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Races of Wild

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CHAPTER 8CAMPAIGNS INTHE WILD182(local) +16, Spellcraft +16; Brew Potion, Craft Magic Armsand Armor, Craft Wand, Craft Wondrous Item, Scribe Scroll,Skill Focus (Knowledge [history]).Languages: Common, Elven; Draconic, Gnome, Sylvan,Tuilvilanuue.Lore: As the bard’s bardic knowledge class feature (seepage 28 <strong>of</strong> the Player’s Handbook).Elf Traits: Elves have immunity to magic sleep effects. Anelf who merely passes within 5 feet <strong>of</strong> a secret or concealeddoor is entitled to a Search check to notice it as if she wereactively searching for it.Wizard Spells Prepared (caster level 9th): 0—detect magic(2), read magic (2); 1st—charm person (DC 15), comprehendlanguages, identify, mage armor (DC 15), shield; 2nd—arcanelock, cat’s grace (DC 16), levitate, locate object, whispering wind;3rd—arcane sight, dispel magic, suggestion (DC 17), tongues (DC17); 4th—dimension door(DC 18), locate creature, scrying (DC18); 5th—contact other plane, telekinesis (DC 19).Spellbook: as above plus 0—all except disrupt undead andtouch <strong>of</strong> fatigue; 1st—alarm, erase, hold portal, protection fromevil, Tenser’s floating disk, unseen servant; 2nd—bear’s strength,bull’s strength, continual flame, knock, magic mouth, misdirection,obscure object; 3rd—clairaudience/clairvoyance, daylight, fly, haste,illusory script, lightning bolt, magic circle against evil, nondetection,secret page; 4th—arcane eye, charm monster, minor creation, stoneshape; 5th—fabricate, hold monster, Leomund’s secret chest, lesserplanar binding, Mordenkainen’s private sanctum, persistent image,Rary’s telepathic bond, sending, teleport.Possessions: +1 rapier, headband <strong>of</strong> intellect +2, cloak <strong>of</strong> resistance+2, spellbook, wand <strong>of</strong> magic missile (caster level 5th, 21charges), wand <strong>of</strong> mage hand (30 charges), scroll <strong>of</strong> teleport.ELF GROUPSElves form many different kinds <strong>of</strong> groups. This sectionpresents some sample collections <strong>of</strong> elves to use in yourcampaign. Use them as a basis for your own creations.Scouts (EL 1–2): 1d3+1 elf warriors (see page 102 <strong>of</strong> theMonster Manual).Patrol (EL 6): 1d4 elf warriors (see page 102 <strong>of</strong> the MonsterManual), 1d2 elven hounds (see page 189), 1 elf elite soldier(see above).Elite Patrol (EL 11): 2 elf chaplains (see above), 3 elf elitesoldiers (see above), 1 half-elf wildrunner (see page 139).Archeological Expedition (EL 12): 4 elf elite soldiers(see above), 1 elf historian (see above), and 1 human ruathar(see page 122).SAMPLE HALFLING NPCSThe following halfling NPCs represent important figuresin halfling society.Halfling BurglarThis is the halfling who perpetuates the stereotype—a roguewho delights in stealing from the Big Folk.Halfling Burglar: Halfling rogue 9; CR 9; Small humanoid;HD 9d6+9; hp 43; Init +4; Spd 20 ft.; AC 20, touch15, flat-footed 16; Base Atk +6/+1; Grp +3; Atk +9 melee(1d4+1/18–20, masterwork rapier) or +12 ranged (1d3/19–20plus poison, masterwork hand crossbow); Full Atk +9/+4melee (1d4+1/18–20, masterwork rapier) or +10 ranged(1d3/19–20 plus poison, masterwork hand crossbow); SAsneak attack +5d6; SQ evasion, improved uncanny dodge,trap sense +3, trapfinding, uncanny dodge; AL CN; SV Fort+5, Ref +11, Will +4; Str 12, Dex 18, Con 12, Int 14, Wis 10,Cha 8.Skills and Feats: Balance +6, Bluff +11, Climb +15, Diplomacy+1, Disable Device +16, Disguise +13, Escape Artist+10, Hide +20, Intimidate +1, Jump +5, Listen +2, MoveSilently +23, Open Lock +22, Search +19, Sleight <strong>of</strong> Hand+18, Tumble +12; Combat Expertise, Dodge, Improved Feint,Nimble Fingers.Languages: Common, Halfling; Dwarven, Elven.Sneak Attack (Ex): This halfling burglar deals an extra 5d6points <strong>of</strong> damage on any successful attack against flat-footedor flanked targets, or against a target that has been denied itsDexterity bonus for any reason. This damage also applies toranged attacks against targets up to 30 feet away. Creatureswith concealment, creatures without discernible anatomies,and creatures immune to extra damage from critical hitsare all immune to sneak attacks. The burglar can choose todeliver nonlethal damage with his sneak attack, but onlywhen using a weapon designed for that purpose, such as asap (blackjack).Evasion (Ex): If this halfling burglar is exposed to anyeffect that normally allows him to attempt a Reflex savingthrow for half damage, he takes no damage with a successfulsaving throw.Improved Uncanny Dodge (Ex): Cannot be flanked andcan only be sneak attacked by a character who has at least 13levels <strong>of</strong> rogue.Trapfinding (Ex): This halfling burglar can find, disarm,or bypass traps with a DC <strong>of</strong> 20 or higher. He can use theSearch skill to find, and the Disable Device skill to disarm,magic traps (DC 25 + the level <strong>of</strong> the spell used to create it).If his Disable Device result exceeds the trap’s DC by 10 ormore, he discovers how to bypass the trap without triggeringor disarming it.Uncanny Dodge (Ex): This halfling burglar retains hisDexterity bonus to Armor Class even when flat-footed ortargeted by an unseen foe (he still loses his Dexterity bonusif paralyzed or otherwise immobile).Possessions: +1 mithral chain shirt <strong>of</strong> silent moves, masterworkrapier, masterwork hand crossbow with 10 crossbow bolts,4 doses black adder venom (for crossbow bolts), vest <strong>of</strong> escape,goggles <strong>of</strong> minute seeing, dust <strong>of</strong> appearance.Halfling MerchantThe dangerous roads between lucrative trade stops havemade this halfling capable <strong>of</strong> more than bartering andhaggling.Halfling Merchant: Halfling rogue 3/fighter 2; CR 5;Small humanoid; HD 3d6+3 plus 2d10+2; hp 29; Init +3;

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