the island’s most prominent feature, despite rumors to be relatively benign as long as they are not disturbed.
that the place is haunted by the spirits of its old owners, who An odd community of dwarves and iksar inhabits the island,
cannot bear the thought of someone else inhabiting their and only refugees who have a taste for relatively precarious
beloved home. living are sent here.
Eel Island: So-named for the species of large, dangerous eels The Skyspire: This is a sheer spike of rock that rises over 80
that inhabits its rivers, Eel Island is a somewhat dismal and feet above the waves. It is believed to be a shard of the Moon
isolated place; refugees who are deemed too antisocial or of Luclin that plunged through Norrath’s atmosphere like a
dangerous for other islands are sent here. Most of these folk javelin and stuck fast in the sea bottom. Today it is a common
live in one of a number of tiny, insular hamlets, dwelling in landmark and navigational aid — though there are rumors
ramshackle buildings constructed from whatever debris are that those who spend too much time nearby have visions of
available. The inhabitants can be very hostile to outsiders; the the pre-Cataclysmic world and have even been known to go
two ambassadors live on opposite sides of the island, in mad from the images.
constant fear of assault even secure within their fortified Xel’ka’s Key: There are no refugees on this island yet, as it
demesnes. is still being settled. So far only the Freeport Ambassador Nyla
Most of the refugees here choose the more lawless destina- Xel’ka (female half elf, Sct 6/Prd 3) and her staff are here,
tion of Freeport (if they ever choose to go to a Great City at having built a small residence. They are currently at work
all), but even in Freeport arrivals from Eel Island are always erecting the skeleton of a settlement. The island itself is small
watched closely, and many are deported back to the island but thickly forested, and Xel’ka has undertaken the hiring of
within a few days or weeks of their arrival. outside adventurers (and any refugees from other islands who
Firetop Island: This unusual island contains an active wish to help) to explore and map the island, removing any
volcano that occasionally spouts steam and ash, sometimes dangerous creatures and identifying any hazardous conditions
causing the land to shake ominously; for the most part, that might threaten the new settlement.

62 Chapter Three
Contents

Building a Character 63
for example, or some fighters), and those who want to be
Abilities skilled archers.

Y Your character’s six abilities (often called “ability scores” or


“stats”) represent her general attributes and propensities. The
modifiers derived from these abilities modify just about every
die roll you make in an EverQuest II Role-Playing Game
session. For example, a physically strong character deals more
damage when swinging a weapon. A dexterous character can
more easily evade blows and sneak through small spaces. A
You apply your character’s Dexterity modifier to the follow-
ing, as well as to any other roll the GM deems applicable:
• Ranged attack rolls, including attacks made with bows,
thrown spears, and other ranged weapons
• Defense bonus
• Reflex saving throws
frail character can’t take as much damage and is less likely to • Agility, Sleight of Hand, Sneak, and Use Rope checks, as
maintain concentration in the face of pain and distraction. well as certain Handle Animal and Perform checks
When making checks in situations like these, your character’s Constitution (Con)
abilities have a strong influence over her success or failure.
Constitution represents a character’s toughness, health,
You determine your character’s scores by assigning ability
and stamina. This is most important for characters who expect
points to a base score, generally assigning more points to
to act as front-line fighters. However, since a character’s
abilities that will be important to your character. Scores are
Constitution score affects his health, it’s an important ability
then modified by the race you choose for your character (see
for everyone in the EverQuest world.
Chapter 5: Races), and scores can also be increased gradually
over time as your character gains experience levels (see You apply your character’s Constitution modifier to the
Chapter 6: Professions). following, as well as to any other roll the GM deems appli-
cable:
The Six Abilities • Each Hit Die (although a penalty can never reduce a HD
roll to a result of less than 1 — that is, a character always gains
Every character, creature, and monster in this game has two
at least 1 point of health every time he goes up a level)
sets of three abilities: The physical stats are Strength (Str),
Dexterity (Dex), Constitution (Con), and the mental stats • Fortitude saving throws
are Intelligence (Int), Wisdom (Wis), and Charisma (Cha). • Channeling checks, as well as certain Perform checks
An above-average ability score gives your character a bonus Note that a character’s health is always modified by her
on related rolls in the form of a positive modifier; similarly, a current Constitution score, and any changes to her Constitu-
below-average ability score imposes a penalty on other die tion modifier are applied retroactively. For example, if a
rolls in the form of a negative modifier. 5th-level fighter increases her Constitution from 13 to 14
See Table 4–2 for the modifiers derived from particular (thereby increasing her Con modifier by +1), she gains 5 extra
ability score values. health points — one for each of her five levels.

Strength (Str) Intelligence (Int)


Strength measures your character’s ability to carry weight Intelligence represents how well your character can acquire
and to hit hard. This ability is especially important for fighters, skills, use logic, and make deductions. Intelligence is of
but is also crucial to anyone else who is likely to get involved paramount importance to mages, since it affects how much
in a lot of close combat. A good Strength score can make the power they have and how hard their spells are to resist. It’s also
difference between a mediocre fighter and someone who is an important for any character who depends upon well-devel-
elite combatant. oped skills, since it modifies how many skill points a character
has to spend at each level.
You apply your character’s Strength modifier to the follow-
ing, as well as to any other roll the GM deems applicable: You apply your character’s Intelligence modifier to the
following, as well as to any other roll the GM deems appli-
• Melee attack rolls
cable:
• Damage rolls when using a melee weapon or a thrown
• The number of skill points your character gains at each
weapon (see Chapter 12: Combat for more details on combat
level. (But even if your character has an Intelligence penalty,
modifiers)
he always gets at least 1 skill point per level.) Unlike Consti-
• Climb, Jump, and Swim checks (see Chapter 8: Skills for tution score modifications, for example, Intelligence bonuses
more on skill checks) to skill points are not applied retroactively. The bonus skill
• Strength checks (for breaking down doors and performing points a character gets upon achieving a new level is based on
similar brute-force tasks) the Intelligence he had for the majority of the previous level.
• Engineer Device, Forgery, Knowledge, Language, and
Dexterity (Dex) Search checks; mages use Intelligence when making Spellcraft
Dexterity measures a character’s ability to perform delicate checks. (All characters use the better of their Intelligence or
tasks, shoot accurately, avoid blows, and maintain balance. Wisdom score when making Trade Skill and Vocation checks.)
This ability is most important for scouts, but many other
characters also benefit from high Dexterity scores, including
those who typically wear light, medium, or no armor (mages,

64 Chapter Four
Wisdom (Wis) For more information on how a spellcaster’s abilities inter-

Contents
Wisdom describes a character’s self-control, common sense, act with his spellcasting, see the EverQuest II Spell Guide.
and perceptiveness. While Intelligence measures a character’s
ability to reason, Wisdom relates more to an awareness of both DeterminingYourAbilityScores
internal and external forces. A character with a low Intelli- All characters begin with a base score of 8 in each of the six
gence but high Wisdom may seem slow-witted, but often abilities and an additional 27 “ability points” that can be
understands more of what’s going on than she has the words added to increase these scores. Ability scores are increased by
to explain — insight and intuition are functions of Wisdom. 1 point for every ability point added, up to a maximum of 16.
Wisdom is important for characters who are alert or who know Increasing a starting ability score beyond 16 requires two
how to analyze or “read” people. It modifies all of the perception- ability points for each additional point by which the ability
type skills, which are often as important as combat or spellcasting score is increased.
abilities. Wisdom is also crucial for priests, as it determines how Ability points cannot be used to raise any starting ability
much power they receive and the potency of most of their spells. score (i.e., before racial modifiers) to 19 or higher.
You apply your character’s Wisdom modifier to the follow-
ing, as well as to any other roll the GM deems applicable: Table 4–1: Ability Point Cost
• Will saving throws Ability Score Ability Points Spent
• Heal, Perceive, Sense Motive, and Survival checks; 8 0
priests use Wisdom when making Spellcraft checks. (All 9 1
characters use the better of their Intelligence or Wisdom score 10 2
when making Trade Skill and Vocation checks.) 11 3
12 4
Charisma (Cha) 13 5
Charisma represents a character’s ability to influence those 14 6
around her. It includes such factors as a character’s appear- 15 7
ance, personal magnetism, and force of personality. A character 16 8
can be extremely attractive but might irritate those around 17 10
her, and thus have a low Charisma, or be unpleasant to look 18 12
at yet possess an extraordinary way with people, and thus have
a high Charisma. A character’s Charisma isn’t always obvious
No character can have a starting ability score of less than 8.
— a young noblewoman might seem to be a fainting flower
However, note that a character’s racial ability modifiers (see
whom everyone ignores, yet have a high Charisma that is
Chapter 5: Races) can raise an ability to above 18 or lower it
revealed only when she takes command in emergencies.
below 8.
Charisma is most important to characters who wish to
The average ability score for a typical inhabitant of the
influence the opinions of others, including leaders, con men,
EverQuest world is 10 or 11, but your character does not
and diplomats. Such influence often becomes important to
represent a typical inhabitant. Player characters are heroes,
characters who are attempting to win the trust of a certain
adventurers, and people of exceptional potential. Among
faction of people or creatures, whether to gain information
such people, the most common ability scores are 12 and 13,
from them or to be entrusted with important quests by them.
and many have one or more abilities with scores of 16 or
Charisma is also important as a spellcasting trait for any higher. Player characters are the focus of an EverQuest adven-
spellcaster who regularly uses mind-influencing spells (which ture, and generally need above-average scores to survive the
use Charisma to determine their save DCs, regardless of experience.
whether the caster is a mage or a priest).
Note that once you’ve begun playing your character, you
You apply your character’s Charisma modifier to the follow- can’t change your initial ability scores around, so you should
ing, as well as to any other roll the GM deems applicable: give some serious thought as to how to assign them. You’ll
• Bluff, Disguise, and Persuade checks, as well as some likely need to decide what race and profession you want to play
Handle Animal checks before you assign all your ability points in purchasing ability
• Charisma checks (which are often just untrained Persuade scores for your character. A fighter, for example, needs good
checks) Strength and Constitution scores to be an effective combat-
ant, and may want a high Dexterity as well. A mage needs as
Abilities and Spellcasting high an Intelligence score as possible, but may not have much
Different spellcasters use different abilities when spellcasting. use for Strength or Wisdom, for instance.
Priests use their Wisdom to determine their power and the However, the most important consideration when assign-
Difficulty Class (DC) of saving throws of the spells they cast. ing your ability scores is your character’s overall concept. If
Mages use Intelligence for those same spellcasting purposes. you envision your priest as a warrior-type who considers
The one exception to these rules is that all spells with the himself cursed to receive the constant attention of his tribe’s
mind-influencing descriptor use Charisma to determine their spirits, you may want to give him good Strength and Consti-
saving throw DC. tution in addition to Wisdom (which dictates a priest’s

Building a Character 65
spellcasting ability). There can be benefits to such an ap- Example of Generating and
proach — while high physical scores won’t help your priest
cast spells, they do make him a much more effective fighter Assigning Ability Scores
than most other priests, a factor that can result in a nasty Michelle is creating a character for a new EverQuest II Role-
surprise for his enemies. Playing Game campaign she and her friends are going to play.
Remember, though — no ability is useless, and having at She has 27 ability points to dispense over 6 abilities, each
least an average score in any ability is almost always a good ability having a starting score of 8. Unsure what kind of
idea if you can manage it. Since characters are limited to 27 character she wants to play, she looks through the Races and
ability points, however, you have to decide what’s most Classes chapters, respectively, for an idea.
important to your character. She decides that she likes the idea of playing a high elf; she
After you spend your ability points to purchase your starting doesn’t really want to play a spellcaster, so she decides to make
ability scores, remember to modify the resulting values by the a high elf fighter named Eweniel. She sees Eweniel as a
racial ability modifiers for your race (see Table 5–1). Racial determined crusader for the cause of righteousness, but who
ability modifiers can raise a character’s starting scores to well also happens to be something of a fish out of water — a fighter
above 18 or lower them below 8. For example, if you decide to in a society of spellcasters, Eweniel lacks confidence in herself
play an ogre, your Strength is increased by 6 points and your but has the potential to be a great force for good.
Constitution by 4, but you lose 2 points of both Dexterity and With this concept in mind, Michelle starts assigning ability
Wisdom as well as 4 points of Charisma. points. She wants Eweniel to be a good fighter, so she puts 8
points in Strength, making her starting score a 16. She really
Ability Modifiers wants Eweniel to be an agile, quick combatant, so she puts a
whopping 10 points into Dexterity, making that score a 17.
Each ability score provides a modifier, most commonly With 9 ability points left, Michelle decides that she doesn’t
ranging from –1 to +6 for new player characters. The modifier want Eweniel to have any glaring weaknesses, but she has also
represents the number you add to or subtract from die rolls noticed that high elves get considerable bonuses to their
when your character tries to do something related to that mental stats, so she puts just 2 points into Charisma, raising it
ability. For example, you add your Constitution modifier to to 10. This leaves her with 7 points, which she puts into
your health dice (to determine your total health score at any Constitution, giving Eweniel a starting Constitution score of
given level), to Fortitude saving throws, and to Channeling 15.
checks made to successfully cast a spell after taking damage.
Since Eweniel is a high elf, Michelle now applies that race’s
Some modifiers also apply to numbers other than die rolls, ability adjustments: She gets –4 Strength, –2 Constitution, +4
such as the way your mage’s Intelligence modifier determines Intelligence, +4 Wisdom, and +2 Charisma. Applying those,
the amount of power he has available to fuel his spells. Michelle ends up with final scores of Strength 12, Dexterity
For ease of reference, the modifiers for ability scores ranging 17, Constitution 13, Intelligence 12, Wisdom 12, and Cha-
from 1 to 29 are listed on the table below. Ability scores above risma 12 for Eweniel.
29 can be determined easily: Simply subtract 10 from the Though at first glance the Strength and Constitution scores
ability score and divide the result by 2 (rounding down). seem a bit low for a fighter, Michelle realizes that Eweniel’s
Table 4–2: Ability Score Modifiers decent Intelligence will give her more skill points and the
Wisdom will make her at least somewhat perceptive. The
Ability Score Modifier decent Charisma also suits Michelle’s notion of her character
1 –5 as a natural leader who merely needs to develop her self-
2–3 –4 confidence. Wearing a suit of light armor (to help counter her
4–5 –3 relatively low health without hampering her high Dexterity)
6–7 –2 and armed with a good ranged weapon as well as a sturdy melee
8–9 –1 weapon for close combat, Eweniel will be a capable combat-
10–11 +0 ant.
12–13 +1
14–15 +2 Changing Ability Scores
16–17 +3
18–19 +4 Over time, your character’s ability scores are likely to
20–21 +5 change. At each level beyond 1st, a character receives 5
22–23 +6 training points, which can be spent to raise her abilities (see
24–25 +7 Training Points in Chapter 6: Professions). Training points
26–27 +8
reflect a character’s progress as she gains experience, and are
not the same as the 27 ability points used to determine a
28–29 +9
character’s starting ability scores.
Numerous spells and magic items can increase (or some-
times decrease) a character’s ability scores. When an ability

66 Chapter Four
Contents
score changes, all attributes associated with that score change Age
accordingly.
You may choose your character’s age. Her starting age
For example, when Caezel (a 7th-level fighter with a 13
should be at least the minimum for your class and race
Intelligence) reaches 8th level, he decides to spend training
(although your GM may allow you to break this rule if it suits
points to increase his Intelligence to 14. As a result, all of his
your character’s background), but you are free to make her any
Intelligence-based skill bonuses are increased by +1, and the
age above that. It is almost always best to choose your
number of skill points he gets per level thereafter increases
character’s age, although most adventurers tend to be rela-
from 4 to 5 (3 per level for his class, plus another 2 per level
tively young when they begin their careers.
— formerly 1 per level — from his Intelligence bonus).
Age does have some game effect, however, for as characters
However, since he had a 13 Intelligence throughout 7th
get older, their abilities begin to change, accruing penalties
level, Caezel still only gets 5 skill points for attaining 8th level.
and bonuses: Physical ability scores decrease while mental
(This is an exception to how most stat bonuses work, as
scores increase, although at old age and beyond the penalties
explained under the Intelligence section in this chapter).
outweigh the bonuses.
When Caezel reaches 9th level, he’ll get 6 skill points.
Characters who reach middle age receive a –1 penalty to
each physical ability score and a +1 bonus to each mental
Fundamental Statistics score. Those who reach old age suffer a further –2 penalty to
This section offers ideas to help shape your character’s physical abilities and a +1 bonus to mental abilities. Vener-
personality through details such as physical appearance. These able characters take a final –3 penalty to physical attributes
mundane facts can help shape your character by providing and a further +1 bonus to mental abilities.
background and a sense of realism. Effects of aging are cumulative. Thus, for instance, a vener-
able human has lost a total of 6 points of Strength, Dexterity,

Building a Character 67
and Constitution, and has gained 3 points of Intelligence, the dice result from the height roll with that from the weight
Wisdom, and Charisma. roll. Then add the product of those values to the number in the
An ability score cannot be reduced to less than 1 through base weight column, by race, to find your character’s weight.
aging. For example, Steve is rolling randomly to determine the
height and weight of his half elf character. He rolls 2d10 and
Table 4–3: Aging Effects adds the result (he rolls an 11) to the base height of 56 inches,
Race Middle Age Old Venerable Maximum Age* for a total height of 67 in. (or 5 ft., 7 in.). He then rolls 1d6 for
Barbarian 35 50 70 +3d12 years the weight modifier, getting a result of 4, and multiplies this
Dark elf 200 280 360 +3d100 years value by 11 for a total of 44. Adding 44 to the base weight of
Dwarf 125 175 250 +2d100 years 100 pounds, he gets a total weight of 144 lb.
Erudite 45 70 90 +4d12 years
Froglok 30 40 55 +2d10 years Table 4–4: Random Height and Weight
Gnome 100 150 200 +3d100 years Race Base Height Base Weight
Halfling 50 75 100 +6d20 years Height (in.) Roll Weight (lb) Roll
Half elf 55 90 110 +4d20 years Barbarian 70 +2d12 160 2d4
High elf 250 350 450 +2d100 years Dark elf 54 +2d6 85 1d6
Human 40 60 75 +3d20 years Dwarf 45 +2d4 120 2d6
Iksar 50 75 100 +2d20 years Erudite 62 +2d10 90 2d4
Kerra 35 60 80 +2d20 years Froglok 43 +2d4 55 2d6
Ogre 30 45 60 +2d10 years Gnome 35 +2d4 50 1d2
Ratonga 70 110 140 +4d20 years Half elf 56 +2d10 100 1d6
Troll 35 50 65 +2d12 years Halfling 32 +1d6 35 1d3
Wood elf 210 300 375 +2d100 years High elf 55 +2d6 85 1d6
* If a character reaches venerable age, the GM should consult this Human 58 +2d10 120 2d4
column and roll the appropriate dice for the character’s race. The dice Iksar 58 +2d10 120 2d6
result is added to the base venerable age for the race to determine that Kerra 58 +2d10 120 2d6
particular character’s lifespan. The GM keeps this number secret. When Ogre 86 +2d12 280 2d8
the character reaches that age, he or she dies of old age at some point Ratonga 45 +2d4 50 1d4
during that year (the exact time is at the GM’s discretion, and may be Troll 84 +2d12 270 2d8
determined randomly or chosen to enhance the ongoing story of the
Wood elf 53 +2d6 85 1d6
campaign).
Other Statistics
Many characters cease their adventuring careers and settle
down before middle age, so aging effects often do not affect Numerical statistics may define how your character inter-
them directly during the campaign. However, NPCs and the acts with the game system, but your decisions about your
rare old-age adventuring PC must pay attention to aging character’s looks, personality, and background help decide
effects. Maximum age has no effect on death due to disease, how he will interact with other characters. Spend some time
accidents, or combat; it is used simply to dictate when a thinking about these factors for a more well-rounded charac-
character dies naturally of old age. ter. You don’t need to decide everything at the beginning,
though — it’s fine to add details as you go. But some thought
Height and Weight up front gives you more to build on later.
You may choose your character’s height and weight, as long Gender
as you stay within the general limits of a race’s minimum and Characters in the Shattered Lands may be either male or
maximum. When you choose, it makes sense to think about female. Generally, no stigma or limitations are attached to
your character’s ability scores, body type, and class. For in- either choice; the distinction is purely a matter for helping to
stance, physically weak characters might be relatively small establish the character’s persona.
and frail, although a scout might consider it an asset to be
small and light despite having good Strength and Constitu- Looks
tion scores. A strong character will likely be heavier than
Choose your character’s appearance based loosely on his
average due to muscle mass; if your character is a fighting type,
race’s description in Chapter 5: Races. Charisma tends to
you might want to consider making her heavier.
correspond to physical attractiveness, although this is not
Another option is to simply roll to determine these physical always the case, so a character with a high Charisma is likely
characteristics for your character. Begin with the base height to be better looking than one with a low Charisma.
listed on Table 4–4 for your character’s race, and then roll dice
In addition to facial features and skin tone, think about how
as shown on the table. Add the dice result to the base height
your character dresses when he’s not wearing armor. Think
to get your character’s full height in inches.
about whether he wears jewelry, has an unusual hairstyle, or
The same height modifier number is used to determine your bears any distinguishing marks, such as tattoos, scars, or
character’s weight. Once you have rolled for weight, multiply

68 Chapter Four
Where did he grow up? Is there a defining event that occurred

Contents
in his childhood, something that changed his life? What about
his adolescence? Does he get along with his parents now?
Why did she decide on the trade she has? Why did she
decide to leave it for adventuring? Why did she pick the
profession she currently pursues?
Sitting around a campfire late at night, somebody’s eventu-
ally going to ask questions about the people she’s been fighting
alongside. The asker might as well be you.

Customizing Your Character


On top of thinking about your character in terms of persona
and personality, you might want to think about other touches
to make your character unique. Your GM might let you break
the rules in some way, like swapping out racial abilities based
on culture instead of biology. For instance, a barbarian raised
among Erudites might be trained as a mage and gain a
resistance to hostile magic based on the different cultural
background, but she might not have a barbarian’s racial cold
resistance since she grew up in a warm environment instead of
missing fingers. There are many more ways to think about your a land of ice and snow.
character’s appearance than just limiting your descriptions to Another option is to rename spells, skills, talents, and feats
facial features and general body shape. to better reflect your character’s background. Rather than
having the Dodge feat, your wily scout might have mastered
Personality the Art of Misdirection. The effect remains the same, but the
Your character might be very different from you in person- feel can be very different. You might even go so far as to
ality, or he might be almost exactly like you. In any case, since describe the physical manifestation of a spell in a way that
you are playing the character, you are the best source of doesn’t follow the usual parameters, as long as it doesn’t affect
character inspiration. Your character might have traits to the game world significantly. Your GM will be the final arbiter
which you aspire in your real life, or he might represent the on a spell effect’s suitability.
worst aspects of you. Another good means of establishing A third customization option can occur in choosing equip-
personality and motivation is to think of a movie character ment. Your character’s sword might look very different from
who appeals to you and act like that person. most others. Or your froglok might want a throwing stick to use
Your character’s race and culture are good starting places for as a ranged weapon. Find a similar item on the equipment list and
further personality development, but don’t get stuck on clichés. discuss the possibility of altering it — your “throwing stick”
For instance, most halflings might like food, but don’t stop might just be a club, for instance, but altered slightly so that it has
there: Is your halfling a picky eater? Does she dislike cooking? a range increment of 20 feet but deals only 1d3 points of damage.
What’s her favorite food?
Another method to help you get a good grip
on your character is to think of three adjectives
or phrases to describe her. Then think of some
common actions that she might undertake or
habits she might demonstrate that would make
these adjectives or phrases apparent to an out-
side observer.
Finally, a good exercise for establishing char-
acter is to name something that gets your
character angry. Likewise, name something your
character cares about the most. What is her
long-term goal, the thing that would end her
adventuring life if she could get it?

Background
Think a little bit about how your character
got where he is. There are literally hundreds of
questions you can ask about your character to
learn more about him. Who were his parents?

Building a Character 69
70 Chapter Five
F From barbarians out of the frozen north to swamp-dwelling Racial Experience Penalties

Contents
trolls, the Shattered Lands are full of many different races,
each with their own cultures, proclivities, and tolerances. Not all races are equally challenged by the usual dangers of
Each race has its own strengths and weaknesses, as well, adventuring. As a result, some races gain less experience than
ranging from surpluses or deficits in physical and mental others even when facing the same difficulties. Those races
abilities to certain special abilities (or vulnerabilities). Very with experience point penalties are listed on the table below.
little aside from your ability scores will dictate your character’s
role as much as your choice of race — which, once decided,
Table 5–2: Racial Experience Penalties
can’t be changed during the course of your character’s career. Race XP Penalty
Every profession is available to members of each race, but Barbarian 5%
some races will always be better at pursuing certain professions Iksar 15%
than others. Barbarians, for example, make particularly good Kerra 10%
fighters due to their size and strength, but in many ways make Ogre 25%
worse scouts than do halflings. Troll 20%
Additionally, the race you choose for your character is likely
to have a strong impact on how non-player characters (NPCs) Languages
— that is, characters controlled by the GM — react to him. All characters in the Shattered Lands speak the common
Most members of a race fall into rather broad categories of tongue of Norrathian fluently. In bazaars in Qeynos and
behaviors and beliefs, as noted in each race’s description. Freeport, dwarves, gnomes, humans, and wood elves all barter
Although many of these behaviors are only guidelines, most together in that language, with no difficulty understanding
NPCs will often assume, for example, that a particular dark elf one another. Even the reptilian iksar and monstrous ogres and
is a fairly typical member of his race — even if you have trolls can speak among their fellow citizens without hardship
decided to make your dark elf character a rare exception to the (although trolls are not known for their extensive vocabular-
normal Teir’Dal culture of hatred and deceit. ies).
Thus, all characters begin play with 4 free ranks in Lan-
Race and Ability Scores guage (Norrathian) with the exception of the ill-spoken
trolls, who begin with only 3 ranks in the tongue.(For more
Your character’s race has an effect on her starting ability information on ranks in a Language skill, see Chapter 8:
scores, feats, and skills, and may grant her certain special Skills.)
abilities. However, each race other than humankind has its own
native language as well, and every character also starts with 4
Racial Ability Adjustments free ranks in her native speech (again, trolls are the exception,
Most races have a few bonuses and penalties to starting starting with only 3 ranks in Trollic). There are also some
ability scores. These modifiers are listed under each race’s languages used by groups, such as Druidic, and languages
description in this chapter, and are summarized below on spoken by certain NPC races or even monsters, such as Goblin
Table 5–1. These modifiers change your character’s starting and Dragon.
ability scores, and similarly affect your maximum starting If a character does not begin with any knowledge of a
ability scores (see Chapter 4: Building a Character). particular language, she may buy it when she gains levels just
as she would any other skill.
Table 5–1: Racial Ability Adjustments Of course, in certain circumstances, such as a character
Race Ability Adjustments hailing from a long-lost and isolated culture, the player (or the
Barbarian (Bar) +4 Str, +2 Con, –2 Int, –2 Wis, –2 Cha GM) is perfectly entitled to declare that his or her starting
Dark elf (Dke) –2 Str, +2 Dex, –2 Con, +4 Int, –2 Cha character is not fluent in any known language.
Dwarf (Dwf) +2 Str, +2 Con, –2 Int, +2 Wis, –4 Cha
Erudite (Eru) –4 Str, –2 Dex, +6 Int, +2 Wis, –2 Cha Common Special Qualities
Froglok (Frg) –2 Str, +4 Dex, +2 Con, –2 Cha
Many races have special qualities or abilities that are
Gnome (Gnm) –4 Str, +4 Dex, –2 Con, +4 Int, –2 Wis
universal to all members of that race, and in many cases these
Half elf (Hef) +2 Dex, –2 Con, –2 Wis, +2 Cha abilities or qualities can be found among two or more races.
Halfling (Hfl) –2 Str, +4 Dex, –2 Int, +2 Wis,–2 Cha Some of these “abilities” are simply bonus talents or feats (see
High elf (Hie) –4 Str, –2 Con, +4 Int, +4 Wis, +2 Cha Chapters 7 and 9 respectively). Characters of some races
Human (Hum) None receive certain skills as starting skills regardless of their actual
Iksar (Iks) +4 Str, +2 Dex, +2 Wis, –4 Cha profession, and may also receive bonus ranks in certain skills.
Kerra (Ker) +2 Str, +2 Dex, –2 Int Others may have darkvision, nightvision, or ultravision. These
Ogre (Ogr) +6 Str, –2 Dex, +4 Con, –2 Wis, –4 Cha qualities are described below in detail.
Ratonga (Rat) –4 Str, +2 Dex, –2 Con, +4 Int, –2 Wis, +4 Cha Some traits, however, are unique abilities available only to
Troll (Trl) +4 Str, +6 Con, –4 Int, –2 Wis, –6 Cha members of a given race; these abilities or traits are listed in
Wood elf (Wef) –2 Str, +4 Dex, –2 Con, +2 Wis the appropriate race descriptions.

Races 71
All racial special qualities are treated as extraordinary matically grow back lost limbs or ignore starvation damage —
abilities (see the Glossary). they simply recover their health from wounds more quickly.

Darkvision Harm Resistance


A creature with darkvision can see even in the deepest Harm resistance is rated as a type and a number, as in the
cavern, with no light source at all, out to a range specified for following example: “a bonus of cold resistance (3).” This
that creature; he can see as if in shadowy light for half that resistance represents the amount a creature subtracts from any
distance again. For example, a dwarf, having darkvision 60 ft., damage taken from the given type of energy source or psychic
can see clearly out to 60 feet even in pitch dark conditions, attack, whether through mundane effects of the given type or
and then can see another 30 beyond that, although the from magical effects with the appropriate descriptor.
extended 30-foot range is shadowy. For example, iksar, having a bonus of heat resistance (4),
See “How Far Can I See?” (in Chapter 11: Adventuring) for subtract the first 4 points of heat damage dealt to them by a
more on visibility and shadowy light. singular source of mundane heat or by any singular magical
Darkvision is black-and-white only (including infinite effect with the heat descriptor. This benefit applies whether
shades of grey), so that the character cannot discern colors at or not the character makes a saving throw against the heat
all without a standard light source at hand. It does not allow effect.
a character to see anything he could not normally see; for See Harm Resistance in Chapter 12: Combat for more
example, invisible objects are still invisible to a character with information on harm resistance.
darkvision (unless he also has some means at his disposal that
allow him to see invisible creatures and objects), and illusions Manasight
may fool or mislead him as usual. A creature using darkvision Manasight is the ability to see magical auras, whether
is subject to gaze attacks as normal. produced by active spells, magic items, or some other source.
The presence of light does not in any way hamper or A character with manasight (and only such a character) can
interfere with darkvision. automatically determine whether an item is magical simply by
observing it for 1 full round.
Farsight A character with manasight can make Spellcraft checks,
Farsight is the ability to see things at a great distance in even untrained, to identify spells as they are cast or once they
normal daylight conditions. A creature’s farsight ability is are already in effect, or to identify unique magical effects or
always listed with a numerical value (e.g. “farsight 2”), which auras surrounding a creature, object, or location. See Spellcraft
indicates the multiple applied to the creature’s visual range in Chapter 8: Skills for more on this function of manasight.
relative to that of a human; the value is also applied to the
distance at which the character suffers penalties for Perceive Nightvision
checks based on sight. In conditions of artificial light, characters with nightvision
For example, a wood elf, having farsight 3, can see roughly can see twice as far as a human in similar conditions. Thus, a
three times as far as a human in normal lighting conditions, character with nightvision can see clearly for 40 feet given the
and also suffers only a –1 penalty for every 30 feet distance light of a normal torch (whereas a normal human would see
when making Perceive checks based on vision in such condi- clearly for only 20 feet), and the area 40 feet beyond that is
tions. considered shadowy.
A character’s farsight has no effect on the distance he or she Outdoors or in other natural lighting, characters with
can see in shadowy or darkened conditions. nightvision can see on a normal moonlit night as well as they
can during the day. In diminished natural lighting, they can
Fast Recovery see at a reduced range, but still much farther than a human in
Iksar and trolls have fast recovery, allowing them to heal similar conditions. See Table 11–1 (in Chapter 11) for more
from injuries much more quickly than other races. Rather details.
than recovering an amount of health equal to their level for
each day of rest, creatures with fast recovery heal a similar Ultravision
amount for each hour of rest. Thus, a 7th-level troll recovers Ultravision is the ability to see perfectly well even in the
7 points of damage per hour. During this time, he may engage darkest, most shadowy conditions. Creatures with ultravision
in light activity, such as traveling at a standard pace or can see as well in normal darkness as a human can see in
performing similar activities that aren’t strenuous, but engag- normal daylight. Full details of shape, distance, and color are
ing in any fighting or tiring activity prevents the character fully discernible, just as if the creature had a bright light source
from recovering any health for that hour. at hand.
Characters and creatures with fast recovery heal points of Ultravision does not penetrate magical darkness, such as
nonlethal damage at the same rate as real damage, and do so that evoked by spells or magical items.
simultaneously. Thus, the 7th-level troll above would heal 7
points of both real and nonlethal damage each hour.
Fast recovery cannot heal any injury that a creature without
this ability could not naturally heal. Thus, trolls do not auto-

72 Chapter Five
The Shattering: Since the destruction of their northern

Contents
ancestral homeland of Halas, barbarians have spread across
the Shattered Lands. Their tenacity and vigor have allowed
them to adapt and survive in many harsh environments.
Rustic settlements and hunting outposts thrive, trading in
hides, alcohol, and weapons. Of those barbarians finding their
way to Qeynos, many fill the ranks of the city’s Outland
Barbarian Barbarian
Barbarians, supposedly direct descendants of the God of
Brigade, or hire out their muscle in the working-class district
called the Graystone Yard. Bitter and vengeful barbarians
sometimes find a place in Freeport, among the Militia or as
Valor and the Goddess of Love, are a race of hardy humans allies of the reptilian iksar in the Scale Yard district.
whose forebears hailed from the harsh northern lands of the
Old Antonican continent. Their breeding and the unforgiv- Barbarian Racial Traits
ing nature of the arctic wastelands of their origin have imbued
them with abilities beyond those of many of the “softer” • Abilities: +4 Strength, +2 Constitution, –2 Intelligence,
peoples of the more cultured (or “weaker”) human races. –2 Wisdom, –2 Charisma. Barbarians are physically the tough-
est of human races, but tend to be gruff and are not terribly
Referring to themselves as “Northmen,” the barbarians interested in more intellectual pursuits.
have reputations — not entirely undeserved — for being
quick to anger and violence. They are often sought out as • Experience: Barbarians are a particularly powerful race
expert guards and mercenaries. who aren’t as challenged by most circumstances as members
of most other races. As a result, they suffer a 5% penalty to all
Demeanor: Barbarians tend to enjoy simple pleasures such as XP they earn.
eating, drinking, and fighting. Practical folk, they don’t have much
patience for philosophy or theoretical studies. Indeed, barbarians • Type: Barbarians are humanoids with the human subtype.
tend to avoid anything other than hunting, fighting, and working, • Medium: Though large by human standards, barbarians
or perhaps talking about those activities over a skin of ale or mead. aren’t quite big enough to count as Large creatures. As
Although they are capable of withstanding even the freezing waters Medium creatures, barbarians suffer no special bonuses or
of their ancestral homeland, many avoid bathing. penalties. They do, however, need to eat and drink half again
In general, barbarians tend more toward good than evil. as much as other Medium creatures on a daily basis (see
Most value the fair treatment of everyone, although they tend Dehydration and Starvation in the Glossary).
to be unforgiving of anyone taking advantage of their fair- • Heavy Frame: Due to their powerful frames, barbarians
mindedness. Barbarians almost invariably respect acts of may function as characters of Large size when it suits them.
courage and daring; being thought a coward is far worse in a Whenever a barbarian is subject to a special attack or effect
barbarian’s mind than any other fate. that calls for a special size modifier, such as a grapple or trip
Appearance: Barbarians are a large, powerfully built race, attempt, he may use the modifier for a Large creature if that
generally standing nearly 7 feet tall and weighing 215 pounds modifier would be more advantageous.
or more, although exceptional specimens approach 8 feet in • Barbarians’ base speed is 30 feet.
height and weigh well over 300 pounds. Barbarians tend to be • Barbarians have a racial bonus of cold resistance (3).
fair skinned, often with freckles. Their hair runs the gamut • Barbarians receive Survival as a starting skill regardless of
from auburn to deep red or brown to blond. Eye color varies their actual profession.
greatly, though blue and green are most common. The occa- • Barbarians begin play with Slam as a bonus feat despite
sional barbarian has black hair or dark brown eyes, though that feat’s usual size prerequisite.
these features are often assumed to be a sign of intermingled • Weapon Familiarity: Barbarians may treat bastard swords
southerner blood somewhere in their ancestry. and harpoons as martial weapons, rather than exotic weapons.
Barbarians take great pride in the scars they inevitably gain • Barbarians begin with 4 ranks in Language (Halasian) and
throughout their lives. Some tribes practice ritual scarifica- 4 ranks in Language (Norrathian).
tion, marking themselves during ceremonies of adulthood.
Face paint and tattooing are also common; red or blue mark-
ings indicate great deeds or tribal allegiances.
Barbarian clothing tends to reflect the environment from
which their people originated, consisting mainly of thick fur and
hide that keeps them warm and provides protection against
predators. This clothing is often skillfully tailored and can be

Dark Elf
decoratively lined with exotic furs; stitching is an art form
among them, and a competent tailor can make clothes that Dark Elf
actually tell stories, with decorative borders and designs as
Dark elves, also known by the Elder Elvish term “Teir’Dal,”
detailed as any painting or tapestry. In warmer environments or
were created in the ancient past by Innoruuk, God of Hate,
when encountered indoors, barbarians are easily recognizable by
who tortured, twisted, and perverted captive high elves. Dark
their kilts (women may or may not wear shirts with them).

Races 73
elves are filled with loathing for all creatures, including other and drink only two-thirds as much as other Medium creatures
members of their own race. Although hated and feared by to remain healthy (see Dehydration and Starvation in the
most races of the Shattered Lands, their natural cunning and Glossary).
magical ability have sustained dark elves and allowed some to • Dark elves’ base speed is 30 feet.
gather considerable power. • Dark elves have farsight 2.
Demeanor: Dark elves thrive upon treachery, deceit, power, • Dark elves have ultravision, allowing them to function
pain, and suffering. They tend to hate everyone equally, easily underground or in complete darkness.
though they are capable of concealing their disdain and • Dark elves receive Sneak as a starting skill regardless of
working with other races if doing so furthers their own devious their actual profession, and begin with a total of 4 bonus skill
plans. In general, even to the most “noble-minded” dark elf, points, in addition to those gained from their starting profes-
friends are not people to be trusted and protected but rather a sion, in that skill. (They may not exceed the usual skill rank
valuable resource worth keeping around until no longer limit of 3 + character level.)
useful.
• Dark elves begin with 4 ranks in Language (Thexian) and
The sinister motives of dark elves can be difficult to ascer- 4 ranks in Language (Norrathian).
tain. If they can achieve a goal through trickery or
manipulation, rarely do they approach the matter directly,
instead hatching convoluted, tortuous plots that remain in-
scrutable to all others. Many dark elves are driven by a desire
to please Innoruuk, taking whatever actions seem likely to
create the most hatred in the world.
Appearance: Dark elves are lithe, with delicate features and
dark, smooth complexions. As with other elves, adults gener-

Dwarf
ally stand just over 5 feet in height and weigh about 100
pounds. Skin tones range from blue-black to black. Their eyes Dwarf
are most often blue or black as well, but can vary from green Dwarves are a strong, sturdy race thought to have been
or yellow to a crimson red or violet. Dark elves’ hair is created long ago by the god Brell Serilis. Often considered
universally white, though sometimes with a silvery or grayish dour and grim, in most cases they are simply hard workers who
tint, and is usually worn long. Like all elven races, dark elves strive to maintain strictly professional attitudes. They are
have delicately upward-pointed ears. generally pious and dutiful, worshipping Brell Serilis de-
Dark elven dress is generally designed to be both attractive voutly. While they are hard workers, dwarves also enjoy good
and functional. Garments are often conspicuously tight and drink and fine craftsmanship; some combine work with plea-
alluringly cut, designed to give the wearer any possible social sure, building peerless reputations as master brewers.
advantage. Boots or slippers are common footwear. However, Dwarves prefer to dwell in extensive subterranean dwell-
dark elves are not fools, and wear armor when appropriate and ings and often share their territories peacefully with
magic garments if at all possible. surface-dwelling elves, although relations between elves and
The Shattering: During the Age of Cataclysms, access to dwarves are sometimes strained. Dwarves also get along well
the dark elves’ underground empire of Neriak was severed, and with gnomes, whom they seem to think of as cousins, albeit
many of the Teir’Dal were stranded on the surface world. strange ones. Dwarves also tend to get along rather well with
Desperation led them grudgingly to form an agreement with barbarians for both cultures claim a love of grog, steel and
Sir Lucan D’Lere for sanctuary within his domain of Freeport. battle as well as share similarities in social structure.
These Tier'Dal refer to themselves as Thexians for they are Many dwarven priests and fighters are vital and trusted
largely loyal to the now deceased King Nathox Thex and not members of famous questing parties.
the accursed Queen Cristianos. As much of the Tier'Dal Demeanor: Dwarves are fiercely loyal and steadfast once
practice of the dark arts was among those loyal to the queen, they have chosen their course, rarely feeling any need to
necromancy and other black arts are not as common among change their allegiances — or their opinions. Dwarves strike
the Thexians as the Tier'Dal of old. a careful balance between work and play, enjoying both when
done well (but note that what most races consider labor,
Dark Elf Racial Traits dwarves often consider “entertainment”). They are normally
• Abilities: –2 Strength, +2 Dexterity, –2 Constitution, +4 slow to anger but implacable once roused, and are uncondi-
Intelligence, –2 Charisma. Dark elves are neither particularly tional enemies of dark elves, trolls, and especially ogres.
strong nor tough, but are nimble both physically and men- Dwarves aren’t accustomed, culturally, to having to explain
tally. Their inherent dislike of all other beings makes them themselves, and often have difficulty befriending individuals
disliked in return, despite their physical comeliness. of other races due to unfortunate misunderstandings. In
• Experience: Dark elves gain normal experience. dwarven society, members generally do what is expected
• Type: Dark elves are humanoids with the elf subtype. without direction. As a result, dwarves very rarely develop
• Medium: As Medium creatures, dark elves have no special good leadership skills (except when leading fellow dwarves by
bonuses or penalties due to their size. Due to their low body example, of course). Also, many dwarves lack an appreciation
weight and relatively slow metabolisms, dark elves need to eat of other races’ senses of humor, causing the dwarves to mistake

74 Chapter Five
innocent jokes for insults. Once these initial difficulties are • Dwarves have racial bonuses of magic, mental, and poison

Contents
overcome, however, dwarves make stalwart friends and allies. resistance (3).
Appearance: Dwarves are not pretty to look at by any other • Dwarves have darkvision 60 ft.
race’s standards (save perhaps gnomes), having squat features • Dwarves receive Climb and Knowledge (spelunking) as
and short, stubby bodies. They average just over 4 feet in starting skills regardless of their actual profession.
height, with a typical male weighing approximately 150 • Weapon Familiarity: Dwarves may treat axes (of any
pounds. They have large noses and ears and broad faces that kind) and warhammers as simple weapons, even though they
have been described as harsh, although female dwarves are are normally martial weapons.
occasionally somewhat more comely by human standards. • Dwarves begin with 4 ranks in Language (Dwarven) and
Dwarves take great pride in their hair and beards, which are 4 ranks in Language (Norrathian).
often kept long and braided, and can be red, brown, blond,
gray, or honey-colored. Dwarven males take meticulous care
to grow thick beards and mustaches. Females are more likely
to keep their faces shaven and their hair in tight buns, though
a few dwarven women also grow neatly trimmed facial hair.
Dwarven eye color is normally brown, blue, or green.
Dwarven garments and armor tend to be well made and
practical, with many pockets and quality stitching. Orna-
ments tend towards belts, bracers, and buckles, though dwarves,
both men and women, also have a fondness for well-cut gems.
The Shattering: Since the Age of Cataclysms, dwarves in
Antonica have honored in story and song the lost city of
EruditeErudite
Erudites are thin, frail, and weak, but have very powerful
Kaladim, capitol of the underground kingdom of Kazon minds. Whereas barbarians represent the physical apex of
Stormhammer. What has become of the dwarven homeland humanity, Erudites are the ultimate intellectual offshoot from
and king, none can say. Many adventurers have set out to human bloodlines, whom these self-styled “High Men” re-
discover the truth, but none have returned. Many dwarven semble less and less with each passing generation. Physical
expatriates, resigned to their loss, have made Qeynos their frailty is of little importance to Erudites, as they consider most
second home, where they have excelled as craftsmen, physical endeavors beneath them. Magic is the lifeblood of
gemcutters, or brewers. Others succumb to melancholy and Erudites, and they have mastered it to a degree difficult even
pass the years sullenly, losing themselves in the physical labor for many elves to match. In Erudite eyes, the unenlightened,
of Graystone Yard or in the excesses of ale. uncivilized masses who rarely use magic are to be pitied or
Increasingly over the last century, tales have spread of scorned (depending on the charity of the individual Erudite).
dwarves who have given in to their mining instincts, their Erudites trace their lineage to a mage named Erud, who led
avowed purpose to create a New Kaladim — but whispered them from an area rife with civil war to the pre-Shattering
rumors tell of cults and of powers that should have remained land of Odus. Here they built the city of Erudin and began to
undisturbed. study the deep mysteries of the arcane arts. They labeled some
secrets too vile to be pursued, but Erudite curiosity was too
Dwarf Racial Traits great for all to respect this ban: Eventually, an Erudite named
• Abilities: +2 Strength, +2 Constitution, –2 Intelligence, Miragul founded a school of necromancy. Miragul’s heretical
+2 Wisdom, –4 Charisma. Dwarves are stout and sturdy, and teachings led to a civil war among Erudite spellcasters. The
they possess naturally deep minds. They are generally not war ended with a mystical blast of unprecedented power that
quick thinkers, however, and can be both very difficult to produced a vast crater, in which the rebels took refuge and
understand and hard to endure. built Paineel, a city of black magic that stood as a dark
• Experience: Dwarves gain normal experience. counterpoint to Erudin.
• Type: Dwarves are humanoids with the wee folk subtype. Demeanor: Although Erudites vary widely in opinions,
• Medium: As Medium creatures, dwarves have no special morals, and world views, they generally consider themselves
bonuses or penalties due to their size. (While they are short, a more civilized and refined race than most others, seeing their
dwarves are also burly and broad, and are thus massive enough mastery of magic as a superior quality. Only magical or
to qualify as Medium size.) intellectual accomplishment impresses Erudites. Even in this,
though, they can be arrogant, for those discoveries made by
• Dwarves’ base speed is 20 feet. However, a dwarf’s speed
other races tend to be downplayed in Erudite education.
is never reduced by armor worn or as a result of encumbrance
from carrying medium or heavy loads. A dwarf’s speed, barring This attitude wins them few friends, but most Erudites see
magical interference or terrain effects, is always 20 feet. antipathy from others simply as jealousy or ignorance (or
perhaps both). In truth, many of the greatest spellcasters
• Dwarves gain a +4 racial bonus on all Survival checks
throughout history have been Erudites, a fact no member of
made to sense heading.
any race is likely to forget — for no Erudite is likely to let them.
• Dwarves receive a +2 racial bonus on all Search, Trade
Skill, and Vocation checks involving stone or stonework.

Races 75
Appearance: Having once been more recognizably human,
Erudite exploration of the arcane has changed them in many ways.
Physically, they are delicate and slim, averaging nearly 6 feet in
height but only 140 to 150 pounds. They often decorate their hairless
heads with circlets and tiaras that hold glowing runes of power.
Similar magical runes are inscribed upon the flesh of Erudites, and
these emblems have become one of their more dominant character-
istics. Their dark yet somehow ashen flesh suggests too many years Froglok
locked away from the sun, delving for knowledge.
The frogloks of the Shattered Lands are an intelligent, mili-
Erudite clothing is what one would expect from a race of tant, and highly honorable amphibious race. Over 400 years ago,
civilized wizards: finely cut robes, cloaks, and gowns being most their chief deity Mithaniel Marr blessed some of them with a
common, often made of tightly cut or sheer material. Hoods are heightened intellect and enhanced physical prowess. This trans-
common on most Erudite outfits, and slippers are more common formation aided the frogloks in winning a long-running conflict
than boots. Given their penchant for magic clothing, however, with the trolls of the swamp city of Grobb, to whom froglok flesh
it would be unwise to assume even the most innocuous looking was a considerable delicacy. The frogloks finally drove the trolls
Erudite was a safe target. out of Grobb, renaming it Gukta, or “Outpost of Marr” in the
The Shattering: Few Erudites chose or were able to leave Old Common tongue, in honor of their god.
the continent of Odus during the Age of Cataclysms. Heretics The froglok victory was short-lived, however. Gukta was
from Paineel have congregated at Freeport and become an the first casualty of the expanding Rallosian Empire prior to
influential faction within the Academy of Arcane Scientists. the Shattering, and the frogloks were almost completely
Elsewhere in the city, they can be found in the Stonestair wiped out by the onslaught of the ogres. The surviving fled
Byway district, where they have formed an unlikely symbiotic Gukta for thje depths of Guk, the subterranean realm where
alliance with erstwhile enemy kerrans. they once exclusively dwelled.
Similarly, orthodox Erudites who made their way to Qeynos have In defending their people over the centuries, frogloks have
taken a leading role in the arcane community there, seeking developed strong traditions of fighters and spellcasters, both
knowledge through the Concordium. The Starcrest Commune is divine and arcane. Froglok society is very much a meritocracy,
also a place of contemplative retreat within the city, with street- social rank being earned by expertise, ability, and skill. The
corner debates and chess matches in the park not unusual. Qeynos frogloks’ hierarchy of titles, in ascending order of
merit, are as follows: Tuk, Gaz, Ton, Vis, Shin, Shinta, Tal,
Erudite Racial Traits Nokta, Tonta, Tsu, Tal, Urd, Dar, Wan, Kor, Yun, Zol. There
• Abilities: –4 Strength, –2 Dexterity, +6 Intelligence, +2 is currently no froglok king, although the Zol Council may
Wisdom, –2 Charisma. Erudites are physically weak and not eventually choose one of their number to fill this role.
particularly nimble, and their self-absorption and arrogance Demeanor: The frogloks as a people are the epitome of
make them at times difficult to get along with; however, they benevolence. They pride themselves on virtue and honesty —
have mighty intellects and a remarkable strength of will. any vow a froglok makes, she will fulfill even if it means her
• Type: Erudites are humanoids with the human subtype. death. Second only to the importance they place upon virtue
• Experience: Erudites earn normal experience. and honor is their hatred of evil and corruption, which they
• Medium: As Medium creatures, Erudites have no special strive to purge from the Shattered Lands. Preeminent in this
bonuses or penalties. hatred are ogres and trolls, although frogloks abhor any
• Erudites’ base speed is 30 feet. creature touched by the influence of Rallos Zek, whom they
consider the ultimate architect of evil.
• Erudites have manasight.
The importance frogloks place upon virtue and honesty some-
• Erudites are notorious for their poor nighttime eyesight.
times make them seem almost emotionless and cold to other races.
They suffer a –4 penalty on all vision-based Perceive checks
Frogloks are in truth very appreciative people, however; their
made in darkened or shadowy conditions.
expressions of emotion simply differ greatly from those of their
• Erudites receive Knowledge (mysticism) and Spellcraft as neighbors in Qeynos. Nonetheless, their unflinching honesty has
starting skills regardless of their actual profession, and begin with a been known to offend those who are not accustomed to such
total of 4 bonus skill points, in addition to those gained from their bluntness. A froglok never expresses remorse for being honest, for
starting profession, to distribute between those two skills. (They still honesty is always the best approach, no matter the consequences.
may not exceed the usual skill rank limit of 3 + character level.)
Frogloks are an adaptable race, having made their homes in
• Erudites begin with 4 ranks in Language (Erudish) and 4 many areas that used to be inhabited by other races. As such,
ranks in Language (Norrathian). they thrive among the other races, especially those who honor
the same values they do. Even so, some frogloks look forward
to returning to their beloved swamp, and trust that Marr may
someday guide them there.
Appearance: Though frogloks are bipedal, their hunched
posture and deeply bent knees make them appear shorter than
dwarves; in truth, standing fully erect, frogloks average closer

76 Chapter Five
to 4 1/2 feet tall. Weight varies widely, from thin, wiry warrior

Contents
to broad, plump spellcaster, but is generally between 70 and
100 pounds. Hides may range from smooth and shiny to rough
and warty. Frogloks’ bulbous, widely set eyes seem to glow red
or amber when reflecting light. Their powerful legs and
webbed feet allow for rapid movement whether via their odd

Gnome
half-jumping, half-running gait on land, or by swimming.
Froglok apparel runs to the utilitarian and is usually resistant to Gnome
water. They tend to wear neutral colors or earth tones. The natural
Gnomes, like dwarves, claim to have been created by Brell
markings of froglok hides, in the correct environment, can lend a
Serilis, and as a result they remain on generally good terms
certain amount of camouflage. Froglok warriors are usually well
with their dwarven cousins at all times. Where dwarves are
armored and prefer to wield short swords, staves, and darts.
strong and sturdy, however, gnomes are small and generally
The Shattering: However deep their longing to return to quite frail, yet clever and quick. Gnomes created and devel-
the swamps of their homeland, the frogloks have not forgotten oped clockwork technology, and constantly push the bounds
the generosity the humans of Qeynos have shown them. of what machines can do. It’s also common for gnomes to
Bound by honor and gratitude, the frogloks would willingly lay follow careers in magic (unfortunately including necromancy
down their lives to protect the city of Qeynos and its citizens, in some cases), and gnome spellcasters often work with
even if doing so meant the certain extinction of their already dwarven priests and fighters to form well-balanced parties.
sparse surface-world population.
What gnomes lack in physical strength and stamina, they
make up for with their extremely nimble minds and bodies,
Froglok Racial Traits which makes them excellent scouts and arcane spellcasters.
• Abilities: –2 Strength, +4 Dexterity, +2 Constitution, They are also natural tinkerers. Much of their success as a race
–2 Charisma. Frogloks are small but sturdy, and quite agile. can be traced to their magical and mechanical accomplish-
Their blunt honesty tends to be off-putting to other races. ments. Though not particularly attractive to those of other
• Type: Frogloks are monstrous humanoids with the aquatic races and rarely taken seriously by anyone other than dwarves,
subtype. A monstrous humanoid always gains d8 HD when its gnomes nonetheless tend to have outgoing and inquisitive
profession would indicate a smaller die type. Thus, a 1st-level personalities that allow them to get along reasonably well
froglok mage starts with an amount of health equal to 8 + his with most of the common humanoid races.
Constitution modifier, rather than the 6 + Con modifier that Demeanor: Gnomes are infused with a natural desire to see
humanoid mages receive; a 1st-level froglok fighter receives how things work and to try to improve upon them. This
the usual amount of health. enthusiastic inquisitiveness can get them into trouble, but
• Experience: Frogloks gain normal experience. also allows them to expand continually their understanding of
• Small size: As Small creatures, frogloks gain a +1 size how to design and create things, ranging from clockwork
bonus on all attack and defense rolls, and a +4 size bonus on automatons to advanced magic spells. Gnomes are often
Sneak checks. They suffer a –4 size penalty on all Strength perceived by other races to lack common sense, and, some
checks made to break down doors or smash other object, burst suspect, may have survived as a race only because of their
bonds, or the like. Further, they must use smaller weapons quick wits and reflexes. Folk of other races often get irritated
than humans, and their lifting and carrying limits are only by gnomish behavior as a result and thus treat gnomes with
three-quarters of those of Medium characters with similar some condescension, as if they were children, but few dislike
Strength scores. them openly.
• Frogloks’ base speed is 30 feet. They also have a natural Gnomes take great pride in their accomplishments, espe-
swim speed of 20 feet. Swim is always a starting skill for cially in their mechanical inventions, which are highly prized
frogloks, regardless of profession, and they gain a +8 racial by some folk of other races. However, unlike Erudites and high
bonus on all Swim checks. Further, a froglok may always take elves, gnomes rarely become arrogant as a result of their
10 on any Swim check, even in hazardous or stressful situa- accomplishments, no matter how grandiose. Indeed, gnomes
tions (see Skills without Rolls in Chapter 8: Skills). most often wish simply to share with their friends their joy in
• Frogloks have nightvision. a job well done. Although companions of other races must
• Camouflage: When in aquatic or overgrown surround- constantly be alert for the unexpected consequences of a
ings, frogloks gain a +2 racial bonus on Sneak checks. curious gnome’s actions, they generally find the aid given by
• Frogloks receive Jump as a starting skill regardless of their a competent gnome to be worth the occasional mishap.
actual profession, and begin with a total of 4 bonus skill points, Appearance: Aside from halflings, gnomes are the smallest
in addition to those gained from their starting profession, in of the common races in the Shattered Lands, having much of
that skill. (They still may not exceed the usual skill rank limit the squat appearance of dwarves but less height and mass.
of 3 + character level.) Frogloks may always use their Dexter- They are considerably thinner than dwarves, especially gnome
ity modifier in place of their Strength modifier, if it is more females, and have pointed ears more akin to those of the elves.
beneficial to do so, when making a Jump check. A typical gnome stands nearly 3 1/2 feet tall and weighs
• Frogloks begin with 4 ranks in Language (Froglokian) and perhaps 50 to 60 pounds.
4 ranks in Language (Norrathian).

Races 77
Male gnomes have very large noses, and female gnomes
tend toward strong chins. Gnomish hair comes in any color
common among humans, but also sometimes ranges into blues
or greys. Many male gnomes have long, thick beards similar to
dwarves, but others prefer thick mustaches and/or sideburns,
and some (but not many) prefer no facial hair at all. Gnomish
women never have facial hair.
Gnomish clothes are always designed for convenience and Half Elf
practicality, with many pockets, buttons, clips, and straps;
Sometimes known by their adopted name, Ayr'Dal, half
sometimes this trend is carried to such an extreme that the
elves are the surprisingly common offspring of human and
gnome ends up looking like a walking workbench. Gnomes
elven parents (or, in some cases, of two half elf parents). Most
appreciate finely crafted jewelry, often caring more about a
half elves have wood elf blood, but as any elf can breed with
particular piece’s artistry than about the value of the materials
a human to create a half-elf, rare half-high elves and even rarer
used.
half-dark elves exist as well. Though blessed with many of the
The Shattering: Cut off from their great city Ak’Anon advantages of both the human and elven sides of their lineage,
during the Age of Cataclysms, many gnomes had little choice most half elves do not lead easy lives. They are not an
but to seek refuge in the two remaining cities of men. In independent race with their own society, nor do they truly fit
Qeynos, gnome arcanists have proved valuable to the in to either parent’s culture. In general, a half elf’s life is a
Concordium. Meanwhile, the residential village known as the constant struggle to find a place to fit in and to forge friend-
Baubleshire has become a tinker’s paradise, cordially shared ships with those who tend always to see him as an outsider.
with much of Qeynos’ halfling population.
Demeanor: Most half elves come to accept that no society
In Freeport, gnome contributions to the Academy of Ar- truly claims them as citizens, and many decide that they have
cane Scientists have been marred by feuding between the no more in common with humans or wood elves than they do
excitable gnomes and the dismissive Erudites. Antagonized with dwarves and gnomes. They concentrate on forming close
gnomes have taken revenge upon their Erudite counterparts, circles of trusted friends, regardless of race, and see themselves
often in the form of vicious, cruel, and sometimes fatal in a unique position to travel freely among many peoples. Of
“practical jokes.” course, dark elves, iksar, ogres, and trolls like half elves no
more than they do either parent race, and — in the latter case
Gnome Racial Traits at least — care more about what a half elf tastes like than about
• Abilities: –4 Strength, +4 Dexterity, –2 Constitution, +4 an individual half elf’s personal philosophy.
Intelligence, –2 Wisdom. Gnomes are a physically weak and Other half elves see enough injustice and prejudice early in their
rather frail race, but they are very agile and have astonishing lives that they feel compelled to take up arms against such evils.
intellects. Occasionally these half elves become jaded and embittered as they
• Type: Gnomes are humanoids with the wee folk subtype. face endless struggles with few thanks, and eventually become so
• Experience: Gnomes gain normal experience. consumed by their own desires that they turn to thievery or brigandry
• Small: As Small creatures, gnomes gain a +1 size bonus on in rebellion against the cities and people who spurn them.
all attack and defense rolls, and a +4 size bonus on Sneak More commonly, though, half elves see the world as a place to
checks. They suffer a –4 size penalty on all Strength checks be explored and use their lack of a home as a reason to travel
made to break down doors or smash other object, burst bonds, extensively and deal with individuals rather than entire cultures.
or the like. Further, they must use smaller weapons than Appearance: Blessed with the best features of both their
humans, and their lifting and carrying limits are only three- parents, half elves are among the most attractive of all races in
quarters of those of Medium characters with similar Strength the Shattered Lands. In many ways, this beauty helps offset
scores. the cultural prejudice they face in many regions. Retaining
• Gnomes’ base speed is 20 feet. the delicate features and to some extent the pointed ears of
• Gnomes have darkvision 30 ft. and nightvision. their elven heritage, half elves also have the thicker, stronger
• Gnomes receive Engineer Device and Trade Skill (tink- frames of humans. They tend to be slightly shorter and thinner
ering) as starting skills regardless of their actual profession, than humans, and a bit taller and heavier than elves. Eye and
and begin with a total of 4 bonus skill points, in addition to hair color can vary widely, as among humans.
those gained from their starting profession, to distribute Half elves often have a strong sense of style, blending their
between those two skills. (They may not exceed the usual skill lineage into something uniquely their own. Some half elf men
rank limit of 3 + character level.) grow trim facial hair (for elves cannot grow facial hair), while
• Gnomes begin with 4 ranks in Language (Gnomish) and others maintain the fresh, clean faces common to elves. Simi-
4 ranks in Language (Norrathian). larly, half elf women mix and match the hair styles of human and
elven fashion, often creating their own looks similar to both, but
identical to neither. Half elves may take their clothing styles
from either elves or humans, but those with tailoring skills often
create tasteful and striking wardrobes that absorb the best
qualities of all the cultural styles around them.

78 Chapter Five
The Shattering: Having no homeland of their own, half elves capability and tenacity that often surprises their foes. A

Contents
were affected less by the Shattering than were many other races. halfling’s drive to enjoy life also causes him to be willing to
They were already accustomed to blending in with other races. fight for a better life if need be. Many other races fail to take
Most can still be found among human, wood elf, or even high elf halflings seriously, treating the “little ones” as if they ought to
communities, but a very few take up residence with other races. be protected and certainly ought not to be trusted with any
Most half elves migrate to Qeynos. A few hopelessly embittered responsibilities. Halflings get used to this patronizing attitude,
hard-cases end up among the gangs of Freeport. and some are not above using it to their advantage.
Appearance: Halflings’ appearance can be a major stumbling
Half Elf Racial Traits block in their relations with other races. With their short stature
• Abilities: –2 Wisdom, +2 Charisma. Half elves tend to be and seemingly pudgy bodies (a typical adult stands 3 feet tall and
carefree and unruly, yet they retain most of their elven weighs 40 pounds), their large heads and bare feet, halflings
lineage’s charm and grace. often seem little more than children to larger folk. A more
• Type: Half elves are humanoids with the elf subtype. careful examination of their appearance ought to dispel any such
• Experience: Half elves gain normal experience. opinion — male halflings are generally balding early in life and
grow coarse hair on their feet, while female halflings often look
• Medium: As Medium creatures, half elves have no special far more matronly than childlike.
bonuses or penalties due to their size.
Halfling clothing is often simple and utilitarian, of coarse
• Half elves’ base speed is 30 feet. wool and leather, with a well-worn and homey feel. They do
• Half elves have nightvision. not usually wear boots, for halfling feet are as tough as any
• Half elves begin play with a bonus talent from their leather footwear. Still, halflings expecting combat are not
archetype. This may be any talent for which the character above armoring their feet in some fashion. Halflings have a
meets the requirements. fondness for vests, coats, and girdles, and some also wear small
• Half elves begin play with 4 bonus skill points, in addition cloaks tied around their necks.
to those gained from their starting profession, to distribute The Shattering: The most prominent of halfling ancestral
among their archetype’s starting skills. homelands was the town of Rivervale, open and friendly, built
• Half elves begin with 4 ranks in Language (Norrathian) underground among bucolic, rolling hills. That all changed
and 4 ranks in Language (Fier’Dal, Koada’Dal or Thexian, with the reemergence of the Rallosian Empire, and again later
player’s choice). with the sundering of Old Antonica. Now, halflings make do
wherever they can, often sheltered in an out-of-the-way
niche within a human city. In Qeynos, they share the
Baubleshire with the erratic gnomesdreaming fondly and
wistfully of familial homes that likely no longer exist.

Halfling Racial Traits

Halfling
• Abilities: –2 Strength, +4 Dexterity, –2 Intelligence, +2 Wis-
Halfling dom, –2 Charisma. Halflings are small and spry, having a healthy
natural dose of common sense but little intellectual inclination.
The god Bristlebane is credited with the creation of this
Other races tend not to take them seriously, often making it difficult
race. Perhaps because these folk appeared to other races as
for them to interact meaningfully with non-halflings.
some strange elf-dwarf (or perhaps elf-gnome) crossbreed,
most know them simply as “halflings.” • Type: Halflings are humanoids with the wee folk subtype.
A short and friendly race, halflings are well regarded by • Experience: Halflings earn normal experience.
most good folk and friendly creatures in the Shattered Lands. • Small size: As Small creatures, halflings gain a +1 size
They are an extremely hospitable people and often offer to bonus on all attack and defense rolls, and a +4 size bonus on
help travelers and those in distress. They are not fools, Sneak checks. They suffer a –4 size penalty on all Strength
however, and are well aware that many creatures would take checks made to break down doors or smash other object, burst
advantage of their generosity. bonds, or the like. Further, they must use smaller weapons
Demeanor: Halflings are a relaxed race on the whole, than humans, and their lifting and carrying limits are only
spending a great deal of time enjoying the finer things in life. three-quarters of those of Medium characters with similar
They are particularly fond of good food, strong drink, and Strength scores.
well-told stories. They also enjoy a good day’s work, though, • Halflings’ base speed is 20 feet.
contrary to what many might say of them, and halfling • Halflings receive a +1 racial bonus on all saving throws.
communities usually have many excellent craftsmen. Most • Halflings have farsight 2.
halflings want just enough money to be comfortable and just • Halflings receive Agility and Sneak as starting skills
enough friends to enjoy the comfort. regardless of their actual profession, and begin with a total of
Despite their desire for easy living, however, halflings are 4 bonus skill points, in addition to those gained from their
neither cowards nor weaklings. When threatened, pushed, or starting profession, to distribute between those two skills.
frightened, they can defend themselves and their allies with a

Races 79
(They still may not exceed the usual skill rank limit of 3 + to cream or pale peach in color. Hair and eye color can vary widely,
character level.) but is usually light. Most high elf men keep their hair short and neat
• Halflings begin with 4 ranks in Language (Stout) and 4 and are unable to grow any facial hair. High elf women grow their hair
ranks in Language (Norrathian). long and often keep it in a ponytail or braid.
High elf clothing is generally light and thin. Robes and
slippers are always fashionable, though anything is acceptable as
long as it is colorful, decorative, and tasteful. High elf fighters
tend to prefer armor that is light and highly ornamented, but
won’t give up superior protection merely to look good.
The Shattering: Like many races, the high elves of the
Shattered Lands have been stranded, cut off from their ancestral

High Elf
High Elf
Also known as the Koada’Dal, high elves are one of the two
homeland. They desire perhaps more deeply than any other race
to see once again their beautiful capital city — for they already
lost their ancient homeland upon Tunaria ages ago, and cannot
original branches of the race of elves. They are among the bear the thought of having lost their home once again. Felwithe,
oldest races in the Shattered Lands, thought of by many as the legendary for its white marble walls and towers, all covered in
most noble of the elven races. Created by Tunare, they have bright ivy, has since become the “holy grail” of the high elves.
suffered at the hands of many other gods since their creation. Today, the Koada’Dal have taken refuge in Qeynos, and the
Most importantly, Innoruuk twisted a number of high elves human inhabitants of that kingdom are pleased to have such
into the hateful dark elves, and Solusek Ro forced the elves to powerful and lovely allies and guests. The high elves, though
flee their original forest home; they moved to a new conti- appreciative, remain aloof. They congregate in Castleview
nent, Faydwer, and began their civilization anew. Hamlet, attempting to preserve their distinct, ageless culture.
For many, that home too is now lost to storm-ravaged seas,
impassable since the Shattering. Through all their many hardships, High Elf Racial Traits
however, the high elves have continued to fight for justice and • Abilities: –4 Strength, –2 Constitution, +4 Intelligence,
civilization, standing against all the powers of evil and darkness. +4 Wisdom, +2 Charisma. High elves are rather weak physi-
High elves sometimes have trouble dealing with what they cally, to the point of being quite frail; they are extremely
tend to perceive as less “enlightened” non-elven races (although powerful intellectually, however, and can easily master most
of the player character races, only dark elves, iksar, ogres, and magical or mental crafts.
trolls seem truly to hate them). Dwarves, humans, and gnomes • Type: High elves are humanoids with the elf subtype.
are often dubious concerning high elves, and might refuse to deal • Experience: High elves gain normal experience.
with an individual of that race unless she’s known to them or has
• Medium: As Medium creatures, high elves have no
proven to have compatible goals and beliefs. High elves have an
special bonuses or penalties due to their size. Due to their low
almost palpable aura of nobility about them, however, and with
body weight and relatively slow metabolisms, high elves need
a little effort can often overcome the suspicions of others
to eat and drink only two-thirds as much as other Medium
through sheer force of personality.
creatures to remain healthy (see Dehydration and Starvation
Demeanor: High elves tend to think of themselves as a race in the Glossary).
of nobles, and they expect members of other races to treat
• High elves’ base speed is 30 feet.
them accordingly. They are a magically powerful race with
many potent spellcasters among them from both arcane and • High elves have manasight.
divine backgrounds, a claim few other races can make. Indi- • High elves have nightvision.
vidual high elves pride themselves on expertise in many areas • High elves receive Knowledge (all types, learned sepa-
beyond magic use, however, including the arts of war but also rately) and Spellcraft as starting skills regardless of their actual
many time-honored crafts and trades. profession.
High elves’ sense of nobility and duty often drives them to • High elves begin with 4 ranks in Language (Koada’Dal)
confront threats to others, even when they must champion and 4 ranks in Language (Norrathian).
races that view them with distrust. Although some high elves
have been known to fall into evil much as the dark elves have,
this is a truly rare occurrence, for almost all Koada’Dal
genuinely believe it is their duty to help protect the “younger”
races from serious danger. Other races can be put off by what
they see as parental posturing, but few are so offended as to
refuse the considerable aid a high elf can provide if motivated.
Appearance: High elves are shorter and more slender than
humans, averaging a little over 5 feet in height and usually weighing
around 100 pounds. They have fine, sharp, exquisite features,
Human Human
Sometimes considered the “rats” of the civilized races,
including gracefully upswept and pointed ears. Their complexions humans have endured and flourished throughout the centu-
are always smooth and generally quite fair, ranging from pure white ries due to strong survival instincts and determination. They

80 Chapter Five
are an enigma to many other races, lacking the strong racial fortunate; they intend to make the most of this chance to unite

Contents
tendencies common to most other peoples. Humans can the races and truly work as a unified society. In Freeport, Lucan
assume almost any world view, follow almost any profession, D’Lere distrusts the motives of the foreign races, but is willing to
and worship almost any god. In fact, the only constant among use whomever and whatever he can to further his personal goals.
humans is that they’re all different.
More than almost any other player character race, humans Human Racial Traits
often tend to disagree with each other, a trait that results in • Abilities: Humans have no modifiers to starting abilities.
internal conflict within human cities and occasionally in civil • Type: Humans are humanoids with the human subtype.
war. Humans often take up these differences with other races • Experience: Humans gain normal experience.
as well, unable to fathom why everyone else shouldn’t see
things their way. As a result, humans are often coolly received • Medium: As Medium creatures, humans have no special
by others (although they are rarely killed on sight). Individual bonuses or penalties due to their size.
humans can often overcome this dislike once others get to • Humans’ base speed is 30 feet.
know them, and, with some effort, a human can manage to be • Humans begin play with a bonus feat or talent (player’s
accepted almost anywhere. choice). This may be any feat or talent for which the character
Demeanor: Humans are more adaptable and flexible than meets the requirements.
virtually any other race in the Shattered Lands, and as a result • Humans begin play with a total of 4 bonus skill points, in
they are especially hard to generalize. They often think of addition to those gained from their starting profession, to
themselves as “normal” and view anyone quite different from distribute among their archetype’s starting skills. They also
themselves to be “odd.” This often makes other races suspi- receive 1 bonus skill point at each character level beyond 1st.
cious of humans, an attitude most humans find mystifying. • Humans begin with 4 ranks in Language (Norrathian).
What some see as arrogance is, to humans, the belief that
humanity is the yardstick by which everyone else should be
measured — which, ironically, is undeniably a form of arro-
gance.
Humans are variously driven by the same motivations as
other races (greed, goodwill, revenge, the desire for justice,
etc.), but seem more interested in philosophical issues than
most other races. Humans tend to justify their motivations not

Iksar
merely as what they want, but as their “right,” a natural desire
that everyone should understand and appreciate. Iksar
Appearance: Humans are smaller than barbarians but more The reptilian iksar are strong of body and keen of intellect.
stout than Erudites. An average male stands just under 6 feet Capable warriors and spellcasters, their history of relentless
and weighs 170 to 180 pounds (women tend to be slightly warfare has left them disdainful and distrustful of all other
shorter and lighter). Hair color can be brown, blond, black, races. While they are thought of by many as one of the “dark
gray, red, or even white. Skin ranges from pale to well tanned, races,” the iksar bear no love for dark elves, ogres, or trolls, and
and eye color can be blue, green, brown, or black. Human men this lack of affection is mutual. Iksar culture exhorts iksar to
can grow facial hair, though many keep themselves clean- dominate the weak, perhaps seeking to atone for their own
shaven, and in some case tend toward baldness in later life; former enslavement by the now extinct shissar millennia ago.
human women, except in extremely rare instances, cannot Those separated from their homeland of Kunark by the
grow facial hair, and they only rarely experience baldness. Shattering have not accepted exile gracefully.
Human garments are generally simpler in style and pattern The iksar of Freeport feel utterly abandoned by their god
than those of elves or Erudites. Cotton and leather are Cazic-Thule, so they have abandoned him in turn. They
preferred materials, with cloth shoes and leather boots equally refuse to worship (or even acknowledge, except when cursing)
common. Each human tends to have his or her own sense of a god who has allowed, through impotence or perversity, such
style, but this is rarely allowed to compromise the practical indignity and humiliation to befall “his people.” Instead, since
nature of clothes and equipment. Humans like jewelry as a the latter days of the Age of Cataclysms, they have turned to
rule, and often ornament common items with precious metals a new god, Syllokk, which they believe is the spiritual combi-
or small gems. nation of every iksar that has ever died.
The Shattering: Humans have long called the cities of Demeanor: Iksar are proud, self-assured, vengeful, and
Freeport and Qeynos home, so they experienced less physical distrustful. Their history is one of conquest, the strong ruling
displacement as a result of the Age of Cataclysms than did over the weak. Iksar see strength (both physically and tempo-
most other races. The greatest adjustment has been the rally) as the most sought-after quality one might attain; to
massive influx of refugees of other races and cultures into the them, pain, fear, and torture are simply means to an end.
once predominately human cities. Displays of such qualities that others might perceive as integ-
To most human citizens of Qeynos, this flood of peoples and rity or fairness are most likely incidental, born from fear of a
cultures has been accepted as an opportunity to expand the superior or a recognition of the consequences of one’s actions
goodwill and positive influence of their city by aiding the less rather than from any sense of objective morality.

Races 81
Iksar behaviors tend to cause other races to react poorly to would indicate a smaller die type. Thus, a 1st-level iksar priest starts
them. Iksar think nothing of consuming live insects or other with an amount of health equal to 8 + his Constitution modifier,
small creatures, sleeping in swampy hollows, or killing with their rather than the 6 + Con modifier that humanoid priests receive;
teeth and bare hands. While other races see such actions as a 1st-level iksar fighter receives the usual amount of health.
barbaric, the iksar see them as practical and normal. To the iksar, • Experience: Iksar are a particularly powerful race who
sensibilities such as distaste indicate a lack of will, and anyone aren’t as challenged by most circumstances as members of
who depends upon weapons, armor, and shelter to survive is frail. most other races. As a result, they suffer a 15% penalty to all
The iksar use tools and weapons when they’re appropriate, but XP they earn.
take pride in their ability to manage perfectly well without them. • Medium: As Medium creatures, iksar have no special
Iksar are generally very orderly and organized. Within iksar bonuses or penalties due to their size.
society, the position, rank, and authority of every citizen is well • Iksar base speed is 30 feet. They also have a natural swim
understood. War Barons run the military; Haggle Barons rule speed of 20 feet. Swim is always a starting skill for iksar,
commerce; and troopers take orders. There is no place for noncon- regardless of profession, and they gain a +8 racial bonus on all
formists, and those who do not fit in remain among the lowest strata Swim checks. Further, an iksar may always take 10 on a Swim
of iksar society — if they are not cast out from it altogether. check, even when in a hazardous or stressful situation (see
Appearance: The iksar are a powerfully built race of lizard men, Skills without Rolls in Chapter 8: Skills).
with long muscular tails, sharp teeth, scaly hides, and horned heads. • Iksar have tough, scaly hides, giving them a +3 natural
They tend to fall in the same height ranges as humans; though they bonus to defense. Their thick skins make it very difficult for
tend to be slimmer, their musculature is remarkably dense, and they them to wear heavy armors, however, even if it is designed for
weigh 200 pounds or more on average. Body coloration tends to their bodies. As a result, iksar may never have the Armor
range through shades of gray, tan, and light brown, with horns often Proficiency (heavy) feat, even when it is normally granted as
taking a more reddish hue. a feat for their profession(s).
Although most members of other races claim to be unable • Iksar have a natural bite attack that deals 1d4 points of
to tell male and female iksar apart, there are important damage. This may be used as either a primary or a secondary
differences between the genders. In addition to having some- attack with a standard delay of 5. (See the Glossary for
what more slender builds and lighter colors forming patterns explanations of primary and secondary attacks.)
across their bodies, female iksar have far more colorful facial • Iksar have fast recovery.
scales. While males continue the bland color of their bodies
• Iksar have a racial bonus of heat resistance (4). However,
across their faces, females usually have bright patterns of
whenever an iksar takes damage from natural cold or from
yellow, pink, blue, white, green, and purple, all forming rings,
attacks or effects with the cold descriptor, he suffers an
circles, and bands across their faces.
additional 20% damage (with a minimum of 1 additional
Iksar weapons and equipment range from the simple to the point of damage and a maximum of 20 additional points).
unusual, as in the case of their intricate ceremonial swords.
• Iksar have nightvision.
Most wear just a few strips of cloth or leather and perhaps a
series of straps for carrying weapons and pouches. Some enjoy • Iksar receive Survival as a starting skill regardless of their
adorning themselves with rings and bracelets of precious actual profession.
metals, but they tend to have little interest in gemstones. Iksar • Iksar begin with 4 ranks in Language (Sebilisian) and 4
females do tend to match their accouterments to their natural ranks in Language (Norrathian).
coloration, and a few use pigments to paint patterns on their
hides in much the same way that other races dye their hair.
The Shattering: Effectively cast out from Kunark, the iksar
are a thoroughly embittered people. They see being forced to
take refuge in Freeport, city of the soft-skinned humans, as the
final humiliation their race can bear. To preserve their heritage,
the iksar have settled in a ghetto district now known as the Scale
Yard. This area was originally a prison for iksar captured by the
Freeport Militia from an iksar warship lost at sea. The ship was
part of a planned invasion force and was enroute to Visk, the
Kerra KERRA
The kerra are one of several subraces of feline humanoids who
secret iksar fortress off the coast of Faydwer. populated the pre-Shattering continent of Odus. When Erud
and his people arrived to settle the continent, they began to take
Iksar Racial Traits over much of the land that until then had belonged to the Kerra,
• Abilities: +4 Strength, +2 Dexterity, +2 Wisdom, –4 a powerful tribe of the cat-folk, and their kin. The Erudite civil
Charisma. Iksar are a strong and nimble race, with a strong war brought more suffering to the kerra. Worse, within a few
attunement to the world around them. However, they are years a great plague had infected many kerra, causing a massive
suspicious and often self-centered, and rarely develop strong number of deaths; the Kerra in particular blamed the Erudite
relationships with anyone, even other iksar. heretics, whose study of necromancy had brought a new dark-
• Type: Iksar are monstrous humanoids with the reptilian subtype. ness to the land. Most of those who survived decided to leave
A monstrous humanoid always gains d8 HD when its profession their ancestral home and seek a new place in the world.

82 Chapter Five
Due to their natural strength and agility, kerra make excel- • Kerra’s base speed is 40 feet.

Contents
lent fighters. They tend to shy away from higher forms of • Kerra have farsight 2.
magic, although a few advanced spellcasters among them tend • Kerra have darkvision 10 ft. and nightvision.
to become conjurors. In recent times, a small group of kerra • Kerra receive Agility, Sneak, and Survival as starting
has become fascinated with necromancy, studying the dark art skills regardless of their actual profession, and begin with a
that once almost destroyed their people in the hope of turning total of 6 bonus skill points, in addition to those gained from
it against those who initiated their suffering. their starting profession, to distribute among those three
Demeanor: Kerra are a noble, clever, and perceptive people, skills. (Kerra still may not exceed the usual skill rank limit of
although they tend to be rather uncommunicative and re- 3 + character level.)
served around members of other races, feeling entirely isolated • Kerra receive safe fall as a bonus talent regardless of their
from them. Rarely do they befriend outsiders, who, they feel, actual profession.
cannot understand the great suffering of their people. As a
• Weapon Familiarity: Kerra may treat katar, ulak, and
result, kerra generally seek isolation from the other races, as
bolas as martial weapons rather than exotic weapons.
mingling with others has caused only sorrow in the past; while
they accept the need to take shelter in the human cities, they • Kerra begin with 4 ranks in Language (Kerran) and 4
avoid contact with non-kerra whenever possible. Kerra espe- ranks in Language (Norrathian).
cially distrust Erudites (even to the point of open hostility),
who are thought to be responsible for so much kerran suffer-
ing.
Appearance: Bipedal humanoid cat-folk, kerra are similar
in size and shape to humans, but also share many features of
their catlike ancestry. From feline ears atop their heads, cat-
iris eyes, whiskers, and carnivorous teeth to the thick fur that
covers their bodies and feline tails, kerra appear much like
great humanoid cats. They can range in appearance similarly
to many actual big cats, including lions, tigers, lynxes, cougars, Ogre
Ogre
leopards, panthers, and others.
In ages past, ogres (along with giants, goblins, and orcs)
Kerran dress ranges from clothing crafted from rugged hide served in the armies of their creator, the God of War, Rallos
to finely woven garments made of plant-fiber thread or silk. Zek. In his arrogance, Rallos led his armies against the gods
Kerra smiths fashion metal armors and a range of weapons. themselves, and there they finally met defeat. After the
The Shattering: Rumors persist of settlements of cat- conflict was ended, the other gods banded together against the
people beyond the great cities, whether these settlements are Rallosians and cursed them. The giants were nearly extermi-
composed of descendants of the Kerra, their cousins the nated, the orcs reduced to a primitive assortment of tribes, and
Kejekan, or some other tribal strains. The kerra of Freeport, the goblins so ravaged and twisted that few can believe they
mixed descendents of several tribes, press eagerly for any such were once a mighty warrior race. The ogres were stricken with
details, even if it means approaching members of other races great stupidity, to ensure they would never again be a threat
to get the information. Kerra tend to live in insular family to the other races of Norrath. For centuries, allied with and
groupings, most notably in the Nettleville Hovel district of manipulated by the dark elves, ogres managed to maintain
the city. (Woe to the unwary or absent-minded Erudite who some shred of their civilization.
wanders into one of these neighborhoods.) Now, however, the curse of the Rathe has been lifted, and
ogres have regained intellectual capabilities on par with
Kerra Racial Traits humans. No longer are they mere brutes. Though still best
• Abilities: +2 Strength, +2 Dexterity, –2 Intelligence. known as warriors and brigands, some have undertaken the
Though strong and agile like great cats, kerra do not place pursuit of the arcane arts, and there are also ogre merchants
much emphasis on logic. and priests. Ogres have centuries of abuse and condescension
• Type: Kerra are monstrous humanoids with the mamma- from other races to repay, and now they have the brain, as well
lian subtype. A monstrous humanoid always gains d8 HD as the brawn, to fight their various battles.
when its profession would indicate a smaller die type. Thus, a Demeanor: As a reaction to their former mistreatment, ogres
1st-level kerra priest starts with an amount of health equal to are incredibly defensive regarding their free will and demand
8 + her Constitution modifier, rather than the 6 + Con that other races treat them with respect. Those who dare do
modifier that humanoid mages receive; a 1st-level kerra otherwise, treating them like dim-witted buffoons of the past, are
fighter receives the usual amount of health. almost sure to pay for their actions in blood — if not immedi-
• Experience: Kerra are a particularly powerful race who ately, then when a good opportunity for vengeance arises.
aren’t as challenged by most circumstances as members of Now capable of speaking in fluid sentences (a trait of which they
most other races. As a result, they suffer a 10% penalty to all pointedly remind the other races as often as possible), some proud
XP they earn. ogres utilize a certain brutish eloquence, combining the intimidation
• Medium: As Medium creatures, kerra have no special of their physical size with intelligence in order to subtly remind the
bonuses or penalties due to their size.

Races 83
other races that the legendary beings who had once commanded the • Ogres have nightvision.
armies of the feared Rallosian Empire have returned. • Ogres receive a +4 bonus on their saving throw against any
Appearance: Ogres are massive creatures, typically stand- effect, magical or otherwise, that would result in the ogre being
ing about 8 1/2 feet tall and weighing between 500 and 600 dazed, interrupted, or stunned (such as that from the Improved
pounds. Their natural coloration tends to be fairly close to Bash feat).
that of humans, their skin-tones ranging from yellowish to • Due to their enormous size and strength, ogres begin play
deeply tanned, with brown, yellow, or black hair. Their eyes, with Slam and Toughened as bonus feats.
however, can be red, purple, blue, yellow, brown or green. • Ogres begin with 4 ranks in Language (Oggish) and 4
Despite their relative intellectual sophistication in the ranks in Language (Norrathian).
present age, ogres have very little concern for hygiene, and as
a result often have boils, sores, hideously misshapen teeth, and
numerous scars and scabs. Indeed, many ogres take pride in
their grotesque appearance, seeing it as proof of their great
strength and vitality, their Rallosian lineage. Many ogres
have large tusk-like teeth and some have mouths full of fangs,
while others have already lost most of their teeth to brawls.

Ratonga
Ogre clothing and equipment tends to be heavy, sturdy, and
crude. Garments are generally made of some kind of hide, Ratonga
often uncured, and may be painted or stained for decoration. The ratonga are a race of intelligent and surprisingly char-
Ogre craftsmen make surprisingly durable goods, and in fact ismatic rat-like humanoids. Little is known of their background,
ogres are often unimpressed by the strength of items created by but for the fact that they initially appeared when the great
other races. However, they are at least as fond of gems and earthquakes of the Rending began to tear the continent of Old
precious metals as any other race, and happily wear whatever Antonica into pieces. Rumors surfaced that the ratonga were
such ornaments they can pin to themselves or force over their a tribe of rat-men related to the chetari of the Dragon
massive limbs and extremities. Necropolis, a theory that the ratonga themselves seemed to
The Shattering: Though some swamp and cave dwellings encourage. It quickly became clear that these new arrivals
remain to them, most ogres have taken refuge since the Age of were more intelligent than the chetari, leading many to
Cataclysms in Freeport, where they make up a notable percent- speculate that the race’s origins might lie in the Underfoot
age of the Militia. Of all the races with whom they must share the itself. On this subject, the ratonga say nothing.
city, the ogres get along best with the humans and the trolls. In As a result of their diminutive builds and their attending
fact, ogres have been prominent in Freeport since after the War weakness, ratonga rarely become melee-oriented fighters.
of Fay, and a brigade of ogres loyal to Lucan even fought against Their high intelligence makes them excellent students of all
their brothers during the Siege of Freeport. On the other hand, forms of arcane magic, however, and they make excellent
ogres thoroughly detest the dark elves and stay far from places the scouts. Priests are virtually unknown among them.
Teir’Dal frequent. Although the ogres have not forgotten how Demeanor: While the ratonga are evil, clever, and sly, they
the dark elves used and mistreated their ancestors, they do not are generally not aggressive or cruel. They are decidedly
desire to loose their temper within the city walls. devious and selfish, always looking for any opportunity to take
advantage of any weakness on the part of other races. Many
Ogre Racial Traits among them become experts of misdirection and espionage,
• Abilities: +6 Strength, –2 Dexterity, +4 Constitution, specialists in the acquisition of items and information.
–2 Wisdom, –4 Charisma. The most physically powerful of the The ratonga do not seem to hold any strong feelings, good
player character races, ogres are not particularly quick, intui- or ill, toward any particular race. They love to engage in
tive, or likable. conversation whenever possible and are unrivaled social
• Type: Ogres are humanoids with the big folk subtype. chameleons, able to ingratiate themselves with almost any
• Experience: Ogres are a particularly powerful race who individual initially willing to give them the time of day.
aren’t as challenged by most circumstances as members of Appearance: Ratonga are approximately the same height as
most other races. As a result, they suffer a 25% penalty to all dwarves, averaging 4 feet tall, but much more slender and agile.
experience they earn. While they are bipedal, they are equally comfortable scurrying
• Large: As Large creatures, ogres suffer a –1 size penalty to on all fours, making them deceptively quick. As for apparel,
all attack and defense rolls, and a –4 size penalty on Sneak ratonga don whatever is best suited to the current situation,
checks. However, they gain a +4 size bonus on all Strength whether rich robes for an adviser to nobles, or waterproof, filth-
checks made to break or smash objects such as doors or chests, tainted rags for crawling through the sewers. Many ratonga have
burst bonds, or the like. They may use larger weapons than a weakness for gems, shining jewelry, and other such baubles.
humans, and their lifting and carrying limits are twice those Finally, each ratonga is branded somewhere upon their body by
of Medium characters with similar Strength scores. Ogres a symbol of their place of origin — the Vaults of Serilis in the
have a natural reach of 10 feet, making them very effective Underfoot. The brand is often in a hidden location.
melee combatants. The Shattering: As the ratonga had no known culture on the
• Ogres’ base speed is 30 feet. surface of the Shattered Lands, their emotional reaction to the

84 Chapter Five
events of the Age of Cataclysms is unknown. They seem to have the Shattered Lands — especially should the trolls ever form

Contents
worked their way into the fabric of human society, taking up a permanent alliance among themselves (which would re-
important roles as information brokers, most notably in Freeport, quire an extremely powerful and gifted troll leader) or fall
although a few peddle their wares (and perhaps act as spies) in entirely under the control of the dark elves, who often act as
Qeynos. While they supply considerable intelligence to Lucan’s the trolls’ benefactors (with myriad ulterior motives, of course).
forces, their own plans and desires remain a complete mystery. Demeanor: Troll lives are generally violent, brutal, and
short. They think nothing of torturing their enemies and
Ratonga Racial Traits hanging body parts as decoration. They not only eat members
• Attributes: –4 Strength, +2 Dexterity, –2 Constitution, of sentient races, but take great pride in their culinary ability,
+4 Intelligence, –2 Wisdom, +4 Charisma. Ratonga are agile, pickling various other races to use as snacks.
with a remarkable, devious intellect and great personal mag- Trolls don’t like anyone, themselves included. They tolerate
netism; they use these traits to make up for their lack of those humans they fear, grudgingly accept dark elves, and treat
physical stature and a certain naiveté. ogres as distant and often mistrusted cousins; everyone else is a
• Type: Ratonga are monstrous humanoids with the mam- potential meal. Troll women are cruelly envious of one another
malian subtype. A monstrous humanoid always gains d8 HD and often attempt to ruin the faces (literally) and the lives of
when its profession would indicate a smaller die type. Thus, a serious rivals. Troll men are no less vicious and vindictive, each
1st-level ratonga mage starts with an amount of health equal trying to rule over as many other trolls as he can bully. Some
to 8 + his Constitution modifier, rather than the 6 + Con trolls actually dislike their own kind more than other races, and
modifier that humanoid mages receive; a 1st-level ratonga dwell as outcasts and misanthropes.
scout receives the usual amount of health. Appearance: Trolls usually stand slightly more than 8 feet tall
• Experience: Ratonga earn normal experience. and are quite broad and muscular, weighing in the neighborhood
• Small: As Small creatures, ratonga gain a +1 size bonus on of 500 pounds. They have rough, greenish, hairless hides that are
all attack and defense rolls, and a +4 size bonus on Sneak checks. frequently covered with scars and scaly patches. They possess
They suffer a –4 size penalty on all Strength checks made to large, powerful arms, hunched shoulders, and short, stout legs
break down doors or smash other object, burst bonds, or the like. that would make them comical if they were not so fearsome.
Further, they must use smaller weapons than humans, and their Trolls have pronounced noses and chins and have long, pointed
lifting and carrying limits are only three-quarters of those of ears that can rise up to half a foot above their heads. Troll eyes
Medium characters with similar Strength scores. seem reptilian and can be red, yellow, green, purple, or orange.
• Ratonga base speed is 20 feet. If a ratonga has nothing in Their teeth are relatively small and sharp, often making them
hand, it may drop to all fours as a free action, increasing its look like they have mouths full of needles.
speed to 30 feet. Troll garb and equipment often seems patchwork, but is
• Ratonga have nightvision. surprisingly practical. They have little fashion of their own,
and crudely copy styles from other races, especially ogres.
• Ratonga receive Climb and Persuade as starting skills Trolls have a great fondness for gems and, to a lesser extent,
regardless of their actual profession, and begin with a total of other valuables, but they are more likely to conceal and hoard
4 bonus skill points, in addition to those gained from their their precious items than to use them as ornamentation.
starting profession, to distribute between those two skills.
(They still may not exceed the usual skill rank limit of 3 + The Shattering: Trolls live in swamps or caves, or in the Big
character level.) Bend district of Freeport, where it is their ogre “cousins” who
lend them a degree of civility and decorum — which is to say
• Ratonga begin with 4 ranks in Language (Ratongan) and that public cannibalism is only seldom in evidence there.
4 ranks in Language (Norrathian). Lucan D’Lere tolerates some of the excesses of troll culture
and attempts to direct the trolls’ mindless brutality against
targets of his choosing. Because they are so difficult to control,
trolls account for a very small portion of the Freeport militia.
Lucan has only one unit of Bashers, and they are feared by all
and unleashed rarely.

Troll Racial Traits


Troll Troll
Trolls are a disgusting, savage race, trusted by no one, not
• Abilities: +4 Strength, +6 Constitution, –4 Intelligence,
–2 Wisdom, –6 Charisma. Trolls are very strong, and are likely
even their own kind. Trolls are driven by bloodlust and the toughest of the player races. They are neither scholars nor
hunger, and their willingness to eat anything (from slugs to gentlemen, however, suffering in almost any intellectual or
fallen enemies, even other trolls) explains why they seldom social setting.
gain acceptance among other races. Even the most peaceful of • Type: Trolls are humanoids with the big folk subtype.
people usually accept that trolls are best killed on sight. • Experience: Trolls are a particularly powerful race who
While the trolls are not well organized, their mindless aren’t as challenged by most circumstances as members of
brutality nevertheless presents a threat to the other races of most other races. As a result, they suffer a 20% penalty to all
experience they earn.

Races 85
• Large: As Large creatures, trolls suffer a –1 size penalty to righteousness when confronting despoilers of nature and the
all attack and defense rolls, and a –4 size penalty on Sneak evil races of the Shattered Lands — most especially the
checks. However, they gain a +4 size bonus on all Strength hateful dark elves.
checks made to break or smash objects such as doors or chests, Wood elves often find themselves filled with a desire to
burst bonds, or the like. They may use larger weapons than wander. As a result, they are often found in small numbers far
humans, and their lifting and carrying limits are twice those from Qeynos, though none have yet discovered the fate of
of Medium characters with similar Strength scores. Ogres their former home on Faydark.
have a natural reach of 10 feet, making them very effective Appearance: Wood elves tend to be roughly the same
melee combatants. height and weight as other elves, although they are perhaps
• Trolls’ base speed is 40 feet. slightly shorter and stockier on average. Wood elves’ eye color
• Trolls have fast recovery. ranges from green and blue to various shades of brown and
• Due to their remarkably fast metabolisms, trolls need to even, rarely, to a brilliant, shocking yellow. Their skin is
eat and drink 25% more than other Large creatures on a daily generally a light tan. Hair can be straight, wavy, or curly, and
basis in order to remain healthy (see Dehydration and Starva- can be found in shades of brown and auburn or, less often,
tion in the Glossary). blond or even black.
• Trolls have darkvision 30 ft. and nightvision. Wood elf clothing is generally cut to flatter the wearer’s
• Trolls are vulnerable to heat. Whenever a troll takes damage figure and yet remain functional as well. The Fier’Dal use a
from natural heat or from attacks or effects with the heat descriptor, great deal of soft leather and fine cotton in their tailoring,
he suffers an additional 20% damage (with a minimum of 1 which is often dyed or embroidered in intricate patterns.
additional point of damage and a maximum of 20 points). Their weapons and equipment are well constructed, espe-
• Due to their enormous size and strength, trolls begin play cially their bows.
with Slam and Toughened as bonus feats. The Shattering: Though wood elves still travel quite
• Trolls begin with only 3 ranks in Language (Trollic) and broadly, they have tried to recreate a version of their Faydwer
3 ranks in Language (Norrathian). homeland in the Willow Wood section of Qeynos. The
unadorned wooden dwellings there, however, are a far cry
from the lofty treetop city of Kelethin, which lingers on in the
living memory of the eldest of the wood elves of the Shattered
Lands and the soulful laments of their bards. In their exile, the
wood elves feel cut off from the Mother of All, Tunare, and
they struggle to maintain their belief that she will, some day,
return them to their home.

Wood Elf
Wood Elf
Wood elves are believed to be descended from a group of elves
Wood Elf Racial Traits
• Abilities: –2 Strength, +4 Dexterity, –2 Constitution, +2
Wisdom. Slightly built, wood elves compensate for their light
who fled into the Faydark Forest when, in antiquity, Solusek Ro
destroyed their forest home. While other elves went about trying frames with agility and perceptiveness.
to recreate their old way of life as closely as possible on the lost • Type: Wood elves are humanoids with the elf subtype.
continent of Faydwer, the wood elves’ ancestors worked to find • Experience: Wood elves earn normal experience.
a new path; they sought a closer relationship with the forces of • Medium: As Medium creatures, wood elves have no
nature and became known as the Fier’Dal. special bonuses or penalties due to their size. Due to their low
As centuries and generations have passed, the wood elves body weight and relatively slow metabolisms, wood elves need
have succeeded in their desire to live in harmony with their to eat and drink only two-thirds as much as other Medium
surroundings. They have built homes within the living trees creatures to remain healthy (see Dehydration and Starvation
of the forest and many have become defenders of the creatures in the Glossary).
native to the forest. They have left behind much of the arcane • Wood elves’ base speed is 30 feet.
learning of their high elf brethren, instead turning to the • Wood elves have farsight 3.
magics of song, tree, and grove. • Wood elves have darkvision 20 ft. and nightvision.
Demeanor: Wood elves are generally a friendly, open race • Wood elves receive Agility, Perceive, and Sneak as
that get along well with all of the good-aligned races of the starting skills regardless of their actual profession, and begin
Shattered Lands. Though they share the deep religious devo- with a total of 4 bonus skill points, in addition to those gained
tion and dedication common to high elves, they lack the from their starting profession, to distribute among those three
aristocratic superiority that is also common among their skills. (They still may not exceed the usual skill rank limit of
cousins. The Fier’Dal get along especially well with humans, 3 + character level.)
and some have even been known to take human spouses.
• Archery Training: Wood elves begin with Weapon Class
Wood elves are fond of good music and good food, and enjoy Proficiency (archery) regardless of their actual profession.
celebrations and parties. While generally satisfied to live and
• Wood elves begin with 4 ranks in Language (Fier’Dal) and
let live, they can still show the terrible wrath of elven
4 ranks in Language (Norrathian).

86 Chapter Five
Contents
With the assistance of Sony Online Entertainment’s EQII development team, we’ve updated the Tarton’s
Wheel quest from the original EverQuest. Here’s a brief story about about how Tarton’s Wheel bridges the time
between EQ and EQII. Read closely for clues on how to begin this quest online in EQII!

Wheel
Wheelof Time
of Time
The fear he had borne those many, many long years, since the end of the Age of Combine, had come
to pass: the disappearance of the gods. Yes, for hundreds of years now that time had been known as
the Lost Age, and of course that name was given by those who knew little to nothing of events during
that time.
Of course, few — perhaps none — had lived a life as long and eventful as this ancient elf called
Aataltaal. Now, it seems, he’d outlasted even the gods.
The elf looked up into the bright night sky and watched Luclin’s continuing disintegration. A flaming
meteor, no doubt a portion of the sphere of the Maiden of Shadows, soared fast and low just to the
south of him. Lightning traced the rock’s path through the swirling clouds, and Aataltaal was certain
he felt the wind and heat generated by the meteor.
The destruction of Luclin, named for the goddess who was for countless years beyond the reach of
mortals, was a metaphor for the fate of all the created races… as well as for the gods themselves. Even
if they were not dead, the gods who birthed the races of Norrath and had guided the events of millennia,
including the seemingly wanton destruction of all they had so assiduously crafted, were beyond any
mortal’s reach. The immortals might as well be dead for all they could do on behalf of those who relied
upon them, those who worshipped them. Likewise, there was little to be done by one such as Aataltaal,
who sought to slay gods, or at least some — particularly one! — among their number.
As he sat on the Luclin-blasted landscape of the Thundering Steppes, with no other living entity
around for league upon league, Aataltaal gave himself over wholly to these reflections.
And soon his visions returned.
In the long past Age of Combine, Aataltaal had foreseen the fall of that great empire. He tried to
warn Emperor Katta, but neither of them understood the meaning of the vision fully enough. Of course,
Aataltaal considered that failure to be his own: It was his magic that had crafted the visions, his
knowledge that should have deciphered them, and even his plans that had set the fracturing of the
Combine into motion.
Granted, the plans of those against whom he toiled, General Seru and his fell sorcerers, were a
considerable part of the events that brought the empire to its knees.
Ages had passed since then, and yet another was dawning in this time of the broken moon, and still
Aataltaal toiled. He had victories to relish and humbling defeats to rue, and still his nemesis Opal
Darkbriar dogged him. She thought to have won the day in Freeport, but he had meant the promise
he made to the humans there after he saw them safely westward across the Ocean of Tears. That
city, like his battle against the gods, might seem lost at present, but the Great Wheel of Time always
rolled round again. The trick was stopping the wheel when it was properly poised for one’s purpose.
Of course, managing one’s own fate in this way was something that had proved beyond the capability
of even the gods (at least as far as Aataltaal knew), but it was an end the elf yet dreamed possible.
He had to believe those dreams. So much else that he had foreseen had come to pass. The citadel
floating over the city of Freeport. The confiscation of the Books of Knowledge. The shattering of
Luclin, and the consequent loss of those first mortals of the Combine Empire who fled there with
Katta’s lifeless-yet-living body.

Races 87
The death of Seru he had also foreseen, though one had to take that death on faith since there was no body to be seen.
Some things were not as yet entirely clear.
Indeed now was a time of great flux. The winners and losers of this age could not yet be clearly foretold — if in the everyday
life of Norrath, or the Shattered Lands formerly known as Norrath, things could be judged in such simple terms. The
two great cities that survived at this moment in time evidently considered themselves winners, and perhaps rightly so.
Qeynos and Freeport, once standing at opposite ends of his beloved Tunaria, more recently called Antonica. As they
had once stood geographically, so too did they stand at opposite ends of the spectrum of light and dark — a spectrum of
finite morality Aataltaal himself straddled completely, that he was in fact beyond in a way that the earth itself or the
constellations were beyond.
The same oracular power that had once led Emperor Katta to seek Aataltaal’s advice in the Lost Age now suggested
that the one who might finally bring the Wheel of Time to a safe halt would pass through the land in which he now stood.
So the wizened elf sat here, a ragged journal in his hands. It was an ancient tome, and to any lesser mage it would have
seemed a great prize. But it had been Aataltaal’s for centuries now, and his own notes were now recorded within. To him
it was not an artifact, it was merely a possession.
Ah, but what it led to! — that was an artifact: Tarton’s Wheel.
Long ago Tarton constructed his Wheel so that he might travel the planes. The elves of Takish-Hiz had been the first
to make such a journey, having labored for over a century to find the means to enter Innoruuk’s Plane of Hate. Spells for
such travel eventually became commonplace among those wizards capable of channeling sufficient mana, but Tarton wanted
more, something that might take him beyond the realms where the gods dwelt in semi-real forms that could be defeated but
never seemed to die.
Tarton wanted access to the heart of the universe itself, where the essences of the gods could be confronted and destroyed
altogether. And so, of course, did Aataltaal.
It was unclear even to Aataltaal whether or not Tarton had actually managed to use his creation for its ultimate purpose.
He thought not, for surely there would have been tremendous repercussions for a mortal undertaking such a journey. Yet
such consequences might well have occurred with no mortal being the wiser, for few knew the events or stakes at issue and
none could say how, precisely, the effects might be felt.
This kind of shadow-war Aataltaal had now waged for millennia. At nearly every turn he was foiled or brought short,
but often the forces thrown against him created ripples in the world at large. He had managed to assemble the ten spokes
of Tarton’s Wheel, but then the ripples of causality began to spread. Perhaps his estimation of his importance or the danger
he or his quest posed to the gods — at least to Innoruuk — was inflated, but it seemed likely that all of the divinities must
fear his success. Perhaps the roadblocks set before him were coincidental, but he thought not.
Regardless, it was no coincidence, surely, that the very laws and fabric of the universe were altered as soon as Aataltaal
possessed and assembled all the pieces of the Wheel. The global destruction had begun to subside the moment he
disassembled the artifact and spread the pieces once again.
He wished he believed in happenstance, for then he would not be haunted by the ghosts of the countless thousands who
perished in the catastrophes that had rocked Norrath. Now he had that blood on his hands, just as he was haunted by the
specter of the Combine Empire and the restless souls of those elves transformed by the Prince of Hate when the rescue
of their sovereigns went awry.
So it was that here, in the lifeless wastes of the Thundering Steppes, Aataltaal drafted the final portion of this journal.
The writings concerned the first piece of Tarton’s Wheel, called Azia. Once he had finished, he would place the journal
in the magically locked chest, which he would then send secretly to the docks of the Steppes. There, only an individual with
one of two proper keys — a pair of inconspicuous emeralds Aataltaal would sell, one each, to vendors within the two cities
of former Tunaria — could recover this journal.
With the journal in hand, an individual might begin his own cycle through time. If Aataltaal’s perceptions of his visions
were accurate this time, then the one destined to find his journal might just sneak beneath the notice of the gods, and use
the Wheel successfully without arousing the kind of wholesale destruction Aataltaal himself had caused.
And that’s why it seemed so reasonable to leave a riddle regarding the ancient city once called Weille for last, because
Freeport was where change needed to begin.

88 Chapter Five
Contents

Professions 89
N Norrath’s heroes are the stuff of legends, able to call upon
the aid of the divine, slay giants with their mighty blows, or
conjure up maelstroms of fire with arcane incantations. Be
they noble saviors, curious seekers of truth, or devious villains,
all are examples of the heroic professions. If they are strong,
smart, quick and lucky, they grow in power and fame. Other-
wise, they may end their lives forgotten in the depths of some
Table 6–1 shows the total number of experience points
required at each level of advancement.

Table 6–1: Character Advancement


Level
1
2
XP Required
0
2,000
far-off, dusty crypt. 3 6,000
4 12,000
The Starting Archetypes 5 20,000
6 30,000
There are four basic archetypes which players may choose
7 42,000
to define their starting characters. A character’s starting
archetype determines more about her than any other single 8 56,000
choice her player will make. An archetype is more than just a 9 72,000
vocation — it’s a way of life, almost certainly the result of years 10 90,000
of training and study. 11 110,000
Many players are likely to pick an archetype before making 12 132,000
any other decisions about a character, and then to arrange 13 156,000
ability scores and race to suit the chosen profession. Arche- 14 182,000
type determines a character’s ability in combat, her selection 15 210,000
of skills and feats, and the special abilities that set her apart 16 240,000
from others. 17 272,000
The archetypes (and their abbreviations) are as follows: 18 306,000
Fighter (Ftr): Dedicated to the ways of war, the fighter uses 19 342,000
the arts of physical combat to guard allies and overcome foes. 20 380,000
Mage (Mag): The mage is an arcane spellcaster specializing 21 420,000
in wielding primarily offensive magics to aid allies and devas- 22 462,000
tate foes, both through direct damage and mind-control. 23 506,000
Priest (Prt): A divine spellcaster responsible for fortifying 24 552,000
and sustaining allies, the priest uses magic to support allies, 25 600,000
especially through healing and augmentation. 26 650,000
27 702,000
Scout (Sct): A sly combatant who depends on agility and
cunning more than strength and bravery, using infiltration 28 756,000
and espionage to surprise enemies. 29 812,000
30 870,000
Starting Characters Upon gaining a new level, a character receives additional
skill points, health points, base bonuses, and other abilities as
The Play Rules section under each archetype presented in
detailed in the description of each profession. (Again, see the
this chapter details the health and the skill points a character
Play Rules section of each profession for new bonuses and
of that archetype has available at 1st level. Skills are explained
abilities gained with each level.)
further in Chapter 8.
All starting characters also receive one feat when they Training Points
begin play (and characters of certain races may also receive
With each new character level after 1st level, every character
bonus talents or feats as a racial ability). Feats are explained
receives 5 training points (TP) to spend on new feats, talents, or
further in Chapter 9.
skills, to improve her ability scores, health, or resistances, or to
add ranks to existing skills. Normally (at the GM’s discretion),
Gaining Levels characters must have access to a certain guild, clan, mentor, or
As a character gains experience, she goes up in level (also the like in order to spend these training points.
referred to as “advancing” or “gaining” a level), earning Characters may “save up” training points level after level if
additional skills, feats, and special abilities; as characters they desire, and may spend them any time they have access to
advance in levels, they also become eligible to enter certain a mentor. Table 6–2 shows both the number of TP required to
classes and advanced classes (described later in this chapter), purchase various benefits and any limitations on the expendi-
which may further develop a character’s abilities. ture of those points. All bonuses purchased with TP are
Each character level requires a number of additional expe- cumulative. For example, a character who trains to gain heat
rience points (XP) equal to the character’s current level resistance (1) upon reaching 2nd level and who later trains for
multiplied by 2,000. In other words, going from 4th level to heat resistance (1) again has a total bonus of heat resistance
5th level requires 8,000 (4 x 2,000) XP. (2) from her training.

90 Chapter Six
Health and Training Points: A character can spend 3 training Profession Description Format

Contents
points to gain a +1 bonus on her health roll for her current
level. However, no character can receive more health than The following format is used to describe each of the profes-
the maximum value of her current level’s health die. For sions.
example, if a character decides to purchase this option when Name: Although some fighters might consider themselves
gaining a level in scout, he may roll 1d8+1 (rather than 1d8) simply “guardsmen” and some scouts call each other “cut-
for health and then add his Constitution modifier to the throats” or “scallywags,” each profession’s given name is the
result. However, he cannot receive a value of 9 on the roll of first indication of the areas and skills at which it excels. After
1d8+1, even if he rolls a natural 8 — the most health he can the profession name, a brief description is given of a typical
get, before applying his Constitution modifier, is 8. member of the profession.
A character can spend more than 3 training points at a Attributes: This section outlines the strengths and weak-
given level with this option (assuming she has unspent TP nesses of the profession and gives some suggestions regarding
from previous levels), but she can never receive more health how best to use those strengths and weaknesses.
than the maximum value of her current level’s health die. Culture and Training: This section offers some typical
Skills and Training Points: Skill rank purchases using TP are backgrounds for members of the given profession. These ideas
separate from those gained through standard level advance- are intended only as a model for a given character’s back-
ment. For example, a 1st-level scout who accumulates 2,000 ground, not a set of inflexible rules.
XP reaches 2nd level and takes another level in scout. As
shown in the scout archetype description, she gains 6 + Int Requirements
modifier skill points to spend on skills. This entry appears only in class and advanced class descrip-
In addition, the character gains 5 TP for reaching 2nd level, tions, as they have certain requirements a character must meet
and, as shown on Table 6–2, she could spend 3 of these to before he or she can take any levels in the class.
increase a skill by 1 rank — in addition to the skill points she Level Progression: This entry lists the rating (good, average,
gained for reaching 2nd level. In no case, however, can a or poor) for the profession’s base bonuses: attack, defense, and
character purchase skill ranks beyond her normal skill rank each of the three types of saves. The profession’s level progres-
cap of 3 + character level, even with ranks purchased through sion table also shows these bonuses at each level.
training points. Any talents granted by the profession are also listed at the
Feats and Training Points: Feats can not be purchased with appropriate level on the table. Notes regarding these talents
TP more frequently than once for every odd-numbered char- are found in the Play Rules section for each profession,
acter level beyond 1st. Thus, a 3rd-level character can have no although detailed descriptions are found in Chapter 7: Tal-
more than one trained feat (note that certain races and classes ents and Disciplines.
gain bonus feats at 1st level, however, and that bonus feats do The various bonuses within each profession are not cumu-
not count toward this trained feat limit), with no more than lative with previous levels in the same profession — that is, a
two trained feats at 5th, three at 7th, four at 9th, and so on. 3rd-level mage gets the BAB, BDB, and base save bonuses
If a character does not buy feats with TP over many levels, listed at 3rd level on Table 6–4, not the sum of his 1st-,
he can later catch up to the maximum number of trained feats 2nd-, and 3rd-level bonuses. (See Multiple Archetypes else-
allowed, even if that involves buying feats more frequently where in this chapter for special rules governing characters
than once every two levels — or even all at once. with more than one profession.)
For example, a paladin reaches 10th level without ever A character who has more than one profession simply
having spent any TP on feats, and decides that he would now consults the appropriate table for each profession and adds up
like to dedicate some toward buying feats. He can purchase up all of the bonuses found for his professions’ levels. For ex-
to 4 trained feats immediately, if he has the training points ample, a 5th-level fighter/4th-level warrior has base Fortitude
available (4 being the maximum number of trained feats save bonuses of +5 and +2 (as noted on Tables 6–3 and 6–10,
allowed for a 10th-level character. respectively), so his total base Fortitude save bonus is +7.
Talents and Training Points: A character can purchase any number Note that the archetype tables progress only to 10th level,
of talents with training points. However, she can purchase only although there is technically no upper level limit to play in the
talents for those professions in which she has levels. EQ II Role-Playing Game. Characters progressing beyond 10th

Table 6–2: Training Benefits


Benefit Training Point Cost Limitations
+1 bonus to any ability score 11 No ability may be trained in this way more than 6 times
+1 on health roll 3 No character can have more health than the maximum allowable for the
current die-type being rolled
+1 rank to any skill 3 Skills may not be increased beyond 3 + character level
+1 to any harm resistance 1 Each resistance type may have a trained bonus no higher than the character’s level
Profession talent 6 A character can purchase talents only for professions in which she has levels
Trained feat Varies No character can have more trained feats than one for every odd-numbered
(See Table 9-1) character level beyond 1st

Professions 91
level in any of these professions need merely extrapolate the weapon proficiencies. This section details those feats avail-
information from the appropriate tables to advance further; able to the character at the beginning of play.
each archetype gains a talent at 2nd level and then again at a If a GM wishes to run a “classic online” style of game, he may
set interval of levels thereafter (every 2 levels for fighters and insist that each character use the default feat and proficiency
scouts, every 4 levels for mages and priests). choices listed for each archetype.
Class progression is limited to 5 levels only (and should not
be expanded), although enterprising GMs are encouraged to Multiple Archetypes
expand the advanced class tables as necessary for truly epic- Most characters progress in a single archetype (perhaps
level play. adding class or advanced class levels appropriate to that
Play Rules: The Play Rules section provides everything a archetype) throughout their careers. Such individuals may
player needs to create and advance a character of the given well pick up new skills or begin to acquire a line of feats not
profession. This section includes information on ability scores, normally used by others of their class, but they rarely decide to
health and health points, skill points, and any special abilities seek a wholly new lifestyle. There are always exceptions,
the character receives at various levels. For archetypes, this however.
section also includes starting skills and starting feats. A character may, upon reaching a new level, decide to gain
Ability Scores: This section describes which ability scores a level in a new archetype rather than continuing to advance
are most important to a character of the given profession. within her previous archetype: This is referred to as
Default Array: This section lists a suggested priority of “multityping.” There are advantages to be had by multityping.
ability scores, using a typical array of scores calculated with the For instance, a priest who takes a level of fighter is a more able
standard point-buy method — that is, 15, 14, 13, 12, 10, 10 combatant and enjoys a considerable boost to his Fortitude
(see Determining Ability Scores in Chapter 4: Building a saves. However, there are pitfalls as well to taking on a new
Character). This entry appears only in the archetype descrip- archetype. A character who seeks to be a jack-of-all-trades is
tions, so that new players can choose the right ability scores for rarely master of any: Spellcasters who take non-spellcaster
their characters. levels do not continue to advance their spellcasting ability,
The default array given in this section is not necessarily the and fighters who become spellcasters may fall behind the
only or the best array, and it does not include any racial combat prowess of their contemporaries.
modifiers. There may be potential social consequences to taking on a
Health: Each profession specifies a type of health die (d4, d6, second archetype as well. Most characters have the accep-
d8, d10, or d12) that the player rolls with each level attained tance and support of some guild, sect, or order, which helps
in that profession; the player then adds the character’s Con- train them and makes supplies available for them to purchase.
stitution modifier to that level’s die result to determine how A character who multitypes might be seen as abandoning her
many additional health points the character receives for old training, and her guild may not approve. If a paladin
reaching the new level. decides to become a scout as well, for example, certain
Characters with negative Constitution modifiers still gain tradition-bound members of his order may well fear he has
at least 1 health point upon reaching a new level. For example, fallen into darkness.
a mage with a 7 Constitution (–2 modifier) reaches a new level Note: A character can never have profession levels in
and her player rolls 1d6 for health, getting a “1” on the roll. classes or advanced classes from two different archetypes.
Despite the Constitution modifier of –2, the mage still gains While a character can multitype into any of the other three
1 health point for the new level. archetypes, or even into all four archetypes, if she wishes,
In archetype descriptions, this sub-section is called “Start- progressing in the classes of more than one archetype is simply
ing Health,” since all characters begin the game with maximum too difficult for mortals (though some extraplanar and deific
health points for their archetype. beings may well have levels in advanced classes from multiple
Skill Points: This section gives the number of skill points a archetypes).
character of the given profession has to spend on building his
or her existing skills or on acquiring new ones. Archetypes list
How to Multitype
two totals here: The first is the usual starting skill point total Michelle’s character is a 4th-level high elf fighter called
for a 1st-level character of the given archetype, while the Eweniel. When Eweniel has earned 20,000 experience points,
second is the skill point total gained by a character taking a she is ready to become a 5th-level character. Michelle decides,
level in this archetype after 1st level. however, that Eweniel should take a level of scout. Eweniel is
Starting Skills: This sub-section appears only in archetype now a multitype 4th-level fighter/1st-level scout, and gains
descriptions, since only starting characters have a limited health, skill points, base bonuses, and talents as a 1st-level
number of skills upon which they can spend their skill points. multitype scout. These are added to the existing totals she has
(See Chapter 8 for more on starting skills.) from advancing four levels in the fighter class. She does not
gain any of the bonuses or abilities she would have if she’d
Starting Feats/Proficiencies: Characters of each archetype
taken a 5th level of fighter, however.
begin play capable of using only a certain selection of weapons
and armors (possibly including shields) proficiently, and/or When Eweniel has earned a total of 30,000 XP, she becomes
perhaps with one or more other feats in place of armor or a 6th-level character. At this point, Michelle could make

92 Chapter Six
Eweniel either a 4th-level fighter/2nd-level scout or a 5th- than once — simply disregard any copies of feats gained in this

Contents
level fighter/1st-level scout (or she could even pick up another way.
archetype entirely).
The way in which multitype character abilities combine is Training
outlined below. A GM may, at his discretion, require a character to engage
Level: “Character level” is the sum of all profession levels in considerable training before taking on a new archetype.
and is based entirely on the total XP the character has earned, One common way to handle this is to require a character to
as shown on Table 6–1. “Profession level” refers specifically to find someone to teach her the skills of the desired archetype,
the number of levels a character has in a particular profession, possibly even another player character, and to train toward
and all profession abilities are based on this level. For example, that class for one full character level (assuming at least a few
a 5th-level fighter/2nd-level mage is a 7th-level character, but hours dedicated to the new pursuit each day during that time).
gains and casts mage spells based on her mage class level alone The relative ability of the mentor is left to the GM’s discre-
(i.e., as a 2nd-level mage). tion, but he or she should generally be at least 3 levels higher
A character receives 5 training points every time she than the level to which the multityping PC aspires in the new
advances a character level, regardless of the profession in archetype.
which she advances. For example, if Michelle wants Eweniel to pick up a level of
Base Attack Bonus: Add together the BAB gained from scout as a 5th-level character, she must find a competent scout
each profession to determine the character’s total base attack (at least 4th level) to train her from the time she reaches her
bonus. For example, Banak, a 4th-level priest/4th-level fighter 4th character level. Eweniel then spends a few hours each day
(note that a character’s professions are always listed in order practicing and doing appropriate drills under the supervision
of acquisition), has a BAB of +3 from her priest levels and of of her mentor, and upon reaching 5th level she takes a level
+4 from her warrior levels, totaling +7. of scout.
When determining whether a character has multiple or Some GMs ignore such training requirements altogether,
“iterative” attacks, compare her weapon’s delay value against while others have even harsher rules for multityping. Players
this total BAB. (For more information on base attack bonuses should be sure to talk to their GM about multityping as soon
and multiple attacks, see Iterative Attacks in Chapter 12: as they think they might want to have their characters do it.
Combat.)
Multitype Character Starting Benefits
Base Defense Bonus: Add together the BDB gained from
each profession to determine the character’s total base defense A starting character has had years of training to prepare for
bonus. For example, Banak, from the previous example, has a her chosen career, and thus a 1st-level character is given
bonus of +3 from her priest levels and +4 from her fighter maximum health, a large number of skill points to spend, and
levels, for a total BDB of +7. a pool of starting money. By comparison, a multitype charac-
ter has mastered the basics of a second archetype, but didn’t
For more information on defense bonuses, see Defense in
spend her youth preparing for a life in that class. As a result,
Chapter 12: Combat.
picking up a 1st level in a new archetype does not grant any
Base Save Bonuses: As with BAB and BDB, a character’s of these benefits.
total base saving throw bonuses are the sum of her base save
bonuses from all professions. For example, Banak, from the
previous example, has total base save bonuses of Fort +6, Ref Archetype Descriptions
+2, and Will +4. The four heroic archetypes available in the EQ II Role-
For more information, see Saving Throws in Chapter 12: Playing Game are described below.
Combat.
Health: A character gains health from each class, with the Fighter
resulting health points added together. A character receives Fighters can aspire to be noble heroes, ruthless mercenaries,
maximum health points only for 1st character level, not the or vile bandits. All that unites them is skill at arms and the
first level of each profession she takes. willingness to defeat their foes. Successful fighters (who
Skills: A character receives an increased number of “start- generally enter some specialized fighter class and perhaps even
ing skill points” only as a 1st-level character, not at 1st level an advanced class later in their careers) are likely to become
in each subsequent profession she takes; a character multityping local heroes and figures of romance in their homelands and
into a new archetype gains a reduced number of skill points, the subject of more than their fair share of bardic songs. They
as noted in each archetype’s description. A multitype charac- may rise to positions of power and rulership, with the noble-
ter retains all skills ranks gained from previous levels. born becoming barons, dukes, or even kings, while those of
For more information on skills, starting skills, and maxi- lesser station might aspire to become mercenary captains,
mum skill rank caps, see Chapter 8: Skills. generals, and warlords.
Starting Feats: A multitype character gains all the starting As a fighter’s personal skill and might grow, he learns to use
feats of each of his archetypes. If the starting feats offered by his favored weapons more efficiently than any other arche-
two archetypes overlap, they do not stack or affect each other type, parrying, blocking, and disarming with an ease borne of
in any way, even if those feats can normally be taken more dedicated weapons training. Eventually, he may gain abilities

Professions 93
that may seem almost magical to the uninitiated, even though
they are no more than the product of his lifelong discipline
and legendary battle prowess.
Attributes: The fighter can endure more punishment than
characters of any other archetype. A fighter may use most
weapons and an assortment of armor and shields, but is quite
effective even when clad in no armor and engaged in unarmed
combat. Still, he is best advised to make optimal use of his
proficiencies with the tools of war, girding himself in the best
armor he can afford and fighting with either weapon and
shield or a two-handed weapon.
A fighter must generally be willing to take punishment,
buying his allies — priests, scouts, and mages — the time and
distance they need to be most effective. A fighter generally has Abilities: The most important ability for a fighter is unques-
no need to carefully dole out magical power or otherwise tionably Strength, since it increases his ability to hit in melee
hoard his resources. All too often, if he has a best hope of and to deal damage. Constitution is a close second, however,
overcoming a foe, it is to simply plow in and keep swinging as as a high score in that ability increases the amount of punish-
long as he has breath. Still, a sharp mind can often support a ment a fighter can take.
strong arm, and warriors who use their environment to find Default Array: Str 15, Dex 13, Con 14, Int 10, Wis 10, Cha
hidden advantages are those most likely to fight again another 12.
day. Health: d10. A starting 1st-level fighter begins play with
Culture and Training: Fighters often begin training very health equal to 10 plus his Constitution modifier.
young, although such training may well come from parents or Starting Skills: The fighter’s starting skills (and the key
a family friend rather than an established fighting school. In ability for each) are Climb (Str), Handle Animal (Dex or
fact, in the rougher parts of the world, the life of a fighter tends Cha), Jump (Str), Knowledge (warcraft) (Int), and Vocation
to come naturally to all who don’t seek other professions. (Int or Wis).
In more civilized lands, many children still become fighters, Additionally, a fighter may choose any three from among
for the security of their communities depends on the training the following as starting skills: Heal (Wis), Knowledge (folk-
and sacrifice of their soldiery. Many sign up for a stint in the lore, geography, history, nature, or street smarts) (Int), Survival
local guard or use their income to train at an academy of arms. (Wis), Swim (Str), Trade Skill (baking, blacksmithing, brew-
After a year or two of hard training facing local drunks and ing, fletching, pottery, tailoring, or tattooing) (Int or Wis),
thugs, and perhaps the occasional real skirmish while on and Use Rope (Dex).
patrol or even in open battle, these fighters are often no less At 1st level, a starting fighter receives a number of skill
hardened or dangerous than those who grew up in constant points equal to 12 + Int modifier.
danger. At levels beyond 1st (including a multitype character
Level Progression: Base attack bonus—Good. Base defense taking a 1st level in fighter), a fighter gets a number of skill
bonus—Average. Base Fortitude save—Good. Base Reflex points equal to 3 + Int modifier.
save—Poor. Base Will save—Poor. Starting Feats/Proficiencies: As a default, starting 1st-
Table 6–3: Fighter Level Progression level fighters are proficient with all simple and martial weapons,
and also gain the Hand to Hand feat. They also begin play with
Level Base Base Base Base Base Special the feats Armor Proficiency (light and medium) and Shield
Attack1 Defense Fort1 Ref Will
Proficiency.
1 +3 +1 +2 +0 +0 Fighter talent
Alternately, a fighter’s player may choose any one class of
2 +4 +2 +3 +0 +0 Fighter talent
weapons (both simple and martial) with which he is profi-
3 +5 +3 +4 +1 +1
cient, and then choose any seven feats from among the
4 +6 +4 +5 +1 +1 Fighter talent
following: Armor Proficiency (light), Armor Proficiency
5 +7 +4 +5 +1 +1 (medium), Dodge, Exotic Weapon Proficiency, Hand to Hand,
6 +8 +5 +6 +2 +2 Fighter talent Mounted Combat, Parry, Shield Proficiency, Toughened,
7 +9 +6 +7 +2 +2 Tower Shield Proficiency, Weapon Class Proficiency, and
8 +10 +7 +8 +2 +2 Fighter talent Weapon Finesse. The fighter must meet all of the usual
9 +11 +7 +8 +3 +3 prerequisites of each feat.
10 +12 +8 +9 +3 +3 Fighter talent Fighter Talent: At 1st level and again at every even-
1
A character multityping into fighter reduces the values in these numbered level, a fighter gains a talent. He must meet all of
columns by 2. Thus, a 3rd-level scout/2nd-level fighter receives only +2 the usual prerequisites of the talent. Fighter talents are de-
BAB and a +1 Fortitude save bonus for her fighter levels.
scribed in Chapter 7: Talents and Disciplines.
Play Rules Alternately, a fighter may gain a bonus combat feat in place of a
talent, but he must meet all of the usual prerequisites of the feat.
The rules for playing a fighter are listed below.

94 Chapter Six
Mage also useful to a mage, since they normally have relatively low

Contents
health. Finally, Charisma, while not as important as Intelli-
As delvers into arcane lore and wielders of arcane forces, gence, dictates the effectiveness of mind-influencing magic.
mages (sometimes called “magi”) are able to conjure and
Default Array: Str 10, Dex 14, Con 13, Int 15, Wis 10, Cha
control aspects of the elements about them and to manipulate
12.
the minds of others. There is no question that a mage adds to
the efficacy of any group he joins. Health: d6. A starting 1st-level mage starts play with health
equal to 6 plus his Constitution modifier.
Most societies treat magi with great respect. Many magi are
aloof individuals who deal with others only when circum- Starting Skills: The mage’s starting skills (and the key
stances require them to. As a result, most people are cautious ability for each) are Channeling (Con), Knowledge (mysti-
when approaching a mage, even one who has shown a willing- cism) (Int), Spellcraft (Int), and Vocation (Int or Wis).
ness to converse or be friendly. Magi often hold positions of Additionally, a mage may choose any three from among the
power and are seen as leaders within their communities. following as starting skills: Knowledge (any) (Int), Language
Among scholars of magic, magi are respected for their research (any) (Int), and Trade Skill (alchemy, baking, brewing,
into and advancement of all branches of arcana. calligraphy, jewelcraft, pottery, or tailoring) (Int or Wis).
Attributes: Mages can call upon elemental wisps to battle At 1st level, a starting mage receives a number of skill points
their foes, and also have a broad selection of attack spells. equal to 8 + Int modifier.
Magi have a number of augmenting and defensive magics in At levels beyond 1st (including a multitype character
addition to their offensive spells, and learn numerous ways to taking a 1st level in mage), a mage gets a number of skill points
manipulate power directly. Rigorous arcane training leaves equal to 2 + Int modifier.
most magi little time to develop physical combat abilities, Starting Feats/Proficiencies: As a default, starting 1st-
although some magicians are known to multitype in order to level magi are proficient with all simple 1-handed melee
acquire combative skills. weapons, as well as the quarterstaff and the sling. They are not
Culture and Training: A mage’s training is highly theoreti- proficient with any armor or shield.
cal and scholastic, although the knowledge they gain in study Alternately, a mage’s player may choose any one simple
is not always impractical. Magi spend a great deal of time weapon with which he is proficient, and then choose two feats
studying creatures both mundane and magical, seeking to from among the following: Aptitude, Armor Proficiency
learn ways to best use their own magic in confronting or aiding (light), Dodge, Educated, Parry, Shield Proficiency, and
all manner of beings. They also study the arcane formulae and Weapon Class Proficiency. The mage must meet all of the
magical writings that are the hallmark of all arcane spellcasters. usual prerequisites of the chosen feats.
Level Progression: Base attack bonus—Poor. Base defense Spellcasting: Magi are spellcasters, and can cast arcane
bonus—Poor. Base Fortitude save—Poor. Base Reflex save— spells of any order up to or equal to their mage level. The
Poor. Base Will save—Good. mage’s list of spells is detailed in the EverQuest II Spell
Guide.
Table 6–4: Mage Level Progression Spell Preparation: A mage may have any number of spells
Level Base Base Base Base Base Special scribed into his spellbook, but he may have only 8 spells
Attack Defense Fort Ref Will1 actually prepared for casting at any one time. Even if the mage
1 +0 +0 +0 +0 +2 Manasight has access to his spellbook, he may not cast a spell until he has
2 +1 +1 +0 +0 +3 Mage talent mentally prepared it. Once a spell is prepared, he can cast it at
3 +1 +1 +1 +1 +4 any time, as long as he has enough power available to do so (see
4 +2 +2 +1 +1 +5 Power, below). The mage may change his prepared spells as
5 +2 +2 +1 +1 +5 often as he wishes.
6 +3 +3 +2 +2 +6 Mage talent To prepare a spell, a mage must have access to his spellbook
7 +3 +3 +2 +2 +7 and must spend time studying the diagrams and formulae
8 +4 +4 +2 +2 +8 therein. He must also have an available spell slot. If no slots
9 +4 +4 +3 +3 +8
10 +5 +5 +3 +3 +9 Mage talent
1
A character multityping into mage reduces the values in this column
by 2. Thus, a 4th-level priest/2nd-level mage receives only a +1 base Will
save bonus for her mage levels.

Play Rules
The rules for playing a mage are listed below.
Abilities: The most important ability for a mage is Intelli-
gence, since all arcane spellcasting is tied to it. Dexterity is an
important secondary ability, as magi generally do not wear
armor and ranged attacks are a useful resource when the
mage’s power has been depleted. High Constitution scores are

Professions 95
are open, the caster must select a spell already prepared and Religion is often, but not always, extremely important to
remove it (as a free action) before attempting to fill the slot priests. For some, religion is the center of their lives, defining
with a new spell. (Thus, even if the preparation attempt fails, their morality and purpose to a greater degree than occurs in
the old spell is still removed from its slot.) He must then make almost any other profession. However, a priest can be agnos-
a Spellcraft check with a DC of 10 + 1/2 the order of the spell tic, worshipping some force or system of belief that gives her
to be prepared. A successful check means the spell is placed power, rather than any god(s).
into the spell slot, and the new spell is now prepared. How- Attributes: Priests are spellcasters with the ability to call
ever, the newly prepared spell may not be available for upon divine magic for healing and for defensive and offensive
immediate use (see Recast in the EQ II Spell Guide). power. They should always gain access to healing and curative
The amount of time required to prepare a spell is a number spells as soon as possible, for no other profession is as effective
of full-round actions equal to the spell’s order minus the at healing. Priests gain the power to heal injuries, cure
mage’s ranks in Spellcraft, to a minimum of 1 full-round diseases, neutralize poisons, and even to restore the dead to
action. life. In addition to healing, though, priests have many other
Power: All spellcasters have a limited amount of magical invaluable talents. A priest’s damage-dealing spells are gener-
energy that they must use to fuel their spells; magi use arcane ally not as powerful as those of a mage, yet her usefulness in this
power, while priests use divine. The amount of power a mage area shouldn’t be overlooked.
currently has available is referred to as his “power pool.” Each Unlike arcane spellcasters, priests can learn to wear light armor
spell he casts costs an amount of power (as detailed in the freely even while casting spells, and thus (particularly at lower levels)
spell’s description), temporarily reducing the size of his pool. they often serve as backup melee combatants within an adventuring
A mage has a maximum amount of power equal to double party. Priests also command spells that can drastically augment the
his Intelligence modifier per level. Thus, a 4th-level mage defensive abilities of themselves and others.
with a 16 Intelligence (+3 bonus) has a base power pool of (3 Culture and Training: Priests are often young when they
x 2) x 4 = 24. first enter service with their order, possibly little more than
Recovering Power: A mage recovers an amount of power assistants who polish holy symbols and sweep the church after
equal to his caster level plus his Intelligence modifier for each services. But when other such helpers have left the church to
hour of rest. Thus, the 4th-level mage in the previous example take up other vocations, the prospective priest feels driven to
would recover 7 power points with 1 hour of rest. Further rules continue her service to the order. If the hierarchs of the order
on power recovery can be found in the EQ II Spell Guide. notice this devotion, the young priest is likely to begin
Spells Known: A mage begins play with 4 spells of 1st order training for her profession in earnest.
known to him and recorded in his spellbook. These spells are Other priests may be called through visions or perhaps even
selected by the player during character creation from among directly by divine spirits or some deity or just by an unceasing
those available to magi. It is possible for a caster to gain new sense of purpose. Such neophytes may or may not find their
spells by copying them from scrolls he may find. He may also way to some official religious order for training. Rarely, a priest
gain spells by trading with other magi; by recovering them trains herself from holy texts, perhaps with the assistance of a
from the captured or found spellbooks of defeated or deceased village wise person or local celebrant. Regardless of how her
magi; or even by purchasing them from a temple, guild, or spell early training occurs, a priest will always need the support of
vendor, at the GM’s discretion. other priests eventually, even if only to gain training in holy
For more information on gaining spells, see the EQ II Spell rituals and more advanced spells.
Guide. Level Progression: Base attack bonus—Average. Base de-
Manasight: At 1st level, a mage gains the manasight ability fense bonus—Average. Base Fortitude save—Average. Base
(see Common Special Qualities in Chapter 5: Races) regard- Reflex save—Poor. Base Will save—Average.
less of race.
Mage Talent: At 2nd level and every 4 levels thereafter, a
Table 6–5: Priest Level Progression
mage gains a talent. He must meet all of the usual prerequisites Level Base Base Base Base Base Special
Attack Defense Fort1 Ref Will1
of the talent. Mage talents are described in Chapter 7: Talents
1 +0 +0 +1 +0 +1 Manasight
and Disciplines.
2 +1 +1 +2 +0 +2 Priest talent
Priest 3 +2 +2 +2 +1 +2
4 +3 +3 +3 +1 +3
Priests are the most devout followers of their sects, forming 5 +3 +3 +3 +1 +3 Priest talent
the basis for the religion of almost every advanced civilization
6 +4 +4 +4 +2 +4
in Norrath. They are guardians of their community and
7 +5 +5 +4 +2 +4
servants of the divine. Young priests are expected to obey the
8 +6 +6 +5 +2 +5 Priest talent
instructions of their order’s leaders, and may be assigned to
protect specific communities, assist allies of their church, or 9 +6 +6 +5 +3 +5
even hunt down enemies of their tribal gods. Older priests 10 +7 +7 +6 +3 +6
1
often rise to positions of leadership in church and community. A character multityping into priest reduces the values in these
columns by 1. Thus, a 2nd-level fighter/4th-level priest receives only +2
Fortitude and Will save bonuses for her priest levels.

96 Chapter Six
Play Rules

Contents
The rules for playing a priest are listed below.
Abilities: The most important ability for a priest is Wis-
dom, since all divine spellcasting is tied to it. Constitution and
Strength may be important secondary abilities, especially if
the priest seeks to enter the cleric class later.
Default Array: Str 14, Dex 10, Con 13, Int 10, Wis 15, Cha
12.
Health: d6. A starting 1st-level priest starts play with
health equal to 6 plus her Constitution modifier.
Starting Skills: The priest’s starting skills (and the key
ability for each) are Channeling (Con), Knowledge (nature or
religion) (Int), Perform (varies), Spellcraft (Int), and Voca-
it (as a free action) before attempting to fill the slot with a new
tion (Int or Wis).
spell. (Thus, even if the preparation attempt fails, the old spell
Additionally, a priest may choose any two from among the is still removed from its slot.) She must then make a Spellcraft
following as starting skills: Handle Animal (Dex or Cha), check with a DC of 10 + 1/2 the order of the spell to be
Heal (Wis), Knowledge (any) (Int), Language (any) (Int), prepared. A successful check means the spell is placed into the
Persuade (Cha), Sense Motive (Wis), Survival (Wis), and spell slot, and the new spell is now prepared. However, the
Trade Skill (baking, brewing, calligraphy, jewelcraft, pottery, newly prepared spell may not be available for immediate use
or tailoring) (Int or Wis). (see Recast in the EQ II Spell Guide).
At 1st level, a starting priest receives a number of skill The amount of time required to prepare a spell is a number
points equal to 16 + Int modifier. (Priests have the opportu- of full-round actions equal to the spell’s order minus the
nity to learn a good number of practical skills as part of their priest’s ranks in Spellcraft, to a minimum of 1 full-round
early training.) action.
At levels beyond 1st (including a multitype character Power: All spellcasters have a limited amount of magical
taking a 1st level in priest), a priest gets a number of skill points energy that they must use to fuel their spells; magi use arcane
equal to 3 + Int modifier. power, while priests use divine. The amount of power a priest
Starting Feats/Proficiencies: As a default, starting 1st- currently has available is referred to as her “power pool.” Each
level priests are proficient with all simple 1-handed crushing spell she casts costs an amount of power (as detailed in the
weapons and with the quarterstaff, as well as with all simple spell’s description), temporarily reducing the size of her pool.
thrown weapons. They also begin play with the feat Armor A priest has a maximum amount of power equal to double
Proficiency (light), but are not proficient with any shield. her Wisdom modifier per level. Thus a 6th-level priest with a
Alternately, a priest’s player may choose any one class of 15 Wisdom (+2 bonus) has a base power pool of (2 x 2) x 6 =
simple weapons with which she is proficient, and then choose 24.
any three feats from among the following: Aptitude, Armor Recovering Power: A priest recovers an amount of power
Proficiency (light), Armor Proficiency (medium), Dodge, equal to her caster level plus her Wisdom modifier for each
Educated, Hand to Hand, Mind Over Matter, Mounted Com- hour of rest. Thus, the 6th-level priest in the previous example
bat, Parry, Shield Proficiency, and Weapon Class Proficiency. would recover 8 power points with 1 hour of rest. Further rules
The priest must meet all of the usual prerequisites of each on power recovery can be found in the EQ II Spell Guide.
chosen feat.
Spells Known: A priest begins play with 3 spells of 1st order
Spellcasting: Priests are spellcasters, and can cast divine known to her and recorded in her prayerbook. These spells are
spells of any order up to or equal to their priest level. The selected by the player during character creation from among
priest’s list of spells is detailed in the EverQuest II Spell those available to priests. It is possible for a priest to gain new
Guide. spells by copying them from scrolls she may find. She may also
Spell Preparation: A priest may have any number of spells gain spells by trading with other priests; by recovering them
scribed into her prayerbook, but she may have only 8 spells from the captured or found prayerbooks of defeated or de-
actually prepared for casting at any one time. Even if the priest ceased priests; or even by purchasing them from a temple,
has access to her prayerbook, she may not cast a spell until she guild, or spell vendor, at the GM’s discretion.
has mentally prepared it. Once a spell is prepared, she can cast For more information on gaining spells, see the EQ II Spell
it at any time, as long as she has enough power available to do Guide.
so (see Power, below). The priest may change her prepared
Manasight: At 1st level, a priest gains the manasight ability
spells as often as she wishes.
(see Common Special Qualities in Chapter 5: Races).
To prepare a spell, a priest must have access to her prayerbook
Priest Talent: At 2nd level and every 3 levels thereafter, a
and must spend time studying the rituals and holy text
priest gains a talent. She must meet all of the usual prerequi-
therein. She must also have an available spell slot. If no slots
sites of the talent. Priest talents are described in Chapter 7:
are open, she must select a spell already prepared and remove
Talents and Disciplines.

Professions 97
Scout Many cities have an “understanding” about scouts who
pursue the path of the rogue or brigand, allowing such repro-
Scouts are masters of stealth and observation. Though they bates to operate, even in extensive organizations, as long as
can be accomplished combatants on their own terms, their they don’t steal so much that they drive away trade. In fact,
strengths lie more in their cunning and their ability to take some scouts’ guilds are remarkably protective of their home
advantage of any situation. Scouts can seek out and disable towns and defend them vehemently against external threats
traps, move with remarkable silence, safely handle poisons, (including foreign scouts). Most thieves’ guilds, however, are
and master many small, easily concealed weapons. Few are a far less beneficial to their home towns, but they may still fight
match for a fighter in a straight fight — but then no self- to protect them from destruction.
respecting scout would allow herself to be caught in such a
Level Progression: Base attack bonus—Average. Base de-
circumstance.
fense bonus—Good. Base Fortitude save—Average. Base Reflex
Many scouts follow respectable trades as traders, guards, and save—Average. Base Will save—Poor.
professional adventurers. Whether in service to king and
country or the highest bidder, they can scout enemy positions, Table 6–6: Scout Level Progression
infiltrate rival organizations as spies, damage fortifications or Level Base Base Base Base Base Special
weapon stockpiles, and even assassinate enemy leaders. Attack Defense1 Fort2 Ref2 Will
As members of a group, scouts have a great deal to offer 1 +0 +3 +1 +1 +0 Starting talent
when allowed to work in their own way. They can get to places 2 +1 +4 +2 +2 +0 Scout talent
many other characters cannot and can take advantage of such 3 +2 +5 +2 +2 +1
positions in unique ways. If forced to protect a specific mem- 4 +3 +6 +3 +3 +1 Scout talent
ber of a party or to hold the line of defense as if she were a 5 +3 +7 +3 +3 +1
fighter, a scout cannot make the best use of her skills. A similar 6 +4 +8 +4 +4 +2 Scout talent
principle applies to scouts out of combat — to be fully 7 +5 +9 +4 +4 +2
effective, a scout generally needs to be allowed the freedom to
8 +6 +10 +5 +5 +2 Scout talent
work in her own way, rather than being saddled with a task by
9 +6 +11 +5 +5 +3
a leader with less flexible tactics. However, certain disrepu-
10 +7 +12 +6 +6 +3 Scout talent
table scouts are liable to take many leagues when offered only 1
a few inches. A character multityping into scout reduces the value in this column
by 2. Thus, a 2nd-level fighter/2nd-level scout receives only +2 BDB for
Attributes: A scout has many skills at her disposal, and her scout levels.
depends more than any other profession on her mastery of 2
A character multityping into scout reduces the values in these
skills to stay alive. A scout must spend her skill points columns by 1. Thus, a 2nd-level fighter/2nd-level scout receives only +1
carefully, comparing the skills she buys with her preferred to Fortitude and Reflex save bonuses for her scout levels.
methods of fighting and dealing with people. Scouts have the
largest list of starting skills, but it is generally better for a scout Play Rules
to specialize in a few areas than to have some small ability in The rules for playing a scout are listed below.
all of them — a jack-of-all-trades is master of none. Stealth Abilities: The most important ability for a scout is Dexter-
and perception skills are often a scout’s best choice, followed ity, since it is crucial to many of her skills and to defense
by those that allow her to manipulate people. (which is crucial since scouts tend to value mobility over
A scout’s martial skills are not inconsiderable by any means. armor). Strength is often important, for a high Strength
Still, scouts cannot wear heavy armors and cannot take as increases a character’s ability to hit and deal damage in melee
much damage as fighters. A scout must remember her vulner- combat. Intelligence is important, though, as the number of
abilities in combat and try to make the most of her advantages. skill points available to a scout is often crucial to her survival,
She can often overcome a more powerful foe by subterfuge, and Charisma can also be a good asset.
perhaps with a well-placed backstab or flank attack. The smart Default Array: Str 14, Dex 15, Con 13, Int 12, Wis 10, Cha
scout who discovers she is overmatched ought to have an 10.
escape route planned out already.
Health: d8. A starting 1st-level scout begins play with
Culture and Training: Many scouts receive little or no health equal to 8 plus her Constitution modifier.
formal training in academies or institutions. Some enter their
Starting Skills: The scout’s starting skills (and the key
profession as street waifs or untrained footpads who gain the
ability for each) are Agility (Dex), Climb (Str), Jump (Str),
attention of an older, more experienced scout. After showing
Knowledge (local lore) (Int), Perceive (Wis), Search (Int),
some talent for roguery, the youth might then be taken to a
Sneak (Dex), Swim (Str), and Vocation (Int or Wis).
scout’s guild and granted the opportunity to learn from true
masters of the profession. A few scouts are entirely self-taught, Additionally, a scout may choose any four from among the
learning as they go and depending on natural talent to keep following as starting skills: Bluff (Cha), Disguise (Cha), Engi-
them alive. A surprising number of scouts pick up their skills neer Device (Int), Forgery (Int), Handle Animal (Dex or
as multitype characters, such as military spies or guardsmen Cha), Knowledge (folklore, geography, nature, spelunking,
who learn incidentally how to pick pockets while being taught street smarts, or warcraft) (Int), Language (any) (Int), Per-
to prevent others from doing so. form (varies), Persuade (Cha), Sense Motive (Wis), Sleight of
Hand (Dex), Survival (Wis), Trade Skill (baking,

98 Chapter Six
Class Descriptions

Contents
Four of the twelve classes available in the EQ II Role-Playing
Game are described in this chapter; the other eight can be
found in the EverQuest II Spell Guide.
Each class “belongs” to one of the four archetypes, as noted
by the parenthetical entry beside the class’s name. That is, for
all rolls, checks, or calculations using level checks or arche-
type levels, any class levels attached to a particular archetype
stack with levels a character has in that archetype. For
example, an 8th-level fighter/4th-level warrior with the call
to arms talent may use his talent 4 times per day, since his class
levels count as fighter levels for this purpose.
blacksmithing, brewing, fletching, poison making, tailoring, These classes (and their abbreviations) are as follows:
or tattooing) (Int or Wis), and Use Rope (Dex). Brawler (Brw): The brawler is a hand-to-hand specialist
At 1st level, a starting scout receives a number of skill points who scorns the use of most armor and weapons, having forged
equal to 24 + Int modifier. her body itself into a weapon of war.
At levels beyond 1st (including a multitype character Predator (Prd): A lethal, cunning hunter, the predator’s
taking a 1st level in scout), a scout gets a number of skill points prey may be man or beast, his hunting grounds lush wilderness
equal to 6 + Int modifier. or foggy streets.
Starting Feats/Proficiencies: As a default, starting 1st- Rogue (Rog): The rogue is a scout whose focus is upon
level scouts are proficient with all simple and martial 1-handed charisma and wit, as opposed to speed and agility.
weapons, and all simple and martial archery and thrown Warrior (War): The classical heavy soldier in heavy armor,
weapons. They also begin play with the feat Armor Profi- comfortable wielding a multitude of weapons, the warrior is
ciency (light), but are not proficient with shields. devoted to the art of war.
Alternately, a scout’s player may choose any one class of
weapons (simple and martial) with which she is proficient, Brawler (Fighter)
and then choose any five feats from among the following: Brawlers are hardened, vicious fighters who have spent
Aptitude, Armor Proficiency (light), Armor Proficiency (me- considerable time toughening and conditioning their bodies
dium), Blind-Fight, Dodge, Hand to Hand, Mounted Combat, to become lethal fighting tools. They typically disdain the use
Parry, Run, Shield Proficiency, Spontaneous Reflexes, Track, of weapons, using hands and feet to crush their opponents as
and Weapon Class Proficiency. The scout must meet all of the soundly as any mace-wielding fighter. While they may wear
usual prerequisites of each feat. armor, they usually prefer lighter armors that do not hamper
Starting talent: At 1st level, the scout may choose one of their movement.
the following standard scout talents as a starting talent: Brawlers tend to belong to one of two schools of thought
Alertness, instinctive reaction, sneak attack, or trapseeker. regarding empty-hand combat: Those who rely purely on
Scout talents are described in Chapter 7: Talents and Disci- physical technique, tenacity, and strength, and those who
plines. seek to meld their physical technique with their own internal
Scout Talent: At 2nd level and every 2 levels thereafter, a spiritual energy, the result being as much an art form as a
scout gains a talent. She must meet all of the usual prerequi- fighting style.
sites of the talent. Attributes: The brawler relies on swift, hard offense. While
a brawler’s health total is usually relatively high, his strength
lies in mounting numerous quick, debilitating attacks rather
than relying on heavy armors or sustaining tremendous amounts
of punishment. Nonetheless, his role, as any fighter, is to
protect his allies — although his tactics tend to rely on the
adage “a good offense is the best defense.”
Culture and Training: Brawlers may have attended a
prestigious fighting school, or their hard-won skills may sim-
ply be the result of numerous street fights and tavern brawls.
Any race can benefit from the brawler’s talents — a few sects
of Erudites pursue spiritual enlightenment along the path of
the brawler, for instance — but the class is undeniably most
common among barbarians, humans, iksar, kerra, and ogres.

Professions 99
Requirements
To take levels in the brawler class, a character must meet all
of the following requirements:
BAB: +7.
Talents: Damage reduction, mighty charge.
Feats: Improved Hand to Hand.

Level Progression
Base attack bonus—Good. Base defense bonus—Average.
Base Fortitude save—Good. Base Reflex save—Poor. Base
Will save—Poor.

Table 6–7: Brawler Level Progression


Level Base Base Base Base Base Special
Attack Defense Fort Ref Will
1 +1 +0 +0 +0 +0 Brawler talent
2 +2 +1 +1 +0 +0 Brawler talent
3 +3 +2 +2 +1 +1 Brawler talent
4 +4 +3 +3 +1 +1 Brawler talent
5 +5 +3 +3 +1 +1 Brawler talent

Play Rules
The rules for playing a brawler are listed below.
Abilities: The most important ability for a brawler is
Strength, since it increases his capabilities in melee, although
Dexterity is a close second for its defensive benefits. Consti-
tution is also important in allowing a brawler to take more
damage and remain standing. Brawlers who seek to become
monks will also find a decent Wisdom score beneficial.
Health: d10.
Skills: 2 + Int modifier per level.
Feats/Proficiencies: Brawlers are proficient with all simple
and martial hand-to-hand weapons. They do not gain any
armor or shield proficiency.
Brawler Talent: At every level, a brawler gains a fighter or
brawler talent of the player’s choice. He must meet all of the
usual prerequisites of the talent.

Predator (Scout)
Predators are experts at stalking quarry and making sudden,
lethal attacks. They are also skilled at finding and removing
traps, as well as crafting snares and traps of their own. Whether
they developed their skills in urban, rural, or wild environ-
ments, they are masters of tracking and stealth. Whether
huntsmaster, thief-taker, bounty hunter, or cold-blooded killer,
the predator always seeks to bring home her man.
Predators are often perceived as pitiless and even evil, but
this is certainly not always the case. They do tend to have an
independent streak that causes them to chafe at the restric-
tions of society, and many feel a strong kinship with rogues
and other predators. However, despite the fierce-sounding
name of the class, many predators are simple folk who eke out
a solitary existence away from other people, using their skills
only to hunt game and perhaps defend themselves and their
loved ones from hostile locals or invaders.
Attributes: A predator has fewer skill points at her disposal
than a typical scout since she leans more toward acquiring

100 Chapter Six


fighting skills than practical ones. She must therefore spend Proficiency (light and medium) feats, but do not gain profi-

Contents
her skill points carefully, being sure to buy skills that aid her ciency with shields.
chances of survival in the hunt: Perceive, Sneak, and Survival Predator Talent: At every level, a predator gains a scout or
are likely the foremost of these. predator talent of the player’s choice. She must meet all of the
A predator’s choice of feats and talents are also important. usual prerequisites of the talent.
Like other scouts, the predator must remember her vulner-
abilities in combat (relatively low health and lack of heavy
armor) and try to make the most of her advantages (primarily
her speed, stealth, and maneuverability). She can often over-
come more powerful opponents with the judicious use of
sneak attacks, as long as she is ready to move off quickly or hide
well if the attack should fail.
Culture and Training: Predators can come from any cul-
tural background, but there are few formal institutions for
their profession. Those who were formally trained are usually
from an armed forces background, where they were taught the
skills of scouts and military assassins. Others might have
gained their skills as hunters and scouts for their communities,
but these informal predators are no less deadly than their
military fellows.

Requirements
To take levels in the predator class, a character must meet
all of the following requirements:
Talents: Alertness, improved sneak attack, trapseeker.
Skills: Survival 8 ranks.
Feats: Track.

Level Progression
Base attack bonus—Good. Base defense bonus—Average.
Base Fortitude save—Average. Base Reflex save—Average.
Base Will save—Poor.

Table 6–8: Predator Level Progression


Level Base Base Base Base Base Special
Attack Defense Fort Ref Will
1 +1 +0 +0 +0 +0 Predator talent
2 +2 +1 +1 +1 +0 Predator talent
3 +3 +2 +1 +1 +1 Predator talent
4 +4 +3 +2 +2 +1 Predator talent
5 +5 +3 +2 +2 +1 Predator talent

Play Rules
The rules for playing a predator are listed below.
Abilities: The most important ability for a predator is
Dexterity, since it is crucial to many of her skills and to her
defense. Strength is also important to increase the predator’s
ability to hit and deal damage in melee combat. Good Intel-
ligence or Wisdom scores can also be useful for predators,
particularly if they seek to become assassins or rangers, respec-
tively.
Health: d8.
Skills: 4 + Int modifier per level.
Feats/Proficiencies: Predators are proficient with all simple
and martial 1-handed weapons, and all simple and martial
archery and thrown weapons. They also gain the Armor

Professions 101
Rogue (Scout) formal training in their profession. Among dark elves, for
example, there is a long and well-established tradition of
Rogues make a study of using cunning and charm, along official rogues’ schools (in ancient times, students at these
with a little stealth perhaps, to take advantage of any situa- academies either learned their lessons well or died trying).
tion. Some may be respectable folk who use their abilities for Gnome rogues also have a long precedent of training in
the common weal, but many tend towards larceny and indo- academies, but generally these are schools dedicated to clock-
lence — as often as not a rogue is a greedy and selfish works and the mechanimagical arts, at which a student takes
individual. Still, more than one rogue has become a local hero classes specializing in identifying and building complex traps
by making regular donations to churches or charities out of and other mechanical oddities as part of a broader technical
what would otherwise be considered ill-gotten gains. education. Elsewhere, or among other peoples, rogues have a
Many rogue guilds operate secretly throughout most of the colorful and varied history.
communities of Norrath, working to keep their members well
informed while also providing avenues for their members to Requirements
procure or sell questionable items. A few such organizations To take levels in the rogue class, a character must meet all
operate openly even in the largest and most lawful towns and of the following requirements:
cities. Talents: Alertness, evade.
Attributes: A rogue is an excellent addition to any group. Skills: Bluff 5 ranks, Knowledge (street smarts) 5 ranks,
His knowledge of the urban setting and the seedier side of Persuade 8 ranks.
society is rarely outmatched, and he can help a group find
valuable information and avoid social pitfalls. A rogue also Feats: Rapid Surge.
makes an excellent scout, most particularly within a city Level Progression
setting. A rogue is rarely a group’s primary fighter, but can very
ably assist sturdier combatants by flanking opponents and Base attack bonus—Average. Base defense bonus—Good.
landing lethal backstabs amid the confusion of melee. Base Fortitude save—Poor. Base Reflex save—Good. Base
Will save—Poor.
Rogues are often masters of trickery, fast-talking, and mis-
direction. Most can get themselves into a city even when Table 6–9: Rogue Level Progression
guards at the gate are looking for a reason to exclude them.
Level Base Base Base Base Base Special
They may run afoul of the law at some point, but many are able
Attack Defense Fort Ref Will
to talk or bribe their way out of such difficulties or escape from
1 +0 +1 +0 +0 +0 Rogue talent
whatever cell they find themselves in.
2 +1 +2 +0 +1 +0 Rogue talent
Culture and Training: Rogues can hail from virtually any
3 +2 +3 +1 +2 +1 Rogue talent
background or society, and may or may not have received
4 +3 +4 +1 +3 +1 Rogue talent
5 +3 +5 +1 +3 +1 Rogue talent

Play Rules
The rules for playing a rogue are listed below.
Abilities: The most important abilities for a rogue are
Intelligence, which dictates the number of skills she gets, and
Charisma; these two abilities provide the key ability modifiers
for many skills important to the rogue’s continued success and
survival. Dexterity is also crucial to many of her skills and to
defense.
Health: d6.
Skills: 6 + Int modifier per level.
Feats/Proficiencies: Rogues are proficient with all simple
and martial 1-handed weapons, and all simple and martial
thrown weapons. They also gain Armor Proficiency (light).
Scout Talent: At every level, a rogue gains a scout or rogue
talent of the player’s choice. She must meet all of the usual
prerequisites of the talent.

Warrior (Fighter)
Warriors form the backbone of nearly every military force
on Norrath. They are also a critical element in many questing
groups, though, for no other class is able to survive the
punishment a warrior can.

102 Chapter Six


Many warriors are members of guilds or mercenary compa- Abilities: The most important ability for a warrior is

Contents
nies that sally forth to face their enemies wherever they are Strength, although Constitution is a close second. Dexterity
found, whether for king and country, for personal glory and is also important for defense and for making ranged attacks.
honor, or for gold. Some warriors desire nothing more than Health: d12.
the next opponent against which (or whom) to test them- Skills: 2 + Int modifier per level.
selves, and constantly wander in search of the ultimate Feats/Proficiencies: Warriors are proficient with all simple
challenge to their skills. and martial weapons. They also gain Tower Shield Profi-
Townsfolk are usually cautious of warriors, at least until ciency.
they have proven their merit: Many commoners who are Warrior Talent: At every level, a warrior gains a fighter or
threatened by violence assume that, because a warrior is good warrior talent of the player’s choice. She must meet all of the
at fighting, she must like it — and thus that she is part of the usual prerequisites of the talent.
problem with the world. This attitude frequently changes,
however, once a commoner has been saved from some threat
by a stalwart warrior’s blade.
Attributes: A warrior is a supreme close-combat fighter,
able to endure more damage and discomfort than any other
class. Warriors may use most weapons and armor, and are most
effective when engaged in melee combat. A warrior’s taunt
talent can be worth her weight in gold, for not only can she
hold foes at bay, she is often able to keep them so enraged with
her that they ignore other members of her party.
Culture and Training: Warriors evolve naturally from
fighter stock in almost any culture and setting, though they are
more common in civilized lands, where heavier armors and
weapons are a regular part of warfare. Most are professional
soldiers as opposed to yeomen or militiafolk, although they
may serve any master, cause, or belief.
A fair number of warriors are extremely pious and devout,
which is unsurprising when one considers that they con-
stantly risk their lives in battles and bloodshed. Of course,
agnostic warriors are just as determined to survive as their
religious brethren.

Requirements
To take levels in the warrior class, a character must meet all
of the following requirements:
BAB: +7.
Talents: Call to arms, diehard, intervene.
Skills: Knowledge (warcraft) 5 ranks.
Feats: Parry.

Level Progression
Base attack bonus—Good. Base defense bonus—Average.
Base Fortitude save—Average. Base Reflex save—Average.
Base Will save—Poor.

Table 6–10: Warrior Level Progression


Level Base Base Base Base Base Special
Attack Defense Fort Ref Will
1 +1 +0 +0 +0 +0 Warrior talent
2 +2 +1 +1 +1 +0 Warrior talent
3 +3 +2 +1 +1 +1 Warrior talent
4 +4 +3 +2 +2 +1 Warrior talent
5 +5 +3 +2 +2 +1 Warrior talent

Play Rules
The rules for playing a warrior are listed below.

Professions 103
Advanced Class Descriptions
Eight of the twenty-four advanced classes available in the
EQ II Role-Playing Game are described in this chapter; the
other sixteen can be found in the EQ II Spell Guide.
As with classes, each advanced class belongs to one of the
four archetypes, as noted by the parenthetical entry beside the
class’s name. For all rolls, checks, or calculations using level
checks, class levels, advanced class levels, and archetype
levels stack with each other. For example, a 5th-level fighter/
5th-level warrior/2nd-level guardian with the call to arms
talent may use that talent 5 times per day, since his warrior and
guardian levels count as fighter levels for this purpose.
The eight advanced classes herein (and their abbrevia-
tions) are as follows:
Assassin (Asn): The assassin is a predator of civilized lands,
one devoted to subterfuge and murder.
Berserker (Ber): Savage and lethal, the berserker is a
warrior whose skills and talents are focused toward annihilat-
ing his foes.
Brigand (Brg): A rogue who prefers brute force, threats,
and coercion to acts of cunning or the use of charm and
personality.
Bruiser (Bru): An unarmed combatant who revels in
battle and carnage, seeking only mastery over those around
him rather than over that within.
Guardian (Grd): A warrior whose purpose is to protect
those around him, the guardian specializes in the use of heavy
armors, fortifications, and defensive strategy.
Monk (Mnk): The monk is a fighter whose might comes
from his mastery over his own spirit, rather than through
strength of arms.
Ranger (Rng): A predator who seeks to become one with
the wilderness, the ranger specializes in ranged attacks and
stealth. work, while others prefer a “clean” kill. Most assassins prefer
Swashbuckler (Swa): A courteous and flamboyant rogue, light, easily concealed weapons for their work, and avoid
the swashbuckler thrives on danger and acts of daring. heavy armor or shields that would interfere with their maneu-
verability and stealth.
Assassin (Scout–Predator) Culture and Training: Assassins are invariably trained by
Assassins use their skills to move unseen or at least unno- members of the Coalition of Tradesfolk in Freeport. Prospec-
ticed throughout the Shattered Lands in search of the enemies tive assassins need not be born in Freeport, but they must
of Freeport. While some may pursue personal vendettas, always have demonstrated their loyalty to the City of Might
virtually all are at least somewhat loyal to the Republic of in some fashion. While their training generally takes place
Freeport and — to a greater or lesser extent — to their within the city, it is possible that a high-level Coalition
Coalition guildmasters. assassin could be found outside of Freeport and might offer
training to a fellow assassin — for a price.
Assassins kill without compunction, generally seeing mur-
der as the means to an end rather than a philosophical or Requirements
theological quandary. While not all assassins are necessarily
psychotic serial killers, they do all share a certain brand of To take levels in the assassin advanced class, a character
morality (or non-morality) that allows them to treat the lives must meet the following requirements:
of others as commodity rather than profound and invaluable Class: Predator 5.
mystery. Talent: Backstab or poison expert.
Attributes: Assassins are masters of guile and infiltration,
relying on their ability to gather information competently so
Level Progression
that they may end their victims’ lives suddenly and efficiently Base attack bonus—Good. Base defense bonus—Average.
with quick, unexpected strikes. Many use poison in their Base Fortitude save—Poor. Base Reflex save—Good. Base
Will save—Poor.

104 Chapter Six


Table 6–11: Assassin Level Progression Berserkers typically use heavy armor and weapons, always

Contents
Level Base Base Base Base Base Special with a view toward maximizing their damage-dealing poten-
Attack Defense Fort Ref Will tial.
1 +1 +0 +0 +0 +0 Assassin talent Attributes: Berserkers do not generally rely on skills and
2 +2 +1 +0 +1 +0 cunning, instead depending upon their ferocious fighting
3 +3 +2 +1 +2 +1 Assassin talent style and fearlessness to carry them through difficult situa-
4 +4 +3 +1 +3 +1 tions. They tend to see violence as the answer to most
5 +5 +3 +1 +3 +1 Assassin talent problems, and may thus be limited in their resourcefulness
6 +6 +4 +2 +4 +2 under many circumstances. However, when violence is a
7 +7 +5 +2 +5 +2 Assassin talent
solution, few can compare to the berserker in finding the
solution quickly.
8 +8 +6 +2 +6 +2
9 +9 +6 +3 +6 +3 Assassin talent Culture and Training: Berserkers can come from any
10 +10 +7 +3 +7 +3
culture and background, although they are most common
among the larger, less civilized races: barbarians, ogres, and
11 +11 +8 +3 +8 +3 Asn discipline
trolls. There is little training involved in becoming a berserker
12 +12 +9 +4 +9 +4
aside from arms-training, which may come from the training
13 +13 +9 +4 +9 +4 Asn discipline
hall or the battlefield.
14 +14 +10 +4 +10 +4
15 +15 +11 +5 +11 +5 Asn discipline Requirements
16 +16 +12 +5 +12 +5
To take levels in the berserker advanced class, a character
17 +17 +12 +5 +12 +5 Asn discipline must meet the following requirements:
18 +18 +13 +6 +13 +6
Class: Warrior 5.
19 +19 +14 +6 +14 +6 Asn discipline
Talent: Berserk.
20 +20 +15 +6 +15 +6

Play Rules
The rules for playing an assassin are listed below.
Abilities: The most important ability for an assassin is
Dexterity, but Strength is also important to melee combat. A
good Intelligence score can also be useful for an assassin, since
it dictates the number of skills he receives and is also the key
ability for many skills and talents important to the assassin.
Health: d8.
Skills: 5 + Int modifier per level.
Feats/Proficiencies: Assassins do not gain any weapon,
armor, or shield proficiencies.
Assassin Talent: At 1st level and again at every odd level
up to 9th, an assassin gains a scout, predator, or assassin talent
of the player’s choice. He must meet all of the usual prerequi-
sites of the talent.
Assassin Discipline: Beginning at 11th level, and again at
every odd level thereafter, an assassin gains a discipline, a
special ability that allows him to perform astonishing acts of
agility and combat prowess. He must meet all of the usual
prerequisites of the chosen discipline. (An assassin may take
a scout, predator, or assassin talent in place of a discipline if he
wishes.)
Disciplines are described in Chapter 7: Talents and Disci-
plines.

Berserker (Fighter–Warrior)
The berserker is a savage warrior who destroys his foes
mercilessly, descending into a maddened state of rage in the
heat of battle. He does not concern himself overly much with
the safety of his comrades (or even his own safety), and revels
in bloodshed and massacre.

Professions 105
Level Progression brigand might be called by any of several dozen different
Base attack bonus—Good. Base defense bonus—Poor. Base appellations, such as crook, gangster, highwayman (or
Fortitude save—Good. Base Reflex save—Poor. Base Will highwaywoman), marauder, outlaw, pirate, racketeer, raider,
save—Average. or robber, to name a few.
Many brigands serve in the Freeport navy (also known as
Table 6–12: Berserker Level Progression the “The Sword”), while others serve masters among the
Level Base Base Base Base Base Special Coalition of Tradesfolk; yet others are free agents, although
Attack Defense Fort Ref Will they always maintain a respectful allegiance to the masters of
1 +1 +0 +0 +0 +0 Berserker talent Freeport. Regardless of their loyalties, all are generally known
2 +2 +1 +1 +0 +1 and welcomed in the great city of Freeport — and for the most
3 +3 +1 +2 +1 +1 Berserker talent part hated and feared elsewhere.
4 +4 +2 +3 +1 +2 Attributes: Brigands are capable combatants, although few
5 +5 +2 +3 +1 +2 Berserker talent among them are a match for a decent warrior in a straight-up
6 +6 +3 +4 +2 +3 fight. Fortunately, the vast majority of brigands have no
7 +7 +3 +5 +2 +3 Berserker talent qualms about lying, cheating, and conniving, nor do they
8 +8 +4 +6 +2 +4
concern themselves with matters such as “honor” or “fair-
dealing.” They use whatever means are necessary to survive
9 +9 +4 +6 +3 +4 Berserker talent
and prosper, and their skills and talents allow them to do those
10 +10 +5 +7 +3 +5
things well.
11 +11 +5 +8 +3 +5 Ber discipline
Culture and Training: Brigands are normally found in, or
12 +12 +6 +9 +4 +6
at least in service to, the Republic of Freeport, and are trained
13 +13 +6 +9 +4 +6 Ber discipline
by the Seafury Buccaneers or the Coalition of Tradesfolk.
14 +14 +7 +10 +4 +7
They can be of any race or nationality, although sophisticated
15 +15 +7 +10 +5 +7 Ber discipline Erudites and high elves would rarely pursue such a “low”
16 +16 +8 +12 +5 +8 calling.
17 +17 +8 +12 +5 +8 Ber discipline
18 +18 +9 +13 +6 +9
19 +19 +9 +14 +6 +9 Ber discipline
20 +20 +10 +15 +6 +10

Play Rules
The rules for playing a berserker are listed below.
Abilities: The most important ability for a berserker is
Strength. Constitution is also important, as a high Constitu-
tion score increases the amount of punishment he can take.
Dexterity is the third choice for berserkers.
Health: d10.
Skills: 3 + Int modifier per level.
Feats/Proficiencies: Berserkers gain the Armor Proficiency
(heavy) feat.
Berserker Talent: At 1st level and again at every odd level
up to 9th, a berserker gains a fighter, warrior, or berserker
talent of the player’s choice. He must meet all of the usual
prerequisites of the talent.
Berserker Discipline: Beginning at 11th level, and again at
every odd level thereafter, a berserker gains a discipline, a
special ability that allows him to perform astonishing acts of
combat prowess. He must meet all of the usual prerequisites of
the chosen discipline. (A berserker may take a fighter, warrior,
or berserker talent in place of a discipline if he wishes.)
Disciplines are described in Chapter 7: Talents and Disci-
plines.

Brigand (Scout–Rogue)
A brigand is a hardened rogue, one who uses intimidation
and the threat of force — and who is willing to carry through
on such threats — to get what he wants. In various places, a

106 Chapter Six


Requirements Bruiser (Fighter–Brawler)

Contents
To take levels in the brigand advanced class, a character Bruisers come from one of several orders of brawlers based
must meet the following requirements: in Freeport — most notoriously, the Dreadnoughts — who
Class: Rogue 5. have honed their bodies into veritable killing machines. They
Talent: Find weakness or opportunist. do not concern themselves with the artistry of their style or
with any sort of ethical or moral quandaries regarding combat.
Level Progression They simply learn to fight, and fight well. Because the style
Base attack bonus—Good. Base defense bonus—Average. seems to lack sophistication, it's certainly not evident that the
Base Fortitude save—Average. Base Reflex save—Average. art of the bruiser originated from the founders of the
Base Will save—Poor. Dreadnoughts who were former monks of the Ashen Order.
Attributes: The bruiser is physically very tough, and can
Table 6–13: Brigand Level Progression both take and deal out a great deal of punishment. She does
Level Base Base Base Base Base Special not rely heavily on skills, but focuses on developing her
Attack Defense Fort Ref Will physical prowess, using her hands, feet, and other body parts
1 +1 +0 +0 +0 +0 Brigand talent as devastating weapons. Even more than a brawler, the bruiser
2 +2 +1 +1 +1 +0 relies on quick and effective offense over defense, relying on
3 +3 +2 +1 +1 +1 Brigand talent her high health total and damage reduction to take the edge
4 +4 +3 +2 +2 +1 off her opponents’ attacks.
5 +5 +3 +2 +2 +1 Brigand talent
6 +6 +4 +3 +3 +2
7 +7 +5 +3 +3 +2 Brigand talent
8 +8 +6 +4 +4 +2
9 +9 +6 +4 +4 +3 Brigand talent
10 +10 +7 +5 +5 +3
11 +11 +8 +5 +5 +3 Brg discipline
12 +12 +9 +6 +6 +4
13 +13 +9 +6 +6 +4 Brg discipline
14 +14 +10 +7 +7 +4
15 +15 +11 +7 +7 +5 Brg discipline
16 +16 +12 +8 +8 +5
17 +17 +12 +8 +8 +5 Brg discipline
18 +18 +13 +9 +9 +6
19 +19 +14 +9 +9 +6 Brg discipline
20 +20 +15 +10 +10 +6

Play Rules
The rules for playing a brigand are listed below.
Abilities: The most important ability for a brigand is
Dexterity, but Strength is also important. Charisma or Intel-
ligence can be important to some brigands, depending on
their personal style.
Health: d10.
Skills: 4 + Int modifier per level.
Feats/Proficiencies: Brigands do not gain any weapon,
armor, or shield proficiencies.
Brigand Talent: At 1st level and again at every odd level up
to 9th, a brigand gains a scout, rogue, or brigand talent of the
player’s choice. He must meet all of the usual prerequisites of
the talent.
Brigand Discipline: Beginning at 11th level, and again at
every odd level thereafter, a brigand gains a discipline, a
special ability that allows him to perform astonishing acts of
combat prowess. He must meet all of the usual prerequisites of
the chosen discipline. (A brigand may take a scout, rogue, or
brigand talent in place of a discipline if he wishes.)
Disciplines are described in Chapter 7: Talents and Disciplines.

Professions 107
Culture and Training: Bruisers almost invariably hail from ability that allows her to perform astonishing acts of combat
Freeport, having been accepted in one of the bruiser training prowess. She must meet all of the usual prerequisites of the
halls — whose students often roam the streets in gangs. chosen discipline. (A bruiser may take a fighter, brawler, or
(Rumors also surface from time to time claiming that some bruiser talent in place of a discipline if she wishes.)
famous bruiser from Freeport has opened a school elsewhere.) Disciplines are described in Chapter 7: Talents and Disciplines.
Most bruisers are of the human, ogre, or iksar race, but other
races can be found training among them as well. Guardian (Fighter–Warrior)
Requirements The guardian seeks to perfect his fighting skills, with the
ultimate test of that skill being his ability to protect not only
To take levels in the bruiser advanced class, a character himself, but — and perhaps even more importantly — his
must meet the following requirements: ward. The selfless guardsman, the noble protector, the loyal
Class: Brawler 5. shieldmaiden, all are examples of the guardian class.
Talent: Focused strike or improved smash. Attributes: The guardian has the highest potential amount
of health of any other advanced class. A guardian may use the
Level Progression heaviest weapons, armors, and shields, but does need to keep
Base attack bonus—Good. Base defense bonus—Poor. Base an eye toward mobility if he is to keep up with his allies and
Fortitude save—Good. Base Reflex save—Poor. Base Will thus best serve his purpose.
save—Average. Culture and Training: Guardians can come from any race
or people, although they often come from a long line of
Table 6–14: Bruiser Level Progression guardians, whether from within their family, their caste, or
Level Base Base Base Base Base Special their culture. Guardians are somewhat more common among
Attack Defense Fort Ref Will lawful and benevolent societies (whereas warriors have a
1 +1 +0 +0 +0 +0 Bruiser talent slightly higher tendency to become berserkers in more lawless
2 +2 +1 +1 +0 +1 cultures).
3 +3 +1 +2 +1 +1 Bruiser talent
4 +4 +2 +3 +1 +2 Requirements
5 +5 +2 +3 +1 +2 Bruiser talent To take levels in the guardian advanced class, a character
6 +6 +3 +4 +2 +3 must meet the following requirements:
7 +7 +3 +5 +2 +3 Bruiser talent Class: Warrior 5.
8 +8 +4 +6 +2 +4 Talent: Sacrifice.
9 +9 +4 +6 +3 +4 Bruiser talent
10 +10 +5 +7 +3 +5
11 +11 +5 +8 +3 +5 Bru discipline
12 +12 +6 +9 +4 +6
13 +13 +6 +9 +4 +6 Bru discipline
14 +14 +7 +10 +4 +7
15 +15 +7 +10 +5 +7 Bru discipline
16 +16 +8 +12 +5 +8
17 +17 +8 +12 +5 +8 Bru discipline
18 +18 +9 +13 +6 +9
19 +19 +9 +14 +6 +9 Bru discipline
20 +20 +10 +15 +6 +10

Play Rules
The rules for playing a bruiser are listed below.
Abilities: The most important ability for a bruiser is Strength,
with Dexterity and Constitution tying for a close second.
Health: d10.
Skills: 3 + Int modifier per level.
Feats/Proficiencies: Bruisers do not gain any weapon,
armor, or shield proficiencies.
Bruiser Talent: At 1st level and again at every odd level up
to 9th, a bruiser gains a fighter, brawler, or bruiser talent of the
player’s choice. She must meet all of the usual prerequisites of
the talent.
Bruiser Discipline: Beginning at 11th level, and again at
every odd level thereafter, a bruiser gains a discipline, a special

108 Chapter Six


Level Progression Monk (Fighter–Brawler)

Contents
Base attack bonus—Good. Base defense bonus—Average. Monks are masters of unarmed combat, as well as of various
Base Fortitude save—Good. Base Reflex save—Poor. Base martial techniques that require unprecedented unity of body
Will save—Poor. and mind to perform. They are fighters first and foremost, but
often they are also philosophers, artists, and craftspersons.
Table 6–15: Guardian Level Progression Monks are sometimes thought to add little to a group that
Level Base Base Base Base Base Special cannot be gained by one of some other class, but they also draw
Attack Defense Fort Ref Will little from a group’s resources. The monk’s ability to stand on
1 +1 +0 +0 +0 +0 Guardian talent her own prevents her from using up spells more important to
2 +2 +1 +1 +0 +0 others.
3 +3 +2 +2 +1 +1 Guardian talent Most monks belong to monasteries or orders of like-minded
4 +4 +3 +3 +1 +1 monks who train and learn together in Qeynos among the
5 +5 +3 +3 +1 +1 Guardian talent Silent Fist Clan. These orders are well-loved in that city, seen
6 +6 +4 +4 +2 +2 as being helpful for the defense and cultural enrichment of the
7 +7 +5 +5 +2 +2 Guardian talent community.
8 +8 +6 +6 +2 +2 Attributes: A monk is always ready for action, and can
9 +9 +6 +6 +3 +3 Guardian talent launch himself from the deepest slumber into combat without
10 +10 +7 +7 +3 +3 needing to worry about putting on heavy armor or stringing a
11 +11 +8 +8 +3 +3 Grd discipline bow. At higher levels, a monk has an increasing number of
12 +12 +9 +9 +4 +4 combat options, and might knock down or stun an opponent,
13 +13 +9 +9 +4 +4 Grd discipline for instance, rather than simply kill him.
14 +14 +10 +10 +4 +4 Culture and Training: Monks have often trained in the
15 +15 +11 +10 +5 +5 Grd discipline fighter’s role from infancy, seeking to meld mind, body, and
16 +16 +12 +12 +5 +5 soul into a living unity. They understand the need
17 +17 +12 +12 +5 +5 Grd discipline to face and defeat those who oppose peace, yet
18 +18 +13 +13 +6 +6 they strive always — in combat, if necessary —
19 +19 +14 +14 +6 +6 Grd discipline to attain tranquility.
20 +20 +15 +15 +6 +6
Requirements
Play Rules To take levels in the monk advanced class,
The rules for playing a guard- a character must meet the following re-
ian are listed below. quirements:
Abilities: The two most important Class: Brawler 5.
abilities for a guardian are Strength and Constitu-
tion. Dexterity is important as well, as is Wisdom, as these
affect the guardian’s saving throws.
Health: d12.
Skills: 2 + Int modifier per level.
Feats/Proficiencies: Guardians gain the Armor Proficiency
(heavy) feat.
Guardian Talent: At 1st level and again at every
odd level up to 9th, a guardian gains a fighter,
warrior, or guardian talent of the player’s choice.
He must meet all of the usual prerequisites of
the talent.
Guardian Discipline: Beginning at 11th
level, and again at every odd level thereafter, a
guardian gains a discipline, a special ability that
allows him to perform astonishing acts of combat
prowess. He must meet all of the usual prereq-
uisites of the chosen discipline. (A guardian
may take a fighter, warrior, or guardian talent
in place of a discipline if he wishes.)
Disciplines are described in Chapter 7: Talents and Disci-
plines.

Professions 109
Talent: Improved damage reduction or improved harm Ranger
resistance.
(Scout–
Level Progression
Predator)
Base attack bonus—Average. Base defense bonus—Aver-
age. Base Fortitude save—Good. Base Reflex save—Good. Rangers are archers
Base Will save—Good. whose prowess in the
wilds is unmatched;
Table 6–16: Monk Level Progression many a foe has been dis-
Level Base Base Base Base Base Special
patched by a ranger’s arrow
Attack Defense Fort Ref Will without ever having known
1 +0 +0 +0 +0 +0 Monk talent the ranger was nearby. Rang-
2 +1 +1 +1 +1 +1 ers are generally seen as
3 +2 +2 +2 +2 +2 Monk talent
powerful defenders of nature,
although they can be found
4 +3 +3 +3 +3 +3
guarding nearly any locale. Some
5 +3 +3 +3 +3 +3 Monk talent
rangers guard against poachers
6 +4 +4 +4 +4 +4
and the incursion of hostile
7 +5 +5 +5 +5 +5 Monk talent forces, acting as scouts, mes-
8 +6 +6 +6 +6 +6 sengers, and frontier guards
9 +6 +6 +6 +6 +6 Monk talent for various organizations
10 +7 +7 +7 +7 +7 in or allied with Qeynos
11 +8 +8 +8 +8 +8 Mnk discipline or the Tunarian Alliance.
12 +9 +9 +9 +9 +9 They are often seen as
13 +9 +9 +9 +9 +9 Mnk discipline folk heroes in their
14 +10 +10 +10 +10 +10 homeland of Qeynos,
15 +11 +11 +11 +11 +11 Mnk discipline and many youths
16 +12 +12 +12 +12 +12 dream of taking up buckskin and bow to
17 +12 +12 +12 +12 +12 Mnk discipline join their ranks.
18 +13 +13 +13 +13 +13 Attributes: Rangers excel at ranged
19 +14 +14 +14 +14 +14 Mnk discipline combat, though they are quite compe-
20 +15 +15 +15 +15 +15 tent in melee. They are also masters of
tracking, survival, and wilderness lore.
Play Rules In a wilderness setting, few can com-
The rules for playing a monk are listed below. pete with a ranger. However, a ranger
Abilities: Strength, Dexterity, and Wisdom are all impor- must be cautious when engaging in combat. Lack-
tant abilities for monks. ing the heavy armors and high health total of fighters and
Health: d8. warriors, most rangers must take advantage of their agility and
ability to fight at range. A ranger is at her best when she is able
Skills: 5 + Int modifier per level.
to shoot and move freely in a natural setting.
Feats/Proficiencies: Monks do not gain any weapon, ar-
Culture and Training: Rangers often form fellowships
mor, or shield proficiencies.
beyond the bounds of Qeynos. Though these groups are not
Monk Talent: At 1st level and again at every odd level up necessarily insular, few people who are not rangers themselves
to 9th, a monk gains a fighter, brawler, or monk talent of the join their fellowships. Those who seek to become rangers,
player’s choice. He must meet all of the usual prerequisites of usually themselves children of rangers or youngsters from
the talent. nearby communities, are given the opportunity to prove
Monk Discipline: Beginning at 11th level, and again at themselves worthy of training and aid.
every odd level thereafter, a monk gains a discipline, a special
ability that allows him to perform astonishing acts of combat Requirements
prowess. He must meet all of the usual prerequisites of the To take levels in the ranger advanced class, a character must
chosen discipline. (A monk may take a fighter, brawler, or meet the following requirements:
monk talent in place of a discipline if he wishes.)
Class: Predator 5.
Disciplines are described in Chapter 7: Talents and Disci-
Talent: Favored enemy or favored terrain.
plines.
Level Progression
Base attack bonus—Good. Base defense bonus—Average.
Base Fortitude save—Average. Base Reflex save—Good. Base
Will save—Poor.

110 Chapter Six


Table 6–17: Ranger Level Progression Attributes: Swashbucklers tend to avoid anything more

Contents
Level Base Base Base Base Base Special than light armor and they rarely use shields, instead relying on
Attack Defense Fort Ref Will fleetness of foot, ingenuity, and a dash of good old-fashioned
1 +1 +0 +0 +0 +0 Ranger talent luck to see them through. Despite this, they are competent
2 +2 +1 +1 +1 +0 combatants, but they should be highly capable in skills such
3 +3 +2 +1 +2 +1 Ranger talent as Agility and Jump, and should have a selection of talents and
4 +4 +3 +2 +3 +1
feats that enhance or supplement those skills so as to take best
advantage of their mobility and lack of armor.
5 +5 +3 +2 +3 +1 Ranger talent
6 +6 +4 +3 +4 +2 Culture and Training: “Swashbucklers are not trained,
7 +7 +5 +3 +5 +2 Ranger talent
they are born,” runs a famous adage. That is not to say that a
great deal of training isn’t part of the swashbuckler’s regimen,
8 +8 +6 +4 +6 +2
but rather it is an acknowledgement that a true swashbuckler
9 +9 +6 +4 +6 +3 Ranger talent
has a certain amount of natural flair and panache, a style that
10 +10 +7 +5 +7 +3
simply cannot be learned but must be found.
11 +11 +8 +5 +8 +3 Rng discipline
Swashbucklers come from a variety of backgrounds, but
12 +12 +9 +6 +9 +4
they are without doubt most common among humans, high
13 +13 +9 +6 +9 +4 Rng discipline
14 +14 +10 +7 +10 +4
15 +15 +11 +7 +10 +5 Rng discipline
16 +16 +12 +8 +12 +5
17 +17 +12 +8 +12 +5 Rng discipline
18 +18 +13 +9 +13 +6
19 +19 +14 +9 +14 +6 Rng discipline
20 +20 +15 +10 +15 +6

Play Rules
The rules for playing a ranger are listed below.
Abilities: A ranger relies greatly on her Dexterity, although
Strength is also important, especially if she can acquire a
mighty bow. Many skills important to rangers are Wisdom-
based.
Health: d8.
Skills: 5 + Int modifier per level.
Feats/Proficiencies: Rangers do not gain any weapon,
armor, or shield proficiencies.
Ranger Talent: At 1st level and again at every odd level up
to 9th, a ranger gains a scout, predator, or ranger talent of the
player’s choice. She must meet all of the usual prerequisites of
the talent.
Ranger Discipline: Beginning at 11th level, and again at
every odd level thereafter, a ranger gains a discipline, a special
ability that allows her to perform astonishing acts of prowess.
She must meet all of the usual prerequisites of the chosen
discipline. (A ranger may take a scout, predator, or ranger
talent in place of a discipline if she wishes.)
Disciplines are described in Chapter 7: Talents and Disci-
plines.

Swashbuckler (Scout–Rogue)
A swashbuckler is an adventurous gentleman (or gentle-
woman) rogue, one as comfortable in a seedy dockside tavern
as in a noble court. Swashbucklers generally hail from Qeynos,
although they can often be found anywhere wit, style, fine
clothes, and fancy swordplay are welcome, such as among the
Coldwind Marauders. Most swashbucklers are gregarious ex-
troverts, but they function quite well alone and, in times of
need, can take on the role of scout or spy with little trouble.

Professions 111
elves, dark elves, and, perhaps surprisingly, halflings; they are Swashbuckler Discipline: Beginning at 11th level, and
least common among the heavily built races, such as ogres, again at every odd level thereafter, a swashbuckler gains a
barbarians, and dwarves. discipline, a special ability that allows her to perform astonish-
ing acts of agility, cunning, and prowess. She must meet all of
Requirements the usual prerequisites of the chosen discipline. (A swash-
To take levels in the swashbuckler advanced class, a char- buckler may take a scout, rogue, or swashbuckler talent in
acter must meet the following requirements: place of a discipline if she wishes.)
Class: Rogue 5. Disciplines are described in Chapter 7: Talents and Disci-
Talent: Artful strike or rapid strike. plines.

Level Progression Non-Heroic Professions


Base attack bonus—Average. Base defense bonus—Good. While most of the stories and legends of Norrath refer to
Base Fortitude save—Average. Base Reflex save—Good. Base great generals and sorcerers, or to famous (and infamous)
Will save—Poor. rogues and clerics, there can be no denying that the majority
Table 6–18: Swashbuckler Level Progression of the populace is not cut of such heroic stock. While it is
possible for PCs to have levels in a non-heroic profession, such
Level Base Base Base Base Base Special pursuits are intended to be substandard relative to the heroic
Attack Defense Fort Ref Will
professions described in the first portion of this chapter (with
1 +0 +1 +0 +0 +0 Swa talent
the “commoner” profession, described hereafter, landing sol-
2 +1 +2 +1 +1 +0 idly at the bottom of the heap in terms of personal skills and
3 +2 +3 +1 +2 +1 Swa talent power). Still, a PC with one or more levels in aristocrat or
4 +3 +4 +2 +3 +1 artisan might gain some talents not otherwise available,
5 +3 +5 +2 +3 +1 Swa talent should such abilities suit the player’s character concept.
6 +4 +6 +3 +4 +2 NPCs gain experience just as PCs do, providing the GM a
7 +5 +7 +3 +5 +2 Swa talent tool with which she may measure the relative competence and
8 +6 +8 +4 +6 +2 ability of different NPCs. Even though they gain levels,
9 +6 +9 +4 +6 +3 Swa talent individuals with NPC classes are not as capable as most PCs
10 +7 +10 +5 +7 +3 at the skills required for successful adventuring, which means
11 +8 +11 +5 +8 +3 Swa discipline they are less challenging as opponents and less effective as
12 +9 +12 +6 +9 +4 PCs.
13 +9 +13 +6 +9 +4 Swa discipline Mechanically, the non-heroic professions behave just as
14 +10 +14 +7 +10 +4 the four heroic archetypes. A character gaining a level in a
15 +11 +15 +7 +10 +5 Swa discipline non-heroic profession gains 5 training points per level, and
16 +12 +16 +8 +12 +5 also gains base bonuses, skills, and health every level, as with
17 +12 +17 +8 +12 +5 Swa discipline any other profession.
18 +13 +18 +9 +13 +6 In general, NPCs may multitype as PCs can (unless other-
19 +14 +19 +9 +14 +6 Swa discipline wise noted), even if this choice is rarely pursued. Those
20 +15 +20 +10 +15 +6 characters that represent Norrath’s general population tend
not to advance in more than a single profession, but this is by
Play Rules no means a hard and fast rule.
The rules for playing a swashbuckler are listed below.
Abilities: The most important ability for a swashbuckler is Aristocrat
Dexterity, since it is crucial to many of her skills and to Aristocrats are wealthy individuals, usually well educated,
defense. Strength, Intelligence, and Charisma might all tie for who represent the ruling elite of society. They are often highly
second place in terms of importance to a particular swash- skilled and, because of the significant resources at their
buckler. disposal, are usually quite well equipped. While aristocrats do
Health: d8. occasionally take up the adventuring lifestyle, it is more often
Skills: 5 + Int modifier per level. out of boredom than because they are taking it at all seriously
Feats/Proficiencies: Swashbuckler do not gain any weapon, — aristocrats who become adventurers tend to advance in the
armor, or shield proficiencies. heroic professions, as do other adventurers.
Swashbuckler Talent: At 1st level and again at every odd Level Progression: Base attack bonus—Average. Base de-
level up to 9th, a swashbuckler gains a scout, rogue, or fense bonus—Average. Base Fortitude save—Poor. Base Reflex
swashbuckler talent of the player’s choice. She must meet all save—Average. Base Will save—Average.
of the usual prerequisites of the talent.

112 Chapter Six


Table 6–19: Aristocrat Level Progression Artisan

Contents
Level Base Base Base Base Base Special Artisans are the skilled craftsfolk of Norrath, who typically
Attack Defense Fort Ref Will have little desire to pursue an adventuring lifestyle. Examples
1 +0 +0 +0 +1 +1 of artisans include smiths, jewelers, merchants, sages, and
2 +1 +1 +0 +2 +2 Aristocrat talent scribes. Artisans have some potential as player characters, but
3 +2 +2 +1 +2 +2 their lack of significant adventuring skills limits them to non-
4 +3 +3 +1 +3 +3 combat roles in most cases. Their impressive array of practical
5 +3 +3 +1 +3 +3 Aristocrat talent skills, however, makes them an attractive alternative that
6 +4 +4 +2 +4 +4 might fit a particular character’s concept or background.
7 +5 +5 +2 +4 +4 Artisans are relatively common, and can be found in virtually
8 +6 +6 +2 +5 +5 Aristocrat talent any major population center throughout the Shattered Lands.
9 +6 +6 +3 +5 +5 Level Progression: Base attack bonus—Poor. Base defense
10 +7 +7 +3 +6 +6 bonus—Poor. Base Fortitude save—Average. Base Reflex
save—Poor. Base Will save—Average.
Play Rules
Because of its durability and impressive array of skills, the Table 6–20: Artisan Level Progression
aristocrat profession offers some potential even for PCs. Since Level Base Base Base Base Base Special
aristocracy is a social position, though, rather than a profes- Attack Defense Fort1 Ref Will1
sion in the general sense of the word, a PC must be born into 1 +0 +0 +1 +0 +1
the aristocracy, and thus may only choose to take levels in 2 +1 +1 +2 +0 +2 Artisan talent
aristocrat if she begins her career as an aristocrat at 1st level. 3 +1 +1 +2 +1 +2
(That is, a starting 1st-level PC may be an aristocrat and then 4 +2 +2 +3 +1 +3
multitype freely, but a PC who starts as some other archetype 5 +2 +2 +3 +1 +3 Artisan talent
cannot multitype into aristocrat.) 6 +3 +3 +4 +2 +4
The rules for playing an aristocrat are listed below. 7 +3 +3 +4 +2 +4
Health: d8. A 1st-level aristocrat begins play with health 8 +4 +4 +5 +2 +5 Artisan talent
equal to 8 plus her Constitution modifier. 9 +4 +4 +5 +3 +5
Starting Skills: The aristocrat’s starting skills (and the key 10 +5 +5 +6 +3 +6
ability for each) are Bluff (Cha), Handle Animal (Cha), 1
A character multityping into artisan reduces the values in these
Persuade (Cha), and Sense Motive (Wis). columns by 1. Thus, a 3rd-level mage/4th-level artisan receives only +2
Additionally, an aristocrat may choose any four from among Fortitude and Will save bonuses for her artisan levels.
the following as starting skills: Agility (Dex), Disguise (Cha),
Forgery (Int), Knowledge (any) (Int), Language (any) (Int), Play Rules
Perceive (Wis), Perform (varies), Search (Int), Survival (Wis), The rules for playing an artisan are listed below.
Swim (Str), and Trade Skill (any) (Int or Wis). Health: d6. A starting 1st-level artisan begins play with
At 1st level, a starting aristocrat receives a number of skill health equal to 6 plus her Constitution modifier.
points equal to 16 + Int modifier. Starting Skills: The artisan’s starting skills (and the key
At levels beyond 1st, an aristocrat gets a number of skill ability for each) are Engineer Device (Int), Knowledge (art and
points equal to 5 + Int modifier. literature, or construction and engineering) (Int), Search (Int),
Starting Feats/Proficiencies: As a default, starting 1st- Trade Skill (any) (Int or Wis), and Vocation (Int or Wis).
level aristocrats are proficient with all simple weapons and Additionally, an artisan may choose any four from among the
with any one class of martial weapons (player’s choice). They following as starting skills: Forgery (Int), Handle Animal (Dex
also begin play with the feats Armor Proficiency (light and or Cha), Heal (Wis), Knowledge (any) (Int), Language (any)
medium) and with Shield Proficiency. (Int), Perform (varies), Sleight of Hand (Dex), Survival (Wis),
Alternately, an aristocrat’s player may choose any five feats and Swim (Str).
from among the following: Aptitude, Armor Proficiency At 1st level, a starting artisan receives a number of skill
(light), Armor Proficiency (medium), Dodge, Exotic Weapon points equal to 24 + Int modifier.
Proficiency, Hand to Hand, Mind Over Matter, Mounted At levels beyond 1st (including a multitype character
Combat, Parry, Shield Proficiency, Spontaneous Reflexes, taking a 1st level in artisan), an artisan gets a number of skill
Tower Shield Proficiency, and Weapon Class Proficiency. points equal to 6 + Int modifier.
The aristocrat must meet all of the usual prerequisites of each Starting Feats/Proficiencies: At 1st level, artisans are
feat. proficient with any one class of simple weapons. They also
Aristocrat Talent: At 2nd level and every 3 levels thereaf- begin play with the feat Armor Proficiency (light).
ter, an aristocrat gains an aristocrat talent. She must meet all Artisan Talent: At 2nd level and every 3 levels thereafter,
of the usual prerequisites of the talent. Talents are described an artisan gains an artisan talent. She must meet all of the
in Chapter 7: Talents and Disciplines. usual prerequisites of the talent. Artisan talents are described
in Chapter 7: Talents and Disciplines.

Professions 113
Commoner Play Rules
Commoners are the farmers, hunters, farriers, sailors, and mer- The rules for playing a commoner are listed below.
chants of Norrath. Simple folk with a few practical skills and Health: d4. A starting 1st-level commoner begins play with
generally little or no desire for adventuring, they make up the bulk health equal to 4 plus his Constitution modifier.
of the world’s population and are the people most often encountered Starting Skills: The commoner’s starting skills (and the
by adventurers. Commoners themselves make poor adventurers, key ability for each) are Handle Animal (Cha), Knowledge
since they lack the skills needed to survive an adventuring lifestyle. (folklore, local lore, and religion) (Int), and Vocation (Int or
As such, they are not suitable as player characters. Wis).
Level Progression: Base attack bonus—Poor. Base defense Additionally, a commoner may choose any two from among
bonus—Poor. Base Fortitude save—Average. Base Reflex the following as starting skills: Climb (Str), Perceive (Wis),
save—Poor. Base Will save—Poor. Swim (Str), and Trade Skill (any one) (Int or Wis).
At 1st level, a starting commoner receives a number of skill
Table 6–21: Commoner Level Progression points equal to 8 + Int modifier.
Level Base Base Base Base Base Special At levels beyond 1st (including a multitype NPC taking a
Attack Defense Fort Ref Will 1st level in commoner), an aristocrat gets a number of skill
1 +0 +0 +1 +0 +0 points equal to 2 + Int modifier.
2 +1 +1 +2 +0 +0 Commoner talent
Starting Feats/Proficiencies: At 1st level, commoners may
3 +1 +1 +2 +1 +1 choose one simple weapon with which they are proficient.
4 +2 +2 +3 +1 +1 They do not begin play with any armor or shield proficiencies.
5 +2 +2 +3 +1 +1
Commoner Talent: At 2nd level and every 4 levels there-
6 +3 +3 +4 +2 +2 Commoner talent after, a commoner gains a commoner talent. He must meet all
7 +3 +3 +4 +2 +2 of the usual prerequisites of the talent. Commoner talents are
8 +4 +4 +5 +2 +2 described in Chapter 7: Talents and Disciplines.
9 +4 +4 +5 +3 +3
10 +5 +5 +6 +3 +3 Commoner talent

114 Chapter Six


Contents

Talents and Disciplines 115


M Members of every profession, heroic or otherwise, gain
talents as they advance in levels. Talents do not have ranks
like skills — a character either has a talent or he doesn’t.
Talents sometimes grant abilities that are always available
(although the ability may have a d20 roll closely associated
with it, such as an attack roll or skill check), and they
sometimes grant powers or bonuses that can be “activated” for
Table 7–2: Mage Talents
Talent
Enlarge spell

Expand spell

Extend spell


Prerequisite

Benefit
Double range of specially pre-
pared spell
Double area or effect of spe-
cially prepared spell
Double duration of specially
a brief period, perhaps only a certain number of times per day. prepared spell
Fast-talker — Use Intelligence bonus for Bluff
Archetype Talents and Persuade checks
Linguist 4 ranks in at Make Intelligence check to de-
Unless otherwise noted, talents and disciplines are always least 3 languages cipher language
extraordinary abilities (see the Glossary for a definition of an Mystic capacity — Gain extra spell preparation slot
extraordinary ability).
Planner — Make Intelligence check to grant
bonus to allies
Table 7–1: Fighter Talents
Power battery — Store power in gem for later use
Talent Prerequisite Benefit
Quest spell — Make specially prepared spell
Alcohol tolerance — Bonus on Fortitude saves vs. harmless to allies
inebriation
Quicken spell — Reduce casting time of spe-
Bravery — +4 morale bonus against fear cially prepared spell
effects
School specialization — Bonus on Channeling and Spellcraft
Call to arms — Allies within 30 ft. gain +1 to checks with chosen school
attack rolls
School focus School specialization +1 to save DC of all spells from
Rallying cry Call to arms Allies within 30 ft. gain +1 to chosen school
defense rolls
Silent spell — Cast specially prepared spell
Damage reduction — Gain damage reduction 1/– without verbal component
Diehard — Character is very hard to knock Skill focus — +3 bonus to any one skill
out of action
Spell mastery Any one Apply metamagic effects with-
Dual wield — Extra off-hand attack at –5 metamagic talent out special preparation
Favored terrain — +2 bonus to certain skills in Spell specialization — Reduce recast time for chosen
chosen terrain type spell
Grand effort — +2 bonus to Strength-based or Still spell — Cast specially prepared spell
Strength check without somatic component
Harm resistance — Gain harm resistance (5) vs.
one damage type
Intervene — Step in front of blow for ally
within reach
Defend Intervene Ally within reach gains
character’s defense bonus
Load-bearer — +2 Strength for purpose of
carrying capacity
Medic — Bonus on Heal checks and
increased heal potential
Mighty charge — +2 bonus to attack roll on charge
Natural archer — Penalties for firing beyond first
increment are halved
Shattering blow — Ignore 2 points of hardness
Smash — +1 bonus on all melee damage
rolls
Taunt — Make level check to draw
opponent’s attention
Taunting shout Taunt Taunt many creatures at once
Rescue Taunting shout Gain bonus on taunt checks, or
affect resistant creatures

116 Chapter Seven


Table 7–3: Priest Talents Table 7–4: Scout Talents

Contents
Talent Prerequisite Benefit Talent Prerequisite Benefit
Armored casting — Cast spells in armor without Alcohol tolerance — Bonus on Fortitude saves vs.
spell failure chance inebriation
Celestial healer — All healing spells cost 10% less Alertness — Add Intelligence bonus to Per-
power to cast ceive checks to avoid being sur-
Divine capacity — Gain extra spell preparation slot prised
Empathy — Bonus on Handle Animal, Per- Avoidance — Take no damage on successful
suade, and Sense Motive checks Reflex save if normally half
Enlarge spell — Double range of specially pre- damage
pared spell Burst of speed — Run 6x current speed (7x with
Expand spell — Double area or effect of spe- Run feat) for short time
cially prepared spell Camouflage — Ally that remains within 5 ft.
Extend spell — Double duration of specially gains Sneak bonus
prepared spell Cool nerves — May take 10 on a number of
Healing touch — Cure additional health with Heal skills equal to 3 + Int modifier
checks Dirty tricks — Opponent must make Will save
Inspire — Charisma check to grant bo- or suffer a penalty to defense
nuses to allies Evade — Make Persuade check to dazzle
Instinctive reaction — Gain Wisdom bonus to initia- foe with words
tive rolls Favored terrain — +2 bonus to certain skills in
Intuition — Wisdom check to gain insight chosen terrain type
regarding current circumstances Gauge foe — Make Intelligence check to deter
Luck of faith — +1 bonus on all saving throws mine level/HD of observed creature
Quest spell — Make specially prepared spell Instinctive reaction — Gain Wisdom bonus to initia-
harmless to allies tive rolls
Quicken spell — Reduce casting time of spe- Natural archer — Penalties for firing beyond first
cially prepared spell increment are halved
School specialization — Bonus on Channeling and Spellcraft Quick fire — Reduce delay of ranged attacks
checks with chosen school by 1
School focus School specialization +1 to save DC of all spells from Safe fall — Make Agility check to greatly
chosen school reduce damage from fall
Silent spell — Cast specially prepared spell Sharp-shooter — Opponents’ cover grants only
without verbal component half the usual defense bonus
Skill focus — +3 bonus to any one skill Skill focus — +3 bonus to any one skill
Still spell — Cast specially prepared spell Sneak attack — +1d6 damage on attack from
without somatic component hiding against foe within 30 ft.
Improved Sneak attack +2d6 damage on attack from
sneak attack hiding against foe within 30 ft.
Backstab Improved sneak +3d6 damage sneak attack; or
attack +1d6 damage while flanking
Trapseeker — Make Search checks to find
well-concealed traps
Trap sense Trapseeker Sense traps within 5 ft.; use
Search to find magic traps
Trapmaster Trapseeker Bonus on Engineer Device
checks; craft deadlier traps
Uncanny dodge — Retain full defense bonus when
flat-footed
Improved Uncanny dodge Can’t be flanked; bonus vs. traps
uncanny dodge

Talents and Disciplines 117


Class Talents Table 7–6: Predator Talents
Talent Prerequisite Benefit
Table 7–5: Brawler Talents Fast climber — Climb at full speed without pen-
alty; climb faster with ropes
Talent Prerequisite Benefit Favored enemy — Bonus to damage and certain
Dirty tricks — Opponent must make Will save skills against chosen creature
or suffer a penalty to defense type
Subdue Dirty tricks Opponent must make Will save Find weakness Gauge foe Make Intelligence check to gain
or be staggered bonus to attacks and defense
Focused strike — Base unarmed attack damage against foe
doubles Hunter’s grace — May Sneak at normal speed
Improved Damage reduction Gain damage reduction 1/– Improved backstab Backstab +4d6 damage sneak attack; or
damage reduction +2d6 damage while flanking
Improved dual wield Dual wield Gain an additional off-hand attack Ambush Improved backstab +5d6 damage sneak attack; or
Improved Harm resistance Gain harm resistance (10) vs. +3d6 damage while flanking
harm resistance one damage type Improved Ambush +6d6 damage sneak attack; or
Improved load-bearer Load-bearer +4 Strength for purpose of car- ambush +4d6 damage while flanking
rying capacity Crippling strike Improved Forfeit +1d6 sneak attack to
Improved Shattering blow Ignore 4 points of hardness sneak attack penalize foe
shattering blow Vexing wound Improved Sneak attack also causes bleed-
Greater Improved Ignore 6 points of hardness sneak attack ing wound
shattering blowshattering blow Improved Burst of speed Run 8x current speed (9x with
Improved smash Smash +2 damage on all melee attacks burst of speed Run feat) for short time
Martial focus — +1d8 damage in melee for a Improved dual wield Dual wield Gain an additional off-hand attack
short time Load-bearer — +2 Strength for purpose of car-
Stunning strike — Melee attack can stun opponent rying capacity
Tenacity — Take no damage on successful Opportunist Avoidance Gain free attack in melee against
Fortitude save if normally half foe just struck by ally
damage Penetrating shot Sharp-shooter Ranged attacks ignore 1 point
Tremendous effort Grand effort +4 bonus to Strength-based or of DR
Strength check Poison expert — Bonus to Heal and Trade Skill
Uncanny dodge — Retain full defense bonus when checks involving poison
flat-footed Pounce Burst of speed Take full-attack action on
Improved Uncanny dodge Can’t be flanked; bonus vs. traps charge
uncanny dodge Predator’s grace Favored terrain Gain dodge bonus to defense
Nimbleness Uncanny dodge Gain bonus to defense while in favored terrain
unarmored Predatory fury — +1d4 damage on melee attacks
Defensive Improved Make Reflex save to avoid dam- for a short time
roll uncanny dodge age from felling blow Stalker’s speed — May track at normal speed and
find lost trail more quickly

118 Chapter Seven


Table 7–7: Rogue Talents Table 7–8: Warrior Talents

Contents
Talent Prerequisite Benefit Talent Prerequisite Benefit
Artful strike — +1d4 damage with light weapon Berserk Diehard Enter a berserk state, gaining
Roguish cunning Artful strike +2d4 damage with light weapon combat bonuses
Hamstring Roguish cunning Forgo some damage to halve Improved Damage reduction Gain damage reduction 1/–
target’s speed damage reduction
Defensive roll Improved Make Reflex save to avoid dam- Improved dual wield Dual wield Gain an additional off-hand attack
uncanny dodge age from felling blow Greater Improved Gain additional off-hand attacks
Fast climber — Climb at full speed without pen- dual wield dual wield
alty; climb faster with ropes Improved Harm resistanceGain harm resistance (10) vs.
Favor — Use contacts to gain some benefit harm resistance one damage type
Find weakness Gauge foe Make Intelligence check to gain Improved load-bearer Load-bearer +4 Strength for purpose of car-
bonus to attacks and defense rying capacity
against foe Improved smash Smash +2 bonus on all melee damage
Goad Evade Make Persuade check to daze rolls
foe with insults Maim Improved smash Forgo smash damage to penal-
Distract Goad Make Persuade check to cause ize foe’s defense
foe to target different character Quick taunt Rescue Make taunt check as free action
Improved avoidance Avoidance Take half damage even on failed Sacrifice Defend Intervene any number of times
Reflex save per round
Improved backstab Backstab +4d6 damage sneak attack; or Riposte Sacrifice Free attacks vs. foes who miss
+2d6 damage while flanking in melee
Ambush Improved backstab +5d6 damage sneak attack; or Soldier’s conviction Rallying cry Allies within 30 ft. gain bonus
+3d6 damage while flanking to defense rolls
Improved Ambush +6d6 damage sneak attack; or Soldier’s pace Load-bearer Move more quickly in medium
ambush +4d6 damage while flanking or heavy armor
Improved dual wield Dual wield Gain an additional off-hand attack Tactical counter Defend Parry attack on ally within reach
Opportunist Avoidance Gain free attack in melee against Taunting blow Taunt Make taunt check with melee
foe just struck by ally attack
Riposte Opportunist Free attacks vs. foes who miss Tenacity — Take no damage on successful
in melee Fortitude save if normally half
Pickpocket — +4 bonus on Sleight of Hand damage
checks when picking pockets Tremendous effort Grand effort +4 bonus to Strength-based or
Quick hands Pickpocket Pick pockets as free action once Strength check
per round Uncanny dodge — Retain full defense bonus when
Poison expert — Bonus to Heal and Trade Skill flat-footed
checks involving poison Valor Bravery +10 morale bonus against fear
Rapid strike Instinctive reaction Extra attack with light or 1-H effects
piercing weapon, but at –2 penalty
Self-preservation — Gain competence bonus when
fighting defensively
Slippery mind — Gain second Will save against
mind-influencing effects
Subdue Dirty tricks Opponent must make Will save
or be staggered
Streetwise — Bonus on Bluff, Perform, Per-
suade, and Sense Motive
checks

Talents and Disciplines 119


Advanced Class Talents Table 7–11: Brigand Talents
Talent Prerequisite Benefit
Table 7–9: Assassin Talents Devil’s own luck — Gain luck bonus on defense,
saves, or checks
Talent Prerequisite Benefit Dirty blow Dirty tricks Attack deals half damage but
Assassin’s grace Favored enemy Gain dodge bonus to defense penalizes opponent
against favored enemy Fearsome reputation — Gain circumstance bonus to
Assassin’s guile Find weakness Find weakness bonus also ap- Bluff and Persuade checks
plies to damage Greater dual wield Improved dual wield Gain additional off-hand attacks
Caltrop trick Ambush Make caltrop attack against all Load-bearer — +2 Strength for purpose of car-
foes within 10 ft. rying capacity
Hidden assault Backstab Remain hidden after melee Master of disguise — Gain competence bonus on Dis-
sneak attack guise checks
Murderous intent Ambush Assassin may reroll sneak at- Measured assault Find weakness +1 bonus to attacks against tar
tack damage gets of find weakness
Poison master Poison expert Bonus to Trade Skill (poison Poison expert — Bonus to Heal and Trade Skill
making); use poison without risk checks involving poison
Poisoner’s haste Poison master Apply poison as free action Sea legs — Function well on shifting, shaky,
Shadow walker Hunter’s grace May Sneak even at a run or uneven ground
Disappear Shadow walker Make Sneak checks even while Sure feet Sea legs Function normally on shifting,
being observed shaky, or uneven ground
Smash — +1 bonus on all melee damage rolls
Table 7–10: Berserker Talents Sudden stab Backstab Make sneak attack with con-
Talent Prerequisite Benefit cealed weapon
Battle cry Call to arms Allies within 30 ft. gain tempo- Swinging attack — Use ropes or similar contriv-
rary health ances to move and attack
Berserker’s will Berserk Can’t be staggered or disabled
Berserker’s
endurance Berserker’s will Negative health limit doubles
Improved fury Berserk Bonuses for berserk rage increase
Tireless Improved fury Immune to fatigue
Greater fury Tireless Bonuses for berserk rage increase
Greater damage Improved damage
reduction reduction Gain damage reduction 1/–
Superior damage Greater damage
reduction reduction Gain damage reduction 1/–
Warrior’s Superior damage
toughness reduction Gain damage reduction 1/–
Greater smash Improved smash +3 damage on all melee attacks
Crippling blow Greater smash Forfeit smash damage to pe-
nalize foe
Sundering blow Greater smash Reduce smash damage to in-
terrupt foe
Reeling assault Sundering blow Deal half damage but stun foe
Improved
shattering blow Shattering blow Ignore 4 points of hardness
Greater Improved
shattering blow shattering blow Ignore 6 points of hardness
Improved
uncanny dodge Uncanny dodge Can’t be flanked; bonus vs. traps
Superior dual wield Greater dual wield Gain additional off-hand attacks
Perfect dual wield Superior dual wieldGain additional off-hand attacks
Supreme effort Tremendous effort +6 bonus to Strength-based or
Strength check

120 Chapter Seven


Table 7–12: Bruiser Talents Table 7–13: Guardian Talents

Contents
Talent Prerequisite Benefit Talent Prerequisite Benefit
Bruising guard Improved smash –4 to defense; take half dam- Battle cry Call to arms Allies within 30 ft. gain tempo-
age and deal unarmed damage rary health
Dirty tricks — Opponent must make Will save Battle orders Call to arms Allies within 30 ft. gain –1 bo-
or suffer a penalty to defense nus to weapon delay
Eye gouge Dirty tricks Attack deals damage and in- Circling guard Tactical counter Parry attacks on all allies within
flicts attack penalty reach
Feign death Tremendous effort Enter comatose state resem- Greater damage Improved
bling death reduction damage reduction Gain damage reduction 1/–
Greater Improved Superior Greater
damage reduction damage reduction Gain damage reduction 1/– damage reduction damage reduction Gain damage reduction 1/–
Greater dual wield Improved dual wield Gain additional off-hand attacks Warrior’s Superior
Greater smash Improved smash +3 damage on all melee attacks toughness damage reduction Gain damage reduction 1/–
Martial stance Martial focus +1d4 melee damage during full- Greater smash Improved smash +3 damage on all melee attacks
attack actions Guardian aura Taunt Automatically taunt all foes
Mighty charge — +2 bonus to attack roll on charge within reach
Flying kick Mighty charge Make single, devastating kick Guardian sight — Gain Will save to pinpoint in-
attack on charge action visible foes
Mystic strike — Unarmed attack penetrates Guardian’s bulwark Tactical counter Defend one ally as free action
damage reduction as magic weapon Improved
Meteoric strike Mystic strike Unarmed attack penetrates uncanny dodge Uncanny dodge Can’t be flanked; bonus vs. traps
damage reduction as Pillar of defense Defend All allies within reach gain
adamantite weapon character’s defense bonus
Natural mending — Gain minor supernatural self- Protect Defend Take all of one ally’s damage
healing ability for 1 round
Ignore pain Natural mending Gain increased supernatural Protective guardian Protect Take all of fallen ally’s damage
self-healing ability Shield mastery — Shield bonus to defense in-
Pugilist Focused strike Unarmed attack damage increases creases by +1 when using shield
Spin kick — Gain additional unarmed attack Sound the retreat Call to arms Allies gain benefit of Parry feat
Foot sweep Spin kick Gain additional unarmed attack Superior dual wield Greater dual wield Gain additional off-hand attacks
that can trip foes
Tail rake Iksar or ratonga, Gain additional unarmed attack
spin kick that can trip foes
Supreme effort Tremendous effort +6 bonus to Strength-based or
Strength check
Taunting stance Taunt Taunt one opponent within line
of sight as free action

Talents and Disciplines 121


Table 7–14: Monk Talents Table 7–15: Ranger Talents
Talent Prerequisite Benefit Talent Prerequisite Benefit
Feign death Tremendous effort Enter comatose state resem- Call to arms — Allies within 30 ft. gain +1 to
bling death attack rolls
Flurry Martial focus Gain –1 bonus to unarmed de- Disarming shot Sharp-shooter Make ranged disarm attacks
lay for short time Greater dual wield Improved dual wield Gain additional off-hand attacks
Greater Improved Healing touch — Cure additional health with Heal
damage reduction damage reduction Gain damage reduction 1/– check
Greater dual wield Improved dual wield Gain additional off-hand attacks Hidden fire Backstab Bonus to remain hidden with
Iron skin Improved harm Gain harm resistance (5) vs. all sneak attack
resistance damage types Leg shot Sharp-shooter Ranged attack reduces target’s
Mighty charge — +2 bonus to attack roll on charge speed
Dragon stance Mighty charge Bonus to attack and damage Nature’s stride — Move normal speed through
rolls after moving rough or overgrown terrain
Flying kick Mighty charge Make single, devastating kick Rapid fire Quick fire Reduce delay of ranged attacks
attack on charge action by 2
Mystic strike — Unarmed attack penetrates True shot Rapid fire Gain attack bonus and
damage reduction as magic weapon new options with ranged weapon
Meteoric strike Mystic strike Unarmed attack penetrates Sundering shot Sharp-shooter Make ranged sunder attacks
damage reduction as Taunt — Make level check to draw
adamantite weapon opponent’s attention
Natural mending — Gain minor supernatural self- Trackless step — Move without leaving discern-
healing ability ible trail
Mend Natural mending Increased self-healing ability,
or minor heal for another
Purifying touch Natural mending Target gains extra save vs. poi-
son or disease
Riposte Sacrifice Free attacks vs. foes who miss
in melee
Spin kick — Gain additional unarmed attack
Circle kick Foot sweep Extra spin kick attack on a sec-
ond foe
Foot sweep Spin kick Gain additional unarmed attack
that can trip foes
Tail rake Iksar or ratonga, Gain additional unarmed attack
spin kick that can trip foes
Supreme effort Tremendous effort +6 bonus to Strength-based or
Strength check
Tactical counter Defend Parry attack on ally within reach
Taunting stance Taunt Taunt one opponent within line
of sight as free action

122 Chapter Seven


Table 7–16: Swashbuckler Talents Non-Heroic Profession

Contents
Talent Prerequisite Benefit
Acrobatic — Gain bonus to Agility and Jump
checks
Talents
Acrobatic charge Acrobatic Charge even over obstructions
or around corners
Table 7–17: Aristocrat Talents
Bravery — +4 morale bonus against fear effects Talent Prerequisite Benefit
Call to arms — Allies within 30 ft. gain +1 to attack Alcohol tolerance — Bonus on Fortitude saves vs.
rolls inebriation
Rallying cry Call to arms Allies within 30 ft. gain +1 to Bravery — +4 morale bonus against fear effects
defense rolls Call to arms — Allies within 30 ft. gain +1 to
Charm — Gain bonus on Charisma-based attack rolls
checks with chosen gender Rallying cry Call to arms Allies within 30 ft. gain +1 to
Diehard — Character is very hard to knock defense rolls
out of action Evade — Make Persuade check to dazzle
Flamboyant approach Roguish cunning +3d4 damage with light weapon, foe with words
but automatically taunt foes Fast-talker — Use Intelligence bonus for Bluff
Greater dual wield Improved dual wield Gain additional off-hand attacks and Persuade checks
Superior dual wield Greater dual wield Gain additional off-hand attacks Favor — Use contacts to gain some benefit
Master of disguise — Gain competence bonus on Dis- Gauge foe — Make Intelligence check to deter
guise checks mine level/HD of observed creature
Mighty charge — +2 bonus to attack roll on charge Inspire — Charisma check to grant bo-
nuses to allies
Sea legs — Function well on shifting, shaky,
or uneven ground Linguist 4 ranks in at least Make Intelligence check to
3 languages decipher language
Sure feet Sea legs Function normally on shifting,
shaky, or uneven ground Medic — Bonus on Heal checks and in-
creased heal potential
Self-preservation — Gain competence bonus when
fighting defensively Planner — Make Intelligence check to grant
bonus to allies
Rotating blades Self-preservation Gain free attacks when fighting
defensively Skill focus — +3 bonus to any one skill
Silver-tongued — Bonus on Persuade (bargaining) Taunt — Make level check to draw
and Perform (oratory) checks opponent’s attention
Swashbuckler’s sense Streetwise Gain bonus to Reflex saves
against urban foes
Table 7–18: Artisan Talents
Swinging attack — Use ropes or similar contriv- Talent Prerequisite Benefit
ances to move and attack Alcohol tolerance — Bonus on Fortitude saves vs.
Taunt — Make level check to draw inebriation
opponent’s attention Cool nerves — May take 10 on a number of
Willful spirit Slippery mind Gain +10 bonus on slippery skills equal to 3 + Int modifier
mind saves Empathy — Bonus on Handle Animal, Per-
suade, and Sense Motive checks
Healing touch — Cure additional health with Heal
check
Intuition — Wisdom check to gain insight
regarding current circumstances
Linguist 4 ranks in at least Make Intelligence check to
3 languages decipher language
Planner — Make Intelligence check to grant
bonus to allies
Shattering blow — Ignore 2 points of hardness
Skill focus — +3 bonus to any one skill
Trapseeker — Make Search checks to find
well-concealed traps
Trapmaster Trapseeker Bonus on Engineer Device
checks; craft deadlier traps

Talents and Disciplines 123


Table 7–19: Commoner Talents spellcaster can’t use a metamagic talent to alter a spell he casts
Talent Prerequisite Benefit using a wand, scroll, or other magic item or device.
Alcohol tolerance — Bonus on Fortitude saves vs. Effects that reduce power point cost (such as an item with
inebriation a cost reduction focus effect) are always applied after the cost
Alertness — Add Intelligence bonus to Per- has been increased by any metamagic talents applied to the
ceive checks to avoid being surprised spell.
Grand effort — +2 bonus to Strength-based or A spellcaster must decide whether to enhance a spell with
Strength check a metamagic talent when he prepares the spell, not when he
Tremendous effort Grand effort +4 bonus to Strength-based or casts it.
Strength check
Intuition — Wisdom check to gain insight re- Language-Dependent Talents
garding current circumstances Talents involving speech or writing are effective only if
Load-bearer — +2 Strength for purpose of car- used upon a creature that can understand the character. Such
rying capacity talents usually require a Language check (see Language in
Improved +4 Strength for purpose of Chapter 8: Skills) to be made by one or more parties if those
load-bearer Load-bearer carrying capacity affected by them are not fluent in the speaker’s language.
Luck of faith — +1 bonus to all saving throws
Skill focus — +3 bonus to any one skill Acrobatic
Smash — +1 bonus on all melee damage Benefit: The character gains a bonus equal to her Strength
rolls modifier on all Agility checks and a bonus equal to her
Dexterity modifier on all Jump checks.
Talent Descriptions
This section gives full descriptions of all the profession
Acrobatic Charge
talents available to characters in the EQ II Role-Playing Game, Prerequisite: Acrobatic
listed in alphabetical order. Benefit: The character can make a charge attack even over
If there is no Prerequisites entry for a talent, then it has no terrain or surfaces that normally prevent charge attacks. She
prerequisites. Unless otherwise noted, a talent can be gained can also charge without moving in a straight line, so that she
only once. may turn corners or move around obstacles while charging.
Finally, she may incorporate any amount of jumping, balanc-
Metamagic Talents ing, or even climbing during her charge (although the GM
Metamagic talents are a special type of talent that allow a may require her to make Jump, Agility, or Climb checks as part
spellcaster to alter a spell in some way, generally enhancing of her movement, as appropriate).
some part of its effect. Doing so usually results in an increased
power point cost, which must be paid each time the specially
Alcohol Tolerance
prepared spell is cast. Metamagic talents are denoted in their Benefit: The character gains a bonus equal to 1/2 his
description by a parenthetical “metamagic” descriptor beside character level on all Fortitude saves made against the effects
the talent’s name. of alcohol consumption. (See the “Inebriation” sidebar.)
A spellcaster must apply the metamagic effect to the spell
when he prepares it, and this effect remains attached to the
Alertness
spell until the caster takes the time to prepare a new spell in Benefit: The character may add her Intelligence modifier
that slot (although it is possible to prepare different versions to all Perceive checks (in addition to the usual Wisdom
of the same spell in different slots, for instance once with a modifier).
metamagic effect and one without).
A spell may be prepared with multiple metamagic effects —
Ambush
even multiple applications of the same talent — but they must Prerequisite: Improved backstab
all be applied, and their full power point cost paid, each time the spell Benefit: As backstab, except the damage increases to +5d6
is cast as prepared. Thus, for example, a spell can be prepared from hiding, or +3d6 when flanking.
with the extend spell talent, extended 4 times (i.e., lasting 3
times the normal duration), for a total power cost modifier of Armored Casting
+200% (i.e., 3 times the base cost). Benefit: The character can cast spells while wearing armor
A “metamagicked” spell operates at its original order and and/or using a shield without suffering any spell failure chance.
caster level (except as modified by the talent applied), even
though it costs more power to cast. Saving throw modifiers for Artful Strike
the spell are not changed (unless stated otherwise in the talent Benefit: Whenever the character makes a successful attack
description). The modifications made by these talents apply roll when using a light weapon, she deals an additional +1d4
only to spells cast directly by the talent user: That is, a points of damage. When making an artful strike, a character
cannot attack with a weapon in her off-hand or use a shield.
Artful strike works only against living creatures with discern-

124 Chapter Seven


or suffering moderate or heavy encumbrance does not gain

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this benefit.
Inebriation
One of the mainstays of the EverQuest universe is the
Assassin’s Guile
ability of the characters to benefit in the short term from Prerequisite: Find weakness
strong drink. Inebriation is at best a mixed blessing — Benefit: Whenever the character gains a bonus against an
robust characters can hold their drinks effectively, mini- opponent as a result of the find weakness talent, that bonus
mizing their harmful effects, but those with lesser fortitude also applies to damage rolls against the same foe.
are merely addled, becoming progressively more useless
as they drink. Avoidance
In game terms, a character can consume a number of Benefit: Any time the character makes a Reflex saving
alcoholic beverages equal to his Constitution modifier, throw against an attack or effect that normally allows a Reflex
per hour, with no ill effects. For every drink beyond that save for half damage, she instead takes no damage. This talent
amount within the same hour, he must make a Fortitude cannot be used if the character is wearing medium or heavy
save, its DC determined by the relative potency of the armor or carrying a shield that imposes an encumbrance
drink consumed. penalty.
Alcohol Type Fortitude DC
Ale/Mead 12 Backstab
Brandy 14 Prerequisite: Improved sneak attack
Rum 15 Benefit: As sneak attack, except the damage increases to
Vodka 16 +3d6. In addition, the character deals +1d6 points of damage
Wine 13 with each successful melee attack against an opponent she is
Each failed Fortitude save indicates that the character currently flanking. (See Flanking in Chapter 12: Combat.)
suffers a –1 penalty on all rolls or checks that use This flanking damage does not stack with the sneak attack
Dexterity, Intelligence, or Wisdom as their key ability damage from surprise; that is, if a scout with the backstab
modifier. However, the character also gains a +1 meta- talent is both flanking a foe and attacking the same foe from
bolic bonus on all melee damage rolls, on Fortitude saves surprise, the backstab damage is +3d6, not +4d6.
and Constitution checks (except against subsequent
alcohol consumption), and on all Strength-based skill or Battle Cry
ability checks. Prerequisite: Call to arms
Note that the penalties associated with inebriation Benefit: Using this talent requires an attack action. All
stack, being untyped, although the bonuses have a type allies within 20 feet of the character gain 1 temporary point of
(metabolic), and thus do not stack. health per warrior level of the character shouting the battle
A character who succeeds at a Fortitude save against cry. This health bonus lasts a number of rounds equal to the
alcohol consumption gains all of the bonuses but none of warrior’s Charisma modifier (minimum 1 round). Health
the penalties described above. Whether good or ill, the gained from a battle cry overlaps but does not stack with that
effects of each drink last for a number of minutes equal from other uses of this talent, even if the second cry came from
to 20 – the character’s Constitution modifier before that another character.
individual drink’s effects end and no longer contribute to Each use of battle cry counts as a daily use of the call to arms
any cumulative penalty or metabolic bonus from in- talent. This talent is not a language-dependent ability.
ebriation.
The effects of consistent long-term alcohol consump- Battle Orders
tion are best left to each GM to determine for his or her Prerequisite: Call to arms
game, but may well include addiction and various game- Benefit: Using this talent requires an attack action. All
related penalties. allies within 30 feet of the character have their weapon delay
reduced by 1 for a number of rounds equal to the character’s
Charisma modifier (minimum 1 round).
Each use of battle orders counts as a daily use of the call to
ible anatomies — creatures immune to critical hits are not arms talent. This talent is a language-dependent ability.
vulnerable to artful strikes, and any item or ability that
protects a creature from critical hits also protects it equally Berserk
from an artful strike. Prerequisite: Diehard
Assassin’s Grace Benefit: As a free action, the character can fly into a berserk
rage a number of times per day equal to one-third his warrior
Prerequisite: Favored enemy level (minimum 1/day), but never more than once per en-
Benefit: Whenever the character is fighting a favored counter. While berserk, a warrior temporarily gains a +4
enemy, he gains a dodge bonus to defense equal to his bonus to Strength, a +4 bonus to Constitution, and a +2
Intelligence modifier. A character in medium or heavy armor

Talents and Disciplines 125


morale bonus on Will saves, but he suffers a –2 penalty to Berserker’s Endurance
defense. The extra health gained from his increased Constitu- Prerequisite: Berserk
tion score goes away at the end of the berserk, when his
Constitution score drops back to normal. (This extra health Benefit: The berserker does not die until he reaches a
is not lost first, the way temporary health is.) negative health total equal to twice his Constitution score.
For example, a character with a 15 Constitution normally dies
While berserk, a warrior cannot use any Dexterity-, Intel- upon reaching –15 health; a berserker with this talent does
ligence-, or Charisma-based skills except for Agility, Bluff not die until reaching –30 health. If the same berserker were
(which can be used only to intimidate), and Handle Animal currently in a berserk rage (thus temporarily increasing his
(which can be used only for riding); he cannot use the Constitution to 19), he would not die until reaching –38
Channeling skill or any ability that requires patience or health.
concentration, nor can he cast spells or activate magic items
that require a command word, a spell trigger, or spell comple- Berserker’s Will
tion to function (see Activating Magic Items in EQ II Spell
Prerequisite: Berserker’s endurance
Guide). He can use any feat except Parry; any talent except
those of the intervene line; and any combat option or maneu- Benefit: The berserker may ignore the staggered and disabled
ver except fighting defensively. conditions. In conjunction with the diehard and berserker’s
endurance talents, this ability effectively grants the berserker
A berserk rage lasts for a number of rounds equal to 3 + the
the ability to function normally right up to the point at which
warrior’s (improved) Constitution modifier. A warrior may
he dies from excessive damage (i.e., at a negative health total
prematurely end his berserk at will. Regardless, once the
equal to twice his Constitution score due to the berserker’s
berserk period ends he becomes fatigued for the remainder of
endurance talent).
the current encounter (unless he has the tireless talent).

126 Chapter Seven


Bravery a creature must be unaware of the assassin’s location (whether

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Benefit: The character gains a +4 morale bonus on all saves through invisibility, a successful Sneak check, etc.). If an
or checks against fear. attack roll succeeds against any opponent, that creature is
affected as if it had stepped on a caltrop (see Chapter 10:
Bruising Guard Equipment).
Prerequisite: Improved smash The assassin must have a bag of caltrops on his person to use
this talent (the bag is used up with the caltrop trick attack).
Benefit: Whenever an opponent attacks her in melee, the
character may take a –4 penalty to defense as a free reaction. Camouflage
If she does so and the opponent’s attack hits, he deals only half
damage (as always, round down); further, the character also Benefit: Using this talent requires a readied action (see
rolls damage as if she had hit with an unarmed attack and deals Readying Actions in Chapter 12: Combat), the trigger for
half of the result to her opponent and the remainder to herself. which is a Sneak check made by a specified ally within 5 feet
(If the character’s damage result is an odd number, round of the character. As the ally sneaks, the character stays within
down to determine the damage to the opponent, and the 5 feet of him, assisting him in staying hidden and silent (this
character takes the full remainder.) Damage reduction applies is a unique circumstance under which two characters may
normally in each case. If the opponent’s attack misses, no move at precisely the same time).
damage is dealt. For the remainder of the round and for as long as both the
For example, Benita is a bruiser with the bruising guard character and her ally do nothing but sneak along each round
talent. When Gourdash the warrior attacks her, she opts to use and take no other actions, the ally gains a bonus equal to the
her bruising guard, taking a –4 penalty to her defense, and assisting character’s base Reflex save bonus on all Sneak
Gourdash hits successfully for 2d6+8 points of damage (he checks. The character makes Sneak checks as normal, but if
gets a result of 17). Because of the bruising guard, though, this the ally fails his Sneak check during any round, the character
damage is halved, so Gourdash deals only 8 points of damage suffers a penalty equal to the bonus she granted the ally against
to Benita. Now Benita also rolls damage, for a result of 13 any opponents who noticed the ally that round.
points — so she deals 6 points to Gourdash and 7 points to For example, if Anya (Sct 5/Rog 3, base Ref save bonus +5)
herself. uses this ability to assist an ally, that ally gains a +5 bonus on
Finally, Benita applies her DR 3/– to both damage totals she all Sneak checks. If the ally fails an opposed Sneak check
took this round, reducing Gourdash’s 8 points to just 5 and her against any opponent while this talent is in effect, then Anya’s
own 7 (from the bruising guard) points to 4, for a total of 9 Sneak check result suffers a –5 penalty that round against that
points of damage. (If Gourdash has DR, he can also apply it to opponent.
the 6 points of damage from Benita’s bruising guard.) See the Sneak skill in Chapter 8 for more details on
sneaking.
Burst of Speed
Celestial Healer
Benefit: As a full-round action, the character may move up
to 6x her current speed (instead of 4x) as part of a run action. Benefit: The character can cast any spell with the healing
Burst of speed can be used for a number of rounds each day descriptor for 10% fewer power points.
equal to the character’s Constitution modifier (minimum 1
round). This talent cannot be used if the character is wearing Charm
heavy armor or is heavily encumbered. Benefit: The character’s player chooses one gender (either
Special: If she also has the Run feat, the character may male or female). Whenever the character makes a Charisma-
move 7x her current speed when she uses this talent. based check to influence any humanoid of the chosen gender,
she receives a competence bonus equal to her rogue level.
Call to Arms Charm can’t be used against humanoids that are already
Benefit: Using this talent requires an attack action. All unfriendly or hostile.
allies within 30 feet of the character gain a +1 morale bonus Special: The character can gain this talent more than once.
to attack rolls for a number of rounds equal to the character’s Each time, it applies to a new gender. (Hence, in practice, it
Charisma modifier (minimum 1 round). can be taken only twice.)
Call to arms may be used a number of times per day equal to
1 + one-third the character’s fighter levels. (For this purpose, Circle Kick
treat any advanced class levels as fighter levels.) Prerequisite: Spin kick
This talent is a language-dependent ability. Benefit: Whenever the character makes a successful spin
kick attack as part of a full-attack action, she may make
Caltrop Trick another spin kick attack (using the same modifiers) against
Prerequisite: Ambush any other opponent currently within her reach.
Benefit: Using this talent requires a full-attack action. The This talent may not be used in conjunction with the foot
assassin may make a ranged attack roll with a caltrop against sweep or tail rake talents.
every opponent within 10 feet. To be targeted by this attack,

Talents and Disciplines 127


Circling Guard
Prerequisite: Tactical counter
Benefit: The character may use the tac-
tical counter talent any number of times
per round. Each use of tactical counter still
counts as a daily use of the intervene talent.

Cool Nerves
Benefit: The character’s player chooses a
number of skills equal to 3 + the character’s
Intelligence modifier. (The character must
have at least 1 rank in a skill to choose it.)
From now on, when making a check with
one of these skills, she can take 10 even if
distracted or in danger (see Checks With-
out Rolls in Chapter 8: Skills).

Crippling Blow
Prerequisite: Greater smash
Benefit: If the character hits with a melee
attack, he may forgo his +3 bonus to damage
from the greater smash talent and instead
cause the target to suffer a –1 penalty to
defense (to a maximum of –4 with multiple crippling blows) and Defensive Roll
a +1 penalty to weapon delay (to a maximum of delay 7). Prerequisite: Improved uncanny dodge
The effects of a crippling blow can be negated by any Benefit: The character can roll with the blow whenever
application of healing magic or with a successful DC 15 Heal any successful attack with a weapon (ranged or melee, natural
(treat injury) check, but in the case of multiple crippling or manufactured) would reduce her health to 0 or less: The
blows, each blow must be treated individually. character makes a Reflex save against a DC equal to the
damage that would be dealt by the blow. If she succeeds, she
Crippling Strike takes only half damage from that attack. The character must
Prerequisite: Improved sneak attack be able to react to the attack to execute a defensive roll — if
Benefit: If the character hits successfully with a sneak she is immobilized, for instance, she can’t use this talent.
attack (or any other talent of the sneak attack line), he may This talent can be used a number of times per day equal to
forgo +1d6 of his sneak attack damage and instead cause the the character’s Dexterity modifier (minimum 1/day).
target to suffer a –1 penalty to attack and damage rolls (to a Special: Since a weapon attack would not normally allow
maximum of –4 with multiple crippling strikes). the character to make a Reflex save for half damage, the
The effects of a crippling strike can be negated by any avoidance talent doesn’t apply to any use of a defensive roll.
application of healing magic or with a successful DC 15 Heal
(treat injury) check, but in the case of multiple crippling Devil’s Own Luck
strikes, each strike must be treated individually. Benefit: Using this talent is a free reaction. A number of
times per day equal to the character’s Charisma modifier
Damage Reduction (minimum 1/day), he can apply a luck bonus equal to 1 +
Benefit: The character gains DR 1/–. (See Damage Reduc- 1/2 his brigand level to any defense roll, saving throw, or skill
tion in Chapter 12: Combat for details concerning the stacking check. The use of this ability must be declared before the roll
of damage reduction types.) to be affected is made.

Defend Diehard
Prerequisite: Intervene Benefit: The character automatically becomes stabilized as
Benefit: Using this talent requires a move action. The soon as she would otherwise be dying. (She need not make a
character may choose any ally within his natural reach. Until Constitution check to stabilize.) Further, she may always
the character’s next turn, the chosen ally may use the character’s choose to act as if she were disabled when she becomes
current defense bonus as if it were her own. However, during stabilized. The decision to act as if disabled must be made as
this time, because the defending character is focused on soon as the character is stabilized (even if it isn’t actually her
protecting someone else, his own defense bonus is reduced by turn). If she does not choose to act as if she were disabled, she
half (but note that he is not considered flat-footed). immediately falls unconscious.
Using defend counts as a daily use of the intervene talent.

128 Chapter Seven


See the Glossary for descriptions of the dying, stabilized, Dragon Stance

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and disabled conditions. Prerequisite: Mighty charge
Special: A character reduced to an amount of health equal Benefit: The character gains a +1 bonus to his attack roll
to her negative Constitution score dies at once. and +2 to his damage roll whenever he attacks after having
Dirty Blow moved in the same round. (A 5-foot step does not count as
moving for this purpose.) This benefit stacks with that from
Prerequisite: Dirty tricks the mighty charge talent if the character’s movement is part
Benefit: This talent must be used as an attack action (it cannot be of a charge.
used with an iterative attack), and the character must declare that he
will use this ability before making his melee attack roll. If the dirty Dual Wield
blow is successful, it deals only half damage, but the opponent must Benefit: The character may wield a 1-handed (or light)
make a Will save (DC 10 + 1/2 the character’s scout level + the melee weapon in each hand. He must declare one weapon to
character’s Dexterity modifier) or suffer a penalty equal to the be his primary weapon and the other his off-hand weapon.
brigand’s current Strength modifier on all attack rolls and to weapon When taking either an attack or full-attack action, the
delay. This penalty lasts for 1 full round. character gains one additional attack with his off-hand weapon.
Dirty Tricks (This is the unique circumstance under which a character may
make more than one attack during an attack action.) The
Benefit: Using this talent requires an attack action. The bonus for this attack is calculated normally using the character’s
opponent must make a Will save (DC 10 + 1/2 the character’s BAB and all other appropriate modifiers, independent of the
level + the character’s Dexterity modifier) or suffer a penalty primary weapon, but the off-hand attack suffers a flat –5
to defense equal to the scout’s current Dexterity modifier. penalty.
This penalty lasts for 1 full round.
Off-hand weapon attacks deal normal damage for the weapon
Disappear plus 1/2 the character’s Strength modifier.
Special: A character may take only one additional off-hand
Prerequisite: Shadow walker
attack per round using this talent, even if he gains extra attack
Benefit: The character can use the Sneak skill without actions from a haste effect or some other source.
penalty even while being observed, as long as he ends his
Normal: A character may not attack with two weapons in
movement in an area that provides cover or concealment
the same round.
(such as a tree or a patch of shadows).

Disarming Shot Empathy


Benefit: The character gains a bonus equal to her Wisdom
Prerequisite: Sharp-shooter
modifier on all Handle Animal and Persuade checks. She also
Benefit: The ranger can make disarm attempts with ranged gains a bonus equal to her Charisma modifier on all Sense
attacks (see Disarm in Chapter 12: Combat). Projectiles such Motive checks.
as arrows are considered light weapons for this purpose.
Enlarge Spell (Metamagic)
Distract
Benefit: An enlarged spell has its range doubled but costs
Prerequisite: Goad 50% more power than normal to cast; thus, an enlarged
Benefit: Using this talent requires an attack action. The casting of a spell that normally costs 6 power points instead
opponent must have an Intelligence score of 3 or higher to be costs 9. Spells that have no range or whose ranges are not
susceptible, and must also be within 30 feet of the character defined by distance are not altered by this talent.
and able to see and hear her clearly. As well, there must be a
“third party” within 30 feet of both the character and the Evade
target — this third party must be a creature or character that Benefit: Using this talent requires an attack action. The
the target might normally consider an enemy. opponent must have an Intelligence score of 3 or higher to be
To use distract, the character must make a Persuade check susceptible; he must also be within 30 feet of the character and
opposed to the target’s Will saving throw. If the check is able to see and hear the character clearly (generally, if a
successful, the target acts as if it were taunted by the third party Perceive check is required, the target cannot see the character
(see the taunt talent elsewhere in this chapter). clearly).
Distract is a mind-influencing, language-dependent ability. To use evade, the character must make a Persuade check
opposed to the target’s Will saving throw. If the check is
Divine Capacity successful, the target is dazzled for a number of rounds equal to
Benefit: The priest gains one additional spell preparation the character’s Charisma modifier (minimum 1 round).
slot, allowing her to have one more spell prepared at any time. Evade is a mind-influencing, language-dependent ability.
Special: This talent may be taken more than once; how-
ever, no divine spellcaster can have a number of preparation
slots greater than 8 + her Wisdom modifier (minimum 8).

Talents and Disciplines 129


Expand Spell adventure) should always be unavailable. The GM should
Benefit: An expanded spell whose area or effect is not carefully monitor a PC’s use of favors to ensure that this ability
determined by its range has one dimension of its area in- doesn’t get abused; a favor should never replace good role-
creased by 50%. The expanded spell costs 100% more power playing or accomplish something that is covered by the use of
than normal to cast, so an expanded casting of a spell that other skills. The GM may disallow any favor deemed to be
normally costs 20 power points instead costs 40. disruptive to the game and/or the enjoyment of the group.

Extend Spell (Metamagic) Favored Enemy


Benefit: An extended spell has its duration increased by Benefit: The player chooses one type of creature from
50%. Spells with a duration of concentration, instantaneous, among those on the chart below. His character deals an
or permanent are not affected by this talent. The extended additional +1d6 damage and gains a +2 bonus on all Bluff,
spell costs 50% more power than normal to cast, so an Perceive, Sense Motive, and Survival checks when affecting
extended casting of a spell that normally costs 50 power points or opposing creatures of this type.
instead costs 75. Creature Type (Subtype)
Aberration
Eye Gouge Animal
Prerequisite: Dirty tricks Construct
Dragon
Benefit: The character may make any attack (whether an
attack action or part of a full-attack action) into an eye gouge. Elemental
He must declare that he will use this ability before rolling his Fae
attack, and suffers a –4 penalty on the eye gouge attack roll. If Humanoid (aquatic)
the attack is successful, it deals normal damage and the Humanoid (big folk)
opponent must make a Fortitude save (DC 10 + the character’s Humanoid (elf)
bruiser level + the bruiser’s Strength modifier) or suffer a Humanoid (goblin/orc)
penalty to all attack rolls equal to the brigand’s current Humanoid (human)
Wisdom modifier. This penalty lasts for 1 full round. Humanoid (wee folk)
Magical beast
Fast Climber Monstrous humanoid (aberrant)
Benefit: The character may make Climb checks to climb at Monstrous humanoid (aquatic)
full speed without suffering the usual –5 penalty, and need Monstrous humanoid (mammalian)
only make one Climb check for the round when doing so as a Monstrous humanoid (reptilian)
full-move action. Further, by taking a –5 penalty to his Climb Ooze
check as part of a full-move action, the character can climb Outsider (chaotic)
with the aid of ropes or similar assistance at three times his Outsider (elemental)*
base speed. Outsider (evil)
Outsider (good)
Fast-Talker Outsider (lawful)
Benefit: The character may use his Intelligence modifier Plant
rather than Charisma for all Bluff and Persuade checks. Undead
Vermin
Favor * This category includes any outsider that has an elemental subtype
Benefit: The character can scrounge up aid or gain impor- (air, earth, fire, or water).
tant information without going through the time and trouble
normally associated with the task at hand. This talent can also If the character chooses humanoids, monstrous humanoids,
be used to acquire the loan of equipment or materials, or to or outsiders as a favored enemy, he must also choose an
receive other assistance in the course of an adventure. associated subtype, as indicated on the list above.
To use this talent, the character makes a “favor check” (a Special: A predator can gain this talent multiple times.
character level check, modified by her Charisma bonus, if Each time, it applies to a new type of creature, or else it
any). The GM sets the DC, with a DC of 10 for a simple, easily increases the damage and skill bonus against an existing
granted favor and as high as 30 or more for dangerous, illicit, favored enemy by +1d6 and +2, respectively.
costly, or illegal favors. The character can’t take 10 or 20 on
this check, nor can she retry a favor check for the same result. Favored Terrain
This talent can be used a number of times each week equal Benefit: The player chooses one type of terrain (and cli-
to the aristocrat’s Charisma modifier (minimum 1/week). mate) from among those on the list below — for instance, one
Special: Favors should help to advance the plot of an might choose “forest (warm)” to represent a jungle environ-
adventure — for instance, a favor that would enable a PC to ment. The character gains a +2 bonus on all Agility, Climb,
avoid an adventure altogether (or an important part of an Perceive, Search, Sneak, Survival, and Swim checks made in

130 Chapter Seven


the chosen terrain; on all Handle Animal checks involving ter, it immediately stops perceiving him and subsequently

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animals native to that terrain; and on all Knowledge checks “forgets” about him for the duration of the feigned death.
relating to or involving the chosen terrain. Creatures that have witnessed the character use this ability
Terrain Type at least once before (or, at the GM’s discretion, if they have
Aquatic (cold or warm) good second-hand information about it) receive a +10 bonus
Desert (cold or warm) on the Will save to notice the feigned death. A creature that
Forest (cold or warm) succeeds at the Will save to notice a character feigning death
Hill (cold or warm) can attempt to point that fact out to a second creature that has
Marsh (cold or warm) failed its save. The second creature may then make another
Mountain (cold or warm) Will saving throw with a +10 bonus each subsequent round.
Plain (cold or warm) The character can remain in the feign death state for up to
Subterranean (cold or warm) 5 minutes per brawler level. He may choose to end the trance
Urban (cold or warm) at any time before the duration has elapsed, but coming out of
Regardless of the climate chosen (warm or cold), the the trance is always a full-round action, during which time
character’s bonus also applies in temperate climes for the creatures can perceive the character normally. The character
given terrain type. is not considered helpless during this wakening round, though
Special: A character can gain this talent multiple times. he is treated as being staggered.
Each time, it applies to a new terrain type or increases the When the feign death ends (either by choice or after the
bonus for an existing favored terrain by +2. maximum duration has expired), those creatures that previ-
ously failed their saving throws to notice the character may
Fearsome Reputation make a second Will save with a +5 bonus (DC as above).
Benefit: The character gains a circumstance bonus equal to Success on this save allows a creature to recall the character
his brigand level on all Bluff checks (except when feinting) and any actions he might have taken.
and all Persuade checks (except when begging). This bonus A character may feign death a number of times per day equal
applies only if the character is not currently in disguise and if to one-quarter his brawler level.
the person with whom he is interacting might reasonably
know of his reputation. Find Weakness
Prerequisite: Gauge foe
Feign Death Benefit: Using this talent requires a full-round action, and
Prerequisite: Tremendous effort the character must be able to see and hear the target clearly
Benefit: Using this talent requires an attack action. The (generally, if a Perceive check is required, he cannot see the
character can slow his bodily processes to a virtual standstill target clearly). The character makes a “find weakness” roll
and mask his psychic presence, falling prone and seemingly (1d20 + the character’s BAB + his Intelligence modifier)
dead. While in this transcendental state, the character can opposed by the target’s roll (1d20 + the target’s BAB + her
hear events taking place around him, but he has no sense of Wisdom modifier). The character can’t take 10 or 20 when
sight, taste, touch, or smell. The character need not eat, sleep, making this check.
drink, or breathe while in this state, but he cannot move. If the find weakness check is successful, the character gains
While in the trance, the character is considered helpless (see a competence bonus, as shown on the chart below, to all
Glossary), although he is not subject to coup de grace attacks attack or defense rolls (player’s choice) against that opponent
(see Attacks Against Helpless Targets in Chapter 12: Com- for the remainder of the encounter.
bat) since the trance has slowed his vital processes virtually to Check Succeeds by… Competence Bonus
nil; in fact, the character takes only half damage from any 0 or less +0
successful weapon attack on his comatose body. He also gains 1–5 +1
a +4 bonus on all Fortitude saves while feigning death. 6–10 +2
Interestingly, while the character is in the feign death state, 11 or more +3
his very existence becomes difficult for observers to note. Any
creature that would normally perceive a character using feign Flamboyant Approach
death, including even his own allies, must make a Will save Prerequisite: Roguish cunning
(DC 10 + the character’s brawler level + his Wis modifier). If Benefit: Whenever the character makes a successful attack
the save is successful, the creature notices the character roll using a light weapon, she may deal an additional +3d4
collapse and may act accordingly, but without good reason to points of damage (this does not stack with the additional
think otherwise is still likely to be convinced that the charac- damage from artful strike or roguish cunning). If she uses this
ter is dead upon even the closest observation. ability, however, she automatically makes a taunt check (as
On a failed save, a perceiving creature “loses track” of the the taunt talent, but using a character level check rather than
character and may not take any actions pertaining to him a fighter level check) against all opponents within 30 feet.
until the end of the feign death trance. Even if a creature fails This form of taunt is not a language-dependent ability.
the save while fighting with or looking directly at the charac- Otherwise, this talent is similar to artful strike.

Talents and Disciplines 131


Flurry able to see and hear her clearly (generally, if a Perceive check
Prerequisite: Martial focus is required, he cannot see her clearly).
Benefit: Using this talent requires an attack action, and To use goad, the character must make a Persuade check
reduces the character’s weapon delay by 1 for a number of opposed to the target’s Will saving throw. If the check is
rounds equal to the his Constitution modifier (minimum 1 successful, the target is effectively dazed for 1 round.
round). Flurry may be used a number of times per day equal to Goad is a mind-influencing, language-dependent ability.
the character’s brawler level.
Grand Effort
Flying Kick Benefit: Using this talent requires a full-round action. The
Prerequisite: Mighty charge effort must be related to either a Strength check or a Strength-
Benefit: The character can launch a spectacular flying kick based skill check, and the character must decide to use this
whenever he makes a charge attack. Normal mighty charge talent before making the roll. The character gains a +2 bonus
modifiers (+4 bonus to attack) apply. The flying kick, if on the Strength check.
successful, deals damage equal to 10d6 + twice the character’s Greater Damage Reduction
Strength modifier. Further, the character may also make a bull
rush attempt (see Bull Rush in Chapter 12: Combat) against Prerequisite: Improved damage reduction
the target as a free action with a +4 circumstance bonus on the Benefit: The character gains DR 1/–. See Damage Reduc-
bull rush check; this special bull rush does not provoke a free tion in Chapter 12: Combat for details concerning the stacking
attack from the target. of damage reduction types.

Focused Strike Greater Dual Wield


Benefit: The character’s base unarmed damage doubles Prerequisites: Improved dual wield
(1d4 becomes 2d4, 1d6 becomes 2d6, etc.). Benefit: The character can make a third off-hand attack
whenever she is fighting with two weapons as part of a full-
Foot Sweep attack action. This attack suffers a further penalty equal to the
Prerequisite: Spin kick off-hand weapon’s delay in addition to those penalties applied
Benefit: The character may make a powerful additional to the character’s second off-hand attack (from the improved
unarmed attack in place of a spin kick. During any full-attack dual wield talent).
action while using a hand-to-hand weapon or while fighting Thus, for example, a warrior with greater dual wield who is
unarmed, he may deliver an additional foot sweep attack using wielding a normal dagger (delay 4) in her off-hand would
his highest unarmed attack bonus; unlike the spin kick, there make primary hand attacks normally, plus three additional
is no attack penalty to the foot sweep or to the character’s off-hand attacks with penalties of –5, –9, and –13 respectively.
other attacks made the same round. This talent does not allow a character to make a second or
The foot sweep deals 1d8 points of damage for a Small third off-hand attack during a normal attack action.
character, 1d10 points for Medium, or 1d12 for Large. The Special: If the character uses a 1-handed weapon that is not
foot sweep is also treated as a trip attack (see Trip in Chapter light in her off-hand, that weapon’s delay is increased by 1 for
12: Combat) that does not allow the opponent to make a free the purpose of determining additional off-hand attacks.
trip attempt in response if the trip attempt fails.
A foot sweep cannot be used in the same round as a spin Greater Fury
kick. Prerequisites: Tireless
Benefit: When the berserker enters a berserk rage, his
Gauge Foe bonuses to Strength and Constitution both increase to +8,
Benefit: Using this talent requires a full-round action, and and his morale bonus to Will saves increases to +4. The
the character must be able to see and hear the target clearly penalty to defense while berserk remains –2.
(generally, if a Perceive check is required, he cannot see the
target clearly). The GM makes an Intelligence check (DC = Greater Shattering Blow
the target’s total HD) on behalf of the character. If this check Prerequisite: Improved shattering blow
succeeds, the GM tells the character’s player the total number Benefit: The character may ignore 6 points of hardness
of HD possessed by the target creature. when rolling damage against an inanimate object.
Goad Greater Smash
Prerequisite: Evade Prerequisite: Improved smash
Benefit: Using this talent requires an attack action. The Benefit: The character gains a +3 bonus on all melee
opponent must have an Intelligence score of 3 or higher to be damage rolls. This benefit does not stack with those gained
susceptible; he must also be within 30 feet of the character and from smash and improved smash.

132 Chapter Seven


Guardian’s Bulwark

Contents
Prerequisite: Tactical counter
Benefit: If the character is using a
light or heavy shield (not a buckler
or a tower shield), he may use the
defend talent once per round as a free
action. This does not count as a daily
use of the intervene talent.

Hamstring
Prerequisite: Roguish cunning
Benefit: If the character hits suc-
cessfully with an attack that deals
additional damage due to roguish
cunning (or any talent of the sneak
attack line), she may forgo one die of
that additional damage (but no more)
and cause the target to suffer a reduc-
tion of one-half his base speed. (The
effects of multiple hamstring attacks
do not stack.)
The speed reduction from a ham-
string attack can be negated by any
application of magical healing or with
a successful DC 15 Heal (treat in-
jury) check.

Harm Resistance
Guardian Aura Benefit: The character may select any one harm resistance
Prerequisite: Taunt descriptor (acid, cold, disease, divine, electricity, heat, magic,
Benefit: At will, the character may use his taunt talent as mental, poison, or sonic). Against attacks or effects with that
a free action against each opponent within his natural reach. type, he gains a bonus of resistance (5).
Doing so does not count toward the guardian’s usual maxi-
mum number of free actions per round. However, he must Healing Touch
make a guardian level check to taunt, rather than a fighter Benefit: Whenever the character makes a successful Heal
level check, when using this talent. If any opponent succeeds check to bind wounds, she restores an additional amount of
at her Sense Motive check, she is immune to the character’s health equal to her base Will save bonus. Further, she may
guardian aura for 24 hours (though she can still be taunted restore creatures to 80% health using the Heal skill, as
normally by him). opposed to the usual limit of 60%.
Guardian aura is not a language-dependent ability.
Hidden Assault
Guardian Sight Prerequisite: Backstab
Benefit: Any time an invisible (or similarly hidden) crea- Benefit: If the character successfully hits an opponent who
ture approaches to within 30 feet of the guardian, he may is unaware of her for sneak attack damage with a melee attack,
automatically make a DC 20 Will save to notice the creature. she may immediately make a Sneak check with a –10 penalty
(See Concealment and also Invisibility in Chapter 12: Com- to hide from her opponent as if she had just made a Bluff check.
bat.) If the save succeeds, the guardian does not gain the She must still be able to get to a hiding place to use this ability,
ability to actually see the invisible creature, but he may as explained in the Sneak skill (see Chapter 8: Skills.)
automatically pinpoint its position without having to make
any Perceive checks as long as it remains within 30 feet (he Hidden Fire
still suffers a 50% miss chance when attacking it). Prerequisite: Backstab
If the creature moves beyond 30 feet and then returns Benefit: The character suffers only a –10 penalty (rather
within 1 minute, the guardian need not make a new saving than the usual –20) when making a Sneak check to snipe an
throw to notice it. If more than 1 minute passes before it opponent. (See Sneak in Chapter 8: Skills.)
returns, he must roll again.

Talents and Disciplines 133


Hunter’s Grace Benefit: The character can make an additional off-hand
Benefit: The character suffers no penalty for moving at up attack whenever he is fighting with two weapons during a full-
to her normal speed while using the Sneak skill, and suffers attack action. This attack suffers a further penalty equal to the
only a –10 penalty to Sneak while running or charging. (See off-hand weapon’s delay, in addition to the –5 penalty for the
Sneak in Chapter 8: Skills.) This talent cannot be used by a character’s first off-hand attack (from the dual wield talent).
character wearing medium or heavy armor. Thus, for example, a character with improved dual wield
and wielding a normal dagger (delay 4) in his off-hand would
Ignore Pain make primary hand attacks normally, plus two additional off-
Prerequisite: Natural mending hand attacks with penalties of –5 and –9 respectively.
Benefit: Using this talent requires an attack action. The This talent does not allow a character to make a second off-
character may heal herself for an amount of health each day hand attack during a normal attack action.
equal to twice her Constitution modifier x her brawler level. Special: If the character uses a 1-handed weapon that is not
For example, a Ftr 6/Brw 5/Bru 7 (effectively having 12 light in her off-hand, that weapon’s delay is increased by 1 for
brawler levels) with a 15 Constitution (+2 bonus) could mend the purpose of determining additional off-hand attacks.
up to 2 x 2 x 12 = 48 points of damage to herself per day. The
character can divide this mending up into several uses, as long Improved Fury
as she does not exceed her total mending allowed per day. Benefit: When the berserker enters a berserk rage, his
bonuses to Strength and Constitution both increase to +6,
Improved Ambush and his morale bonus to Will saves increases to +3. The
Prerequisite: Ambush penalty to defense while berserk remains –2.
Benefit: As backstab, except the damage increases to +6d6 Improved Harm Resistance
from hiding, or +4d6 when flanking.
Prerequisite: Harm resistance
Improved Avoidance Benefit: The character may select any one harm resistance
Prerequisite: Avoidance type for which he already has the harm resistance talent. He
Benefit: Even if the character fails her saving throw against gains a bonus of resistance (10) to that resistance type. This
an attack or effect that normally deals half damage on a bonus stacks with that from the harm resistance talent.
successful Reflex save, she still takes only half damage. (This Improved Load-Bearer
talent works in coordination with the avoidance talent — if
the character makes her save, she takes no damage, and if she Prerequisite: Load-bearer
fails she takes half.) Benefit: The character gains a +4 bonus to Strength, but
This talent cannot be used if the character is currently only for the purpose of determining the amount he can carry.
suffering any encumbrance penalty. This bonus does not stack with that gained from the load-
bearer talent.
Improved Backstab
Improved Shattering Blow
Prerequisite: Backstab
Benefit: As backstab, except the damage increases to +4d6 Prerequisite: Shattering blow
from hiding, or +2d6 when flanking. Benefit: The character may ignore 4 points of hardness
when rolling damage against an inanimate object.
Improved Burst of Speed
Improved Smash
Prerequisite: Burst of speed
Benefit: When using the burst of speed talent, the character Prerequisite: Smash
may move up to 8x her current speed (instead of 4x) as part of Benefit: The character gains a +2 bonus on all melee
a run action. This talent cannot be used if the character is damage rolls. This benefit does not stack with that gained
wearing heavy armor or is heavily encumbered. from smash.
Special: If she also has the Run feat, the character may Improved Sneak Attack
move 9x her current speed when she uses this talent.
Prerequisite: Sneak attack
Improved Damage Reduction Benefit: As sneak attack, except the additional damage
Prerequisite: Damage reduction increases to +2d6.
Benefit: The character gains DR 1/–. See Damage Reduc- Improved Uncanny Dodge
tion in Chapter 12: Combat for details concerning the stacking
of damage reduction types. Prerequisite: Uncanny dodge
Benefit: The character can no longer be flanked. He also
Improved Dual Wield gains a bonus on all defense rolls against attacks made by traps
Prerequisites: Dual wield and on Reflex saves against traps; this bonus is equal to one-
third the character’s level.

134 Chapter Seven


Contents
Inspire natural weapon, but not a spell or some other magical attack)
that targets an ally, so that he takes the blow upon himself.
Benefit: Using this talent requires 1 full round, during Whenever any creature within the character’s natural reach
which time any ally who wishes to benefit from this talent is targeted by an attack, he may choose to switch places with
must take no other action but to pay attention to the character’s her as a free action (if counters or miniatures are being used,
inspiring rhetoric. At the beginning of the character’s next their positions literally trade places on the table). The attack
turn, she must make a Perform (oratory) check (DC 10, +2 for is then resolved normally as if the intervening character had
each previous use of this talent within the past 24 hours). been its intended target.
If the Perform check succeeds, each ally who listened gains Intervene can be used a number of times each day equal to
a morale bonus equal to 1/2 the character’s Charisma modifier 1 + one-third the character’s fighter levels (minimum 1/day).
on all saving throws, attack rolls, or damage rolls (inspiring
character’s choice). This benefit lasts for a number of rounds Intuition
equal to 1/2 the character’s level.
Benefit: The character has an intuitive ability to sense
This talent is a language-dependent ability. A character trouble in the air by making a DC 15 Will saving throw. On
can’t inspire herself. a successful save, the character gets an accurate hunch regard-
ing her current location or situation (i.e., that everything is
Instinctive Reaction alright, or perhaps a “bad feeling”, etc., based on the GM’s best
Benefit: The character gains a bonus on all initiative rolls guess relating to the current circumstances). Under certain
equal to her Wisdom modifier. (This benefit stacks with that circumstances, the GM may alter the DC of the Will save
from the Improved Initiative feat.) required to gain such a hunch.
Intuition may be used a number of times per day equal to
Intervene one-third the levels (minimum 1/day).
Benefit: Up to once per round, the character may choose to
step in front of a melee or ranged attack (from a weapon or

Talents and Disciplines 135


Iron Skin a –3 competence penalty to defense; if he gives up only 1 point
Prerequisite: Improved harm resistance of damage, he inflicts only a –1 penalty.
Benefit: The character gains a bonus of harm resistance (5) The maim penalty lasts 24 hours, or it can be negated by any
against all harm types. These bonuses stack with those from application of magical healing or with a successful DC 15 Heal
the harm resistance and improved harm resistance talents. (treat injury) check.

Leg Shot Martial Focus


Prerequisite: Sharp-shooter Benefit: Using this talent requires a full-round action.
Thereafter, the character deals an additional +1d8 points of
Benefit: Using this talent requires a full-round action. The damage with each successful melee attack for a number of
character makes a single ranged attack against an opponent; rounds equal to his Constitution modifier (minimum 1 round).
if successful, the attack deals normal damage and also reduces
the target’s speed by half. (The effects of multiple leg shot Martial focus may be used a number of times per day equal
attacks do not stack.) to 1 + one-third the character’s brawler level.
The speed reduction from a leg shot can be negated by any Martial Stance
application of magical healing or with a successful DC 15 Heal
Prerequisite: Martial Focus
(treat injury) check.
Benefit: The character deals an additional +1d4 points of
Linguist damage with all melee attacks made as part of a full-attack
Prerequisite: At least 4 ranks in Language for each of 3 action.
tongues Master of Disguise
Benefit: Whenever the character encounters a new lan-
Benefit: The character gains a competence bonus equal to
guage that he does not know, he can make an Intelligence
1/2 his rogue level on all Disguise and Perform (acting)
check to determine if he can understand it. The DC for the
checks.
check depends on the situation, as shown below:
Situation Check DC Measured Assault
If the language is related to or descended from one
already known by the character (e.g. Elder Elvish and Prerequisite: Find weakness
Thexian) 15 Benefit: The character gains a +1 morale bonus to attack
If the language is unrelated to any already known by the rolls against any opponent who was once the target of a
character (e.g. Elvish and Trollic) 20 successful find weakness check made by the character.
If the language is unique or ancient (e.g. Combine or
Elder Dragon) 25 or more Medic
With this talent, a character can gather enough from a Benefit: The character gains a bonus on all Heal checks
conversation or a document to ascertain its basic meaning, but equal to his base Will save bonus. In addition, he may restore
this does not at all simulate actually being able to converse or creatures to 70% health using the Heal skill, as opposed to the
read fluently in a given language. usual limit of 60%.
A single check covers roughly 1 minute of speech or one
page of writings. Mend
Prerequisite: Natural mending
Load-Bearer Benefit: Using this talent requires an attack action. The
Benefit: The character gains a +2 bonus to Strength, but character may heal himself for an amount of health each day
only for the purpose of determining the amount he can carry equal to twice his Constitution modifier x his brawler level.
(see “How Much Can I Carry?” in Chapter 11: Adventuring). For example, a Ftr 6/Brw 5/Mnk 7 (effectively having 12
brawler levels) with a 15 Constitution (+2 bonus) could mend
Luck of Faith up to 2 x 2 x 12 = 48 points of damage to himself per day. The
Benefit: The character gains a +1 bonus on all saving monk can divide this mending up into several uses, as long as
throws. he does not exceed his total mending allowed per day.
Alternately, the monk may use mend to heal another
Maim character. In this case, the ability can be used only once per
Prerequisite: Improved smash day (any curing not used is lost), and requires a full-round
Benefit: If the character hits with a melee attack, he may action.
forgo any amount of damage bonus gained from the smash For example, if the monk in the previous example cures
talent line and instead cause the target to suffer a competence himself for 23 health, he has 25 points remaining. If he then
penalty to defense equal to the amount of damage he relin- cures an ally for 16 points, he cannot use mend again for 24
quished. For example, if the character has the great smash hours, even though he should have 9 points of curing left.
talent, he may forgo 3 points of that bonus damage to inflict Mend is a supernatural ability.

136 Chapter Seven


Meteoric Strike Mystic Capacity

Contents
Prerequisite: Mystic strike Benefit: The mage gains one additional spell preparation
Benefit: The character’s unarmed attacks count as slot, allowing him to have one more spell prepared at any time.
adamantite weapons for the purpose of penetrating damage Special: This talent may be taken more than once; how-
reduction (no actual enhancement bonus on attack or dam- ever, no arcane spellcaster can have a number of preparation
age is granted). This talent does not grant adamantite’s ability slots greater than 8 + his Intelligence modifier (minimum 8).
to bypass an object’s hardness.
This is a supernatural ability. Mystic Strike
Benefit: The character’s unarmed attacks count as magic
Mighty Charge weapons for the purpose of penetrating damage reduction (no
Benefit: The character gains a +2 bonus on attacks made as actual enhancement bonus on attack or damage is granted).
part of a charge action. This bonus stacks with the usual +2 This is a supernatural ability.
bonus for charging, bringing the character’s total bonus to +4.
Nature’s Stride
Murderous Intent Benefit: The character may move through overgrown areas
Prerequisite: Ambush and other rough natural terrain at her normal speed without
Benefit: If the character makes an ambush (or improved suffering damage or other impairment. Briars and overgrown
ambush) attack as a full-round action, he may choose to reroll areas that have been enchanted or magically manipulated to
the result of his bonus ambush (or improved ambush) damage impede motion still affect the character normally.
after it has been rolled. This reroll can be used only once per This talent cannot be used by a character in heavy armor or
attack. who is suffering heavy encumbrance.

Talents and Disciplines 137


Natural Archer This talent does not allow a character to make a second or
Benefit: The character suffers only a –1 penalty for making third off-hand attack during a normal attack action.
ranged attacks at each range increment beyond the first Special: If the character uses a 1-handed weapon that is not
(rather than –2 per increment). light in her off-hand, that weapon’s delay is increased by 1 for
the purpose of determining additional off-hand attacks.
Natural Mending
Pickpocket
Benefit: Using this talent requires an attack action. The
character may heal himself for an amount of health each day Benefit: The character gains a bonus equal to her rogue
equal to his Constitution modifier x his brawler level x 2. For level on all Sleight of Hand checks made to snatch or pilfer an
example, a Ftr 5/Brw 3 with a 15 Constitution (+2 bonus) item from another creature.
could mend up to 2 x 3 x 2 = 12 points of damage to himself
per day. The character can divide this mending up into several Pillar of Defense
uses, as long as he does not exceed his total mending allowed Prerequisite: Defend
per day. Benefit: Using this talent requires a full-round action. Until
the character’s next turn, all allies within his natural reach may
Nimbleness use the defending character’s full normal defense bonus as if it
Prerequisite: Uncanny dodge were their own. During this time, because the character is
Benefit: The character gains a +1 dodge bonus to defense; focused on protecting others, his own defense bonus is halved for
alternately, during any round in which he does not make a the purpose of avoiding attacks directed toward him.
full-attack action, he instead gains a +2 dodge bonus to Using pillar of defense counts as two daily uses of the
defense. The character does not gain either benefit if he intervene talent.
currently suffers any encumbrance penalties.
Planner
Opportunist Benefit: Using this talent requires 1 minute of preparation
Prerequisite: Avoidance and some knowledge of a given encounter or event about to
Benefit: Once per round, the character can make a free occur (GM’s discretion); a character can’t make an effective
attack against any opponent within reach who has just been plan when surprised or otherwise unprepared for a particular
struck for melee damage by another creature. (See Free Attack situation. Assuming these luxuries are available, the character
in the Glossary.) makes an Intelligence check. (A character can’t take 10 or 20
when making this check.)
Penetrating Shot The result of the check provides the character and his allies
Prerequisite: Sharp-shooter with a circumstance bonus (with a value as shown on the chart
Benefit: The character’s ranged attacks may ignore an below) to all skill checks and attack rolls for a number of
amount of damage reduction equal to his Wisdom modifier; rounds equal to the character’s Intelligence modifier.
this benefit applies only to DR granted by an opponent’s Intelligence Check Result Circumstance Bonus
armor, and cannot exceed half of the armor’s total DR value. 9 or less +0
For example, if a ranger with a 16 Wisdom (+3 bonus) hits 10–16 +1
a target wearing studded leather armor (DR 3/–), the armor 17–24 +2
grants only DR 2/– against this attack (half of 3, rounded 25 or more +3
down, is 1). If the opponent were wearing half-plate (DR 7/–),
the armor grants only DR 4/– against the character’s ranged
Poison Expert
attack. Benefit: The character gains a competence bonus equal to
If the opponent also had DR 3/– as a result of talents from his Dexterity modifier on all Trade Skill (poison making)
the damage reduction line, or a special quality of DR 5/magic, checks and on Heal checks involving poison.
for instance, this talent would have no effect on those types of
reduction.
Poison Master
Prerequisite: Poison expert
Perfect Dual Wield Benefit: The character gains a competence bonus equal to
Prerequisites: Superior dual wield her predator level on all Trade Skill (poison making) checks.
Benefit: As superior dual wield, except the character can Further, she never risks accidentally poisoning herself when
make a fifth off-hand attack as part of a full-attack action. applying poison to a weapon or the like (normally characters
Thus, a character with perfect dual wield who wields a normal have a 5% chance of poisoning themselves each time they
dagger (delay 4) in his off-hand would make primary hand apply poison to a weapon).
attacks normally, plus five additional off-hand attacks with See Trade Skill in Chapter 8: Skills and also the Trade Skill
penalties of –5, –9, –13, –17, and –21, respectively. section of the EQ II Spell Guide for more information on
types of poisons and rules for creating them.

138 Chapter Seven


Poisoner’s Haste Protect

Contents
Prerequisite: Poison master Prerequisite: Defend
Benefit: The character may apply a dose of poison, whether Benefit: Using this talent requires a move action. The
smeared onto a weapon, poured into a drink, or applied by character chooses one ally within his natural reach: Until his
some other means, as a free action. (Normally, applying next turn, the character takes all damage that would be dealt
poison is a move action.) to that ally. This ability applies only to targeted damage, not
area effects. Therefore, the character could protect an ally
Pounce from a fire burst spell that targeted her, but not from a dragon’s
Prerequisite: Burst of speed breath weapon.
Benefit: When the character uses the charge attack action, Using protect counts as a daily use of the intervene talent.
he can still take a full-attack action upon closing with his
opponent. (This talent cannot be used with a partial charge.) Protective Guardian
See Charge in Chapter 12: Combat. Prerequisite: Protect
Benefit: Whenever an unconscious or otherwise helpless
Power Battery ally within the character’s natural reach is attacked, the
Benefit: The mage can store a portion of his current power character may automatically intervene (per the intervene
in a gem, commonly referred to as a “power battery.” This gem talent). Using protective guardian does not count as a daily use
must have a gp-value at least equal to 50 x the number of of the intervene talent.
power points to be stored in it. The mage can store a maximum
number of power points equal to twice his Intelligence score Pugilist
in a given battery. For example, a mage with a 16 Intelligence Prerequisite: Focused strike
could potentially store up to 32 points in a battery using this Benefit: The character’s unarmed damage increases by one
talent. If the gem he used was worth only 260 gp, however, he dice increment (2d4 becomes 2d6, 2d8 becomes 2d10, etc.).
could store only 5 power points in it.
The mage must hold the power battery for 1 full hour of Purifying Touch
meditation to charge it. He may do nothing else during this Prerequisite: Natural mending
time. At the end of the hour, the mage makes a caster level Benefit: Using this talent requires a full-round action. By
check (DC 10 + the number of power points to be stored); if touching any creature (including himself) that has been affected
successful, he stores the designated amount of power in the by any disease or poison effect, magical or natural, the character
battery, losing a similar amount from his current pool. The grants the target a new saving throw to overcome the effect.
battery’s charge lasts only for a number of hours equal to twice (The target immediately makes another saving throw against
his Intelligence modifier. the same DC as the initial effect.) If this second save succeeds,
If the caster level check fails, the battery fails to hold a any ongoing effects of the disease or poison end immediately,
charge and the mage loses from his current pool half of the although any damage already taken is not negated or healed.
amount of power he had intended to place into the battery. The character can grant only one additional saving throw to a
At any time, the character may draw power from a charged creature per disease or poison effect. Purifying touch is a supernatural
battery as if from his normal power pool to cast his spells. ability that may be used a number of times per day equal to one-third
Drawing power from a power battery is a free action, but only of the character’s monk levels (minimum 1/day).
one battery may be used in this way in a given round.
A mage may meditate as usual to replenish any power points Quest Spell (Metamagic)
spent charging a power battery. Benefit: The spellcaster may designate any spell that nor-
mally harms, hampers, or debuffs as a quest spell. Such a spell
Predator’s Grace never harms, affects, or hampers members of the spellcaster’s
Prerequisite: Favored terrain “questing party” (see below), even if they are the targets of the
Benefit: Whenever the character is within her favored spell or caught within its area or effect.
terrain, she gains a dodge bonus to defense equal to her The spellcaster may designate up to 5 other creatures of any
Wisdom modifier. A character in heavy armor or suffering kind or type as being part of his questing party. (A spellcaster
heavy encumbrance does not gain this benefit. is always considered part of his own questing party.) If the
caster decides to change the members of his current questing
Predatory Fury party, it takes only 1 full-round action to do so — he need not
Benefit: Using this talent requires a full-round action. prepare the spell anew with the new targets in place.
Thereafter, the character deals an additional +1d4 points of A quest spell costs 100% more power than normal to cast,
damage on all successful melee attacks for a number of rounds so a quested casting of a spell that normally costs 30 power
equal to his Wisdom modifier (minimum 1 round). points instead costs 60.
Predatory fury may be used a number of times per day equal Special: If a caster applies this talent multiple times to the
to 1/2 the character’s predator levels (minimum 1/day). same spell, it affects 6 additional creatures (not 5) for each
additional application.

Talents and Disciplines 139


Quick Fire
Benefit: The character may calculate her itera-
tive attacks with any archery weapon as if the
weapon had a delay 1 less than its actual value (to a
minimum of delay 2). For example, a 12th-level
scout (BAB +9) using a longbow (delay 5) would
calculate her attacks as if the longbow had a delay of
only 4.
Special: The benefit of this talent stacks with that
of the Double Attack feat.

Quick Hands
Prerequisite: Pickpocket
Benefit: Once per round, the character may make
a Sleight of Hands check to pick pockets as a free
action.

Quick Taunt
Prerequisite: Rescue
Benefit: Once per round, the character may use
his taunt talent as a free action rather than a move action. Rapid Strike
Quick taunt cannot be used in combination with any other Prerequisite: Instinctive reaction
talent from the taunt line.
Benefit: As part of a full-attack action, the character may
Quicken Spell (Metamagic) make 1 extra attack per round with a light melee weapon
(whether primary or secondary). The attack is at the character’s
Benefit: This talent drastically reduces the casting time of highest usual attack bonus for that weapon, but all attacks she
spells: Those that normally require 1 action to cast may be cast makes this round (both the normal ones and the extra one)
as a free action when quickened. The character can perform suffer a –2 penalty.
another action, even casting another spell, in the same round
during which he casts a quickened (free action) spell. In any Reeling Assault
case, however, a character may cast only 1 quickened spell per
Prerequisite: Sundering blow
round.
Benefit: If the character hits with a melee attack, he may
Spells with a casting time of 1 full round may be prepared
choose to deal only half damage; if he does so, the opponent
with this talent, resulting in a 1-action casting time. A spell
must make a Fortitude save (DC 10 + 1/2 the character’s
whose normal casting time is more than 1 full round cannot
fighter level + the character’s Strength modifier) or be stunned
be quickened using this talent.
for 1 round.
The quickened spell costs 300% more power than normal to
cast (i.e., 4x the cost), so a quickened spell that normally costs Rescue
40 power points instead costs 160. Prerequisite: Taunting shout
Rallying Cry Benefit: The character gains a bonus equal to his BDB on
all fighter level checks made using the taunt talent. If he opts
Prerequisite: Call to arms
to forgo this bonus, he may use his taunt talent even on
Benefit: Using this talent requires an attack action. All creatures normally immune to mind-influencing effects.
allies within 30 feet of the character gain a +1 morale bonus
Neither of these benefits can be used in conjunction with
to defense rolls for a number of rounds equal to the character’s
any other talent of the taunt line.
Charisma modifier (minimum 1 round).
Using rallying cry counts as a daily use of the call to arms Riposte
talent. This talent is a language-dependent ability.
Prerequisite: Opportunist or sacrifice
Rapid Fire Benefit: The character may make one free attack at his
highest attack bonus against any opponent who attacks and
Prerequisite: Quick fire
misses him in melee combat. The character must be threaten-
Benefit: The ranger may calculate her iterative attacks ing the space the opponent occupies. The character can make
with any archery weapon as if the weapon had a delay of 2 less a total number of riposte attacks equal to his Dexterity
than its actual value (to a minimum of delay 2). This benefit modifier in a round, but only one riposte can be made against
does not stack with that from the quick fire talent. any single opponent during a round.

140 Chapter Seven


Roguish Cunning all Channeling and Spellcraft checks made involving spells,

Contents
Prerequisite: Artful strike supernatural abilities, or spell-like abilities from that school.
Benefit: The extra damage from the character’s artful strike Special: A character can gain this talent multiple times.
talent increases to +2d4. Otherwise, this ability is similar to The effects do not stack. Each time the character takes the
artful strike. talent, it applies to a new school of magic.

Rotating Blades Sea Legs


Prerequisite: Self-preservation Benefit: The character never has to make an Agility check
to move half speed through areas of precarious, shifting, or
Benefit: Whenever the character has given up at least half uneven footing, and he doesn’t suffer the usual –5 penalty to
of her BDB via the fighting defensively option, she may make Agility in order to move full speed across such surfaces.
a free attack against any opponent within her reach who hits
her with a melee attack. She may not make a free attack Self-Preservation
against any single opponent more than once per round as a
Benefit: Whenever the character uses the fighting defen-
result of this talent.
sively option (see Alternate Fighting Strategies in Chapter
For more information, see Fighting Defensively in Chapter 12: Combat), she gains a competence bonus to defense equal
12: Combat and see also Free Attack in the Glossary. to 1 + her Intelligence modifier (minimum +1). The compe-
tence bonus she gains can never exceed the amount of defense
Sacrifice bonus gained from fighting defensively.
Prerequisite: Defend For example, if Aleena — a rogue with BAB +9 and a 15
Benefit: The character can use the intervene talent any Intelligence (+2 bonus) — fights defensively, giving up 4
number of times per round. However, each use of sacrifice still points of her attack bonus to gain a +2 bonus to defense, she
counts as a daily use of the intervene talent. gains only a +2 competence bonus to defense from her self-
preservation talent, since the competence bonus she gains can
Safe Fall never exceed the bonus from fighting defensively.
Benefit: Whenever the character jumps or falls down a If Aleena also had the Parry feat and gave up the full 9 points
distance, she may make an Agility check to reduce the of attack for a +9 bonus to defense, she would gain the full +3
effective distance fallen. For a controlled jump down, the competence bonus as well.
result of the character’s Agility check is doubled, and that
value (in feet) is subtracted from the downward distance to Shattering Blow
determine the amount of damage the character takes (see Benefit: The character may ignore 2 points of hardness
Falling Damage in Chapter 12: Combat). If the effective when rolling damage against an inanimate object.
distance is reduced to less than 10 feet in this way, the
character takes no damage. Shadow Walker
A character who falls unexpectedly is still allowed to make Benefit: The character suffers no penalty for moving, even
an Agility check to reduce the falling damage, but the result when running or charging, while using the Sneak skill. (See
of the check is not doubled when determining the amount Sneak in Chapter 8: Skills.) A character cannot use this talent
reduced from the distance fallen. cannot while wearing medium or heavy armor or while
Special: A character with safe fall always uses this ability in moderately or heavily encumbered.
place of the usual Agility check allowed to reduce a fall by 10
feet. (See Agility in Chapter 8: Skills.) Sharp-Shooter
Benefit: Targets of the character’s ranged attacks gain only
School Focus half the usual bonus to defense from cover (this benefit applies
Prerequisites: School specialization also against improved cover, soft cover, and reduced cover,
Benefit: The character’s player chooses one school of magic but not against total cover). As well, the character never hits
for which the character has already taken the school special- creatures that provide cover for his target if he does not wish
ization talent. Whenever he casts or uses spells, supernatural to; if his attack misses due to friendly cover, the shot simply
abilities, or spell-like abilities from that school, the save DC goes wide.
(if any) is increased by 1. See Cover in Chapter 12: Combat.
Special: A character can gain this talent multiple times.
The effects do not stack. Each time the character takes the Shield Mastery
talent, it applies to a new school of magic. Benefit: Whenever the character uses a buckler, a light
shield, or a heavy shield, his shield bonus to defense increases
School Specialization by +1. Thus, a character with this talent using a normal heavy
Benefit: The character’s player chooses any one school of steel shield gains a +3 shield bonus to defense, rather than the
magic (see Using Magic in the EQ II Spell Guide). The usual +2.
character gains a bonus equal to his base Will save bonus on Special: The character can gain this talent multiple times.
Its effects stack.

Talents and Disciplines 141


Silent Spell (Metamagic) limbs or extremities of a target whose head and vulnerable
Benefit: The character can eliminate verbal components organs are beyond reach, such as in melee when the target is
from spells he casts (i.e., he may cast the spell without the need too large. Any creature that is immune to critical hits is also
to speak). Spells that normally have no verbal components are immune to sneak attack damage.
not affected by this talent. The silent spell costs 50% more Sneak attack damage is never multiplied on critical hits or
power than normal to cast, so a silent casting of a spell that through other abilities that multiply damage.
normally costs 12 power points instead costs 18.
Soldier’s Conviction
Silver-Tongued Prerequisite: Rallying cry
Benefit: The character gains a bonus equal to 1 + 1/2 her Benefit: Using this talent requires an attack action. All
rogue level on all Persuade checks made for the purpose of allies within 30 feet of the character gain a morale bonus to
bargaining, as well as on all Perform (oratory) checks. defense rolls equal to the character’s base Will save bonus.
This benefit lasts for a number of rounds equal to the character’s
Skill Focus Charisma modifier (minimum 1 round).
Benefit: The character’s player chooses one skill. The Using soldier’s conviction counts as a daily use of the call to
character gains a +3 bonus to all checks with that skill. arms talent. This talent is a language-dependent ability.
Special: A character can gain this talent multiple times.
The effects do not stack. Each time the character takes the Soldier’s Pace
talent, it applies to a new skill. Prerequisite: Load-bearer
Benefit: Whenever the character’s speed is reduced due to
Slippery Mind armor or encumbrance, he gains a bonus to speed of +10 feet.
Benefit: Any time the character is targeted by a mind- This bonus can never increase the character’s speed to beyond
influencing spell or effect and fails her saving throw, she may its normal maximum, but functions only to offset the reduc-
make a second save 1 round later at the same save DC (all tion caused by armor or encumbrance.
modifiers from the first save also apply to this second one). She
gets only one extra save per effect. Sound the Retreat
Prerequisite: Call to arms
Smash Benefit: Using this talent requires an attack action. For a
Benefit: The character gains a +1 bonus on all melee number of rounds equal to the character’s Charisma modifier
damage rolls. (minimum 1 round), all allies within 30 feet of the character
gain the benefit of the Parry feat. Affected allies who already
Sneak Attack
Benefit: Whenever the
character makes a success-
ful attack roll against an
opponent who is unaware
of her location (such as
through a successful Sneak
check or by means of invis-
ibility), she deals an
additional +1d6 points of
damage. Ranged attacks
may count as sneak attacks,
but only if the target is
within the weapon’s first
range increment.
The character must be
able to see the target well
enough to select a specific
part of its anatomy, and her
attack must be able to reach
the torso or main body of
the target; she can’t sneak
attack an amorphous oppo-
nent or one that has cover
or concealment, for ex-
ample, and she can’t sneak
attack when striking the

142 Chapter Seven


have the Parry feat gain an additional +1 morale bonus to Streetwise

Contents
defense. Benefit: The character gains a bonus equal to his Intelli-
Using sound the retreat counts as a daily use of the call to gence modifier on all Bluff, Perform, Persuade, and Sense
arms talent. This talent is a language-dependent ability. Motive checks.
Spell Mastery Stunning Strike
Prerequisite: Any one metamagic talent Benefit: The character must declare that he is using this
Benefit: The character’s player chooses one spell her char- talent before making a melee attack roll. (A failed attack roll
acter already knows. The character may now prepare this spell still exhausts a daily use of this ability.) If the attack is
normally, yet apply any metamagic talent he knows to the successful, the opponent must make a Fortitude saving throw
spell at any time as if it had been prepared with that talent. He (DC 10 + 1/2 the character’s level + his Wisdom modifier) or
must still pay the casting cost for modifying the spell be stunned for 1 full round. Constructs, oozes, plants, undead,
metamagically, as defined by any metamagic talent(s) he uses. incorporeal creatures, and creatures immune to critical hits
Special: A character can gain this talent multiple times. cannot be stunned.
The effects do not stack. Each time the character takes the Stunning strike may be used a number of times per day equal
talent, it applies to a new spell. to 1 + 1/2 the character’s brawler levels, but never more than
once per round.
Spell Specialization
Benefit: The character’s player chooses one spell her char- Subdue
acter already knows. The character’s recast time for that spell Prerequisite: Dirty tricks
is reduced by half, to a minimum of 1 round, although a spell Benefit: This talent must be used as an attack action (it
that already has a recast time of 1 round (or less) instead has cannot be used with an iterative attack), and the character
its recast time reduced to “instant.” must declare that he will use this ability before making an
Special: A character can gain this talent multiple times. unarmed attack roll. If the attack is successful, it deals nonle-
The effects do not stack. Each time the character takes the thal damage (even if the character has the Improved Hand to
talent, it applies to a new spell. Hand feat) and the opponent must make a Will save (DC 10
+ 1/2 the character’s level + the character’s Dexterity modi-
Spin Kick fier) or be staggered for 1 full round.
Benefit: Whenever he uses the full-attack action in melee,
the character may deliver a spin kick as an additional unarmed Sudden Stab
attack using his highest unarmed attack bonus. However, all Prerequisite: Backstab
of his attack rolls that round (including the spin kick) suffer Benefit: As a free action, the character may make a Sleight
a –2 penalty. of Hand check opposed to the opponent’s Perceive check. If
The spin kick deals a base 1d6 points of damage for a Small he wins the Sleight of Hand check, the character’s next melee
character, 1d8 points for Medium, or 1d10 for Large. attack with a light weapon treats that opponent as if he were
flat-footed. The sudden stab must take place within 1 round of
Stalker’s Speed the Sleight of Hand check, else the opportunity is lost.
Benefit: If the character fails a Survival check while at- A sudden stab can be effective only once per combat, and
tempting to track, he can retry the check after only half the any opponent who has witnessed the character use this talent
time normally required (30 minutes outdoors, or 5 minutes in the past gains a +5 bonus on her opposed Perceive check.
indoors). Further, the character can track while moving his
normal speed without suffering the usual –5 penalty for doing Sundering Blow
so. Prerequisite: Greater smash
Still Spell (Metamagic) Benefit: If the character hits with a melee attack, he may
forgo his +3 bonus to damage from the greater smash talent
Benefit: The character can eliminate somatic components and instead cause the target to make a Fortitude save (DC 10
from spells he casts (i.e., he may cast the spell without the need + 1/2 the character’s level + his Strength modifier) or be
to gesture). Spells that normally have no somatic components interrupted for 1 round.
are not affected by this talent. The still spell costs 50% more
power than normal to cast, so a stilled casting of a spell that Sundering Shot
normally costs 10 power points instead costs 15. Prerequisite: Sharp-shooter
Special: Because this talent eliminates somatic compo- Benefit: The character may use ranged attacks to sunder
nents, it can be used to negate the usual spell failure chance objects or weapons held by opponents (see Sunder in Chapter
applied for casting spells while wearing armor. 12: Combat). Projectiles such as arrows are considered light
weapons for such attempts.

Talents and Disciplines 143


Superior Damage Reduction equal to his Dexterity modifier on his next melee attack roll. If
Prerequisite: Greater damage reduction the swinging attack is successful, the character may make a trip
or bull rush attempt (player’s choice) against the target as a free
Benefit: The character gains damage reduction 1/–. See action; if this attempt fails, he suffers no ill effects (for instance,
Damage Reduction in Chapter 12: Combat for details con- his foe cannot react to trip him in response).
cerning the stacking of damage reduction types.
Tactical Counter
Superior Dual Wield
Prerequisite: Defend
Prerequisites: Greater dual wield
Benefit: Once per round as a free reaction, the character may
Benefit: As greater dual wield, except the character can parry an opponent’s attack against a nearby ally. Both the ally
make a fourth off-hand attack as part of a full-attack action. and the opponent must be within the character’s natural reach,
Thus, a character with superior dual wield who wields a and the character must be aware of the attack. The character
normal dagger (delay 4) in her off-hand would make primary makes an attack roll at his full normal bonus, opposed by the
hand attacks normally, plus four additional off-hand attacks opponent’s attack roll. If the character wins, he deflects the
with penalties of –5, –9, –13, and –17, respectively. attack entirely (it deals no damage); if the opponent wins, she
Thus, for example, a warrior with greater dual wield who is resolves her attack normally against the intended target.
wielding a normal dagger (delay 4) in his off-hand would make Using tactical counter counts as a daily use of the intervene
primary hand attacks normally, plus three additional off-hand talent.
attacks with penalties of –5, –9, and –13 respectively.
This talent does not allow a character to make a second or Tail Rake
third off-hand attack during a normal attack action. Prerequisite: Spin kick, must be iksar
Special: If the character uses a 1-handed weapon that is not Benefit: The character may make a powerful additional
light in her off-hand, that weapon’s delay is increased by 1 for unarmed attack in place of a spin kick. Unlike the spin kick,
the purpose of determining additional off-hand attacks. there is no attack penalty to the tail rake or the character’s
other attacks made the same round. The tail rake deals 2d6
Supreme Effort points of damage (plus Strength modifier) and is also consid-
Prerequisite: Tremendous effort ered a trip attack that does not allow the opponent to make a
Benefit: Using this talent requires a full-round action. The free trip attempt in response if the foot sweep trip attempt fails
effort must be related to either a Strength check or a Strength- (see Trip in Chapter 12: Combat).
based skill check, and the character must decide to use this A tail rake cannot be used in the same round that a spin kick
talent before making the check. The character gains a +6 or foot sweep is performed.
bonus on the check. (This bonus does not stack with those Special: The character may use a tail rake attack any time
from the grand effort and tremendous effort talents.) he would be allowed a free attack against an opponent (such
Sure Feet as when one tries to grapple him or as a riposte attack, for
example).
Prerequisite: Sea legs
Benefit: The character can move full speed across even the Taunt
most precarious or uneven surfaces without having to make an Benefit: Using this talent requires a move action. The
Agility check. Further, he need never make a Channeling opponent must be within 30 feet of the character and able to
check to cast spells under such conditions, as when casting on see and hear him clearly. The character makes a fighter level
shipboard during a storm; likewise, he never suffers circum- check (for this purpose, count any ranger or rogue levels as
stance penalties that are imposed by shifting or uneven fighter levels), modified by his Charisma bonus (if any); this
footing. is opposed by the target’s Sense Motive check. However,
certain circumstances, as shown on the chart below, weigh
Swashbuckler’s Sense heavily on the outcome of the taunt.
Prerequisite: Streetwise Target… Sense Motive
Benefit: The character gains an insight bonus equal to her Modifier*
Intelligence modifier on all Reflex saves made within an Is currently attacking someone else +5
urban environment or against attacks from any creature that Doesn’t understand the character’s language† +5
hails from an urban environment (i.e., any creature with Has Intelligence score of only 1 or 2 +5
“urban” in its Climate/Terrain entry). Realizes that attacking the character is tactically unwise +10
Was damaged by the character this round –5
Swinging Attack * All applicable modifiers on this table are cumulative.
Benefit: The character may use overhanging ropes, vines, † The character and/or the target might be required to make Language
branches, unanchored beams, booms on a ship, or the like to checks to determine this circumstance. (See Language in Chapter 8:
make a swinging attack. The character may move up to his Skills.)
normal speed as a free action, even over water or other terrain or A successful taunt check causes the target to focus all of her
obstacles; further, if he travels at least 10 feet, he gains a bonus attacks on the character for at least 1 round (and possibly

144 Chapter Seven


longer if she closes to melee). She might move toward the

Contents
character, depending on her intelligence and current ranged
attack options — in any case, she attacks him as intelligently
and effectively as she can, if possible. If she knows she cannot
harm him, though, she can choose to ignore the taunt.
A target affected by the taunts of more than one character
seeks to attack the one who taunted her most recently.
Creatures currently under the effects of a fear effect from
any other source are unaffected by any use of the taunt talent.
Taunting is a mind-influencing effect. (Note, however, that
certain intelligent monsters that are technically immune
might well choose to attack the impertinent taunter.)

Taunting Blow
Prerequisite: Taunt
Benefit: Once per round, the character may use his taunt
talent as a free action (rather than a move action) against any
opponent he strikes successfully in melee combat during that Trap Sense
round. If an opponent succeeds at her Sense Motive check
against the character’s taunting blow, she is immune to that Prerequisite: Trapseeker
character’s taunting blows for 24 hours. Benefit: The character is so attuned to traps that she has a
This is not a language-dependent ability. chance of sensing traps automatically simply by coming near
them. If she approaches to within 5 feet of any trap (or trap
Taunting Shout trigger), the GM makes a Search check (DC as base trap +10)
Prerequisite: Taunt on behalf of the character. If the check succeeds, the GM
informs the player that there is a trap next to the character —
Benefit: As a full-round action, the character may use his she does not learn the exact location or nature of the trap,
taunt talent against all foes within a number of feet equal to although she may subsequently make a normal Search check
his Charisma modifier x 10 (minimum 10 feet). in an effort to learn more.
Taunting Stance In addition, the character can use the Search skill to find
magical traps — she cannot sense such traps merely by coming
Prerequisite: Taunt
to within 5 feet of them, however.
Benefit: Once per round, the character may use her taunt talent
See Engineer Device and Search in Chapter 8: Skills for
as a free action (rather than a move action) against any opponent in
more information on traps and how to find them.
line of sight. However, she must make a brawler level check to taunt,
rather than a fighter level check, when using this talent. If an Trapmaster
opponent succeeds at his Sense Motive check against the character’s
taunting stance, he is immune to her taunting stance for 24 hours. Prerequisite: Trapseeker
This is not a language-dependent ability. Benefit: The character gains a bonus equal to her Wisdom
modifier on all Engineer Device checks made to craft traps,
Tenacity and she can craft traps of great complexity. (See Engineer
Device and also Search in Chapter 8: Skills for more informa-
Benefit: Any time the character makes a Fortitude saving
tion.)
throw against an attack or effect that normally allows a
Fortitude save for half damage, he instead takes no damage. Trapseeker
Tireless Benefit: The character can use the Search skill to locate
traps even when the task has a Difficulty Class (DC) higher
Prerequisites: Improved fury
than 20. For more on finding traps, see Search in Chapter 8:
Benefit: The character is immune to the fatigued condition, and Skills.
when he would normally be exhausted he is instead treated as fatigued.
Tremendous Effort
Trackless Step
Prerequisite: Grand effort
Benefit: The character leaves no trail in natural surround-
Benefit: Using this talent requires a full-round action. The
ings. He can only be tracked by a character whose predator or
effort must be related to either a Strength check or a Strength-
druid level is higher than his own predator level, and even
based skill check, and the character must decide to use this
such characters suffer a –10 penalty to Survival checks when
talent before making the check. The character gains a +4
attempting to track him.
bonus on the check. (This bonus does not stack with that from
This talent cannot be used by a character in heavy armor or the grand effort talent.)
suffering heavy encumbrance.

Talents and Disciplines 145


True shot Vexing Wound
Prerequisite: Rapid fire Prerequisite: Improved sneak attack
Benefit: The character gains a bonus equal to her Wisdom Benefit: Any time the character deals sneak attack damage,
modifier on all ranged attack rolls against targets within her he also causes a vexing wound: The target begins to bleed for 1
weapon’s first range increment. In addition, she may use the point of damage per round thereafter. Multiple vexing wounds
fighting defensively and fighting desperately options even result in cumulative blood loss, so two vexing wounds result in
when using a ranged weapon (see Alternate Fighting Strate- 2 points of damage per round, three wounds cause 3 points, etc.
gies in Chapter 12: Combat); however, she cannot use the Bleeding from a vexing wound can be negated by any
benefits of the Parry or Rapid Surge feats with ranged weap- application of magical healing or with a successful DC 15 Heal
ons. (treat injury) check, although in the case of multiple vexing
wounds, each must be treated individually.
Uncanny Dodge
Benefit: The character retains his full defense bonus even Warrior’s Toughness
when caught flat-footed. (He still loses his defense bonus if Prerequisite: Superior damage reduction
immobilized.) Benefit: The character gains damage reduction 1/–. See
Damage Reduction in Chapter 12: Combat for details con-
Valor cerning the stacking of damage reduction types.
Prerequisite: Bravery
Benefit: The character gains a +10 morale bonus on all Willful Spirit
saves or checks against fear effects. Moreover, he is immune to Prerequisite: Slippery mind
any effect that would impose a morale penalty. Benefit: The character gains a +10 bonus to the second save
whenever he benefits from his slippery mind talent.

146 Chapter Seven


Disciplines Table 7–22: Berserker Disciplines

Contents
Discipline Prerequisite Benefit
Disciplines are much like talents, but they are available only Absorb blows Greater Lower defense, but gain high
to characters who have attained at least 11th level in an damage reduction damage reduction
advanced class. They may require the character to have Barrage Grand effort Gain extra attacks against single
certain talents or even other disciplines as prerequisites before opponent
they can be chosen. Each discipline is taxing and requires Fearless — Immune to fear for 1 or more hours
great concentration to use, making it impossible for a charac- Fell blows Greater smash Attacks deal double damage for
ter to use more than one discipline at once. a few rounds
Additionally, after a character stops using a discipline, she Frenzy Greater fury Berserk rage bonuses and pen-
may not resume its use or begin using another discipline until alties heightened
a certain period of time has passed, allowing her to rest her Rampage Reeling assault Make one powerful attack on
body and refocus her thoughts. The amount of time she must each foe within reach
wait after using a given discipline is listed in each discipline’s Reckless counter — Free attacks vs. foes who hit in
description. The character is free to fight and engage in other melee
strenuous activity during this period between discipline uses, Roar Battle cry Shout stuns all foes within 20-
but cannot shorten the waiting period even with complete ft. radius
rest.
Table 7–23: Brigand Disciplines
Universal Disciplines Discipline Prerequisite Benefit
Aggressive Smash Double Strength bonus on all
Table 7–20 provides a brief list of disciplines available to
melee damage rolls
characters of any advanced class. Any time a character may
Bandit’s luck Devil’s own luck Gain luck bonus on all rolls for
choose a discipline from gaining a level in an advanced class, a short time
he may choose a universal discipline in place of a class
Escape Distract Take full-move action as you
discipline. distract opponents
Masterful disarm Dirty tricks Make disarm check with +20 bonus
Table 7–20: Universal Disciplines
Quicken Rapid strike Gain haste (7) effect for short time
Discipline Prerequisite Benefit
Strongarm — Opponents struck suffer attack
Courage — Gain +10 bonus to saves against fear and skill check penalties
Doughty — Gain damage reduction 10/– Surprise attack Ambush Make ambush attack against all
Evasive — Gain +10 bonus to defense foes in reach
Precise — Gain +5 bonus to attacks
Resistant — Gain harm resistance (10) Table 7–24: Bruiser Disciplines
Discipline Prerequisite Benefit
Table 7–21: Assassin Disciplines Fluid motion — Gain extra attack, plus weapon
Discipline Prerequisite Benefit delay is reduced to 2
Assassin’s mark Vexing wound Attacks cause deadly bleeding wounds Harden body Greater Gain strong damage reduction
Assassinate Backstab Backstabs have chance to kill damage reduction for a short time
target outright Killing spirit Mystic strike Unarmed attacks inflict penal-
Blinding quickness Pounce Gain extra full attack sequence ties to saves
Debilitating strike Ambush Ambush attacks cause Dexter- Lightning step — Increase speed by +30 feet for
ity damage a short time
Enshrouded assault Hidden assault Assassin can sneak attack and One hundred fists Focused strike Unarmed attacks have delay of 0
stay hidden Overwhelm Mighty charge Bull rush with each attack, oppo-
Expose Find weakness Ignore a portion of opponents’ nents suffer –1 delay penalty
damage reduction Savage blows Stunning strike Melee attacks function as stun-
Predator’s instinct Predator’s grace Gain +5 bonus to melee attacks ning strikes
and damage

Talents and Disciplines 147


Table 7–25: Guardian Disciplines Table 7–28: Swashbuckler Disciplines
Discipline Prerequisite Benefit Discipline Prerequisite Benefit
Challenge Taunting shout Make taunt check at +10 against Blade dance Riposte Make any number of riposte
all foes within 60 ft. attacks at +5 bonus
Clear out Greater smash Make bull rush attack against Escape Distract Take full-move action as you
all foes within reach distract opponents
Fearless — Immune to fear for 1 or more hours Fancy swell Acrobatic +10 bonus to melee attacks for
Guardian’s resistance Harm resistance Gain strong harm resistance a short time
for short time Flurry of arms Rapid strike Light or 1-H piercing attacks
Guardian’s sphere Battle cry Allies within 30 ft. gain harm use highest attack bonus
resistance (10) Great feint Dirty tricks Give up highest attack, oppo-
Guardian’s toughness Warrior’s toughness Gain powerful damage reduction nent becomes flat-footed
Protector Protect Take all damage from all allies Inspired daring Rotating blades Free attacks against each op-
within reach ponent within reach
Sneering defense Taunting blow Every successful attack or parry Quicken Rapid strike Gain haste (7) effect for short time
functions as taunt Rakish assault Mighty charge Charge attack at +10 bonus,
foe is flat-footed
Table 7–26: Monk Disciplines
Discipline Prerequisite Benefit Discipline Descriptions
Deflecting guard Tactical counter Parry attacks at +10 on all allies This section gives full descriptions of all the disciplines
within reach available to the professions in this book, listed in alphabetical
Dizzying palm Mystic strike Unarmed attacks may interrupt order. Prerequisites are listed only for disciplines that have any
targets — that is, if there is no “Prerequisites” entry for a discipline,
Fluid motion — Gain extra attack, plus weapon then it has no prerequisites.
delay is reduced to 2
Each discipline can be gained only once by a given character.
Harden body Greater Gain strong damage reduction
damage reduction for a short time Absorb Blows
Inflame Taunting stance Taunt all opponents within line
of sight Prerequisite: Greater damage reduction
Lightning step — Increase speed by +30 feet for Benefit: Activating this discipline is a free action. For a
a short time number of rounds equal to 1 + his current Constitution
One hundred fists Focused strike Unarmed attacks have delay of 0 modifier (minimum 1 round), the berserker gains the benefit
Shadow stance Dragon stance Gain +10 bonus to defense and of DR x/–, where x equals his berserker level. However, while
Reflex saves absorb blows is in effect, the berserker suffers a penalty to
defense equal to 1/2 his berserker level.
Table 7–27: Ranger Disciplines The berserker may not activate another discipline for 12
Discipline Prerequisite Benefit hours after absorb blows ends.
Blinding quickness Pounce Gain extra full attack sequence
Crippling shot Leg shot Ranged attacks act as leg shots Aggressive
for a short time Prerequisite: Smash
Deadly aim Natural archer Ranged attacks deals triple Benefit: Activating this discipline is a free action. For a
damage for a short time number of minutes equal to 1 + his Constitution modifier
Expose Find weakness Ignore a portion of opponents’ (minimum 1 round), the character may apply twice his appli-
damage reduction cable Strength modifier to all melee damage rolls. (That is, if
Predator’s instinct Predator’s grace Gain +5 bonus to melee attacks he is fighting 2-handedly, he actually adds thrice his Strength
and damage modifier to damage; for off-hand attacks, he applies his cur-
Storm of arrows Rapid fire Make one ranged attack at many rent Strength modifier instead of half his Strength modifier.)
foes
The character may not activate another discipline for 8
Take aim Sharp-shooter Gain attack bonus on ranged
attacks hours after aggressive ends.
Taunting shot Taunt Ranged attacks taunt oppo-
nents struck
Assassin’s Mark
Prerequisite: Vexing wound
Benefit: Activating this discipline is a free action. For the
next round, each successful attack the assassin makes causes
the target to bleed for 1d4 points of damage per round.
Multiple bleeding wounds result in cumulative blood loss.
Thus, two assassin’s marks cause 2d4 points of damage per
round, three wounds cause 3d4 points, etc.

148 Chapter Seven


Bleeding from an assassin’s mark can be negated by any Bandit’s Luck

Contents
application of magical healing or with a successful DC 20 Heal Prerequisite: Devil’s own luck
(treat injury) check, although in the case of multiple assassin’s
mark attacks, each such wound must be treated individually. Benefit: Activating this discipline is a free action. For a
number of rounds equal to his Charisma modifier (minimum
The assassin may not activate another discipline for 6 hours 1 round), the brigand can apply a luck bonus equal to 1/2 his
after assassin’s mark ends. brigand level to all attack and defense rolls, skill and ability
Assassinate checks, or saving throws (player's choice).
The brigand may not activate another discipline for 24
Benefit: Activating this discipline is a free action. For a
hours after bandit’s luck ends.
number of rounds equal to his Intelligence modifier, each
successful attack the assassin makes that deals sneak attack Barrage
damage may kill his target outright. This chance occurs only
if he attacks an opponent who is unaware of his location (as Prerequisite: Grand effort
described in the sneak attack talent); if he is merely flanking Benefit: Activating this discipline is a free action. The
the foe, he cannot assassinate. berserker chooses one opponent currently within his reach.
With each successful assassinate attack, the target must For a number of rounds equal to his berserker levels, the
make a Fortitude saving throw (DC 10 + the assassin’s class berserker gains a free attack (see Free Attack in the Glossary)
level + her Intelligence modifier). If he fails this save, he dies against that opponent every time he uses a full-attack action
immediately from the attack, regardless of the damage it on her. The berserker cannot switch the target of his barrage
would have dealt. once it has been chosen.
The assassin may not activate another discipline for 12 The character may not activate another discipline for 12
hours after assassinate ends. hours after barrage ends.

Talents and Disciplines 149


Blade Dance 1 minute), the character gains a +10 bonus on all saves against
Prerequisite: Riposte fear.
Benefit: Activating this discipline is a free action. For a The character may not activate another discipline for 4
number of rounds equal to 1/2 her swashbuckler level, the hours after courage ends.
swashbuckler may make an unlimited number of riposte Crippling Shot
attacks each round. Further, all riposte attacks she makes
during this time gain a +5 bonus to their attack rolls. This Prerequisite: Leg shot
discipline overrides the normal restriction of one free attack Benefit: Activating this discipline is a free action. For a
per target per round (see the riposte talent), allowing the number of rounds equal to the character’s Wisdom modifier
swashbuckler to attack the same opponent multiple times if (minimum 1 round), each ranged attack the character makes
that opponent misses her with multiple attacks in any round. deals its usual damage but also functions as a leg shot. (The
The swashbuckler may not activate another discipline for speed-reducing effects of multiple crippling shots do not
24 hours after blade dance ends. stack.)
The speed reduction from a crippling shot can be negated by
Blinding Quickness any application of magical healing or with a successful DC 15
Prerequisite: Pounce Heal (treat injury) check.
Benefit: Activating this discipline is an attack action. On The ranger may not activate another discipline for 6 hours
his next turn, the character gains an additional full iterative after using crippling shot.
attack sequence. Thus, the character could activate this
ability and then use his move action to close with an opponent Deadly Aim
(or opponents); then, on his next turn, he makes two full Prerequisite: Natural archer
attack sequences, each with his normal set of iterative attack Benefit: Activating this discipline is a free action. For the
bonuses. If the character fights with two weapons and nor- next round, the ranger deals triple (x3) damage with each
mally has 4 attacks with his primary weapon and 3 off-hand successful ranged attack. Like any damage multiple, these are
(due to the greater dual wield talent), he would effectively additive with other multiples, so that a ranger who scored a
make 14 attack rolls (rather than the usual 7) on this next critical hit with a longbow would deal x5 damage, not x9.
turn. The ranger may not activate another discipline for 8 hours
The character may not activate another discipline for 24 after using deadly aim.
hours after blinding quickness ends.
Debilitating Strike
Challenge Prerequisite: Ambush
Prerequisite: Taunting shout Benefit: Activating this discipline is a free action. For the
Benefit: Activating this discipline is a free action. As an next round, each attack the assassin makes that deals ambush
attack action, the guardian may use his taunt talent against all damage (whether from surprise or while flanking) also causes
opponents within a radius equal to 1/2 his guardian level x 10 the target to suffer a –2 penalty to defense.
feet. All the usual modifiers for a taunt check apply. The penalty to defense from a debilitating strike can be
The guardian may not activate another discipline for 8 negated by any application of magical healing or with a
hours after using challenge. successful DC 15 Heal (treat injury) check, although in the
case of multiple debilitating strikes, each must be treated
Clear Out individually.
Prerequisite: Greater smash The assassin may not activate another discipline for 12
Benefit: Activating this discipline is a free action. The hours after debilitating strike ends.
guardian bull rushes all opponents within his reach simulta-
neously, gaining a +5 bonus on his bull rush check. He makes Deflecting Guard
only one check, which is opposed individually by each oppo- Prerequisite: Tactical counter
nent. The guardian does not have to move from his square to Benefit: Activating this discipline is a free action. For a
use this attack, so he does not provoke any free attacks from number of rounds equal to his Wisdom modifier (minimum 1
his opponents. If he fails the check against any opponent, that round), the monk may parry all attacks made by opponents
opponent simply does not move: The guardian does not have within reach. Each parry functions as in the tactical counter
to move 5 feet if he fails, nor is he knocked prone. talent, but the monk receives a +10 bonus on all attack rolls
The guardian may not activate another discipline for 6 made to parry. Using this discipline does not require any daily
hours after using clear out. uses of the intervene talent.
The monk may not activate another discipline for 12 hours
Courage after deflecting guard ends.
Benefit: Activating this discipline is a free action. For a
number of minutes equal to his Wisdom modifier (minimum

150 Chapter Seven


Dizzying Palm ranger with a 19 Dexterity (+4 bonus) activates this discipline

Contents
Prerequisite: Mystic strike while fighting a creature with DR 10/silver, he may bypass the
first 7 points of its DR even if he is not using a silver weapon —
Benefit: Activating this discipline is a free action. For a that is, the creature ignores only the first 3 points of damage from
number of rounds equal to the monk’s Wisdom modifier each of his attacks, rather than the first 10 points.
(minimum 1 round), each time the monk makes a successful
unarmed attack, the target must make a Fortitude saving The character may not activate another discipline for 24
throw (DC 10 + the monk’s brawler level + the monk’s hours after expose ends.
Wisdom modifier) or be interrupted in addition to the usual Fancy Swell
effects of the strike. (Multiple interrupted effects do not
stack.) Prerequisite: Acrobatic
The monk may not activate another discipline for 12 hours Benefit: Activating this discipline is a free action. For a
after dizzying palm ends. number of rounds equal to her Dexterity modifier (minimum 1
round), the swashbuckler gains a bonus equal to her swashbuck-
Doughty ler level on all melee attack rolls. This bonus does not increase
Benefit: Activating this discipline is a free action. For a the swashbuckler’s chance to score a critical hit — that is, if one
number of rounds equal to his Constitution modifier (mini- of her attacks is a critical threat, she does not get the attack bonus
mum 1 round), the character gains damage reduction 10/–. from this discipline on her critical confirmation roll.
The character may not activate another discipline for 24 The swashbuckler may not activate another discipline for
hours after doughty ends. 24 hours after fancy swell ends.

Enshrouded Assault Fearless


Prerequisite: Hidden assault Benefit: Activating this discipline is a free reaction. The
character may ignore all fear effects for a number of hours
Benefit: Activating this discipline is a free action. For a equal to his Wisdom modifier (minimum 1 hour). Note that
number of rounds equal to his assassin level, if the assassin hits certain spells or abilities with the fear descriptor may have
successfully with a backstab (or ambush or the like), he may effects other than fear that may still affect the character.
immediately make a Sneak check, with a +5 bonus, to hide
from his opponent as if he had just made a Bluff check. He The character may not activate another discipline for 12
need not be able to get to a hiding place to use this ability, as hours after fearless ends.
explained in the Sneak skill (see Chapter 8: Skills.) This is a Fell Blows
supernatural ability.
Prerequisite: Greater smash
The assassin may not activate another discipline for 24
hours after enshrouded assault ends. Benefit: Activating this discipline is a free action. For a
number of rounds equal to 1/2 the berserker’s current Strength
Escape modifier (minimum 1 round), all of the berserker’s successful
Prerequisite: Distract attacks deal double damage. Like any damage multiple, these
are additive with other multiples, so that a berserker using fell
Benefit: Activating this discipline is a free action. The blows who scored a critical hit with a longsword would deal
character may take a full-move action as normal, but during triple damage (x3), not quadruple (x4).
this move he may use his distract talent as a free action against
any opponent that is within 30 feet of him at any time during The character may not activate another discipline for 12
his move. hours after fell blows ends.
The brigand may not activate another discipline for 12 Fluid Motion
hours after escape ends.
Benefit: Activating this discipline is a free action. For a
Evasive number of rounds equal to 1/2 his bruiser or monk level, the
character gains an additional attack at the full bonus with his
Benefit: Activating this discipline is a free action. For a primary weapon as part of a full-attack action; further, he
number of rounds equal to 1 + her Dexterity modifier (mini- calculates his iterative melee attacks as if his weapon(s) had
mum 1 round), the character gains a +10 bonus to defense. a delay of 2.
The character may not activate another discipline for 12 For example, a bruiser with BAB +24 using a quarterstaff
hours after evasive ends. with the greater dual wield talent could make nine attacks —
Expose the six primary attacks at base bonuses of +24/+24/+22/+20/
+18/+16 and three “off-hand” attacks at +19/+17/+15. (If the
Prerequisite: Find weakness same character were using two longswords, his off-hand at-
Benefit: Activating this discipline is a free action. For a tacks would be at +19/+16/+13 — remember that a 1-H
number of rounds equal to his assassin or ranger level, the weapon used in the off-hand suffers a –1 delay penalty.)
character may ignore an amount of damage reduction with each The character may not activate another discipline for 12
attack equal to 3 + his Dexterity modifier. For example, if a hours after fluid motion ends.

Talents and Disciplines 151


any target she attacks is
treated as being flat-footed
against the rest of her at-
tacks for the remainder of
the round — thus, her sub-
sequent iterative attacks
may all be sneak attacks
(or backstabs or ambushes,
as applicable).
The swashbuckler may
not activate another dis-
cipline for 12 hours after
using great feint.

Guardian’s
Resistance
Prerequisite: Harm re-
sistance
Benefit: Activating
this discipline is a free
action. For a number of
rounds equal to his guard-
ian level, the guardian
gains harm resistance (x)
against all harm types,
where x equals 1 + 1/2 his
fighter level.
The guardian may not
Flurry of Arms activate another discipline for 12 hours after resistant ends.
Prerequisite: Rapid strike Guardian’s Sphere
Benefit: Activating this discipline is a free action. For a
Prerequisite: Battle cry
number of rounds equal to her Dexterity modifier (minimum
1 round), when using only a single light weapon, the swash- Benefit: Activating this discipline is an attack action. All
buckler can make her usual number of iterative melee attacks allies within 30 feet of the guardian, not including the guard-
at her highest applicable attack bonus (i.e., as if her attacks ian himself, gain harm resistance (10) to a harm type of the
had a delay of 0). For example, a swashbuckler with a BAB of guardian’s choosing. This benefit lasts for a number of rounds
+27 could make five attacks with a rapier, each with a base equal to the guardian’s Charisma modifier (minimum 1 round).
bonus of +27 (rather than +27/+23/+19/+15/+11). This is a supernatural ability.
The swashbuckler may not activate another discipline for The guardian may not activate another discipline for 24
16 hours after flurry of arms ends. hours after guardian’s sphere ends.

Frenzy Guardian’s Toughness


Prerequisite: Greater fury Prerequisite: Warrior’s toughness
Benefit: Activating this discipline is a free action. When Benefit: Activating this discipline is a move action. For a
the berserker enters his berserk rage, his bonuses to Strength number of rounds equal to his fighter level, the guardian gains
and Constitution both increase to +12, and his morale bonus the benefit of DR x/–, where x equals his guardian level.
to Will saves increases to +6. (These bonuses do not stack The guardian may not activate another discipline for 12
with those from any fury talent.) However, the berserker hours after this discipline ends.
suffers a –4 penalty to defense while in a frenzy.
The berserker may not activate another discipline for 24
Harden Body
hours after frenzy ends. Prerequisite: Greater damage reduction
Benefit: Activating this discipline is a free action. For a
Great Feint number of rounds equal to 1 + her Constitution modifier
Prerequisite: Dirty tricks (minimum 1 round), the character gains the benefit of DR x/–,
Benefit: Activating this discipline is a free action, but can be where x equals 1/2 her advanced class levels.
used only as part of a full-attack action. The swashbuckler must The character may not activate another discipline for 12
give up her melee attack with the highest bonus this round, but hours after harden body ends.

152 Chapter Seven


Inflame One Hundred Fists

Contents
Prerequisite: Taunting stance Prerequisite: Focused strike
Benefit: Activating this discipline is a free action. As a free Benefit: Activating this discipline is a free action. For a
action, the monk may immediately make a taunt check (as if number of rounds equal to her Dexterity modifier (minimum
using the taunting stance talent) against all opponents in line 1 round), the character can make her usual number of itera-
of sight. tive unarmed attacks at her highest applicable attack bonus
The monk may not activate another discipline for 3 hours (i.e., as if her unarmed attacks had a delay of 0). For example,
after using inflame. a bruiser with the improved dual wield talent and a BAB of
+23 could make five primary attacks at base bonuses of +23/
Inspired Daring +23/+23/+23/+23 and two off-hand attacks at +18/+18.
Prerequisite: Rotating blades The character may not activate another discipline for 12
Benefit: Activating this discipline is a free action. For a hours after one hundred fists ends.
number of rounds equal to 1 + her Constitution modifier
(minimum 1 round), the swashbuckler may make one free Overwhelm
attack each round against every opponent within reach. Prerequisite: Mighty charge
The swashbuckler may not activate another discipline for Benefit: Activating this discipline is a free action. For a
24 hours after inspired daring ends. number of rounds equal to 1 + her Constitution modifier
(minimum 1 round), the bruiser may initiate a bull rush
Killing Spirit against her target as a free action every time she hits with an
Prerequisite: Mystic strike unarmed attack. This special bull rush does not provoke a free
Benefit: Activating this discipline is a free action. For a attack from the opponent; further, if a bull rush succeeds, the
number of rounds equal to 1 + her Constitution modifier opponent’s weapon delay is effectively increased by 1 for his
(minimum 1 round), each of the bruiser’s successful unarmed next turn.
attacks, in addition to dealing its usual damage, causes its The character may not activate another discipline for 12
target to suffer a –1 penalty to all saving throws. This penalty hours after overwhelm ends.
lasts for a number of minutes equal to the bruiser’s base Will
save bonus. This is a supernatural ability. Precise
The bruiser may not activate another discipline for 12 hours Benefit: Activating this discipline is a free action. For a
after killing spirit ends. number of rounds equal to her Wisdom modifier (minimum 1
round), the character gains a +5 bonus to all attack rolls.
Lightning Step The character may not activate another discipline for 12
Benefit: Activating this discipline is a free action. For a hours after precise ends.
number of minutes equal to 1 + his Constitution modifier
(minimum 1 round), the character gains a bonus to speed Predator’s Instinct
equal to his Dexterity modifier x 10 feet. (Thus, a character Prerequisite: Predator’s grace
with a 15 Constitution and an 18 Dexterity gains a bonus of Benefit: Activating this discipline is a free action. For a
+40 feet to speed that lasts for 3 minutes.) number of rounds equal to her predator level, the character
The character may not activate another discipline for 6 gains a bonus equal to 1 + her Wisdom modifier (minimum
hours after lightning step ends. +1) on all melee attack and damage rolls.
The character may not activate another discipline for 24
Masterful Disarm hours after predator’s instinct ends.
Prerequisite: Dirty tricks
Benefit: Activating this discipline is a free action. For a Protector
number of rounds equal to 1 + his Charisma modifier (mini- Prerequisite: Protect
mum 1 round), the brigand may make one disarm attempt as Benefit: Activating this discipline is a free action. For the
a free action each round, with a +20 bonus to the disarm next round, the guardian automatically takes all damage that
check, against any opponent within reach. This disarm at- would be dealt to any allies within his natural reach. This
tempt does not provoke a free attack, and if it fails, the ability only applies to targeted damage, not area effects.
opponent may not make a disarm attempt in response. Therefore, the character can protect his allies from fire bolt
If the disarm is successful and the brigand has an empty spells, arrows, claws, swords, and the like, but not from
hand, he gains possession of the disarmed weapon or object. explosions or dragons’ breath.
The brigand may not activate another discipline for 6 hours Using this discipline does not requires any daily uses of the
after he uses masterful disarm. intervene talent. The guardian may not activate another
discipline for 24 hours after protector ends.

Talents and Disciplines 153


Quicken Roar
Prerequisite: Rapid strike Prerequisite: Battle cry
Benefit: Activating this discipline is a free action. For a Benefit: Activating this discipline is a free action. All
number of rounds equal to 1 + his Constitution modifier opponents within 20 feet of the berserker must make a Will
(minimum 1 round), the character gains the benefit of a haste save (DC 10 + the character’s berserker level + his current
(7) effect (see the EQ II Spell Guide for a description of haste Constitution modifier). Those who fail their saves are stunned
effects). for 1 round and deafened for 1d6 minutes.
The character may not activate another discipline for 6 The berserker may not activate another discipline for 3
hours after quicken ends. hours after he uses roar.

Rakish Assault Savage Blows


Prerequisite: Mighty charge Prerequisite: Stunning strike
Benefit: Activating this discipline is a free action. For a Benefit: Activating this discipline is a free action. For a
number of rounds equal to her Intelligence modifier (mini- number of rounds equal to her Wisdom modifier (minimum 1
mum 1 round), the swashbuckler gains a bonus equal to her round), the bruiser gains the benefit of the stunning strike
swashbuckler level on all charge attacks. (This bonus replaces talent on all successful melee attacks. This discipline does not
the total +4 bonus from the mighty charge talent.) Further, require any daily uses of stunning strike.
the target of any of her charges is considered flat-footed against The bruiser may not activate another discipline for 12 hours
her attack. after using savage blows.
The swashbuckler may not activate another discipline for 8
hours after using rakish assault. Shadow Stance
Prerequisite: Dragon stance
Rampage Benefit: Activating this discipline is a free action. For a
Prerequisite: Reeling assault number of minutes equal to 1 + his Wisdom modifier (mini-
Benefit: Activating this discipline is a free action, and must mum 1 minute), the monk gains a bonus equal to his monk
be activated at the beginning of the berserker’s turn. As a full- level on all defense rolls and on all Reflex saves.
round action, the berserker makes one reeling assault against The monk may not activate another discipline for 24 hours
every opponent within his natural reach. (This discipline after shadow stance ends.
cannot be used with a reach weapon.) However, if a target fails
its Fortitude save against this rampage attack, it is stunned for Sneering Defense
1d3 rounds. Prerequisite: Taunting blow
The berserker may not activate another discipline for 12 Benefit: Activating this discipline is a free action. For a
hours after rampage ends. number of rounds equal to his guardian level, the guardian
may make repeated attempts to taunt his opponents. Every
Reckless Counter time he hits an opponent successfully in melee, he may make
Benefit: Activating this discipline is a free action. For a a taunt check against that opponent as a free action. Similarly,
number of rounds equal to 1 + his Dexterity modifier (mini- every time he successfully parries an attack against an ally
mum 1 round), the berserker may make a free attack against using the tactical counter or circling guard talent, he may
any opponent within reach who successfully hits him in make a taunt check as a free action against the opponent
melee. He may not make more than one free attack against whose blow he parried.
any opponent in a single round as a result of reckless counter, The guardian may not activate another discipline for 6
however, and he must be aware of an opponent to attack her hours after sneering defense ends.
(so he couldn’t make a reckless counter against someone who
had successfully snuck up on him and attacked from surprise). Storm of Arrows
The berserker may not activate another discipline for 6 Prerequisite: Rapid fire
hours after reckless counter ends. Benefit: Activating this discipline is a free action. As a full-
attack action, the ranger may make a number of ranged attacks
Resistant equal to 1/2 her predator level. Each of these attacks uses her
Benefit: Activating this discipline is a free action. For a highest ranged attack bonus, but is otherwise calculated
number of rounds equal to her Strength modifier (minimum normally.
1 round), the character gains harm resistance (10) against all The ranger may not activate another discipline for 12 hours
harm types. after using storm of arrows.
The character may not activate another discipline for 12
hours after resistant ends.

154 Chapter Seven


Strongarm The brigand may not activate another discipline for 6 hours

Contents
Benefit: Activating this discipline is a free action. For a after he uses surprise attack.
number of rounds equal to his Dexterity modifier (minimum Take Aim
1 round), each successful attack by the brigand forces the
target to make a Fortitude save (DC 10 + the character’s Prerequisite: Sharp-shooting
brigand level + his Strength modifier) or suffer a –1 penalty to Benefit: Activating this discipline is a move action. For a
attack rolls and skill checks. number of rounds equal to her Wisdom modifier (minimum 1
The penalty from a strongarm attack can be negated by any round), the ranger gains a bonus equal to her ranger level on
application of magical healing or with a successful DC 15 Heal all ranged attack rolls.
(treat injury) check, although in the case of multiple penal- The ranger may not activate another discipline for 12 hours
ties, each must be treated individually. after take aim ends.
The brigand may not activate another discipline for 12
hours after strongarm ends.
Taunting Shot
Prerequisite: Taunt
Surprise Attack Benefit: Activating this discipline is a free action. For a
Prerequisite: Ambush number of rounds equal to her Wisdom modifier (minimum 1
Benefit: Activating this discipline is a free action and must be round), the ranger may make a free taunt check (counting her
activated at the beginning of the brigand’s turn. As a full-round predator levels as fighter levels for this purpose) against any
action, the brigand may make a single attack, using his highest opponent she hits with a ranged attack.
melee attack bonus, against every adjacent opponent that is The ranger may not activate another discipline for 6 hours
unaware of his presence. (If any target perceives him, he cannot after taunting shot ends.
attack that opponent.) Sneak attack damage applies as usual.

Talents and Disciplines 155


156 Chapter Eight
A A character’s skills can improve with practice as the char-
acter gains levels. Each particular skill has a total bonus that
includes the number of ranks a character has in that skill, the
modifier for the skill’s key ability, and several other possible
modifiers such as synergy bonuses, racial bonuses, and so on.
The higher a skill’s total bonus, the better a character is at that
skill.
foes. (Note that Anna decides not to spend any of Tarmai’s
2nd-level training points on skills.)
Tarmai’s 2nd-level skill distribution looks like this:
Starting Skill
(Key Ability)
Bluff (Cha)
Current
Ranks
1
Stat
Modifier
+0
Total Skill
Bonus
+1
Climb (Str) 2 +4 +6
Heal (Wis) 4 –1 +3
Acquiring Skills Survival (Wis) 2 –1 +1
Swim (Str) 1 +4 +5
A player chooses skills when creating a character by spend-
ing the character’s starting skill points on his or her starting Trade Skill 3 –1 +2
skills. At each level thereafter, the character gains additional (blacksmithing) (Wis)
skill points to spend, as well as training points that may be used
to purchase skills (see Chapter 6: Professions for more infor- Using Skills
mation on skill points and training points). When a character uses a skill, the player makes a skill check
Depending on a character’s profession (and sometimes to see how well the character does — the higher the check, the
race), certain skills are “starting skills” for that character while better the result. The basic formula used for any skill check is
others are not. Skill ranks always cost 1 skill point or 3 training as follows:
points per rank; at 1st character level, the character can 1d20 + the character’s total skill bonus
purchase ranks only in his starting skills, but afterwards he
“Total skill bonus” is the sum of all skill ranks plus ability
may purchase ranks in any skill.
score modifiers (if any), plus racial modifiers (if any), plus any
Maximum Skill Ranks: The maximum number of ranks a other modifiers from feats, talents, equipment (including
character can have in any skill is equal to 3 + his character magic items), and all other such sources. The check may be
level. modified by other miscellaneous or conditional modifiers as
Starting skill points for each of the four starting archetypes well, including encumbrance penalties or other circumstances.
are as follows: Getting a “natural 20” on a skill check does not grant
automatic success, nor does a natural 1 mean automatic
Table 8–1: Starting Skill Points by Archetype failure.
Starting Archetype Starting Skill Points
Fighter 12 + Int modifier Skill Checks Against a Difficulty Class
Mage 8 + Int modifier Many skill checks are made against a Difficulty Class (DC).
Priest 16 + Int modifier The DC is a number that the player must tie or beat for his
Scout 24 + Int modifier character’s skill check to succeed. DCs for specific and com-
Example: Anna is creating a new barbarian fighter, Tarmai, mon tasks are listed within specific skill descriptions later in
with the following adjusted ability scores (and modifiers): this chapter.
Str 19 (+4), Dex 13 (+1), Con 16 (+3), Int 8 (–1), Wis 8
(–1), Cha 10 (+0). Opposed Skill Checks
Tarmai starts with 12 – 1 = 11 skill points. Barbarians always Some skill checks are opposed by another character’s or
receive Survival as a starting skill (see Chapter 5: Races), and creature’s skill check result. For example, Sneak checks are
Anna chooses Heal, Swim, and Trade Skill (blacksmithing) generally opposed by potential observers’ Perceive checks.
as Tarmai’s optional professional starting skills. Since she has The rule is simple: Whoever gets the higher result wins the contest,
11 points to distribute among Tarmai’s eight starting skills, and a tie always goes to a player character over an NPC or monster.
she decides to focus on just a few skills she finds useful. In the case of two PCs tying with one another when making
Her starting skill distribution is as follows: opposed checks, the character with the higher total skill
Starting Skill Current Stat Total Skill bonus wins; if these scores are the same, the character having
(Key Ability) Ranks Modifier Bonus more skill ranks wins. If both characters have the same total
Climb (Str) 2 +4 +6 skill bonus and an equal number of skill ranks, and if the
Heal (Wis) 3 –1 +2 circumstances warrant a draw or deadlock of some kind, the
Survival (Wis) 2 –1 +1 contest may remain undecided (GM’s discretion) — other-
Swim (Str) 1 +4 +5 wise, roll again or flip a coin.
Trade Skill 3 –1 +2 When a character is required to make an opposed check in
(blacksmithing) (Wis) response to the action or actions of another creature, the
When Tarmai reaches 2nd level, she gains another 3 – 1 = check is treated as a free reaction (see Actions in Chapter 12:
2 skill points. Anna puts 1 of these into Heal, having found Combat) even if that kind of check would normally require
that a very useful skill so far, and then uses the remaining point some other type of action.
to buy a new skill, Bluff, which she can use to intimidate her

Skills 157
Trained and Untrained Skill Checks Checks Without Rolls
In some cases, even if a character doesn’t actually possess Using a skill in the heat of battle or under duress can be a
any ranks in a skill, she may still make a skill check as normal. trial for even the most competent of characters, but there are
If such a check is possible for a particular skill, it is marked also simple tasks or ideal situations in which (or for which)
“untrained” in the sub-header for its skill description. In this only modestly competent characters can achieve success
case, the character’s check is not modified by skill ranks regularly.
because she doesn’t have any ranks in the skill. She may have Taking 10: When a character is not in a rush and is not
other modifiers, though, such as racial bonuses and the ability being threatened or distracted, she may choose to take 10 on
modifier for the skill’s key ability. a skill check. The player does not roll 1d20 for such a check,
Other skills can be used only if the character actually has at but instead calculates the result as if the character had rolled
least 1 rank in the skill. Such skills are noted with a “‡” symbol a 10.
next to the skill name on Table 8–3, and are marked “trained” It is not normally possible to take 10 during combat or in
in the sub-header for their skill descriptions. similarly stressful or dangerous situations.
Taking 20: When a character has plenty of time and is
Language-Dependent Skills neither threatened nor distracted, and when the skill being
Skills involving speech or writing are effective only if used attempted carries no risk or penalty for failure, she can take 20.
upon a creature that can understand the skill user. Such skills The player does not roll 1d20 for the check, but instead
usually require a Language check to be made by one or more calculates the result as if she had rolled a 20.
parties if those affected by or exposed to the skill are not fluent A character who takes 20 is assumed to be concentrating
in the speaker’s language (see the Language skill later in this carefully and taking her time until she gets it right. This
chapter). requires about 20 times as long as making a normal check
would take — thus, generally 2 minutes for a skill that can
Encumbrance Penalty normally be attempted within 1 full round (6 seconds).
Apply any encumbrance penalty from armor/shields or
from possessions carried (see “How Much Can I Carry?” in Combining Skill Checks
Chapter 11: Adventuring) to skill checks for this skill. Note Often, if two or more characters coordinate their actions
that a character wearing armor or a shield without the appro- toward the same end, their efforts produce more satisfactory
priate Armor Proficiency or Shield Proficiency feat suffers its results. In such cases, one character is considered the leader of
encumbrance penalty to attack rolls and to any skill with the effort and makes the “primary” skill check, while the
Strength or Dexterity as its key ability. helper makes his or her own skill check against DC 10. (No
character can take 10 on these checks.) For each helper who
Favorable and Unfavorable Conditions succeeds, the leader gains a +2 circumstance bonus to the
Some situations or settings make a skill less or more difficult primary check; these bonuses stack.
to use, resulting in a modifier of +2 or –2 to the skill bonus or In many cases, the GM may decide that an assistant’s help
the DC of the skill check. (Bonuses and penalties are normally won’t be beneficial, or only a limited number of characters can
applied to the roll for conditions that affect the character’s help at once; for example, only one helper might be of any use
ability, while altering the DC signifies conditions external to in making a Heal check to bind an ally’s wound.
the character. For example, having clawed climbing gloves
improves a rogue’s ability to climb, and thus provides a bonus Extraordinary Success
to his Climb check. Slippery lichen on a wall, on the other If a character has at least 10 ranks in a skill and beats the DC on
hand, raises the DC.) his skill check by 20 or more, the GM may assign the character some
In some circumstances, the GM may decide that a bonus or marked advantage over a typical success. For example, a character
penalty of greater than +2 or –2 is warranted. who beats the DC of a Climb check by 20 or more might climb twice
his usual climbing speed for that round.
Practically Impossible Tasks
In general, attempting something that’s “practically impos-
sible” requires that the character have at least 10 ranks in the
appropriate skill; further, the enormity of the difficulty im-
poses a penalty of –20 on the check (or +20 to the DC, which
amounts to about the same thing). Practically impossible tasks
are hard to delineate ahead of time; they’re accomplishments
that represent incredible, almost logic-defying skill and luck.
The GM decides what is actually impossible (i.e., no attempt
is even allowed) and what is merely practically impossible,
based on the style and flavor of her campaign.

158 Chapter Eight


Skill Synergy might be required to make an ability check (1d20 plus the
appropriate ability score modifier).
Many skills complement each other; in game terms, these
Ability checks are most often Strength checks used to break
are “synergistic skills.” For every 5 ranks the character has in
objects or burst some restraint (for more on smashing or
the base skill, he gains a +1 synergy bonus on skill checks with
breaking objects, see the “Attacking Objects” sidebar in
its synergistic skills, as noted in Table 8–2.
Chapter 12: Combat), but there are times when any ability
Some synergy bonuses apply all the time, while others apply might be used to perform some unskilled task. The GM assigns
only to certain applications of the synergistic skill. the DC for these checks.
Synergy bonuses always stack. A few sample ability checks are provided here.
Task Key Ability DC
Table 8–2: Skill Synergies
Break down a stout door Str 18
Base Skill Synergistic Skill(s)*:
Catch a small greased pig Dex 19
Agility Use Rope (binding someone)
Hold a rock half the size of one’s
Bluff Sleight of Hand
head at arm’s length for 2 minutes Con 16
Knowledge (art and literature) Knowledge (history)
Recall a simple phrase’s exact
Knowledge (construction Engineer Device
wording after 1 week Int 16
and engineering)
Finding one’s way out of a simple
Knowledge (folklore) Any one other Knowledge skill (player’s choice)
topiary maze Wis 12
Knowledge (geography) Survival (trying to avoid hazards or sense
Turn every eye in a ballroom as
heading)
one enters Cha 22
Knowledge (history) Esoteric knowledge checks (see the EQ II
Spell Guide)
Knowledge (local lore) Persuade (gathering information)
Fantastic Skill Uses
Knowledge (mysticism) Spellcraft (identifying spells or magical It is a common trope of fantasy literature that heroes and
effects) villains can do things far beyond the norm — hence the name
Knowledge (nature) Survival (getting along in the wild or pre- “fantasy.” Of course, magical spells and fantastic races go a
dicting weather) long way toward making the EverQuest II Role-Playing Game
Knowledge (peerage) Persuade (diplomacy) feel “fantastical,” but another way of bringing the fantastic
Knowledge (planar lore) Spellcraft (involving conjuration spells or element into the fore is through the use of skills.
effects) For example, if the GM finds the idea agreeable, he might
Knowledge (religion) Spellcraft (involving necromancy spells allow a character playing a dwarf mage or priest to make a DC
or effects) 20 Channeling check to actually reach his hand into a rock
Knowledge (spelunking) Use Rope wall and thence pop a piece of stone out when he withdraws
Knowledge (street smarts) Sense Motive (vs. Bluff checks made to his hand (a good way to make handholds for climbing), simply
deceive) because that is the sort of magical thing dwarf spellcasters can
Knowledge (warcraft) Sense Motive (vs. Bluff checks made to do with stone. Or a wood elf scout might move lightly through
feint or intimidate) the treetops or even run atop a snowdrift just by making a DC
Perceive Search (finding secret doors or openings) 20 Agility check, her player citing the legendary
Perform (acting) Bluff “lightfootedness” of wood elves.
Perform (buffoonery) Persuade (when taunting or evading)† The DC for such checks might range anywhere from 10 to
Perform (dance) Agility 30 or even higher in a given campaign, based on just how
Perform (oratory) Persuade (bargaining) “fantastic” the GM wants his campaign to become.
Search Survival (following tracks) Regardless, the same kind of benefits shouldn’t extend to a
Sense Motive Persuade (begging) dwarf reaching into a tree or a wood elf character running at
Survival Knowledge (nature) full speed over rocky terrain, for instance — perhaps simply
Use Rope Agility (escaping from bonds); because that isn’t what those races do on a daily basis, or
Climb (involving rope) perhaps because the natural magic of the races apply only in
Vocation See skill description specific settings.
* The character gains a +1 synergy bonus to the skill(s) in this column The reasons or justification for such seemingly magical
for every 5 ranks in the base skill. skill-based abilities can vary from campaign to campaign, and
† This refers to the taunt fighter talent and the evade scout talent, the final arbiter is this: No character should be allowed to
respectively. overshadow his or her fellows simply by quoting passages from
books that “justify” his superhuman actions. A sense of fun,
Ability Checks which often arises out of fairness to the other players, must
Sometimes a character tries to do something to which no dictate such uses of skills.
specific skill applies directly. In these cases, the character

Skills 159
Table 8–3: Archetype Starting Skills Skill Descriptions
Skill (Key Ability) Fighter Mage Priest Scout
Agility† (Dex) – – – S This section describes each skill, including common uses
BluffL (Cha) – – – * and typical DCs and modifiers.
Channeling (Con) – S S –
Agility (Dex)
Climb† (Str) S – – S
Untrained; Encumbrance Penalty
DisguiseL (Cha) – – – *
Engineer Device‡ (Int) – – – *
Balance: A successful check lets the character move at half
speed along a precarious surface as a move action. If he accepts
ForgeryL (Int) – – – *
a –5 penalty, he can move his normal speed as a move action
Handle Animal‡ (Dex/Cha) S – * *
(or twice his speed as a full-move action, requiring two
Heal (Wis) * – * –
checks). A failure means that the character can’t move for 1
Jump† (Str) S – – S round, while a failure by 5 or more means that the character
Knowledge falls. The difficulty varies with the surface:
(art and literature)‡ (Int) – * * – Surface DC
Knowledge (construction Level/smooth 0 (no check normally necessary)
and engineering)‡ (Int) – * * – Uneven/rough 10
Knowledge (folklore)‡ (Int) * * * * Broken/irregular 15
Knowledge (geography)‡ (Int) * * * * Less than half a footwidth* +10
Knowledge (history)‡ (Int) * * * – One-half to one footwidth* +5
Knowledge (local lore)‡ (Int) – * * S One to three footwidths* +2
Knowledge (mysticism)‡ (Int) – S * – Angled† +5
Knowledge (nature)‡ (Int) * * * * Debris-covered† +5
Knowledge (peerage)‡ (Int) – * * – Slippery† +5
Knowledge (planar lore)‡ (Int) – * * – * Footwidth refers to the width of the path relative to the width of the
Knowledge (religion)‡ (Int) – * S – character’s own foot.
Knowledge (spelunking)‡ (Int) – * * * † These modifiers stack if more than one apply.
Knowledge (street Fighting While Balancing: Attacks against a character who is
smarts)‡ (Int) * * * * forced to make an Agility check are normally made as if he
Knowledge (warcraft)‡ (Int) S * * * were stunned (see Glossary). If the character has 5 or more
Language‡ (Int) – * * * ranks in Agility, he is not treated as stunned while balancing,
Perceive (Wis) – – – S but opponents still receive a +2 bonus to attacks against him.
Perform‡L (varies) – – S * If the character takes damage while balancing, he must
PersuadeL (Cha) – – * * make another Agility check to avoid being knocked prone. A
Search (Int) – – – S character knocked prone while balancing on a narrow surface
Sense MotiveL (Wis) – – * * such as a ledge or beam might have to make a Reflex saving
Sleight of Hand‡† (Dex) – – – * throw (DC varies, GM’s discretion) to avoid falling to the
Sneak† (Dex) – – – S ground below, and thus taking falling damage if appropriate.
Spellcraft‡ (Int or Wis) – S S – Escaping: Making a check to escape physical bonds (but not
Survival (Wis) * – * * a spell effect that simulates such bonds) generally requires 1
Swim† (Str) * – – S minute. Escaping a net or a binding spell is a full-round action.
Trade Skill‡ (Int or Wis) ** ** ** ** The character can make an Agility check opposed by an
Use Rope (Dex) * – – * opponent’s grapple check to get out of a grapple. (See Grapple
Vocation‡ (Int or Wis) S S S S in Chapter 12: Combat.)
S: Starting skill for all characters of this archetype. Restraint DC
* Potential starting skill for characters of this archetype; see the Ropes 10 + binder’s Use Rope check
archetype description in Chapter 6: Professions. Manacles Varies (generally 30, or 35 for masterwork
** Each archetype may choose from among a partial list of Trade Skill manacles)
subtypes if this skill is chosen as a starting skill. See the appropriate Held net 10 + net wielder’s grapple check
archetype description in Chapter 6: Professions. Loose net 10 + 1/2 net’s initial grapple check
† A character using this skill is subject to encumbrance penalties for Grappler Grappler’s grapple check
armor, shields, or equipment worn or carried. Magical effect 10 + effect’s save DC
‡ This is a trained skill, at least under certain circumstances (see skill’s (save normally allowed)
description): A character must have at least 1 rank in the skill to attempt
Magical effect 20 + effect’s save DC
a check with it.
L
(no save)*
This is a language-dependent skill, at least under certain circum-
* For this calculation, use the save DC the effect would have if it did
stances. See the appropriate skill description for details.
allow a save.

160 Chapter Eight


Moving through Tight Spaces: Squeezing through a tight successful Bluff check indicates that the target believes what
space takes at least 1 minute per 5 feet traveled; if the space is the character wants or reacts as the character wishes, at least
also long, such as a chimney or crawlspace, the GM should call for a short time (usually 1 round or less).
for a check for every 5 feet traversed. Generally, a creature A bluff used for this purpose always takes at least 1 full-round
with an internal skeletal structure can never get through an action, but can take much longer.
opening through which its head does not fit. The Bluff… Sense Example
Space is… DC Motive
Roughly shoulder width 20 Modifier
Less than shoulder width 30 Plays to target’s own –5 “That high elf has been flirting
The character can always make repeated checks while beliefs or desires with you all evening — I think
moving through a tight space. you should go talk to her.”
Landing: Whenever a character intentionally jumps down Doesn’t require much belief +0 “No, I just arrived here, Guard
from a height, she may make a DC 15 Agility check to treat or action on the target’s part Leremen. I didn’t see what
the distance as if it were 10 feet shorter when determining happened.”
falling damage. Lacks some supporting +5 “I am a very rich man — If you
evidence or requires some defend me from these orcs I
Special: A character can take 20 on Agility checks as long risk on the target’s part shall repay you well!”
as he is not being actively opposed in the attempt by some Is hard to believe or requires +10 “I am a secret agent in the ser-
force or creature. the target to accept great risk vice of the duke and have his
permission to smuggle these
Bluff (Cha) dark elves into the city. There’s
Untrained; Language-Dependent (see text) no need to alert the captain of
Lies, prevarication, the power of suggestion, misleading or the guard.”
menacing body language, and so on — these are the tools of Is outrageous or requires +20 “This ragged skullcap is actu-
the bluffer’s trade. mortal risk on the target’s part ally an artifact of great power
worth 300 platinum imperials…
Lying: A Bluff check used to cover one’s mistruths or
but I’m prepared to let you have
prevarications is opposed by a target’s Sense Motive check. A it for just 100!”

Skills 161
Generally, a failed lie makes the target too suspicious for the spellcasting action, but they need not pay any power points for
bluffing character to try another check under the same cir- the cost of the failed spell.
cumstances. In all cases, “spell order” refers to the order of spell the
Intimidation: The character can intimidate a single creature character is trying to cast.
up to 30 feet away and within line of sight by making a Bluff Condition/Situation* DC
check opposed either to the target’s Will save or to his Sense Damage taken from any source during the 10 + damage taken +
Motive check (target’s choice). Any bonuses the target may casting of a spell (usually for spells with a spell order
have on saving throws against fear also apply here; creatures casting time of 1 full round or more, but also
immune to fear are also immune to intimidation. If the check applies to damage taken from a readied attack
fails, that target cannot be intimidated by the same character made in response to the spell being cast)
for at least 24 hours. Suffering automatic/continuous damage 10 + 1/2 the continu-
(usually from a DOT spell, but also applies ous damage last taken
If the Bluff check is successful, the target becomes shaken
to constriction attacks, being swallowed, etc.) + 1/2 spell order
(see Glossary) for 1d4 rounds and can generally be bullied into
Distracted by non-damaging spell (if the spell Distracting spell’s
performing the character’s will for as long as the character allows no save, use the save DC it would have save DC + 1/2
remains in his presence (GM’s discretion). For example, an if it did allow a save) spell order
intimidated creature might be forced to open his safe for the Mild distraction or discomfort (jostled by crowd 5 + 1/2 spell order
intimidating character, but if left alone is liable to flee and or lying prone; moving mount; bouncy wagon
warn the authorities at once. ride; high winds)
This type of Bluff check normally requires an attack action, Moderate distraction or discomfort (trotting 10 + 1/2 spell order
but may take longer. mount; rough wagon ride; blinding rain or
Using Strength to Intimidate: A character may intimidate sleet; moving through brambles; small boat
without using words; the target must be within the character’s in rough water; below deck in storm-tossed
reach for this type of intimidation to work. Rather than ship; entangled)
Charisma, the character uses her Strength modifier to deter- Serious distraction or discomfort (galloping 15 + 1/2 spell order
mount; wind-driven hail, dust, or debris;
mine her total Bluff skill bonus when attempting to intimidate
non-damaging natural extremes of temperature;
in this fashion. fast wagon ride over broken terrain; small boat
Feinting in Combat: The character can make a Bluff check in rapids; on deck of storm-tossed ship)
opposed by the opponent’s Sense Motive check to mislead an Severe distraction or discomfort (grappling or 20 + spell order
opponent she threatens so that he can’t dodge the character’s pinned†; earthquake; severe thunderstorm with
next melee attack effectively. Feinting is an attack action. If high winds and heavy precipitation; tumbling
the feint is successful, the next attack the character makes down a cliff; in the crow’s nest or rigging of a
against the opponent denies him his Dexterity bonus to storm-tossed ship; potentially damaging natural
defense (if any). This attack must occur during the character’s extremes of temperature)
next turn. * If more than one of these conditions or situations applies, use only
the one resulting in the higher DC.
Feinting against a non-humanoid imposes a –4 penalty to
the feint attempt; if the creature has an Intelligence score of † A character who is grappling or pinned can cast only spells with no
somatic components and whose material component is in hand.
only 1 or 2, this penalty increases to –8. Against a non-
intelligent creature (i.e., one having no
Intelligence score), feinting is impossible.
Creating a Diversion to Hide: The character can
use Bluff to help her hide. (See the Sneak skill
description.)
Special: When used to lie or to intimidate
through words (i.e., using Charisma, not
Strength), Bluff is a language-dependent skill.

Channeling (Con)
Untrained
Normally, spellcasters need not make a Chan-
neling skill check to cast spells; a character uses
this skill to properly channel the power required
for spellcasting only in the face of distraction.
The table below summarizes various types of
distractions that require a character to make a
Channeling check while casting a spell. Casters
who fail a required Channeling skill check also
fail to cast their intended spell and lose their

162 Chapter Eight


Climb (Str) A character needs both hands free to climb, but may cling
Untrained; Encumbrance Penalty to a wall or other surface with one hand while casting a spell
With each successful Climb check, the character can ad- or performing some other action that requires only one hand.
vance up, down, or across a slope, a wall, or some other steep A character cannot use a shield while climbing, though he
incline (or even a ceiling with handholds) at one-quarter the may use a buckler.
character’s speed as a move action. If he accepts a –5 penalty Fighting While Climbing: Attacks against a character forced
to Climb, he can move half his normal speed as a move action. to make a Climb check to move are normally made as if he
in either case, the character may climb as a full-move action, were stunned (see Glossary). If the character takes damage
requiring two Climb checks for the round. while climbing, he must make another Climb check; failure
The DC of the check depends on the conditions of the means the character falls from his current height and sustains
climb. the appropriate falling damage (see Falling Damage in Chap-
ter 12: Combat).
Wall or Surface Is/Has… DC
A slope too steep to walk up (less than 60 degrees); a
Making Handholds and Footholds: Pounding pitons into a
knotted rope with a wall to brace against. 0 wall takes 1 minute per piton, and one piton is required for
A rope with a wall to brace against or a knotted rope every 3 feet climbed. In the same way, a climber with a
(but not both). 5 climbing pick, ice axe, or similar implement can cut handholds
A surface with ledges to hold onto and stand upon, such and footholds in an ice wall or the like.
as a very rough wall or a typical tree. 10 Catching One’s Self While Falling: It’s practically impossible
Adequate handholds and footholds (natural or artificial), to catch one’s self on a wall while falling. A character who tries
such as a very rough natural rock surface or a sparse to do so must make a Climb check (DC = wall’s DC + 20). It
tree; an unknotted rope. 15 is much easier for a character to catch himself while rolling
Some narrow handholds and footholds, such as a down a slope (DC = slope’s DC + 10).
typical wall in a dungeon or ruins. 20 Special: Someone using a rope can haul a character upward
A rough surface, such as a natural rock wall or a brick wall. 25 or lower her downward using sheer strength — see “How
An overhang or ceiling with handholds but no footholds. Much Can I Carry?” in Chapter 11: Adventuring.
(A perfectly smooth, flat vertical surface cannot be climbed.) 25
Condition/Situation DC Disguise (Cha)
Modifier* Untrained; Language-Dependent (see text)
Climbing in a tunnel or chimney (artificial or natural) or A character may use this skill to make herself or others look
other location where one can brace against two
different. Crafting a believable disguise requires at least a few
opposite walls. –10
props, some makeup, and from 10 to 30 minutes of work. A
Climbing in a corner where the character can brace
against perpendicular walls. –5
disguise can include an apparent change of height or weight,
Surface is slippery. +5 but generally of no more than one-tenth the original.
Pulling one’s self up by arm-strength alone. +5 The character’s Disguise check result is opposed by observ-
* These modifiers are cumulative; use any that apply. ers’ Perceive check results; however, if the disguised character
doesn’t draw any attention to herself, others do not normally
A failed check means that the character makes no progress, get to make Perceive checks.
and a check that fails by 5 or more means that the character If the character comes to the attention of people who are
falls from whatever height he has already attained. suspicious, such as a guard who is watching commoners
walking through a city gate, the GM can assume that such
observers are taking 10 on their Perceive checks. (The GM
makes the character’s Disguise check secretly so that the
character is not sure of how well she crafted the disguise.)
The effectiveness of the disguise depends in part on how
much the character is attempting to change her subject’s
appearance:
Disguise Perceive DC Modifier
Minor details only +5
Disguised as different sex –2
Disguised as different race –2
Disguised as different age category –2*
Disguised as specific profession –2
*Per step of difference between character’s actual age category and
disguised age category (youth, adulthood, middle age, old, venerable).

Skills 163
If the character is impersonating a particular individual, Altering Devices in Combat: A character attempting to alter
those familiar with that person get a bonus on their Perceive some item must be reasonably stationary for the time taken in
checks (and are automatically considered to be suspicious). the effort, being effectively stunned (see Glossary). Items to be
Familiarity* Perceive Bonus altered must also be reasonably stationary — the character
Recognizes on sight +4 can’t make an Engineer Device check to shut down a clock-
Friends or associates +6 work attacker that’s trying to kill her party, although she can
Close friends +8 make one against the same device if it’s pinned or immobile.
Intimates +10 Disarming Traps: A scout with the trapseeker talent can
* Apply only the most applicable option. make an Engineer Device check against the DC of a trap to
disarm it, rendering it harmless.
Usually, an individual makes a Perceive check for detection Bypassing Traps: A scout with the trapseeker talent who has
immediately upon meeting the character, and then for each 5 or more ranks in Engineer Device can attempt to study a trap
hour thereafter. If the disguised character casually meets many to determine how it is triggered and what the effect of
different creatures, each for a short time, check only once per triggering it will be. The DC for doing so is 10 higher than that
day or hour, using the average Perceive skill bonus for the for disabling the trap. Once a rogue has determined how a trap
group. functions, she can generally bypass it (and get any compan-
Special: Disguise is a language-dependent skill whenever ions with her past it as well) without setting it off or disarming
the character in disguise interacts verbally with observers. it.
Scouts with the trapmaster talent can use the Engineer
Engineer Device (Int) Device skill to disarm even magical traps. A magic trap
Trained generally has a DC of 25 + the level of the spell or effect used
Characters use this skill to reset, assemble, or sabotage to create it.
mechanical items and devices, ranging from simple locks and Altering Tinkered Devices: The DC to alter, break, or sabo-
wagon wheels to traps and complex clockwork creations. He tage a device created with Trade Skill (tinkering) is 5 less than
can also construct simple mechanical devices and traps, or the DC that was needed to create the item.
unlock doors, chests, padlocks, manacles, or anything else Craft Device: The character can construct simple devices
shut with a mechanical device. such as a block-and-tackle or a mill wheel with a DC 15
An Engineer Device check made without a set of appropri- Engineer Device check. Doing so always takes at least 1
ate tools at hand suffers a –2 circumstance penalty. minute for small, simple devices, and may require several
Alter Device: The character can make minor alterations to hours or more, depending on the size and mass of the device
simple devices; for instance, he might rig a saddle or a wagon made.
wheel so it works normally for a while and then falls off some Crafting Traps: Scouts with the trapseeker talent can use the
time later (say, after 1d4 rounds or minutes of use, as the Engineer Device skill to construct traps, as shown below.
character wishes); he can do the same for tricky devices, but Trap Time DC
the check requires 10 times as long (10d4 rounds) in this case. Simple 1 minute or more 10
The GM makes the Engineer Device check so that the Tricky 1 hour or more 15
character doesn’t necessarily know whether she has suc- Difficult* 2d4 hours or more 25
ceeded. If the check succeeds, the character disables, alters, or Intricate* 4d6 hours or more 30+
resets the device. If the check fails by up to 4, the character has * A scout must have the trapmaster talent to craft traps of this
failed but knows it and can try again. If she fails by 5 or more, complexity.
something goes badly wrong — if it’s a trap, the character
springs it; if she’s attempting some sort of sabotage, she thinks Pick Lock: Picking a lock is normally a full-round action and
the device is disabled, but it still works normally. requires a successful Engineer Device check, as shown below.
Device Time DC* Example Lock DC
Routine 1 round 5 Jam a simple lock; reset a simple trap Very simple 20
Simple 1 round 10 Cause a tinkered toy to walk backward Average 25
instead of forward; reset a tricky trap Good 30
Tricky 1d4 rounds 15 Rig a wagon-wheel so it will fall off the Amazing 40
next time it’s used; reset a difficult trap
Difficult 1d6 rounds 20 Cause pressure-release valves in a well- Forgery (Int)
engineered dam to malfunction; reset an Untrained; Language-Dependent
intricate trap
Characters use this skill to create written documents that
Intricate 2d4 rounds 25+ Cause a clockwork guardian to ignore
creatures of a certain race
appear to have been written or authorized by someone else,
and also to detect such documents created by others.
* If the character wishes to leave behind no trace of the tampering, add
5 to the DC. To forge a document on which the handwriting is not
specific to a person (military papers, a government decree, a
business ledger, or the like), the character needs only to have

164 Chapter Eight


seen a similar document before and gains a +8 bonus on the Handle Animal (Dex or Cha)
check. If a character wishes to forge a signature, the autograph Trained or Untrained (see text)
of the person to be imitated is needed as an original, and the This skill allows a character to safely handle domestic
forger gains a +4 bonus on the check. To forge a longer animals or control a steed or mount (including fighting from
document written in the hand of some particular person, a the saddle), push it for maximum performance, or raise and
large sample of that person’s handwriting is needed. train animals and other wild creatures.
Circumstance* Forger’s
Check Modifier Husbandry (Cha): The time required to achieve an effect
Type of document unknown to reader +2
and the DC of the check depend on what the character is
trying to do with an animal.
Type of document well known to reader –2
Task DC
Copied handwriting unknown to reader +2
Handle a domestic animal 10
Copied handwriting intimately known to reader –2
Handle a wild animal or “push” a domestic animal 15
Reader reviews the document very casually +2
“Push” a wild animal 30
Reader reviews the document very carefully –2
Rear a wild animal 15 + HD of full-grown
* A document that contradicts procedure, orders, or previous knowl-
animal
edge, or one that requires sacrifice on the part of the person checking the
document can create even more favorable circumstances for the checker’s In any case, a character with 5 or more ranks in Handle
opposing check. Animal can handle an additional animal concurrently with
the first, and for every additional 5 ranks, he can handle one
Forgery requires writing materials appropriate to the docu- more animal at a time.
ment being forged, enough light to write by, wax for seals (or The character must spend half the requisite time (at the rate
other accessories as appropriate), and some time. Forging a short, of 3 hours per day per animal being handled) upon the task
simple document takes about 1 minute. Longer or more complex before she attempts the Handle Animal check. If the check
documents take at least 1d4 minutes per page. As with Disguise, fails, the attempt to teach, rear, or train the animal(s) fails and
however, the character doesn’t need to make a check until she need not finish the teaching, rearing, or training time. If
someone actually reviews the work. The GM makes the Forgery the check succeeds, she must invest the remainder of the time
check secretly (modified according to the chart above), so that to the teaching, rearing, or training. If the time is interrupted
the forging character is not sure how good the forgery is. or the undertaking is not followed through to completion, the
A retry is never possible after a particular reader detects a attempt to teach, rear, or train the animal automatically fails.
particular forgery. However, the same document might still Note that a wild animal must usually be captured and held
fool someone else, or a similar forgery created by the same in a location from which it cannot escape in order to be
forger might fool the same person. The result of the forger’s trained. Alternately, a character with the animal empathy
Forgery check for a particular document must be used for every talent (see the EQ II Player's Guide)might convince a wild
instance of a different reader examining the document. animal to stay with him even without restraint.
No reader can attempt to detect a particular forgery more Handle an Animal: This refers to commanding a trained
than once — he may seek a second opinion, however, and animal to perform a task that it knows on its next action. The DC
grant the new reader a bonus for being suspicious. increases by 2 if the animal has taken any damage (lethal or
Special: If the forger copies a piece of text directly, she gains nonlethal). If the person commanding a domesticated animal is
a +5 circumstance bonus to any Language checks required for the same person who trained it, he or she may always take 10 on
her forgery to succeed. this check.
“Push” an Animal: This refers to getting more effort out of an
animal than it usually gives, such as commanding the animal to
perform a task it doesn’t know but is physically capable of performing,
or making an animal hustle for more than 1 hour between sleep cycles
(see Long-Distance Speeds in Chapter 11: Adventuring). The DC
increases by 2 if the animal has taken any damage (lethal or
nonlethal). If the husbandry check succeeds, the animal performs
the commanded task on its next action.
Rear a Wild Animal: This refers to raising the wild creature
from infancy so that it becomes domesticated. A successfully
domesticated animal can then be taught tasks as usual.
Teach an Animal a Task: The character can also teach one
animal a specific task with a week of work and a successful
Handle Animal check against the indicated DC (see below).
An animal with Intelligence 1 can learn a number of tasks
equal to 2 + its Wisdom modifier, while an animal with
Intelligence 2 can learn as many as 5 + its Wisdom modifier.

Skills 165
If a check made to train a wild animal fails, then that animal Riding (Dex): Typical riding actions (mounting or dis-
can never be taught that task by that trainer. mounting, riding along flat terrain, etc.) don’t require checks.
Task Domestic Wild Function Riding Maneuver DC Effect
DC DC Guide with knees 5 Character can use both hands
Attack 20 25 Attacks any humanoid, monstrous hu- in combat. If the rider fails, she
manoid, or animal on command. Teach- can use only one hand this round.
ing it to attack any creature on command Stay in saddle 5 Character avoids falling (a free
counts as two tasks. action) when her mount rears
Come 15 20 Comes when called. or bolts unexpectedly or when
Defend 20 25 No command required to defend master. the rider takes damage.
It can be commanded to defend another Fight with war-trained mount 10 Character can make her own
creature. attacks normally while mount
Down 15 25 Breaks off from combat on command. attacks.
Fetch 15 25 If a specific item isn’t pointed out, it Cover 15 Character can react instantly (a
fetches some random object. free action) to hang alongside
Guard 20 25 Stays in place on command, preventing mount, using it as cover; rider
others from approaching. can’t attack or cast spells while
Heel 15 — Follows master closely, even to places it hanging.
normally wouldn’t enter. Wild animals Leap 15 Mount leaps obstacle(s) as part
can’t be taught this task. of its movement. Use rider’s
Perform 15 — Performs simple tricks, such as sitting Handle Animal modifier or
up, rolling over, roaring or barking, and mount’s Jump modifier (which-
so on. Wild animals can’t be taught this ever is lower) to see how far the
task. mount can jump. The DC (15)
is what the rider must achieve
Seek 15 25 Moves ahead and looks around for any- to stay on the mount when it leaps.
thing obviously alive or animate, then
returns to its master and signals (by sound Soft fall 15 Character reacts instantly (a
or motion). free action) to take no damage
when she falls off a mount. If
Stay 15 20 Stays in place on command (won’t chal- the rider fails, she takes 1d6
lenge other creatures that come by, though points of falling damage.
it defends itself).
Spur mount 15 Mount’s speed increases by 10
Track 20 25 Tracks any scent presented to it on com- feet for 1 round, but this deals
mand. (Animal must have the scent ability 1 point of damage to the mount.
to learn this task.) Each consecutive round of
Work 15 20 Pulls or pushes a load on command. spurred movement deals twice
Train a Domestic Animal for a General Purpose: A general as much damage as the previ
purpose is a pre-selected “package” of tasks that fits a common ous round (i.e., 2 points in the
scheme. The animal must meet all the normal prerequisites for second round, then 4 points, etc.).
tasks in the package, and the package cannot include more Control mount in battle 20 As a move action, the character
tasks than the animal can know. An animal can be trained for can attempt to control a mount
only one general purpose, though if the creature is capable of that is not trained for war. If the
learning additional tasks (above and beyond those included in rider fails, she can do nothing
else that round.
its general purpose), it may do so.
Fast mount or dismount 20* Character mounts or dismounts
A wild animal cannot be trained for a general purpose. as a free action. If the check
General Purpose Training Time DC Tasks Known fails, mounting or dismounting
War* 6 weeks 20 As “riding,” plus attack, is a move action (as usual). The
defend, guard rider can’t attempt a fast mount
Fighting 3 weeks 20 Attack, down, stay or dismount if she couldn’t per
Guarding 4 weeks 20 Attack, defend, form the mount or dismount as
down, guard a move action this round.
Heavy labor 2 weeks 15 Come, work * Encumbrance penalty applies.
Hunting 6 weeks 20 Attack, down, fetch,
heel, seek, track Retry: Yes, except for rearing or teaching a wild animal.
Performance 5 weeks 15 Come, fetch, heel, Untrained: A character with no ranks in Handle Animal
perform, stay can use an untrained (Charisma) check to handle and push
Riding 3 weeks 15 Come, heel, stay domestic animals; she can’t handle or push wild animals or
* A trainer may also “improve” a simple riding animal to a war animal teach, rear, or train any animals, nor can she attempt any
by spending 3 weeks and making a successful DC 20 Handle Animal riding maneuvers.
check. Warhorses and similar animals are assumed to have been trained
for this purpose.

166 Chapter Eight


Special: A character can use husbandry on any creature A patient may be treated in this way any number of times,
with an Intelligence score of 1 or 2 that is not an animal or a but each subsequent check made on the same character
humanoid, but the DC of any such check increases by 5. within the same 24-hour period increases the Heal check DC
A character riding bareback suffers a –5 penalty on all by 5. Further, a character cannot be restored to more than 60%
Handle Animal checks made for riding. of her total health through this skill. Further bind wound
attempts offer no benefit to characters whose current health
Heal (Wis) is already above this limit; any extra points healed from
Untrained binding wounds that would take a subject over this limit are
The DC and effect of the Heal check depend on the task the lost.
character attempts. First Aid: First aid refers to stabilizing a character who is
Task Time DC dying (see Glossary).
Bind wound 10 minutes 10 Long-Term Care: This refers to treating a wounded person
First aid Move action 15 for a 24-hour period. If the Heal check is successful, the
Long-term care 1 day 15 patient recovers health at twice the normal rate for that day:
Treat injury 10 minutes 15 2 points per level for each day of light activity. If the patient
Treat poison/disease Varies Poison’s or disease’s DC gets complete rest while in the healer’s care, she receives 4
Bind Wound: A character may bind the wounds of a target health per level for the day.
(including himself), thereby restoring lost health. Each at- A healer can tend a number of patients equal to 4 + his
tempt takes 10 minutes, during which time both healer and Wisdom modifier at any a time. Giving long-term care to any
patient must be still and uninterrupted. A successful check number of patients counts as light activity for the healer. The
restores an amount of health equal to 1 + half the healer’s Heal healer cannot give long-term care to himself.
ranks (round down).

Skills 167
Treat Injury: A creature with a wound that imposes some The character’s total movement in a round is always penal-
penalty or disadvantage (such as its speed being reduced by a ized by 5 feet for each long jump she makes that round, and the
caltrop wound or blood loss from the predator’s vexing wound distance moved by jumping is always counted against the
talent) can be treated by this aspect of the Heal skill. A resulting total distance moved. Thus, if Nikti (a gnome rogue
successful check removes the penalty or disadvantage. with a base speed of 25 feet) manages to jump 9 feet across a
Treat Poison/Disease: This skill can be used to tend an trench while running away from her enemies, she must count
individual who has been poisoned or diseased and who is going the jump as 9 feet out of the total 95 feet (100 – 5) she travels
to take more damage (or suffer some other effect) from the this round. If she had jumped two such trenches, she would
affliction. Every time the individual makes another saving move only 90 feet this round (losing 5 feet for each jump),
throw against the poison or disease, the healer makes a Heal with 18 feet of that taken up by her two jumps.
check. The individual uses the healer’s result in place of her Long Jump Distance Jump DC*
saving throw if the healer’s check result is higher. 5 feet 5
Retry: Yes, except as noted for bind wound. 10 feet 10
Special: A Heal check made on a creature of only roughly 15 feet 15
similar body type (e.g. a halfling healing a kerra) suffers a 20 feet 20
–5 penalty. A Heal check made on a creature with a dissimilar 25 feet 25
body type (a dwarf healing a griffon) suffers a –10 penalty. * The DC is doubled without a running start.
Each bind wounds or long-term care check, whether suc-
cessful or not, requires the expenditure of a few bandages, High Jump: A high jump is a vertical leap, such as one made
salves, and so on (i.e., 1 use of a healer’s kit). to reach an overhead branch. If the character is jumping up to
Creatures with no Constitution score cannot be healed grab something, a successful check indicates that she has
using this skill. reached the desired height, and stops her movement in that
square. If she wishes to pull herself up, she can do so with her
Jump (Str) next move action and a DC 15 Climb check. If she fails the
Untrained; Encumbrance Penalty Jump check, she does not reach the desired height and lands
A character jumps a distance dependent upon her Jump on her feet in the same square from which she jumped.
check result. All of the values shown here assume the charac- High Jump Distance* Jump DC†
ter has a current speed of 30 feet. For every 5 feet her speed is 1 foot 4
less than 30 feet, the character suffers a –3 penalty on Jump 2 feet 8
checks. For every 5 feet her speed is greater than 30 feet, she 3 feet 12
gains a +2 bonus on Jump checks. Thus, a character with a 4 feet 16
speed of 45 feet gains a +5 bonus on Jump checks, while one 5 feet 20
with a speed of 23 feet suffers a –3 penalty. 6 feet 24
A Jump check is usually considered part of a move (or full- 7 feet 28
move) action. 8 feet 32
All Jump DCs given here also assume that the character has 9 feet 36
had a running start, which requires that she move at least 20 * Not including vertical reach; see below.
feet in a straight line before attempting the jump. If she does † The DC is doubled without a running start.
not get a running start, the DC for the jump is doubled. If the
character runs out of movement mid-jump, her next action The height of a character or creature changes the difficulty
(either on this turn or, if necessary, on her next turn) must be of reaching a given height. An average Medium creature has
another move action to complete the jump. a “standard vertical reach” (that height to which it can reach
If a character has ranks in Jump and succeeds on a Jump without jumping) of 8 feet. For every size a creature is above
check, she generally lands on her feet (unless the GM rules Medium, double this height; for each size below, halve it.
that doing so is inappropriate). If the character attempts a Quadrupeds (or other long, low creatures), naturally, have
Jump check untrained, she lands prone unless she beats the less vertical reach than a bipedal creature; treat them as being
DC by 5 or more. one size category smaller than their actual size.
Long Jump: A long jump is a horizontal leap made across a Hop Up: A character can jump up onto an object as tall as
gap such as a ditch or stream. At the midpoint of the leap, the her waist, such as a table or countertop, with a DC 10 Jump
jumper attains a vertical height equal to one-quarter of the check. This counts as 10 feet of movement, so if the character’s
horizontal distance covered. speed is 35 feet, she could move 25 feet, then hop up onto a
If the check fails by less than 5, the character doesn’t clear counter. The character does not need to get a running start to
the distance, but can make a DC 15 Reflex save to grab the far hop up, so the DC is not doubled if she does not get a running
edge of the gap; if this save succeeds, she ends her movement start.
grasping the far edge. Getting up requires a move action and
a Climb check (usually DC 15).

168 Chapter Eight


Knowledge (Int) he exceeds the DC, the GM can offer one further bit of
Trained or Untrained (see text) information.
Knowledge is actually a number of separate fields of study; Retry: No, not until the character gains a rank in that
a character may have several Knowledge skills, each with its particular Knowledge skill. The check represents what the
own ranks, each purchased as a separate skill. character knows, and thinking about a topic a second time
• Art and literature (artists, famous ballads, plays, legends doesn’t let a person know something he has never learned in
and texts; dragons, magical beasts, outsiders) the first place.
• Construction and engineering (towns and cities, dams, Untrained: An untrained Knowledge check is simply an
bridges, roads, castles; constructs, vermin) Intelligence check. Without actual training, a character can
only attempt a Knowledge check with a DC of 15 or lower.
• Folklore (legends and myths, superstitions, cultural lore,
folk remedies; aberrations, fae, magical beasts) Language (Int)
• Geography (continents, cities, natural features, land- Trained
marks, customs; animals, humanoids, plants) Characters begin the game with ranks in one or more native
• History (rulership, wars and conflicts, migrations, notable languages. The known languages of the Shattered Lands
events, catastrophes; dragons, humanoids) include (but are by no means limited to) Dragon, Dwarven,
• Local lore (customs, personalities and factions, laws, Halasian, Elder Dragon, Elder Elvish, Erudish, Fier’Dal,
traditions; humanoids, monstrous humanoids) Froglokian, Giantish, Gnollish, Gnomish, Goblin, Koada’Dal,
• Mysticism (arcane mysteries, symbols, prophecy, Kobold, Oggish, Old Erudian, Orcish, Old Teir’Dal (a.k.a.
spellcasting guilds and academies; aberrations, constructs, Dark Speech), Stout, Tae’En (the language of the lizard men),
magical beasts) Thexian, and Trollic.
• Nature (flora and fauna, weather, climate and natural A character’s ranks in a language dictate his degree of
cycles; animals, plants, vermin) fluency, as shown below.
• Peerage (bloodlines and genealogies, noble factions, Number of Ranks The Character…
heraldry, mottoes, inheritance, laws and duties; humanoids, 1 Can speak and understand a few simple words
outsiders) and phrases
• Planar lore (planes of existence, interplanar magic, planar 2 Can comprehend basic sentences and converse
travel; elementals, outsiders) slowly in broken speech
• Religion (deities and myths, churches, religious groups 3 Can easily understand and communicate most
simple concepts
and cults; outsiders, undead)
4 Is as fluent as an average native speaker (he may
• Spelunking (caverns, dungeons and crypts, airflow and still have an accent)
dangerous gases; aberrations, oozes) It is possible to gain 5 or more ranks in a language, but few
• Street smarts (gangs and guilds, lying low, bribery, gam- folk other than scholars or translators ever do so. A character’s
bling; humanoids, undead) Language ranks are assumed to apply to both spoken and
• Warcraft (tactics, leaders, strategy, siegecraft, histories of written language, although a player may choose to make her
warfare; animals, humanoids) character illiterate if she so chooses.
Answering a question within a character’s field of study has Speakers with 3 or more ranks don’t need to make Language
a DC as shown below: checks to hold simple, casual conversation with other speak-
Obscurity of Subject DC ers who also have 3 or more ranks. (If a character is straining
Routine 10 to overhear a conversation, that’s a Perceive check.)
Basic 15 If two (or more) speakers seek to communicate ideas of any
Moderate 20 complexity and if any participant in a conversation has 3 or
Great 25 fewer ranks, that participant should make a Language check.
Extreme 30 or more Total the number of ranks of the language used between any
Note that for some Knowledge skills (such as local lore or given pair (speaker and listener), and consult the table below
street smarts), a character’s “field of study” may refer to a for the appropriate DC.
specific geographic location or cultural setting; in general, The Speaker and Listener… DC
such knowledge is considered “routine” if it relates to the Have 3 or fewer ranks between them 20
character’s home environment, and becomes increasingly Have 4–5 ranks between them 15
difficult as he moves further away from familiar surroundings. Have 6 or more ranks between them 10
In many case, a character may make a Knowledge check to Are actively trying to communicate –2
identify creatures of a certain type (as noted above), as well as Are fluent in similar dialects (e.g. Fier’Dal and Koada’Dal) +2*
one or more of their powers or vulnerabilities. In general, the * This is a competence bonus granted to both characters’ checks.
DC for such a check is 10 + the HD of the creature in question.
If the character is successful, he learns one bit of useful Characters attempting to understand each other may retry
information about that creature; for every 5 points by which as often as they wish, subject only to the limits of time and
patience, for as long as only one of them fails his check. Once

Skills 169
Perceive (Wis)
Untrained
This skill is used to notice bandits hiding in ambush, pick
out opponents fleeing through the streets at night, notice a
fallen trinket in the grass when one walks nearby, locate a
friend’s face in a crowd, overhear whispered conversations,
and so on.
The GM usually makes any Perceive checks so that charac-
ters don’t know whether they have failed or whether there is
actually something to discern. A Perceive check is usually a
free reaction, made every time a character has a chance to
notice something in a reactive manner. As a full-round
action, a character may make a Perceive check to try to notice
something he might previously have missed.
The table below gives some average DCs for Perceive
checks in typical situations (assuming that the checks are
made within 10 feet of the object of the check).
Thing to Be Perceived DC*
both a speaker and a listener fail their Language checks
People talking 0
regarding a particular statement or concept, however, those
An open jug of vinegar nearby in a small room 5
two interlocutors cannot try to discourse on that topic again
An average human peasant trying hard to sneak past 10
for at least 24 hours.
A flea climbing up the character’s leg 15
For example, three trolls (with 3 ranks each in Trollic) are
A housecat stalking a mouse at dusk 20
having a conversation about the last fight they were in. No
An owl gliding in for the kill 30
rolls are necessary, as the topic amounts to a casual conversa-
tion. However, if one of the trolls decides to discuss the merits * If the character beats the DC by at least 10, he gains some exceptional
piece of sensory evidence or information — for example, a character
of pacifism as it relates to the (mis)representation of his people trying merely to get the gist of a nearby conversation instead hears it
in the social milieu of Qeynos, the GM is more than justified perfectly in its entirety.
in forcing them to make (rather difficult) Language checks.
Since any two of the trolls have only 6 ranks in Trollic In most cases, the Perceive check is opposed by a target’s
between them (thus requiring a DC 10 check), and they are Sneak check — the listed DCs on the table above represent
actively trying to converse (–2 to the DC), they must each a near-average result for the given situations, and are provided
make a DC 8 Language check. If a speaker fails his check, he simply as a point of reference.
does not adequately convey his meaning; if a listener fails, he
General modifiers to Perceive checks are listed below.
simply does not sufficiently grasp what he is hearing.
Condition Perceive
If any two fail their checks in the same round, their “conver- Check
sation” is a garbled exercise in futility, and those who failed Penalty
cannot converse on this topic again for 24 hours. Light obstruction (listening through a light wooden
Language-Dependent Skills: Language checks made in door, looking through smoke from campfire) –5
conjunction with language-dependent skills are always con- Moderate obstruction (listening through heavy gate,
sidered free actions. peering through light fog) –10
Heavy obstruction (listening through stone wall,
peering through heavy fog) –15
Per 10 feet of distance –1
Per 10 feet of distance through squares filled with obstruction* –2
Minor distraction (strong wind, cloud of gnats,
riding on bouncy wagon) –2
Major distraction (wind-driven hail, moving through
briar patch, slogging through rat-infested sewer water) –5
* Making a Perceive check through more than 10 feet of moderate or
5 feet of heavy obstruction is impossible.

Passive Listening: It is reasonable for a GM to assume a


character takes 10 or even less on Perceive checks, depending
on his current state of awareness and sense of security (a sleepy
guardsman might effectively be “taking 5,” while a person in
the comfort of his own home, with no reason to be suspicious
or wary, should take 0).

170 Chapter Eight


A sleeping character is assumed to take –10 on all Perceive Special: In addition to using the Perform skill, a character
checks. could entertain people as shown above using skills such as
Perceiving the Invisible: Characters may make a Perceive legerdemain or juggling (Sleight of Hand), or tightrope walk-
check as a move action to determine the location of an ing or tumbling (Agility).
invisible object or creature. See Invisibility in Chapter 12:
Combat for further details. Persuade (Cha)
Untrained; Language-Dependent
Perform Negotiating deals with potential employers, digging up
Trained or Untrained (see text) gossip, haggling for better prices, talking one’s way past hostile
A character uses this skill to entertain tavern patrons with guards, spreading rumors or disseminating specific informa-
epic poems, play the lute to earn her supper, distract guards tion, or even begging strangers for a few spare coins — all are
with tasteless limericks, or just while away the time on long functions of the Persuade skill.
trips. It is also used by bards (and only bards) to bring the magic Diplomacy: The character can change others’ attitudes with
out of music. a successful check. In negotiations, participants make op-
Like Knowledge, Perform is actually a number of separate posed Persuade checks to see who gains the advantage. Opposed
skills; a character can have several Perform skills, each with its checks also resolve cases in which two advocates plead oppo-
own ranks, each purchased as a separate skill. site cases in a hearing before a third party. Such a Persuade
The nine classifications of Perform and the methods, instru- check is generally at least a full-round action.
ments, or techniques involved in each [and their key ability Gathering Information: By succeeding at a DC 10 Persuade
modifiers] are given below: check (assuming a few hours are spent “working” the locals),
• Acting (comic, dramatic, improvisational, mime) [Cha] the character can get a general idea of the major current news,
• Brass Instruments (all types of horns) [Con] assuming no obvious reasons exist why the information would
be withheld. The higher the check result, the better the
• Buffoonery (clowning, extempore, rhyme, ribaldry) [Cha]
information. If the character wants to find out about a specific
• Dance (ceremonial, courtly, folk) [Dex] rumor or secret or a specific item, or wants to obtain a map or
• Oratory (epic, ode, public speaking, storytelling) [Cha] do something else along those lines, the DC is 15 to 25 or
• Percussion Instruments (all types of drums and chimes) [Dex] higher. The GM may determine that finding such specific
• String Instruments (all types of harps and lutes) [Dex] information also requires a longer period of time, as well as a
• Wind Instruments (all types of pipes and flutes) [Dex] few well-spent coins used buying drinks and favors.
• Singing (ballad, chanting, melody) [Cha] Bargaining: The character may negotiate a lower price for
By spending anywhere from a few hours to an entire day at goods or items. Both sides make opposed Persuade checks: A
performing, the character can impress audiences and perhaps successful check by the buyer lowers the asking price by 5% for
earn a living with her talent and skill. every 3 points by which the check succeeds, to a maximum
DC Achieved Quality of Mundane Performance discount of 25%. A successful check by the seller raises the
10 Routine. Trying to earn money by playing at this
price by a similar amount, with no hard limit to the maximum
level in public is essentially begging. The charac- sale price. Note, however, that most NPCs never pay more
ter earns 1d10 cp/day. than 200% of the assessed market price for any common or
15 Enjoyable. In a prosperous city, the character can even uncommon item, regardless of the bargaining check
earn 1d10 sp/day. result, except under special circumstances (GM’s discretion).
20 Great. In a prosperous city, the character can earn Prices for other rare or exotic merchandise can reach any
3d10 sp/day. With time, the character may be height.
invited to join a professional troupe and may
develop a regional reputation.
25 Memorable. In a prosperous city, the character
can earn 1d6 gp/day. With time, the character
may come to the attention of noble patrons and
develop a national reputation.
30 Extraordinary. In a prosperous city, the character
can earn 3d6 gp/day. With time, the character
may draw attention from distant potential patrons
or even from royalty.
Retries for music are possible, but they don’t negate previ-
ous failures, and an audience that has been unimpressed in the
past is going to be prejudiced against future performances.
(Increase the DC by 2 for each previous failure.)
Trained: A character must be trained to play a musical
instrument, although most other kinds of performance can be
attempted untrained. However, untrained performances can
never achieve a result better than “enjoyable.”

Skills 171
Player characters buying goods are never
required to pay any price, regardless of the
check results; they may always simply
refuse the deal at any point and walk
away.
Begging: The character can make a Per-
suade check opposed by the target’s Will
save. In general, a character can convince
a target to give him at least 1 copper piece,
and perhaps as much as 1 silver piece, for
each point by which his Persuade check
exceeds the target’s Will save, although
the majority of targets never give more
than 10% of their money on hand, no
matter how successful the begging at-
tempt.
Retry: If an initial diplomacy, bargain-
ing, or begging check fails, a retry is futile.
Checks made to gather information can
be retried, but each check generally takes
at least a few hours, and characters may
draw unwanted attention to themselves if
they repeatedly pursue a certain type of
information.
reactively (a free reaction). A character gets a Sense Motive
Search (Int) check for each Bluff check made against her.
Untrained Hunch: The character can make a DC 20 Sense Motive
A character uses this skill to actively check a small area for check (though the DC could be higher in certain circum-
hidden items, including traps and triggers. Searching is not stances) to make a snap assessment of her current social
only visual, but uses all the senses. situation. She can get a “gut feeling” from another’s behavior
A character must be within 10 feet of an object or surface to that something is wrong, such as when talking to an impostor,
search it. It takes 1 full-round action to search a 5-foot-by- although her hunch does not tell her precisely what is out of
5-foot area or a volume of goods 5 feet on a side. place. Alternatively, she can get the feeling that someone
Task DC
with whom she is speaking is trustworthy.
Ransack a cluttered area to find a fist-sized item 10 Such an attempt requires at least 1 full minute of interaction
Notice a partly concealed opening or certain very simple — but note that a character could spend a whole evening
traps; find a coin-sized item in a cluttered area 15 trying to sense the motives of those around her in a social
Notice a typical secret opening, a typical simple trap, or setting.
an obscure sign or clue 20 Sense Enchantment: The character can tell that someone’s
Notice an extremely obscure clue 25 or more behavior is being influenced by an external mind-influencing
Notice a very well-hidden secret opening 30 or more spell or effect, such as a charm spell, even if that person isn’t
Special: While anyone can use Search to find a trap whose aware of the effect himself. Such an attempt requires at least
DC is 20 or less, only a character with the trapseeker talent can 1 full minute of interaction, and the DC for the attempt is 25
use Search to locate traps with higher DCs. A dwarf of any (higher if the character is in an unfamiliar social setting, such
profession can use Search to find traps built into or out of as trying to discern the unusual behavior of an alien or exotic
stone, regardless of DC. creature).
A character without the Track feat can use the Search skill to Special: Sense Motive is usually a language-dependent
find evidence of some creature or event (at any DC), but cannot skill. A hunch or sense enchantment check can be made as a
follow tracks. (Following tracks requires a Survival check.) non-language-dependent skill, but in this case the Sense
Motive check suffers a –5 penalty.
Sense Motive (Wis)
Untrained; Language-Dependent (see text) Sleight of Hand (Dex)
This skill is used to see through lies, notice something amiss Trained; Encumbrance Penalty
with a companion, realize the local mayor is trying to hide A DC 10 Sleight of Hand check lets the character palm a
something, and so on. coin-sized, unattended object. Minor feats of legerdemain
A successful check allows the character to avoid being such as making a coin disappear also have a DC of 10 unless
bluffed (see the Bluff skill). In this case, Sense Motive is used an observer is determined to note where the item went. When
the character is performing this skill under scrutiny, his skill

172 Chapter Eight


check is opposed by the
observer’s Perceive check. This
doesn’t prevent the character
from performing the legerde-
main, just from doing it
unnoticed.
Pick Pocket: If the character
tries to take something, unno-
ticed, from another creature,
he must make a DC 20 Sleight
of Hand check to successfully
pilfer the item. This requires an
attack action. The opponent
makes a Perceive check to de-
tect the attempt, and detects
the attempt if her check result
beats the character’s Sleight of
Hand check, regardless of
whether he successfully pilfered
the item.
Perform: The character can
also juggle or perform acts of
legerdemain to entertain an au-
dience (as with the Perform
skill).
Retry: A second Sleight of
Hand attempt against the same target or a second attempt Normally, a character must have either cover or conceal-
watched by the same observer has its DC increased by 10 ment to attempt a Sneak check to hide from sight (it is
points if the first attempt failed or was noticed. impossible to hide in a completely empty room, for instance).
Similarly, if people are observing the character, even casually,
Sneak (Dex) he can’t hide from sight; he can turn a corner or maneuver
Untrained; Encumbrance Penalty around some obstacle so that he is out of sight and then hide,
This skill is used to sneak up on guards, slip away quietly but observers know at least roughly where he went.
through forests, and move noiselessly through ruins and If the character’s observers are momentarily distracted in
catacombs. some way, such as with a successful Bluff check opposed by the
The character’s Sneak check is opposed by the Perceive observer's Sense Motive check, he can attempt to hide: While
check of anyone who might see, hear, or otherwise notice him. the others turn their attention from the character, he can
The character can move up to one-half normal speed and still attempt a Sneak check if he can get to a hiding place of some
sneak at no penalty. At anywhere between one-half and kind (as a general guideline, the hiding place has to be within
normal speed, he suffers a –5 penalty. It’s practically impos- 1 foot per rank the character has in Sneak). This Sneak check,
sible to sneak while running or charging. however, suffers a –10 penalty because the character has to
The character’s environment may hamper his ability to move very quickly.
sneak effectively. Note that some environments may make it Total cover or concealment (see Cover and also Conceal-
easier to hide from sight but more difficult to move silently, or ment in Chapter 12: Combat) usually eliminates any need for
vice versa; in such instances, the Sneak DC still increases (as a Sneak check when trying to hide (but characters may still be
shown on the table below) since others in the vicinity are heard, smelled, etc.).
assumed to be using all of their senses to perceive the sneaking Sniping: A character who has hidden successfully at least 10
individual. For example, even if a character is perfectly silent feet from his target can make one ranged attack, then imme-
as he moves through a brightly lit and sparsely furnished room, diately hide again. However, he takes a –20 penalty on his
he is still easily seen. Sneak check to conceal himself again after the attack.
When a character tries to sneak across or through such an Special: Creatures larger or smaller than Medium get size
area, he takes a penalty to his Sneak check as follows: bonuses or penalties on Sneak checks, as follows: Fine +16,
Surface Check Modifier Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8,
Hampering (scree, bog, light snow, etc.; Gargantuan –12, Colossal –16. These modifiers are also noted
sparse vegetation, high ground, etc.) –2 in each player character race description.
Severely hampering (dry undergrowth, deep
snow, etc.; flat plains, atop an embankment) –5 or more

Skills 173
Spellcraft (Int or Wis) Further details on spell research are provided in the EQ II
Trained Spell Guide.
Spellcraft is used by characters to decipher, learn, and Survival (Wis)
prepare spells. Character with manasight can also use this skill
Untrained
to recognize and analyze observable magical effects.
This skill allows a character to make his way in the wilds. He
A character uses the better of his Intelligence or Wisdom
can forage for food or bring down game, track prey, recognize
modifier when making checks using Spellcraft.
signs of nearby predators, and locate or construct shelter from
Standard Spellcraft: The Spellcraft skill allows a character to the elements.
decipher and learn newly encountered spells from a scroll, spellbook,
The GM may alter the DC of any Survival checks (and/or
prayerbook, or other written or encoded source. It is also used by a
the amount by which a character must exceed the DC to
spellcaster to prepare learned spells so that they may be cast.
extend benefits to other creatures) based on the difficulty of
To prepare a spell, the caster must spend time studying a the local terrain.
spellbook (or prayerbook) in order to place the spell into one
Task Time DC Retry?
of his eight spell preparation slots. He must have an available
Get along in the wild: Move up to 1 day’s 10 After
spell preparation slot; if no slots are currently open, the caster one-half the character’s overland travel 24 hours
must select a spell already prepared and remove it from its slot speed while hunting and foraging
(a free action) before attempting to fill the slot with a new (no food or water supplies needed).
spell. He must then make a Spellcraft check (DC 10 + 1/2 the The character can provide food and
order of the spell to be prepared). A successful check means water for one other person for every
the spell is placed in the appropriate spell preparation slot. 2 points by which his check result
The time required to prepare a spell is a number of full- exceeds 10.
round actions equal to the spell’s order, minus the character’s Gain a +2 bonus on all Fortitude saves Varies* 15 No*
ranks in Spellcraft, to a minimum of 1 full-round action. against detrimental effects of weather
while moving up to one-half the
If the caster takes any damage while trying to prepare a spell, character’s overland speed, or gain a
then the attempt is interrupted and the spell preparation fails. +4 bonus if stationary. The character may
(If the caster was replacing an already prepared spell with a grant the same bonus to one other
new one when the preparation attempt failed, then the old character for every 1 point by which
spell is still removed from its slot.) the check result exceeds 15.
A newly prepared spell may not be available for immediate Avoid natural hazards, such 1 minute 15 No*
use; this determination is based on the spell’s recast time (see as quicksand.
Recast in the EQ II Spell Guide). Sense heading† 1 round 15 Yes
Task DC Retry? Predict the weather up to 24 hours 1 round 15 After
Learn a spell from a spellbook, scroll, 15 + 1/2 Only after gaining 1 in advance. For every 5 points by 24 hours
or other source spell order rank in Spellcraft which his Survival check result
exceeds 15, the character can predict
Prepare a spell from a borrowed 15 + After 24 hours
the weather for one additional day
spellbook spell order
in advance.
Decipher a written spell 20 + 1/2 After 24 hours
* To gain a Fortitude save bonus or to avoid a natural hazard, the
(such as a scroll) spell order
character makes a reactive check whenever the situation calls for one; a
Identifying Magic: A character with manasight can identify single check may represent activity over the course of hours or a full day.
spells and magic effects, as shown below. Spellcraft does not Retries against a particular detrimental effect or hazard are not allowed.
allow such a character to identify the function of magic items; † The character can find true north. Failure by 4 or less indicates that
only an identify spell can do that. the character is not sure of his current heading, while failure by 5 or more
Task DC Retry? indicates that he mistakenly identifies a random direction (which could
Identify a spell being cast, if it has 15 + 1/2 spell order No conceivably be north in any case) as true north. The GM makes the check
somatic or verbal components secretly so the character doesn’t know whether he has succeeded or
Identify a spell already in place 20 + 1/2 spell order No erred. A character trying to sense his heading may try again freely, but he
or in effect has no way of knowing whether any given attempt is correct.
Identify a spell being cast, if it has 20 + spell order No
neither somatic nor verbal components Sense Location: Once per day, given a minute or so to judge
Understand a strange magical effect 30 or higher No his bearings, the character can determine his approximate
(such as the function of a unique location in the Shattered Lands. The character must first
mystical ward upon an enchanted know which way is north (either through the use of this skill
forest, or the purpose of a magical stream) or by some other means) and be able to see stars, the sun, or
Spell Research: Spellcasters can use the Spellcraft skill to the shattered remnants of the moon Luclin in the sky. Then,
study and develop spells rather than finding them or buying with a DC 20 Survival check, the character determines his
them from magic vendors. Many of the rarest and most approximate global position (e.g. “You stand roughly a few
valuable spells can only be acquired through such a use of the miles east of Qeynos”). Failure by 4 or less indicates that the
Spellcraft skill. character is simply not sure of his current position, while

174 Chapter Eight


failure by 5 or more indicates that he mistakenly identifies his Water Conditions DC
location. Calm water 10
Tracking: A character can use Survival to follow a creature’s Rough water 15
tracks as long as the DC for the task is 10 or lower. Only a Very rough water 20
character with the Track feat can use Survival to follow tracks A character suffers a cumulative –1 penalty to her Swim
when the DC is 11 or higher. A Survival check made to find check for each consecutive round she has been underwater
tracks is at least a full-round action, and it may take even (i.e., –1 in the second round, –2 in the third, then –3, –4, etc.).
longer. For each hour that the character swims, she must make a
See Track in Chapter 9: Feats for more information regard- Swim check (DC 20, +2 per previous hour) or take 1d6 points
ing tracking. of nonlethal damage from exertion.
Special: Characters making Swim checks suffer twice the
Swim (Str) usual encumbrance penalty for both armor and load carried.
Untrained Thus, a character in chainmail armor and bearing a medium
With each successful Swim check, the character can move load suffers a –16 penalty to Swim checks.
through water (or a similar medium) at one-quarter her
current speed as a move action. Taking a full-move action is Trade Skill (Int or Wis)
possible while swimming, but requires two checks per round. Trained
If the character fails, she makes no progress through the water. Trade Skill is actually a number of separate skills; a charac-
If the character fails by 5 or more, she starts to drown. ter could have several trade skills, each with its own ranks,
The base DC for the Swim check depends on the roughness each purchased as a separate skill. The standard Trade Skills
of the water: are alchemy, baking, blacksmithing, brewing, calligraphy,
fletching, jewelcraft, poison making, pottery, tailoring, tat-
tooing, and tinkering.

Skills 175
Trade Skill checks use the character’s Intelligence or Wis- weight. This check is made secretly by the GM, so that the
dom as the key ability, whichever is higher. character doesn’t know whether the rope will hold his weight.
A character can practice a trade and make a decent living, Binding a Creature: The character can use rope (or any similar
earning about half the check result in gold pieces per week of material) to bind another creature. Any Agility check that the
dedicated work. (Poison making can only be used this way if bound individual makes to escape the bonds is opposed by the
the character is in an area with a thieves’ guild and/or a market character’s Use Rope check, with a special +10 bonus on the
willing to sell such goods.) binder’s check (since it is easier to tie someone up than to escape
The character knows how to use the tools of the trade, how from being tied up). The character doesn’t make a Use Rope
to perform the craft’s daily tasks, how to supervise untrained check until the bound individual tries to escape.
helpers, and how to handle common problems that arise on
the job. However, the real benefit of a Trade Skill is the items Vocation (Int or Wis)
a character is able to craft. With only a few ranks, Trade Skill Trained or Untrained (see text)
can be used to craft many sorts of mundane items, but as a trade Like Knowledge, Vocation is actually a number of separate
is mastered, progressively more fantastic items can be created skills. A Vocation tends to be a more flexible and mobile
if the right components are available. occupation than a Trade Skill, requiring a broader range of
The EQ II Spell Guide has extensive information on the less specific skills and knowledge. Vocations include (but are
use of Trade Skill and the items that can be created through not limited to) apothecary, artist, boater, bookmaker, carpen-
its use. ter, cobbler, cooper, farmer, farrier, fisher, herder, lumberjack,
Appraise: The character can make a Trade Skill check to miller, miner, ostler, porter, sailor, stablehand, stonemason,
appraise items that might reasonably be known to someone of tanner, teamster, wainwright, and woodcutter.
his trade, as shown below. Vocation checks use the character’s Intelligence or Wis-
Rarity of Item Time DC Successful Failed dom as the key ability, whichever is higher.
Margin* Margin* The character knows how to use the tools of the trade, how
Common 1 rnd — 2d6+93% — to perform the vocation’s daily tasks, how to supervise un-
Uncommon 1 min 15 (2d4+5)x10% (2d10–1)x10% trained helpers, and how to handle common problems that
Rare or exotic† 1 min+ 20 (4d4)x10% N/a arise on the job. For example, a sailor knows how to tie decent
* Margin: The margin of error for an appraise check (whether successful knots and stow line, how to tend and repair sails, how to stand
or failed) indicates the percentage, either above or below the actual market a deck-watch at sea, and so on. Normally, a Vocation check
price, by which the appraiser errs in judging the item’s value. For instance, is not required to perform any of these basic tasks; the GM
if a character fails to appraise an uncommon item, the GM secretly rolls should set DCs only for more specialized tasks or for standard
2d10-1, multiplies by 10%, adjusts the actual market value of the item by the tasks performed in stressful or hazardous situations.
resulting percentage, and tells the character that value for the item.
The character can make a decent living practicing his vocation in
† A character who fails a check to appraise a rare or exotic object cannot a balanced local economy, earning a number of gold pieces equal to
estimate the item’s value. A magic item is always considered “exotic,”
even if crafted or associated with that Trade Skill, and can only be
half his check result per week of dedicated work. An attempt to earn
appraised properly (i.e., with respect to its magical properties) if the income cannot be retried. (Another check may be made after a week
character had a good indication of the item’s capabilities. to determine a new income for the next week.)
Appraise: A character can make a Vocation check to
Use Rope (Dex) appraise an item related to his trade. This functions identi-
Untrained cally to appraise checks as described under “Trade Skill.”
Most tasks with a rope are relatively simple. Untrained: Untrained laborers and assistants earn an aver-
Task DC age of 1 silver piece per day. Any character can try to appraise
Tie a firm knot 10 an item (an untrained Intelligence check), but such checks
Tie a special knot, such as one that slips, slides slowly, or always have a DC of at least 10.
loosens with a tug 15 Synergy: Certain Vocations are likely to grant synergy
Tie a rope around oneself one-handed 15 bonuses to other skills, particularly under specific circum-
Convert several weak cords into a stout rope 15 stances, at the GM’s discretion. For example, Vocation
Splice two ropes together (takes 5 minutes) 15 (lumberjack) could grant a synergy bonus to a Climb check
made to climb a tree or an Agility check made to run across a
Throwing a Grappling Hook: The character can throw and fallen log, while Vocation (sailor) might grant a synergy bonus
secure a grappling hook with a Use Rope check (DC 10 at 10 to Use Rope checks involving tying knots.
feet, +2 for every further 10 feet of distance, to a maximum Special: GMs should feel free to develop any Vocation into
range of 60 feet, at DC 20). Failure by 4 or less indicates that a new Trade Skill. For example, in a setting where magic is as
the hook fails to catch and falls, allowing the character to try prevalent as in the Shattered Lands, it is very likely that a
again. Failure by 5 or more indicates that the hook catches “Trade Skill (stonemasonry)” skill might have developed —
hold initially, but comes loose after 1d4 rounds of supporting most likely among the dwarves — enabling practitioners to
craft the equivalent of magical structures and dwellings.

176 Chapter Eight


Contents

Feats 177
F Feats are special qualities or abilities that characters can
gain by virtue of their race and profession, or by spending the
training points they receive when they gain levels beyond 1st.
In many ways, they are similar to talents (see Chapter 7:
Talents and Disciplines), except that feats are available to
characters from any profession as long as they meet certain
designated prerequisites.
All feat prerequisites listed are the minimum required for a
character to take the feat. For example, a feat that lists “Str 13”
as its prerequisite can be taken by any character with a
Strength score of 13 or higher, regardless of race or profession.
A character must meet all the requirements for a feat before
he can take it. If he should lose any of that feat’s prerequisites,
he also loses the benefit of that feat (and of all feats that have
that feat as a prerequisite) until such time as he regains the lost
Acquiring Feats prerequisite(s). For example, if a mage with a 13 Dexterity and
the Dodge and Dodge Missiles feats is hit by a spell that
All characters start play with one feat chosen at character reduces his Dexterity to less than 13, he cannot use the benefit
creation, in addition to any received as bonus feats for profes- of either feat until the spell’s effect ends or he raises his
sion or race. (They need pay not training point cost for any of Dexterity to 13 or higher once again by some other means.
these 1st-level feats.) Characters may purchase additional
Unless a feat’s description states otherwise, no feat can be
feats as they advance in level by using training points as
taken more than once. For example, a character cannot take
described in Chapter 6: Professions. As well, fighters may opt
Improved Initiative twice and thus gain a +8 bonus to initia-
to take bonus combat feats in place of their bonus talents as
tive.
they gain levels.
As with some talents, many feats have prerequisites that General Feats
must be met before a character can take the feat (and prereq-
uisites for feats are sometimes more demanding than those for General feats are miscellaneous feats that can be taken by
talents). Generally, a feat gained as a racial benefit will any character who meets the prerequisites. They provide a
specifically allow the character to disregard its usual prerequi- character with certain bonuses not linked directly to combat
sites. or mysticism.

Table 9–1: Feats


General Feats Training Prerequisite Benefit
Point Cost
Aptitude —* — Choose extra starting skill
Armor Proficiency (light)C 5 — No encumbrance penalty on attack rolls
Armor Proficiency (medium)C 6 Armor Proficiency (light) No encumbrance penalty on attack rolls
Armor Proficiency (heavy)C 6 Armor Proficiency (medium) No encumbrance penalty on attack rolls
Blind-FightC 8 — Fight and move better in poor visibility
Dirty FighterC 7 Con 13 Switch points from defense to damage
DodgeC 6 Dex 13 +1 dodge bonus to defense vs. one foe
Dodge MissilesC 6 Dodge +4 dodge bonus to defense vs. ranged attacks
Improved DodgeC 7 BAB +6, Dodge +2 dodge bonus to defense vs. one or two foes
Spring AttackC 7 Dex 15, Improved Dodge Move before and after melee attack
Whirlwind AttackC 7 Rapid Surge, Spring Attack 1 melee attack against all within in reach
Double AttackC 7 BAB +9 Weapon delay reduced by 1
Educated —* — All Knowledge skills are starting skills
Endurance 7 — Less hampered by environment, fatigue, exhaustion
Exotic Weapon ProficiencyC 6 — No attack penalty with specific exotic weapon
Great Fortitude 6 — +2 bonus on Fortitude saves
Great StepC 7 Size Large or larger May take 10-foot step instead of 5-foot step
Hand to HandC 7 — Unarmed damage increases
Improved GrappleC 7 Hand to Hand +4 on grapple checks; considered armed
Improved Hand to HandC 7 Hand to Hand Unarmed damage increases, becomes lethal
Improved TripC 8 Hand to Hand +4 to trip; no free attack on failed trip
Body SlamC 7 Hand to Hand, Power Attack, Slam Deal damage with bull rush, overrun, or trip
Hefty 5 — Increased carrying capacity
Improved CriticalC 7 BAB +8, proficient with weapon Weapon’s threat range doubles
Finishing BlowC 8 Improved Critical, Attacks against wounded foes are lethal
Improved Weapon Focus
Improved FeintC 7 BAB +1, Bluff 5 ranks Feinting is move action
Improved Healing 6 Base Fortitude save +7 Increased healing rate
Improved InitiativeC 6 — +4 bonus to initiative rolls
Improved SubdualC 5 BAB +3 No penalty to deal nonlethal damage

178 Chapter Nine


General Feats Training Prerequisite Benefit

Contents
Point Cost
Improved Swimming 6 Swim 8 ranks +4 on Swim checks; increased swimming rate
Iron Will 6 — +2 bonus on Will saves
Knack 7 — +3 bonus on selected skill
Leadership 9 Character level 6 Attract cohort and followers
Lightning Reflexes 6 — +2 bonus on Reflex saves
Mind Over Matter 7 — Gain health equal to 1 + base Will save
Mounted CombatC 7 Handle Animal 4 ranks Counter attack on mount with Handle Animal check
Mounted ArcheryC 7 Mounted Combat Half penalties for mounted ranged attacks
Ride-By AttackC 6 Mounted Combat Move before and after mounted charge
TrampleC 6 Mounted Combat Target cannot avoid mounted overrun
Spirited ChargeC 7 Handle Animal 7 ranks, Double damage on mounted charge
Ride-By Attack
ParryC 6 Int 13 Switch points from attacks to defense
Improved DisarmC 7 Parry +4 to disarm; no free attack on failed disarm
Point Blank ShotC 7 — +1 to ranged attacks and damage within 30 ft.
Far ShotC 6 Point Blank Shot Range increment increases
Precise ShotC 7 Point Blank Shot No penalty for firing into melee
Rapid ShotC 7 Dex 13, Point Blank Shot 1 extra ranged attack (all at –2)
Shot on the RunC 7 Dex 15, Dodge, Point Blank Shot Move before and after ranged attack
Power AttackC 7 Str 13 Switch points from attacks to damage
CleaveC 7 Power Attack 1 free melee attack after dropping foe
Great CleaveC 7 BAB +6, Cleave Make unlimited Cleave attacks
Improved Bull RushC 7 Power Attack +4 on or against bull rush attacks
Improved SunderC 7 Dex 13, Power Attack +4 to sunder; no free attack in return
Knock-BackC 7 Str 19, Improved Bull Rush Free bull rush against smaller foe
Quick DrawC 7 — Draw or sheathe weapon as free action
Rapid SurgeC 7 Dex 13 Switch points from defense to attacks
Resistance 6 Any base save +5 Gain harm resistance (4) vs. one energy type
Greater Resistance 8 Any base save +8, Resistance Gain harm resistance (8) vs. one energy type
Run 5 — Run 5x current speed; +4 on running jumps
Swift 6 Dex 13, Run Speed increases by 5 ft.
Scent 7 Iksar, kerra, ratonga, or troll Gain minor scent ability
Shield ProficiencyC 5 — Proficient with all shields but tower shield
Tower Shield ProficiencyC 6 — Proficient with tower shield
BashC 7 Shield Proficiency Make shield bash attack but keep defense bonus
Improved BashC 7 Bash More damage and daze with shield bash
Shield DeflectionC 7 Dex 13, Shield Proficiency Deflect ranged attacks with shield
SlamC 7 Size Large or larger Gain slam attack
Improved SlamC 7 Str 17, BAB +6, Slam More damage and daze with slam
(or natural slam attack)
Spontaneous Reflexes 7 — Gain health equal to 1 + base Reflex save
Toughened 7 — Gain health equal to 1 + base Fortitude save
Track 6 Survival 1 rank Follow tracks with Survival check
Weapon Class ProficiencyC 7 — No attack penalty with chosen class of weapons
Weapon Finesse C 7 BAB +3 Use Dex modifier to hit, not Str, with light weapons
Weapon FocusC 7 BAB +1, proficient with weapon +1 bonus to attacks with chosen weapon
Weapon SpecializationC 7 BAB +6, Weapon Focus +2 bonus to damage with chosen weapon
Improved Weapon FocusC 7 BAB +11, Weapon Specialization +2 bonus to attacks with chosen weapon
Improved Weapon 7 BAB +16, Improved Weapon +4 bonus to damage with chosen weapon
SpecializationC Focus
Greater Weapon 7 BAB +21, Improved Weapon +3 bonus to attacks with chosen weapon
FocusC Specialization
Greater Weapon 7 BAB +26, Greater Weapon Focus +6 bonus to damage with chosen weapon
SpecializationC
C
* This feat can only be taken by a character at 1st level, during character creation. Combat feat.

Feats 179
Combat Feats and on any check having Strength or Dexterity as its key
Combat feats are a subtype of general feat, even though they ability modifier.
represent a large percentage of the total number of feats; all Armor Proficiency (Light)
combat feats relate to actions that may be taken during
combat. The distinction between general and combat feats is [Combat, General]
important only because fighters may take combat feats in The character is proficient with all light armors.
place of their fighter talents. Training Points: 5.
Benefit: When a character wears a type of armor with
which he is proficient, the armor’s encumbrance penalty
Feat Descriptions applies only to Agility, Climb, Jump, Sleight of Hand, Sneak,
and Tumble checks.
Unless noted otherwise in a feat’s description, a feat can be
taken only once. Normal: A character in armor with which he is not profi-
cient suffers its encumbrance penalty on attack rolls and on
Aptitude [General] any check having Strength or Dexterity as its key ability
modifier.
The character has an affinity for one or more skills unusual
in one of his background. Armor Proficiency (Medium) [Combat,
Training Points: —.
General]
Benefits: The player may choose a number of skills equal to
his character's Intelligence modifier (minimum 1) from among The character is proficient with all medium armors.
those not normally granted as starting skills for the character's Training Points: 6.
profession. These skills are treated as starting skills for that Prerequisites: Armor Proficiency (light).
character. Benefit: When a character wears a type of armor with
Special: The character can gain this feat multiple times, but which he is proficient, the armor’s encumbrance penalty
only during character creation (as a 1st-level character). Its applies only to Agility, Climb, Jump, Sleight of Hand, Sneak,
effects do not stack. Each time the character takes the feat, it and Tumble checks.
applies to a new skill. Normal: A character in armor with which he is not profi-
This skill has no training point cost because it can be taken cient suffers its encumbrance penalty on attack rolls and on
only by a 1st-level character. any check having Strength or Dexterity as its key ability
modifier.
Armor
Proficiency
(Heavy)
[Combat,
General]
The character is pro-
ficient with all heavy
armors.
Training Points: 6.
Prerequisites:
Armor Proficiency
(medium).
Benefit: When a
character wears a type
of armor with which he
is proficient, the armor’s
encumbrance penalty
applies only to Agility,
Climb, Jump, Sleight of
Hand, Sneak, and
Tumble checks.
Normal: A charac-
ter in armor with which
he is not proficient suf-
fers its encumbrance
penalty on attack rolls

180 Chapter Nine


Bash [Combat, General] Body Slam [Combat, General]

Contents
The character is skilled at making attacks with a shield. The character is a vicious wrestler.
Training Points: 7. Training Points: 7.
Prerequisites: Shield Proficiency. Prerequisites: Hand to Hand, Power Attack, Slam.
Benefit: If the character is carrying a light or heavy shield, Benefits: The character may deal his usual slam damage or
he may make a shield bash attack with it as an attack action. unarmed strike damage (whichever is higher) whenever he
Alternatively, he may make an additional shield bash attack makes a successful bull rush, overrun, or trip attack, in addi-
at his highest attack bonus as part of a full-attack action, in tion to that attack’s normal effects.
which case this attack and all other attacks made during the Special: If the character also has the Improved Hand to
same round suffer a –2 penalty to hit. The shield bash does not Hand feat, he may deal either lethal or nonlethal damage
negate the character’s shield bonus to defense. when using this feat.
A shield bash deals 1d6 points of crushing damage for Large
characters, 1d4 for Medium characters, or 1d3 for Small Cleave [Combat, General]
characters, plus one-half the character’s Strength modifier. The character can take advantage of openings caused when
If the character uses a shield bash with a ready action to he drops an opponent in melee combat.
interrupt a spellcaster, the caster’s Channeling check (see Training Points: 7.
Chapter 8: Skills) against damage taken from a successful bash Prerequisites: Str 13, Power Attack.
attack suffers an additional +1 penalty to its DC for every 2 Benefit: If the character deals enough damage to a creature
points of damage dealt by the shield bash. For example, a to make it drop (typically by dropping it to dying, killing it
shield bash that deals 6 points of damage against a spellcaster outright, etc.), he gets an immediate, extra melee attack
trying to cast a 4th-order spell requires the caster to make a DC against any other creature he threatens. The character cannot
23 Channeling check (10 + damage dealt + order level + take a 5-foot step before making this extra attack, as he
special shield bash modifier). normally can between iterative attacks during a full-attack
A character with the Bash and Slam feats cannot make a action. The Cleave attack uses the same weapon and the same
shield bash attack in the same round as a slam attack. bonuses as the attack that dropped the previous creature.
Normal: Without the Bash feat, a character making an The character can use this ability only once per round.
attack with a shield loses his shield bonus to defense.
See the description of shields in Chapter 10: Equipment for Dirty Fighter [Combat, General]
more information. The character has a knack for “putting the hurt on” in melee
Special: A shield with a magic enhancement bonus is combat.
treated as a magic weapon for the purpose of penetrating Training Points: 7.
damage reduction when used for a shield bash; however, the Prerequisite: Con 13.
enhancement bonus is not added to the attack or damage rolls
Benefit: When the character uses the fighting dirtily op-
(see Damage Reduction in Chapter 12: Combat). tion (see Alternate Fighting Strategies in Chapter 12: Combat),
Blind-Fight [Combat, General] she gains a +1 bonus to damage rolls for every point of defense
bonus she sacrifices. The amount sacrificed still may not
The character can fight competently when she cannot see exceed the character’s base defense bonus. The changes to
her target. attack and defense rolls last until the character’s next action.
Training Points: 8.
Benefit: In melee combat, every time a character misses an Dodge [Combat, General]
opponent because of concealment, she can reroll the percen- The character can keep a careful eye on one especially
tile miss chance one time to see if she actually hits (see dangerous opponent.
Concealment and also Invisibility in Chapter 12: Combat). Training Points: 6.
Also, the character suffers only half the usual penalty to speed
Prerequisite: Dex 13.
for being unable to see: Darkness and poor visibility in general
reduce the character’s speed to three-quarters instead of Benefit: During the character’s action, she designates a
one-half. single opponent and receives a +1 dodge bonus to defense
against attacks from that opponent until her next turn. The
Additionally, an invisible attacker gets no bonus to hit the
character can select a new opponent at the beginning of each
character in melee, and the character isn’t considered flat- turn as a free action. A condition that makes the character
footed against the invisible attacker.
lose her Dexterity bonus to defense (if any) also makes her lose
The character does not gain any of these benefits against any dodge bonuses.
ranged attacks made by an invisible opponent.
Special: Dodge bonuses stack with each other, unlike most
other types of bonuses.

Feats 181
Dodge Missiles [Combat, General] Benefit: The player may choose one exotic weapon. The
The character is very hard to hit with ranged attacks. character is proficient with the chosen weapon.
Training Points: 6. Normal: A character who uses a weapon without being
proficient with it suffers a –4 penalty on attack rolls.
Prerequisites: Dex 13, Dodge.
Special: The character can gain this feat multiple times.
Benefits: The character gains a +4 dodge bonus to defense Each time the character takes the feat, it applies to a new
against all ranged attacks. He must be aware of an attack to exotic weapon.
gain this bonus.
Special: Dodge bonuses stack with each other, unlike most Far Shot [Combat, General]
other types of bonuses. The character has learned to arch her ranged attacks while
maintaining accuracy over resultantly longer ranges.
Double Attack [Combat, General]
Training Points: 6.
The character has developed a fast fighting style.
Prerequisite: Point Blank Shot.
Training Points: 7.
Benefit: When the character uses a projectile weapon, such
Prerequisite: BAB +9. as a bow, its range increment increases by one-half (multiply
Benefit: The character figures his iterative attacks as if his by 1.5). When the character uses a thrown weapon, its range
weapon’s delay were 1 point lower. For example, a 7th-level increment is doubled.
fighter (BAB +9) using a standard delay weapon (delay 5,
normally granting him two attacks at base bonuses of +9/+4) Finishing Blow [Combat, General]
instead figures his attacks as if the weapon had a quick delay The character has mastered the art of the lethal blow.
(i.e., of 4, granting him three attacks at +9/+5/+1).
Training Points: 8.
Educated [General] Prerequisites: Improved Critical, Improved Weapon Focus.
The character has a well-rounded education. Benefit: The player chooses a particular type of weapon,
Training Points: —. such as a longsword or a handaxe, with which his character
already has both the Improved Critical and Improved Weapon
Benefits: All Knowledge skills are considered starting skills Focus feats. Any melee attack with such a weapon against a
for this character. badly wounded foe has a chance of felling the target instantly.
Special: A character may gain this feat only during character Any time one of the character’s attacks successfully reduces
creation (as a 1st-level character). The feat has no training point a target’s current health to 25% (or less) of its normal health
cost because it can be taken only by a 1st-level character. total, the target must make a Fortitude save (DC 10 + 1/2 the
Endurance [General] attacking character’s BAB) or be reduced instantly to the
dying condition (see Glossary).
The character is especially hardy.
For example, Blearic, a troll Ftr 5/War 4, ambushes Murellae,
Training Points: 7. a wood elf fighter with a 14 Constitution, and does a consid-
Benefit: Whenever the character makes a Constitution erable amount of damage to her. (After the first round, she is
check or Fortitude save for performing any physical action or reduced to only 28 health, down from her usual total of 80. Of
activity that extends over a period of time (running, swim- course, the GM does not inform Blearic’s player of these
ming, holding her breath, and so on), or when making a numbers, nor that Murellae will be forced to make a save
similar check or save to avoid nonlethal damage from envi- against his Finishing Blow feat as soon as she loses another 8
ronmental effects, she gets a +4 bonus to the roll. health — the GM simply explains that the elf is wounded but
While fatigued, the character can still run, although only at still fighting.)
triple speed; she still suffers the –2 penalty to Strength and On his next turn, Blearic hits Murellae for 11 points of
Dexterity and cannot charge. While exhausted, the character damage (after she applies her armor’s DR), bringing Murellae
may move at three-quarters speed (rather than half) and down to 17 health, so the Finishing Blow condition has been
suffers only a –4 penalty to Strength and Dexterity; she cannot met: The ill-fated victim must now make a DC 15 Fortitude
charge. save (base 10, +5 for 1/2 Blearic’s BAB, rounded down).
The character can also sleep in any armor with an associated Unfortunately for the elf, she rolls poorly, just missing the
encumbrance penalty of –4 or less without becoming fatigued Fortitude save, so the troll’s attack drops Murellae immedi-
the next day. ately to –3 health, rather than to the 17 health she would
See the Glossary for details regarding the fatigued and otherwise have had remaining.
exhausted conditions. Murellae has been vanquished, and Blearic can now put
away his greatsword and take out his cooking utensils….
Exotic Weapon Proficiency Special: Creatures immune to critical hits are also immune
[Combat, General] to the effects of Finishing Blow.
The character is trained in the use of a certain exotic
weapon.
Training Points: 7.

182 Chapter Nine


Contents
Great Cleave
[Combat, General]
The character has mastered the ability
to take advantage of felling opponents in melee combat. For example, if Hurgadil has already taken the Resistance
Training Points: 7. (cold) feat and selects the Improved Resistance (cold) feat,
Prerequisites: BAB +6, Cleave. then he now has a total bonus of cold resistance (12) from the
Benefit: As Cleave, except that there is no limit to the number of two feats.
times the character can use the feat’s benefit each round. Special: The character can gain this feat multiple times.
The effects do not stack. Each time the character takes the
Great Fortitude [General] feat, it applies to a new energy type (for which the character
The character is extremely resilient. must already have the Resistance feat).
Training Points: 6.
Benefit: The character gains a +2 bonus on all Fortitude Greater Weapon Focus [Combat, General]
saving throws. The character has spent time honing her skill with a chosen
weapon.
Great Step [Combat, General] Training Points: 7.
The character has a lengthy stride that aids him in combat. Prerequisites: BAB +21, Improved Weapon Specialization.
Training Points: 7. Benefit: The player chooses a particular type of weapon
Prerequisites: Size Large or larger. with which his character has Improved Weapon Specializa-
Benefits: The character may take a 10-foot step as a free tion. The character’s Weapon Focus bonus increases to +3.
action whenever he would normally be allowed a 5-foot step (see Special: The character can gain this feat multiple times. Its
Free Actions in Chapter 12: Combat for an explanation of the effects do not stack. Each time the character takes the feat, it
5-foot step). He may still move only 5 feet, though, if he wishes. applies to a new weapon type.
Special: For all other intents and purposes, a “great step”
counts as a 5-foot step. Thus, for example, a character with Greater Weapon Specialization
this feat and the dragon stance talent does not gain the bonus [Combat, General]
for dragon stance after having taken a 10-foot step. The character is especially good at inflicting damage with
a chosen weapon.
Greater Resistance [General] Training Points: 7.
The character has developed a powerful resistance to one Prerequisites: BAB +26, Greater Weapon Focus.
energy attack form.
Benefit: The player chooses a particular type of weapon
Training Points: 8. with which his character has Greater Weapon Focus. The
Prerequisites: Any base save +8, Resistance. character’s Weapon Specialization bonus increases to +6.
Benefit: The character may select any one harm resistance Special: The character can gain this feat multiple times. Its
type for which he has already purchased the Resistance feat: effects do not stack. Each time the character takes the feat, it
His resistance to that type increases by a bonus of resistance applies to a new weapon type.
(8). This bonus stacks with that from the Resistance feat.

Feats 183
Hand to Hand [Combat, General] Improved Critical [Combat, General]
The character has learned to strike effective blows while The character has learned to strike vital blows more often
unarmed. with his chosen weapon.
Training Points: 7. Training Points: 7.
Benefit: The character’s base unarmed damage increases by Prerequisites: BAB +8, Weapon Focus.
one dice increment (1d2 becomes 1d3, 1d6 becomes 1d8, Benefit: The character chooses a particular type of weapon
etc.). for which he already has the Weapon Focus feat. When using
this weapon, the character’s threat range is doubled. For
Hefty [General] example, a short sword normally threatens a critical on
The character can carry a remarkable amount without natural roll of 19 or 20 (10% of the time); if a character has
being encumbered. Improved Critical (short sword), her threat range with it
Training Points: 5. becomes 17–20 (twice the standard range, or 20% of the
Benefits: The character may carry up to half of his maxi- time).
mum load as a light load, and up to three-quarters of his Special: The character can gain this feat multiple times.
maximum load as a medium load (see “How Much Can I The effects do not stack. Each time a character takes the feat,
Carry?” in Chapter 11: Adventuring). The maximum amount it applies to a new weapon.
of a heavy load is unaffected. Improved Critical does not stack with other effects (such as
For example, a Medium character with this feat and a 15 the keen weapon enhancement) that alter critical threat
Strength can carry up to 100 pounds as a light load (as opposed ranges.
to the usual 67 pounds), and up to 150 pounds (rather than
100 pounds) as a medium load. A load of 151 to 200 pounds Improved Dodge [Combat, General]
still constitutes a heavy load for the character. The character can make a special effort to avoid being hit
by one or more foes.
Improved Bash [Combat, General] Training Points: 7.
The character delivers particularly powerful shield bash Prerequisite: BAB +6, Dodge.
attacks. Benefit: During the character’s action, she designates an
Training Points: 7. opponent and receives a +2 dodge bonus to defense against
Prerequisites: Str 13, BAB +6, Bash. attacks from that opponent, or designates two opponents and
Benefit: The character’s shield bash damage is increased by receives a +1 dodge bonus to defense against each of them.
one dice-size increment (i.e., 1d4 becomes 1d6, 1d3 becomes The character can select a new opponent (or opponents) on
1d4, etc.). any action.
If the character’s shield bash
attack hits, the target must make
a Fortitude save (DC 10 + the
damage dealt by the shield
bash). If the target fails his sav-
ing throw, he is dazed for 1 round
(see Glossary).
Creatures immune to critical
hits cannot be dazed by shield
bash attacks.

Improved Bull Rush


[Combat, General]
The character is skilled at
using his strength to force op-
ponents back.
Training Points: 7.
Prerequisites: Power Attack.
Benefits: The character gains
a +4 bonus on all bull rush at-
tempts (see Bull Rush in
Chapter 12: Combat), as well
as on rolls to counter bull rush
attacks made against him.

184 Chapter Nine


Because dodge bonuses stack, the character may also apply Improved Healing [General]

Contents
the bonus gained from the Dodge feat independently of the The character heals at an unusually fast rate.
above bonuses. Thus, the character may gain the further +1
dodge bonus to defense from the Dodge feat against the Training Points: 6.
opponent or one of the opponents designated by this feat, or Prerequisites: Base Fortitude save +7.
choose another opponent altogether (i.e., he has a +3 dodge Benefit: The character gains an amount of health back
bonus that he may distribute among up to three opponents). each day equal to his Constitution modifier, in addition to
A condition that would make a character lose her Dexterity those gained for natural healing. For example, a 12th-level
bonus to defense also makes her lose all dodge bonuses. barbarian with a 19 Constitution would recover 16 health for
Special: Dodge bonuses stack with each other, unlike most a full day’s rest, rather than the usual 12 for a character of his
other types of bonuses. level.
If the character is under the care of a healer, he recovers an
Improved Disarm [Combat, General] amount of health each day equal to twice his Constitution
The character has mastered the art of disarming his oppo- modifier, in addition to those gained for being under the
nents safely. healer’s care. Thus, the barbarian in the above example would
recover 32 health per day, rather than the usual 24 for a
Training Points: 7.
character of his level. (If he also had complete rest for the day,
Prerequisites: Parry. this amount would increase to 12 x 4 + 8 = 56 points.)
Benefit: When the character attempts to disarm an oppo- See Healing in Chapter 12: Combat and also the Heal skill
nent (see Disarm in Chapter 12: Combat), he gains a +4 bonus in Chapter 8 for more on rates of natural healing.
to the attempt. Further, the defender does not gain an oppor-
Special: A creature with fast healing (such as a troll or iksar)
tunity to disarm the character as a result of a failed disarm
recovers health on a per-hour basis rather than per-day. Thus,
attempt.
a 12th-level iksar with a 19 Constitution would regain 16
Improved Feint [Combat, General] health per hour, rather than the usual 12 for a character of his
level.
The character has developed great skill at feinting in
combat. Improved Initiative [Combat, General]
Training Points: 7. The character has remarkable reaction time.
Prerequisites: BAB +1, Bluff 5 ranks. Training Points: 6.
Benefits: The character may use the “feinting in combat” Benefit: The character receives a +4 bonus on initiative
tactic described under the Bluff skill (see Chapter 8: Skills) as rolls.
a move action rather than an attack action.
Improved Slam [Combat, General]
Improved Grapple [Combat, General]
The character delivers particularly powerful slam attacks.
The character is a skilled grappler.
Training Points: 7.
Training Points: 7.
Prerequisites: Str 17, BAB +6, Slam (or natural slam or tail
Prerequisites: Hand to Hand. slap attack).
Benefits: The character gains a +4 bonus on all grapple Benefit: The character’s slam damage is increased by one
checks, whether or not she initiated the grapple. When the dice-size increment (i.e., 1d4 becomes 1d6, 2d6 becomes 2d8,
character initiates a grapple, she does not provoke a free etc.).
attack.
If the character’s slam attack hits, the target must make a
Special: If the character also has the Improved Hand to Fortitude save (DC 10 + the damage dealt by the attack). If the
Hand feat, she may opt to deal lethal damage with a successful target fails his saving throw, he is staggered for 1 round (see
grapple check while grappling, without suffering a –4 penalty Glossary). Creatures immune to critical hits cannot be stag-
to the check. gered by slam attacks.
Improved Hand to Hand [Combat, General] Special: The benefits of this feat do not stack with those
from the Hand to Hand or Improved Hand to Hand feats, as
The character is a highly skilled unarmed fighter. slam attacks are considered armed attacks.
Training Points: 7.
Prerequisites: Hand to Hand. Improved Subdual [Combat, General]
Benefit: The character’s unarmed damage increases by one The character has mastered the art of nonlethal combat.
dice increment (1d3 becomes 1d4, 1d6 becomes 1d8, etc.). In Training Points: 5.
addition, the character may choose to deal either lethal or Prerequisites: BAB +3.
nonlethal damage with her unarmed attacks, at her option,
Benefits: The character does not suffer the usual –4 penalty
with no penalty to the attack roll.
when attacking to deal nonlethal damage with melee weap-
ons.

Feats 185
Normal: A character suffers a –4 penalty to attack when Special: A creature with a natural swim speed cannot take
trying to deal nonlethal damage with a weapon that normally this feat.
deals lethal damage.
Improved Trip [Combat, General]
Improved Sunder [Combat, General] The character is adept at taking advantage of tripped or
The character is particularly adept at breaking opponents’ thrown opponents.
weapons. Training Points: 8.
Training Points: 7. Prerequisites: Hand to Hand.
Prerequisites: Dex 13, Power Attack. Benefit: When the character attempts to trip an opponent
Benefit: When the character attempts to sunder an (see Trip in Chapter 12: Combat), he gains a +4 bonus to his
opponent’s weapon or some other held object (see Attacking opposed Strength check. Further, if his trip attempt fails, the
a Weapon in Chapter 12: Combat) with a melee attack, he opponent does not get a free attack against the character.
gains a +4 bonus to his attack roll. Further, when the character
strikes at an opponent’s weapon she does not provoke a free Improved Weapon Focus
attack. [Combat, General]
The character has spent time honing her skill with a chosen
Improved Swimming [General] weapon.
The character is a masterful swimmer. Training Points: 7.
Training Points: 6. Prerequisites: BAB +11, Weapon Specialization.
Prerequisites: Swim 8 ranks. Benefit: The player chooses a particular type of weapon
Benefits: The character gains a +4 bonus on Swim checks. with which his character has Weapon Specialization. The
In calm waters, the character may swim at one-half her land character’s Weapon Focus bonus increases to +2.
speed as a move action without the need for a Swim check. In Special: The character can gain this feat multiple times. Its
rough waters, she may move one-third her land speed as a effects do not stack. Each time the character takes the feat, it
move action with a successful Swim check. This feat grants no applies to a new weapon type.
increase to speed in very rough water conditions.
For each consecutive hour that the character swims, she Improved Weapon Specialization
must make a Swim check (DC 15, +1 per previous hour) or
take 1d6 points of nonlethal damage from exertion.
[Combat, General]
The character is especially good at inflicting damage with
a chosen weapon.
Training Points: 7.
Prerequisites: BAB +16, Im-
proved Weapon Focus.
Benefit: The player chooses a
particular type of weapon with
which his character has Improved
Weapon Focus. The character’s
Weapon Specialization bonus in-
creases to +4.
Special: The character can gain
this feat multiple times. Its effects
do not stack. Each time the char-
acter takes the feat, it applies to a
new weapon type.

Iron Will [General]


The character possesses extraor-
dinary mental hardiness.
Training Points: 6.
Benefit: The character gains a
+2 bonus on all Will saving throws.

186 Chapter Nine


Knack [General] Knock-Back [Combat, General]

Contents
The character is particularly talented in a specific skill. The character can knock smaller opponents back with the
Training Points: 7. strength of his blows.
Benefit: The character chooses one skill. She gets a +3 Training Points: 7.
bonus on all checks with that skill. Prerequisites: Str 19, Improved Bull Rush.
Special: The character can gain this feat multiple times. Its Benefits: The character may make a bull rush attack as a
effects do not stack. Each time the character takes the feat, it free action any time he hits an opponent of smaller size than
applies to a new skill. himself, or hits an opponent of the same size but with a lower
Strength score. If the bull rush is successful, the opponent is
knocked back 5 feet in addition
Table 9–2: Leadership to taking normal damage from
Leadership Score Cohort Level Number of Followers by Level the attack.
1st 2nd 3rd 4th 5th 6th 7th
1 or less — – – – – – – – Leadership [General]
2 1st – – – – – – – The character has earned the
3 2nd – – – – – – – trust and loyalty of one or more
4 3rd – – – – – – – followers.
5 3rd – – – – – – – Training Points: 9.
6 4th – – – – – – – Prerequisites: Character
7 5th – – – – – – – level 6.
8 5th – – – – – – – Benefits: Having this feat
9 6th – – – – – – – enables the character to attract
10 7th 5 – – – – – – loyal companions and devoted
11 7th 6 – – – – – – followers. See Table 9–2 for the
12 8th 8 – – – – – – level of cohort and the number
13 9th 10 1 – – – – – of followers the character can
14 9th 15 1 – – – – – recruit.
15 10th 20 2 1 – – – – Special Cohorts: With the
16 11th 25 2 1 – – – – GM’s permission, a leader may
17 11th 30 3 1 1 – – – seek out a special cohort who is
18 12th 35 3 1 1 – – – not a member of the standard
19 13th 40 4 2 1 – – – PC races.
20 13th 50 5 2 1 1 – – Followers: A leader attracts
21 14th 60 6 3 1 1 – – followers with gear appropriate
22 15th 75 7 4 2 1 – – to NPCs of their level. As his
23 15th 90 9 4 2 1 1 – Leadership score rises, he can
24 16th 110 11 5 2 1 1 – attract more followers. If his
25 17th 135 13 5 2 1 1 – Leadership score decreases,
26 17th 150 15 6 3 1 1 1 some followers may desert.
27 18th 170 18 6 3 1 1 1 Replacing Cohorts and Follow-
28 19th 190 21 6 3 2 1 1 ers: If a leader loses a cohort or
29 19th 210 24 7 4 2 1 1 followers, he can generally re-
30 20th 240 28 7 4 2 1 1 place them, according to his
31 21st 260 32 7 4 2 1 1 current Leadership score, al-
32 21st 280 36 7 4 2 2 1 though it takes time (1d4
33 22nd 310 42 8 5 2 2 1 months) to recruit replace-
34 23rd 340 48 8 5 2 2 1 ments.
35+ 23rd 360 54 8 5 3 2 2 If the leader is to blame for
Leadership Score: A character’s Leadership score equals his level plus his Charisma modifier. In order to the deaths of the cohort or fol-
take into account negative Charisma modifiers, the Leadership table allows for very low Leadership scores, but lowers, it takes extra time (up
the character must still be 6th level or higher in order to gain the Leadership feat and thus attract a cohort. to a full year) to replace them.
Outside factors can also affect a character’s Leadership score, as detailed in Table 9–3. Note that in this case the leader
Cohort Level: The character can attract an NPC cohort of up to this level. Regardless of the character’s also earns a reputation of fail-
Leadership score, he can’t recruit a cohort of his own level or higher (if such a cohort is indicated, the cohort ure.
is instead of a level one less than the character).
Number of Followers by Level: The character can lead up to the indicated number of NPCs of each level.

Feats 187
Table 9–3: Leadership Modifiers Benefit: Once per round when the character’s mount would be hit
General Leadership Modifiers in combat, she may make a Handle Animal check as a free action to
The Leader Has a Reputation of… Leadership Modifier
negate the hit. The hit is negated if the character’s Handle Animal
check equals or exceeds the attack roll (essentially, the Handle
Great prestige +2
Animal check becomes the mount’s defense roll).
Fairness and generosity +1
Special power +1 Parry [Combat, General]
Failure –1
The character has learned to fight in a defensive manner
Aloofness –1
when needed.
Cruelty –2
Training Points: 6.
Cohort-Only Leadership Modifiers
The Leader… Leadership Modifier Prerequisite: Int 13.
Has a special pet/warder –2 Benefit: When the character uses the fighting defensively
Has a good/poor history with cohort’s affiliates +/–2 option (see Alternate Fighting Strategies in Chapter 12:
Previously caused the death of a cohort –2* Combat), he gains a +1 bonus to defense for every point of
* Per cohort killed.
attack bonus he sacrifices. The amount sacrificed still may not
exceed the character’s base attack bonus. The changes to
Follower-Only Leadership Modifiers
attack and defense rolls last until the character’s next action.
The Leader… Leadership Modifier
Rules a stronghold, guildhouse, If the character wields a 1-handed weapon and a shield, he
or some similar base of operations +2 adds 1.5x the number subtracted from his attack rolls to his
Moves around a lot –1 defense rolls while using Parry.
Caused the death of other followers –1
Point Blank Shot [Combat, General]
The character is especially accurate when making ranged
Lightning Reflexes [General] attacks from a close range.
The character is able to quickly remove himself from Training Points: 7.
sudden danger. Benefit: The character gets a +1 bonus to attack and
Training Points: 6. damage rolls with ranged attacks at ranges of up to 30 feet.
Benefit: The character gains a +2 bonus on all Reflex Special: This feat’s benefit also extends to spells that
saving throws. require a ranged touch attack when the target is within 30 feet
of the caster.
Mind Over Matter [General]
The character is unusually hard to kill. Power Attack [Combat, General]
Training Points: 7. The character can deliver particularly powerful blows in
Benefits: The character gains an amount of health equal to melee combat.
1 + the character’s base Will save bonus. Thus, a Ftr 6/Brw 5/ Training Points: 7.
Mnk 3 who takes this feat gains 1 + 5 = 6 health. This bonus Prerequisite: Str 13.
to health increases retroactively as the character gains levels Benefit: When the character uses the fighting aggressively
(and his base Will save bonus thus increases), so that when the option (see Alternate Fighting Strategies in Chapter 12:
above monk reaches 4th level (total base Will save bonus +6), Combat), he gains a +1 bonus to damage rolls for every point
he gains another bonus point of health from this feat (1 + 6 = of attack bonus he sacrifices. The amount sacrificed still may
7). not exceed the character’s base attack bonus. The changes to
attack and defense rolls last until the character’s next action.
Mounted Archery [Combat, General]
If the character wields a 2-handed weapon (or uses a 1-handed
The character is trained to make ranged attacks from weapon wielded in two hands), he adds 1.5x the number subtracted
horseback. from his attack rolls to his damage while using Power Attack.
Training Points: 7.
Prerequisite: Mounted Combat. Precise Shot [Combat, General]
Benefit: The character’s attack penalty when using a ranged The character is trained to make extremely accurate shots
weapon from horseback is halved to –2 instead of –4 if her when firing into melee combat.
mount is taking a full-move action, or –4 instead of –8 if her Training Points: 7.
mount is running. Prerequisite: Point Blank Shot.
Mounted Combat [Combat, General] Benefit: The character does not suffer the usual –4 penalty
for using ranged attacks against an opponent engaged in
The character is trained to fight in melee from a mount. melee. He still suffers the appropriate penalties for his oppo-
Training Points: 7. nent having cover if any creature currently in melee with his
Prerequisite: Handle Animal 4 ranks. target stands between him and the target (see Cover in
Chapter 12: Combat).

188 Chapter Nine


Quick Draw [Combat, General] Rapid Surge [Combat, General]

Contents
The character can draw a weapon with remarkable speed. The character can deliver quick, accurate blows in melee
Training Points: 7. combat.
Prerequisite: BAB +1. Training Points: 7.
Benefit: The character may draw or sheathe a weapon as a Prerequisite: Dex 13.
free action instead of as a move action. As well, a character Benefit: When the character uses the fighting hastily
with the Quick Draw feat can load ammunition for a light option (see Alternate Fighting Strategies in Chapter 12:
crossbow or sling as a free action, allowing her to make Combat), she gains a +1 bonus to attack rolls for every point
iterative attacks (using that weapon’s delay) as part of a full- of defense bonus she sacrifices. The amount sacrificed still
attack action. may not exceed the character’s base defense bonus. The
changes to attack and defense rolls last until the character’s
Rapid Shot [Combat, General] next action.
The character can make ranged attacks much more quickly
than most. Resistance [General]
Training Points: 7. The character has developed a natural resistance to one
Prerequisites: Dex 13, Point Blank Shot. form of attack.
Benefit: The character may make 1 extra attack per round Training Points: 6.
with a ranged weapon. The attack is at the character’s highest Prerequisites: Any base save +5.
base attack bonus, but each attack this round (the extra one Benefit: The character may select any one harm resistance
and the normal ones) suffers a –2 penalty. type (acid, cold, disease, divine, electricity, heat, magic,
The character must take a full-attack action to use this feat. mental, poison, or sonic). Against attacks or effects with that
energy type, he gains a bonus of resistance (4).

Feats 189
Special: The character can gain this feat multiple times. Shield Proficiency [Combat, General]
The effects do not stack. Each time the character takes the The character is proficient with most shields.
feat, it applies to a new energy type.
Training Points: 5.
Ride-By Attack [Combat, General] Benefit: The character can use a buckler, light shield, or
The character is trained to make swift melee strikes from heavy shield and suffer the standard encumbrance penalties
horseback. on only Agility, Climb, Jump, Sleight of Hand, Sneak, and
Tumble checks.
Training Points: 6.
Normal: A character using a shield with which he is not
Prerequisites: Mounted Combat.
proficient suffers its encumbrance penalty on attack rolls and
Benefit: When the character uses the charge action while on any check having Strength or Dexterity as its key ability
mounted, she may move and attack as with a standard charge modifier.
and then move again (continuing the straight line of the
charge). The character’s total movement for the round can’t Shot on the Run [Combat, General]
exceed double her mounted speed. The character can make ranged attacks while on the move.
Run [General] Training Points: 7.
The character can sprint very quickly. Prerequisites: Dex 15, Dodge, Point Blank Shot.
Training Points: 5. Benefit: When using the attack action with a ranged
weapon, the character can move both before and after the
Benefit: When running in anything less than heavy armor
attack, provided that his total distance moved is not greater
and carrying no more than a medium load, the character
than his current speed.
moves 5 times her current speed instead of the usual 4 times
her speed (see “How Fast Can I Move?” in Chapter 11: Slam [Combat, General]
Adventuring). In heavy armor or when carrying a heavy load,
the character moves 4 times her normal speed instead of 3 The character can deliver potent blows with knees, fore-
times her speed (see Armor in Chapter 10: Equipment). arms, elbows, shoulders, and the like.
If the character makes a jump with a running start, she gains Training Points: 7.
a +4 bonus on her Jump check. While running, she retains her Prerequisites: Size Large or larger.
Dexterity bonus to defense. Benefit: The character may make a slam attack either as an
attack action or as an additional attack within a full-attack
Scent [General] action. The slam attack is always at the character’s highest
The character has an extremely acute sense of smell. attack bonus, although if it is used as part of a full-attack
Training Points: 7. action, the slam and all other attacks made during the round
suffer a –2 penalty to their attack rolls.
Prerequisites: Iksar, kerra, ratonga, or troll.
If successful, the slam attack deals 1d6 points of crushing
Benefits: The character gains the minor scent ability (see
damage for Large characters (1d4 points of damage for barbar-
Glossary).
ians), plus the character’s Strength modifier.
Special: The GM may allow characters of certain NPC
Slam attacks can be made with virtually any part of the
races (giants or gnolls, for instance) to take this feat as well.
body. A character with the Bash and Slam feats cannot make
Shield Deflection [Combat, General] a shield bash attack in the same round as a slam attack.
Special: The benefits of this feat do not stack with those
The character may deflect ranged attacks with his shield.
from the Hand to Hand or Improved Hand to Hand feats, as
Training Points: 7. slam attacks are not considered unarmed attacks.
Prerequisites: Dex 13, Shield Proficiency. If the character is wearing a magic item in an applicable
Benefits: The character must have a buckler or a light or body location such as a knee or shoulder, the slam is treated
heavy shield in hand to use this feat; a tower shield is too bulky as a magic attack for the purpose of penetrating damage
and awkward. Whenever the character would normally be hit reduction. However, the item’s enhancement bonus (if any)
with a ranged weapon, he may make a DC 20 Reflex save (if is not actually added to the attack or damage rolls of the slam
the ranged weapon has a magic bonus to attack, the DC attack (see Damage Reduction in Chapter 12: Combat).
increases by that amount). If the character succeeds, he
deflects the missile. The character must be aware of the attack Spirited Charge [Combat, General]
and not flat-footed. The character is particularly proficient with mounted
A buckler may deflect 1 ranged attack per round, a light charges.
shield up to 2 attacks, and a heavy shield 3. Attempting to Training Points: 7.
deflect a ranged attack is a free action.
Prerequisites: Handle Animal 7 ranks, Ride-By Attack.
Exceptional or massive ranged weapons, such as energy
Benefit: When the character uses the charge action while
bolts created by spells or siege ammunition launched by heavy
mounted, he deals double damage with any melee weapon he
machinery, can’t be deflected in this way.
wields (or triple damage with a lance).

190 Chapter Nine


Spontaneous Reflexes [General] Tower Shield Proficiency

Contents
The character is unusually hard to kill. [Combat, General]
Training Points: 7. The character is proficient with tower shields.
Benefits: The character gains an amount of health equal to Training Points: 6.
1 + the character’s base Reflex save bonus. Thus, a Sct 5/Prd Benefit: The character can use a tower shield and suffer the
3 who takes this feat gains 1 + 4 = 5 health. This bonus to standard encumbrance penalties on only Agility, Climb,
health increases retroactively as the character gains levels Jump, Sleight of Hand, Sneak, and Tumble checks.
(and her base Reflex save thus increases), so that when the Normal: A character using a shield with which he is not
above predator reaches 4th level (total base Reflex save bonus proficient suffers its encumbrance penalty on attack rolls and
+5), she gains another bonus point of health from this feat (1 on any check having Strength or Dexterity as its key ability
+ 5 = 6). modifier.
Spring Attack [Combat, General] Track [General]
The character is trained to make lightning-quick melee The character is adept at following creature’s tracks, as well
attacks while on the move. as learning details about the creatures that made them.
Training Points: 7. Training Points: 6.
Prerequisites: Dex 15, Improved Dodge. Prerequisite: Survival 1 rank.
Benefit: When using the attack action with a melee weapon, Benefit: To follow tracks for 1 mile requires a Survival
the character can move both before and after the attack, check. The character must make another check every time
provided that his total distance moved is not greater than his the tracks become difficult to follow, such as
speed. (Normally, a
character cannot
move, take an attack
action, and then
move again even if
one of those moves
is only a 5-foot step.)
The character
can’t use this feat if
he is in heavy armor.

Swift
[General]
The character is
extraordinarily fleet.
Training Points:
6.
Prerequisites: Dex 13, Run.
Benefit: The character’s base speed increases by 5
feet.
Special: This feat can be taken more than once. Its
benefits stack.

Toughened [General]
The character is unusually hard to kill.
Training Points: 7.
Benefit: The character gains an amount of health
equal to 1 + the character’s base Fortitude save bonus.
Thus, a Ftr 6/War 3 who takes this feat gains 1 + 7 = 8
health. This bonus to health increases retroactively as
the character gains levels and his base Fortitude save
thus increases, so that when the above warrior reaches
4th level (and his base Fortitude save bonus increases),
he gains another bonus point of health from this feat (1
+ 8 = 9).

Feats 191
when other tracks cross those he is trying to follow, or when The greater the amount by which the Survival check result
they backtrack or diverge. exceeds the DC required for the tracking attempt, the more
The character moves at half speed while tracking. If he information is provided.
takes a –5 penalty on the Survival check, he may track at
normal speed. Track DC Was Information Gained
The DC of the effort depends on the surface and the Exceeded by:
prevailing conditions: 5 or less The approximate number and size of the crea-
tures in the group and the approximate amount of
Surface DC time elapsed since their passage
Very soft 5 6–10 The number of creatures and their race or species
(if the tracker knows of their species) and their
Soft 10
approximate height and weight
Firm 15
11–15 The creatures’ basic activities while they made
Hard 20 the trail and their general physical and mental
condition (e.g. fatigued, curious and playful, anx-
Very Soft Ground: Any surface that holds deep, clear impres- ious to cover ground)
sions of footprints (e.g. fresh snow, thick dust, wet mud). 16 or more Some intuitive knowledge of the creatures’ activi-
Soft Ground: Any surface soft enough to yield to pressure — ties (e.g. what direction they were looking, what
they were doing with their arms and other
but firmer than wet mud or fresh snow — in which the
appendages), generally sufficient to reconstruct
creature leaves frequent but shallow footprints. much of what the creatures were doing while
Firm Ground: Most normal outdoor surfaces (such as lawns, making the tracks
fields, woods, and the like) or exceptionally soft or dirty
indoor surfaces (thick rugs, very dirty or dusty floors). The Normal: A character without this feat can use the Survival
creature being tracked might have left some other traces skill to follow tracks, but only if the DC is 10 or less.
(broken branches, tufts of hair), but leaves only occasional or
partial footprints. Trample [Combat, General]
Hard Ground: Any surface that doesn’t hold footprints at The character is trained to overrun opponents when mounted.
all, such as bare rock or indoor floors. Most streambeds fall into
Training Points: 6.
this category, since any footprints left behind are obscured or
washed away almost immediately. The creature generally Prerequisites: Mounted Combat.
leaves only traces (scuff marks, displaced pebbles, etc.). Benefit: When the character attempts to overrun an oppo-
nent while mounted, the target may not choose to avoid the
Condition DC Modifier character’s mount. If the target is knocked down, the mount
Every three creatures in the group being tracked –1 may make one hoof (or similar) attack against the target,
Size of creature or creatures being tracked* Fine +8, gaining the standard +4 circumstance bonus on attack rolls
Diminutive +4,
against prone targets.
Tiny +2, Weapon Class Proficiency
Small +1,
Medium 0, [Combat, General]
Large –1, The character is trained in the use of a certain class of
Huge –2, weapons.
Gargantuan –4, Training Points: 7.
Colossal –8 Benefit: The player may choose one class of weapons: archery,
Every 24 hours since the trail was made +1 hand-to-hand, throwing, 1-handed (1-H) crushing, 1-H pierc-
Every hour of rain since the trail was made +1 ing, 1-H slashing, 2-H crushing, 2-H piercing, or 2-H slashing.
Fresh snow cover since the trail was made +10 The character is proficient with all simple and martial weapons
Overcast or moonless night** +6 of that class.
Moonlight; fog or precipitation** +3 Note that all “1-handed” weapon categories include both
Tracked party hides trail (moving at half speed) +5, or the tracked light and 1-handed weapons of the appropriate type. A weapon
party’s average Sur- that deals more than one type of damage counts as each of its
vival bonus, which- types for the purpose of Weapon Class Proficiency, but a
ever is higher. character who is not proficient with one of that weapon’s
*For a group of mixed sizes, apply only the modifier for the largest size types suffers the usual –4 penalty for non-proficiency when
category. using the weapon to deal that type of damage.
**Apply only the larger of these two modifiers. Normal: A character who uses a weapon without being
proficient with it suffers a –4 penalty on attack rolls.
If the character fails a Survival check, he can retry after 1 Special: The character can gain this feat multiple times. Each time
hour (outdoors) or 10 minutes (indoors) of searching. the character takes the feat, it applies to a new class of weapons.

192 Chapter Nine


Weapon Finesse [Combat, General] Special: The character can gain this feat multiple times. Its

Contents
The character can use light weapons in a very nimble effects do not stack. Each time the character takes the feat, it
fighting style. applies to a new weapon type.
Training Points: 7. Weapon Specialization [Combat, General]
Prerequisite: BAB +3. The character is especially good at inflicting damage with a
Benefit: When using a light weapon, a rapier, a whip, or a spiked chosen weapon.
chain made for a creature of her size category, the character may use Training Points: 7.
her Dexterity modifier instead of Strength on attack rolls. Natural
Prerequisites: BAB +6, Weapon Focus.
weapons are always considered light weapons.
Benefit: The player chooses a particular type of weapon,
Special: If the character is using a shield, its encumbrance
such as a longsword or a handaxe, with which his character
penalty applies to her attack rolls whenever she uses the
already has the Weapon Focus feat. The character gains a +2
benefit of this feat.
bonus on all damage rolls with the chosen weapon type.
Weapon Focus [Combat, General] Special: The character can gain this feat multiple times. Its
The character has spent time honing her skill with a chosen effects do not stack. Each time the character takes the feat, it
weapon. applies to a new weapon type.
Training Points: 7. Whirlwind Attack [Combat, General]
Prerequisites: BAB +1, proficient with weapon. The character spins and whirls in a deadly arc during melee
Benefit: The player chooses a particular type of weapon, combat.
such as a broad sword or a sling. His character gains a +1 bonus Training Points: 7.
to all attack rolls she makes using the selected type of weapon.
Prerequisites: Parry, Spring Attack.
A player can choose Weapon Focus (unarmed strike) or
Benefit: When the character performs a full-attack action in
Weapon Focus (grapple), and can even choose Weapon Focus
melee, he can give up all regular attacks and instead make one
(ranged touch spells) or Weapon Focus (melee touch spells).
melee attack at his full base attack bonus against each opponent
within reach.

Feats 193
194 Chapter Ten
M Merchants buy and sell commodities of all sorts, and even
if some towns are bigger than others, or have more specialized
local markets, every character needs a place to get staple foods
and some basic equipment before she shells out for better
swords, tougher armor, and new spells.
This chapter lists the most common nonmagical items
normally available for sale. Not every item is necessarily
Table 10–1:
Relative Value of Common Trade Goods
Commodity
Chicken
Cow
Dog
Cost
2 cp
10 gp
5 gp
available in every shop, though — what is available (and Dog, guard 60 gp
where) is left up to the GM. Dog, hunting 50 gp
Flour (1 lb.) 2 cp
Goat 1 gp
Wealth and Money Gold (1 lb.) 50 gp
For the skilled and well motivated, money is easy to come Iron (1 lb.) 1 sp
by in Norrath. Merchants in most cities have a constant Linen, sq. yard (1 lb.) 4 gp
bounty on small, fairly easily obtained items such as snake- Ox 15 gp
skins or fire beetle eyes. They don’t always pay well, but every Pig 3 gp
little bit helps. Salt (1 lb.) 5 gp
However, wealth is not always the same as money. Many Sheep 2 gp
powerful people throughout the world have their wealth tied Silk, 2 sq. yards (1 lb.) 20 gp
up in land and goods, or less material possessions such as tax Silver (1 lb.) 5 gp
concessions and exemptions, and can exert considerable Spices (1 lb.)
influence without ever dropping a coin. Common (e.g. cinnamon) 1 gp
Rare (e.g. ginger, pepper) 2 gp
Coins
Exotic (e.g. saffron, cloves) 15 gp
The most common coin used among adventurers is the gold Tea leaves (1 lb.) 2 sp
piece (gp), the standard unit of measure for wealth. A skilled
Tobacco (1 lb.) 5 sp
but unexceptional artisan can earn roughly a single gold piece
Wheat (1 lb.) 1 cp
per day of work.
Platinum pieces (pp) are more costly than gold; only the Selling Loot
very rich use platinum as currency. Meanwhile, the standard Generally, items can be sold for half their listed market
coin among commoners is the silver piece (sp). Each silver
price, though this price might be adjusted by good results from
piece is worth 10 copper pieces (cp).
a Persuade check (see Persuade in Chapter 8: Skills).
1 pp = 10 gp = 100 sp = 1,000 cp
Commodities are the exception to this half-price rule. A
A standard coin weighs about one-third of an ounce. In commodity, in this sense, is a valuable good that can be easily
general, 50 coins weigh 1 pound. exchanged almost as if it were cash itself. Items from Table
10–1 can usually be traded directly, at no reduction of value,
Wealth Other than Coins in place of currency. (Supply and demand may alter these
Outside of adventurers, a person’s wealth is rarely held in values, at the GM’s discretion, but that is a matter for each
coins. (As noted earlier, most nobles and many affluent non- individual campaign to address.) Obviously, merchants can
adventurers have wealth comprised of land, trade goods, sell these goods for slightly more than they pay for them, but
magic items, tax collection rights and/or resource rights, and for game purposes the difference is negligible to anyone but
so on.) For those without such advantages, gems and jewelry merchants.
can provide an excellent way to carry large sums of money
without having to lug bags of coin all over the world. Shopping for Basic Equipment
Trade To equip a starting character, the player must first deter-
mine how much money he has to spend (see Table 10–2) and
Most civilized societies easily grasp the benefits to be had then buy items from the equipment charts found throughout
from easy trade, and do not go out of their way to make it this chapter. When purchasing starting equipment this way,
difficult for others to trade with them. Merchants and com- one shouldn’t consider race, gender, faction, profession, or
moners often trade goods without ever using currency. similar factors in setting prices; it is assumed that every new
A rough guide to relative value of trade goods is given in character has enough money or connections to get everything
Table 10–1. he needs to get started… even if he didn’t strictly buy it.
Starting gold pieces (gp) represent the relative value of
equipment to which character has access, not necessarily how
much he spent in coins at the general store.

Equipment 195
Table 10–2: Random Starting Gold Pieces Weapons
Archetype Amount (gp)
Fighter 6d4x10 In a dangerous world, where hordes of unreasoning mon-
Mage 3d4x10 sters wander the countryside, the only thing more useful than
Priest 4d4x10 a good weapon is a variety of good weapons.
Scout 5d4x10
Weapon Categories
Weapons are grouped into several different categories.
These categories indicate the weapon’s effective manner of
use (melee or ranged), the relative simplicity of use (simple,
Starting with Nothing martial, or exotic), the types(s) of damage it deals (crushing,
piercing, or slashing), the weapon’s “wieldiness” (light, 1-
A new character in online play has very little handed, 2-handed), and its size (usually Small, Medium, or
in the way of equipment. The process of building Large).
one’s possessions from virtually nothing to gain-
ing even the first decent weapon or piece of armor If a character uses a weapon with which she is not proficient,
can be quite enjoyable. However, due to the she suffers a –4 penalty on attack rolls with that weapon.
difference between pen-and-paper and computer Simple, Martial, and Exotic Weapons: Characters of vari-
role-playing, that same level of detail can be ous archetypes and classes are proficient with an assortment of
tedious in a tabletop game. simple and/or martial weapons (as listed for each profession in
Rather than requiring new characters to kill Chapter 6).
snakes or goblin whelps for a few weeks to get Melee and Ranged Weapons: Melee weapons are used for
enough money to buy basic armor and weapons, making melee attacks, although some can be thrown as well;
the EverQuest II Role-Playing Game assumes that when using a melee weapon in melee, the character applies
characters have done that already or that they her Strength modifier to attack rolls. Ranged weapons include
have savings before starting their adventuring both thrown weapons and those that fire ammunition (pro-
life. jectile weapons); with a ranged weapon, the character applies
If the GM and the players prefer to begin play her Dexterity modifier to attack rolls.
with less equipment, though, that’s perfectly fine Reach Weapons: A reach weapon is a melee weapon that
too. Being a poor peasant with nothing but your allows its wielder to strike targets that aren’t adjacent to her.
grandfather’s rusty short sword, some homespun Most reach weapons double the wielder’s natural reach, mean-
clothes and a loaf of bread can be a great way to ing that a typical Small or Medium wielder of such a weapon
begin a hero’s journey — as long as everyone is can attack a creature 10 feet away, but not a creature in an
amenable to that style of campaign. adjacent square. A Large character wielding a reach weapon
of the appropriate size can attack a creature 15 or 20 feet away,
but not those up to 10 feet away.
Thrown Weapons: The wielder applies her Strength modi-
fier to damage dealt by thrown weapons. Throwing a light or
1-handed weapon is an attack action, while throwing a 2-
handed weapon is a full-round action. However, weapons are
Availability thrown 1-handedly even if they would normally be used as a
Items listed in this chapter are generally considered to be 2-handed weapon (such as a spear).
available in any of the major communities in the Shattered A weapon that isn’t designed to be thrown (that is, a melee
Lands. A lantern bought from an ogre artisan might be weapon that doesn’t have a numeric entry in the Range
oversized and ugly, but it works just as well as the finely crafted Increment column on Table 10–6) can still be thrown, but the
lanterns found in elvensmiths’ shops. character suffers a –4 penalty on the attack roll for non-
Items made using Trade Skill (tinkering), such as compasses proficiency, and the weapon has a default range increment of
and magnifying glasses, are usually available only in gnome just 10 feet. Regardless of the weapon, it scores a critical threat
boroughs. When purchased outside such communities, their only on a natural 20 and deals double damage on a successful
price is considerably higher. critical hit.
More expensive equipment, such as an enchanted item Projectile Weapons: Generally, projectile weapons require
made via Trade Skill or by a member of the artisan class, is two hands to use (but see specific weapon descriptions). A
available only in specific markets, and then only rarely (at the character receives no Strength bonus on damage rolls with a
GM’s discretion). Most such items must be fashioned by a projectile weapon unless it’s a specially built bow (a “mighty”
player character or specially requisitioned from an NPC who weapon). If the character has a penalty for low Strength, apply
is an expert in the appropriate trade. Expect to pay accord- it to damage rolls when she uses a bow or a sling.
ingly.

196 Chapter Ten


Small, Medium, and Large Weapons:
Every weapon has a size category, which
indicates the size of the creature for which
the weapon was designed. A weapon’s size
category isn’t the same as its size as an
object. Instead, a weapon’s size category
matches the size of its intended wielder.
In terms of an object’s actual size, a light
weapon is treated as an object 2 size cat-
egories smaller than its designated wielder
(thus, a troll’s dagger is a Small object); a
1-handed weapon is an object 1 size cat-
egory smaller than the wielder (a human’s
longsword is a Small object); and a 2-
handed weapon is an object of the same
size category as the wielder (a halfling’s
greatsword is a Small object).
Inappropriately Sized Weapons: A crea-
ture can’t properly use most weapons that
aren’t designed for a wielder of her size
(but see below). Assume, in most cases,
that the character suffers a –4 penalty for
non-proficiency when using such a
weapon.
Ammunition: Projectile weapons use ammunition: arrows The wieldiness of an improperly sized weapon (i.e., whether
(for bows), quarrels (for crossbows), or bullets or stones (for it is effectively light, 1-handed, or 2-handed for a particular
slings). When using a bow, a character can draw and string an wielder) is altered by 1 step for each size category of difference
arrow as a free action; crossbows and slings require a move between the actual wielder’s size and the size of the intended
action for reloading. wielder. If a weapon’s designation would be changed to
Light, 1-Handed, and 2-Handed (Melee) Weapons: This something other than light, 1-handed, or 2-handed by this
categorization is a measure of the effort required to wield a alteration, the creature can’t wield the weapon at all.
weapon in melee combat when wielded by a character of the For example, a halfling wielding a short sword designed for
weapon’s size category. an ogre suffers a –4 penalty to attack rolls, and must wield the
Light: A light weapon is used in one hand. It is easier to use weapon 2-handedly. The halfling couldn’t use a troll’s
in a character’s off hand than a 1-handed weapon, and it can longsword, since it would effectively be greater in terms of
be used while grappling. Add the wielder’s Strength bonus (if wieldiness than a 2-handed weapon.
any) to damage rolls for melee attacks with a light weapon However, certain weapons can be considered so similar in
when used in the primary hand, or one-half the wielder’s design and balance, despite the discrepancy in size between
Strength bonus for the off hand. Wielding a light weapon in their intended wielder and their actual wielder, that charac-
two hands provides no advantage except against disarm at- ters may ignore the non-proficiency penalty to attack rolls
tempts; the Strength bonus applies as though the weapon were when using them. See Table 10–3 for such weapons; if a
held in the wielder’s primary hand only. weapon appears in the first column, then a wielder within one
An unarmed strike is always treated as an attack with a light (or sometimes two) size categories of that size can use the
weapon. weapon as if it were a similar weapon designed for a character
1-Handed: A 1-handed weapon can be used in either the of his own size, as shown below. When so used, weapons
primary hand or the off hand. Add the wielder’s Strength functions in all respects as the equivalent weapon (including
bonus to damage rolls when wielded in the primary hand, or damage and reach), rather than as designed.
one-half the Strength bonus for the off hand. If a 1-handed For example, a halfling (Small) wielding a spear actually
weapon is wielded with two hands, add 1.5 times the character’s designed for an elf (Medium) may use the weapon in all
Strength bonus to damage rolls. respects as if it were a longspear crafted for one of the halfling
When used in a character’s off-hand, 1-handed weapons race.
suffer a +1 penalty to their delay rating. Type: Projectile weapons, such as bows, are listed with a
2-Handed: Two hands are required to use a 2-handed melee type such as archery, which indicates the required type of
weapon effectively. Apply 1.5 times the character’s Strength proficiency governing their use; their ammunition is given a
bonus (if any) to damage rolls for melee attacks with such a type of damage such as “piercing” for arrows, but this does not
weapon. affect the weapon proficiency needed to use the weapon.

Equipment 197
Table 10–3: Weapon Equivalencies
Intended Wielder —Actual Wielder Is—
Wields As… 2 Categories Smaller 1 Category Smaller 1 Category Larger 2 Categories Larger
Battleaxe — Greataxe Handaxe —
Broad sword — Greatsword Short sword Dagger
Club — Greatclub Sap* —
Dagger Broad sword Short sword — —
Dart Shortspear Javelin — —
Flail, heavy — — Flail, light —
Flail, light — Flail, heavy — —
Greataxe — — Battleaxe —
Greatclub — — Club Sap*
Greatsword — — Broad sword Short sword
Handaxe — Battleaxe — —
Longspear — — Spear Shortspear
Longsword — Greatsword Short sword Dagger
Mace, heavy — Greatclub Mace, light —
Mace, light Greatclub Mace, heavy — —
Pick, heavy — — Pick, light —
Pick, light — Pick, heavy — —
Shortspear — Spear Dart —
Short sword — Longsword Dagger —
Spear — Longspear Javelin —
* A sap deals nonlethal damage.

A weapon type such as hand-to-hand (crushing) or hand- Weapon Qualities


to-hand (slashing) indicates that the character must be
proficient with hand-to-hand weapons to use the weapon The following paragraphs explain the various entries found
proficiently, but the weapon deals damage as in indicated in on Table 10–6.
the parentheses. Cost: This is the weapon’s cost in coins. A weapon’s cost
Weapons that can be thrown but cannot be used effectively always includes miscellaneous gear that goes with the weapon,
in melee have a weapon type similar to that of hand-to-hand such as a scabbard for a sword or a quiver for arrows.
weapons — for example, darts are “throwing (piercing)” Damage: The Damage columns give the damage dealt by a
weapons. given weapon on a successful hit. The column labeled “Dmg
Finally, melee weapons that can also be thrown are listed as (S)” is for Small weapons, the column labeled “Dmg (M)” is
such under their weapon type. For example, a dagger has a for Medium weapons, and that labeled “Dmg (L)” is for Large
weapon type of “piercing/slashing or throwing (piercing),” weapons.
indicating that the dagger may be used in melee as either a For weapons sized for creatures smaller than Small or Larger
piercing or a slashing weapon, or it may be thrown as a piercing than Large, use the following tables to determine damage. For
weapon. (To use it as a melee weapon, the attacker would need instance, a Huge battleaxe (such as one wielded by a giant)
to be proficient with simple 1-handed piercing or slashing deals 2d8 points of damage; similarly, a Tiny longsword (as
weapons to avoid the –4 penalty to attack rolls for non- would be wielded by a pixie) deals 1d4 points of damage.
proficiency; to throw it without penalty, she must be proficient
with thrown weapons.) Table 10–4:
Improvised Weapons: Sometimes objects not meant to be Tiny or Smaller Weapon Damage
weapons, such as a chair or a frying pan, are used in combat. Small Weapon Damage —Size of Reduced Weapon—
Because they are not designed for this use, any creature that Tiny Diminutive Fine
uses such an item in combat is considered to be non-proficient 1d2 1 1 1
with it (he or she takes –4 penalty on attack rolls made with 1d3 1d2 1 1
that object). To determine the size category and damage for an 1d4 1d3 1d2 1
improvised weapon, compare its relative size and damage 1d6 1d4 1d3 1d2
potential to other weapons to find a reasonable match. Note that a weapon can always deal 1 point of damage,
An improvised weapon always scores a critical threat only regardless of size; thus, a pixie armed with a dagger can still
on a natural roll of 20 and deals double damage on a critical deal damage. The damage of a weapon sized for a creature of
hit. An improvised thrown weapon has a range increment of less than Small size is always derived from that of a Small
10 feet. version of the same weapon.

198 Chapter Ten


Table 10–5: Huge or Larger Weapon Damage chapter. If a weapon is of two or more types, a creature struck
Large Weapon Damage —Size of Increased Weapon— by it would have to be resistant to both types of damage to have
Huge Gargantuan Colossal
damage dealt by this weapon be reduced (see Damage Reduc-
tion in Chapter 12: Combat).
1d4 1d6 1d8 2d6
1d6 1d8 2d6 3d6 Delay: This number dictates a weapon’s rate of iterative
1d8 2d6 3d6 4d6 attacks when used with a full-attack action. Most weapons
1d10 2d8 3d8 4d8
have a delay of 5, although there are a number that have delays
of 4 or 6. Certain weapons may be very quick (delay 3), or else
1d12 3d6 4d6 5d6
very slow (delay 7), but usually only as a result of some special
2d4 2d6 3d6 4d6
property or enchantment.
2d6 3d6 4d6 6d6
The Double Attack feat, certain talents, and various haste
2d8 3d8 4d8 5d8
effects (from magic items or spells) can also modify a weapon’s
2d10 4d8 5d8 6d8
effective delay rating.
3d6 4d6 6d6 8d6
A weapon’s delay can never be reduced to less than 2 under
The damage of a weapon sized for a creature of greater than
any circumstances. However, a character could have a delay
Large size is always derived from that of a Large version of the
3 weapon and the Double Attack feat, for example, thus
same weapon.
netting an effective delay of 2 with that weapon.
Critical: The column notes how often a weapon threatens
A weapon’s delay directly affects its user’s iterative attack
a critical hit and how much extra damage it deals when a
bonuses when taking a full-attack action. The character
successful critical is scored. When a critical hit is scored, roll
subtracts her weapon’s effective delay value from her BAB. If
the damage (including all non-variable modifiers) the num-
the resulting value is positive, she gains a second attack as part
ber of times indicated by the weapon’s critical multiplier, and
of a full-attack action with that weapon, with the result being
add all the results together. Remember that bonus damage
the unmodified attack bonus for the second attack. For ex-
represented as extra dice (such as from a backstab or a flaming
ample, a 5th-level fighter (BAB +7) using a punching dagger
sword) is not multiplied when a critical is scored.
(delay 4) may make two stabs with a full-attack action, at base
x2: Standard. The weapon deals double damage on a con- values of +7 and +3 respectively. (These values may be
firmed critical hit. adjusted due to Strength modifiers, enhancement bonuses of
x3: The weapon deals triple damage on a confirmed critical the weapon, feats, and so on, as usual.)
hit. If the character’s BAB allows her to subtract her weapon’s
x4: The weapon deals quadruple damage on a confirmed delay more than once and still results in a positive value, she
critical hit. may continue to make attacks with that weapon, as above, up
19–20: The weapon scores a critical threat on a natural roll to a maximum of 5 iterative attacks per round with that
of 19 or 20 and deals double damage on a confirmed critical weapon. Thus, a 14th-level fighter (BAB +16) using a normal
hit. punching dagger (delay 4) with the Double Attack feat
18–20: The weapon scores a critical threat on a natural roll (reducing the dagger’s delay to 3) makes up to 5 dagger attacks
of 18, 19, or 20 and deals double damage on a confirmed as part of a full-attack action, at base values of +16/+13/+10/
critical hit. +7/+4 respectively.
Range Increment: Any attack at less than this distance is For a comprehensive list of iterative attacks based on
not penalized for range. However, beyond the range incre- weapon delay, see Table 12–2 (in Chapter 12: Combat).
ment the attack suffers a –2 penalty to the attack roll, and an Note that a character may never make more than 5 primary
additional –2 penalty for each additional increment. For attacks in a full-round attack action as a result of weapon
example, a longbow has a 100-foot range increment: firing at delay. Off-hand attacks (such as those gained through the
any target within 100 feet incurs no range penalty, while a Dual Wield feat), bash or slam attacks, haste effects that grant
target between 100 and 200 feet away imposes a –2 penalty to extra actions, and other factors might allow more than 5
attack, a target between 200 and 300 feet away imposes a –4 attacks in a single round — the 5-attack limit is based only on
penalty, and so on. those iterative attacks generated from the primary weapon in
Thrown weapons have a maximum range of 5 range incre- a full-round attack action.
ments. Projectile weapons can shoot their ammunition up to Additional off-hand attacks (such as those gained through
10 increments. the improved dual wield talent) impose a +1 penalty to delay
See the footnotes to Table 10–6 for details regarding the when the weapon used is a 1-H weapon.
increments of weapons sized for creatures smaller than Me-
dium. Weapon Descriptions
Weight: This column gives the weapon’s weight. See the Any weapons found on Table 10–6 that have special
footnotes to Table 10–6 for details regarding the weights of options or that require notes are described below. Other
weapons sized for creatures other than Medium. weapons are not included here, under the assumption that
Type: Weapons are classified according to damage types fantasy fans are likely to have a sufficiently clear notion of
(crushing, piercing, or slashing), as discussed earlier in this these weapons’ general appearance and function.

Equipment 199
Arrows: An arrow can be used in melee as a light impro- Crossbow, Heavy: The firing mechanism of a heavy cross-
vised weapon (–4 penalty on attack rolls) that deals piercing bow is drawn back by turning a small winch. Loading a heavy
damage as a dagger of the wielder’s size (x2 crit). crossbow is a full-round action. Operating a heavy crossbow
Generally, an arrow that hits its target has a 50% chance of requires two hands.
being destroyed or rendered useless, while one that misses has A character with the Quick Draw feat can load a heavy
a 25% chance of being destroyed or lost. (These chances crossbow as a move action.
should be modified by the GM as appropriate.) Crossbow, Light: The firing mechanism of a heavy cross-
Arrows come in a quiver (usually of leather) that holds 20 bow is drawn back by pulling a lever. Loading a light crossbow
arrows. is a move action.
Battlestaff: This weapon is a deadly variation on the Normally, op-
standard quarterstaff, with weighted, spiked heads on either erating a light
end; due to the difficulty of balancing this weapon effectively crossbow requires
in combat, it is treated as an exotic weapon, even though its two hands. How-
use is relatively common. ever, a character can
A character wielding a battlestaff can make one additional shoot (but not load) a
attack with the off-hand end of the staff as part of a full-round light crossbow with
action, although all attacks with the staff included in that one hand at a –2
action suffer a –2 penalty to hit. If the character has the dual penalty on at-
wield talent, she may ignore this –2 penalty; if she has tack rolls. If
improved dual wield or better talents, she may make addi- he has
tional attacks as if the off-hand end were a separate light the Dual Wield
weapon. A creature wielding a battlestaff in one hand (such feat, he can shoot a light
as a troll using a battlestaff designed for a smaller creature) crossbow with each hand, but in
can’t use it in this manner — only one end of the weapon can this case takes a –4 penalty on both attack rolls
be used in any given round. (this latter penalty does not stack with the former
Bolas: A character can use this weapon to make a ranged penalty for one-handed firing).
trip attack against an opponent. The character can’t be A character with the Quick Draw feat can load a light
tripped during his own trip attempt when crossbow as a free action, and thus can make multiple iterative
using a set of bolas. attacks as part of a full-round action if he has a sufficiently
Brass Knuckles: Brass knuckles allow high BAB.
the wearer to deal lethal damage with Crossbow, Repeating: A repeating crossbow holds 5 cross-
unarmed strikes rather than nonlethal. A bow quarrels. As long as it holds quarrels, a character can
strike with a brass knuckle is otherwise reload it simply by pulling the reloading lever (a free action),
considered an unarmed attack. The cost allowing him to make his full complement of iterative attacks
and weight given are for a single brass knuckle (if any) as normal with a full-attack action. Loading a new case
(covering one hand). of 5 quarrels is a full-round action.
Bullets: Bullets are heavy spheres of metal (usually lead) or A character can fire a repeating crossbow in the same
of heavy clay, and are meant to be hurled from a sling. A bullet manner as he would a light crossbow. However, he must use
that hits its target has a 33% chance of being destroyed or two hands to pull the reloading lever or to load a new case of
rendered useless, while one that misses has a 25% chance of quarrels.
being destroyed or lost. (These chances should be modified by Dagger: A character receives a +2 bonus on Sleight of Hand
the GM as appropriate.) checks made to conceal a dagger on his body (see the Sleight
Bullets come in a pouch (usually of leather) that holds 10 of Hand skill).
bullets. Dart: A dart is roughly the size of a large arrow with a
Chain, Spiked: A spiked chain has a reach of 10 feet, but, weighted head. Essentially, it is a small javelin. Normally, a
unlike a typical reach weapon, it can also be used against an character can throw only one dart per round, despite its delay
adjacent foe. Because the chain can wrap around an enemy’s leg of 4. However, a character with the Quick Draw feat can take
or other limb, it can be used to make trip attacks. If a character full advantage of the dart’s quick delay as part of a full-attack
using a spiked chain would be tripped during his own trip action.
attempt, he can simply drop the chain to avoid being tripped. Flail, Heavy or Light: This weapon is also known as the
When using a spiked chain, a character gains a +2 bonus on “mace-and-chain,” and by any number of other illustrative
opposed attack rolls when attempting to disarm an opponent and imaginative names; in its most common form, it has a
(including the roll to avoid being disarmed if the character stout handle, usually of wood, attached by a length of chain to
fails to disarm his opponent). a heavy, spiked steel ball.
Spiked chain wielders who possess the Weapon Finesse feat A character using a flail may add a +2 circumstance bonus
may apply their Dexterity modifier instead of their Strength to opposed attack rolls when attempting to disarm an oppo-
modifier to attack rolls with the spiked chain. nent (including the roll to avoid being disarmed if he fails to
disarm the enemy). This weapon may also be used to make trip

200 Chapter Ten


attacks. If a character using a flail is tripped during his check to move beyond the limits of the trailing rope’s length.
own trip attempt, he can simply drop the flail to avoid A harpooned creature that attempts to cast a spell must first
being tripped. make a DC 15 Channeling check or the spell fails.
Gauntlet: A gauntlet is a metal glove that The harpoon can be pulled forcibly from the wound with a
protects the hands and allows the wearer to DC 15 Strength check, but doing so deals an amount of
deal lethal damage with unarmed strikes damage equal to that from the initial harpoon blow to the
rather than nonlethal. A strike with a harpooned creature. Alternately, a DC 15 Heal check can
gauntlet is otherwise considered an remove the harpoon for only half this amount of damage, but
unarmed attack. The cost and this takes 1 full minute.
weight given are for a single Javelin: This weapon is a light, flexible spear intended for
gauntlet. throwing. It can be used as an improvised melee weapon (–4
Medium and heavy penalty on attack rolls).
armors (except Kama: This weapon is derived, like many weapons, from a
breastplate) nor- simple farming implement; in this case, the predecessor is a
mally come with type of small, light hand-scythe. The kama is similar to a sickle
gauntlets. but has a straight wooden handle and a backward-curved
Gauntlet, Spiked: An opponent cannot use a disarm blade extending out at a roughly 90-degree angle from the
action to disarm a character’s spiked gauntlets. The handle.
cost and weight given are for a single gauntlet. An A kama can be used to make trip attacks. If a character using
attack with a spiked gauntlet is considered an armed a kama is tripped during his own trip attempt, he can simply
attack. drop the kama to avoid being tripped.
Glaive: The glaive is a polearm with a relatively long Katar: This weapon is similar to the punching dagger, but
cutting edge, rather like a heavy dagger or lengthened axe- is considerably larger and heavier, more like a short sword in
head mounted on a pole; while many glaives do have a size.
point of sorts, the weapon is normally used to cut rather Kukri: This heavy, single-edged blade, somewhere be-
than to stab. tween a dagger and a short sword in size, has a sharp forward
The glaive is a reach weapon. bend roughly halfway along its length, as opposed to the
Guisarme: The guisarme looks much like an oversized gradual reverse curve of the scimitar.
pruning hook mounted on a pole; it is used as a cutting Kukri, Great: Like the kukri, the great kukri has a blade
weapon, unlike a spear, and its convex hook allows it to that bends forward, allowing for a heavy chopping motion
snag and pull down foes. that is more likely to cut deeply than a standard straight edge.
A guisarme is a reach weapon. Its curved blade allows The great kukri, though, is roughly the size of a longsword.
the wielder to make trip attacks with it. If a character Lance: A lance is a reach weapon. It deals double damage
using a guisarme is tripped during his own trip attempt, when used from the back of a charging mount. While mounted,
he can simply drop the guisarme to avoid being tripped. a character can wield a lance with one hand.
Halberd: This polearm combines the best elements of Longbow: A character needs at least two hands to use a
the pole-axe and the spear, and also has a hook or spike on bow, regardless of the size of the bow. This bow is too large and
the rear head of the axe-head that allows the wielder to awkward to use while mounted.
catch and trip opponents. A character having a penalty for low Strength applies it to
If the wielder uses a ready action to set a halberd against damage rolls when using a longbow. If the character has a
a charge, she deals double damage on a successful hit bonus for high Strength, he can apply it to damage rolls when
against a charging creature. A halberd can also be used to using a composite longbow (see below), but not a regular
make trip attacks. If a character using a halberd is tripped longbow
during his own trip attempt, he can simply drop the Longbow, Composite: A character needs at least two hands
halberd to avoid being tripped. to use a bow, regardless of the size of the bow. A character may
Harpoon: The harpoon is a broad-bladed spear with use this bow while mounted. Composite bows are made from
reverse-facing barbs or points to prevent the head from laminated horn, wood or bone and built with a “recurve,”
coming free of the wound. The heavy shaft has a trailing meaning that the bow remains bow-shaped even when un-
rope or cord attached, usually 30 feet in length, allowing strung.
the thrower to pull and control a struck opponent. All composite bows are made with a particular strength
A creature struck by a harpoon must make a Reflex rating (i.e., each requires a minimum Strength modifier to use
save (DC 10 + damage taken from harpoon) to avoid with proficiency). If a character’s Strength bonus is less than
having the harpoon lodged in itself. A creature har- the strength rating of the composite bow, she suffers a –2
pooned in this way suffers a –2 penalty to Dexterity; it penalty on attacks with it. (The default composite longbow
moves only half speed and cannot run or charge. If the requires a Strength modifier of +0 or higher to use with
harpoon’s trailing rope is held by the thrower, the proficiency.)
harpooned creature must make an opposed Strength

Equipment 201
A composite longbow can be made with a high strength Generally, a quarrel that hits its target has a 25% chance of
rating to take advantage of an above-average Strength score; being destroyed or rendered useless, while one that misses has
this feature allows a character to add her Strength bonus to a 50% chance of being destroyed or lost. (These chances
damage, up to the maximum bonus indicated for the bow. See should be modified by the GM as appropriate.)
“Special and Superior Items” at the end of this chapter for Quarrels come in a case (usually of wood) that holds 10
further details. quarrels (or 5 for a repeating crossbow).
For purposes of weapon proficiency, talents, and feats such Quarterstaff: A character wielding a quarterstaff can make
as Weapon Focus, a composite longbow is treated as if it were one additional attack with the off-hand end of the staff as part
a longbow. of a full-round action, although all attacks with the staff
Longspear: A longspear is a reach weapon. If the wielder included in that action suffer a –2 penalty to hit. If the
uses a ready action to set a longspear against a charge, she deals character has the dual wield talent, she may ignore this –2
double damage on a successful hit against a charging creature. penalty; if she has improved dual wield or better talents, she
Net: A fighting net has small barbs in the weave and a may make additional attacks as if the off-hand end were a
trailing rope to control netted opponents. It can be used to separate light weapon. A creature wielding a quarterstaff in
entangle opponents. A net is useful only against creatures one hand (such as a staff designed for a smaller creature) can’t
within one size of the wielder for which the net is designed. use it in this manner — only one end of the weapon can be
A character throwing a net must make a ranged touch used in any given round.
attack against the target. A net’s maximum range is 10 feet Ranseur: The ranseur is a polearm that looks much like a
(the thrower suffers no range penalties to throw it even to this spear, but it has two shorter tines or

maximum range). If the ranged touch attack is successful, the


target is entangled. (An entangled creature suffers a –2 penalty spikes extending from the base of the
on attack rolls and a –4 penalty to Dexterity. The creature can spear-head. These tines may extend outward from the shaft at
only move at half speed and cannot charge or run.) an almost perpendicular angle, or may curve out and then
If the net wielder takes control of the trailing rope by forward, parallel to the spear head; regardless, they allow the
succeeding at an opposed Strength check, the entangled wielder to catch and twist an opponent’s weapon from his
creature can move only within the limits that the rope allows. grasp.
If the entangled creature wishes to cast a spell, it must succeed A ranseur is a reach weapon. A character using a ranseur
at a DC 15 Channeling check. may add a +2 circumstance bonus to opposed attack rolls
The entangled creature can escape with a DC 20 Agility when attempting to disarm an opponent (including the roll
check as a full-round action. A typical net has 5 hit points and to avoid being disarmed if he fails to disarm the enemy).
can be burst with a DC 25 Strength check (also a full-round Rapier: A character can use the Weapon Finesse feat
action). to apply her Dexterity modifier instead of
A net must be folded to be thrown effectively. The first time her Strength modifier to attack rolls
a net is thrown in a fight, the attacker makes a normal ranged with an appropriately sized rapier,
touch attack roll. After the net becomes unfolded, the char- even though it isn’t technically
acter suffers a –4 penalty on further attack rolls with it. It takes a light weapon. Characters
2 full rounds for a proficient user to fold a net and twice that can’t wield a rapier 2-
long for a non-proficient one to do so. handedly in order to apply
Nunchaku: The nunchaku is comprised of two weighted 1.5 times their Strength bo-
lengths of wood attached by a chain or cord. It is derived from nus to damage.
a farming implement similar to a rice or hay flail, used to beat Scythe: A scythe can be used to make trip attacks. If a
grain from the stalk. character using a scythe is tripped during his own trip attempt,
A character using nunchaku may add a +2 circumstance he can simply drop the scythe to avoid being tripped.
bonus to opposed attack rolls when attempting to disarm an Shield Bash: A character can bash with a shield instead of
opponent (including the roll to avoid being disarmed if he fails using it for defense (see “Armor” for more information).
to disarm the enemy). Shortbow: A character must use two hands to use a bow,
Pick, Heavy or Light: A pick is designed to concentrate its regardless of the size of the bow. A character can use this bow
force on a small, penetrating point. A light or heavy pick while mounted.
resembles a miner’s pick but is specifically designed for war. A character having a penalty for low Strength applies it to
Quarrels: A crossbow quarrel, sometimes called a “bolt,” damage rolls when using a shortbow. If the character has a
can be used in melee as a light improvised weapon (–4 penalty bonus for high Strength, he can apply it to damage rolls when
on attack rolls) that deals piercing damage as a dagger of the using a composite shortbow (see below), but not a regular
same size (x2 crit). shortbow

202 Chapter Ten


Shortbow, Composite: A character must use at least two Spikes, Armor: A character can outfit his armor
hands to use a bow, regardless of the size of the bow. A with spikes, which can deal damage in a grapple or as
character can use this bow while mounted. Composite bows a separate attack. See “Armor” for details.
are made from laminated horn, wood or bone and built with Spiked Shield, Heavy or Light: A character can
a “recurve,” meaning that the bow remains bow-shaped even bash with a spiked shield instead of using it for
when unstrung. defense. See “Armor” for details.
All composite bows are made with a particular strength rating Strike, Unarmed: A Medium character deals 1d3
(i.e., each requires a minimum Strength modifier to use with points of nonlethal damage with an unarmed strike,
proficiency). If a character’s Strength bonus is less than the which may be a punch, kick, head butt, or some other
strength rating of the composite bow, she suffers a –2 penalty on type of attack. A Small character deals 1d2 points of
attacks with it. (The default composite longbow requires a nonlethal damage, and a Large character deals 1d4
Strength modifier of +0 or higher to use with proficiency.) points of nonlethal damage. The damage from an
A composite shortbow can be made with a high strength unarmed strike is considered weapon damage for the
rating to take advantage of an above-average Strength score; purposes of spells or effects that provide a bonus to
this feature allows a character to add her Strength bonus to melee damage.
damage, up to the maximum bonus indicated for the bow. See An unarmed strike is always considered a light weapon.
“Special and Superior Items” at the end of this chapter for Therefore, if she possesses the feat, a character may use
further details. Weapon Finesse to apply her Dexterity modifier instead
For purposes of weapon proficiency, talents, and feats such of her Strength modifier to attack rolls with an unarmed
as Weapon Focus, a composite shortbow is treated as if it were strike.
a shortbow. Sword, Bastard: A bastard sword is too large to use in
Shuriken: Shuriken come in many forms, although the one hand without special training; thus, it is an exotic
most common is the “throwing star”; whatever its form, the weapon when used 1-handedly. A character can use a
shuriken is a tiny, light throwing weapon that can be easily bastard sword 2-handedly as a martial weapon.
concealed and quickly thrown. Trident: In appearance, this weapon combines aspects
A shuriken can’t be used as a melee weapon. Although it is of the spear and the pitch-fork. A trident can be thrown.
a thrown weapon, the attacker’s Strength modifier does not If the wielder uses a ready action to set a trident against a
apply to damage with shuriken — they are too small to carry charge, she deals double damage on a successful hit against
the extra force that a strong character can usually impart with a charging creature.
a throw. Although they are thrown weapons, shuriken are Ulak: An ulak is a crescent-shaped scything blade ex-
treated as ammunition for the purposes of drawing them (i.e., tending outward from a metal handle, usually with a
they can be drawn as a free action, allowing multiple iterative wrist-guard; it has been described as an elongated axe-head
attacks) and of crafting masterwork or otherwise special with a handle cut into its rear. It can be thrown, although it
versions of them. is primarily intended as a melee weapon.
Generally, a shuriken that hits its target has a 33% chance Warscythe: A typical peasant’s scythe modified for com-
of being destroyed or rendered useless, while one that misses bat, the warscythe can be used to make trip attacks. If a
has a 25% chance of being destroyed or lost. (These chances character using a scythe is tripped during his own trip
should be modified by the GM as appropriate.) attempt, he can simply drop the scythe to avoid being
A character receives a +4 bonus on Sleight of Hand checks made tripped.
to conceal up to 5 shuriken on his body (see the Sleight of Hand skill). Whip: A whip deals nonlethal damage. It deals no damage
For each additional shuriken to be concealed beyond this number, to any creature having DR 1/– or better. The whip is treated
this Sleight of Hand bonus decreases by 1. as a melee weapon with 15-foot reach, although, unlike most
Sling: The character’s Strength modifier applies to damage other weapons with reach, the wielder can use a whip against
rolls when using a sling, just as it does for thrown weapons. A foes anywhere within reach (including adjacent foes). A whip
character can fire (but not load) a sling with one hand. wielder uses his Dexterity modifier for attack rolls rather than
Loading a sling is a move action that requires two hands. A Strength, and always applies his Strength modifier to damage
character with the Quick Draw feat and a sufficiently high dealt by the whip as if it were a weapon wielded in the off-
BAB can make multiple iterative attacks as part of a full-round hand.
action. A whip can be used to make trip attacks. If a character using
A character can hurl ordinary stones with a sling, but sling a whip is tripped during his own trip attempt, he can simply
stones are not as dense or as optimally formed as bullets. Thus, drop the whip to avoid being tripped.
such an attack deals damage as if the weapon were designed for A character using a whip may add a +2 circumstance bonus
a creature one size category smaller than the wielder (i.e., a to opposed attack rolls when attempting to disarm an oppo-
Medium wielder deals only 1d3 damage) and has a range nent (including the roll to avoid being disarmed if he fails to
increment of only 30 feet. disarm the enemy).
Spear: If the wielder uses a ready action to set a spear against Characters can’t wield a whip 2-handedly in order to apply
a charge, she deals double damage on a successful hit against 1.5 times their Strength bonus to damage.
a charging creature.

Equipment 203
Table 10–6: Weapons
Simple Weapons Cost Dmg Dmg Dmg Critical Delay Range Weight2 Type3
(S) (M) (L) Increment1
Unarmed Attacks
Brass knuckles 1 gp * * * x2 4 — 1 lb Hand-to-hand (crushing)
Gauntlet† 2 gp * * * x2 4 — 2 lb Hand-to-hand (crushing)
Strike, unarmed — 1d24 1d34 1d44 x2 4 — — Hand-to-hand (crushing)
Light Melee Weapons
Dagger 2 gp 1d2 1d3 1d4 19–20 4 10 ft. 1 lb Piercing or slashing or throwing (piercing)
Dagger, punching 2 gp 1d2 1d3 1d4 x3 4 — 2 lb Hand-to-hand (piercing)
Gauntlet, spiked† 5 gp 1d3 1d4 1d6 x2 4 — 2 lb Hand-to-hand (crushing and piercing)
Mace, light 5 gp 1d4 1d6 1d8 x2 5 — 5 lb Crushing
Sickle 5 gp 1d3 1d4 1d6 x2 5 — 2 lb Slashing
1-Handed Melee Weapons
Club — 1d4 1d6 1d8 x2 5 10 ft. 3 lb Crushing or throwing (crushing)
Mace, heavy 12 gp 1d6 1d8 2d6 x2 5 — 8 lb Crushing
Morningstar 8 gp 1d8 1d10 2d8 x2 6 — 8 lb Crushing and piercing
Shortspear 2 gp 1d4 1d6 1d8 x3 5 20 ft. 3 lb Piercing or throwing (piercing)
2-Handed Melee Weapons
Greatclub 5 gp 1d8 2d6 3d6 x2 6 — 13 lb Crushing
Longspear5, 6 5 gp 1d6 1d8 2d6 x3 5 — 9 lb Piercing
Quarterstaff† — 1d4 1d6 1d8 x2 4 — 4 lb Crushing
Scythe† 7 gp 1d6 1d8 1d10 x3 7 — 8 lb Slashing
Spear6 4 gp 1d6 1d8 2d6 x3 5 20 ft. 5 lb Piercing or throwing (piercing)
Ranged Weapons
Crossbow, heavy† 50 gp 1d8 1d10 2d8 19–20 6 120 ft. 9 lb Archery
Quarrels (10) 1 gp — — — — — — 2 lb Piercing
Crossbow, light† 35 gp 1d6 1d8 2d6 19–20 6 80 ft. 4 lb Archery
Quarrels (10) 1 gp — — — — — — 1 lb Piercing
Dart 5 sp 1d2 1d3 1d4 x2 4 20 ft. 0.5 lb Throwing (piercing)
Javelin† 1 gp 1d4 1d6 1d8 x2 5 30 ft. 2 lb Throwing (piercing)
Sling — 1d3 1d4 1d6 x2 6 50 ft. — Archery
Bullets (10) 1 sp — — — — — — 5 lb Crushing
1
These range increments are for Medium or larger versions of the weapons. A Small version has its increment reduced by one-third or 10 feet (whichever value is
larger), while versions for Tiny or smaller wielders have their range increments reduced by half or 20 feet (whichever value is larger). However, no weapon, regardless
of size, ever has a range increment of less than 10 feet.
2
These weights are for Medium versions of the weapons. A Small version weighs half as much, while a Large version weighs twice as much.
3
Where two types are listed, the weapon deals both types of damage with every successful strike if the entry says “and,” or deals the player’s choice of damage type
with each attack if the entry says “or.” See the feat Weapon Class Proficiency in Chapter 9 for more information on wielding weapons with multiple damage types.
4
The weapon deals nonlethal damage.
5
Reach weapon.
6
A character may use a readied action to brace this weapon against a charge, dealing double damage if she hits a charging opponent.
† See weapon description for special features or qualities.

204 Chapter Ten


Table 10–6: Weapons (continued)
Martial Weapons Cost Dmg Dmg Dmg Critical Delay Range Weight2 Type3
(S) (M) (L) Increment1
Light Melee Weapons
Armor spikes† Special 1d4 1d6 1d8 x2 5 — Special Piercing
Axe, throwing 8 gp 1d4 1d6 1d8 x2 5 10 ft. 4 lb Slashing or throwing (slashing)
Clawed handwrap 12 gp 1d3 1d4 1d6 x2 4 — 2 lb Hand-to-hand (slashing)
Hammer, light 1 gp 1d3 1d4 1d6 x2 5 20 ft. 2 lb Crushing or throwing (crushing)
Handaxe 6 gp 1d4 1d6 1d8 x3 5 — 5 lb Slashing
Pick, light 4 gp 1d4 1d6 1d8 x4 6 — 4 lb Piercing
Poniard 3 gp 1d3 1d4 1d6 x3 4 — 2 lb Piercing or throwing (piercing)
Sap 1 gp 1d44 1d64 1d84 x2 5 — 3 lb Crushing
Shield bash, light Special 1d2 1d3 1d4 x2 5 — Special Crushing
Spiked shield, light Special 1d3 1d4 1d6 x2 5 — Special Piercing
Sword, short 10 gp 1d4 1d6 1d8 19–20 5 — 3 lb Piercing or slashing
1-Handed Melee Weapons
Battleaxe 10 gp 1d6 1d8 2d6 x3 5 — 7 lb Slashing
Broad sword 13 gp 1d6 2d4 2d6 19–20 6 — 7 lb Slashing
Flail, light 8 gp 1d6 1d8 2d6 x2 5 — 5 lb Crushing
Longsword 15 gp 1d6 1d8 2d6 19–20 5 — 4 lb Slashing
Pick, heavy 8 gp 1d6 1d8 2d6 x4 6 — 6 lb Piercing
Rapier 20 gp 1d3 1d4 1d6 18–20 4 — 3 lb Piercing
Scimitar 15 gp 1d4 1d6 1d8 18–20 5 — 4 lb Slashing
Shield bash, heavy Special 1d3 1d4 1d6 x2 5 — Special Crushing
Spiked shield, heavy Special 1d4 1d6 1d8 x2 5 — Special Piercing
Trident6 15 gp 1d8 1d10 2d8 x2 6 10 ft. 5 lb Slashing and piercing, or throwing (piercing)
Warhammer 12 gp 1d6 1d8 2d6 x3 5 — 8 lb Crushing and piercing
2-Handed Melee Weapons
Falchion 75 gp 1d6 2d4 2d6 18–20 5 — 9 lb Slashing
Flail, heavy† 15 gp 1d8 1d10 2d8 19–20 5 — 10 lb Crushing
Glaive5† 8 gp 1d10 1d12 3d6 x3 6 — 12 lb Slashing
Greataxe 20 gp 1d10 2d6 2d8 x3 6 — 12 lb Slashing
Greatsword 50 gp 1d10 2d6 3d6 19–20 6 — 9 lb Slashing
Guisarme5† 9 gp 1d6 2d4 2d6 x3 5 — 11 lb Slashing
Halberd6† 10 gp 1d10 1d12 3d6 x3 6 — 12 lb Piercing or slashing
Lance5† 9 gp 1d6 1d8 2d6 x3 5 — 10 lb Piercing
Maul 20 gp 1d10 2d6 3d6 x2 5 — 12 lb Crushing
Ranseur5† 10 gp 1d8 1d10 2d8 x3 6 — 15 lb Piercing
Sword, bastard 35 gp 1d8 1d10 2d8 19–20 5 — 7 lb Slashing
Ranged Weapons
Longbow 75 gp 1d6 1d8 2d6 x3 5 100 ft. 3 lb Archery
Arrows (20) 1 gp — — — — — — 3 lb Piercing
Longbow, composite 100 gp 1d6 1d8 2d6 x3 5 110 ft. 3 lb Archery
Arrows (20) 1 gp — — — — — — 3 lb Piercing
Shortbow 30 gp 1d4 1d6 1d8 x3 5 60 ft. 2 lb Archery
Arrows (20) 1 gp — — — — — — 2 lb Piercing
Shortbow, composite 75 gp 1d4 1d6 1d8 x3 5 70 ft. 2 lb Archery
Arrows (20) 1 gp — — — — — — 2 lb Piercing
1
These range increments are for Medium or larger versions of the weapons. A Small version has its increment reduced by one-third or 10 feet (whichever value is
larger), while versions for Tiny or smaller wielders have their range increments reduced by half or 20 feet (whichever value is larger). However, no weapon, regardless
of size, ever has a range increment of less than 10 feet.
2
These weights are for Medium versions of the weapons. A Small version weighs half as much, while a Large version weighs twice as much.
3
Where two types are listed, the weapon deals both types of damage with every successful strike if the entry says “and,” or deals the player’s choice of damage type
with each attack if the entry says “or.” See the feat Weapon Class Proficiency in Chapter 9 for more information on wielding weapons with multiple damage types.
4
The weapon deals nonlethal damage.
5
Reach weapon.
6
A character may use a readied action to brace this weapon against a charge, dealing double damage if she hits a charging opponent.
† See weapon description for special features or qualities.

Equipment 205
Table 10–6: Weapons (continued)
Exotic Weapons Cost Dmg Dmg Dmg Critical Delay Range Weight2 Type3
(S) (M) (L) Increment1
Light Melee Weapons
Kama 2 gp 1d4 1d6 1d8 x2 4 — 2 lb Slashing
Katar 4 gp 1d3 1d4 1d6 x4 4 — 2 lb Hand-to-hand (piercing)
Kukri 8 gp 1d3 1d4 1d6 18–20 5 — 3 lb Slashing
Nunchaku† 2 gp 1d3 1d4 1d6 x2 4 — 2 lb Crushing
1-Handed Melee Weapons
Great kukri 28 gp 1d6 1d8 1d10 18–20 5 — 7 lb Slashing
Sword, bastard 35 gp 1d8 1d10 2d8 19–20 5 — 7 lb Slashing
Ulak 20 gp 1d4 1d6 1d8 x3 5 20 ft. 7 lb Hand-to-hand (slashing) or throwing (slashing)
Whip5† 10 gp 1d24 1d34 1d44 x2 4 15 ft. 2 lb Slashing
2-Handed Melee Weapons
Battlestaff† 24 gp 1d6 1d8 1d10 x2 5 — 8 lb Crushing and piercing
Chain, spiked5† 25 gp 1d6 2d4 2d6 x2 5 — 10 lb Piercing and slashing
Warscythe† 18 gp 1d8 1d10 2d8 x4 6 — 12 lb Piercing or slashing
Ranged Weapons
Bolas† 5 gp 1d34 1d44 1d64 x2 5 10 ft. 2 lb Throwing (crushing)
Crossbow, repeating† 250 gp 1d6 1d8 2d6 19–20 4 — 6 lb Archery
Quarrels (5) 1 gp — — — — — — 1 lb Piercing
Harpoon† 15 gp 1d10 1d12 3d6 x3 6 10 ft. 10 lb Piercing or throwing (piercing)
Net† 20 gp Special Special Special — 6 10 ft. 8 lb Throwing
Shuriken† 1 gp 1 1d2 1d3 x2 3 10 ft. 0.1 lb Throwing (piercing)
1
These range increments are for Medium or larger versions of the weapons. A Small version has its increment reduced by one-third or 10 feet (whichever value is
larger), while versions for Tiny or smaller wielders have their range increments reduced by half or 20 feet (whichever value is larger). However, no weapon, regardless
of size, ever has a range increment of less than 10 feet.
2
These weights are for Medium versions of the weapons. A Small version weighs half as much, while a Large version weighs twice as much.
3
Where two types are listed, the weapon deals both types of damage with every successful strike if the entry says “and,” or deals the player’s choice of damage type
with each attack if the entry says “or.” See the feat Weapon Class Proficiency in Chapter 9 for more information on wielding weapons with multiple damage types.
4
The weapon deals nonlethal damage.
5
Reach weapon.
6
A character may use a readied action to brace this weapon against a charge, dealing double damage if she hits a charging opponent.
† See weapon description for special features or qualities.

Shield Bonus: This number represents the amount of


Armor defense bonus granted by a shield when worn. Shield bonuses
Armor in the EQ II Role-Playing Game is simplified relative do not stack with other effects or items that grant a shield
to the online version of the game. Whether found or pur- bonus, such as certain spells and magic items.
chased, it is assumed to come in full suits that protect all areas Damage Reduction: This number represents the damage
of the wearer equally, rather than in individual bits and pieces reduction (DR) offered by any armor worn. DR from armor
that cover only one small portion of the body. and other DR of the type DR x/– (that is, DR with a dash after
the slash) always stack — otherwise, use the better of any two
Armor Qualities types of DR when calculating the amount of damage reduced.
Depending on a character’s profession, he may be proficient For example, a creature with the special quality of DR 3/–
in the use of all, some, or no armors and shields. that is also wearing splint mail effectively has DR 9/–.
The following paragraphs explain the various entries found Alternately, a creature with the special quality of DR 5/
in Tables 10–8 and 10–9. magic that is also wearing a chain shirt effectively ignores the
Cost: Armor and shield prices refer to those designed for first 5 points of damage from attacks with nonmagical weap-
Medium creatures. Those for Small characters cost half as ons, but retains the armor’s DR 4/– even against attacks from
much, while those for Large characters cost double. Armor for magic weapons.
even smaller or larger creatures must be specially made and has A successful attack always deals at least 1 point of damage, even
no standard price or weight, though it generally decreases or if damage reduction, low Strength, or some other penalty or effect
increases by a factor of at least 5 for each shift in size category would reduce the damage result to 0 or less.
beyond Small or Large, respectively. Defense Penalty: Wearing armor limits a character’s mo-
Armor for a non-humanoid costs at least twice as much as bility, reducing his ability to dodge blows. This penalty is
the same armor made for a humanoid of similar size. applied to the character’s total defense bonus. Thus, a 6th-
level fighter (BDB +5) with a 14 Dexterity (+2 bonus) who

206 Chapter Ten


dons chainmail gains DR 5/–, but also suffers a –5 penalty to Donning and Doffing Armor
defense, thus giving him a total defense bonus of only +2.
Getting into and out of armor is not a quick process. As
Note that the defense penalty may well reduce a character’s
shown in Table 10–7, the time required to don or doff armor
total defense bonus into the negatives. For instance, if the
depends on its type.
fighter from the previous example were only 2nd level (BDB
+2), then the sum of his defense bonus would be 4 – 5 = –1. Don: This column records how long it takes to put the
armor on (1 minute is 10 rounds).
Shields do not impose a defense penalty.
Don Hastily: This column records how long it takes to put
Encumbrance Penalty: Any armor heavier than leather
the armor on in a hurry. Hastily donned armor has an encum-
and some shields hamper a character’s ability to use skills.
brance penalty and damage reduction bonus each 1 point
Armor and shield encumbrance penalties stack. worse than normal.
Skills: The encumbrance penalty is applied to all Agility, Remove: This column records how long it takes to get the
Climb, Jump, Sleight of Hand, and Sneak checks while the armor off.
armor or shield is worn. Swim checks suffer double this
penalty. Table 10–7: Donning and Doffing Armor
Non-Proficient with Armor/Shield Worn: If a character wears Armor Type Don Don Hastily Doff
armor and/or bears a shield with which he is not proficient, he Light armor 1 minute 5 rounds 1 minute*
also suffers the total encumbrance penalty on all attack rolls Medium armor 4 minutes* 1 minute 1 minute*
and on any Strength- or Dexterity-based skill or ability check. Heavy armor 4 minutes** 4 minutes* 1d4+1
Sleeping in Armor: If a character sleeps in a suit of armor with minutes*
an encumbrance penalty of –5 or worse, the character is * If a character gets help, halve this time. A single character doing
automatically fatigued the next day. (See the Glossary for a nothing else can help one or two adjacent characters. Two characters
description of the fatigued condition.) can’t help each other don armor at the same time.
Spell Failure: Armor interferes with the gestures that are ** A character must have help to don this type of armor. Without help, it
needed to cast spell spells. can be donned only hastily.
Casting a Spell in Armor: When casting a spell with somatic
components while wearing armor, a character must make a Armor Descriptions
spell failure check by rolling d% against the armor’s spell Armor Spikes: Spikes can be added to armor. They deal
failure chance. If failure occurs, the spell fails and the 1d6 points of piercing damage (x2 crit) with a successful
spellcasting action is lost (but no power or component costs of grapple check against a grappled opponent. A regular melee
the spell are used). If a spell has no somatic component, it can attack (or off-hand attack) can be made with the spikes —
be cast without making the spell failure roll. they count as a light, piercing martial weapon in this case. (If
Shields: Armor and shield spell failure values stack when a a character is not proficient with such weapons, she suffers a
character is wearing both armor and a shield. –4 penalty on attack rolls or grapple checks when trying to use
Speed: Certain armors slow a character down. The number them.)
found in the appropriate column on Table 10–8 is the An enhancement bonus on a suit of armor does not improve
character’s speed while wearing the armor (use the column the spikes’ effectiveness, but the spikes can be made into
indicating the character’s base speed without armor). magic weapons in their own right.
Kerra and trolls have a base speed of 40 feet. They use the Banded Mail: This armor is comprised of overlapping strips
first column. of metal sewn to a backing of heavy leather and/or light
Barbarians, dark elves, Erudites, frogloks, half elves, high chainmail. Banded mail includes gauntlets, but not a helmet.
elves, humans, iksar, ogres, and wood elves all have a base Banded mail is treated as medium armor (rather than
speed of 30 feet. They use the second column. heavy) for the purpose of donning and doffing.
Gnomes, halflings, and ratonga all have a base speed of 20 Breastplate: This armor comes with a helmet and greaves.
feet. They use the third column. (A dwarf’s base speed remains Buckler: This small metal shield is strapped to the forearm,
20 feet even in medium or heavy armor or when carrying a allowing its user to wear a shield and still use the hand. One
medium or heavy load. Note that ratonga may increase their can fire a bow or crossbow without penalty while carrying a
base speed to 30 feet if they have no objects in hand and use buckler (but he does not gain its defense bonus while doing
both hands and feet; they should use the second column for so). An off-hand weapon can be used with a buckler, but the
armored speed when doing so.) character suffers a –1 penalty on all attack rolls while doing so.
A character wearing armor uses the worse of the appropriate In any case, if a weapon is used in the off-hand, the character
speeds listed on Table 10–8: Armor and Table 11–4: Encum- doesn’t get the buckler’s defense bonus for the rest of the
brance and Speed. round.
Weight: The weight of the armor or shield. Armor and A buckler can’t be used to bash.
shields fitted for Small characters weighs half as much, while Chain Shirt: This armor comes with a steel cap.
those for Large characters weigh twice as much.

Equipment 207
Table 10–8: Armor
Armor Cost Damage Defense Encum. Spell —Speed— Weight1
Reduction Penalty Penalty Failure (40 ft.) (30 ft.) (20 ft.)
Light Armor
Chain shirt 100 gp 4/– –3 –2 20% 35 ft. 25 ft. 15 ft. 25 lb
Cloth 5 gp 1/– –1 +0 5% 40 ft. 30 ft. 20 ft. 10 lb
Leather 10 gp 2/– –1 +0 10% 40 ft. 30 ft. 20 ft. 15 lb
Raw silk 190 gp 1/– — +0 — 40 ft. 30 ft. 20 ft. 7 lb
Studded leather 25 gp 3/– –2 –1 15% 35 ft. 30 ft. 20 ft. 20 lb
Medium Armor
Breastplate 200 gp 5/– –4 –4 25% 30 ft. 20 ft. 15 ft. 30 lb
Chainmail 150 gp 5/– –5 –5 30% 30 ft. 20 ft. 15 ft. 40 lb
Hide 15 gp 3/– –3 –3 20% 35 ft. 25 ft. 15 ft. 25 lb
Scale mail 50 gp 4/– –3 –4 25% 30 ft. 20 ft. 15 ft. 30 lb
Heavy Armor2
Banded mail 250 gp 6/– –6 –6 35% 30 ft. 20 ft. 15 ft. 35 lb
Half-plate 600 gp 7/– –8 –7 40% 25 ft. 20 ft. 15 ft. 50 lb
Full plate 1,500 gp 8/– –8 –6 35% 30 ft. 20 ft. 15 ft. 50 lb
Splint mail 200 gp 6/– –7 –7 40% 25 ft. 20 ft. 15 ft. 45 lb
Extras
Armor spikes +50 gp — — — — — — — +10 lb
Gauntlet, locked 8 gp — — See text Special3 — — — +5 lb
1
These weights are for Medium versions of the armor/shield. A Small version weighs half as much, and a Large version weighs twice as much.
2
When running in heavy armor, a character moves only triple speed, not quadruple.
3
This hand is not free to cast spells.
a full-round action. Like a normal gauntlet, a locked
Table 10–9: Shields gauntlet deals lethal rather than nonlethal damage
1 with an unarmed strike.
Armor Cost Shield Encum. Spell Weight
Bonus Penalty Failure The price given is for a single locked gauntlet. The
Buckler 15 gp +1 –1 5% 5 lb weight given applies only if the character is not
Shield, heavy, steel 20 gp +2 –2 15% 15 lb already wearing gauntlets; otherwise, the locked gaunt-
Shield, heavy, wooden 7 gp +2 –2 15% 10 lb let replaces a gauntlet the character already has as part
Shield, light, steel 9 gp +1 –1 5% 6 lb of his or her armor.
Shield, light, wooden 3 gp +1 –1 5% 5 lb While the gauntlet is locked, the hand wearing it
Shield, tower 30 gp Special† –10 50% 30 lb can’t be used for casting spells or employing skills.
Extras Half-Plate: Also commonly known as “plate mail”
Shield spikes +10 gp — — — +5 lb or “plate-and-mail,” this armor is similar to full plate
1
These weights are for Medium versions of the armor/shield. A Small version but has lighter pieces of mail rather than articulated
weighs half as much, and a Large version weighs twice as much. plates covering the joints. It includes gauntlets and a
† See the tower shield description. helm.
Raw Silk: This costly armor is well worth its price, for it
Chainmail: This armor comes in several forms, but the most provides decent protection yet does not hamper the wearer at
common is the hauberk, a heavy shirt of mail that hangs to the all. It is crafted from the rare silks of certain spiders and worms
knees or lower and also covers the entire length of the arms. of Norrath, and can only be made by highly skilled tailors.
Chainmail includes mail gauntlets and a chain coif (a hood of Casters who can afford this armor typically wear it in the form
mail that covers the head and neck). of robes, while others prefer the armor tailored with leggings
Full Plate: This heavy armor includes gauntlets, steel boots, and tunic.
a visored helmet, and a heavy padded suit (equal to cloth Scale Mail: This armor is crafted from tiny bits of overlap-
armor if worn by itself) worn underneath the plate. Each suit ping metal sewn or riveted onto a leather coat (and sometimes
of full plate must be individually fitted to its owner by a master leggings or a skirt); it often appears much like the scales of a
armorsmith, but a captured suit can be resized to fit a new fish, hence the name. Scale mail includes gauntlets.
owner of the same size category at a cost of 200 to 800 (2d4 x Shield, Heavy: A heavy shield is too bulky for its user to do
100) gold pieces. anything else with the shield hand. Wooden and steel shields
Gauntlet, Locked: The gauntlet grants its wearer a +10 offer the same basic protection, though they may respond
bonus to any roll to keep the weapon locked into the gauntlet differently to some special attacks.
from being disarmed in combat. Removing a weapon from a Shield Bash: Used this way, a heavy shield is considered a
locked gauntlet or attaching a weapon to a locked gauntlet is martial 1-handed crushing weapon. A character without the

208 Chapter Ten


Bash feat can make a shield bash only as an attack action (this Table 10–10: Common Adventurers’ Gear
follows all the usual rules for being used in the primary or off- Item Cost Weight
hand, as appropriate); in this case, the wielder loses the Acid (flask) 10 gp 1 lb
shield’s defense bonus until her next action (usually until the Antitoxin (vial) 50 gp 0.5 lb
next round). Bedroll 1 sp 5 lb1
Damage for shield bash attacks is listed on Table 10–6. Bell 1 gp 0.25 lb
Shield, Light: A small shield’s light weight lets a character Blanket, winter 5 sp 3 lb1
carry other items in that hand (although the character cannot Block-and-tackle 5 gp 5 lb
use weapons in that hand). For purposes of attack penalties, Caltrops 1 gp 2 lb
treat a shield as a light weapon. Candle 1 cp 0.1 lb
Shield Bash: Used this way, a light shield is considered a Canvas (sq. yd.) 1 sp 1 lb
martial light crushing weapon. A character without the Bash Chain (10 ft.) 30 gp 2 lb
feat can make a shield bash only as an attack action (this Chalk (1 pc.) 1 cp —
follows all the usual rules for being used in the primary or off- Crowbar 2 gp 5 lb
hand, as appropriate); in this case, the wielder loses the Firewood (per day) 1 cp 20 lb
shield’s defense bonus until her next action (usually until the Fishhook 1 sp —
next round). Fishing net (25 sq. ft.) 4 gp 5 lb
Damage for shield bash attacks is listed on Table 10–6. Fishing pole 4 sp 2 lb
Shield, Tower: Normally, a tower shield provides cover to Flint and steel 1 gp 0.1 lb
its user (+4 to defense, +2 on Reflex saves) rather than a shield Grappling hook 1 gp 4 lb
bonus to defense. As a full-round action, this can be increased Hammer 5 sp 2 lb
to improved cover. See Cover in Chapter 12: Combat. Ladder (10 ft.) 5 sp 20 lb
Tower shields cannot provide total cover against spells, Lantern
however — a spellcaster is still considered to have line of sight Bull’s-eye 12 gp 3 lb
on a character with a tower shield even if the character is Common 1 sp 1 lb
currently gaining total cover from it. Further, the Reflex Hooded 7 gp 2 lb
bonuses for cover or full cover from a tower shield apply only Lock
to area effect spells, and not to spells that require a Reflex save Simple 20 gp 1 lb
but target only a finite number of creatures.
Average 40 gp 1 lb
When employing a tower shield in combat, a character Good 80 gp 1 lb
suffers a –2 penalty on attack rolls because of the shield’s Amazing 150 gp 1 lb
encumbrance. A tower shield cannot be used to bash.
Magnifying glass 100 gp 0.25 lb
The cover provided by a tower shield cannot normally be Manacles 15 gp 2 lb1
used to allow a Sneak check (see the Sneak skill). Mirror, small steel 10 gp 0.5 lb
Shield Spikes: When added to a shield, these spikes turn it Oil (per flask) 1 sp 1 lb
into a martial weapon that deals piercing damage, as shown on Pick, miner’s 3 gp 10 lb
Table 10–6. Otherwise, attacking with a spiked shield is like Piton 1 sp 0.5 lb
making a shield bash attack (spiked shields deal their spike
Pole (10 ft.) 2 sp 8 lb
damage when used for attacks made using the Bash feat).
Rope, hemp (50 ft.) 1 gp 10 lb
Shield spikes can’t be placed on a buckler or a tower shield. Rope, silk (50 ft.) 10 gp 5 lb
Splint Mail: This armor includes gauntlets. Splint mail is Sealing wax 1 gp 1 lb
treated as medium armor for the purpose of donning and Sewing needle 5 sp —
doffing. Signal whistle 8 sp 0.1 lb
Signet ring 5 gp —
Goods and Services Sledge 1 gp 10 lb
Common items not necessarily related to combat are also Soap (block) 5 sp 1 lb
available for purchase, being similarly vital to adventurers. Spade or shovel 2 gp 8 lb
Spyglass 500 gp 3 lb
Tent 10 gp 20 lb1
Torch 1 cp 1 lb
Whetstone 2 cp 1 lb
Writing materials
Ink (1 oz.) 8 gp —
Ink pen 1 sp —
Paper (sheet) 4 sp —
Parchment (sheet) 2 sp —
Vellum (sheet) 3 gp —

Equipment 209
Table 10–11: Professional Tools and Kits Table 10–13: Food, Drink, and Lodging
Item Cost Weight Item Cost Weight†
Baking tools 50 gp 10 lb1 Food
Brewing barrel 100 gp 10 lb Banquet (per person)‡
Climber’s kit 80 gp 5 lb1 Small 5 gp —
Disguise kit 50 gp 8 lb1 Medium 10 gp —
Fletching kit 30 gp 3 lb1 Large 20 gp —
Forgeworks 300 gp 300 lb1 Meals (per person, daily)‡
Healer’s kit 50 gp 1 lb1 Small 2 sp —
Holy symbol 2 sp 1 lb1 Medium 3 sp —
Jeweler’s kit 80 gp 10 lb Large 6 sp —
Musical instrument 5 gp 3 lb1 Rations
Pottery tools 150 gp 200 lb1 Common 2 sp 2 lb
Scale, merchant’s 2 gp 1 lb1 Trail 4 sp 1 lb
Spell component pouch 5 gp 0.25 lb1 Drink
Spellbook (blank) 15 gp 3 lb1 Ale or mead
Tailor’s kit 20 gp 1 lb1 Gallon 2 sp 9 lb
Thieves’ tools 30 gp 1 lb1 Pint 4 cp 1 lb
Tinker’s toolbox 45 gp 4 lb Brandy
Gill (common) 5 cp 0.25 lb
Table 10–12: Containers and Carriers Gill (fine) 2 sp 0.25 lb
Item* Cost Weight** Pint (common) 2 sp 1 lb
Backpack 2 gp 2 lb1 Pint (fine) 8 gp 1 lb
Barrel 2 gp 30 lb Vodka
Basket 4 sp 1 lb1 2 cu. ft. Gill 6 cp 0.25 lb
Bottle, glass 2 gp 0.25 lb Pint 2 sp 1 lb
Bucket 5 sp 2 lb1 Wine
Canteen 1 gp 4 lb1 Quart (common) 1 sp 2 lb
Case, map or scroll 7 sp 0.5 lb Quart (fine) 10 gp 2 lb
Chest, large 2 gp 25 lb1 Lodging
Chest, small 2 gp 25 lb Inn or hostelry (per day)‡
Flask 3 cp 0.25 lb Poor 2 sp —
Jug/pitcher 3 cp 2 lb1 Common 5 sp —
Mug/tankard 2 cp 1 lb1 Good 2 gp —
Pouch, belt, large 1 gp 0.5 lb1
Pouch, belt, small 2 gp 1.5 lb1 Table 10–14: Clothing
Sack 1 sp 0.5 lb1 Item Cost Weight
Vial 1 gp 0.1 lb Adventurer’s clothes 10 gp 8 lb1
Artisan’s clothes 1 gp 4 lb1
Cold weather gear 8 gp 7 lb1
Courtier’s clothes 80 gp 6 lb1
Entertainer’s clothes 3 gp 4 lb1
Holy vestments 5 gp 6 lb1
Monk’s clothes 5 gp 2 lb1
Noble’s clothes 175 gp 10 lb1
Peasant’s clothes 1 sp 2 lb1
Royal clothes 700 gp 15 lb1
Scholar’s clothes 5 gp 6 lb1
Traveler’s clothes 1 gp 5 lb1

210 Chapter Ten


Table 10–15: Vehicles Common Adventuring Gear
Item Cost Weight Acid: A character can throw a flask of acid as an improvised
Cart, hand 9 gp 40 lb1 ranged weapon. On a direct hit, the throw deals 1d6 points of
Cart, horse or ox 15 gp 200 lb1 acid damage to the target and 1 point of acid damage to every
Keelboat 3,000 gp —1 creature within 5 feet of the target. The results of a missed
Rowboat 50 gp 100 lb1 attack roll should be determined by the GM.
Oar 2 gp 10 lb1 Antitoxin: After drinking antitoxin, a character receives a
Sailing ship 10,000 gp —1 +5 alchemical bonus on all Fortitude saving throws he makes
Sled 20 gp 300 lb1 against poison for 1 hour.
Wagon 35 gp 400 lb1 Caltrops: Caltrops are essentially small iron spikes designed
so that one point is always facing up. A character may scatter
Table 10–16: TransportationServicesandTolls them on the ground so that enemies step on them or are at
Item Cost least forced to slow down to avoid them.
Courier 1 gp per mile One 2-pound bag of caltrops covers an area 5 feet square
Messenger 2 sp per mile when dropped. Each time a creature moves into an area
Road or gate toll 1 sp covered by caltrops (or spends a round fighting in such an
Ship’s passage 10 gp area), it may step on one. The caltrops make an attack roll
(attack bonus +0) against the creature. For this attack, the
Table 10–17: Spells for Hire creature’s usual shield and deflection bonuses to defense do
Spell Order Cost not apply. However, if the creature is wearing heavy shoes or
0-order Caster level x 5 gp2 other stout footwear, it gets a +2 shield bonus to defense, while
1st-order Caster level x 10 gp2 plate boots or the like offer a +4 shield bonus to defense.
2nd-order Caster level x 20 gp2 If the attack roll succeeds, the creature has stepped on a
3rd-order Caster level x 30 gp2 caltrop. The caltrop deals 1 point of damage, and the affected
4th-order Caster level x 40 gp2 creature’s speed is reduced by one-half because its foot is
5th-order Caster level x 50 gp2 wounded. This movement penalty lasts for 24 hours, or until
6th-order Caster level x 60 gp2 the creature is successfully treated with the Heal skill (DC 15)
7th-order Caster level x 70 gp2 or receives at least 1 point of magical curing.
8th-order Caster level x 80 gp2 A charging or running creature must stop immediately if it
9th-order Caster level x 90 gp2 steps on a caltrop. Any creature moving at half speed or slower
10th-order Caster level x 100 gp2 can pick its way through an area of caltrops with no trouble.
11th-order Caster level x 110 gp2 The GM judges effectiveness of caltrops against unusual
12th-order Caster level x 120 gp2 opponents.
13th-order Caster level x 130 gp2 Candle: A typical candle clearly illuminates a 5-foot radius
14th-order Caster level x 140 gp2 and burns for 1 hour.
15th-order Caster level x 150 gp2 Chain: A typical chain has a hardness of 10 and 5 hit points
— No weight worth noting, or too great to be considered on a character-scale. per 5-foot length. It can be burst asunder with a DC 26
1
These items weigh one-quarter the listed amount when made by/for Small Strength check.
characters (Small containers also hold one-quarter the amount). These items
weigh twice the listed amount when made by/for Large characters (Large contain-
Crowbar: A crowbar has a hardness of 10 and 7 hit points.
ers also hold twice the amount). It can be used without penalty as a club.
2
See individual spell descriptions in the EQ II Spell Guide for additional costs, Flint and Steel: Lighting a torch or similarly flammable
such as rare components or materials, involved in casting a given spell. If material with flint and steel is a full-round action. Lighting a
additional costs put the spell’s total cost over 3,000 gp, that spell is not generally campfire with flint and steel usually requires a DC 5 Survival
available to the public (GM’s discretion). check and takes 1 minute. (Lighting a typical campfire with-
* See Table 10–18 for the amounts/volumes of material these containers can out flint and steel usually requires a DC 10 Survival check and
typically hold. Such objects made for Larger creatures typically hold twice as
takes 2 minutes or more, unless the character has open flame
much, while those for Small creatures hold half as much.
already at hand, in which case lighting dry tinder takes only
** Weights for all containers listed on Table 10–12 are empty weights.
a full-round action.)
† The weight of rations can be important, as bigger creatures require more food
and smaller, less. (See Starvation in the Glossary for details regarding the amount Grappling Hook: Throwing a grappling hook successfully
of daily sustenance required by characters of a given size.) requires a Use Rope check (DC 10, +2 per 10 feet of distance
‡ The values given here assume common quality. For poor quality food, reduce thrown).
the cost per person by as much as half; for high quality, the typical price is double, Hammer: A hammer may be used as an improvised 1-
but can be as much as 10x the standard amount for truly sumptuous fare. handed crushing weapon that deals damage equal to that of a
Innkeepers usually charge more for big folk to stay at their inns (assuming they spiked gauntlet of its user’s size.
are welcome at all!) since such characters by their nature take up more space and
thus limit the number of other paying customers. Lantern, Bull’s-Eye: A bull’s-eye lantern has a single
shutter, and its other sides are highly polished to reflect the

Equipment 211
light in a single direction. It illuminates a cone 60 feet long Spyglass: Objects viewed through a spyglass are magnified
and 20 feet wide at the end, and it burns for 6 hours on a pint to twice their size: in game terms, the user suffers only half the
of oil. A lantern can be carried in one hand. usual penalty for range when making visual Perceive checks.
Lantern, Common: A typical lantern illuminates things Tent: This simple canvas tent comes with a few short bits
clearly in a 15-foot radius and burns for 6 hours on a pint of oil. of rope and several wooden pegs or hooks. It sleeps 2 Medium
A lantern can be carried in one hand. creatures comfortably.
Lantern, Hooded: A hooded lantern is a common lantern Torch: A wooden rod capped with twisted flax soaked in
with shuttered or hinged sides that allow its light to be veiled tallow (or some similar design), a typical torch clearly illumi-
or muted. It clearly illuminates a 30-foot radius and burns for nates a 20-foot radius and burns for 1 hour.
6 hours on a pint of oil. A lantern can be carried in one hand. Vial: A vial is a ceramic, glass or metal cylindrical container
Lock: A lock is operated with a large, bulky key. The DC for fitted with a tight stopper. The stoppered vial usually is no
a character to open this kind of lock with the Engineer Device more than 1 inch wide and 3 inches high. It holds 1 ounce of
skill depends on the lock’s quality: Simple (DC 20); average liquid.
(DC 25); good (DC 30); amazing (DC 40).
Magnifying Glass: This simple lens allows a closer look at Professional Tools and Kits
small objects. It is useful as a substitute for flint, steel, and Baking Tools: This is a set of tools for use with Trade Skill
tinder when starting fires (though it requires light roughly as (baking). At its most basic, the set includes an oven, a spit, a
bright as direct sunlight to focus, tinder to light, and at least mixing bowl, and various utensils. Though not terribly por-
1 full-round action to light a fire this way). It grants a +2 table, baking tools can be broken down into basic components
circumstance bonus on Search, Trade Skill, or Vocation to take them on the road if necessary. (The weight listed on
checks made to analyze or examine any item that is small or Table 10–11 assumes such a reduced kit.)
highly detailed, such as a gem. Climber’s Kit: The kit includes pitons, boot tips, gloves,
Manacles: These manacles can bind a Medium creature. and a harness that aid in climbing. This kit grants its user a +2
The manacled character can make a DC 30 Agility check to circumstance bonus to Climb checks.
slip free. Breaking the manacles requires a DC 26 Strength Disguise Kit: This bag perfect for disguise contains cosmet-
check, but a creature actually held by the manacles suffers a ics, hair dye, and small physical props. It grants a +2
–4 penalty to Strength checks made for this purpose. circumstance bonus to Disguise checks. The kit is exhausted
Typical manacles have a hardness of 10 and 10 hit points. after 10 uses.
Most have locks; add the cost of the lock to the cost of the Forgeworks: A forgeworks includes a forge, fire pit, a
manacles. Manacles for Small creatures also cost the listed bellows, an anvil, and hammer and tongs used to practice
price. For Large creatures, manacles cost 10 times this amount; Trade Skill (blacksmithing). The forge is immobile.
for Huge creatures, 100 times this amount. Gargantuan, Healer’s Kit: This kit is full of herbs, salves, bandages, and
Colossal, Tiny, Diminutive, and Fine creatures can be held other medicinal materials. It grants a +2 circumstance bonus
only by specially made manacles (usually ones that have been to some checks (see Heal in Chapter 8: Skills). The kit is
enchanted and/or made of some rare and incredibly strong exhausted after 10 uses.
material such as adamantite).
Holy Symbol: This icon or small statuette of wood, iron, or
Oil: A pint of oil burns for 6 hours in a lantern. A pint of oil some other simple material is usually worn on a cord around
poured on the ground covers an area 5 feet square (provided the neck or placed prominently in households, businesses, and
the surface is smooth); if lit, it burns for 2 rounds and deals 1d3 temples. A holy symbol usually represents one of the countless
points of fire damage per round to each creature in the area gods, goddesses, totems, and spirits revered in the Shattered
during that time. Lands.
Piton: A piton is a steel spike with an eye through which a A holy symbol for a divine spellcaster’s deity functions as a
rope can be looped. When a wall doesn’t offer handholds and divine focus for his or her spellcasting.
footholds, a climber can effectively make his or her own using
pitons. See Climb in Chapter 8. Musical Instrument: Commonly available instruments in
Norrath include flutes, horns, lutes, and drums.
Ram, Portable: This iron-shod wooden beam is the perfect
tool for battering down doors. It provides a +2 circumstance Pottery Tools: This set of tools consists of a pottery wheel
bonus on Strength checks to break open doors and similar and kiln, as well as an array of forming tools suitable for use
construction. Further, it allows a second person to assist on the with Trade Skill (pottery). It is not portable at all; anyone
Break check without having to roll, simply adding another +2 wishing to use these tools must find them where she goes.
bonus to the roll. Scale, Merchant’s: This scale includes a small balance and
Rope, Hemp: This rope has 2 hit points per 5-foot length pans along with a suitable assortment of weights. A merchant’s
and can be broken with a DC 23 Strength check. scale grants a +2 circumstance bonus on Trade Skill or
Vocation checks made to appraise any item that is valued by
Rope, Silk: This rope has 4 hit points per 5-foot length and weight, including anything made of precious metals.
can be broken with a DC 24 Strength check. It is so supple that
it grants a +2 circumstance bonus to its user’s Use Rope Spell Component Pouch: This pouch has numerous tiny
checks. compartments to keep a spellcaster’s many spell components
apart and neatly organized. A spellcaster with a spell compo-

212 Chapter Ten


or metal hoops to brace it. It is
used to carry rolled-up sheets of
paper or maps.
Chest, Large or Small: Most
chests have locks; add the cost
of the lock to the cost of the
chest.
Flask: This small ceramic,
glass, or metal container is fit-
ted with a tight stopper.
Jug/Pitcher: This container,
usually of clay or ceramic but
sometimes of more sturdy ma-
terials, is often fitted with a
stopper.
Pouch, Large or Small: This
small carrier of stout leather
straps handily to one’s belt.
Sack: A handy carrying bag,
most often of burlap or similar
material.
Vial: This stoppered con-
tainer is most often of glass, but
may be of earthenware or metal.
A vial is rarely more than 1
inch wide and 3 inches high.
nent pouch is assumed to have all the common material
components and foci he needs for casting every spell he knows Table 10–18: Capacity of Containers
5 times. However, it does not include divine foci (see “holy Item Max Capacity Max Volume/
symbol”) or foci that wouldn’t fit in a small pouch, or those (by Mass)* Quantity**
components that have a specific cost of 1 sp or more per unit. Backpack 40 lb 2 cu. ft.
Spellbook: Spellbooks (often called “prayerbooks” by di- Barrel 350 lb 10 cu. ft.
vine spellcasters) are normally large, leather-bound tomes Basket 10 lb 1 cu. ft.
that serve as a spellcaster’s reference. A new spellbook has 100 Bottle, glass 1.5 lb 1.5 pints
pages of parchment, and each spell to be inscribed usually Bucket 12 lb 1.5 gallons
takes up a single page. Canteen 4 lb 4 pints
Thieves’ Tools: These are the tools needed for a scout to Case, map or scroll 4 lb 0.25 cu. ft.
disarm traps using the Engineer Device skill. The kit includes Chest, large 120 lb 10 cu. ft.
one or more skeleton keys, long metal picks and pries, a long- Chest, small 40 lb 3 cu. ft.
nosed clamp, a small handsaw, and a small wedge and hammer. Flask 1 lb 1 pint
Tinker’s Toolbox: This metal box contains a wide assort- Jug/pitcher 8 lb 1 gallon
ment of highly specialized and esoteric tools for use with Trade Mug/tankard 2 lb 1 quart
Skill (tinkering). Pouch, belt, large 8 lb 120 cu. in.
Pouch, belt, small 5 lb 80 cu. in.
Containers and Carriers Sack 25 lb 3 cu. ft.
A good dose of common sense is always the best ally for Vial 1 oz. 1 oz.
player and GM alike when determining what or how much of The above table assumes containers sized for a Medium
something can fit into a given container. creature. Those for Small characters hold roughly half as
Bottle, Glass: These fine bottles come in a variety of colors much, while those for Large creatures hold twice as much.
and are of the sort that would commonly hold wine or cooking
oil. Food, Drink, and Lodging
Canteen: Also commonly known as a “waterskin” or “wine- Banquets/Meals: When they aren’t traveling, characters
skin” (depending on its contents), this narrow-mouthed, can be assumed to partake of local amenities at inns, taverns,
stoppered container is well known to adventurers far and and the like. A banquet is simply a sumptuous meal served
wide. over several courses, often including copious drink and even
Case, Map or Scroll: This oblong or cylindrical container some form of entertainment. Rather than detail the infinite
is most often made of hardened leather, perhaps with wooden

Equipment 213
Common rations are simply foods that have been properly
wrapped, packaged, and prepared for use while traveling.
They often spoil quickly, though, and cannot be expected to
last for more than a week at most.
Trail rations are foods that take up relatively little space and
remain safe for consumption over extended periods; they are
not usually as pleasant to eat as normal rations, perhaps, but
they can handily stave off starvation while traveling. Most
trail rations can be safely expected to last for several weeks
without spoilage, and in some cases for several months.
Lodging: Finding a place to stay is rarely a serious problem
for adventurers. Sometimes they may be offered decent ac-
commodation for services rendered, or, at worst, they can pay
a copper or two for a place in some grateful (or frightened)
farmer’s hayloft. Most towns have inns, and people can easily
camp in the wilderness — as long as they have the right gear
and are careful to pick a place well away from predators.
Poor accommodations at an inn consist of little more than
varieties of local cuisine, prices for generic meals are listed on a place on the floor near the fire in a common room, with
Table 10–13. perhaps a patchy blanket on particularly cold nights.
Poor meals might include little more than bread, along with Common accommodations provide a semi-private place on
a few baked turnips and onions boiled in water. A glass of a raised, heated floor, with the use of a decent blanket and
water may be provided to wash it all down quickly. A poor pillow.
banquet might include a little fish or meat as well, along with Good accommodations are not usually available except in
a few cups of watery ale, mead, or wine. fairly large centers (population 1,000 or more), and entail a
Common meals might consist of bread, chicken stew (though private room with a bed, table and chair, and a chamber pot.
perhaps light on the chicken), a few carrots, and perhaps a
tankard of watered-down ale. Common banquets can be quite Clothing
lavish, although the supply of libations is not endless, and the A person’s clothes are a huge part of his appearance and
entertainment is generally second-rate. presentation. Wearing armor is great when one is expecting a
Good meals may include bread and pastries, beef, peas, and fight, but when meeting with rulers, attending a play, or
a pitcher of strong ale or wine. Good banquets are often quite simply practicing one’s trade, plate armor is rarely practical or
stupendous affairs, with liberal quantities of decent drink, appropriate.
many exotic, rich dishes and pastries, dancing girls (or boys), Adventurer’s Clothes: Rugged all-purpose wear consisting
and talented musicians and minstrels. of sturdy boots, leather breeches or a skirt, a belt, a shirt
Rations: On the road (or aboard a ship), one cannot often (perhaps with a vest or jacket), gloves, and a cloak. Alter-
have access to the same kinds of fare available at an inn or nately, a leather over-tunic might be worn over a cloth skirt.
hostel. (See Chapter 5: Races for details on how much food The clothes have extra pockets. Other articles that might be
and drink a given character needs to consume daily to remain handy, such as a scarf or hat, are also included if desired.
healthy and nourished.) Artisan’s Clothes: Sturdy clothes designed for tradesfolk
and merchants. They consist of a shirt or tunic, skirt or pants
with a drawstring, shoes, and perhaps a cap or hat. This outfit
might also include a belt or apron for carrying tools or money.
Cold Weather Gear: Almost every barbarian has a set or
two of these clothes, which are usually worn over other
apparel. Cold weather gear consists of a heavy coat or cloak,
a thick cap (with ear and face protection), insulated pants or
skirt, and stout boots (most often these items are fur-lined).
Cold weather gear grants a +5 circumstance bonus to Forti-
tude saves against exposure to cold weather (but not against
cold-based attacks).
Courtier’s Clothes: Fancy tailored clothes cut in the cur-
rent style. Anyone trying to influence nobles or courtiers
without the proper dress must work much harder at it. The
price of the ensemble includes roughly 50 gp worth of jewelry
and accessories, without which the character looks foolishly
overdressed to anyone in the know.

214 Chapter Ten


Entertainer’s Clothes: Loud, colorful clothes made to draw Cart, Horse or Ox: A horse cart or ox cart is a large two-
a crowd, but designed for freedom of movement. While such wheeled vehicle drawn by a single humanoid or other beast of
an outfit usually looks whimsical, its practical design lets a burden. It comes with a harness and can carry up to half a ton,
character freely tumble, dance, walk a tightrope — or just run. as if the beast drawing it were dragging that amount.
Holy Vestments: These clothes are meant to be worn while Keelboat: This square-sailed ship is 40 to 70 feet long and
performing religious rituals, not while adventuring. 15 to 20 feet wide, and has a few long oars to supplement its
Monk’s Clothes: A simple outfit including sandals, loose single mast. It has a crew of 8 to 15 and can carry 40 to 50 tons
breeches, a loose shirt, and a sash or belt of some sort. Though of cargo (or about 100 soldiers). It can make limited sea
it looks casual, the outfit is designed for maximum mobility, voyages as well as sail down rivers. (It has a flat bottom.) It
and the material and seams are all very sturdy to withstand moves about 1 mile per hour.
rough handling. It might also have decorative touches such as Rowboat: A rowboat is an 8- to 12-foot-long boat designed
the wearer’s clan symbol or certain meditative icons. for 2 or 3 people. It moves about 1.5 miles per hour.
Noble’s Clothes: Clothes designed to be (and to look) Sailing Ship: This large, seaworthy vessel is 75 to 90 feet long
expensive; precious metals and gems are commonly worked and about 20 feet wide. It typically has a crew of 20 and can carry
into the cuffs and collar, and the whole is made of rich fabrics. cargo of up to 150 tons. It has square sails on its two masts and
The cost of the outfit also includes that of the requisite can make sea voyages. It moves about 2 miles per hour.
accompanying jewelry (roughly 100 gp worth). Sled: This vehicle is a sort of wagon on runners, meant for
Peasant’s Clothes: The poorest of clothes, for those who moving through snow and over ice. In general, two human-
can’t afford much else, consisting of a coarse, baggy shirt and oids or 2 or more other beasts (often dogs) draw it, and it can
breeches, or else a loose shirt and skirt or overdress. There are carry up to a ton, as if the creatures drawing it were dragging
no proper shoes with this outfit, just cloth foot-wrappings. that amount. It comes with the harness needed to pull it.
Royal Clothes: The raiment of royalty, in all their splendor. Wagon: This four-wheeled, open vehicle is used for trans-
The price includes the various necessary accoutrements, such porting heavy loads. In general, 2 or 4 beasts of burden draw
as scepter, ring(s), crown or coronet, and so forth (approxi- it, and it can carry up to 2 tons, as if the creatures drawing it
mately 500 gp worth). Royal clothing often has gems and gold were dragging that amount. It comes with the harness needed
woven into the fabric, which alone is quite valuable (i.e., it is to pull it.
made only of the finest silks and rarest furs).
Scholar’s Clothes: A robe, a simple belt, soft shoes, and Transportation Services and Tolls
possibly a light cloak and cap for formal occasions. Courier: This entry includes ship-borne or land-bound
Traveler’s Clothes: This outfit consists of boots, a wool courier services. Generally, a courier will not bear more than
skirt or pants, a sturdy belt, a shirt, a vest or jacket, and a half a light load for others.
comfortable cloak (of oiled cloth in wet climates), possibly Messenger: This entry includes ship-borne messengers and
hooded. runners. Those willing to carry a message to a place they were
going anyway (a crew member on a ship, for example) may ask
Vehicles for only half the listed amount.
Cart, Hand: A hand cart is a small two-wheeled vehicle Road or Gate Toll: A toll is sometimes charged to cross a
meant to be drawn by a single humanoid. It can carry up to 400 well-kept and well-guarded road, in order to pay for its upkeep
pounds, as if the user were dragging that amount. and for continuing patrols on it. Occasionally, large walled
cities (such as Qeynos) charge a toll to enter the city.
Ship’s Passage: Many ships carry passengers to vari-
ous islands in the Shattered Lands (and sometimes even
beyond). These ships are so regular in their passage and
have such constant patronage that they can charge
relatively little for their services.

Spells for Hire


The cost of hiring a spell assumes that a character can
go to the spellcaster’s residence or place of work and
have the spell cast at the spellcaster’s (and not the
character’s) convenience.
The cost listed is for a spell with no material compo-
nent cost or focus component, and no XP cost. If the
spell includes a material component, add the cost of the
component to the cost of the spell. If the spell requires
a focus component (other than a divine focus), add 10%
of the cost of the focus to the cost of the spell. If the spell
requires an XP cost, add 5 gp per XP required to be spent.

Equipment 215
See the EQ II Spell Guide for the means of making
Item Quality lightstones.
Strange and unusual items can be found by the intrepid Masterwork Items: Only masterwork items may be en-
searcher, some of which are exceptional by virtue of superior chanted with magical properties. A masterwork item’s
quality or materials. The more common of these are often enhancement bonus does not stack with a magical enhance-
bought and traded buy those who have the means to find or ment bonus for the same purpose.
create them. Armor: These well-made suits of armor function like nor-
mal versions, except that their defense penalties and
Flawed Items encumbrance penalties are reduced by 1 each.
The materials used to make an item and the care with which Arrow, Bullet, or Quarrel: Masterwork ammunition functions
it was made affect its quality, but so too does the manner in as normal ammo of the same type, except that it grants its user
which the item has been maintained. Some items might have a +1 enhancement bonus on attack rolls when using it. This
been made quickly or from substandard materials, or else their bonus does not stack with any other enhancement bonus, nor
materials have become rusted, splintered, rotted, and so on. does it stack with any bonus a character might get by using a
Such items are still usable, but their condition shows through masterwork or magic bow, crossbow, or sling. Most masterwork
in their performance. ammunition is effectively destroyed once it is used.
Flawed items cost half as much as their normal counterparts. Manacles: Masterwork manacles can be escaped only with
Weapons: Flawed weapons impose a –1 penalty on their a DC 35 Agility check. To break them requires a DC 28
wielder’s attack rolls. Strength check.
Armors: Flawed armors impose an additional –1 encum- Musical Instrument: A masterwork instrument serves as a
brance penalty and an additional –1 penalty to defense. mark of status and grants its user a +2 enhancement bonus on
Miscellaneous: Other flawed items impose a –1 penalty on relevant Perform checks.
associated rolls or checks. Shield: Exceptionally well-crafted shields, masterwork ver-
Note that, in some case, the GM may decide that an item’s sions have their associated encumbrance penalties reduced by 1.
flaw(s) are so serious that they impose more extensive penal- Thieves’ Tools: This kit grants a +2 enhancement bonus on
ties or other ill effects. Engineer Device checks made to pick locks or disable devices.
Tool: This well-made item grants a +2 enhancement bonus
Special and Superior Items to all related skill checks (if any). Bonuses provided by
multiple masterwork items used toward the same skill check
Table 10–19: Special Items do not stack.
Item/Material Cost Weapon: Masterwork weapons are superbly crafted from the
Lightstone 100 gp very best among common materials, such as fine dwarven steel
Masterwork or hardened oak. A masterwork weapon grants its wielder a +1
Armor +200 gp enhancement bonus to attack rolls.
Arrow, bullet, or quarrel 6 gp Mighty Composite Bow: A mighty bow is a composite
Manacles 50 gp longbow or shortbow made with an especially heavy pull to
Musical instrument +100 gp allow a strong archer to take advantage of above-average
Shield +100 gp Strength. The mighty bow allows a character to add his or her
Thieves’ tools +50 gp Strength bonus to damage, up to the maximum bonus listed.
Tool +75 gp
Weapon +300 gp
Mighty composite longbow
+1 Str bonus +100 gp
+2 Str bonus +200 gp
+3 Str bonus +300 gp
+4 Str bonus +400 gp
Mighty composite shortbow
+1 Str bonus +75 gp
+2 Str bonus +150 gp
Lightstone: A small, rather plain stone etched with a small
rune and imbued with mystical radiance, an inert lightstone
can be activated with a DC 10 Spellcraft check as a full-round
action. Once activated, the lightstone gives off bright light in
a 30-foot radius for one full week, after which time its glow
flickers briefly (no more than a few minutes) and then goes
out, rendering the lightstone once again a normal stone.

216 Chapter Ten


Contents

Adventuring 217
O Once the players have created their characters — abilities,
race, profession, talents, feats, skills, equipment, etc. — it’s
time to put the party together and go adventuring. This
chapter covers some miscellaneous but necessary topics for
both players and GMs, such as vision, speed, and encum-
brance.
Table 11–2 lists various common light sources and the area
they illumine. Note that any of these light sources can be seen
from much farther away than these listed distances, which
represent only the radius of the useful light they cast under
adventuring conditions (the area within which characters can
target opponents clearly, read scrolls, see inscriptions over
doorways, distinguish colors, and so on).
How Far Can I See? Racial Qualities
The key elements regarding vision and visibility are line of Some characters have the ability to see over longer dis-
sight and available light. It’s possible to see very, very distant tances than the typical human, whether in darkness or even
objects if the conditions are right. For example, in the real in normal daylight conditions. They may have darkvision,
world a person with average eyesight can easily see the nightvision, or even ultravision, all of which grant some
Andromeda Galaxy — two hundred million light-years dis- degree of ability to penetrate natural darkness with the un-
tant — if he or she knows just where to look in the night sky. aided eye, while some may have farsight, which allows them
But in a game environment it’s less important to see a to see over greater distances than characters of other races in
distant point of light miles away (except, of course, when normal daylight conditions.
you’re lost or trying to find an enemy hideout) than to know Darkvision, farsight, nightvision, and ultravision are all
how far away you can see to accurately target an oncoming described in detail under Common Special Qualities in Chap-
enemy, spot a hidden trap, and the like. Adventurers tend to ter 5: Races.
spend a lot of time in the dark, or wandering around in heavy
Magical Vision: This is a catchall category for any magi-
fog, or generally wishing they could see better than they can.
cally enhanced form of vision. Certain spells or magic items
In such cases, the available light is the chief limiting factor for
can enable characters to see around corners, to see distant
vision.
objects, or even to see the invisible. See the EQ II Spell Guide
The best defense when fighting foes you can’t see is to do the for details regarding such forms of vision.
best you can in the circumstances, and to change the circum-
Seeing without Vision: Some creatures possess abilities
stances as soon as possible. Get a light source going so you can
that allow them to function as if they had vision even when
see, cancel or somehow negate a foe’s invisibility (and/or his
sight is impossible. Examples of such forms of perception
ability to see under whatever conditions have rendered you
include keen olfactory or auditory senses, echolocation, sen-
blind), move the fight to a better-lit area, and so on. Use
sitivity to vibrations or bioelectrical currents, and so on.
whatever strategy is necessary to shift the odds back in your
Collectively, all these modes of nonvisual sight are grouped
favor.
into a handful of abilities called blindsense, blindsight, minor
scent, and true scent. The de-
scriptions and rules regarding
game play for some of these abili-
ties can be found in the Glossary.
Note that blindsense and
blindsight are not the same as
the Blind-Fight feat.
Operating without Sight: Al-
though characters rely heavily
on sight (more than any other
sense, with hearing generally
running a respectable but dis-
tant second), they are more
capable than they realize of func-
tioning reasonably well without
it, at least for short periods. A
mage may not be able to read a
scroll in the dark, but she can
drink a potion, activate a magic
item, or cast a prepared spell
even without being able to see
her target (in most cases).
Nonetheless, a character in
combat with a foe she can’t see
is at a distinct disadvantage (as-
suming the foe can see her),

218 Chapter Eleven


though she is not helpless. Her foe gains a +2 bonus to attack with only a guttering torch for light may be lucky just to see

Contents
her, and she is considered flat-footed (she can’t dodge what she the ground beneath their feet.
can’t see coming). As well, she suffers a 50% miss chance her
attacks (see Concealment in Chapter 12: Combat). However,
she can still attack her foe if she has a good idea where he is
How Much Can I Carry?
(if he just successfully hit her with an attack on his last turn, It’s been said by some very observant people that much of
for example). adventuring consists of meeting interesting people, killing
A character with the Blind-Fight feat has undergone special them, and taking their stuff. While this is an exaggeration, it
training or has a knack that allows her to offset an unseen foe’s does illustrate a fun part of the EverQuest II Role-Playing Game.
advantage. In melee, her foe does not gain the +2 bonus to You can buy so many useful things with captured “stuff” that
attacks against her, nor is she treated as being flat-footed it’d be a pity to have to leave behind some of the monster’s
against his attacks (in ranged combat, the usual disadvantages treasure just because it weighed too much.
for being blind still apply). Her speed is three-quarters normal Table 11–3 indicates the total amount of weight a character
(not one-half), and, best of all, she can reroll all failed miss can carry around, in addition to his own body weight, without
chances, taking the second roll as the actual result. collapsing under the burden. This weight includes his armor,
shield, weapons, additional equipment, and any other loose
Table 11–1: Visibility in Natural Light weight such as bags of gold or fallen comrades…
Visibility Normal Vision Nightvision
Total darkness (no light) — —
Table 11–3: Weight Limits
Darkness (e.g. dim starlight) 20 ft./40 ft. 100 ft./300 ft. Character’s Strength Score Medium Load Heavy Load
Moderate darkness Str 1 4–6 lb 7–10 lb
(e.g. bright moonlight) 50 ft./100 ft. Line of sight† Str 2 7–13 lb 14–20 lb
Semi-darkness (e.g. twilight) 100 ft./300 ft. Line of sight† Str 3 11–20 lb 21–30 lb
Bright light (e.g. daylight) Line of sight† Line of sight† Str 4 14–26 lb 27–40 lb
Note: Where two distances appear separated by a slash in a particular Str 5 17–33 lb 34–50 lb
column, the character can see clearly to the first range, while at ranges of Str 6 21–40 lb 41–60 lb
up to the second value, visibility is considered shadowy (see below). Str 7 24–46 lb 47–70 lb
† Depends on terrain and circumstances. Str 8 27–53 lb 54–80 lb
Str 9 31–60 lb 61–90 lb
Table 11–2: Artificial Light Sources Str 10 34–66 lb 67–100 lb
Light Source Bright Light Shadowy Light Str 11 39–76 lb 77–115 lb
Candle* 0 ft. 10 ft. Str 12 44–86 lb 87–130 lb
Lamp 15 ft. 30 ft. Str 13 51–100 lb 101–150 lb
Lantern, bull’s-eye 60 ft. (cone) 120 ft. (cone) Str 14 59–116 lb 117–175 lb
Lantern, hooded 30 ft. 60 ft. Str 15 67–133 lb 134–200 lb
Lightstone 30 ft. 60 ft. Str 16 77–153 lb 154–230 lb
Torch 20 ft. 40 ft. Str 17 87–173 lb 174–260 lb
* A candle provides only shadowy illumination, out to a 10-foot radius. Str 18 101–200 lb 201–300 lb
Str 19 117–233 lb 234–350 lb
Bright Light: All characters can see clearly in areas of bright Str 20 134–266 lb 267–400 lb
light. A creature can’t hide in an area of bright light unless it Str 21 154–306 lb 307–460 lb
has cover or concealment from some other source. Str 22 174–346 lb 347–520 lb
Shadowy Light: A character can see dimly in an area of Str 23 201–400 lb 401–600 lb
shadowy light. Characters with nightvision double the ranges Str 24 234–466 lb 467–700 lb
listed on Table 11–2. Str 25 267–533 lb 534–800 lb
A character gains concealment from any creature that Str 26 307–613 lb 614–920 lb
perceives the area he occupies as being shadowy; thus, a Str 27 347–693 lb 694–1040 lb
creature 30 feet away from a torch has concealment relative to Str 28 401–800 lb 801–1200 lb
a human (who can see clearly only out to 20 feet), but not from Str 29 467–933 lb 934–1400 lb
a high elf (who can see clearly out to 40 feet by torchlight) or For a character whose Strength score is 30 or more, see the Tremen-
a dwarf (who has darkvision 60 ft. regardless of the torchlight). dous Strength section below.
It is important to note that the GM can and should adjust
these distances when conditions are ideal or adverse — a Maximum Lift: A character can actually lift twice his
human sitting quietly for several minutes in a relatively small maximum load, but carrying so much weight requires a full-
candlelit room has time for eyes to adjust, and may see the round action, meaning all he can do is take a 5-foot step each
whole room dimly even if its walls lie beyond 10 feet away. round while moving it. Further, a character exceeding the
Similarly, those running for their lives down a dark corridor amount of his “heavy load” is considered flat-footed. Thus, a
character with Strength 10 (heavy load 67–100 pounds) can

Adventuring 219
actually lift something weighing up to 200 pounds, but it’s an Light Load (Unencumbered): A character with anything
awkward and exhausting ordeal for him and leaves him less than a medium load suffers no penalties to her movement
vulnerable to harm if he should be attacked. or actions.
Dragging: It’s easier to drag something than to lift it, so by Medium Load (Moderately Encumbered): A character
pushing, pulling, shoving, or dragging, a character can actu- bearing a medium load suffers some, but not all, of the
ally budge objects weighing up to 5 times her heavy load penalties associated with being encumbered. She can still run
(GM’s discretion, based on the object being dragged, the at four times her base speed, but her base speed itself is reduced.
surface over which it is being dragged, the degree of slope, and In addition, she suffers penalties to her defense bonus and on
so on). Thus, even a relatively weak character can usually drag certain skill checks.
a wounded colleague to safety. Heavy Load (Heavily Encumbered): A character under a
Very unfavorable conditions (broken ground, a rough sur- heavy load cannot run at full speed, reducing her top speed to
face, an upward slope, an object without handholds) reduce a jog (3 times base speed), and her base speed is also reduced,
the maximum weight a character can drag by half (to just 2.5 just as with a medium load. In addition, she suffers penalties
times her maximum heavy load), while favorable conditions to her defense bonus and on certain skill checks.
(a smooth ramp, a slick surface with good footing, etc.) can
increase the amount by up to double (to as much as ten times Table 11–4: Encumbrance and Speed
his maximum heavy load). Encum. Defense Check —Speed— Run
Size and Strength: All of the numbers on Table 11–3 Penalty Penalty (40 ft.) (30 ft.) (20 ft.)
assume Medium bipedal creatures. A larger creature can carry Light — — 40 ft. 30 ft. 20 ft. x4
more weight depending on its size category, as follows: Large Moderate –2 –3 30 ft. 20 ft. 15 ft. x4
x2, Huge x4, Gargantuan x8, and Colossal x16. A smaller Heavy –5 –6 30 ft. 20 ft. 15 ft. x3
creature can carry less weight depending on its size category, Defense Penalty: Like wearing armor, being encumbered limits a
as follows: Small x3/4, Tiny x1/2, Diminutive x1/4, and Fine character’s ability to dodge blows. This penalty is applied to the character’s
x1/8. total defense bonus. Thus, a 6th-level fighter (BDB +5) with a 12 Dexterity
Quadrupeds can carry heavier loads than bipeds. Instead of who is moderately encumbered suffers a –2 penalty to defense, thus
the multipliers given above, multiply the value corresponding giving him a total defense bonus of only +4.
to the creature’s Strength score from Table 11–3 by the Note that the defense penalty may reduce a character’s total defense
bonus into the negatives. For instance, if the character in the previous
appropriate modifier, as follows: Fine x1/4, Diminutive x1/2,
example were only a 1st-level mage (BDB +0), then the sum of his defense
Tiny x3/4, Small x1, Medium x1, Large x3, Huge x6, Gargan- bonus would be –1.
tuan x12, and Colossal x24. Check Penalty: This penalty is applied to all Agility, Climb, Jump,
Tremendous Strength: For Strength scores not listed in Sleight of Hand, and Sneak checks. Swim checks suffer double this
Table 11–3, find the right range of numbers by the following penalty.
method: For a number between 30 and 39, subtract 10 from Speed: A character wearing armor uses the worse of the appropriate
the Strength score and find that line on the table, then speeds listed on Table 10–8: Armor and Table 11–4: Encumbrance and
multiply the weights given there by 4. Speed.
For example, a character with Str 30 can carry up to 1,600
pounds as a heavy load (30 – 10 = 20, and Str 20 maximum Encumbrance and Armor: The penalties to defense and
load = 400 lb, and 400 lb x 4 = 1,600 lb). For a number between skill checks from armor and shields do not stack with those
40 and 49, subtract 20 from the Strength score and multiply from encumbrance. The weight of any armor and shields worn
the weights in the corresponding line by 16. Similarly, a still counts towards encumbrance, however. Thus, a character
character with Str 50 to 59 would subtract 30 and multiply the in chainmail and carrying a heavy steel shield still counts the
weight results by 64, and so on. 55 pounds of those two items toward the total weight carried
when determining encumbrance, although as long as he
Encumbrance and Speed remains only moderately encumbered or less, he suffers no
Encumbrance can be a dangerous thing. A character ar- further ill effects from encumbrance — the penalties imposed
mored like a turtle and loaded down with every piece of by his armor and shield are already worse.
equipment that could possibly come in handy isn’t going to be
sprinting for the exit very gracefully if things go wrong. How Fast Can I Move?
Encumbrance keeps characters from strolling around with
veritable mountains of gear on their back, several million To determine your character’s base speed, consult her racial
coins in their pack, and so on. traits in Chapter 5: Races. While there are some feats and
talents (as well as some spells and magic items) that can alter
An encumbered character has a hard time outrunning
this number, it is very likely that, at 1st level, your character
pursuit, but fortunately it’s often possible to reduce your load
will have the same base speed as any other member of her race.
simply by dropping excess gear or abandoning a too-heavy
treasure or trophy — after all, it’s better to run away and live Any character with a base speed of 30 ft. can move 30 feet
to return and reclaim it another day than to be the last one out along smooth, level ground in a 6-second round and still
when disaster strikes. attack (or undertake some other attack action — see Actions
in Chapter 12: Combat). She can double that pace (to 60 feet

220 Chapter Eleven


Table 11–5: Speed and Distance Covered

Contents
Speed —Per Round— —Per Minute— —Per Hour—
Walk Hustle Jog Run Walk Hustle Jog Run Walk Hustle
15 ft. 15 ft. 30 ft. 45 ft. 60 ft. 150 ft. 300 ft. 450 ft. 600 ft. 1.5 mi. 3 mi.
20 ft. 20 ft. 40 ft. 60 ft. 80 ft. 200 ft. 400 ft. 600 ft. 800 ft. 2 mi. 4 mi.
30 ft. 30 ft. 60 ft. 90 ft. 120 ft. 300 ft. 600 ft. 900 ft. 1,200 ft. 3 mi. 6 mi.
40 ft. 40 ft. 80 ft. 120 ft. 160 ft. 400 ft. 800 ft. 1,200 ft. 1,600 ft. 4 mi. 8 mi.

in 6 seconds) if she does nothing but move for that round; this A character who takes any nonlethal damage from running
is a “full-move” action. The character can also use the “run becomes fatigued. Healing the nonlethal damage also elimi-
action,” moving at four times her base speed (or 120 feet), as nates the fatigue.
long as she runs in a straight line. (The run action requires a Attempts to run and rest in cycles over the longer term
full-round action.) A running character loses her Dexterity effectively work out to a hustle.
bonus (if any) to defense. Forced March: A character can push himself while travel-
Some characters, such as dwarves, halflings, gnomes, and the ing, walking for more than 8 hours in a day, by making a forced
like, have a base speed of 20 ft., so they can normally move 20 march. For each hour of marching beyond 8 hours, a Consti-
feet per round (or 40 feet during a full-move). Such a character tution check (DC 10, +2 per previous hour spent forced
can run 80 feet in a straight line as a full-round action. marching) is required. If the check fails, the character takes
Other characters (kerra and trolls) have a base speed of 40 1d6 points of nonlethal damage.
ft., allowing them to move 40 feet as a move action, 80 feet A character who takes any nonlethal damage from a forced
with a full-move, and 160 feet in a straight-line run. march becomes fatigued. Healing the nonlethal damage also
eliminates the fatigue.
Long-Distance Speeds Mounted Movement: A mount bearing a rider can move at
All the character speeds given on Table 11–4 are for round- a hustle. However, the damage it takes when doing so is lethal
based short term movement (i.e., tactical movement per damage, not nonlethal. The mount can also be ridden in a
round). To find out how quickly a character can move outside forced march, but its Constitution checks automatically fail,
combat situations, simply consult Table 11–5. and any damage it takes from forced marching is lethal.
Characters covering long distances cross-country use “per Mounts also become fatigued when they take any damage from
hour” speeds, as shown on Table 11–5. Such movement is hustling or forced marching.
measured in miles per hour. A typical day of traveling repre- See Table 11–7 for speeds of vehicles pulled by draft
sents 8 hours of actual travel time. animals.
For rowed watercraft (see Waterborne Movement), a day’s Waterborne Movement: See Table 11–7 for speeds for
travel represents 10 hours of rowing. For a sailing ship, it water vehicles.
represents 24 hours. Terrain: The terrain through which a character (or mount
Walk: A character can walk 8 hours in a day of travel or vehicle) travels affects how much distance he can cover.
without difficulty. Walking for any longer than that could Apply the appropriate modifier from Table 11–6 to any
wear him or her out (see Forced March, below). movement (whether by round, by minute, or by hour) made
Hustle: A character can hustle for 1 hour without diffi- through that terrain type.
culty. Hustling for a second hour between sleep periods deals
1 point of nonlethal damage, and each additional hour deals Table 11–6: Terrain and Movement
twice the damage taken during the previous hour of hustling. Terrain Highway Road/Trail Trackless
Thus, a character hustling for the third consecutive hour takes Desert (cold) x1 x3/4 x1/2
2 points of nonlethal damage, then 3 points during the fourth Desert (sandy) x1 x1/2 x1/2
hour, and so on. Forest x1 x1 x1/2
A character who takes any nonlethal damage from hustling Hills x1 x3/4 x1/2
becomes fatigued. Healing the nonlethal damage also elimi- Jungle x1 x3/4 x1/2
nates the fatigue. Mountains x3/4 x3/4 x1/2
Run: A character can’t run — that is, move at more than Plains x1 x1 x3/4
twice his base speed — for an extended period of time (i.e., for Swamp x1 x3/4 x3/4
any unit of time longer than minutes). A character with a Highway: Any straight, well-maintained road.
Constitution score of 10 or higher can run for 1 minute Road/Trail: A road is typically a dirt track. A trail is like a road, except
without difficulty. For each minute of running beyond the that it allows only single-file travel and does not benefit a party traveling
first, a Constitution check (DC 10, +1 per previous minute with vehicles.
spent running) is required. If the check fails, the character Trackless: A wild area with no paths.
takes 1 point of nonlethal damage, and each additional
minute deals twice the damage taken during the previous
minute of running.

Adventuring 221
Vehicles
When traveling as a passenger on a vehicle of some sort,
your speed is that of the vehicle on which you are traveling.
See Table 11–7 for examples and details.

Table 11–7: Vehicle Speeds


Vehicle Speed per Speed per Speed per
Round Hour Day
Galley 40 ft. 4 miles 96 miles†
Longship 30 ft. 3 miles 72 miles†
Raft (poled)
or barge (towed) 5 ft. 0.5 miles 5 miles*
Rowboat 15 ft. 1.5 miles 15 miles
Sailing ship
(cog or caravel) 20 ft. 2 miles 48 miles†
Wagon or cart 20 ft. 2 miles 16 miles
* A strong current can move a raft an additional 1 to 3 miles per hour,
assuming it avoids sandbars, tangles, rapids, waterfalls, and the like, and
that downstream is in fact the direction the players wish to go. A raft that
is simply left to float along generally travels 24 hours a day unless tied up.
† These vessels can travel 24 hours a day, as reflected by their speeds If it hits the ground, it takes falling damage. Otherwise, it has
per day. another chance to recover on its next turn.
Hover: The ability to stay in one place while airborne. A
Other Modes of Movement creature that can hover can also spin freely in place, changing
Other movement modes besides walking and running have its facing without costing itself any movement.
their own long-term rates based on the same principles for Reverse: The ability to move backward while flying without
normal land movement. For example, a monster that can fly turning around. *A creature with good maneuverability loses
at 90 feet would move 900 feet per minute or 9 miles in an 5 feet of its flying speed for that round when it shifts from
hour. forward movement into reverse.
Turn: This column indicates the amount a flying creature
Flying can turn in a round. The number of feet indicated in parenthe-
Once movement shifts into three-dimensions, it becomes a ses is the amount of the creature’s flying speed that must be
little more complicated. For instance, most flying creatures used up in making any turn. Thus, a creature with average
have to slow down somewhat to make a turn, and many are maneuverability and a flying speed of 60 ft. can turn up to 45
limited to fairly wide turns and must maintain a minimum degrees in a round as part of its move, but can cover only 55
forward speed. Each flying creature has a maneuverability, as feet that round, as it must “pay” 5 feet for turning.
shown on Table 11–8. Down Angle: The sharpest angle at which the creature can
A flying creature can use the charge action as long as it is not descend. At a downward angle of 45 degrees or more, the
“charging” upward, but it cannot use the run action except creature can dive at twice its normal flying speed. As a full-
during a dive (see below). round action, a diving creature can quadruple its speed by
Minimum Forward Speed: If a flying creature with maneu- going into a controlled dive (much like taking the run action).
verability of average or lower fails to maintain at least half its Thus, a creature with a flight speed of 90 feet could dive in a
forward speed, it must land at the end of its movement. If it is straight line at the speed of 360 feet per round. This is the
too high up to land, it falls straight down, descending 150 feet maximum speed at which a flying creature can control its
in the first round of falling. If this distance brings it to the descent; attempting to exceed the maximum speed causes it to
ground, it takes falling damage as appropriate. lose control and plummet like a rock.
If the fall doesn’t bring the creature to the ground, it must A diving creature (or a plummeting one) that hits the
spend the entire next round recovering from the stall, requir- ground or collides some other solid object or surface suffers
ing a DC 20 Reflex save. Otherwise it falls another 300 feet. falling damage as appropriate for the total distance descended.

Table 11–8: Airborne Maneuverability


Maneuverability —Movement/Maneuver—
Min. Speed Hover Reverse Turn Down Angle Up Angle/Speed
Perfect None Yes Yes Any (0 ft.) Any Any/full (0 ft.)
Good None No Yes* 90º (5 ft.) 90º Any/half (5 ft.)
Average Half No No 45º (5 ft.) 45º 60º/half (5 ft.)
Poor Half No No 45º (5 ft.) 45º 45º/half (10 ft.)
Clumsy Half No No 45º (10 ft.) 45º 45º/half (20 ft.)

222 Chapter Eleven


Contents
The Underwater Environment Other Changes
Swimming characters are at a distinct disadvantage under- Maximum No. of Opponents: Combat underwater is best
water when fighting against aquatic creatures, for land-based thought of in three dimensions as opposed to two. That is,
beings can have considerable difficulty maneuvering in such opponents can attack from adjacent squares above and below,
conditions. as well as all around, so a single Medium creature floating in
the water might face up to 26 (rather than only 8) Medium
Situational Underwater Modifiers opponents at once!
Creature has/is… Crush/Slash Movement Disoriented? Attacks from Land: Characters swimming, floating, treading
(Atk/Dam)* water on the surface, or wading in water at least chest deep
Aquatic subtype Normal/normal Normal No have cover (+4 bonus to defense, +2 bonus on Reflex saves)
A swim speed Normal/–1 Normal No against opponents on land. A completely submerged creature
Non-aquatic, but –2/–2 One-quarter No has total cover against those on land. Magical attacks and
made its Swim check or half‡ effects are unaffected except for those that require attack rolls
Non-aquatic, but has –2/half 5 ft. or No (which are treated like any other attacks), or those that
solid footing† one-quarter‡ require line of sight when the submerged creature cannot be
Non-aquatic and –4/half None Yes seen.
failed Swim check
Ranged Attacks Underwater: Thrown weapons are utterly
* An aquatic creature using manufactured crushing or slashing weap-
ons (as opposed to its natural weapons) suffers penalties as a non-aquatic
ineffective underwater, even when launched from land. At-
creature that has made a Swim check (i.e., –2/–2). tacks with other ranged weapons suffer a –2 penalty to attack
‡ A creature with no swim speed may move one-quarter its speed as rolls for every 5 feet of water through which they pass, in
a move action or one-half its speed as a full-round action with a successful addition to the normal penalties for range.
Swim check (as usual). A creature having “solid footing” (see below) can Grappling: Aquatic creatures and those with swim speeds
take a 5-foot step as a move action (not a free action), or move one- may grapple normally underwater. A non-aquatic creature
quarter its base speed as a full-round action if it is sufficiently weighted without a swim speed suffers a –2 penalty to grapple checks
down (see below). while underwater, but deals damage as normal while grappling
† A creature has solid footing when it has not made a Swim check but (i.e., with a successful grapple check against a grappled oppo-
is walking along the bottom, braced against a rock outcropping or nent).
submerged wall, or the like. It can only move if it wears or carries at least
20 pounds of weight (assuming a Medium creature; halve this amount for
Charge Attacks: Only creatures with a swim speed may
each size category less, and double it for each size greater). charge underwater.
Crush/Slash (Atk/Dam): Melee attacks that deal piercing Bull Rush: This maneuver is much more difficult underwa-
damage are unaffected by underwater conditions. Those that ter. Creatures who defend against a bull rush receive a +4
deal slashing or crushing damage suffer the penalty listed bonus on their opposed Strength checks.
before the slash on all attack rolls, and that listed after the Standing/Prone: Individuals in an aquatic environment who
slash on damage rolls; if “half” appears after the slash, the would be knocked prone by an attack or effect may always
attack deals half damage, rounded down (min. 1 point). make a DC 10 Reflex save to remain standing.
For creatures’ natural weapons, always choose the most Casting Spells: Those spells having verbal components are
efficacious damage type for this calculation; for manufactured difficult to cast underwater, although spellcasters with the
weapons, choose the least favorable. Thus, a creature’s claw, silent spell talent have little difficulty overcoming this set-
which deals both piercing and slashing damage (see the back. Any caster trying to cast a spell with a verbal component
Glossary for details regarding types of damage dealt by various while underwater must make a Channeling check (DC 10 +
natural weapons), functions normally underwater, while a 1/2 spell order) to do so properly. A failed check results in the
morningstar, which deals crushing and piercing damage, loss of the spellcasting action, but no power is spent.
suffers penalties as shown above for crushing weapons. Heat Magic: Spells with the heat descriptor are normally
Disoriented: Non-aquatic creatures that fail a Swim check ineffective underwater, even if they are cast properly (see
are considered to be flailing about in the water for that round, Casting Spells, above). However, a caster may make a Spellcraft
flustered and unable to control their actions well. Such check (DC 20 + 1/2 spell order) to modify the spell so that it
creatures have a hard time fighting effectively, and are consid- creates an area of steam and superheated water rather than its
ered disoriented. usual fiery effect, allowing the spell to function as usual. Spell-
Periodically, if non-aquatic creatures are forced to travel like and supernatural fire abilities may be modified in the same
quickly, make rushed or difficult maneuvers, or engage sud- fashion, but the creature must make a caster level check (DC
denly in combat (i.e., if they are surprised) while underwater, 15 + 1/2 spell order) rather than a Spellcraft check.
the GM may require that they make a Perceive check (DC 10 The surface of any body of water blocks the line of effect for
to 20 or higher, based on circumstances); a failure indicates any spell or ability having the heat descriptor. Even if the
that the creature is disoriented for 1 round. In especially caster or creature has made a Spellcraft or caster level check
difficult circumstances, the GM may increase the duration of (as noted above) to make the spell or effect usable underwater,
the disorientation. the water’s surface still blocks its line of effect.

Adventuring 223
Up Angle/Speed: The sharpest angle at which the creature Certain spells and items that grant characters the ability to breathe
can climb, and the maximum speed it can achieve while flying under water do not in any way increase that character’s speed or
upward. A flying creature cannot charge while flying upward. maneuverability, although they do prevent damage from water
The number in parentheses indicates the amount of move- pressure at great depths (see below). Spells that increase one’s speed
ment the creature loses in any round it begins to fly upward. do increase natural swim speed as well as ground speed, but they are
Thus, a creature with good maneuverability must pay 5 feet for useless to a creature that has no natural swim speed.
shifting into upward flight; if the creature had a fly speed of 50 Visibility: Visibility underwater ranges from 0 ft. (in pitch
ft., it could fly levelly for 15 feet, then pay 5 feet to shift into dark waters) to 4d6x10 feet (in clear, well-lit waters). The
upward flight, and then fly another 15 feet directly upward deepest waters are generally pitch black, so illumination is
(the remaining 30 feet of its movement is halved due to flying necessary to have any visibility at all.
upward). Senses Underwater: Creatures that do not have the aquatic
subtype suffer a –2 penalty to all Perceive checks made while
Swimming fully submerged.
The basic rules for swimming can be found under Swim in Invisibility: An invisible creature displaces the surrounding
Chapter 8: Skills. The rules included below and on the water, thus becoming a visible, body-shaped “bubble” to any
previous page expand on the basic rules with respect to observers. The creature still has concealment (20% miss
adventuring and fighting in an underwater environment. chance), but not total concealment.
A creature can swim in any direction it is facing, including up Water Depth: Deep water deals nonlethal crushing damage
and down. Its swimming speed does not change based on the at the rate of 1d6 points per minute for every 150 feet the
direction in which it swims. Enterprising GMs can simulate the character is below the surface. (Thus, a swimmer 300 feet
three-dimensional nature of the environment with a little effort down takes 2d6 points of nonlethal damage per minute.) A
by assigning “maneuverability” scores to creatures with swim successful Fortitude save (DC 15, +1 for each previous check)
speeds (just as they are used for flying creatures); characters and means the swimmer takes only half damage for that minute.
other creature without swim speeds should always be “clumsy” Aquatic creatures may ignore water pressure, while non-
swimmers. A character’s current depth and facing can be noted aquatic creatures with a natural swim speed gain a +4 bonus on
with counters and/or erasable markers. Fortitude saves to avoid this type of damage.

224 Chapter Eleven


Contents

Combat 225
T There are many reasons to play the EverQuest II Role-
Playing Game, but inevitably the time will come when
role-playing and interaction are not enough to keep a charac-
ter alive. That’s where combat comes in. This chapter details
all you need to know to have your character successfully defeat
her enemies — and keep herself and her friends alive while she
does it.
during her approach. She fires at Oimim, who sits 30 feet away
from her. She rolls 1d20 to attack and gets a 16, then adds her
total modifier of +5 (+1 base attack bonus, +4 Dex modifier,
+1 for a masterwork arrow, +1 for her Weapon Focus feat with
the longbow, and –2 for a ranged attack against a seated
target), for a result of 21.
Oimim’s defense bonus is normally +2 (+2 BDB, –1 for
Large size, +1 Dex, –1 for leather armor), but this value is
A Sample Combat reduced to +1 due to his being flat-footed. Further, since he is
flat-footed and within Giani’s first range increment, she may
Admittedly, the quickest and easiest way to learn the game apply the extra damage from her sneak attack talent to her
is to see it played. The following combat scenario shows you damage roll if she hits.
all of the basic elements of conducting a combat in the EQ II
A groan escapes Giani’s player when the GM rolls a natural
Role-Playing Game.
20 for Oimim’s defense roll, but things work out well for her
A group of three PCs — Velkas, a 2nd-level human fighter; in any case because Giani’s attack result of 21 still beats a 21
Hadwin, a 2nd-level barbarian fighter; and Giani, a 2nd-level (remember, Oimim has a defense bonus of +1, and a tie always
wood elf scout — traveling along the coast have come upon goes to the player character) — thus, her arrow hits. She rolls
a small barbarian fishing village that has recently been sacked 1d8 for her arrow’s damage, plus 1d6 additional sneak attack
and burned to the ground. Hadwin’s usual thirst for treasure damage, for a total of 5 + 3 = 8 points of damage.
has quickly become a thirst for vengeance — one he swears to
Oimim is wearing leather armor, which grants him DR 2/–,
slake upon whoever slew his kinsmen — and his comrades
and he also has the damage reduction talent, so he ignores the
agree to help him in this quest.
first 3 points of damage from the arrow attack. He has a health
Giani, an accomplished tracker, makes a successful Survival total of 23, so his current health drops to 18 (i.e., 23 – 5).
check and is able to follow the tracks of a small group of
Next, on initiative count 13, Kanaru uses a move action to
attackers from the scene of the slaughter. Given the excep-
stand up and, as a free action, screams a warning at her two
tional success of her check, she also discerns that the marauders
hulking companions. She can take only one action during the
consisted of an ogre, a troll, and an elf (surely a dark elf, as only
surprise round.
such a one would associate with ogres and trolls).
Count 9, Hadwin’s turn. Because he is 20 feet away from
The PCs eventually catch up to their quarry at the decades-
Gagzaak, Hadwin is just close enough to attempt a “partial
old ruin of a farmstead where the villains have camped for the
charge” attack (with his chainmail on, he can move only 20
night, and they prepare to assault the murderers.
feet); he roars a war cry for his slain kinsfolk and rushes forward
The Ambush to hew into Gagzaak with his broad sword. The group shouts
with joy as Hadwin’s player rolls a natural 19, a critical threat;
After listening to each player describe his or her character’s moreover, the mighty barbarian’s total attack bonus is +11
approach, the GM asks each to make a Sneak check. She then (+4 BAB, +4 Str bonus, +1 for Weapon Focus with the broad
rolls opposing Perceive checks for the three NPCs — Kanaru, sword, +2 for charging), for an attack result of 30! Hadwin’s
a dark elf 1st-level scout/1st-level fighter; Oimim, a 2nd-level player now makes another attack roll to confirm the critical
ogre fighter; and Gagzaak, a 2nd-level troll fighter. Kanaru threat, but, to his disappointment, gets a result of just 3 + 11
makes her Perceive check and hears the PCs just before their = 14 on his confirmation roll.
ambush is sprung, while Oimim and Gagzaak both fail their
checks: As the GM explains it, they are too busy sitting at the Gagzaak’s defense bonus is normally +0 (BDB +2, –1 size,
fire eating stolen fish to notice the PCs’ approach. +2 Dex, –3 armor), so the fact that he is currently flat-footed
doesn’t make any difference to his defense (his defense bonus
The GM then asks each player to roll initiative for a surprise would normally be halved for this round). Luckily for the troll,
round. Each rolls 1d20 and adds his or her character’s initia- the GM rolls a 15 for his defense roll. Therefore, Hadwin’s
tive modifier to the roll. Velkas gets a 4 (a roll of 5, –1 Dex attack roll of 30 hits handily, but the critical confirmation roll
modifier), Hadwin a 9 (a roll of 8, +1 Dex modifier), and Giani of 14 is not high enough to confirm a critical hit. Nonetheless,
a 15 (a roll of 11, +4 Dex modifier). The GM also rolls for Hadwin rolls 2d4+5 points of damage, for a hefty total of 12
Kanaru, since the dark elf has noticed the PCs’ approach in points. Gagzaak’s chain shirt absorbs 4 points of this damage,
time to avoid being surprised; she gets a 13 (a roll of 8, +1 Dex however, so the troll’s health drops from its usual total of 29
modifier, and +4 for having the Improved Initiative feat). down to 21.
The Surprise Round: Any characters who are aware of the On count 4, Velkas moves forward 30 feet and declares that,
ensuing combat (and who have thus rolled initiative) may using his Parry feat, he will shift his 4 points of BAB into 4
now take a single action each, whether an attack action or a points of defense for this turn — he is too far away to attack
move action, in descending order of their initiative results. any of his enemies this turn and is leery of being hit by the
On initiative count 15, Giani attacks with her longbow, hulking ogre or the savage-looking troll if either should close
using a masterwork arrow that she had drawn and nocked with him on its turn.
That ends the surprise round.

226 Chapter Twelve


Kinslayers! Hadwin now makes his slam attack, getting a result of 13

Contents
Round One against Gagzaak’s defense result of 18; fortunately for the troll,
Since Oimim and Gagzaak were not active in the surprise the barbarian doesn’t make contact a second time this round!
round, the GM now rolls initiative for them: Oimim gets a 7 (If Hadwin wished to, he could still take a 5-foot step as a free
and Gagzaak an 11. The GM then begins the round again in action, but his player sees no need.)
descending order, this time incorporating Oimim’s and On initiative count 7, Oimim finally gets to act. Unfortu-
Gagzaak’s rolls into the descending initiative count. nately, he is still seated and doesn’t have a weapon drawn. The
On count 15, Giani elects not to fire into melee at either Oimim ogre, seeing his ally in trouble, realizes that he needs to take
or Gagzaak since she might risk hitting Hadwin, who is now the powerful barbarian out immediately if he and his allies are
effectively providing soft cover for both enemies. She sees Kanaru, going to walk away from this fight.
though, and, guessing that the dark elf might be a spellcaster, decides Rather than taking the time to draw a weapon (since he
to ready an action to shoot an arrow at her should the dark elf attempt doesn’t have the Quick Draw feat like his big companion, he
to cast a spell. She also declares that her +1 defense bonus from her would need to use a move action to unsling his flail), Oimim
Dodge feat will apply toward Kanaru this round. uses his move action to stand, then takes a 5-foot step forward
On count 13, Kanaru uses a move action to pull out a dagger as a free action. This puts him within 10 feet of Hadwin —
(which renders Giani’s readied action useless, since it triggers given his 10-foot reach, he is now close enough to hit with a
if and only if Kanaru tries to cast a spell); she then uses her slam attack. Like Hadwin, he decides to shift 4 points of his
attack action to hurl the dagger at Giani, who is currently just attack bonus into potential damage, but since he has the
15 feet away. The GM rolls a 14 for Kanaru’s attack roll, for a Power Attack feat, he deals an additional 4 points of damage
result of 16 (+1 BAB, +3 Dex, –2 range). Giani rolls an 8 for on a successful hit, rather than just +2.
her defense roll, also for a total of 16 (+4 BDB, +4 Dex, +1 Oimim now makes his attack roll, getting a 12 on the die roll,
dodge), so — because a tie always goes to the PC — Kanaru’s for a total of 18 (+4 BAB, +6 Str, –4 from Power Attack).
dagger misses. The dark elf curses and completes her turn by Hadwin’s defense result is a 15, so the ogre’s slam hits. Oimim
taking a free 5-foot step that places one of her hulking allies normally rolls 1d6+6 for slam damage, but in this case he deals
between herself and the elf archer. an additional 4 points of damage due to his judicious use of Power
On initiative count 11, Gagzaak uses his move action to Attack. He rolls a 4 on 1d6, for a total of 14 points of damage.
stand up. He draws his greatsword as a free action (only Hadwin’s chainmail reduces this by 5 points, so he takes a total
because he has the Quick Draw feat) and attacks Hadwin. The of 9, dropping his health to just 1 point — the barbarian is now
troll gets a result of 24 on his attack (a roll of 15, +4 BAB, +5 dangerously close to unconsciousness, but still functional.
Str); Hadwin’s defense result is 11 (roll 13, +2 BDB, +1 Dex, On initiative count 4, Velkas takes his action for this round.
–5 armor, +2 shield, –2 because he charged last turn), so Seeing Hadwin in trouble, he moves forward 15 feet into a
Gagzaak’s attack hits easily. Unfortunately for Hadwin, square adjacent to both the barbarian and the troll; now he is
Gagzaak hits hard: The GM rolls Gagzaak’s 2d8+8 points of close enough to his intervene talent, knowing that Hadwin
damage, for a result of 17; fortunately for Hadwin, his can’t take another hit. Once again, he uses his Parry feat to
chainmail’s DR absorbs 5 points of this, so his health drops by shift 4 points of attack bonus into defense, knowing that once
17 – 5 = 12 points, from its usual 22 down to just 10!! he intervenes with a blow from either of his massive enemies,
On initiative count 9, Hadwin takes a full-attack action against he will need all the defense he can get!
Gagzaak, using both his broad sword and his Slam feat; he also Velkas still gets an attack action this round because he has
chooses to shift 4 points of his attack bonus from each attack into 2 taken only a move action. He swings his sword at the troll,
points of potential extra damage using the “fighting aggressively” hoping that he might drop the wounded enemy with a lucky
combat option (4 points is the most he can shift, as his BAB is +4). shot and thus have one less foe to deal with. His attack result
As luck would have it, Hadwin rolls another natural 19 on is a 13 (natural 10, +4 BAB, +2 Str, +1 for Weapon Focus with
this sword-swing — another critical threat! — for a result of the longsword, –4 due to his use of the Parry feat), which just
24 (he doesn’t get the +2 bonus for charging this turn, and his beats the troll’s defense result of 12; Velkas manages to hit the
bonus is reduced by 4 for power attacking); this time he rolls troll for 7 points of damage, which is reduced to just 3 points
an 11 on his second roll, for a confirmation result of 16. due to the troll’s chain shirt — and in any case because of his
Gagzaak’s defense result is a 14 (good, but not good enough), diehard talent the troll can still function, though in a reduced
so Hadwin actually scores a critical hit this time. fashion, at his current total of –5 health.
Broad swords deal double damage on a successful critical hit; The Ongoing Combat
instead of rolling 2d4+7 for damage (2 points higher than
The combat would now continue into the second full
normal due to his fighting aggressively), Hadwin thus rolls
round, with the combatants each acting again on their respec-
4d4+14, and deals a total of 26 points of damage. Even with
tive initiative counts in descending order.
the 4 points of DR from Gagzaak’s chain shirt, Hadwin deals
22 points of damage, reducing Gagzaak’s health from 21 down Of course, both players and GM could (and should!) use
to –1. However, Gagzaak has the diehard talent, and therefore more descriptive language than that appearing above in
can remain conscious and functional, though disabled, at up to describing the combat — for example, it is much more
–21 health (he has a Constitution score of 21). interesting to say, “The ogre leans in deeply and smashes you

Combat 227
a tremendous blow across the chest with its a massive fore-
arm,” than to say, “The ogre hits you for 14 points.”
Using Miniatures Imagine the scene unfolding before you, as in a book or a
Some players prefer to keep the game entirely film, and describe to the players what you see, simply using the
within their imaginations, doing no more to realize dice rolls as a guideline!
the setting than to sketch the outlines of rooms on a
rough map or jot down important bits of NPC dia- The Basics
logue. Others enjoy playing the game with tabletop The basics of combat in the EQ II Role-Playing Game are very
representations of their characters, their opponents, simple. A player character rolls 1d20 and adds any applicable attack
and their surroundings. Representing game play on a modifiers for the character; the defender rolls 1d20 and adds any
table can be as simple as setting coins and dice on a applicable defense modifiers. If the attacker’s result equals or exceeds
sheet of graph paper for figure placement, or some- the target’s, then the attack succeeds and he gets to roll damage.
thing as elaborate as hand-painted miniature figurines
going through three-dimensional sculpted and resin- Of course, there might arise any number of complications.
molded dungeon kits. That’s where the strategy aspect of game-play comes in.
Miniatures or other tabletop representations not First and foremost, a character’s skill at combat increases as
only help focus players’ attention on the table and she goes up in level. For example, a 1st-level fighter has a base
hence the game, but also make clear at a glance attack bonus of +3, meaning that she adds +3 (as well as any
certain details that might be overlooked in verbal other applicable modifiers) to her 1d20 roll every time she
descriptions of an area. To keep a sense of scale, most attacks. By the time she’s reached 5th level, her base attack
gamers who use miniatures in their role-playing bonus will have risen to +7 (see Table 6–3), meaning she adds
campaign also use a mat or piece of paper covered +7, before any other modifiers, to every attack roll.
with a 1-inch-square grid, each square representing 5 The character also gains a bonus or penalty to all attack rolls
feet. This makes it far easier to keep track of how far based on her ability scores. Her Strength modifier, if any,
each character can move in a round, the range at applies to all melee attack rolls. Similarly, her Dexterity
which spells and other ranged attacks are effective, modifier, if any, applies to all ranged attack rolls.
the direction of incoming attacks, and the like. If the 1st-level fighter from the preceding example has a
Players who want the added precision that comes Strength of 17 and a Dexterity of 12, for example, she gains a
with using a battle-grid but who don’t have access to +3 bonus on all her melee attack rolls, for a total bonus of +6
miniatures often employ substitutes, such as coins, at 1st level, and a +1 bonus to her ranged attacks, for a total
dice, or other markers. The important thing is for of +4. If she raises her Strength score later on (increasing it
everyone to be able to remember which die or marker from 17 to 18 using training points, for example), her Strength
stands for which character or monster. When no other modifier goes up as well — in this case, from +3 to +4, so that
props are available, a dry-erase board or simply a pad of at 5th level she would be adding +11 (+7 BAB and +4
paper and pencil can be used to sketch out the relative Strength modifier) to all of her melee attack rolls.
positions of characters and monsters at the start of Note that since a character’s ability score can be enhanced or
combat, and this can be updated as combatants maneu- impaired by magical means (certain spells or magic items can have
ver about, new foes appear on the scene, monsters or a beneficial or deleterious effect on ability scores), such changes can
PCs are knocked out or killed, and the like. alter her bonus or penalty to attacks — even in the middle of a battle
— as they raise or lower the relevant ability score(s).

228 Chapter Twelve


In addition to attack modifiers from class bonuses and The most important thing to remember about combat is to

Contents
ability scores, having the proper tools also improves a character’s fight under circumstances of your own choosing whenever
chances in combat. A masterwork weapon adds a +1 bonus to possible — and, if you can help it, roll high…
all attack rolls made with it, for example. A magic weapon
generally adds to the attack roll and/or the damage roll. For
example, a green jade axe adds a +3 bonus to attack rolls as well
The Start of Combat
as a +1 bonus to all damage rolls dealt with it. At the beginning of any encounter (usually in a combat
In the case of projectile weapons such as bows and slings, if scenario), there’s the chance for a surprise round. Surprise
both the launcher and the ammunition are magic, their occurs when some of the combatants are not aware of their
bonuses do not stack. For example, a character with a +1 foes before combat begins, such as during an ambush or flank
shortbow and a +1 arrow gains only a +1 bonus to attacks and assault. Characters who perceived the opponents’ approach
damage with bow and arrow together. (However, magic (generally through a successful Perceive check) are not sur-
ammunition is required to penetrate damage reduction, as prised.
explained elsewhere in this chapter.)
Specific training also comes into play in deciding a character’s
The Surprise Round
chances in combat. Feats in particular play a huge role in combat All characters who have perceived their foes in the first round
— so much so, in fact, that making the right choices from among should roll for initiative (see Initiative: Who Goes First?). Only
the vast array of combat feats detailed in Chapter 9 can often they can act in the surprise round, and even then they can only take
mean the difference between a character’s life and death. Some a single action — an attack or a move action, but not both, and
feats, like Dodge, help the character avoid enemies’ attacks. no full-round actions.
Others, like Weapon Focus or Improved Critical, improve the Characters who are not aware of their foes during the
effectiveness of the character’s own attacks. Still others, like surprise round or who have not yet acted in the first round of
Spring Attack or Improved Sunder, make special maneuvers combat are considered flat-footed until their first turn begins.
possible or enable the character to overcome restrictions that Flat-footed characters gain only half their defense bonus and
otherwise apply to attempting those maneuvers. are vulnerable to extra damage from sneak attacks (or from
Finally, magic plays a major role in combat, not only any talent in the sneak attack line, such as backstab or
directly (as with attack spells cast by characters at their foes ambush). Characters with the uncanny dodge talent may
and vice versa), but indirectly as well. Spells cast before make defense rolls normally, but are still vulnerable to sneak
combat begins can “buff” a character’s abilities or temporarily attacks, while flat-footed.
grant him special powers or immunities that can make the Characters who are not surprised retain their defense bonus,
combat itself much less dangerous. Spells cast during combat even if they haven’t gone yet in the surprise round.
might negate some enemy advantage or rescue a wounded Once the surprise round is over, the rest of the characters
comrade. And, of course, magic is a great way to escape from and creatures present roll initiative, and their counts are
a battle that’s turning ugly. Magic plays such a crucial role in sorted in among those already rolled for the surprise round.
combat that few would wish to go on an adventure without The first normal round of combat then follows, in which all
spellcasters among their companions. characters (including those who already took actions during
Just don’t forget to pull back, heal up, and regroup when the the surprise round) get to act normally — that is, they may
going gets too rough. Many a new player has gotten her character take their usual two actions (attack and move) — when their
(and sometimes her character’s allies) killed by pressing ahead initiative counts come up.
when a short recoup would have tilted the odds in her favor. From this point onward, combat proceeds normally.

Combat 229
Initiative: Who Goes First? melee who chooses not to act immediately still rolls initiative
with his companions at the start of combat.
Like attack and defense rolls in combat, determining initiative is
very simple: Roll a d20 and add the character’s Dexterity modifier, A character who successfully withdraws from combat by
along with any other initiative bonuses she might have. The leaving the area entirely (ducking through a secret door, for
character or creature who gets the highest score goes first, followed instance, or simply by outdistancing pursuit) drops out of the
by the one who got next highest, and so on until everyone has had initiative sequence and should reroll if she enters it again later
a turn. (assuming the combat lasts that long, which is rare).
The GM should keep a pad or scrap of paper nearby to
record each character’s initiative at the start of combat, as the Actions
sequence in which players act changes with every combat. A character normally gets to take one attack action and one
Each point in the initiative sequence is referred to as a move action each round. She can give up her attack action to
“count.” Thus, if a character’s initiative for a given combat is devote an entire round to movement (a “full-move action”),
20, the character goes on “initiative count 20” — before her or give up her move action to devote an entire round to
foe at count 15, but after her ally at count 22. attacking (a “full-attack action”). Both of these cases are
At the same time that the GM calls for initiative rolls, he described generically as full-round actions, since the charac-
should roll himself to find the counts at which the NPCs and ter spends the entire round either moving or attacking.
monsters go. For simplicity’s sake, some GMs prefer to have all There are also times when a character loses an action (for
the monsters and NPCs (that is, all the PCs’ foes) go together example, if she is disabled or surprised), so that she can either
on the same initiative count. Other GMs prefer to roll move or attack but not both. At other times, she might gain
initiative for each foe separately, making it more difficult for an action (for example, when she is affected by some spell or
the PCs to predict when their enemies will act. Yet other GMs effect that grants her haste), so that she could take a full-attack
use one roll for all lesser monsters or NPCs in an encounter action and then still move, or else a full-move action and still
and separate rolls for the enemy leader(s). attack, for example.
Rolling a Tie: In the event of a tie, as with any other opposed Yet other actions take so little time that they are barely
roll in the EQ II Role-Playing Game, the player character actions at all, such as dropping an item or shouting a warning
always goes before an NPC or a monster. If two PCs tie, then — these are called free actions. Finally, there are free reac-
the character with the higher total initiative bonus goes first. tions, which are like free actions except that they can be taken
If this value also results in a tie, then the character with the even on another character’s turn, such as in reaction to an
higher Dexterity score goes first. After that, flip a coin. There enemy’s attack or effect, as opposed to just on a character’s
is no such thing as “simultaneous initiative.” own turn.
The Combat Round Attack Actions
Combat takes place in units of time called rounds. Each Attack actions are virtually anything you normally think of
round lasts 6 seconds, so there are 10 rounds in a minute. as combat — swinging a sword, shooting a bow, casting a spell
Initiative is cyclical in nature, which means the players roll for (if its casting time is 1 action), using a spell-like or supernatu-
initiative only once, at the start of combat, and then the ral ability, or the like. For most fighters and scouts, attack
characters act in that order each round until the combat is actions usually consist of making a single melee or ranged
over. weapon attack against a foe; most spellcasting classes use their
One point that can be confusing for new players is that a attack actions to blast enemies, heal companions, or do any of
round (“1 round”) usually refers to the new cycle of initiatives the numerous other things magic spells can do.
(and combatants’ actions on those initiatives), beginning Note that attack actions are sometimes referred to as
with the character with the highest initiative count and going “standard actions,” particularly when the action involved is
down through to the lowest. However, certain effects or not necessarily combat-oriented.
conditions that have a casting time or duration of 1 or more
rounds are timed from the initiative count on which they Move Actions
began until the same initiative count on the following round
A move action, in its most basic and common form, simply
or rounds.
allows a character to move a number of feet equal to his or her
For example, a priest character acts on initiative count 15 base speed. Thus, a character with a speed of 35 ft. can cover
and begins to cast a spell with a casting time of 1 full round. 7 squares on a 1-inch table-top grid.
The spellcasting ends 1 full round later — that is, on the cusp
Of course, a move action can represent more than simple
of initiative count 15, just as the priest’s next turn begins.
ambulatory movement. A creature can use any movement
Entering or Leaving Initiative mode it possesses as a move action — climbing, swimming,
burrowing, flying, levitating, leaping, or whatever. There is
A character who joins an ongoing combat rolls for initiative one general limitation, however: Actual movement must always
on the round during which she could first reasonably take part be taken either before an attack action or after it; no creature (or
in the combat. By contrast, a character present at the start of character) can break up its move action and insert the attack action
into the middle.

230 Chapter Twelve


That is, a char-

Contents
acter cannot
move, attack, and
then move again,
even if the total
distance covered
would be no more
than her current
speed, and even if
the first move is
only a 5-foot step
(a 5-foot step is
normally a special
free action, as de-
scribed hereafter).
The only ex-
ceptions to this
rule occur with
characters or crea-
tures with feats
like Shot on the
Run or Spring
Attack, or similar
special abilities,
which enable
them to split their
movement
around attack ac-
tions.

Free Actions responding to the action. Certain talents or feats may also
Any action that takes so little time or has so little effect on allow a character to activate their benefits as a free reaction.
game-play that it’s not really worth restricting is considered a
free action. Examples include speaking or whispering a few Full-Round Actions
brief words, dropping a weapon (as opposed to sheathing it, Full-round actions may be one of several combinations of
which would be the equivalent of a move action), relinquish- move and attack actions. The full-move action is one type of
ing concentration on a spell, and so forth. full-round action, as is the standard combination of move
Probably the most important free action is the 5-foot step. action and attack action. Many combat feats described in
Any character who has not moved during a round is generally Chapter 9 allow a character to make special attacks or perform
entitled to move 5 feet in any accessible direction, unless she some impressive maneuver if she does nothing else that round;
is physically incapable of moving (unconscious, paralyzed, or these are also examples of full-round actions.
the like). A character does not get to take a 5-foot step if she Other full-round actions include lighting a torch using flint
has taken any other movement that same round. and steel, finishing off a helpless opponent (see Coup de
Normally, a character can take a number of free actions Grace), picking a lock, or anything else that the GM rules as
each round equal to 1 + her Dexterity modifier (minimum 1). requiring a character’s full, undivided attention for about 6
Of course, the GM may modify this number for a particular seconds.
character in a given round due to the nature of any actions
taken. Full-Move Actions
A character who does nothing but move on her turn can use
Free Reactions her attack action as a move action, effectively allowing her to
A free reaction is much like a free action, in that it takes up double her current speed — this is known as taking a full-move
little or no time to perform. However, there is no limit to the action. A character can also flat-out run, moving 4 times her
number of free reactions a character can take in a round; current speed, but only if she travels in a straight line. (A
further, a free reaction can be undertaken at any time, even character can run only 3 times her current speed if hampered
during another character’s turn. by heavy armor or heavy encumbrance.)
Opposed rolls or checks (for example, opposed grapple In the same way that a move action can cover many sorts of
checks) are typically free reactions on the part of the character movement, a full-move action also allows a creature to move

Combat 231
Table 12–1: Sample Actions
Attack (Standard) Action Free Action
Activate a magic item Cast a spell (quickened or free-action casting time)
Aid another Cease concentration on a spell
Attack (melee or ranged) Drop an item
Attempt a combat maneuver (bull rush, feint, disarm1, overrun, trip1) Drop to a crouch or a prone position
Cast a spell (1-action) Prepare spell components to cast a spell
Concentrate to maintain or redirect a spell Speak a few words
Dismiss a spell Stand up from prone4
Grapple2 Use a talent or feat (free reaction)
Make a Heal check Use an extraordinary ability (free reaction)
Partial charge Free Reaction
Ready an action Make an opposed grapple check
Start full-round action3 Make opposed skill check in response to another’s action (usually)
Strike a weapon Use a talent or feat (free reaction)
Strike an object Use an extraordinary ability (free reaction)
Use a talent, feat, or skill (1-action) Full-Round Action
Use a spell-like or supernatural ability (usually) Cast a spell (1 full-round)
Use a touch spell on one target Climb (double move)
Use an extraordinary ability (1-action) Charge
Move Action Coup de grace
Climb (single move) Double move
Control a frightened mount Escape from a net
Draw a weapon Extinguish flames
Load a light crossbow Full attack
Loose or ready a shield Light a torch
Mount or dismount Load a heavy crossbow
Move a heavy object Load a repeating crossbow
Open a door Lock or unlock weapon in locked gauntlet
Pick up an item Prepare to throw oil
Retrieve a stored item Run
Sheathe a weapon Throw a 2-handed weapon with one hand
Stand up from prone4 Use a talent, feat, or skill (full-round)
Use a touch spell on up to six targets within reach
1
This action can substitute for a single melee attack within a full-attack action. As such, it can be used once in an attack or charge action, or one
or more times as part of full-attack action.
2
To start a grapple, a character must first grab and hold the target. Attempting to start a grapple is the equivalent of making a melee attack. If a
character gets multiple attacks in a round, a character can attempt to start a grapple multiple times (with iterative attack bonuses).
3
The character starts taking a miscellaneous full-round action in the first round, and completes it during his or her next round. This option is normally
used when a character has been magically slowed or is suffering some other condition that restricts him or her from taking full-round actions.
4
A character may make a DC 15 Dexterity check to stand from prone as a free action; otherwise, doing so is a move action.

at twice its usual speed using whatever mode of movement it To determine the number of attacks a character receives
has at its disposal. when making an iterative attack, find the character’s total
See “How Fast Can I Move?” in Chapter 11: Adventuring unmodified BAB on the character’s level progression table(s)
for more information on speeds and movement. in Chapter 6: Professions. Then compare that BAB to the
effective delay rating of the primary weapon used on Table
Full-Attack Actions 12–2. The result gives you the number of iterative attacks (at
Possibly the most important type of full-round action relat- the listed descending attack bonuses) the character receives
ing directly to combat is the full-attack action, which allows with the primary weapon.
a character to make “iterative attacks.” Characters with
sufficiently high BAB and wielding fast enough weapons, or
characters fighting with two or more weapons, gain multiple
attacks in a round if they forego their move action for that
round. (A character doing so may still take free actions,
including a 5-foot step.)

232 Chapter Twelve


Table 12–2: Iterative Attacks by Delay

Contents
Base —Iterative Attacks—
Attack Weapon Weapon Weapon
Bonus Delay 2* Delay 3 Delay 4
+0 +0 +0 +0
+1 +1 +1 +1
+2 +2 +2 +2
+3 +3/+1 +3 +3
+4 +4/+2 +4/+1 +4
+5 +5/+3/+1 +5/+2 +5/+1
+6 +6/+4/+2 +6/+3 +6/+2
+7 +7/+5/+3/+1 +7/+4/+1 +7/+3
+8 +8/+6/+4/+2 +8/+5/+2 +8/+4
+9 +9/+7/+5/+3/+1 +9/+6/+3 +9/+5/+1
+10 +10/+8/+6/+4/+2 +10/+7/+4/+1 +10/+6/+2
+11 +11/+9/+7/+5/+3 +11/+8/+5/+2 +11/+7/+3
+12 +12/+10/+8/+6/+4 +12/+9/+6/+3 +12/+8/+4
+13 +13/+11/+9/+7/+5 +13/+10/+7/+4/+1 +13/+9/+5/+1
+14 +14/+12/+10/+8/+6 +14/+11/+8/+5/+2 +14/+10/+6/+2
+15 +15/+13/+11/+9/+7 +15/+12/+9/+6/+3 +15/+11/+7/+3
+16 +16/+14/+12/+10/+8 +16/+13/+10/+7/+4 +16/+12/+8/+4
+17 +17/+15/+13/+11/+9 +17/+14/+11/+8/+5 +17/+13/+9/+5/+1
+18 +18/+16/+14/+12/+10 +18/+15/+12/+9/+6 +18/+14/+10/+6/+2
+19 +19/+17/+15/+13/+11 +19/+16/+13/+10/+7 +19/+15/+11/+7/+3
+20 +20/+18/+16/+14/+12 +20/+17/+14/+11/+8 +20/+16/+12/+8/+4
+21 +21/+19/+17/+15/+13 +21/+18/+15/+12/+9 +21/+17/+13/+9/+5
+22 +22/+20/+18/+16/+14 +22/+19/+16/+13/+10 +22/+18/+14/+10/+6
+23 +23/+21/+19/+17/+15 +23/+20/+17/+14/+11 +23/+19/+15/+11/+7
+24 +24/+22/+20/+18/+16 +24/+21/+18/+15/+12 +24/+20/+16/+12/+8
+25 +25/+23/+21/+19/+17 +25/+22/+19/+16/+13 +25/+21/+17/+13/+9
+26 +26/+24/+22/+20/+18 +26/+23/+20/+17/+14 +26/+22/+18/+14/+10
+27 +27/+25/+23/+21/+19 +27/+24/+21/+18/+15 +27/+23/+19/+15/+11
+28 +28/+26/+24/+22/+20 +28/+25/+22/+19/+16 +28/+24/+20/+16/+12
+29 +29/+27/+25/+23/+21 +29/+26/+23/+20/+17 +29/+25/+21/+17/+13
+30 +30/+28/+26/+24/+22 +30/+27/+24/+21/+18 +30/+26/+22/+18/+14
+31 +31/+29/+27/+25/+23 +31/+28/+25/+22/+19 +31/+27/+23/+19/+15
+32 +32/+30/+28/+26/+24 +32/+29/+26/+23/+20 +32/+28/+24/+20/+16
* Although no weapon can have a delay of 2, this column is used for characters with a delay 3 weapon and the Double Attack feat, for example.

Combat 233
Table 12–2: Iterative Attacks by Delay (continued)
Base —Iterative Attacks—
Attack Weapon Weapon Weapon
Bonus Delay 5 Delay 6 Delay 7
+0 +0 +0 +0
+1 +1 +1 +1
+2 +2 +2 +2
+3 +3 +3 +3
+4 +4 +4 +4
+5 +5 +5 +5
+6 +6/+1 +6 +6
+7 +7/+2 +7/+1 +7
+8 +8/+3 +8/+2 +8/+1
+9 +9/+4 +9/+3 +9/+2
+10 +10/+5 +10/+4 +10/+3
+11 +11/+6/+1 +11/+5 +11/+4
+12 +12/+7/+2 +12/+6 +12/+5
+13 +13/+8/+3 +13/+7/+1 +13/+6
+14 +14/+9/+4 +14/+8/+2 +14/+7
+15 +15/+10/+5 +15/+9/+3 +15/+8/+1
+16 +16/+11/+6/+1 +16/+10/+4 +16/+9/+2
+17 +17/+12/+7/+2 +17/+11/+5 +17/+10/+3
+18 +18/+13/+8/+3 +18/+12/+6 +18/+11/+4
+19 +19/+14/+9/+4 +19/+13/+7/+1 +19/+12/+5
+20 +20/+15/+10/+5 +20/+14/+8/+2 +20/+13/+6
+21 +21/+16/+11/+6/+1 +21/+15/+9/+3 +21/+14/+7
+22 +22/+17/+12/+7/+2 +22/+16/+10/+4 +22/+15/+8/+1
+23 +23/+18/+13/+8/+3 +23/+17/+11/+5 +23/+16/+9/+2
+24 +24/+19/+14/+9/+4 +24/+18/+12/+6 +24/+17/+10/+3
+25 +25/+20/+15/+10/+5 +25/+19/+13/+7/+1 +25/+18/+11/+4
+26 +26/+21/+16/+11/+6 +26/+20/+14/+8/+2 +26/+19/+12/+5
+27 +27/+22/+17/+12/+7 +27/+21/+15/+9/+3 +27/+20/+13/+6
+28 +28/+23/+18/+13/+8 +28/+22/+16/+10/+4 +28/+21/+14/+7
+29 +29/+24/+19/+14/+9 +29/+23/+17/+11/+5 +29/+22/+15/+8/+1
+30 +30/+25/+20/+15/+10 +30/+24/+18/+12/+6 +30/+23/+16/+9/+2
+31 +31/+26/+21/+16/+11 +31/+25/+19/+13/+7 +31/+24/+17/+10/+3
+32 +32/+27/+22/+17/+12 +32/+26/+20/+14/+8 +32/+25/+18/+11/+4

234 Chapter Twelve


For example, Carmena is a 10th-level fighter wielding a +2 earlier strike(s). She can even decide just after making her first

Contents
bastard sword; she has a 17 Strength (+3 bonus) and the Exotic attack that she wants to take her move action instead of
Weapon Proficiency (bastard sword), Weapon Focus (bastard making any more iterative attacks.
sword), and Double Attack feats. As a 10th-level fighter, However, if the character chooses to make her second
Carmena has a BAB of +12; this gives her three attacks at an attack, she cannot then move any further than 5 feet in the
unmodified bonus of +12/+8/+4. However, given her Strength same round. Iterative attacks are always part of a full-attack
bonus, her Weapon Focus feat, and the sword’s +2 enhance- action, but the character can always take a 5-foot step —
ment bonus, her total attack bonus is +18; therefore, her total either before or after any one of her iterative attacks. How-
modified iterative attack bonus is +18/+14/+10. ever, remember that no character can move, take an attack
A character with iterative attacks can use them all against a action, and then move again, even if one of those moves is
single foe or divide them among multiple foes as she sees fit, as only a 5-foot step. Thus, Carmena can strike once, take a 5-
long as they are all within reach. For example, assume that foot step, and then strike twice more, for instance, but she
Carmena, from the above example, is surrounded by 3 gnolls (all cannot move 5 feet, strike, and then move again (unless she
standing within reach of her). She makes her first attack (+18 has the Spring Attack feat).
bonus) at the first gnoll. Whether or not she deals enough
damage to kill that foe, Carmena can choose to direct her next Readying Actions
attack (+14 bonus) at the same gnoll or at a different one. If she Readying an action commits the character to carrying out
chooses, she can direct the third and final attack (+10 bonus) a specific course of action if a specific stated condition occurs.
against the third gnoll, whether or not his two pack-mates are The action to be readied must be performable in a single
still standing, or at either the first or second target. action, but can be either an attack or a move action. A typical
A character does not have to make these decisions before- example would be a character who nocks an arrow and points
hand; that is, Carmena does not have to declare the targets of it at a doorway, declaring that he will shoot the first creature
her second and third strikes until she learns the result of her he sees coming through it.

Combat 235
Note that a character can always opt to cancel a readied
action when its trigger occurs — thus withholding his bowshot Attack Rolls
if, as in the previous example, an ally happens to be the first Compare the result of the attack roll to the target’s defense
creature through the door. roll (see Defense Rolls). If the attack roll exceeds the defense
The advantage of a readied action can be great: It takes roll, the attack hits and the attacker may roll the appropriate
place immediately when the stated condition is fulfilled, damage.
making it one of the few ways to actually disrupt another The basic formulae for attack rolls (melee and ranged) are
character’s action. However, this potential advantage is lost if as follows:
the condition that the character chose as the trigger for the Melee Attack: 1d20 + attacker’s BAB + attacker’s size modi-
readied action does not take place. Further, to continue with fier + attacker’s Str modifier
the previous example of the archer, if the first thing to enter Ranged Attack: 1d20 + attacker’s BAB + attacker’s size
were immune to piercing damage, then the character’s readied modifier + attacker’s Dex modifier
arrow shot would be useless. A character’s BAB is derived from his profession level
One of the best uses for a readied action is to interfere with advancement table(s) in Chapter 6: Professions.
an enemy spellcaster by attacking as soon as she begins casting Size modifiers can be found on Table 12–5, found later in
a spell. Another commonly used readied action is to set a spear this chapter.
or polearm in order to receive a charge. (See Table 10–6 for Strength and Dexterity ability modifiers are explained in
weapons that can be readied in this way to receive a charging Chapter 4.
opponent, thereby dealing double damage on a successful
In addition to the above attack roll modifiers, there are
attack.)
literally dozens of other factors that can modify an attack roll,
If the stated condition for a readied action does not occur from the enhancement bonuses of masterwork or magic weap-
before the end of the round, then the character holds his ons to certain spells that directly modify attack rolls —
readied action over until his normal initiative count on the situational modifiers might result from fighting while stand-
following round, when he can decide either to continue with ing on a ship’s deck in stormy seas or even for fighting
the readied action once again or to take action as normal. If underwater, etc.
the triggering conditions do finally arise and the character
opts to take his readied action, then his initiative count for Table 12–3: Common Attack Roll Modifiers
subsequent combat rounds is reset at the point at which he Situation Melee Ranged
finally takes his readied action (even if that point is a higher Modifier Modifier
initiative count in the following round). Attacker flanking defender1 +2 —
For example, the ogre fighter Oimim and his comrades are Attacker invisible2 +2 +2
fighting a pitched battle in a remote dungeon; he has an Attacker on higher ground +1 +0
initiative count of 8. On his turn, he hears something scrab- Attacker prone –4 Special3
bling up the shaft behind his group, so he moves to the shaft Defender climbing (can’t use shield) 2
+2 +2
and readies an attack action, stating that he will pulverize Defender grappling +02 +04
whatever comes up out of the hole. Nothing appears for the Defender pinned 2
+4 –4
remainder of that round, however, so Oimim’s readied action
Defender prone +4 –4
is held over until his count on the following round.
Defender running2 +0 –2
On initiative count 14 of the following round, several Defender sitting or kneeling +2 –2
skeletons erupt from the shaft. Oimim immediately takes his
Defender stunned, cowering, or off balance2 +2 +2
readied action, even though the skeletons have not com-
Defender surprised or flat-footed2 +0 +0
pleted their move yet, and his mighty flail sends a skeleton
Defender concealed or invisible —see Concealment—
toppling back into the pit before the pitiful creature has time
to do anything else. Defender has cover —see Cover—
Defender helpless —see Attacks against Helpless Opponents—
Oimim’s use of this readied action counts as his turn for this 1
A combatant flanks a defender when he is standing behind the target
round (he does not act again on count 8), and his new
or when an ally threatens the same enemy from a position directly
initiative count in subsequent rounds is reset to 14. opposite him on the other side of the target. Character with the backstab
ability can backstab any target they flank.
2
Rolling a Tie The defender loses any Dexterity bonus to defense.
3
In the EverQuest II Role-Playing Game, a player Ranged weapons other than crossbows can’t be used by an attacker
who is prone.
character’s die result for any roll, check, or saving 4
Roll randomly to see which grappling combatant a combatant strikes.
throw always beats the opposed roll of an NPC or a
That defender loses any Dexterity bonus to defense.
monster. If two PCs roll opposed checks for some
reason and the result is a tie, then the character with Prevailing Conditions
the higher total bonus to the roll wins. After that,
In some circumstances, an attacker might receive bonuses
flip a coin, unless the GM decides that having the
or penalties as a result of favorable or unfavorable conditions
contest end in a tie is a reasonable outcome.
not set out in Table 12–3. The GM must decide what, if any,

236 Chapter Twelve


additional modifiers to an attack roll might apply, using this Line of Sight: A character may make ranged attacks upon

Contents
table as a guideline. any target in his line of sight that is within his weapon’s
maximum range. A target is considered to be in line of sight
Attacking and Reach as long as the target has not made a successful Sneak check to
A character may make a melee attack against anything hide from the attacker; total concealment always cancels line
within his reach. For Small or Medium characters, that means of sight, although a character may make a Perceive check to
anything within 5 feet, while Large characters like ogres and target a concealed opponent (see Concealment).
trolls can attack anything within 10 feet.
Firing into Melee
Using a reach weapon, such as certain kinds of polearms,
can double a character’s reach. For example, a human using a It’s difficult to fire into melee, since two people fighting for
longspear may attack opponents 10 feet away, while a troll their lives don’t tend to stand still. A creature currently within
using a halberd may attack opponents up to 20 feet away. the reach of an opponent is considered to be constantly
However, reach weapons are ineffective against opponents at maneuvering for position, seeking openings, trying to antici-
the character’s standard range. Thus, the human cannot strike pate and avoid its opponent’s attacks while preparing to
an opponent 5 feet away with his longspear, and the troll launch its own.
cannot strike an opponent at 10 feet or closer with his halberd. A character using a ranged weapon against a creature
For the reach of larger or smaller creatures, see Table 12–5. engaged in melee combat automatically suffers a –4 penalty to
her ranged attack roll. A character with the Precise Shot feat
Touch Attacks does not suffer this –4 penalty for attacking into melee.
A breastplate may offer good protection against a blow from Critical Hits
a sword, axe, or warhammer, but it won’t protect its wearer at
all from the energy of a touch spell or the blow of an The EQ II Role-Playing Game does not distinguish between
incorporeal creature. Attacks that merely need to touch the hit locations — damage is damage, no matter where the attack
target to be effective are called touch attacks, and the target’s lands on the target’s body. However, in order to model the fact
armor does not apply against such attacks. that some blows are more telling than others, every weapon
has a chance of landing a critical hit. When successful, a
A creature making a touch attack may use the better of its
critical hit multiplies the amount of that a weapon would
Strength or Dexterity modifier to determine its attack bonus,
normally cause.
and the attack need only beat the target’s defense bonus to
succeed — once it hits, it bypasses any damage reduction For example, a longsword normally deals 1d8 points of
entirely. damage; on a critical hit, however, the same longsword would
deal 2d8 points of damage. A critical hit also multiplies
Ranged Attacks damage bonuses. Thus, if a character with a longsword has a
+2 bonus from high Strength, she deals 1d8+2 points of
Any weapon attack against an opponent that is not within damage on a normal attack and 2d8+4 points on a critical hit.
a character’s immediate reach is, by definition, ranged combat
Effects such as a scout’s sneak attack, which provide extra
(as opposed to melee combat). Ranged combat includes the
damage dice rather than a higher damage modifier, are not
use of archery weapons such as bows, crossbows, and slings, as
multiplied on a critical hit.
well as thrown weapons such as spears, javelins, shuriken, and
throwing axes. The chance to score a critical hit varies by weapon. Unless
otherwise indicated on Table 10–6, a weapon scores a critical
The most important restriction on ranged combat is, not
threat on any unmodified attack roll of 20. (An attack must
surprisingly, range. Ranged attack rolls suffer a cumulative
actually hit to score a critical, of course, which doesn’t always
–2 penalty to the attack roll for each full range increment of
happen even with a roll of 20.) If a threat is scored and the
distance the target is away from the attacker. Thus there is no
attack is also successful, the player makes a second roll — if
range penalty for attacks made within the first range incre-
this second roll, the “confirmation roll,” would also score a
ment, but a –2 penalty applies to attack rolls against targets
successful hit on the target (using the same defense roll as the
more than one but less than two range increments distant,
actual attack — the target does not roll again against the
–4 for targets from two to three increments away, and so on.
confirmation roll), then the attack is a critical hit.
For example, a javelin (range increment 30 ft.) incurs no
Again, the initial attack roll must be within the weapon’s
penalties to attacks made against targets 30 feet away or closer.
critical threat range, while the confirmation roll need only
Against targets between 30 and 60 feet away, the thrower
score a normal hit to confirm the critical. The confirmation
suffers a –2 penalty on attacks. For targets between 60 and 90
roll is not an extra attack — it’s merely a mechanic for
feet, the penalty is –4, and so on.
determining whether a critical hit is indeed scored or not.
Thrown weapons have a maximum range of 5 range incre-
Some weapons are more likely to score critical hits than
ments. Thus, the maximum range of a javelin is 30 ft. x 5 = 150
others; these are indicated by an increased threat range on
feet. Archery weapons, by contrast, have a maximum range of
Table 10–6. For more on weapons and criticals, see Weapon
10 range increments; thus, the maximum range for a longbow
Qualities in Chapter 10: Equipment.
(range increment 100 ft.) is 1,000 feet.
Some creatures lack vital organs, either because they’re
already dead (like mummies or wraiths) or have amorphous or

Combat 237
reach weapon), use the rules for determin-
ing cover from ranged attacks.
Cover and Reflex Saves: Cover grants
a +2 bonus on Reflex saves against attacks
that originate or burst outward from a
point on the other side of the cover from
the affected character.
Cover from Low Obstacles: A low ob-
stacle is defined as a wall no higher than
half the attacker’s height. Such an ob-
stacle provides cover, but only to creatures
within 30 feet of it. The attacker can
ignore the cover if she’s closer to the
obstacle than her target.
Soft Cover: Creatures, even enemies,
can provide a character with cover against
ranged attacks. However, soft cover pro-
vides no bonus on Reflex saves, nor does it
allow a character to make a Sneak check
to hide (see Sneak in Chapter 8: Skills).
Total Cover: If an attacker doesn’t have
line of effect to his target, it is considered
to have total cover. An attacker can’t
non-organic physiologies (like oozes or constructs); such
make an attack against a target that has total cover.
creatures are simply not vulnerable to critical hits. Any attack
that would have been a critical hit against such an opponent Improved Cover: In some cases, as decided by the GM,
is simply a normal attack against such a creature, dealing only cover may provide a greater bonus to defense and Reflex saves.
normal damage. In such situations, the normal cover bonuses to defense and
Reflex saves are doubled (to +8 and +4, respectively). A
Most weapons with increased critical damage multipliers
creature with improved cover effectively gains improved
are piercing weapons, indicating that the target has been
evasion against any attack to which a Reflex save bonus
impaled. By contrast, most weapons with increased threat
applies. Further, improved cover provides a +10 bonus on
ranges are slashing weapons. This division is deliberate, to
Sneak checks to the creature behind the cover. (Note that
prevent increased threat ranges and increased critical damage
total cover often applies in both directions — i.e., to both a
multipliers from occurring together and creating an “uber-
character and his opponent.)
weapon” that would disrupt game balance.
Reduced Cover: In some cases, as decided by the GM, cover
Cover may provide a lesser bonus to defense and Reflex saves. In such
situations, the normal cover bonuses to defense and Reflex
It is easiest to think of cover as an environmental shield: saves are halved (to +2 and +1, respectively). Reduced cover
Not something a character can carry around on her body, but does not normally allow a character to make a Sneak check to
something she can take advantage of in the field — a stone hide (see Sneak in Chapter 8: Skills).
doorway, an arrow-slit, a boulder or tree stump. Even the body
Big Creatures and Cover: Any creature with a fighting
of a fallen foe held in front of a warrior as an impromptu shield
space larger than 5 feet determines cover against melee
can mean the difference between his being made into a
attacks slightly differently than smaller creatures do. Such a
pincushion by a hail of defenders’ arrows and making a
creature can choose any square that it occupies to determine
dramatic charge as he dashes across an exposed courtyard.
whether an opponent has cover against its melee attacks.
Do I Have Cover? Similarly, when making a melee attack against such a crea-
ture, a character can pick any of the squares it occupies to
To determine whether a target has cover from a ranged determine if it has cover against his attacks.
attack, choose a corner of its square. If any line from this
corner to any corner of the attacking character’s square passes Concealment
through a square or border that blocks line of effect or provides
cover, or through a square occupied by a creature, the target Sometimes a character’s foe is hidden from view. If the
has cover (+4 to defense rolls and +2 on Reflex saves). character knew exactly where the foe was, she could attack
In melee against an adjacent target, the attacker’s target has him with no penalty, but targeting him is the problem.
cover if any line from the attacker’s square to the target’s Perhaps it’s dark or foggy, so she can’t see where he is. Perhaps
square goes through a wall (including a low wall). In melee he’s crouching in high grass or sitting on the branch of a very
when the target isn’t adjacent to the attacker (such as with a leafy tree. In fact, sometimes the attacker can actually see his
target, but the image is blurred or distorted, as when the two
are on opposite sides of a thin, opaque screen.

238 Chapter Twelve


The first problem in fighting a concealed foe is to locate should modify the miss chance accordingly (anything from

Contents
him. Often, once the character knows her target’s general 10% to 50% is reasonable).
location, she can switch to some other attack form that need
not be targeted as precisely. For example, if she knows her Invisibility
enemy is waiting on the other side of a doorway to try to The most perfect form of concealment is invisibility. It’s
throttle her with a garrote as she passes, she can take steps to obviously easier to hit a target you can see than one you can’t
counter his plan — say, by having her party’s mage obligingly — just ask any sharpshooter or archer. Shooting blind doesn’t
rain fire into the adjoining room. If she has the means make it impossible to hit a target, however, just much more
available, she can render her foe’s concealment essentially difficult. The most important factor when trying to attack
worthless. something a character can’t see depends on how good an idea
Sometimes, though, a character won’t have the luxury of she has of where it is.
switching weapons or calling on friends, but must make do When fighting an invisible foe, a character should first
with what’s at hand. She might realize that someone is about consider why she can’t see it. If the reason is environmental
to attack her from behind a tapestry, and the only way to (say, they’re both in pitch darkness and he has ultravision),
counter the attack is to get her own stab in first. A group of life- then getting out of or changing that environment negates the
draining wraiths may loom out of the fog ahead, and the advantage. If he’s magically protected from sight, consider
character and her allies must try to destroy them as quickly as returning the favor; invisibility is far less effective in a dark-
possible without waiting for better visibility as the undead ened room, especially if the foe now also lacks any special
close in. means of seeing the character. If the foe does possess some
means of seeing the character when she can’t see him, she
Do I Have Concealment? should consider what other means she might use to remove his
To determine whether a target has concealment from a advantage (such as levitating off of the ground if the enemy
character’s ranged attack, choose a corner of the character’s has tremorsense and can thus sense the vibrations of her
square. If any line from this corner to any corner of the target’s footfalls).
square passes through a square or border that provides con- In short, invisibility is a powerful but not infallible tool. It
cealment, the target has concealment. can be very dangerous when used by an intelligent foe who
In melee against an adjacent target, a target has conceal- manipulates the surroundings to his advantage and keeps
ment if its space is entirely within an effect or area that grants moving so his foes can never locate him clearly. It can also be
concealment. In melee when the target isn’t adjacent to the a wonderful weapon in the hands of a PC, enabling her to get
attacker, use the rules for determining concealment from behind enemy defenses and possibly to become the deciding
ranged attacks. factor in a combat.
In addition, some magical spells or effects (such as invisibil- If the character randomly targets a foe who literally could be
ity) provide concealment against all attacks, regardless of anywhere, her chance of hitting him is effectively nil. How-
whether any intervening source of concealment exists. ever, if she can make an educated guess as to where her target
Concealment isn’t always effective. A shadowy area or a is, her chances go up dramatically.
swath of darkness doesn’t provide concealment against an Although invisibility provides total concealment, oppo-
opponent with ultravision or darkvision, for instance. Crea- nents may still make a Perceive check as a move action to
tures with nightvision can see well for great distances with determine the location of an invisible object or creature. An
minimal light than can most characters under the same invisible object is normally perceptible only with a successful
conditions. DC 40 Perceive check; however, if the perceiver actually
Miss Chance: Concealment gives the target of an attack a interacts in some way with any square occupied by the object,
20% chance that the attacker misses altogether (regardless of the Perceive DC drops to 30. In optimal circumstances, the
attack and defense rolls) simply due to the concealment. If the GM may decree that the DC should be as low as 20.
attack would hit, the defender rolls d%: A result of 01–20 In order to discern an invisible creature (as opposed to an
means he has avoided being struck. object), a character must make a Perceive check opposed to
Multiple conditions of concealment do not stack. the creature’s Sneak check; the creature gains a +20 bonus on
Total Concealment: If an attacker has line of effect to a opposed Sneak checks if moving, or a +40 bonus if not moving
target but not line of sight, the target is considered to have (even though opponents can’t see the creature, they might be
total concealment. A character can’t attack an opponent who able to figure out where it is from other sensory clues).
has total concealment, although he can attack into a square If a character has a pretty good idea of where her invisible
that he thinks is occupied (see Perceive in Chapter 8: Skills for foe is (say, if he swung at her last round, or if she succeeds at
methods of pinpointing a hidden foe’s square). A successful a Perceive check to notice him when he is beyond her reach),
attack into a square that is actually occupied by an enemy who she is effectively attacking a target with total concealment.
has total concealment has a 50% miss chance (instead of the An invisible character gains a +2 bonus on attack rolls
normal 20% miss chance for an opponent with concealment). against any opponent she can perceive normally, and the
Varying Degrees of Concealment: Certain situations may defending creature is also treated as being flat-footed with
provide more or less than typical concealment, and the GM respect to the character’s attacks — the defender cannot
position itself effectively to be on guard against her attack.

Combat 239
an attack. In such cases, she must simply “take it” and hope for
Defense Rolls the best.
Just as the success of many skills and checks are determined Flat-footed characters gain only half their defense bonus (as
by opposed skill checks, so the defense roll is opposed to an always, round down), and they are also vulnerable to sneak
enemy’s attack roll in combat, the higher of the two results attack damage (or similar damage from other talents in the
indicating a success — if the defense succeeds, the swing goes sneak attack line). Characters with the uncanny dodge talent
wide and no damage is dealt, while if the defense fails, the may make defense rolls normally even while flat-footed.
attacker rolls damage normally.
As with all opposed rolls between a player character and an Resisting an Attack
NPC or monster, a tie always goes to the PC. If a character can’t avoid an attack altogether, the next best
The basic formula for defense rolls is as follows: thing is to be able to shrug off its effects. This is the function
Defense Roll: 1d20 + defender’s BDB + defender’s shield of armor — it prevents some portion of the blows aimed at the
bonus + defender’s size modifier + defender’s Dex modifier. character from damaging her. In general, the better the armor,
A character’s BDB (base defense bonus) is derived from his the greater its damage reduction (see Table 10–8). This is the
profession level progression chart(s) in Chapter 6: Profes- type of protection most low-level characters, especially fight-
sions. ers, should focus on, since it’s easier to buy a simple suit of
Shield bonuses can be found on Table 10–9. armor than it is to acquire potent magics or supernatural
Size modifiers can be found on Table 12–5 in this chapter. enhancements.
Dexterity ability modifiers are explained in Chapter 4: Certain spells or magic items may also grant this sort of
Building a Character. resistance to damage, and certain creatures may have special
Theoretically, there is no upper limit to a character’s qualities that grant damage reduction, either against all at-
defense bonus, although starting characters most often have tacks, or against attacks from specific materials or types of
defense bonuses somewhere between +0 and +7. Powerful damage.
high-level characters and monsters may have defense bonuses
of +25 or more, and deities or other powerful extraplanar Damage Reduction
entities often have even higher bonuses. Damage reduction (DR) is a property of manufactured
armors, but may also be a special quality possessed by some
Evading an Attack creatures or granted by some spells; in the latter cases, it may
The best way to avoid taking damage from an attack is to manifest as the supernatural ability to instantly heal damage
make sure the attack never connects. Opposed attack and from certain weapons or attacks, as opposed to the ability to
defense rolls are the most basic form of determining whether shrug off such blows. In either case, though, DR enables a
a blow connects. However, other factors, such as concealment creature to simply ignore certain amounts of physical damage.
or cover, may mean the attack never lands as it was intended, Damage reduction is expressed as a number followed by a
either going astray or hitting the wrong target (for example, descriptor of what type(s) of attacks penetrate the resistance,
striking the tree that the character has ducked behind). separated by a slash. The numerical portion is the amount of
Other bonuses, such as arcane, deflection, divine, dodge, damage the creature ignores from attacks that do not match
enhancement, haste, insight, luck, and shield bonuses (or the descriptor.
penalties), can reflect a character’s ability to get out of the way For example, “DR 10/magic” means the creature ignores the
or knock aside an attack in time; alternately, they might first 10 points of damage from any nonmagical weapon, but
indicate a magical warp in space or force-field around a that magic weapons bypass this protection altogether, dealing
character causing attacks that would otherwise have hit to damage normally to the target with a successful hit.
simply veer off. Usually, a certain type of weapon can overcome this reduc-
Iksar characters and many monsters have what is known as tion. This information is separated from the damage reduction
a “natural” bonus to defense. This means that their skin, number by a slash. Various types of damage reduction may be
scales, fur, hide, or the like is sufficiently thick or tough to act overcome by certain special materials (see Table 12–4), by
rather like a deflection or shield bonus, protecting them from magic weapons of various strengths (either “magic” or “epic,”
some attacks altogether by averting blows. This natural bonus the latter referring to weapons that have an enhancement
to defense is actually part of the creature, and thus imposes no bonus to attacks of better than +5), and by certain types of
encumbrance penalty or similar disability. weapon damage (crushing, piercing, or slashing).
Note: With the exception of dodge bonuses (which do stack Some damage reduction is expressed with a dash as opposed to
with all other dodge bonuses), bonuses of the same type never a special material or damage type (as an example, “DR 5/–”). In
stack; only the highest applicable bonus of a given type applies this case, the damage reduction applies against all physical
to a character at any one time. attacks no matter what type of weapon, natural or manufactured,
magical or otherwise, is used against the creature.
Flat-Footed Damage reduction always applies to each individual attack,
not the total damage a target takes in a round. For example, a
Sometimes a character loses a portion of her defense bonus
creature with DR 10/magic is hit in the same round by 4
because she doesn’t have a chance to move or react to avoid

240 Chapter Twelve


slash) always stack — otherwise,

Contents
use the better of any two types of
damage reduction when calculat-
ing the amount of damage reduced.
Creatures with damage reduc-
tion of the type “DR x/magic” are
affected normally by any weap-
ons with at least a +1
enhancement bonus to attack;
enhancement bonuses to dam-
age are irrelevant for this purpose,
as are enhancements bonuses
from masterwork quality. Such a
creature’s natural weapons (but
not its attacks with manufac-
tured weapons) are treated as
magic weapons for the purpose
of overcoming damage reduction.
A few very powerful monsters
have damage reduction of the type
“DR x/epic” — that is, magic weap-
ons with at least a +6 enhancement
bonus to attack. Such a creature’s
own natural weapons are also treated
as both magic and epic weapons for
the purpose of overcoming damage
reduction.
nonmagical arrows that would deal 3, 5, 6, and 5 points of A successful attack always deals at least 1 point of damage, even
damage, respectively; the creature takes no damage at all, if low Strength, damage reduction, or some other penalty or effect
since no single attack dealt enough damage to penetrate its would reduce the damage result to 0 or less.
damage reduction. If the last arrow were magical, however,
the creature would take the full 5 points of damage from that Table 12–4:
arrow, since it would have bypassed the creature’s DR alto- Standard Damage Reduction Descriptors
gether. If the same creature were hit for 14 points of damage
by a single blow of a nonmagical greataxe, it would take 4 Descriptor Substance or Quality Required to Bypass
points of damage (14 – 10 = 4). Adamantite A weapon of adamantite*
Brellium A weapon of brellium*
Nonmagical ammunition fired from a magic projectile
weapon is not treated as a magic weapon for the purpose of Crushing Any weapon that deals crushing damage
overcoming damage reduction. The ammunition itself must Epic A magic weapon with at least a +6 enhancement
bonus to attacks
be magical (or silver, or adamantite, etc., as appropriate) to
Magic Any magic weapon
bypass the appropriate type of damage reduction.
Piercing Any weapon that deals piercing damage
Damage reduction offers protection only against direct
Silver A weapon of silver (or swordsilver*)
physical attacks; spell attacks and energy attacks automati-
Slashing Any weapon that deals slashing damage
cally penetrate it. Whenever damage reduction negates all of
the damage from an attack, it also negates most special effects * See Special and Superior Items in the EQ II Spell Guide.
that accompany the attack, such as injury-based poison or
disease, or stun effects. (This kind of negation does not affect A few creatures are harmed by more than one kind of
poisons or diseases delivered by inhalation, ingestion, or weapon. A certain creature might have “DR 10/brellium or
contact.) magic,” for example. A weapon of either listed type —
Attacks that deal no damage because of a spellcasting brellium or magic — overcomes this damage reduction.
target’s damage reduction cannot disrupt spellcasting, and A few other creatures require combinations of different
thus do not require a Channeling check from the spellcaster. types of attacks to overcome their damage reduction. For
Damage reduction does not affect touch attacks or energy instance, a creature might have “DR 10/brellium and magic.”
damage dealt along with an attack; further, spells, spell-like In this case, the attacking weapon must match both descrip-
and supernatural abilities, and energy attacks (even nonmagical tors — i.e., it must be a magic weapon made of brellium — to
fire) ignore damage reduction. overcome this damage reduction. If the weapon meets only
Damage reduction from armor and other damage reduction of one condition and not the other, it is still subject to the
the type DR x/– (that is, damage reduction with a dash after the creature’s full damage reduction.

Combat 241
Falling and Damage Reduction: Creatures with damage no damage from the fire but takes the full 6 points of damage
reduction may apply half of their damage reduction against from the arrow itself.
falling damage (see Falling Damage elsewhere in this chap- Under some circumstances, such as those imposed by cer-
ter). This benefit also includes damage reduction gained from tain “debuffing” spells and effects, a character might be
armor. For example, if a creature in chainmail falls 20 feet, it affected by a negative harm resistance, such as heat resistance
takes 2d6 points of falling damage, but it may ignore the first (–10). In such cases, the character’s overall resistance value
2 points of that damage (chainmail offers DR 5/–, which, can never be reduced to below 0; that is, he never actually
halved and rounded down, equals 2 points of DR). sustains more damage from a fire attack. Instead, negative
There is one exception to this rule: Creatures with damage harm resistance only reduces the effectiveness of any positive
reduction of the type DR x/crushing may not apply their DR harm resistance the character might possess.
against falling damage, for hitting the ground is essentially For instance, if a character who normally possesses heat
crushing damage. resistance (8) is penalized by some effect imposing a penalty
of heat resistance (–10), he would have a net bonus of heat
Harm Resistance resistance (0) for as long as the debuff remains in place.
Harm resistance functions in a similar fashion to damage
reduction, reducing the amount of damage a character suffers Size
from various forms of energy or elemental attack. Each of the It’s easier to hit the broad side of a barn than a bull’s eye.
ten types of harm resistance reduces the amount of damage Therefore, a creature’s defense bonus includes a size modifier
from natural or magical attacks using that descriptor. The ten to reflect the fact that a smaller target is easier to miss and a
harm resistance descriptors are acid, cold, disease, divine, larger target is easier to hit, all other factors being equal. Of
electricity, heat, magic, mental, poison, and sonic. course, size is relative, so very small creatures have an even
Harm resistance is represented numerically, with a number easier time hitting very large creatures, while the opposite is
in parentheses following the resistance type. The number inversely true.
represents the amount of damage the creature ignores from Table 12–5 shows the various modifiers for each size cat-
attacks that match the descriptor. egory of creature, as well as its natural reach (which might be
For example, a character with “heat resistance (20)” sub- augmented, such as in the case of a character using a polearm)
tracts 20 points of damage from each heat-based attack that and fighting space (the dimensions a creature occupies in the
affects him, whether natural or magical. This benefit applies midst of combat — important if you are using tabletop
to each and every attack of this type. (Players of other fantasy miniatures or counters — see the “Using Miniatures” sidebar
role-playing games will note that this rule is a slight departure at the beginning of this chapter).
from similar rules in other games, which may specify that The same size modifier that affects a creature’s defense
resistance applies to the total damage each round of the listed bonus also applies to all attack rolls it makes. For example, a
type, rather than to damage from each attack). halfling, being size Small, gains not only a +1 size bonus to her
Harm resistance protects a character from damage dealt by defense, but also a +1 size bonus to all of her attacks (both
all spells or effects that carry the appropriate descriptor, as well melee and ranged).
as other attack forms that the GM decides apply to that type. Size modifiers apply to objects (see Attack an Object) as
For example, cold resistance would protect a character from well as creatures. Characters who temporarily change in size
any cold-based spell, from freezing damage taken by swim- (say, as the result of some spell or magical effect) gain the
ming in near-frozen arctic waters, or from the cold breath of bonus or penalty to defense and attack rolls appropriate to
the undead dragon Lady Vox. their new size. Of course, being larger also brings considerable
For purposes of overcoming harm resistance, each single benefits that offset the defense and attack penalties for size:
spell is considered one attack, even if the damage is delivered Larger creatures are able to use larger weapons to deal more
by a damage-over-time (DOT) spell or effect rather than in damage, and also have longer reach, which can give signifi-
one instantaneous effect. For example, if a creature with cant advantages in combat.
poison resistance (10) is hit by a poison-based spell that deals
8 points of poison damage in each of 4 rounds (no save), then Table 12–5: Combat and Creature Size
the target creature takes no damage in the 1st round, 6 points Size Attack/Defense Fighting Reach
of damage in the 2nd (i.e., 8 points, less the 2 points of Modifier Space
resistance that remain after absorbing the 8 points of damage Fine +8 0.5 ft. 0 ft.
during the 1st round), and then the full 8 points of damage in Diminutive +4 1 ft. 0 ft.
the 3rd and 4th rounds. Tiny +2 2.5 ft. 0 ft.
Note that in the case of mixed damage, such as a character Small +1 5 ft. 5 ft.
hit by a flaming arrow, harm resistance can apply only to the Medium +0 5 ft. 5 ft.
damage from the appropriate energy or elemental portion of Large –1 10 ft. 10 ft.
the damage; the piercing damage of the arrow itself is not Huge –2 15 ft. 15 ft.
considered for purposes of harm resistance. Thus, if a charac- Gargantuan –4 20 ft. 20 ft.
ter with heat resistance (6) is hit by a flaming arrow for 6 Colossal –8 30 ft.+ 30 ft.+
points of piercing damage and 2 points of fire damage, he takes

242 Chapter Twelve


Contents
As a rule, attacks with various weapons deal damage as
Damage shown below:
Damage in the EQ II Role-Playing Game is abstract. This Primary Melee (1-H): Weapon damage die or dice + attacker’s
means that a 10th-level character with a health of 60 who has Str modifier
taken 55 points of damage can still move and act exactly like Primary Melee (2-H): Weapon damage die or dice + (1.5 H
an unwounded 1st-level character with full health. Only attacker’s Str modifier)
when the character reaches 0 health or less does the damage Off-Hand Melee: Weapon damage die or dice + (0.5 H
incapacitate her. attacker’s Str modifier)
For this reason, keeping track of exactly where a wound Thrown Ranged: Weapon damage die or dice + attacker’s Str
landed and its long-term effects runs contrary to the spirit of modifier
the game. In this style of heroic fantasy, a character who Archery Ranged: Weapon damage die or dice + attacker’s Str
survives being shot with a dozen arrows one day can be back penalty (if any)
to normal the next with no ill effects (assuming he has a friend Note that damage dealt by bows and slings is reduced for any
with healing magic). The closest the game comes to recogniz- penalty incurred by a character’s low Strength, but is not
ing that not all wounds are equal is through the critical hit increased for a bonus from high Strength unless the weapon is
system, which is explained elsewhere in this chapter. designed with a heavier draw, such as mighty composite bows
The majority of damage a character takes over the course of (see Special Items in Chapter 10: Equipment).
her arduous adventuring career is tracked using health points. A successful attack always deals at least 1 point of damage, even
Roll the appropriate damage for the attacker’s weapon or spell, if low Strength, damage reduction, or some other penalty or effect
and then deduct the result from the target’s current health would reduce the damage result to 0 or less.
total.

Combat 243
In addition to a character’s Strength modifier, other bo- A character’s current health reflects how much of the
nuses or penalties may apply to the character’s damage roll. damage has actually penetrated, and it also provides a quan-
For example, magic weapons usually add an enhancement tifiable means of determining the point at which he is put out
bonus to damage; some feats can increase a weapon’s damage; of commission or even killed.
and many spells can deal or increase combat damage by Normally, a 1st-level character might conceivably have
various means. anywhere from 5 to as much as 20 points of health.
Disabled (0 to negative Con modifier): A character is
Unarmed Damage disabled (see Glossary) when his health is reduced to anywhere
Whatever their form — punching, kicking, scratching, from 0 to an amount equal to his negative Constitution
biting, slapping, beating an opponent’s head against wall, modifier. Thus, a character with a 15 Constitution (+2 bonus)
trying to throttle him, etc. — unarmed attacks normally deal is disabled at anywhere from 0 to –2 health.
1d2 points of nonlethal damage per successful hit for Small Dying (negative Con modifier to negative Con score): A
characters, 1d3 points for Medium characters, and 1d4 points character whose health drops below his disabled range is dying
for Large (see Nonlethal Damage). (see Glossary).
Attacking to Deal Lethal Damage: Even when fighting un- Dead (negative Con score): A character whose current
armed, it is possible for a character to swing with all her might health reaches an amount equal to his negative Constitution
or to aim at particularly vulnerable points, and thus to deal score dies. Thus, a character with a 15 Constitution dies upon
lethal rather than nonlethal damage with an unarmed attack. reaching –15 health.
Such attacks suffer a –4 penalty on the attack roll unless the After this point, Heal checks, healing spells, and the like no
attacker possesses the Improved Hand to Hand feat. longer do any good; only potent divine magic can bring the
dead character back by reuniting the departed soul with the
Healing physical body. If no such means are immediately available, the
Creatures (and characters) recover lost health at the rate of deceased had better hope her comrades are able to transport
1 point per character level per day. Thus a 1st-level character her to a town where such magic may be found — often at
regains 1 health per day; a 5th-level character regains 5 health considerable cost (see Table 10–17).
per day; and so on. This rate may be doubled (to 2 points per A character returned from the dead via resurrection magic
level per day) if the character has complete bed rest or is under typically loses experience points from the spiritual shock
the care of a skilled healer (see the Heal skill in Chapter 8: involved (see Raising the Dead in the EQ II Spell Guide). If
Skills); if she has both complete rest and the attention of a no such means are available, then it’s time to roll up a new
skilled healer, the healing rate is tripled, to 3 health per level character and retire the old character sheet to the “honored-
per day. dead folder.”
If a healer has a healer’s kit (see Chapter 10: Equipment),
he may actually be able to restore lost health to his patient Nonlethal Damage
with a successful Heal check. Sometimes a character might not want to kill the person
Characters cannot regain more points of health through she’s fighting, but would rather knock him out. Perhaps he’s
healing than their normal total. That is, healing only replaces a friend who has been magically controlled or possessed, or
health lost due to injury, disease, poison, or the like, and any maybe a slaver she needs to question in order to find out the
excess points that would otherwise be healed are lost once the fate of her missing relations. It’s always possible that the
character reaches her maximum health total. character could simply stab and blast an opponent into
A character who is injured and then healed is as good as new negative health, bind the wounds, tie him up, and then heal
and suffers no ill effects from the injury, regardless of how close him back into consciousness, but that’s a risky procedure that
to death she might have been. (As an option, the GM might always runs the risk of killing him outright. Far better if she
decide that a grievous injury should result in some kind of scar could be assured of knocking her foe unconsciousness without
or minor disfigurement, the exact nature of which should be risk of seriously injuring him. There are any number of spells
agreed upon by the player and GM.) that might accomplish this, but sometimes brute force, prop-
Note that a character who drops to 0 health or below and is erly applied, is the best method.
then magically healed to a positive health total may rejoin the Instead of deducting nonlethal damage from a character’s
combat as if nothing had happened: All of her abilities, current health, the total amount of nonlethal damage is
prepared spells, power pool, etc., remain as they were before tallied separately. Any time a character’s total nonlethal
she became disabled or unconscious. (See Death and Dying for damage equals or exceeds her current health, she is staggered.
more on becoming disabled or unconscious.) A staggered character can take a move action or an attack
action, but not both, and cannot take full-round actions
Death and Dying (unless she spends 2 or more rounds to do so in stages).
Any time combat breaks out, someone is likely to get hurt If at any time a character’s nonlethal damage exceeds an
— if not killed. A character’s defense bonus reflects the amount equal to 10 + her current health, she passes out. She’s
likelihood of any attack actually reaching him, and his dam- not in danger of dying, but she can’t take any actions or defend
age reduction (if any) then absorbs or deflects some portion of herself. During each full minute (10 rounds) that a character
the damage it deals. spends unconscious due to nonlethal damage, she has a 10%

244 Chapter Twelve


chance of coming round; if this happens, she is considered 21 points of nonlethal damage is as good as new after only 3

Contents
staggered, as above. hours. If the character were reduced to 11 health by the same
Note that, in this circumstance, a character can be awak- attack that also dealt the 21 points of nonlethal damage, then
ened (though she will be in bad shape) even if her nonlethal the attack would knock her out instantly.
points exceed 10 + her current health, but just 1 more point A character knocked out by nonlethal damage regains con-
of nonlethal damage would cause her to pass out again. sciousness as soon as her nonlethal damage is less than 10 + her
Nonlethal damage heals naturally at the rate of 1 point per current health. She remains staggered until such time as her
hour per character level. Thus a 7th-level character who takes nonlethal damage is less than her current health, however.

Making Combat Fast and Fun


The passage of time for characters (often called “game time”) and the passage of time for the players (“real time”) are
rarely the same. Your group may play through several days of game time in a single evening’s session, while a combat
that lasts all of 30 seconds (5 rounds) in game time might require 30 minutes or more of real time to finish.
Combat can be very rules-intensive: Naturally, as game players, we want to bring into play any game mechanics that
will help our characters, and the GM can do no less for the NPCs and monsters our characters face. To keep combat
from slowing down the game, prepare as much as you can ahead of time. Know your character’s special abilities and
special qualities, as well as the effects of spells she’s likely to cast, so you don’t have to look them up once combat starts.
If you know a particular situation is likely to occur (say, an ambush), prepare strategies ahead of time so your character
and her comrades can react with a minimum of confusion or delay. Most in-game battles are over so quickly — in game
time, not real time — that a spellcaster typically gets the chance to cast perhaps only 3 or 4 spells in a given combat;
as a result, it’s relatively simple to know ahead of time which one she’d most likely want to lead off with, which one makes
a good follow-up, etc.
Remember also that unless he’s suicidal or insanely overconfident, a foe won’t enter combat without a plan for
retreating if things go wrong — why shouldn’t you take a page from his book? Keep an eye out for probable escape routes
when your character enters unknown territory, and have a ruse or two ready to gain time and make good a getaway.
Your PC party is much more dangerous if you’ve had warning that a combat is about to erupt; at the very least your
characters can all get into position, and if time allows they can cast spells, drink potions, and activate items to buff
themselves. Be sure to know how long each of these temporary enhancements or protections will last so that you won’t
get an unpleasant shock, and remember what your character’s stats will revert to when the buffs end (remember, they
might be also dispelled prematurely in mid-combat).
Pay attention to what’s happening in the game even when it’s not your character’s turn, and start planning her next
action as soon as you’ve taken your turn. If you can’t decide which spell she should cast or what action to take when
her initiative comes around, it slows down the game for everyone. After this has happened a couple of times, your GM
will likely skip over you — and justifiably so — saying “your character hesitates in indecision,” and you will lose your
turn for that round.
After all, a round only lasts 6 seconds, which probably should not allow you the luxury of carefully weighing fine points
of strategy while the rest of the combatants wait patiently to get on with their life-and-death struggle.
Other tips that speed up game play include the following:
• Roll attack and damage dice at the same time. If the attack misses you can always ignore the damage dice.
• Use dice or tally cards to track how many rounds certain effects like DOT spells have remaining. When using a die,
just keep the remaining number of rounds for the effect face up on the die, and change it to the next lower number each
round.
• Rolling different colored d20s at the same time for different iterative attacks or for extra attacks from feats or haste
effects can speed up high-level fighters’ attacks.
• If your GM allows it, you can even roll dice before the initiative sequence gets all the way to your character’s count.
For example, while an ally who goes just before you in the initiative count has declared her action and is resolving it,
you might go ahead and roll your attack and damage.
Finally, if you’re a novice, don’t let yourself become overwhelmed with minutiae. When in doubt, keep it simple: Just
tell your GM what you want your character to do and he’ll outline a few options for you. A good GM keeps an eye out
for novice players, telling you when you need to roll, what to add, and what happens as a result.
If there are experienced players among the group, don’t hesitate to ask them for suggestions as well — you may have
skills or abilities you’ve forgotten about, or they may have run into this sort of monster before. You’ll be surprised how
quickly you learn the essentials and start to come up with ideas on your own…

Combat 245
Any magical healing that cures normal damage also simul- penalty on the attack roll (since the character is using the
taneously removes an identical amount of nonlethal damage. weapon in a less than optimal fashion, not the way it was
For example, if the 7th-level character in the example intended to be wielded), but, if successful, the attack deals
above receives a curative spell for 6 points of healing just after nonlethal damage instead of lethal.
being knocked unconscious, she revives immediately (10
current health + 6 cured = 16 health; 21 nonlethal points – 6 Falling Damage
cured = 15 nonlethal, which is now less than her current A character who falls from a height of 10 feet or more takes
health). She may not be well in terms of current health, but 1d6 points of crushing damage for every 10 feet fallen, to a
the character is once again ready to function normally (i.e., maximum of 20d6 (at which point the character reaches
she is not staggered). terminal velocity).
Characters or creatures with fast recovery heal an amount A character with damage reduction may take less damage
equal to their level in both nonlethal and real damage each (see Damage Reduction), and certain skills, talents, or feats
hour, in addition to the nonlethal damage healed by every may reduce or mitigate falling damage.
character each hour. Soft Landing: A character falling 100 feet or less onto a
Attacking to Deal Nonlethal Damage: Some weapons (e.g., yielding surface (such as into water or a mud pit, or onto
saps) are specifically designed to deal nonlethal damage rather another creature — unless the creature is wearing metal
than lethal injuries. Except when delivered by a character armor!) takes only half damage from the fall.
with the Improved Hand-to-Hand feat, unarmed attacks The GM is the final arbiter of what constitutes a “yielding
(punching, kicking, head-butting, etc.) also deal nonlethal surface.”
damage.
However, it’s also possible to deliver a nonlethal attack with
a weapon not intended for that purpose by pulling one’s blows,
Saving Throws
striking at nonvital areas, using the flat of the blade or the A character’s saving throws (often called simply “saves”)
pommel of a knife, and so on. Such an intent imposes a –4 represent her ability to avoid special attacks, magical effects,

246 Chapter Twelve


harmful conditions, environmental dangers, etc. Like BAB For example, if an enemy has its defense bonus temporarily

Contents
and BDB, base saving throw bonuses improve as a character reduced by some means, such as a disadvantageous position or
gains experience and rises in level (see the various profession a debuffing spell, it might make sense for characters to fight
level progression tables in Chapter 6: Professions). aggressively; this allows them to shift a few points of their own
All saves use the character’s base saving throw bonuses and attack bonus into damage bonuses, enabling them to deal
are related to a particular ability; they may also be boosted by more damage while their foe’s guard is down. Fighting desper-
magical bonuses that either raise the saving throw’s associated ately might not be a good option in the same situation, since
ability or provide a bonus to the save directly (whether the enemy still has its full attack bonus, and fighting desper-
universally or only under certain circumstances). ately would thus compromise the character’s own defense.
Saving throws are divided into three types: Fortitude,
Reflex, and Will. Fighting Aggressively
Fortitude (Fort): Attacks that a character can shake off BAB > damage
through sheer physical vitality call for a Fortitude save. When fighting in melee, a character (or creature) may
Fortitude saves generally apply to poison or disease, fatigue, choose to fight aggressively. For every 2 points of attack bonus
death magic, paralysis, and the like. he “sacrifices” from each melee attack for the round, the
Fortitude Saves: 1d20 + base Fort save bonus + Con modifier character gains a +1 bonus to all melee damage rolls made
+ any other applicable modifiers. during that time. No character can give up a number of points
Reflex (Ref): Attacks that can be evaded by quick reflexes of attack bonus greater than his BAB in this way, and all
and split-second timing call for a Reflex save. Reflex saves modifications from fighting aggressively apply until the begin-
apply to many damaging spells, effects such as a dragon’s fiery ning of his next turn.
breath, and most traps. For example, while fighting defensively, a 9th-level fighter
Reflex Saves: 1d20 + base Ref save bonus + Dex modifier + any (BAB +11) may opt to give up as much as 10 points of his
other applicable modifiers. attack bonus from each attack for 1 round; as a result, he gains
Will (Will): Attacks that target a character’s willpower or a +5 bonus to all damage rolls for the round. (He can actually
those that seek to control his mind, such as a siren’s song or an give up 11 points of attack bonus since his BAB is +11, but
enchanter’s charm spell, call for a Will save. Will saves apply losing the eleventh point is futile since he gains no benefit for
to virtually all willpower checks and to fear or mind-influenc- doing so.)
ing effects. The character must declare his intent to use this option at
Will Saves: 1d20 + base Will save bonus + Wis modifier + any the start of his turn, and must make at least one melee attack
other applicable modifiers. or he gains no benefit. Fighting aggressively can be used as part
Just like many skill or ability checks, saving throws are of an attack action or a full-attack action.
rolled against a Difficulty Class (DC) that is determined by — When fighting aggressively, a character with the Power
and generally listed with — the attack or danger itself. Attack feat gains a +1 bonus to damage rolls for every point of
For example, when trying to avoid a relatively simple trap, melee attack bonus he sacrifices.
a character might be required to make a DC 15 Reflex save.
That is, the player rolls 1d20 and adds the character’s base Fighting Defensively
Reflex save bonus (as determined by her class and level), plus BAB > defense
any Dexterity modifier (whether positive or negative), plus In a tight spot, a character (or creature) may choose to fight
any bonuses/penalties from magic or other effects, talents, defensively. For every 2 points of attack bonus she “sacrifices”
feats, or traits. If the result is less than 15, she does not avoid from each melee attack for the round, the character gains a +1
the trap in time; if her total is 15 or more, her saving throw is competence bonus to her defense during that time. No char-
successful and the trap misses her (or has a reduced effect, as acter can give up a number of points of attack bonus greater
dictated by the trap’s description). than her BAB in this way, and all modifications from fighting
defensively apply until the beginning of her next turn.
Alternate Fighting For example, while fighting defensively, a 5th-level fighter
(BAB +7) may opt to give up as much as 6 points of her attack
Strategies bonus in order to gain a +3 competence bonus to defense for
the round. (She can actually give up 7 points, but losing the
While it is generally true that a character in combat is only
seventh point is futile since she gains no benefit for doing so.)
as good as his or her bonuses, knowing when to apply those
bonuses and when to sacrifice them for other benefits can The character must declare her intent to use this option at
mean a great deal in the EQ II Role-Playing Game. Characters the start of her turn. She need not actually make any attacks
have several basic options in melee combat that can drasti- to gain the benefit of this option, although fighting defen-
cally alter a battle in a very short time. sively is an attack action even if the character does not attack.
Fighting defensively can be used during an attack action or a
These alternate fighting strategies allow characters to shift
full-attack action.
their attack, defense, and damage bonuses around in virtually
any way so as to take advantage of a foe’s weaknesses or to
shore up one’s own.

Combat 247
When fighting defensively, a character with the Parry feat Note: There are a number of feats and talents presented in
gains a +1 bonus to defense for every point of melee attack earlier chapters that refer specifically to some of the options
bonus she sacrifices. presented here; naturally, if a combat option is excluded, the
accompanying feats and talents should also be modified or
Fighting Desperately removed from the game.
BDB > attack
When hitting a foe is crucial, a character (or creature) may Aid Another
choose to fight desperately. For every 2 points of defense In melee combat, a character can help an ally attack or
bonus he “sacrifices” for the round, the character gains a +1 defend by distracting or interfering with an opponent. Both
bonus to all melee attack rolls made during that time. No allies must be in melee combat with the same enemy. As an
character can give up a number of points of defense greater attack action, the assisting character makes a melee attack roll
than his BDB in this way, and all modifications from fighting against a defense result of 10 (the GM does not actually make
desperately apply until the beginning of his next turn. a defense roll). If this roll succeeds, the character’s ally gains
For example, while fighting desperately, a 6th-level scout either a +2 bonus on his next attack roll against their mutual
(BDB +8) may opt to give up as much as 8 points of his defense opponent or a +2 bonus to defense against that opponent’s
bonus for 1 round; as a result, he gains a +4 bonus to all melee next attack (assisting character’s choice), as long as that
attack rolls for the round. attack comes before the beginning of her next turn. Multiple
The character must declare his intent to use this option at characters can aid the same friend, and similar bonuses stack.
the start of his turn. Fighting desperately can be used as part
of an attack action or a full-attack action. Bull Rush
When fighting desperately, a character with the Rapid A character can make a bull rush as an attack action or as
Surge feat gains a +1 bonus to melee attack rolls for every point part of a charge (see Charge). When making a bull rush, the
of defense bonus he sacrifices. character attempts to push an opponent straight back rather
than damaging him. The character can bull rush only an
Fighting Dirtily opponent who is within one size category of her own.
BDB > damage If a character is attempting a bull rush, follow the steps
When hurting a foe is more important than not being hurt outlined here.
oneself, a character (or creature) may choose to fight dirtily. Step 1: Initiate the Rush
For every 2 points of defense bonus she “sacrifices” for the The character begins a bull rush by moving into the
round, the character gains a +1 bonus to all melee damage rolls opponent’s fighting space, which provokes a free attack from
made during that time. No character can give up a number of the opponent (see Free Attack in the Glossary).
points of defense bonus greater than her BDB in this way, and A character with the Improved Bull Rush feat doesn’t
all modifications from fighting dirtily apply until the begin- provoke a free attack from the opponent.
ning of her next turn. Step 2: Opposed Checks
For example, while fighting dirtily, a 4th-level scout (BDB The character and her opponent make opposed Strength
+6) may opt to give up as much as 6 points of her defense bonus checks. Both add a +4 bonus for each size category they are
for 1 round; if she gives up all 6 points, she gains a +3 bonus larger than Medium or a –4 penalty for each size category
to all melee damage rolls for the round. smaller than Medium. The rushing character gets a +2 bonus
The character must declare her intent to use this option at if she is charging. The opponent gets a +4 bonus if he has more
the start of her turn, and must make at least one melee attack than two legs or is otherwise exceptionally stable.
or she gains no benefit. Fighting dirtily can be used as part of Step 3: Results
an attack action or a full-attack action. If the character beats the defender’s Strength check result,
When fighting dirtily, a character with the Dirty Fighter she pushes him back 5 feet, plus an additional 1 foot for each
feat gains a +1 bonus to melee damage rolls for every point of point by which her check result exceeded his. She may move
defense she sacrifices. along with the opponent if she wishes, although she can’t
exceed her normal movement limit.
Special Attacks and Combat If the character fails the opposed Strength check, she moves
5 feet straight back to where she began before she moved into
Maneuvers the opponent’s space. If that space is now somehow occupied,
Beyond simply rolling attacks and hoping they succeed, she falls prone in that space.
there are a number of special attacks and maneuvers that
might be incorporated into the EQ II Role-Playing Game to Charge
improve characters’ chances in combat. These options add Charging allows a character to move up to twice her speed
extra flavor to the game, although the GM is well within her and still attack during the same round. After moving, the
rights to exclude any that she feels complicate the game character may make a single melee attack with a +2 bonus on
unnecessarily. the attack roll. However, she takes a –2 penalty on all defense
rolls until the start of her next turn.

248 Chapter Twelve


Weapons Readied

Contents
against a Charge: Spears,
some polearms, and cer-
tain other piercing
weapons deal double
damage when set (a read-
ied action) against a
charging character.

Disarm
A disarm attempt
takes the place of a nor-
mal attack, whether as
an attack action or part
of an iterative attack se-
quence. If the character
attempting the disarm is
herself armed, she
knocks the opponent’s
weapon out of his hands
and to the ground. If she
attempts the disarm
while unarmed, she ends
up with the weapon in
her own hand.
If a character is at-
tempting to disarm an
opponent, follow the
steps outlined here.
Even if a character is capable of making multiple attacks
(such as when using multiple weapons or having iterative Step 1: Free Attack
attacks from having a high BAB), she can make only one Trying to disarm an opponent provokes a free attack from
attack as part of a charge action. (A character with the dual him (see Free Attack in the Glossary), but not from anyone
wield talent is an exception to this rule.) else, even if other opponents are in adjacent squares. If this
Movement during a Charge: A charging character must free attack from the defender deals any damage to the attacker,
move before her attack, not after. She must move at least 10 the disarm attempt fails.
feet, but may move up to twice her speed, as long as she moves Creatures with the Improved Disarm feat can disarm oppo-
directly toward the designated opponent. She must have a nents without provoking a free attack.
clear path toward the opponent (that is, there can be no Step 2: Disarm Check
difficult terrain or obstacles between her and her target), and The character and her opponent make opposed attack rolls
she must move directly to the closest space from which she can with their respective weapons. The wielder of a 2-handed
attack the target. If this space or any other space along the way weapon gets a +4 bonus on this roll during a disarm attempt,
is occupied or otherwise blocked, she can’t charge. If any line while the wielder of a light weapon suffers a –4 penalty. (An
from her starting point to the ending point passes through any unarmed strike is considered a light weapon, so a character
square that blocks movement, slows movement, or contains a always takes a penalty when trying to disarm an opponent
creature — even an ally — she can’t charge. (Note that while unarmed. However, if the unarmed character uses both
helpless creatures don’t count as occupying any space.) hands, he can treat the disarm attempt as having been made
If the character doesn’t have line of sight to the opponent with a 1-handed weapon.)
at the start of her turn, she can’t charge that opponent. If the combatants are of different sizes, the larger combatant
A character can’t take a 5-foot step in the same round as a gets a bonus on the attack roll of +4 per difference in size
charge unless she has the Spring Attack feat. category.
Partial Charge: If (and only if) a character is limited to only Step 3: Results
a single action on her turn (such as during a surprise round or If the character beats her opponent, he is disarmed. If she
due to a slow effect), she can still charge, but she can move made the attempt unarmed, she now holds the opponent’s
only up to her base speed (instead of double her speed). disarmed weapon. If she was armed, her opponent’s weapon
Lances: A lance deals double damage if wielded by a now lies on the ground in his fighting space (GM’s choice as
mounted character in a charge. to exactly where if the opponent takes up more than one
square).

Combat 249
However, if the opponent beats the character’s attempt, he If the same fighter were using a longsword (1-H weapon,
may immediately attempt to disarm her with the same sort of normally delay 5) as his off-hand weapon, he would make his
opposed melee attack roll (begin again with Step 2; his primary attacks normally, plus two additional off-hand at-
attempt does not provoke a free attack from her). If he fails this tacks with penalties of –5 and –11 respectively, since the
disarm attempt, she does not subsequently get a free disarm secondary longsword has an effective delay of 6 in the off-
attempt against him. hand.
Note: A character wearing spiked gauntlets can’t have them
disarmed. A character using a weapon attached to a locked Feint
gauntlet gets a +10 bonus to resist being disarmed. Attempting to feint is an attack action. The character
makes a Bluff check opposed by a special Sense Motive check
Dual Wield — the opponent may add his BAB to his Sense Motive roll.
Most combat tends to occur between characters who wield If the Bluff result exceeds the opponent’s Sense Motive result,
a single weapon in one or two hands; in the former case, the the opponent is considered to be flat-footed against the
“off-hand” may be entirely free, or it may be holding a shield. character’s next melee attack; however, this attack must be
Unless a character has the dual wield talent, he cannot fight made on or before the feinting character’s next turn, or the
with two weapons at the same time (i.e., using one in each feint’s benefit is lost.
hand). When feinting in this way against a non-humanoid, a
The dual wield talent grants a character an extra attack character suffers a –4 penalty on her Bluff check. Against a
each round, but the difficulty of coordinating two weapons creature with Intelligence 1 or 2, she suffers a –8 penalty.
imposes a fixed penalty of –5 on his off-hand attack (regardless Feinting is impossible against a non-intelligent creature (i.e.,
of the weapon’s size or delay). a creature with no Intelligence score).
Further, and perhaps most notably, dual wield enables a A character with the Improved Feint feat can attempt a
character to make an off-hand weapon attack in addition to feint as a move action rather than as an attack action.
his primary attack even when using the attack action (as
opposed to the full-attack action) — this is the sole exception Flanking
to the rule stating that a character can make only one attack If a character and her ally can get into squares directly
during an attack action. opposite one another on either side of an opponent, each
Note: A character can never make more than one extra gains a +2 bonus on all attack rolls against the opponent since
attack per attack action, and even then only as a result of the it cannot fully defend itself against both characters at once.
dual wield talent, even if he is granted extra actions by some To determine whether two creatures have flanked their
other means, such as, for instance, a haste effect. opponent, draw an imaginary line from the centers of one the
Certain professional abilities available to high-level fight- ally’s square to the other: If the line passes through opposite
ers (improved dual wield, etc.)
allow the character to make addi-
tional attacks with the off-hand
weapon. In this case, the delay of
the off-hand weapon becomes a
factor, as the weapon’s delay ap-
plies normally to any further
attacks with that weapon; that is,
the –5 penalty for attacking with
the off-hand weapon is increased
by the off-hand weapon’s delay in
order to find the penalty applied
to the second attack with that
weapon.
Note: A 1-handed weapon (as
opposed to a light weapon) used
in the off-hand suffers a +1 pen-
alty to its delay.
For example, a fighter with im-
proved dual wield who uses a
normal dagger (a light weapon,
delay 4) in his off-hand makes his
primary attacks normally, plus two
additional off-hand attacks with
penalties of –5 and –9 respec-
tively.

250 Chapter Twelve


borders of the opponent’s square (including the adjacent If the attacker loses the grapple check, she fails to start the

Contents
corners), then they are flanking it. If a flanker’s fighting space grapple. If she wins, she gets a hold and deals her usual
takes up more than one square, it gains the flanking bonus if unarmed damage to her target; if the attacker has a light hand-
any square it occupies qualifies for flanking. to-hand weapon at the ready, she may opt to deal its damage
Scouts with the backstab ability (or any talent subsequent instead of unarmed damage with this grapple check.
to backstab in the sneak attack line) can use it on every attack In case of tied grapple checks, the grappler with the higher
when they are flanking an opponent. (Thus, if both flankers grapple check modifier wins. If this is a tie, roll again to break
have the backstab ability, both can backstab the opponent.) the tie.
Note that a character with the Improved Hand to Hand feat
Grapple can opt to deal either lethal or nonlethal unarmed damage
Grappling is a special form of unarmed attack. Rather than freely while grappling.
striking an opponent with feet, fists, or the like, grappling Although an attacker may successfully grab an opponent of
involves grabbing, wrestling, and restraining. Grappling is any size, it is impossible for a lone attacker to secure a hold on
ideal in those situations where you want to physically restrain an opponent that is two or more size categories larger than
an opponent instead of trying to injure him. Unlike normal oneself. For example, a troll is a Large creature and can thus
unarmed attacks, the goal of grappling is to stop the opponent initiate a grapple on any creature, but cannot effectively get a
from moving rather than to knock the opponent out (al- hold on one that is Gargantuan or larger.
though the former may merely be a means to the latter). If an attacker’s target is already grappling someone else,
A character or creature cannot be grappled unless it has a then the attacker can use an attack to grab; in this case, the
physical body. Incorporeal creatures such as ghosts or wraiths target doesn’t get a free attack against the attacker, and the
cannot be grappled, as any grasping hands would simply pass attacker’s grab automatically succeeds. The attacker must still
right through them. make a successful opposed grapple check to secure a hold on
To attempt a grapple, follow the steps outlined below. the target (thereby dealing damage and then moving in, as
Step 1: Grab detailed below) and become a part of the ongoing grapple.
To start a grapple, the attacker first needs to grab the Step 3: Move In
defender, using an attack action (or a single iterative attack as Once a hold is secured, the attacker must move into the
part of a full-attack action) to do so. The attacker makes a target’s space; if the grappler is of a larger size than the
melee touch attack (see Touch Attacks) targeting the de- defender, then she instead drags the defender into her space.
fender. If the attack fails, the grapple attempt also fails. Moving into another creature’s space as part of a grapple is a
Attempting to start a grapple in this way is the equivalent of free reaction and does not count towards that creature’s
making a melee attack. Thus, an attacker can use multiple movement for the round.
iterative attacks to try to start a grapple more than once in a If for some reason the attacker cannot move into the
round using her usual melee touch attack bonuses. defender’s space, she must release the grapple immediately. To
Trying to grab a defender provokes a free attack from him grapple again, she must begin once more at Step 1.
(see Free Attack in the Glossary) unless the defender is Step 4: Grapple
unarmed (but note that natural weapons, including slam The attacker and the target are now both grappling. Once
attacks, are considered weapons, and that characters with the two or more combatants are grappling, it makes no difference
Improved Hand to Hand feat are always considered armed). If who started the grapple. Any grappling combatant can take
this free attack deals any damage to the grappler, the grab and the any of the actions listed below on his or her initiative
therefore the grapple attempt fail. count. Unless otherwise stated, a grappler capable of making
Creatures with the improved grab special attack or with the iterative attacks may attempt any action described below that
Improved Grapple feat can grab opponents without provok- requires a grapple check as one of her iterative attacks in a
ing a free attack. round as part of a full-attack action.
Step 2: Hold The delay rating for grapple checks is the same as for the
Grabbing the opponent is a good start, but to actually grappling creature’s unarmed or natural weapon attacks: Nor-
grapple him the attacker must now secure a hold. mally grappling has a delay of 4 (for a creature capable of using
Repeatedly in a grapple, the attacker and defender must manufactured weapons) or 5 (for a monster that uses only
make opposed grapple checks. A grapple check is much like a natural weapons).
melee attack roll:
Grapple Check: 1d20 + BAB + Strength modifier + special size
Grappling Consequences
modifier. While a character is grappling, her ability to defend herself
Special Size Modifier: Colossal +16, Gargantuan +12, Huge is limited.
+8, Large +4, Medium +0, Small –4, Tiny –8, Diminutive –12, Reduced Defense Bonus: A grappling character gains only
Fine –16. A grappling creature uses this number for grapple half of her defense bonus (round down) against opponents she
checks in place of the normal size modifier for attack rolls (see isn’t grappling. (She can still use her full bonus against
Table 12–5). opponents she is grappling.)

Combat 251
No Movement: A grappling character can’t move normally to make the escape, then she can still take a move action as
while grappling. She may, however, make an opposed grapple normal.
check (see below) to move while grappling. Move: A grappling character can move half her current
speed (bringing all others engaged in the grapple with her) by
Options While Grappling winning an opposed grapple check. This requires an attack
While grappling (regardless of who started the grapple), a action, and the check must beat all the other individual
creature can perform any of the following actions. Some of opposed check results to move the grapple.
these take the place of an iterative attack (rather than being Note: A character gets a +4 bonus on her grapple check to
an attack action or a move action); that is, if a creature’s BAB move a pinned opponent, but only if no one else is involved
allows it to make multiple attacks in a round, then it can in the grapple.
attempt one of these actions in place of each of its attacks, but Pin an Opponent: A grappling character can hold her
at successively lower attack bonuses. (See Iterative Attacks.) opponent immobile for 1 round by winning an opposed
Activate a Magic Item: A grappling character can activate grapple check (made in place of an attack). If the grappler gets
a magic item, as long as the item doesn’t require a spell multiple iterative attacks, she can use subsequent attacks to
completion trigger (see Using Items in the EQ II Spell damage the pinned opponent. Once the character has an
Guide). The character need not make a grapple check to opponent pinned, she has a few options available to her (see
activate the item. Options While Pinning, below).
Attack the Opponent: A grappling character can make an Retrieve a Spell Component: You can produce a spell
attack with an unarmed strike, natural weapon, or light component from your pouch while grappling by using a full-
weapon against another character she is grappling. She takes round action. Doing so does not require a successful grapple
a –4 penalty on such attacks. A character can’t attack with check.
two weapons while grappling, even if both are light weapons. Use an Opponent’s Weapon: If the character’s opponent
Break Another’s Pin: If the character is grappling an is holding a light weapon, she can use it to attack him by
opponent who has another character pinned, she can make an making an opposed grapple check (in place of an attack roll).
opposed grapple check in place of an attack. If she wins, she If she wins, she then makes a normal attack roll with the
breaks the hold that the opponent has over the third charac- weapon (which doesn’t require another action) at a –4 pen-
ter; that character is still grappling, but he is no longer pinned. alty.
Cast a Spell: A grappling character can attempt to cast a The character doesn’t gain possession of her opponent’s
spell while grappling or even while pinned (see below), weapon by striking him with it.
provided its casting time is no more than 1-action, it has no
somatic component (or is prepared using the still spell talent), Options While Pinning
and the caster has in hand any material components or foci she While a character has her opponent pinned, she can at-
might need (see Retrieve a Spell Component, below). If the tempt one of several options. Some of these are the same as her
spell is one that can be cast while grappling, the character options while grappling: she may damage the opponent, use
must still make a Channeling check (DC 20 + 1/2 the spell the opponent’s weapon against him, or attempt to move the
order) or lose the spell. She need not make a successful grapple grapple (all as described under Options While Grappling).
check to cast the spell. The character can’t draw or use a weapon (against the
Damage the Opponent: While grappling, by succeeding at pinned character or any other character), escape another’s
an opposed grapple check in place of an attack, a character can grapple, retrieve a spell component, pin another opponent, or
deal damage to her opponent as if she had hit with an unarmed break another’s pin while pinning an opponent.
strike. However, she may perform any of the following options:
Note: Characters with Improved Hand to Hand deal more Disarm Opponent: The character can use a disarm action
damage on an unarmed strike than other characters, and the to remove or grab away an object worn or held by a pinned
damage may be lethal, at the player’s choice. opponent, but he gets a +4 bonus on his roll to resist her
Draw a Light Weapon: A grappling character can draw a attempt (see Disarm).
light weapon (and only a light weapon) as a move action with Prevent Speech: At the character’s option, she can prevent
a successful grapple check. a pinned opponent from speaking as a free action.
Escape: A grappling character can escape a grapple by Release Opponent: The character may voluntarily release a
winning an opposed grapple check in place of making an pinned character as a free action; if she does so, she is no longer
attack. She can make an Agility check in place of a grapple considered to be grappling that character (and vice versa).
check if she chooses, but this requires an attack action (it
cannot be done as part of an iterative attack sequence). If Options While Pinned
more than one opponent is grappling the character, her
While pinned, a character is held immobile (but not help-
grapple check result must beat all their individual grapple
less) for 1 round. She suffers a –4 penalty to her defense bonus
check results to escape.
(in addition to its already being halved, as noted in Grappling
If the character escapes, she ends the action by moving into Consequences) against all opponents other than the one
any unoccupied space adjacent to her opponent(s) as a free pinning her. At her opponent’s option, she may also be unable
reaction. If she freed herself and did not use iterative attacks to speak.

252 Chapter Twelve


On the character’s turn, she can try to escape the pin by Trained Mounts in Combat: With a DC 5 Handle Animal

Contents
making an opposed grapple check in place of an (iterative) check, a rider can guide a battle-trained mount with her knees
attack. She can make an Agility check in place of a grapple as a free action, so as to use both hands freely.
check if she chooses, but this requires an attack action (it Melee Combat while Mounted: When a rider attacks a
cannot be done as part of an iterative attack sequence). If she creature smaller than her mount and that creature is on foot,
wins, she escapes the pin, but she is still grappling. she gets the +1 bonus on melee attacks for being on higher
ground (see Table 12–3). If the mount moves more than 5 feet,
Multiple Grapplers the rider can make only a single melee attack (either before or
Several combatants can be involved in a single grapple. Up after moving). Even if the mount has moved its full speed,
to four combatants can grapple a single opponent of the same however, the rider doesn’t take any penalty on melee attacks
size category as themselves in a given round. Opponents that while mounted.
are one size category smaller than the combatant count for Ranged Attacks while Mounted: A rider can use most
half, while opponents that are one size category larger than a ranged weapons freely even while her mount is moving. While
combatant count doubly, and opponents two or more size her mount is taking a full-move action, she suffers a –4 penalty
categories larger count as quadruple. on ranged attack rolls. While it is running (quadruple speed),
For example, a troll (size Large) could be grappled by 4 other she suffers a –8 penalty. A rider can take a full-attack action
Large creatures; or by 8 Medium creatures; or by 2 Huge with a ranged weapon (if she can normally make iterative
creatures; or by 1 Gargantuan creature; alternately, for ex- attacks with that weapon) even while a mount is moving. In
ample, he could be grappled by 1 Huge, 1 Large, and 2 Medium any case, the rider makes all ranged attack rolls when the
creatures at the same time. mount has completed half its movement for the round (calcu-
Additional enemies can aid their friends with the aid late all ranges for her attacks from this point).
another action (see Aid Another). Mounted Charge: If the mount charges, the rider also takes
the defense penalty associated with a charge action. If she
Firing into a Grapple makes an attack at the end of the charge, she receives the
When two or more characters are grappling, they are attack bonus gained from the charge. When used from the
wrestling around, grasping for holds, struggling to gain an back of a charging mount, a lance deals double damage (see
advantage over each other. If another character makes a Charge).
ranged attack into a mass of grappling bodies, he must roll Casting Spells while Mounted: A spellcasting rider can
randomly to see which grappler his ranged weapon is in fact cast a spell normally if her mount moves up to its current speed
targeting. He then proceeds with the attack roll as normal either before or after the spell is cast. If the mount is taking a
against that target, whether friend or foe. The target loses any full-move action, then the spell is assumed to have been cast
Dexterity bonus to defense against this attack. while the mount is moving, so the rider must make a Channel-
ing check due to the moderate distraction (DC 10 + 1/2 spell
Mounted Combat order) or lose the spell. If the mount is running (quadruple
Attacking while mounted offers a number of benefits. For speed), the rider must make a Channeling check due to the
one thing, a mounted character moves at her mount’s speed, serious distraction (DC 15 + 1/2 spell order).
which is usually considerably greater than her own. In any case, the rider calculates all spell ranges when the
Normally, a creature must be at least one size larger than a mount has completed half its movement for the round.
prospective rider to serve adequately as a mount. For simplic- If a Mount Falls in Battle: If a rider’s mount falls, she must
ity, assume that a rider shares her mount’s space during make a DC 15 Handle Animal check to land softly and take
combat. no damage. If the check fails, she takes 1d6 points of damage.
A mount acts on its rider’s initiative count. The rider moves If the Rider is Dropped: If the rider is knocked uncon-
at the mount’s speed, but the mount uses its action (on her scious, she has a 50% chance to stay in the saddle. Otherwise,
turn) to move. she falls and takes 1d6 points of damage.
Any war-trained beast (see Handle Animal in Chapter 8: Without a rider to guide it, a mount generally avoids
Skills) can serve readily as a combat steed. Those trained only combat; however, a war-trained mount will often fight to
for riding, however, are frightened by combat. defend its master if she is attacked and it cannot easily escape.
Untrained Mounts in Combat: If the rider doesn’t dis- Note that a character falling from a flying mount is liable to
mount from a skittish mount, she must make a DC 20 Handle take considerably more damage from falling (see Falling
Animal check each round as a move action to control the Damage), and a Handle Animal check is of no use in trying to
beast. If she succeeds, she can cause the mount to make a single avoid such damage.
move, and can still perform an attack action as usual (either
before or after the move action). If the check fails, the move Overrun
action becomes a full-round action and the rider can’t do A character can attempt an overrun as a special attack
anything else but fight to control her mount until her next action taken during a move. (Normally, a character cannot
turn. take an attack action during a move.) With an overrun, the
character attempts to bowl her opponent over and knock him

Combat 253
down, possibly as a means of reaching another target behind
him. A character can only overrun an opponent who is within
one size category of her own size, and she can make only one
overrun attempt per round.
When attempting to overrun an opponent, follow these
steps.
Step 1: Move In
Attempting an overrun requires the character to move into
her opponent’s fighting space. If the character cannot make
such a movement for some reason, she cannot attempt an
overrun.
Step 2: Avoidance
The opponent being overrun has the option to simply avoid
the attacking character. If he avoids her, he doesn’t suffer any
ill effect and she may simply keep moving (any character can
move through a space occupied by someone who lets her pass).
If the opponent avoids the attacking character, the overrun
attempt doesn’t count against her actions this round (except
for any movement required to enter the opponent’s square).
Attacking Objects
If the opponent doesn’t choose to avoid the character, move Slightly different rules apply to attacks on inanimate ob-
to Step 3. jects such as wooden doors than to attacks on hand-held
Step 3: Block weapons, shields, or other objects (see Sunder).
If the opponent blocks the character, she make a Strength First, if the target object is stationary and a character takes
check opposed by the opponent’s Dexterity or Strength check a full-round action to strike it with a melee weapon, he can
(whichever ability score has the higher modifier). A combat- dispense with the necessity for an attack roll altogether and
ant gets a +4 bonus on the check for every size category he or simply deal normal damage to the object (the damage must
she is larger than Medium or a –4 penalty for every size still penetrate the object’s hardness for the attack to have any
category he or she is smaller than Medium. The defender gets effect — see Hardness below).
a +4 bonus on his check if he has more than two legs or is If the character uses only an attack action (or an iterative
otherwise more stable than a normal humanoid. attack) to damage an object, he must make a successful attack
If the character wins, she knocks the opponent prone. If she roll to strike the object, although he does gain a +4 bonus to
loses, the opponent may immediately react with his own the attack roll. Inanimate objects have no defense bonus and
Strength check opposed by her Dexterity or Strength check do not receive a defense roll: They are always treated as having
(including the size modifiers noted above, but no other a defense result of 5 + the object’s size modifier.
modifiers) to try to knock her prone in turn. The GM may decide that certain attacks are particularly
Step 4: Results effective or ineffective against certain objects: For example,
smashing a light ceramic jar with a club is relatively easy,
If the character succeeds in knocking her opponent prone, while cutting down a tree with the same club may prove
she can continue her movement as normal. If she fails but is impossible.
not knocked prone (see Step 3), she must move 5 feet back in
the direction from which she first entered the opponent’s All objects are immune to critical hits and nonlethal
space in Step 1, ending her movement there. If she fails and damage.
is knocked prone in turn, she must move 5 feet back and falls Hit Points: Objects do not have health scores like crea-
prone there. tures, but they have a similar statistic that represents their
Mounted Overrun (Trample): If a rider attempts an over- current condition. This number is called “hit points” (gener-
run while mounted, her mount makes the Strength check to ally shortened to “hp”) and it functions almost exactly as does
determine the success or failure of the overrun attack (and a character’s health, save that objects are destroyed at 0 hit
applies its size modifier, rather than hers). points as opposed to going into negative hit point totals.
If the rider has the Trample feat and attempts an overrun An object’s hit points are usually based solely on the
while mounted, her opponent may not choose to avoid the material and the thickness of the object (and perhaps on any
overrun; further, if the overrun knocks the opponent prone, magical augmentation to its substance), not on its level or
the rider’s mount may make one hoof attack (or claw, etc., as ability.
appropriate to the creature) against the fallen opponent. Hardness: Just as objects do not take health damage, they
do not properly have “damage reduction.” However, in the
same way that an object’s hit points function much as a
creature’s health, objects do have a statistic called hardness,
which functions in essentially the same way that DR does for
creatures.

254 Chapter Twelve


Table 12–6: Table 12–7: Sample Hardness of Materials

Contents
Sample Hardness, Hit Points, and Break DCs Material Hardness Hit Points (per in.)
Object Hardness Hit Points 1
Break DC 2 Canvas 0 2
Arrow/quarrel 5 1 9 Leather 1 3
Backpack 2 3 — Ice 2 3
Bottle, glass 1 1 2 Crystal/glass 3 1
Breastplate 10 25 — Ceramic 4 2
Broad sword 10 8 25 Wood
Chain shirt 10 18 — Soft/weak 4 6
Chainmail 10 24 — Typical 5 10
Chest, large wooden 5 15 21 Reinforced 6 11
Chest, large, reinforced 6 20 24 Darkwood 6 12
Club 5 4 20 Rusty steel 7 12
Coffer, iron 9 15 24 Stone
Coffer, wooden 5 3 16 Soft/weak (e.g. sandstone) 7 11
Crowbar, iron 9 12 24 Hard/strong (e.g. granite) 8 15
Dagger 10 2 24 Swordsilver 8 10
Full plate 11 75 — Bronze 8 13
Gauntlet, metal 10 3 23 Iron 9 20
Greatclub (Large) 5 50 25 Steel 10 30
Greatsword 10 10 24 Fine steel 11 30
Greatsword (Large) 10 20 25 Brellium 12 30
Hide armor 2 4 — Acrylium 14 30
Jug, clay 2 2 6 Mithril 15 30
Leather armor 2 8 — Adamantite 20 40
Lock (average) 10 5 24 Ranged Attacks against Objects: A ranged attack against
Longbow 5 4 20 an immobile object is possible, although an attack roll is
Longbow, composite 5 4 21* always required in this case. If the character uses a full-round
Longspear 5 10 14 action, he gains a +4 bonus to strike the object with a ranged
Longsword 10 5 25 weapon. However, objects normally take only half damage
Mace, heavy 10 22 26 from ranged weapon attacks (figured before the target object’s
Mace, light 10 11 26
hardness is applied).
Map/scrollcase, leather 2 1 — Energy Attack against Objects: Energy or elemental at-
Morningstar 5 7 22 tacks normally ignore hardness, but nonetheless may be only
Rapier 10 3 19
partially effective against objects. All objects take full damage
from attacks with the acid, divine, force, magic, or sonic
Rope, hemp 0 2 22
descriptors. However, they take only half damage from elec-
Rope, silk 0 4 25
tricity and heat attacks, and one-quarter damage from cold
Shield, buckler 10 5 25
attacks. Disease effects deal no damage to non-organic objects
Shield, heavy steel 10 20 25 or substances such as stone or metal, but deal one-quarter
Shield, heavy wooden 5 15 22 damage to organic objects or substances like leather or paper.
Shield, light steel 10 10 25
Attacks based upon any other descriptor deal no damage to
Shield, light wooden 5 6 21 objects.
Shield, tower 5 20 24
Short sword 10 4 24 Sunder
Shortbow 5 3 18
Shortbow, composite 5 3 21*
At times, it’s better to attack the opponent’s weapon rather
than the opponent himself. Doing so takes up one melee
Spear 5 8 15
attack — either an attack action or one iterative attack — and
Spiked chain 10 10 25
1
Unless otherwise stated, the values given are for Medium objects: In general,
is usually effective only with a crushing or slashing melee
for each size category of an item smaller than Medium, divide by 2; for each size weapon, since the attacker has to put all her weight behind the
category larger than Medium, multiply by 2. blow. (Such an attack is also perfectly effective against an
2
Unless otherwise stated, the DCs given here are for Medium objects: In
general, for each size category of an item smaller than Medium, subtract 1; for each opponent’s shield, and in this case a piercing weapon works
size category larger than Medium, add 1. equally well.)
— This item or material can be “broken” only under very specific circum- If the target weapon or shield is magical, the sundering
stances. For example, leather armor cannot be broken by an opponent, unless
perhaps a grappler used brute force to tear it off of a pinned opponent’s body (in weapon must have an enhancement bonus to damage equal to
which case, the GM should set a appropriate DC based on the circumstances). or greater than that of the target item to have a chance of
** The Break DC of a mighty composite bow is equal to 21 + the minimum
Strength modifier of the wielder.

Combat 255
breaking it (i.e., a +1 club can’t successfully damage a +2 If the combatants are of different sizes, the larger combatant
longsword). gets a bonus on the attack roll of +4 per difference in size
If a character is attempting to sunder an opponent’s weapon category.
or shield, follow the steps outlined here. (One cannot sunder Step 3: Results
armor worn by another character. If one wishes to wrest an If the character beats her opponent, she rolls damage
item from a defender rather than destroy it, see Disarm.) normally against the object targeted. (Consult Tables 12–6
Step 1: Free Attack and/or 12–7 to determine how much damage is required to
Trying to sunder an opponent’s weapon or shield provokes destroy the object. Don’t forget that hardness functions simi-
a free attack from him (see Free Attack in the Glossary), but larly to damage reduction.)
not from anyone else, even if other opponents are in adjacent For example, if a character armed with a battleaxe success-
squares. Even if this free attack from the defender deals fully attacks her foe’s quarterstaff (hardness 5 and 10 hp) for
damage to the attacker, the sunder attempt can still take 8 points of damage, the first 5 of those points are absorbed
place. harmlessly by the wood’s hardness, meaning that only 3 points
Creatures with the Improved Sunder feat can make sunder of damage actually penetrate to the quarterstaff — it is perhaps
attempts without provoking a free attack. badly nicked, but still fully functional.
Step 2: Sunder Check If the character fails the sunder check, she does not deal any
The character and her opponent make opposed attack rolls damage.
with their respective weapons. The wielder of a 2-handed Sundering Other Objects: One does not use a sunder check
weapon gets a +4 bonus on this roll during a sunder attempt, to damage an object carried or worn by another that is other
while the wielder of a light weapon suffers a –4 penalty. (A than a weapon or shield. Instead, the character simply makes
sunder cannot normally be attempted with an unarmed strike.) an attack roll against the object’s defense: A carried or worn

256 Chapter Twelve


object’s defense is always equal to 10 + its size modifier + the “Tripping” a Mounted Opponent: A character may make

Contents
Dexterity modifier of the creature carrying or wearing it (i.e., a trip attack against a mounted opponent. In this case, the
do not make a defense roll, but use this static defense value). opponent may make a Handle Animal check in place of his
Attacking a carried or worn object provokes a free attack from Dexterity or Strength check. If the trip succeeds, the charac-
the opponent just as attacking a held weapon does. ter pulls her opponent from his mount. (Tripping a rider is
If a character wishes to attack a static object that is not held, essentially the same as dismounting him; of course, tripping
use the rules found under Attacking Objects. the mount is also possible, but this is obviously not the same
as dismounting the rider.)
Trip Tripping with a Weapon: Some weapons can be used to
Instead of simply trying to hack or stab her opponent in make trip attacks (see Weapon Descriptions in Chapter 10:
melee, a character can try to trip him instead so that he loses Equipment). In this case, the character makes a melee touch
his footing, either putting him out of action temporarily or attack with the weapon instead of an unarmed melee touch
setting him up for a follow-up attack once he is prone. attack, and the attack does not provoke a free attack from the
If a character is attempting to trip an opponent, follow the opponent.
steps outlined here. If a character would be tripped as a result of a failed trip
Step 1: Melee Touch attempt while armed, she can choose to drop the weapon as a
free action to avoid being tripped.
Tripping without a weapon requires an unarmed melee
touch attack (see “Touch Attacks”). A character can only trip
an opponent who is within one size category of her own size. Attacks against Helpless
Trying to trip an opponent while unarmed provokes a free
attack from him (see Free Attack in the Glossary). Even if this Targets
free attack from the defender deals damage to the attacker, the A character unable to defend himself — unconscious,
trip attempt can still take place. sleeping, paralyzed, feigning death, entrapped in a web or net,
Characters with the Improved Trip feat (or those using tied up, or the like, at the GM’s discretion — is considered
weapons to trip; see below) can make trip attempts without helpless. (See the Glossary for rules regarding the helpless
provoking a free attack. condition.)
Step 2: Trip Check
If the character’s touch attack succeeds, she makes a Strength Coup de Grace
check opposed by the defender’s Dexterity or Strength check A character can attempt to dispatch a helpless opponent by
(whichever has the higher modifier). A combatant receives a using a full-round action to administer a coup de grace (pro-
+4 bonus for every size category he or she is larger than nounced koo-deh-grah, with stress placed on the italicized
Medium, or a –4 penalty for every size category he or she is portions) with any melee weapon, or with a bow or crossbow
smaller than Medium. The opponent gets a +4 bonus on his if she is adjacent to the opponent. In any case, a coup de grace
check if he has more than two legs or is otherwise more stable attack automatically hits and scores a critical hit. Further, the
than a normal humanoid. target must make a Fortitude save (DC 10 + the damage dealt
If the attacker wins, she trips her opponent. by the coup de grace). On a failed save, the target dies,
However, if the opponent beats her attempt, he may imme- regardless of his remaining health. On a successful save, the
diately attempt to trip her with the same sort of opposed check target merely takes the usual (critical) damage.
(begin again with Step 2; his attempt does not provoke a free An attacker with the sneak attack talent (or any other
attack from her). If he fails this trip attempt, she does not talent of that line) can combine sneak attack damage with the
subsequently get a free trip attempt against him. coup de grace.
Step 3: Results Creatures that are immune to critical hits are also immune
A tripped character is prone. (Standing up is a move action.) to coup de grace attacks.

Combat 257
258 EQ2 Role Playing Game
Appendix:
Glossary of
Rules and
Terms
1-handed weapon: Any weapon designed for use in one
hand, but which is by definition not a light weapon. A 1-
Asn: Assassin.
asphyxiated: A character unable to breathe is asphyxiating.
handed weapon is treated as an object one size category Any character can hold her breath for 2 rounds per point of
smaller than its designated wielder, so a human’s longsword is Constitution. After this period, she must make a Constitution
a Small object. check (DC 10, +1 for each previous check) each round in
2-handed weapon: Any weapon designed for use in both order to continue holding her breath. When the character
hands, such as a greatsword or heavy flail. A 2-handed weapon fails one of these Constitution checks, she begins to asphyxi-
is treated as an object of the same size category as its designated ate. At the beginning of the following round, she falls
wielder, so a troll’s greatsword is a Large object. unconscious; the next round, she begins dying. At the begin-
5-foot step: A movement of 5 feet (one square on a 1-inch ning of the third round following the failed Constitution
tabletop grid); this step is a free action in combat, as long as check, she dies.
no other movement is taken in the same round. Atk: Attack bonus.
ability check: A roll of 1d20 + the relevant ability modifier. attack bonus: The total modifier applied to a character’s die
ability modifier: The bonus or penalty associated with a roll when performing an attack action intended to harm
particular ability score. another creature.
ability score: The numeric value assigned to one of the six attack roll: A roll of 1d20 + attack bonus + other applicable
abilities. Some creatures have a “non-ability,” lacking a score modifiers. A successful attack roll deals damage depending
altogether for one or more abilities. upon the weapon used to attack.
ability: One of six fundamental qualities, three physical and BAB: Base attack bonus.
three mental, of any character or creature: Strength, Dexter- Bar: Barbarian.
ity, and Constitution; and Intelligence, Wisdom, and base attack bonus: The most basic bonus to a creature’s
Charisma. attack rolls, which is a function of profession and level. Base
action: Some activity undertaken by a character or crea- attack bonuses from multiple professions stack.
ture, generally within a period of 1 round. Actions are divided base defense bonus: The most basic bonus to a creature’s
into several types: attack actions (also called standard ac- defense rolls, which is a function of profession and level. Base
tions), free actions, free reactions, full-round actions, and defense bonuses from multiple professions stack.
move actions. base save bonus: The most basic bonus to each of a
adjacent: Any two squares (on a 1-inch tabletop grid) that creature’s three saving throw types (Fort, Ref, Will), which
share any side or corner are adjacent. Creatures occupying any are a function of profession and level. Base save bonuses from
two such squares are also considered “adjacent.” multiple professions stack.
Ari: Aristocrat.
Art: Artisan.

Appendices 259
base speed: A character’s or creature’s standard rate of 21–50 Do nothing; 51–70 Flee from nearest enemy at top
movement, given as a number of feet that can be covered using speed; 71–100 Attack the nearest creature, or a random
a move action. Base speed is generally a function of race. creature from among those equidistant (including allies, but
BDB: Base defense bonus. not one’s own pet). If the character can’t carry out the
Ber: Berserker. indicated action for any reason, he does nothing but babble
bite: A natural weapon that deals crushing, piercing, and incoherently. An opponent gains no special advantage when
slashing damage. A bite attack has a slow delay (delay 6). attacking a confused character; a confused character who is
attacked automatically responds in kind on his next turn, as
blinded: In game terms, a blinded character treats all other
long as he is still confused when his turn comes.
creatures as if they had total concealment: That is, he suffers
a 50% miss chance to strike another creature in combat even constrained: A constrained creature is prevented from mov-
if he aware of that target’s general location. A blinded creature ing by some applied force or bond, usually of a magical nature.
also moves at half-speed, is considered flat-footed against Such creatures may act normally, but cannot leave their
opponents’ attacks, and suffers a –4 penalty to most Strength- current square.
or Dexterity-based skills or checks. All checks and activities continuous damage: Damage from a single successful at-
that rely on vision (such as reading and visual Perceive tack or effect that is dealt in increments over two or more
checks) automatically fail. Characters who remain blinded for rounds. See also DOT.
a long time grow accustomed to these drawbacks and can coup de grace: A special attack that allows a creature to
overcome some of them. deliver a particularly devastating blow to a helpless opponent
blown away: A creature can be blown away by winds of high as a full-round action.
velocity (or sometimes by other forces), depending upon the cover: A barrier, object, or obstacle, whether natural or
creature’s size and the relative power of the effect. A creature magical, that grants a +4 bonus to defense and a +2 bonus on
on the ground that is blown away is knocked prone and rolls Reflex saves.
1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 cowering: A cowering creature is terrified to the point of
feet. A flying creature that is blown away is knocked back 2d6 motionlessness; it can take no actions other than a 5-foot step
x 10 feet and takes 2d6 points of nonlethal damage (total) due and has its defense bonus halved. Opponents gain a +2 bonus
to buffeting. on attack rolls against cowering creatures.
Brd: Bard. cp: Copper piece.
Brg: Brigand. creature type: A broad category that defines or delimits
Bru: Bruiser. many of a creature’s special traits and qualities. These catego-
Brw: Brawler. ries are as follows: aberration, animal, construct, dragon,
caster level: A measure of the relative competency with elemental, fae, humanoid, magical beast, monstrous human-
which a spellcaster uses his spells. Usually, this value is equal oid, ooze, outsider, plant, undead, and vermin.
to the sum of the character’s spellcasting profession levels. creature: Any being capable of taking some action (even if
Cha: Charisma. purely mental or purely physical), as opposed to an inanimate
object. A creature can be nonintelligent, such as vermin, or
character level: The sum of all profession levels held by a
immobile, as with many plants, or even not alive, such as in
character.
the case of constructs or undead.
check: A roll of 1d20 + any applicable modifiers. A check
crit: An abbreviation for “critical hit.”
is used to determine the success of some action other than an
attack or defense roll or a saving throw. Checks may be rolled critical hit: A telling hit to a vital area; a critical hit usually
against a static DC, or they may be opposed rolls. deals double damage or more.
claw: A natural weapon that deals slashing damage. A claw critical threat: A potential critical hit that has not yet been
attack has a quick delay (delay 4). “confirmed.”
Clr: Cleric. Cru: Crusader.
Cnj: Conjurer. current speed: A character’s temporary speed, determined
by his base speed as modified by all current conditions.
Coe: Coercer.
damage reduction: A special quality that reduces damage
Com: Commoner.
taken from physical attacks (but not magical attacks).
comatose: A comatose creature is unconscious and helpless.
damage shield (x): A magical effect that deals x damage
Con: Constitution. This replaces the Stamina attribute (where x is some numerical value) each time an opponent hits
used in the online version of EverQuest. the creature protected by the damage shield. The opponent’s
concealment: Any condition that prevents an attacker harm resistance (if any) does not offset damage from damage
from seeing an opponent clearly, creating a flat 20% miss shields, although immunity to the damage shield’s energy
chance (i.e., a chance that any attack misses outright, regard- descriptor does apply.
less of the attack and defense bonuses involved). damage: A reduction in health caused in most cases by the
confused: A confused character’s actions are determined by successful attack of an opponent. Damage can also result from
rolling d% at the beginning of his turn: 01–10 Attack nearest poisons, diseases, and similar sources, however, as well as from
enemy with melee or ranged weapons; 11–20 Act normally; environmental dangers and hazards.

260 EQ2 Role Playing Game


damage-over-time: An effect that deals continuous damage only one action per round: He can either move or attack, but
each round for an extended period. cannot do both. Further, he moves at only half speed. If he
darkvision: A special quality that allows creatures to see in wants to attempt a full-round action, the character must
darkness. actually take 2 rounds to do it (see Table 12–1). Worse, any
dazed: A dazed creature can make defense rolls normally, strenuous activity could cause him to slip into unconscious-
but cannot otherwise take any actions. ness; a “strenuous activity” is determined by the GM, but
dazzled: A dazzled creature suffers a –1 penalty on attack typically includes attacking, running (as opposed to walking
rolls and on Perceive and Search checks. or crawling), swimming (as opposed to dog-paddling), casting
a spell, or the like. A character who undertakes a strenuous
DC: Difficulty Class.
action while disabled immediately takes 1 point of damage. If
dead: The character whose health has been reduced to an this is enough to reduce him to an amount of negative health
amount equal to his negative Constitution score, or who is beyond his disabled range, he falls unconscious. Binding
killed outright by some spell or effect, is dead. Dead characters wounds, drinking potions, and such actions are not generally
cannot benefit from normal or magical healing, but they can considered strenuous, and thus may be performed safely by a
be restored to life via resurrection magic. disabled character.
deafened: A deafened character suffers a –4 penalty on disoriented: A disoriented creature may take actions nor-
initiative checks, automatically fails auditory Perceive checks, mally, but it moves at half speed and its attack and defense
and has a 20% chance of spell failure when casting spells with bonuses are halved.
verbal components. Characters who remain deafened for a
Dke: Dark elf (also called Teir’Dal).
long time grow accustomed to these drawbacks and can
overcome some of them. DOT: Damage-over-time.
death effect: A spell or effect that results in instant death, DR: Damage reduction.
regardless of the target’s current health. Such effects usually Drg: Dirge.
allow a saving throw to avoid them, most often a Fortitude drowning: See asphyxiation.
save. Dru: Druid.
Def: Defense bonus. Dwf: Dwarf.
defense bonus: The total modifier applied to a character’s dying: A dying character is unconscious and hovering near
opposed die roll when attempting to evade another creature’s death. He can take no actions. At the end of each subsequent
attack. round (starting with the round in which the character began
dehydration: A character can go without water for 1 day dying), he must make a Fortitude save (DC 20 – his Constitu-
plus a number of hours equal to his Constitution score. After tion modifier). If this save fails, the character loses another
this time, the character must make a Constitution check (DC point of health; if the save succeeds by 5 or more, he is
10, +1 for each previous check) each hour or take 1d6 points stabilized. Anyone who gets to the dying character during this
of nonlethal damage. Characters who have taken any nonle- period can bind his wounds with a successful DC 15 Heal
thal damage from dehydration are fatigued; worse, this nonlethal check (see Heal in Chapter 8), causing him to stabilize at his
damage cannot be recovered until the character re-hydrates current health total.
— otherwise, not even healing magic is effective. In normal Enc: Enchanter.
climates, active Medium characters need at least a gallon of energy damage: One of ten types or descriptors of damage
fluids per day to avoid dehydration. (Small characters need from some magical or elemental source: acid, cold, disease,
half as much, while Large characters need twice as much.) In divine, electricity, heat, magic, mental, poison, and sonic.
very hot climates or during heavy exertion, characters need Each of these descriptors is often attached to special attacks
two or three times as much water to avoid dehydration. and spells.
delay: A numerical value ranging from 2 to 8 that controls entangled: An entangled creature has its movements im-
the rate at which a character gains iterative attacks. peded by some external force, condition, or attack (such as a
descriptor: A tag or label applied to one of any number of thrown net); it may be held fast if the impeding force is
special attacks or effects in the game. Descriptors are used to anchored to an immobile object or tethered by an opposing
denote other effects or abilities within the game that corre- force, but is otherwise capable of moving at half speed. It may
spond or interact in a specific way with the labeled effect. For not run or charge, however. Entangled creatures suffer a –2
example, any attack with the heat descriptor is reduced by a penalty on attack and defense rolls, and a –2 encumbrance
target’s heat resistance quality; likewise, any creature immune penalty to all Strength- or Dexterity-based skill and ability
to fear effects cannot be affected by an attack that has the fear checks. An entangled character who attempts to cast a spell
descriptor. must make a Channeling check (DC 10 + 1/2 the spell order)
Dex: Dexterity. or lose the spell.
Dfl: Defiler. Eru: Erudite.
Difficulty Class: The target number that a roll, usually a exhausted: An exhausted creature moves only half speed
skill or ability check, must equal or exceed to be successful. and cannot run or charge; it also suffers a –4 penalty on all
disabled: A character with a current health total of 0 or less, Strength- and Dexterity-based rolls. After 1 hour of rest, an
but who is conscious, is disabled. A disabled character can take exhausted creature becomes fatigued.

Appendices 261
experience points: An abstract numerical measurement of penalty on all attack and damage rolls and on saving throws.
a character’s personal advancement in his professional career. Frightened is a fear effect more extreme than shaken, but less so
Experience points are accrued by undertaking adventures, than panicked.
defeating monsters, completing quest objectives, and role- Ftr: Fighter.
playing well. Characters gain (or advance) in character levels Fur: Fury.
by accruing experience points. GM: Game Master.
extraordinary ability (Ex): A special skill or power, whether Gnm: Gnome.
gained through exceptional training, unusual physiology, raw
gore: A natural weapon that deals crushing and piercing
willpower, or some other means. Extraordinary abilities are
damage. A gore attack has a standard delay (delay 5).
nonmagical, so effects or areas that negate or disrupt magic
have no effect on them. gp: Gold piece.
failure: An unsuccessful result on a die roll, such as a grab: A natural weapon such as a tentacle or other append-
defense roll, saving throw, or skill check. age designed to seize and hold an opponent. A grab attack
usually deals crushing damage and has a slow delay (delay 6).
farsight: The ability of some creatures to see things at a
See also Grapple in Chapter 12: Combat.
great distance in normal daylight conditions.
Grd: Guardian.
fascinated: A fascinated creature can take no actions other
than to pay attention to the fascinating effect for its duration. hardness: Hardness is to an object what damage reduction
Any potential threat, such as a hostile creature approaching, is to a creature; it represents the object’s ability to absorb the
allows the fascinated creature a new saving throw against the first portion of any physical damage dealt to it.
fascinating effect; obvious threats, such as someone drawing a harm resistance: An ability or quality that allows a creature
weapon, casting a spell, or aiming a ranged weapon at the to ignore a certain amount of energy damage whose descriptor
fascinated creature, automatically break the effect. The fasci- matches that of the attack itself. The ten harm resistance
nated creature suffers a –4 penalty on all skill checks made as descriptors are acid, cold, disease, divine, electricity, heat,
free reactions, such as Perceive checks to notice an enemy magic, mental, poison, and sonic.
approaching stealthily. An ally may shake the creature free of HD: Hit Die/Dice. The type and/or number of dice rolled
the effect as a standard action. at each level to determine a creature’s health.
fast recovery: The ability of some creatures (iksar and health: An abstract numerical measure of a creature’s
trolls, for example) to heal from injuries much more quickly current physical condition.
than characters of other races. Hef: Half elf.
fatigued: A fatigued creature cannot run or charge and helpless: Attacks against a helpless target (one that is
suffers a –1 penalty on all Strength- and Dexterity-based rolls. paralyzed, bound, sleeping, unconscious, or otherwise com-
A creature that is already fatigued becomes exhausted if it pletely at an opponent’s mercy) gain a +4 circumstance bonus
performs a task or suffers from a condition that would other- to the attack roll. The helpless creature is always treated as
wise render it fatigued. After a number of hours of rest equal having a defense result of 5 + its size modifier (a creature
to 9 – its Constitution modifier, the creature returns to cannot actually make a defense roll while helpless, and gets no
normal. benefit from its defense bonus). Helpless characters are always
fear effect: Any attack or effect that results in a creature susceptible to sneak attack damage.
becoming shaken, frightened, or panicked. Hfl: Halfling.
flanking: Two allies flank a creature by fighting on directly Hie: High elf (also called Koada’Dal).
opposite sides of their mutual opponent. Each flanking at- hit points: An abstract numerical measure of an object’s
tacker gains a +2 bonus on attack rolls to hit the flanked current physical condition (in the same way that health
creature, and characters with the backstab talent (see Chapter measures a creature’s condition).
7: Talents and Disciplines) can deal additional damage while hit: To hit is to make a successful attack roll.
flanking. Hum: Human.
flat-footed: A flat-footed creature gains only half its usual Iks: Iksar.
defense bonus and is vulnerable to sneak attacks.
Ilu: Illusionist.
Fort: Fortitude saving throw.
Init: Initiative.
free attack: A melee attack made at the character’s full
attack bonus in response to some action or maneuver of an initiative: A roll of 1d20 + any applicable modifiers, the
opponent within reach. This attack is treated as a free reac- result of which, in descending order, determines the sequence
tion. A character wielding a ranged weapon such as a bow or “count” in which all participants take their actions for one
cannot make a free attack, nor can a character whose target entire combat or encounter.
(i.e., the one who prompted the free attack) is beyond reach. Inq: Inquisitor.
Frg: Froglok. Int: Intelligence.
frightened: A frightened creature must flee in terror from the interrupted: An interrupted creature loses one action on its
source of fright using the most effective means at its disposal. next turn (either an attack or a move action, creature’s
It may fight if unable to flee, but does so with a –2 morale choice). Further, a spellcaster who is interrupted cannot cast

262 EQ2 Role Playing Game


any spells on his next turn, and, if he was in the middle of pinpoint the location of a hidden or invisible opponent
casting a spell when he was interrupted, that spell automati- within 30 feet by sense of smell. If the opponent is upwind, this
cally fails as if he had failed a Channeling check. range increases to 60 feet; if downwind, it drops to 15 feet.
invisible: A creature with total concealment, such as one at Strong scents, like smoke or rotting garbage, can be detected
a distance from another creature through a fogbank, is consid- at twice these ranges, and overpowering scents, like skunk
ered invisible. Certain spells or magical effects may also render musk, can be detected at triple range.
a character invisible. miss chance: A d% (d100) roll made to determine whether
iterative attacks: Multiple attacks per round gained when an attack roll misses entirely due to concealment or some
a creature with sufficiently high BAB takes a full-attack similar effect or condition.
action. See also delay. Mnk: Monk.
Ker: Kerra. modifier: A bonus or penalty to a given roll. Modifiers can
level check: A roll of 1d20 + all applicable profession levels. arise from any number of conditions, abilities, or circum-
Unspecified “level checks” always refer to character level, stances. See stacking and overlapping.
while others might ask for only specific profession levels, such monstrous humanoid: A monstrous humanoid always gains
as a fighter level check or a conjurer level check (or even a d8 HD when its profession would indicate a smaller die type.
caster level check — see “caster level”). Thus, a 1st-level iksar mage starts with an amount of health
level: A term used to denote some measure or degree of a equal to 8 + his Constitution modifier, rather than the 6 +
character’s relative power or efficacy. See character level and Con modifier that humanoid mages receive; a 1st-level iksar
profession level. fighter receives the usual amount of health.
light weapon: A weapon easily wielded in a character’s off- multiplying: When applying multipliers to real-world val-
hand, such as a dagger. A light weapon is treated as an object ues (such as weight or distance), normal rules of math apply.
two size categories smaller than its designated wielder, so an For instance, a blinded creature (half-speed) attempting to
elf’s rapier is a Tiny object. negotiate difficult terrain (half-speed) would count each
line of effect: A line of effect is like line of sight, except that square as 4 squares (doubling the movement cost twice, for a
it’s not blocked by total concealment and other factors that total multiplier of x4). However, when applying two or more
limit normal sight. A character must have a clear line of effect multipliers to a single game mechanic, first combine them
to cast a spell upon a target or space. Line of effect is canceled into a single multiple, with each extra multiple adding 1 less
by a solid barrier, unless the barrier has a hole or gap of at least than its value to the first multiple. For example, a double (x2)
1 square foot through it. (Such an opening means that the 5- and a double (x2) applied to the same number results in a
foot length of the barrier containing the hole is no longer triple (x3, since 2 + 1 = 3).
considered a barrier for purposes of determining line of effect.) multitype: A character who takes levels in more than one
line of sight: A character has line of sight to a target if it can archetype (i.e., who “multitypes”) is a multitype character.
see that creature. Cover and concealment do not cancel line Mys: Mystic.
of sight, though total cover and total concealment do. natural reach: The distance (in feet) from himself at which
Mag: Mage. a character may attack a foe with a melee attack while not
manasight: The ability to see magical auras, whether pro- using a reach weapon.
duced by active spells, magic items, or some other source. natural roll: Any die roll that has not yet been modified.
masterwork: A masterwork item or object is extremely well natural weapon: An attack made using a creature’s body
made and/or is crafted of exceptional materials. See Chapter part as opposed to a manufactured weapon (such as a sword or
10: Equipment. mace) — see bite, claw, gore, grab, and slam. The number of
melee attack: A physical attack made with a hand-held attacks a creature can make with its primary natural weapon
weapon against any opponent within reach. depends on its BAB and the attack’s delay, as with a manufac-
melee: Melee combat is sometimes called fighting “at half- tured weapon. When a creature has more than one natural
sword”; it refers to personal combat against an adjacent foe, as weapon, usually only one of them (but sometimes a pair or set
opposed to ranged combat or (most) spellcasting. of them) is the primary weapon. All the creature’s remaining
natural weapons are secondary; all attacks with secondary
mesmerized: A mesmerized creature can take no actions,
natural weapons are made with a flat –5 penalty on the attack
not even free reactions, and has its current defense bonus
roll and do not gain iterative attacks, no matter how many
reduced to +0. If the mesmerized creature takes any damage,
there are.
the mesmerization effect ends immediately; if the creature has
already been mesmerized for at least 1 full round, it may act on nauseated: A nauseated creature can take only a move
the very next initiative count (and keeps that count in action each round. It cannot cast spells or use spell-like
subsequent rounds). Otherwise, it resumes action on its origi- abilities, even if these are normally usable as a free action.
nal initiative count in the following round. Nec: Necromancer.
minor scent: This extraordinary ability allows the charac- nightvision: An ability of certain races and creatures that
ter to make Survival checks to track other creatures regardless allows them to see in dim light as if it were daylight. In pitch
of the DC, even without the Track feat. As well, the creature black conditions, nightvision is no better than normal vision.
can make a DC 15 Perceive check as a move action to

Appendices 263
non-ability: Some creatures have a “non-ability,” an utter flee from the source of fear as well as from any other obvious
lack of an ability score. These creatures do not have an ability danger using the most effective means at its disposal; it has a
score of 0, but actually lack the ability altogether (non- 50% chance of dropping any held items while doing so. Its
abilities are represented with a “—” symbol, not a numerical route while fleeing is random as long as the creature believes
value). The modifier for a non ability is +0. A creature with itself to be moving away from danger. If unable to flee, a
no Strength score can’t exert force, usually because it has no panicked creature cowers. Panic is a fear effect, a more extreme
physical body or because it doesn’t move; it automatically fails state of fear than shaken or frightened.
Strength checks and applies its Dexterity modifier to melee paralyzed: A paralyzed character is frozen in place and can
attacks instead of a Strength modifier. A creature with no take no physical actions, not even free reactions. It is helpless
Dexterity score can’t move and applies its Intelligence modi- against physical attacks, but can take purely mental actions. A
fier to initiative rolls instead of Dexterity; it automatically winged creature flying in the air at the time that it becomes
fails all Reflex saves and Dexterity checks. A creature with no paralyzed cannot flap its wings and falls. A paralyzed swimmer
Constitution has either no body or no metabolism and is can’t swim and may drown. A creature can move freely
immune to any effect that requires a Fortitude save, unless the through a space occupied by a paralyzed creature — ally or not.
effect specifically works on objects or is harmless; the creature Each square occupied by a paralyzed creature, however, like
automatically fails Constitution checks, but is immune to any square containing an obstacle, counts as 2 squares for the
fatigue and exhaustion and thus can run or exert itself indefi- purpose of movement.
nitely without tiring (unless the creature’s description says it PC: Player character.
cannot run). A creature with no Intelligence score is mindless pet: Slang for a creature or object(s) summoned or ani-
(and thus gains no feats or skills, although it may have bonus mated by magic to serve a spellcaster. Sometimes used to refer
feats or racial skill bonuses), operating on simple instincts or to a creature brought under control through charm magic.
programmed instructions; it automatically fails Intelligence
pinned: Held immobile, but not helpless, in a grapple. (See
checks, but is immune to mind-influencing effects. Anything
Grapple in Chapter 12: Combat.)
with no Wisdom or Charisma score is an object, not a creature
(no object has a Wisdom or a Charisma score). player character: A character controlled (or “portrayed” or
“played”) by one of the players.
nonlethal damage: A type of damage usually dealt in
unarmed combat or by some environmental or living condi- points of damage: The amount by which an attack or effect
tion (hypothermia, dehydration, etc.). A creature can be lowers the health of any affected creatures. In the case of
staggered or rendered unconscious in this way, but cannot die objects, this refers to hit point damage as opposed to health
as a result of nonlethal damage. damage.
non-player character: A character (or sometimes a mon- power point: A single unit of magical power. Any spell cast
ster) controlled by the GM as opposed to one of the other by a spellcaster (or spell-like ability used by a magic-capable
players. Non-player characters are also sometimes called GM- creature) costs a number of power points, as given in that
controlled characters. spell’s or ability’s description.
non-proficient: A character using a weapon for which she power: A numerical measure of magical energy used by
does not have the appropriate Weapon Class Proficiency feat spellcasters or magical creatures to fuel their spells and spell-
in non-proficient with that weapon, suffering a –4 penalty on like abilities. In ancient times, this energy was referred to as
all attack rolls made with it. “mana.”
NPC: Non-player character. pp: Platinum piece.
off balance: An off-balance character suffers a –2 penalty to Prd: Predator.
defense rolls and can take only one action per round (i.e., Proc DC: The DC for a Charisma check required by the
either an attack or a move action but not both). wielder of a “proc”-capable weapon on each successful attack.
off-hand: For a right-handed character, this means the left If this check is successful, the weapon processes its effect.
hand; for a left-handed character, the right. Off-hand attacks proc: Process effect.
suffer special combat penalties and deal less damage. process effect: A magical effect that may occur (or “pro-
Ogr: Ogre. cess”) on a successful attack roll made by certain magic
overlap: Any two modifiers of the same type may coexist on weapons (including some creatures’ natural attacks). See the
a creature, but they do not stack. Rather, they overlap, which EQ II Spell Guide for more on process effects.
means that only the higher of the two values applies. Thus, a profession level: A creature’s level in a specific profession
creature suffering from both a –2 buff penalty to Strength and (as opposed to “character level”).
a –3 buff penalty to Strength suffers only the effects of the proficient: A character who has the Weapon Class Profi-
–3 penalty (and not a –5 penalty, as occurs of the bonuses ciency feat for a weapon she wields is trained in its use — i.e.,
stacked). Note that circumstance modifiers and dodge modifi- “proficient” — and can use it without penalty in combat.
ers are an exception to the usual rules for overlapping: They prone: A prone creature suffers a –4 penalty on attack rolls,
always stack with each another. cannot use ranged weapons, and must first make a Channeling
Pal: Paladin. check (DC 5 + 1/2 spell order) to cast a spell having somatic
panicked: A panicked creature suffers a –2 morale penalty components. Melee attacks against a prone opponent gain a
on all saving throws, skill checks, and ability checks, and must +4 bonus, while ranged attacks from beyond 10 feet suffer a

264 EQ2 Role Playing Game


–4 penalty to hit. A creature may make a DC 15 Dexterity shaken: A shaken character suffers a –2 penalty on attack
check to stand from prone as a free action; otherwise, doing so rolls, saving throws, and skill and ability checks. Shaken is a
requires a move action. fear effect less severe than frightened or panicked.
Prt: Priest. Shd: Shadowknight.
questing group: A team of adventurers, often PCs, who Shm: Shaman.
travel and quest together. Often referred to as a (or the) sickened: A sickened character suffers a –2 penalty on all
“party.” attack rolls, weapon damage rolls, saving throws, and skill and
rake: A natural weapon that deals piercing and slashing ability checks.
damage. A claw attack has a standard delay (delay 5). size: A categorization of the relative physical dimensions of
range increment: A measure of distance (as given on Table creatures and objects. The various size, in ascending order, are
10–6: Weapons), at each of which a ranged weapon loses a Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gar-
degree of efficacy: For each range increment beyond the first gantuan, and Colossal.
between the attacker and the target of the ranged attack, the skill points: A number of points granted to a character at
attack roll suffers a –2 penalty. Thrown weapons cannot be each profession level which can be used to purchase skill ranks
used beyond 5 range increments, while projectile weapons are in various skills.
ineffective (i.e., can’t be used) beyond 10 increments. skill rank: The number of skill points a character has
range penalty: The total penalty applied to a ranged attack purchased in a given skill; this number applies toward his
based on the range increment of the weapon used and the bonus when making a check using that skill.
distance between attacker and target. slam: A natural weapon that deals crushing damage. A slam
ranged attack: An attack made at a distance with a ranged attack has a quick delay (delay 4). A slam attack gained by
weapon, as opposed to a melee attack against an adjacent foe. means of the Slam feat has a standard delay of 5.
Rat: Ratonga. Sor: Sorcerer.
reach weapon: A melee weapon that allows its wielder to sp: Silver piece.
attack opponents at up to twice her natural reach; in most space: The square area taken up by a creature or object in
cases, reach weapons do not allow the wielder to attack foes combat. This value is given as a single measurement in feet,
within her natural reach. and represents a square with that number of feet on each side.
reach: See natural reach and reach weapon. Thus, a creature with a space of 10 ft. takes up a square area 10
Ref: Reflex saving throw or a creature’s total Reflex saving feet by 10 feet when fighting.
throw modifier. Spd: Speed.
reroll: A situation or condition that allows a character to special quality: A characteristic or trait of a creature that
repeat any kind of check, save, or roll and keep the second gives it some benefit or advantage, or, in some cases, a
result in place of the first. weakness or vulnerability.
resistance (X): A special ability that reduces X points of speed: A creature’s current speed (i.e., the distance it can
damage from attacks using one of the following types: acid, travel, in feet, as a move action), including all modifiers for
cold, disease, electricity, fire, magic, poison or sonic. This terrain, environmental or personal conditions, etc. (See also
ability is usually given in the form “a bonus of disease resis- base speed.)
tance (3),” for example. spell preparation slot: A spellcaster normally has eight
result: The total outcome of any check, roll, or save, spell preparation slots, and he must place (or “prepare”) a spell
including all modifiers. into one of these slots before he can cast it.
Rng: Ranger. spell resistance: A special quality, given as a numerical
Rog: Rogue. value, that allows a creature to ignore the effects of spells or
round: A period of time 6 seconds long, the basic unit of spell-like abilities (but not supernatural abilities). A spellcaster
time used in combat. trying to affect the creature must first make a successful caster
rounding: Unlike in standard mathematical practice, one level check against the creature spell resistance value.
should always “round down” in the EverQuest II Role-Playing spell-like ability (Sp): Spell-like abilities, as the name
Game, even if the fraction (or decimal) is one-half or larger. implies, are magical abilities very much like spells. They are
Note, though, that damage rolls and health rolls always have subject to spell resistance and to dispelling, just as spells. They
a minimum result of 1. do not function in areas where magic is suppressed or negated.
save: Saving throw. square: A 1-inch square on a tabletop battle-grid. Each
saving throw: A roll of 1d20 + base save bonus + other square represents a 5-foot-by-5-foot space. In game terms, “1
applicable modifiers, used to negate or mitigate damage or square” and “5 feet” are often interchangeable.
some other penalty from an attack or effect. A successful save SR: Spell resistance.
results in a negated or reduced effect. stabilized: A character who was dying but who has stopped
Sct: Scout. losing health (most likely due to a Heal check or magical
healing from an ally) is stabilized. The character is no longer
dying, but is still unconscious. Left alone, he has a 10% chance

Appendices 265
each hour of becoming conscious and disabled (even if his target: The intended recipient (or victim) of an attack,
health is still negative). spell, or other effect.
stack: Modifiers can sometimes combine (or “stack”) for a Tbr: Troubadour.
greater cumulative effect. Untyped bonus and penalties al- threat range: The range of natural die roll numbers that
ways stack, as do modifiers of different types. Thus, a character result in a critical threat when attacking with a weapon. For
about to make an attack roll who gains a +1 morale bonus, a many weapons, this “range” is simply a natural 20, while for
+2 circumstance bonus, and a +2 bonus (untyped) for the others it may be 19–20 or even 18–20.
round gains a total +5 bonus to his attack roll (in addition to threat: Critical threat.
whatever his normal modifiers are to attacks). Note that tie: In the EverQuest II Role-Playing Game, a tie on any
circumstance modifiers and dodge modifiers always stack with opposed die roll always goes to a player character over a
other modifiers of their own type, contrary to the usual rules monster or NPC.
for overlapping. (See also overlap.)
Tmp: Templar.
staggered: Any time a character’s total nonlethal damage
touch attack: A touch attack is a melee attack that need
equals or exceeds her current health, she is staggered. A
merely touch the target to be effective. A creature making a
staggered character can take a move action or an attack
touch attack may use the better of its Strength or Dexterity
action, but not both, and cannot take full-round actions
modifier to determine its attack bonus, and if it hits, it bypasses
(unless she spends 2 or more rounds to do so in stages). If at any
the target’s damage reduction entirely.
time a character’s nonlethal damage exceeds an amount equal
to 10 + her current health, she passes out. She’s not in danger TP: Training point. A character gains 5 training points
of dying, but she is helpless. During each full minute (10 rounds) with each level, to be spent on various skills and abilities.
that a character spends unconscious due to nonlethal damage, trained: A skill that requires a character to have at least 1
she has a 10% chance of coming round; if this happens, she is skill rank before it can be used is a trained skill. Many skills can
considered staggered, as above. be used untrained, however.
starvation: A character can go without food for 3 days, in Trl: Troll.
growing discomfort. After this time, the character must make turn: The point during a round, indicated by one’s initia-
a Constitution check each day (DC 10, +1 for each previous tive count, at which he or she may take her 1 round’s worth of
check) or take 1d6 points of nonlethal damage. Characters actions.
who have taken any nonlethal damage from starvation are type: Bonuses and penalties have a designated type, unless
fatigued; worse, this nonlethal damage cannot be recovered they are untyped modifiers. The various modifier types are as
until the character consumes food — otherwise, not even follows: arcane, augmentation, buff, circumstance, compe-
healing magic is effective. In normal climates, active Medium tence, deflection, divine, dodge, enhancement, haste, inherent,
characters need about 2 pounds of decent food (or a pound of insight, luck, metabolic, morale, natural, profane, racial,
trail rations) per day to avoid starvation. (Small characters sacred, shield, size, slow, and synergy.
need half as much, while Large characters need twice as ultravision: A creature with ultravision can see as well even
much.) in pitch darkness as a human can see in normal daylight.
Str: Strength. unarmed attack: A melee attack made by a creature with no
stunned: A stunned creature can take no actions, not even weapon, either natural or manufactured. Successful unarmed
free actions, and loses any Dexterity bonus to defense. Oppo- attacks usually deal nonlethal damage.
nents gain a +2 bonus to attack stunned creatures. untrained: A skill that can be used by a character without
Sum: Summoner. his having taken any skill ranks in it.
supernatural ability (Su): Supernatural abilities are magi- untyped: A modifier (bonus or penalty) having no type.
cal but not spell-like. They may ignore a target’s spell resistance, See also “overlap” and “stack.”
but do not function in areas where magic is suppressed or War: Warrior.
negated. A supernatural ability’s effect cannot be dispelled. Wef: Wood elf (also called Fier’Dal).
surprise: A creature unaware of the presence of enemies in Will: Will saving throw.
the first round of combat is surprised (and thus, usually, also Wis: Wisdom.
flat-footed).
Wiz: Wizard.
Swa: Swashbuckler.
Wrd: Warden.
take 10: In certain circumstances the GM may allow
characters to “take 10” on a d20 roll or check, automatically Wrl: Warlock.
calculating the result as if they had rolled a natural 10. XP: Experience points.
take 20: As take 10, except the result is calculated as if the
character had rolled a natural 20.

266 EQ2 Role Playing Game


ability scores 64
changing 66
Indexbarbarians 9, 73
Battle of Defiance 16
death and dying 244
Death of Lady Vox 18
determining 65 berserker 104, 105 defense 64, 93, 206, 220, 240
abilities and race 64, 71 Blue Seal Cove 47 delay (weapon) 199, 232
abilities and spellcasting 65 brawler 99 Dexterity 64
ability checks 159 brigand 104, 106 Difficulty Class 157
ability modifiers 64 bruiser 104, 107 disarm 249
acquiring feats 178 bull rush 248 disciplines 147
acquiring skills 157 carrying limits 219, 220 donning and doffing armor 207
actions 230 characters, starting 65, 71, 90 dual wield 250
attack actions 230 charge 248 dwarves 74
free actions 231 Charisma 64, 65 Edril and the Gnomes 9
free reactions 231 checks without rolls 158 Enchanted Lands 33
full-round actions 231 checks 157 encumbrance 220
move actions 230 class descriptions 99 encumbrance and speed 220
readying… 235 classes 90, 92, 99 encumbrance penalty 207, 220
advanced class descriptions 104 classes, advanced 90, 92, 104 environment, underwater 223
advanced classes 90, 92, 104 combat and creature size 236, 240, 242 Erudites 75
adventuring underwater 223 combat basics 228 Everfrost 36
Age of War 11, 13 combat feats 178, 180, 229 experience and racial penalties 71
age 67 combat maneuvers 248 Fall of the Kedge 9
aid another 248 aid another 248 Fall of Thex 12
alternate fighting strategies 247 bull rush 248 falling 222, 242, 246
fighting aggressively 188, 247 charge 248 fantastic skill uses 159
fighting defensively 188, 247 disarm 249 farsight 72, 218
fighting desperately 248 dual wield 250 fast recovery 72, 246
fighting dirtily 181, 248 feint 250 feats 177
ammunition 189, 190, 197, 199, 203, 216 flanking 250 acquiring 178
archetype talents 90, 91, 116 grapple 251 combat feats 180
archetypes 90 mounted combat 253 descriptions 180
aristocrat 112 overrun 253 general feats 178
armor and encumbrance 207, 220 sunder 255 Feerrott 31
armor 206 trip 257 feint 162, 185, 250
damage reduction 206, 226, 240 combat, strategies 247 fighter 90, 93
defense penalty 206 common attack modifiers 229, 236 fighting strategies 247
descriptions 207 common special qualities (racial) 71 Fire in the North 14
donning and doffing 207 commoner 112, 114 firing into melee 237
speed and… 207 concealment 237, 238 flanking 236, 250
spell failure 207 invisibility 239 flat-footed 240
artisan 113 Constitution 64, 244 flawed items 216
assassin 104 Council of Gods 12 flying 222
attack 93, 226, 228, 230, 233, 236 coup de grace 257 Fortitude saves 247
critical hits 237 cover 209, 238 free actions 231
damage reduction 226, 240 creature size 242 free reactions 231
evading 240 critical hit/threat 199, 237 Freeport 9, 14, 15, 16, 18, 24
iterative attacks 199, 232 customizing your character 69 frogloks 76
ranged attacks 196, 236, 237 D’Lere 21 full-round actions 231
touch attacks 237, 241 damage 198, 236, 240, 243 gaining levels 90
attack actions 230 death and dying 244 Galicus Island 59
attack rolls 196, 216, 228, 236 falling 246 Gathering Storm, The 14
attacking helpless targets 257 harm resistance 72, 242 general feats 178
attacking objects 254 healing 167, 168, 244 Gibbon Isle 56
attacks and reach 237, 242 nonlethal damage 72, 244 gnomes 77
Avatar of Fear 14, 16 damage reduction 206, 226, 240 goods and services 209
Avatar of War 13 dark elves 73 adventuring gear 211
Avatars of Good 13 darkvision 72, 219 professional tools and kits 212

Appendices 267
containers and carriers 213 overland speed 221 starting characters 63
food, drink, and lodging 213 overrun 253 starting skills 71, 92, 160
clothing 214 Palm Island 50 Strength 64
vehicles/transportation 215 Planes of Power 8, 11 …and encumbrance 219
spells for hire 215 Portals of Luclin 10 size and… 220
grapple 251 predator 99, 100 tremendous… 220
guardian 104, 108 priest 90, 96 sunder 255
half elves 78 Qeynos 21, 26, 29 superior items 216
halflings 79 quest, Tarton’s Wheel 87 surprise 226, 229
hardness and hit points (objects) 254, 255 race and ability scores 71 swashbuckler 104, 111
harm resistance 72, 242 race 70 swimming 175, 223, 224
healing 167, 168, 244 racial experience penalties 71 Swords of the Orcs 9
height and weight 68 racial abilities (special qualities) 71 synergy bonuses 159
helpless targets 257 ranged attacks 196, 236, 237 talents 115
high elves 80 ranger 104, 110 language-dependent… 124
Horde of Inferno 13 ratonga 84 metamagic… 124
humans 80 reach weapons 196, 237, 242 terrain and speed 221
hustle 221 reach 237, 242 The Rebuilding 18
Iksar Empire 8 readied actions 235 The Shattering 17
iksar 81 Reflex saves 247 threats, critical 199, 237
initiative 230 Return of the Rallosians 14 ties and opposed checks 157, 236
Intelligence 64 rogue 99, 102 touch attacks 237, 241
invisibility 239 run (action) 220, 221, 231 trade 195
item quality 216 sample combat 226 trained skills 158
iterative attacks 199, 232 sample objects 255 training points 66, 90
Karan 26 Sandshore 42 tremendous strength 220
kerra 82 saving throws 93, 246 trip 257
language-dependent 124, 158 scout 90, 98 trolls 85
…skills 158 services (goods and) 209 ultravision 72, 218
…talents 124 Shissar Empire8 underwater environment 223
languages 71, 169 size and combat 242 universal disciplines 147
Lavastorm 34 size and strength 220 untrained skills 158
levels, gaining 90 size of objects 242, 255 using miniatures 228
light (and vision) 219 skills 156 using skills 157
line of sight 237 acquiring 157 vehicles 215
long-distance speeds 221 …and DC 157 vision 218
mage 90, 95 …and opposed checks 157 War of Fay 12
manasight 72, 174 checks without rolls 158 War of Plagues 12
maneuverability (flying) 222 combining checks 158 War of the Broken Crown 9
maneuvers (combat) 248 descriptions 160 warrior 99, 102
metamagic talents 124 fantastic uses 159 waterborne movement (vessels) 221, 222
miniatures 228 favorable conditions 158 wealth and money 195, 196
money 195, 196 practically impossible 158 weapon equivalencies 197, 198
monk 104, 109 starting skills 71, 92, 160 weapons, ammunition 196, 197, 199
mounted combat 166, 249, 253 synergy 159 weapons 196
mounted movement 166, 221 trained 158 …and criticals 199
move actions 230 using… 157 delay 199
multityping (multiple archetypes) 90 special combat maneuvers 248 descriptions 199
nightvision 72, 218 speed 220 reach… 196
non-heroic professions 112 armor and… 207, 220 weapon size 197
nonlethal damage 72, 244 encumbrance and… 220 weight and encumbrance 219
Northgate 52 hustle 221 Will saves 247
objects (attacking and damaging) 254 running 220, 221, 231 Wisdom 64, 65
ogres 83 terrain and… 221 wood elves 86
online quest, Tarton’s Wheel 87 spell failure (armor) 207 Word of the Tranquil 16
opposed checks 157 spells for hire 215 Zek’s Children8
Orcish Wastes 38

268 EQ2 Role Playing Game


Appendix: OpenGameLicense
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License,
version 1.0: Any and all Sword and Sorcery Studio or Sony logos and identifying marks and trade dress, including all Sword and Sorcery Studio or Sony Product
and Product Line names, including but not limited to EverQuest, EverQuest: Role-Playing Game, “It’s Your World Now”; all text under the “Description” header
of any creature, spell, magic item, trade skill item, artifact, or NPC listing; any elements of the EverQuest or Norrath setting, including but not limited to
capitalized names, names of artifacts, characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, songs, spells,
“shadow knight” and “iksar”; any and all stories, storylines, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations,
maps and cartography, likenesses, poses, logos, symbols, or graphic designs, except such elements that already appear in the System Reference Document and
are already OGC by virtue of appearing there. The above Product Identity is not Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above, the remainder of this volume is designated as Open Game Content
and may only be used in accordance with the Open Game License.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means
copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition,
extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means
to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and
includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior
art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations
and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and
descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as
Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark,
sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the
Contributor. (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game
Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under
and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License
except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are
Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE
of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the
COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark
or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with
the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership
of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License
to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due
to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming
aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it
enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
material by E. Gary Gygax and Dave Arneson.
EverQuest Role-Playing Game: Player’s Handbook Copyright 2002, Sony Computer Entertainment America Inc.
EverQuest Role-Playing Game: Monsters of Norrath Copyright 2002, Sony Computer Entertainment America Inc.
EverQuest Role-Playing Game: Game Master’s Guide Copyright 2003, Sony Computer Entertainment America Inc.
Realms of Norrath: Freeport Copyright 2003, Sony Computer Entertainment America Inc.
Befallen Copyright 2003, Sony Computer Entertainment America Inc.
Realms of Norrath: Everfrost Peaks Copyright 2003, Sony Computer Entertainment America Inc.
EverQuest Role-Playing Game: Al’Kabor’s Arcana Copyright 2003, Sony Computer Entertainment America Inc.
EverQuest Role-Playing Game: The Temple of Solusek Ro Copyright 2003, Sony Computer Entertainment America Inc.
EverQuest Role-Playing Game: Luclin Copyright 2003, Sony Computer Entertainment America Inc.
EverQuest Role-Playing Game: Monsters of Luclin Copyright 2004, Sony Computer Entertainment America Inc.
Realms of Norrath: Forests of Faydark Copyright 2004, Sony Computer Entertainment America Inc.
Solusek’s Eye Copyright 2004, Sony Computer Entertainment America Inc.
Realms of Norrath: Dagnor’s Cauldron Copyright 2004, Sony Computer Entertainment America Inc.
EverQuest Role-Playing Game: Heroes of Norrath Copyright 2004, Sony Computer Entertainment America Inc.
EverQuest Role-Playing Game: Plane of Hate Copyright 2004, Sony Computer Entertainment America Inc.
EverQuest II Role-Playing Game: Player’s Guide Copyright 2004, Sony Computer Entertainment America Inc.

Appendices 269
© 2004 Sony Computer Entertainment America Inc. EverQuest is a registered trademark of Sony Computer Entertainment America Inc. SOE and the SOE logo are registered trademarks of Sony Online Entertainment Inc. All rights reserved. All other trademarks or trade names are properties of
their respective owners. The NVIDIA logo and the “The way it’s meant to be played” logo are registered trademarks or trademarks of NVIDIA Corporation. “Where Adventure Comes Alive” is a trademark of Sony Computer Entertainment America Inc. The software platform logo (TM and ©) IEMA
2004. The ratings icon is a trademark of the Entertainment Software Association. Pentium and the Intel Inside logo are trademarks or registered trademarks of Intel Corporation or its subsidiaries in the United States and other countries.

AVAILABLE ON:
WWW.EVERquEsT2.COm
“DROP-DEAD GORGEOUS” — GAMESPY
“EQII IS INCREDIBLY IMPRESSIVE AS A MONUMENTAL MMO” — PC GAMER

WhERE AdVENTURE COMES ALIVE



“…THE MOST EXCITING ENTRY INTO THE MMORPG GENRE THAT EVERQUEST ITSELF INVENTED” — GMR
ARCHETYPE CHARACTER NAME

CLASS CAMPAIGN

ADVANCED CLASS RACE

LEVELS E X P E R I E N C E / TRAINING

ABILITIES
PHYSICAL MENTAL
ABILITY NAME BASE ITEM ABILITY BUFF BUFFED ABILITY NAME BASE ITEM ABILITY BUFF BUFFED
SCORE BONUSES SCORE BONUS SCORE SCORE BONUSES SCORE BONUS SCORE

STRENGTH INTELLIGENCE
DEXTERITY WISDOM

CONSTITUTION CHARISMA

COMBAT
DEFENSE OFFENSE
ATTACK BASE ABILITY SIZE OTHER ATTACK TEMP TEMP
SIZE DEX
MODIFIER MODIFIER
ARMOR
PENALTY
SHIELD
BONUS
OTHER
BONUSES
DEFENSE
BONUS
TEMP TEMP
MODIFIERS DEFENSE
BONUSES ATTACK MODIFIER MODIFIER BONUSES BONUS MODIFIERS ATTACK

1d20+ MELEE
ARMORED RANGED
DAMAGE REDUCTION OTHER DR +/- DAMAGE REDUCTION ALT DAMAGE REDUCTION
DEX MISC
MODIFIER MODIFIER TOTAL SPEED
INITIATIVE
ARMOR WORN DEFENSE PENALTY ENCUMBRANCE PENALTY SPELL FAILURE
MODIFIER

WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL

TYPE WEIGHT ARMOR/SHIELD SPECIAL QUALITIES


RANGE INCR WEIGHT TYPE SIZE DELAY

SHIELD DEF BONUS ENCUM PENALTY SPELL FAILURE WEIGHT SPECIAL PROPERTIES

PROTECTIVE ITEM DEFENSE BONUS/TYPE DAMAGE REDUCTION WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL

PROTECTIVE ITEM DEFENSE BONUS/TYPE DAMAGE REDUCTION RANGE INCR WEIGHT TYPE SIZE DELAY

PROTECTIVE ITEM DEFENSE BONUS/TYPE DAMAGE REDUCTION SPECIAL PROPERTIES

WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL


SAVING THROWS BASE
SAVE
ABILITY
MODIFIER
ITEM
BONUSES
OTHER.
BONUSES TOTAL
TEMPORARY
BONUSES
TEMP
TOTAL
FORTITUDE
CONSTITUTION RANGE INCR WEIGHT TYPE SIZE DELAY

REFLEX
DEXTERITY
SPECIAL PROPERTIES
WILL
WISDOM

ITEM OTHER TEMPORARY TEMP AMMUNITION


RESISTANCES BONUSES BONUSES RESISTANCE BONUSES RESISTANCE
AMMUNITION
ACID
COLD HEALTH
GENDER
DISEASE
ITEM OTHER
BASE HEALTH HEALTH HEALTH
DIVINE SIZE BONUSES BONUSES

ELECTRICITY HEIGHT CURRENT HEALTH

HEAT WEIGHT

MAGIC AGE

MENTAL EYES TEMPORARY HEALTH

POISON
HAIR
SONIC EVERQUEST II® THE ROLEPLAYING GAME © 2004 Sony Computer Entertainment America Inc.
SKIN Permission granted to photocopy for personal use only.

Appendices 271
SKILLS INVENTORY
ITEM WEIGHT POWERS/COMMENTS

HEAD
ARMOR CHECK PENALTY = WEIGHT PENALTY (-1 per 5 ibs) =
FACE
CLASS SKILL

KEY ABILITY RANKS MISC. TOTAL SKILL


SKILL ABILITY MODIFIER MODIFIER MODIFIER MODIFIER
LEFT EAR
+ + = RIGHT EAR
+ + = NECK
+ + = SHOULDERS
+ + = BACK
+ + =
BODY/ARMOR
+ + =
SHIRT/ARMS
+ + =
LEFT WRIST
+ + =
RIGHT WRIST
+ + =
HANDS
+ + =
+ + = LEFT FINGERS

+ + = RIGHT FINGERS

+ + = BELT
+ + = LEGS
+ + = FEET
+ + = MISC.
+ + = MISC.
+ + = MISC.
+ + = MISC.
+ + = MISC.
+ + = MISC.
+ + = MISC.
+ + = OTHER GEAR
TALENTS ITEM WEIGHT ITEM WEIGHT

RACIAL ABILITIES

WEALTH

FEATS

EVERQUEST II® THE ROLEPLAYING GAME © 2004 Sony Computer Entertainment America Inc.
Permission granted to photocopy for personal use only.

272 EQ2 Role Playing Game

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