Table 4–2: The GnollBase Fort Ref Will SkillLevel Hit Dice Attack Bonus Save Save Save Points Special1st 1d8 +0 +2 +0 +0 (2 + Int mod) × 4 Feat2nd 2d8 +1 +3 +0 +0 2 + Int mod +2 Con3rd 2d8 +1 +3 +0 +0 — +2 Str, natural armor +1CHAPTER 4OTHERRACES102be more involved, introducing the gnolls first throughthe suspicious eyes <strong>of</strong> human villagers and then slowlypresenting evidence that the gnolls are not evil like most<strong>of</strong> their kin. As the characters face the growing certaintythat the gnolls are not evil or cruel, they must decide forthemselves how to act and whether or not to believe theseunusual gnolls. If they make the decision to believe them,they must play a part in building trust between the gnollsand the human villagers who still find the hyena-headedhumanoids frightening.• A group <strong>of</strong> gnolls has approached a human villageabout opening trade between the tribe and the village.The village elder who is going to meet with the tribeneeds an escort. While the negotiations take place, agroup <strong>of</strong> evil gnolls attacks the tribe seeking to trade.Although the first tribe’s leaders are sincere in theirdesire to trade with the civilized races, the tribe stillharbors worshipers <strong>of</strong> Yeenoghu, who have worked tobring the tribe <strong>of</strong> evil gnolls here to destroy both thepeaceful gnolls and the human village. In addition t<strong>of</strong>ighting the evil gnolls, the adventurers will have theirhands full trying to keep the negotiations going afterthe attacks.• A powerful gnoll warrior has gathered a huge number<strong>of</strong> his people together. Although this warrior-king hasno love for the cruelty <strong>of</strong> Yeenoghu, neither does hetrust the kingdoms <strong>of</strong> man. Facing an incursion by otherevil humanoids, the human kingdoms are in dire need<strong>of</strong> aid. The adventurers must travel through the gnolllands, discern whether the gnoll king can be trusted,and then prove themselves to the savage but honorablegnoll king. Earning his respect requires the swiftcompletion <strong>of</strong> a dangerous quest, and one misstep indeed or etiquette will confirm his suspicions about thecivilized races and prevent him from coming to the aid<strong>of</strong> the human kingdoms.GNOLL MONSTER CLASSHumanoid (Gnoll)Gnolls are physically powerful humanoids with hyenalikeheads. Gnolls have 2 racial Hit Dice and a level adjustment<strong>of</strong> +1, making a regular gnoll the equivalent <strong>of</strong> a 3rd-levelcharacter. If you want to start playing a gnoll at 1st level, youcan use the monster class described below.Racial TraitsCharacters using the gnoll monster class start with the followingracial traits. Note that these are not identical to theregular gnoll’s full suite <strong>of</strong> racial traits because the gnoll’sability scores and racial Hit Dice increase with level asshown below.• +2 Strength, –2 Intelligence, –2 Charisma• Medium size.• A gnoll’s base land speed is 30 feet.• Darkvision out to 60 feet.• Automatic Language: Gnoll. Bonus Languages: Common,Draconic, Elven, Goblin, Orc.• Favored Class: Ranger.Class SkillsThe gnoll’s class skills are Listen and Spot.Class FeaturesAll the following are class features <strong>of</strong> the gnoll monsterclass.Weapon and Armor Pr<strong>of</strong>iciency: Gnolls are pr<strong>of</strong>icientwith light armor, shields, and simple and martial weapons.Feats: A gnoll begins with one feat at 1st level. After 3rdlevel, he gains feats normally according to his Hit Dice.Natural Armor: A gnoll gains a +1 natural armor bonusto Armor Class at 3rd level.KILLOREN“Hunter, destroyer, and keeper <strong>of</strong> ancient knowledge; I am nature’sanswer to the rising power <strong>of</strong> man.”—Allailai, killoren ancient.A newly risen race <strong>of</strong> powerful fey, the killoren blend nature’spatience and power with the ambition and aggression <strong>of</strong> thehumanoid races.The ancient places <strong>of</strong> the world stir with a power <strong>of</strong> theirown. From this power, the killoren have sprung in answerto the growing might <strong>of</strong> the humanoid races. Whetherthe work <strong>of</strong> some great nature deity or the spontaneouscreation <strong>of</strong> the wild power <strong>of</strong> nature itself, killoren are atonce young and eternal, newly brought to the world butwith unknowably ancient ties to the heart <strong>of</strong> nature. As fey,killoren have a tie to nature unmatched by the humanoidraces, but unlike other fey, killoren are not content to waitin the dark recesses <strong>of</strong> the dwindling forests.Killoren are aggressive, ambitious manifestations <strong>of</strong>nature’s presence and power, and they walk through thecities <strong>of</strong> man as easily as they meditate in the glades <strong>of</strong> averdant forest. There are as yet few killoren in the worldcompared to the population <strong>of</strong> humans and other humanoidraces, but their numbers are quickly growing. So far, theseadaptable fey have only come into isolated conflict with evilpowers bent on despoiling nature, but it is obvious that they
are destined for more. The killoren have begun to makeknown their presence in the world, and a few far-seeing andlearned sages wonder at the implications <strong>of</strong> their growingpower and numbers.KILLOREN RACIAL TRAITSKilloren resemble half-elves, and males and females alikeaverage about 5-1/2 feet in height. They mature quickly, beingfull-grown by the age <strong>of</strong> 10, and live very long lives, hardlychanging at all in appearance for their first century. Killorenhave green or tan skin the texture <strong>of</strong> a s<strong>of</strong>t, young leaf, andtheir limbs are unusually long and slender when comparedwith those <strong>of</strong> the humanoid races. An individual killoren’shair and eye color depends on which aspect <strong>of</strong> nature thekilloren is currently manifesting.• Fey: Killoren are <strong>of</strong> the fey type and are therefore notaffected by spells such as charm person and hold person.Unlike other fey, killoren gain Hit Dice only by acquiringlevels in a character class.• A killoren’s base land speed is 30 feet.• Low-Light Vision: Killoren can see twice as far as a humanin starlight, moonlight, torchlight, and similar conditions<strong>of</strong> poor illumination. They retain the ability to distinguishcolor and detail under these conditions.• Immunity to magic sleep effects and a +2 racial bonus onsaves against enchantment spells or effects.• Racial Skills: Killoren have a +2 racial bonus on HandleAnimal and Survival checks.• Cold Iron Anathema (Su): Killoren have a difficult timewielding weapons made <strong>of</strong> cold iron. Killoren take a –2 penaltyon any attack roll they make with a cold iron weaponor a weapon made only partially out <strong>of</strong> cold iron, such asa cold iron spear or a bow firing cold iron arrows.• Manifest Nature’s Might (Su): Killoren are foreverbound to the raw forces <strong>of</strong> nature itself, manifesting thisbond even in their physical form. A killoren can onlymanifest one aspect <strong>of</strong> nature’s might at a time. Eachmorning as the sun rises, a killoren spends 10 minutesin quiet meditation, filling her spirit with the aspect <strong>of</strong>nature that is most needed for her current tasks. Oncea killoren chooses an aspect, she manifests that aspectuntil the next morning, when she chooses again whichaspect to manifest. Many killoren favor one aspect overthe others and rarely choose to manifest one <strong>of</strong> the othertwo aspects.Aspect <strong>of</strong> the Ancient: While manifesting the aspect<strong>of</strong> the ancient, a killoren embodies the deep and ancientsecrets <strong>of</strong> nature itself. With this bond to nature’s secretlore, a killoren gains a racial bonus on Knowledge (nature)checks equal to her Hit Dice and gains an additional +2bonus on saving throws against enchantment effects.This bonus stacks with the killoren’s normal racialbonus on saving throws against enchantment effects.While a killoren manifests the aspect <strong>of</strong> the ancient,her hair turns white and her eyes turn to the color <strong>of</strong> ablue summer sky.Aspect <strong>of</strong> the Destroyer: Many races revere nature for itspower to destroy, but none more so than a killoren manifestingthe aspect <strong>of</strong> the destroyer. Once per hour (up to amaximum number <strong>of</strong> times per day equal to the character’sCharisma bonus, minimum 1), a killoren manifesting theaspect <strong>of</strong> the destroyer can make a special smite attack thatdeals extra damage to the foes <strong>of</strong> nature. When makingthis smite attack, a killoren adds her Charisma bonus toher attack roll and deals an extra 1 point <strong>of</strong> damage perHit Die. This smite attack works only against aberrations,constructs, humanoids, oozes, outsiders, and undead. If akilloren accidentally smites a creature that is not one <strong>of</strong> thecreature types listed above, the smite has no effect, but theability is still used up for that hour and counts against thetotal uses per day. While a killoren manifests the aspect <strong>of</strong>the destroyer, her hair and eyes turn a deep, lusterless black;many find the gaze <strong>of</strong> a killoren destroyer’s coal-black eyesto be unnerving.Aspect <strong>of</strong> the Hunter: The hunt affects nearly everyaspect <strong>of</strong> nature and claims a place <strong>of</strong> great prominenceand importance in the cycle <strong>of</strong> life. A killoren manifestingthe aspect <strong>of</strong> the hunt is bound to nature’s ancient tradition<strong>of</strong> the hunt, and her senses sharpen to an amazing degree.While manifesting the aspect <strong>of</strong> the hunt, a killoren gainsa +2 racial bonus on Hide, Listen, Move Silently, andSpot checks, and a +2 racial bonus on initiative checks.While a killoren manifests the aspect <strong>of</strong> the hunter, herhair and eyes turn a deep forest green, and her skin tonebecomes a deeper brown than when manifesting one <strong>of</strong>the other aspects.• Automatic Languages: Common, Sylvan. Bonus Languages:Aquan, Auran, Elven, Gnome, Ignan, Terran.• Favored Class: Druid.KILLOREN SOCIETYThe killoren have no organized kingdoms and only a fewscattered communities. They live comfortably in nearlyany climate, and their dwellings and communities blendbeautifully with the natural world around them. Few members<strong>of</strong> humanoid races are knowledgeable enough aboutnature to recognize where the wilds end and a killorencommunity begins.Lands: As yet, killoren claim no lands as their own. Killorenconcepts <strong>of</strong> property and land ownership differ greatlyfrom those <strong>of</strong> the humanoid races: They see the world asbelonging to nature itself. As stewards and manifestations<strong>of</strong> nature, they might at some point deny others the right tosettle or despoil part <strong>of</strong> the wild, but their numbers are fewenough that this has not yet come to pass. In the small conflictsthat have cropped up between killoren and particulargroups <strong>of</strong> evil humanoids, the killoren have not claimedownership <strong>of</strong> the land, instead claiming only that they guardthe land from evil.Settlements: Their small communities blend with thenatural world, but many killoren are drawn away fromtheir home community to mingle with the populationsCHAPTER 4OTHERRACES103
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C R E D I T SD E S I G NSKIP WILLIA
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no elf could predict which memory w
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premium. Thus, each individual can
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The elves have raised one form of e
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do spend time away from one another
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espects during this time, and those
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Stores Master: Charged with keeping
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would be the birthright of any full
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of feet above the forest floor. Mos
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Cleric Training: More than any othe
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ELF HISTORYAND FOLKLOREThe elves cl
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along with her son Hionyron, who wa
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and return her to her people.” In
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Table 1-3: Suffixesd% Suffix Meanin
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CHAPTER 1ELVES34tri-level tree home
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Illus. by C. Lukacsurious and activ
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the reason for the farmer’s hospi
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Halflings make a visitor feel welco
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Halflings are usually pleasant trav
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Halflings are as eager to experienc
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A chief or elder heads each clan, c
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CHAPTER 2HALFLINGS50away from their
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CHAPTER 6CHARACTEROPTIONSIllus. by
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CHAPTER 6CHARACTEROPTIONSIllus. by
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Table 6-3: Elf Ranger Racial Substi
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Table 6-5: Halfling Druid Racial Su
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CHAPTER 6CHARACTEROPTIONS160Table 6
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Class SkillsRaptoran fighter substi
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CHAPTER 7EQUIPMENTAND MAGICIllus. b
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CHAPTER 7EQUIPMENTAND MAGIC166anoth
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CHAPTER 7EQUIPMENTAND MAGICTable 7-
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CHAPTER 7EQUIPMENTAND MAGICIllus. b
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CHAPTER 7EQUIPMENTAND MAGICIllus. b
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2nd-Level Ranger SpellWoodland Veil
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WOODLAND VEILIllusion (Glamer)Level
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CHAPTER 8CAMPAIGNS INTHE WILD178THE
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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CHAPTER 8CAMPAIGNS INTHE WILD182(lo
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CHAPTER 8CAMPAIGNS INTHE WILD184Ski
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CHAPTER 8CAMPAIGNS INTHE WILD186Tab
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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APPENDIX19261 Guards are needed to
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2THE CLIFFThe Rifinti dwelling lies
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supplies for craftwork. Lamps fuele
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Nae’fidrim: Female owl companion;
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Creatures: A cleric is always on du
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cloak of elvenkind, oil of magic we
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aptoran contraries. If visitors can