CHAPTER 7EQUIPMENTAND MAGICIllus. by S. Belledin172Moderate transmutation; CL 9th; Craft Magic Arms andArmor, tree stride; Price +9,000 gp.SPECIFIC ARMORSElves, halflings, and raptorans are adept at crafting armorsprecisely suited to life in the wilds.Bearskin Armor: A favorite <strong>of</strong> many elf fighters and barbarians,this +5 breastplate has an outer layer <strong>of</strong> shaggy brownor black fur. The wearer can use bear’s endurance on himselfonce a day. The armor also gives the wearer a +2 competencebonus on grapple checks.For up to 10 rounds a day, the wearer gains the scent specialquality (see page 314 <strong>of</strong> the Monster Manual). Activating thiseffect is a free action; the rounds when this effect is in use neednot be continuous.As a free action, the wearer can cause the armor to sprouta pair <strong>of</strong> claws (dealing 1d6 points <strong>of</strong> damage for a Mediumwearer, or 1d4 for a Small one). When using the claws, thewearer’s natural reach increases by 5 feet. The wearer canattack with both claws as though they were natural weapons.With the full attack action, he can use both claws athis full attack bonus, provided he does not attack withany other weaponsduring his fullattack. When usingthis option,the wearer doesnot get extra attacksdue to a highbase attack bonus. Alternatively,the wearercan use a single claw to makean attack as a natural secondaryweapon (–5 on the attack roll, no effecton the wearer’s other attacks). The charactercannot use the claw as a natural secondaryattack if he already has made an <strong>of</strong>f-hand attack,or vice versa. The wearer can use the claws forup to 10 rounds a day, and those rounds neednot be continuous.Moderate transmutation; CL 9th; CraftMagic Arms and Armor, bear’s endurance,polymorph or wild shape ability; Price 38,550gp; Cost 19,450 gp + 1,528 XP.Foxhide Armor: This +2 leather armor hasan outer layer covered with red-gold or gray fur with whitetrim. The armor wearer can use fox’s cunning on herself once aday. The armor also gives the wearer a +2 competence bonuson Hide and Move Silently checks.For up to 10 rounds a day, the wearer gains the scent specialquality (see page 314 <strong>of</strong> the Monster Manual). Activating thiseffect is a free action; the rounds when this effect is in useneed not be continuous.Once per day, the wearer can use pass without trace on herself;while the spell is in effect, the wearer also gains the woodlandstride ability (see page 36 <strong>of</strong> the Player’s Handbook).Soveliss wears hawkfeather armorModerate transmutation; CL 9th; Craft Magic Arms andArmor, fox’s cunning, pass without trace, polymorph or wild shapeability; Price 18,960 gp; Cost 9,560 gp + 752 XP.Hawkfeather Armor: This +3 studded leather armor ispopular with halfling and elf rogues and bards. It has an outerlayer covered with golden feathers. The armor wearer can useeagle’s splendor on himself once a day. The wearer gains a +8competence bonus on Spot checks while wearing the armor.For up to 10 rounds a day, the wearer can sprout wings andfly at a speed <strong>of</strong> 60 feet (good), provided he carries no more thana light load. Activating this effect is a free action; the roundsin which this effect is in use need not be continuous.Moderate transmutation; CL 9th; Craft Magic Arms and Armor,eagle’s splendor, polymorph or wild shape ability; Price 28,775gp; Cost 14,475 gp + 1,144 XP.Owlfeather Armor: This +1 leather armor is popular withfolk who wish to spend time with the raptorans. The armorhas an outer layer covered with gray feathers speckled withblack. The armor wearer can use owl’s wisdom on herselfonce a day. The wearer gains a +8 competence bonus on Spotchecks made in areas <strong>of</strong> shadowy illumination. The weareralso receives a +4 competence bonus on Listen and MoveSilently checks.For up to 10rounds a day,the wearer cansprout wingsand fly at a speed<strong>of</strong> 40 feet (good),provided she carriesno more than a lightload. Activating this effectis a free action; the rounds inwhich this effect is in use need notbe continuous.Moderate transmutation; CL 9th;Craft Magic Arms and Armor, owl’s wisdom,polymorph or wild shape ability; Price 20,175 gp;Cost 10,525 gp + 828 XP.Tigerskin Armor: This +4 chain shirt is popularwith elf rangers. It has an outer layer <strong>of</strong> stripedfur. The armor wearer can use cat’s grace on herselfonce a day. The armor also gives the wearer a +2competence bonus on Hide checks. In areas<strong>of</strong> tall grass or undergrowth, the Hide bonusincreases to +4; the wearer also receives a +2 competencebonus on Climb, Jump, and Swim checks. In each case, thearmor’s armor check penalty applies normally.For up to 10 rounds a day, the wearer gains the scent specialquality (see page 314 <strong>of</strong> the Monster Manual). Activating thiseffect is a free action; the rounds when this effect is in useneed not be continuous.As a free action, the wearer can cause the armor to sprouta pair <strong>of</strong> claws (dealing 1d4 points <strong>of</strong> damage for a Mediumwearer, or 1d3 for a Small one). The wearer can attack withboth claws as though they were natural weapons. With the
full attack action, she can use both claws at her full attackbonus, provided she does not attack with any other weaponsduring her full attack. When using this option, the wearerdoes not get extra attacks due to a high base attack bonus.Alternatively, the wearer can use a single claw to make anattack as a natural secondary weapon (–5 on the attack roll,no effect on the wearer’s other attacks). The character cannotuse the claw as a natural secondary attack if he already hasmade an <strong>of</strong>f-hand attack, or vice versa. The wearer can use theclaws for up to 10 rounds a day, and those rounds need notbe continuous. If the wearer <strong>of</strong> tigerskin armor charges a foewhile using the claws, she can make a full attack against thefoe (clawing twice at her full attack bonus).Moderate transmutation; CL 9th; Craft Magic Arms andArmor, cat’s grace, polymorph or wild shape ability; Price 33,150gp; Cost 6,750 gp + 1,312 XP.WONDROUS ITEMSAs with their armor, wondrous items crafted by elves,raptorans, or halflings focus on utility and portability.Belt <strong>of</strong> Hidden Pouches: This item might be made <strong>of</strong> silkor s<strong>of</strong>t leather, but it’s always fairly wide and with a big buckle(usually brass or silver). Hidden inside the belt are ten smallpockets, each <strong>of</strong> which seems big enough to hold only a fewcoins. Each pocket actually functions as a small bag <strong>of</strong> holdingand can hold up to 1/2 cubic foot or 5 pounds <strong>of</strong> nonlivingmaterial. No object with any dimension exceeding 6 inchescan be placed in a pocket. Anything placed inside a pocketeffectively has only one-tenth <strong>of</strong> its normal weight, so a fullpocket weighs only half a pound at most.In addition, two secret pockets lie behind each visibleone, for a total <strong>of</strong> thirty pockets in all. The hidden pocketscan be accessed only through a command word. A true seeingspell reveals the presence <strong>of</strong> the hidden pockets but not thecommand needed to open them.Even when a pocket is full, it never bulges, so a belt <strong>of</strong>hidden pouches stuffed with 150 pounds <strong>of</strong> items looks likean ordinary belt.Accessing any pocket (including the hidden ones) is a moveaction that does not provoke attacks <strong>of</strong> opportunity. To placeany object in the belt, the wearer merely presses the objectinto the belt. Doing so while speaking the command wordplaces the object in one <strong>of</strong> the hidden pockets (if one <strong>of</strong> themis empty). Naming a stored object and speaking a second commandword draws the named object out <strong>of</strong> the belt and placesit in the wearer’s hand (though he could also simply reachinto one <strong>of</strong> the ten regular pockets and draw it forth, just as ifretrieving a stored object (a move action that provokes attacks<strong>of</strong> opportunity; see page 141 <strong>of</strong> the Player’s Handbook.Simply frisking the wearer won’t reveal any objects placedin the belt, and searching the visible pockets cannot revealanything stored in the hidden pockets. It is possible to use aSleight <strong>of</strong> Hand check to pluck something out <strong>of</strong> one <strong>of</strong> theten visible pockets, but only someone wearing or holdingthe belt can access the hidden pockets, and then only withthe correct command word.Moderate conjuration; CL 9th; Craft Wondrous Item, secretchest; Price 5,000 gp; Weight 1 lb.Safewing Emblem: This small feathered token can beworn or carried. If the owner falls at least 5 feet, the emblembecomes a set <strong>of</strong> feathery wings that allow her to use a featherfall effect to descend safely from any height up to 180 feet.The emblem requires no activation. When the owner lands,the token disappears, its magic expended.Faint transmutation; CL 3rd; Craft Wondrous Item, featherfall; Price 250 gp.Survival Pouch: This mundane-looking leather belt pouchcan literally save its user’s life in the wilderness. Five timesper day, the user <strong>of</strong> a survival pouch can reach into the bagand retrieve his choice <strong>of</strong> one <strong>of</strong> the items listed below. Theuser can draw out the same item five times in one day, drawout five different items, or produce any other combination <strong>of</strong>up to five items. Drawing an item from the bag is a standardaction that does not provoke attacks <strong>of</strong> opportunity.Each item lasts for 8 hours unless otherwise indicated.• Trail rations for one Medium creature for one day.• Two gallons <strong>of</strong> water stored in a waterskin. The bagdisappears if it is emptied completely.• A tent and two bedrolls sized for Medium creatures.• A 50-foot coil <strong>of</strong> hempen rope, which disappears after 4 hours.• A shovel.• A campfire (about 2 feet square). The fire can be left to burn, orit can be pulled apart to produce eight lit torches. Each torchremoved reduces the remaining burning time by 1 hour. Ifthe fire is extinguished, any unburnt portion vanishes.• A composite shortbow (+1 Str bonus) and a quiver <strong>of</strong> 20arrows. The bow disappears 1 round after the last arrowhas been drawn from the quiver.• A mule with bit, bridle, saddle, and saddlebags. The bit, bridle,saddle, and saddlebags vanish if removed from the mule.Moderate conjuration; CL 9th; Craft Wondrous Item, majorcreation, mount; Price 5,000 gp; Weight 5 lbs.NEW SPELLSThe elves are prolific creators <strong>of</strong> new spells, both arcaneand divine, and many <strong>of</strong> the familiar spells described inthe Player’s Handbook are <strong>of</strong> elven origin. But the otherraces <strong>of</strong> the wild are also adept at tailoring magic powersto their specific needs, and some <strong>of</strong> the following spellsreflect that fact.ASSASSIN SPELL2nd-Level Assassin SpellReturning Weapon: Thrown weapon returns to thrower.CLERIC SPELL4th-Level Cleric SpellDust to Dust: Disintegrate undead with your ray attack.CHAPTER 7EQUIPMENTAND MAGIC173
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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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Table 4-2: The GnollBase Fort Ref W
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CHAPTER 4OTHERRACES104of the humano
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CHAPTER 4OTHERRACESsneak attack, bu
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CHAPTER 5PRESTIGECLASSES108Shadowda
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CHAPTER 5PRESTIGECLASSESIllus. by W
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CHAPTER 5PRESTIGECLASSES112the foll
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CHAPTER 5PRESTIGECLASSES114Entry Re
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CHAPTER 5PRESTIGECLASSESIllus. by J
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CHAPTER 5PRESTIGECLASSESLUCKSTEALER
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CHAPTER 5PRESTIGECLASSESIllus. by J
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