CHAPTER 6CHARACTEROPTIONS146ConditionDC ModifierMoss, fungi, or slightly wet +2Snow or ice +5Moving Along an Unstable Surface: Use Balance to walk orcrawl along a pitching or heaving surface, such as the top<strong>of</strong> a moving wagon, the backs <strong>of</strong> animals while they pull avehicle, or a bouncy tarp or tent top.BalanceDC Example Surface10* Loose gravel or wobbly bricks or stones15 Awning, dune face, or snowdrift18 Top <strong>of</strong> a vehicle traveling over a fairly smooth road20 Top <strong>of</strong> a vehicle traveling over a rough road22 Top <strong>of</strong> a vehicle traveling over a poor road, trail,or unimproved surface25 Ship’s deck in a storm, galloping horse, or top<strong>of</strong> a vehicle traveling over rocks, potholes, logs,or rubble*Only when running or charging. Failure by 4 or less meansthe character can’t run or charge but may otherwise actnormally. The character is not considered balancing whennot moving.CLIMB (STR; ARMOR CHECK PENALTY)Sometimes, the best way to move around a treetop or otherarea that <strong>of</strong>fers good handholds but unsteady footing is toclimb. You can use the Climb skill to move horizontally orvertically. Climbing always requires you to use both hands;if you decide to swing along using only your hands (like anape), you use the Climb skill to do so. Very strong charactersmay find climbing safer than balancing, if slower.Check: A successful Climb check allows you to move up,down, or across a forest canopy at one-quarter your normalspeed. Typical DCs are as follows:ClimbDC Example Activity0 Grasping nearby branches to move along abranch too narrow or too steeply angled fornormal walking5 Climbing a tree with plenty <strong>of</strong> sturdy branches forhandholds and footholds10 Climbing a tree with few or fairly weak branches15 Climbing a tree trunk with no branches but smallenough to clasp with the arms20 Climbing a tree trunk with no branches and toolarge to clasp with the armsCatching Characters Falling out <strong>of</strong> Trees: If you fall whenclimbing, you can try to catch yourself on the way down;you also can try to catch another character who falls. It’smuch easier to catch yourself or another falling characterup in a tree’s canopy, where there are plenty <strong>of</strong> branches tograb, than when climbing a wall or sheer cliff (as described onpage 69 <strong>of</strong> the Player’s Handbook), so the Climb check to stopthe fall is slightly easier (DC equal to the tree’s or branch’sDC + 5).HANDLE ANIMAL(CHA; TRAINED ONLY)Wandering halflings <strong>of</strong>ten rely on their animals for transportationand defense, and halflings have developed many waysto get the most from their animals. Many elves and raptoranshave also honed their animal handling techniques.These techniques include tricks and general purposes thatanyone with the Handle Animal skill can teach to animals.For a full description <strong>of</strong> teaching an animal a trick or trainingit for a purpose, see page 74 <strong>of</strong> the Player’s Handbook.Teach an Animal a Trick: You can teach an animal a specifictrick with one week <strong>of</strong> work and a successful HandleAnimal check against the indicated DC. The followingtricks expand upon those presented on pages 74–75 <strong>of</strong> thePlayer’s Handbook.Ambush (DC 20): The animal hides, using the Hide skillto the best <strong>of</strong> its ability. It then stays hidden and attacksthe first foe to come close enough for the animal to attackafter a single move. The animal must know the attack trickto learn this trick, and it will attack only those kinds <strong>of</strong>creatures it has been trained to attack and that it recognizesas foes.The animal will not attack creatures that are familiarto it (such as members <strong>of</strong> its owner’s party) or harmlesscreatures that it would not otherwise attack (such as birdsor squirrels).You can specify a kind <strong>of</strong> creature to attack each time youcommand an animal to perform the ambush trick. Doingthis requires a DC 20 Handle Animal check, and you mustconvey your desire to the animal somehow. If the animalhas the scent ability, you can supply the animal with thescent (for example, from a piece <strong>of</strong> discarded clothing orequipment). You also can show the animal the kind <strong>of</strong>creature you want ambushed (by pointing to the creaturein the distance or showing the animal a captive creature). Aspeak with animals spell can be handy for designating a kind<strong>of</strong> creature to ambush.You can specify a location for the ambush instead <strong>of</strong> the kind<strong>of</strong> creature. Doing this also requires a DC 20 Handle Animalcheck. The place you designate must be a place the animal canreach by taking a single move action, and the animal must beable to see it when you give the ambush command.Bull Rush (DC 20): The animal attempts to bull rush adesignated creature. The animal must know the attack trickto learn this trick, and it will bull rush only those kinds <strong>of</strong>creatures it has been trained to attack. This trick otherwiseworks just like the attack trick.Disarm (DC 20): The animal attempts to disarm a designatedcreature. The animal must know the attack trickto learn this trick, and it will disarm only those kinds <strong>of</strong>creatures it has been trained to attack. You designate someitem the subject holds or carries, and the animal will try toseize that item. If given no other instructions, the animalattempts to make the subject drop any weapon it holds.
If the animal uses a bite attack (or some other naturalweapon that allows it to grasp an object), it winds upholding the target item in its mouth (or grasp) after asuccessful disarm.Mark (DC 20): The animal moves toward a creature youdesignate and endeavors to stay near the creature no matterwhat it does or how it moves. The animal generally stayswithin 10 feet <strong>of</strong> the creature but keeps out <strong>of</strong> its reach. Whileperforming this trick, the creature makes noise to help markthe foe’s location.If the animal also knows the seek trick, you can designatean area or direction for the animal to seek out foes that areattacking you. To identify a foe,the animal must see the creatureattack you or use a spell orother magical effect witha visible manifestation inyour direction. Otherwisethe animal marks the firstcreature it encounters.Overrun (DC 20): Theanimal attempts to overruna designated creature,provided the animal is bigenough to do so. If the animalhas the trample special ability,it uses that ability against thecreature if the animal isbig enough to do so.Train an Animal for aPurpose: Rather than teachingan animal individualtricks, you can train itfor a general purpose. The followinggeneral purposes expandupon those presented on page 75 <strong>of</strong>the Player’s Handbook.Helpmate (DC 20): An animal helpmateserves you or a creature you designate, actingas a companion, guard, and assistant. It knowsthe tricks come, down, fetch, guard, heel, andstay. Training an animal to be a helpmate takes six weeks.Herding (DC 20): The animal knows how to drive groups <strong>of</strong>other animals from place to place and how to keep individualsfrom wandering away from the herd. It knows the trickscome, down, guard, heel, mark, and seek. Training a herdinganimal takes six weeks.Rescue (DC 15): The animal knows how to find and retrievehurt or incapacitated creatures. It knows the tricks fetch,mark, seek, track, and work. Training a rescue animal takesfive weeks.SURVIVAL (WIS)Elves and raptorans have developed many techniques for gettingalong the wild. Halflings have developed similar methodsfor making do when traveling between settlements.Create Trail Signs: You can leave brief messages for anyonefollowing you or using your route after you pass by.To create a message, you make marks in the ground, pile uprocks or twigs, bend plants into unusual shapes, or performsome other fairly subtle alteration <strong>of</strong> the landscape. Halflingsmake use <strong>of</strong> simple drawings, which they scratch into theground or on some object with a sharp implement or drawwith a piece <strong>of</strong> chalk or charcoal.Very simple messages, such as “Go thisway” or “Don’t go this way,” are fairly easy toconvey (DC 10). More complex messages, suchas “Walk west three days, then turn left at thebluff,” have a DC <strong>of</strong> 15. In general, a messagethat could be written in four words or lesshas a DC <strong>of</strong> 10, and messages <strong>of</strong> five to tenwords have a DC <strong>of</strong> 15. Failure by 4 or lessmeans the signs you leave don’t get the messageacross. Failure by 5 or more means thatthe signs convey some false information(see below).Finding Trail Signs: Once trail signsare in place, anyone passing throughthe area where you left them canfind them with a DC 10 Survivalor Spot check. You can makethem easier or more difficultto find. Making the signs bigor putting them in an obviousplace sets the DC lower (DC 5 orDC 0). Similarly, you can makethe signs difficult to find byhiding them. In this case, makea Survival check to set the DCfor finding the signs, but theminimum DC remains 10.Older signs are harder t<strong>of</strong>ind, and poor visibility canmake trail signs more difficultto locate, as indicated below.Using the Survival skill to read trail signsSurvival ConditionDC ModifierEvery 24 hours since the signs were made +1Every hour <strong>of</strong> rain since the signs were made +1Fresh snow cover since the signs were made +10Poor visibility*Overcast or moonless night +6Moonlight +3Fog or precipitation +3*Apply only the largest modifier from this category.Reading Trail Signs: If the character who placed trail signscreated them correctly, the Survival check DC to read themis the same as that it took to create them. If the check failsby 4 or less, the reader cannot make any sense <strong>of</strong> the signs.If the check fails by 5 or more, the reader perceives anincorrect message.Illus. by L. MacDougallCHAPTER 6CHARACTEROPTIONS147
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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 2HALFLINGS52Illus. by S. Wo
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CHAPTER 2HALFLINGS54to tell how lon
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CHAPTER 2HALFLINGS56the underbrush
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CHAPTER 2HALFLINGSIllus. by T. Baxa
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CHAPTER 2HALFLINGS60Donta muden sit
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and one or more bedrooms. All have
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Illus. by C. Lukacshe cliff-dwellin
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Personality: Raptorans have a reput
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PSYCHOLOGYSome outsiders who have h
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for making a point through a logica
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flock for debate, sometimes invitin
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its eggs. At such times, they toler
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THE RAPTORAN PANTHEONThe typical ra
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Prayers: Prayers to the Stormfather
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“Welcome, friend,” said a human
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year since, and they share the care
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D: Domain spell. Domains: Protectio
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characteristics are summarized in t
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CHAPTER 3RAPTORANS90Authority Figur
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CHAPTER 4OTHERRACES92a humanlike ra
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CHAPTER 4OTHERRACES94ment, finding
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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