CHAPTER 6CHARACTEROPTIONSIllus. by M. Faulkner152You ignore any penalties on your Move Silently checksincurred by noisy or very noisy terrain (see the Move Silentlyskill description, page 79 <strong>of</strong> the Player’s Handbook).MAGIC OF THE LANDYour intimate understanding <strong>of</strong> the natural world allowsyou to imbue your spells with life-giving magical powerfrom the land itself.Prerequisites: Concentration 5 ranks, Knowledge (nature)5 ranks, Spellcraft 5 ranks, caster level 1st.Benefit: When in a natural setting, you can draw onthe power <strong>of</strong> the land to imbue your spells withhealing power. For the purpose <strong>of</strong> thisfeat, a natural setting is defined asany location not within a communityand not a constructedarea. “Natural setting” includesunworked caverns,but not crafted dungeonsand the like.To use the feat, you mustsucceed on a Knowledge(nature) check (DC 15+ spell level), made as afree action while castinga spell. You can’t take 10on this check. If you succeed,each target <strong>of</strong> yourspell is healed <strong>of</strong> 2 points<strong>of</strong> damage per spell level,in addition to the spell’snormal effects. If thespell doesn’t have a targetentry, this feat has no effect.This healing poweris positive energy, so anundead creature insteadtakes 2 points <strong>of</strong> damageper spell level. An unwillingcreature can attempt aWill save (at the spell’s normalsave DC) to negate this effect. If the skill check fails,the prepared spell or spell slot is lost.You cannot use this feat on any spell with an alignmentdescriptor, nor with any necromancy spell. The natural worldfavors balance in all things, and thus does not support specificalignment-based magic, nor can its life-giving power be usedto enhance the magic <strong>of</strong> death.PLUNGING SHOTYou can use the force <strong>of</strong> gravity to make your ranged attacksdeal extra damage if your target is below you.Prerequisites: Dex 13, Point Blank Shot.Benefit: If your target is at least 30 feet lower than you,you deal an extra 1d6 points <strong>of</strong> damage with a thrown orprojectile weapon.The Underfoot Combat feat allows Lidda to nip at an ettin’s anklesSHARED FURYYour fearsome rage spurs your animal companion togreater heights.Prerequisites: Handle Animal 4 ranks, animal companionclass feature, rage class feature.Benefit: When you rage, your animal companion gainsthe same benefits and penalties from your rage that you do,but only if it is within 5 feet <strong>of</strong> you. The companion’s rageends when your rage ends, or as soon as you are no longerwithin 5 feet <strong>of</strong> your companion.UNDERFOOT COMBATYou can enter the space that a foe atleast two size categories bigger thanyou occupies.Prerequisites: Small or smaller,Tumble 10 ranks.Benefit: You can move intoor through a square occupied bya creature at least two size categorieslarger than you. Youdo not provoke attacks <strong>of</strong>opportunity for doing so.While you are in a squareoccupied by a creature at leasttwo size categories largerthan you, you gain the benefit<strong>of</strong> s<strong>of</strong>t cover (+4 bonus to AC)against all attacks, includingthose <strong>of</strong> the creature whosespace you occupy.Normal: Without this feat,you can move through squaresoccupied by a creature at leastthree size categories largerthan you, or a creature threesize categories smaller than you(or any creature, if you are Tinyor smaller).YONDALLA’S SENSEYou display a shrewd perception <strong>of</strong> danger. Other halflingssay the blessing <strong>of</strong> Yondalla is upon you.Prerequisite: Halfling.Benefit: You add your Wisdom bonus on initiativechecks.TACTICAL FEATSFirst introduced in Complete Warrior, tactical feats allowcharacters to use a variety <strong>of</strong> powerful <strong>of</strong>fensive or defensivemaneuvers in combat.If you’re playing a character who has a tactical feat, it’s yourresponsibility to keep track <strong>of</strong> the actions you’re performingas you set up the maneuver that the feat enables you to
perform. It’s also a good idea to briefly mention to the DMthat you’re working toward performing a tactical maneuver;a remark along the lines <strong>of</strong> “I move into the troll’s square,using the Underfoot Combat feat, and that’s the first step ina tactical maneuver” is appropriate.Some <strong>of</strong> the tactical feats refer to the first round, secondround, and so on. These terms refer to the timing <strong>of</strong> themaneuver, not the battle as a whole.CONFOUND THE BIG FOLK[TACTICAL]You excel when battling foes bigger than you are.Prerequisites: Small or smaller, Tumble 10 ranks, UnderfootCombat.Benefit: This feat allows you to perform any <strong>of</strong> the followingthree maneuvers.Knee Striker: To use this maneuver, you must first moveinto a square occupied by a foe at least two size categorieslarger than you. On the next round, the foe is automaticallyconsidered flat-footed against your attacks, and you gain a+4 bonus on any roll you make to confirm a critical hit.Underfoot Defense: To use this maneuver, you must firstmove into a square occupied by a foe at least two sizecategories larger than you. On any succeeding round inwhich you remain in the foe’s square and fight defensively,use total defense, or use Combat Expertise (minimum –1penalty on attack rolls), any melee or ranged attack madeagainst you has a 50% chance to strike the foe whose squareyou occupy instead. This chance does not apply to attacksmade by the creature whose square you occupy.Unsteady Footing: To use this maneuver, you must first moveinto a square occupied by a foe at least two size categorieslarger than you. On the next round, you can use a standardaction to attempt to trip your foe without provoking attacks<strong>of</strong> opportunity. If your touch attack to initiate the trip attacksucceeds, you can attempt a Strength or Dexterity check (yourchoice) opposed by your foe’s Strength or Dexterity check (asnormal) to trip your foe. Your foe may not add any bonus on hisStrength or Dexterity check to avoid the trip that he would gainfrom his size. If your trip check fails, your opponent may notattempt to trip you. If you have Improved Trip, you can followa successful trip attempt with an immediate melee attack.WINGED WARRIOR [TACTICAL]You use your wings for more than just flying.Prerequisites: Hover, must have wings, base attackbonus +4.Benefit: The Winged Warrior feat enables the use <strong>of</strong> threetactical maneuvers.Dustup: To use this maneuver, you must be standing in, orflying no more than 10 feet above, an area with a lot <strong>of</strong> loosedebris. If you flap your wings hard as a move action, the draftcreates a hemispherical cloud with a radius <strong>of</strong> 20 feet. Clearvision within the cloud is limited to 10 feet. Creatures 11 to20 feet away have concealment. At over 20 feet, creatures havetotal concealment. Those caught in the cloud must succeedon a Concentration check (DC 10 + 1/2 your character level)to cast a spell.Flying Leap: To use this maneuver, you must move a distancegreater than your base land speed during the round. If youdo, you gain a +4 bonus on Jump, Balance, and Climb checksbecause your wings give you lift and stabilize you.Shroud <strong>of</strong> Feathers: To use this maneuver, you must spend amove action to pull your wings around your body. You cannotbe flying during this maneuver. You can then attempt to feintin combat (as described in the Bluff skill description, page68 <strong>of</strong> the Player’s Handbook) as part <strong>of</strong> your attack, suddenlyspreading your wings to reveal your weapon just as it’s aboutto land a blow. The shroud <strong>of</strong> feathers maneuver works on agiven foe only once per combat.Special: The Hover feat (see page 304 <strong>of</strong> the MonsterManual) grants creatures <strong>of</strong> Large size or larger a bigger dustcloud than that granted with the dustup maneuver.Special: A fighter may select Winged Warrior as one <strong>of</strong>his fighter bonus feats.WOLFPACK [TACTICAL]You can gain an extra advantage when you and your alliescan gang up on a foe.Prerequisites: Dex 15, Dodge, Mobility, Spring Attack,base attack bonus +6.Benefit: You can use the following maneuvers withthis feat.Distract Foe: You begin this maneuver when you and at leastone ally flank a foe. On the first round, you and your alliesgain normal flanking bonuses (+2 on attack rolls).Starting in the second round that you and at least oneally flank a foe, you can make a ferocious attack that forcesthe foe to concentrate on you and largely ignore your allies.You make a melee attack as a full-round action. If you hit,you make a special Bluff check as a free action; the damageyour attack dealt applies as a bonus on your check. The foeyou attack opposes your attack with a special Sense Motivecheck, adding her base attack bonus to the check. If youwin the opposed check, your foe turns her attention to you,and each <strong>of</strong> your allies who are in position to give you aflanking bonus can make an attack <strong>of</strong> opportunity againstthat foe.Drive Back: To use this maneuver, you and at least one allymust threaten the same foe, and at least one <strong>of</strong> those alliesmust use the aid another action to assist your attack roll.You make a melee attack as a full-round action. If you hit,you make a free bull rush attempt without moving into thedefender’s space or provoking attacks <strong>of</strong> opportunity. Resolvethe bull rush normally, except that you add the damage yourattack dealt as a bonus on the Strength check you make toresolve the bull rush. You can’t push an opponent back morethan 5 feet with this maneuver.Gang Dodge: This maneuver allows you to use the aidanother action to assist all allies who threaten the samefoe you target with the action. You use a standard action asnormal to aid an ally’s defense (see the Aid Another specialCHAPTER 6CHARACTEROPTIONS153
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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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CHAPTER 4OTHERRACES96Illus. by S. B
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Table 4-1: The CentaurHit Base Atta
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CHAPTER 4OTHERRACES100nomadic gnoll
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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