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;
Spd 20 ft.; AC 19, touch 14, flat-footed 16; Base Atk +4; Grp+2; Atk or Full Atk +8 melee (1d4+2/18–20, masterworkrapier) or +10 ranged (1d3, masterwork sling); SA sneakattack +2d6; SQ evasion, trap sense +1, trapfinding; AL LG;SV Fort +7, Ref +8, Will +3; Str 14, Dex 16, Con 13, Int 8,Wis 10, Cha 12.Skills and Feats: Appraise +5, Bluff +9, Climb +3, Diplomacy+13, Hide +7, Intimidate +5, Jump +2, Listen +8, Move Silently+5, Ride +11, Sense Motive +8, Tumble +9; Dodge B , Mobility B ,Negotiator, Persuasive.Languages: Common, Halfling.Sneak Attack (Ex): This halfling merchant deals an extra2d6 points <strong>of</strong> damage on any successful attack against flatfootedor flanked targets, or against a target that has beendenied its Dexterity bonus for any reason. This damage alsoapplies to ranged attacks against targets up to 30 feet away.Creatures with concealment, creatures without discernibleanatomies, and creatures immune to extra damage fromcritical hits are all immune to sneak attacks. This halflingmerchant can choose to deliver nonlethal damage with hissneak attack, but only when using a weapon designed for thatpurpose, such as a sap (blackjack).Evasion (Ex): If this halfling merchant is exposed to anyeffect that normally allows him to attempt a Reflex savingthrow for half damage, he takes no damage with a successfulsaving throw.Trapfinding (Ex): This halfling merchant 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.Possessions: +1 studded leather armor, masterwork buckler,masterwork rapier, masterwork sling with 10 sling bullets,cloak <strong>of</strong> resistance +1, potion <strong>of</strong> cure moderate wounds, potion <strong>of</strong>eagle’s splendor, 4 flasks alchemist’s fire, riding dog (“Rufus”),tack and saddle.Halfling StorytellerWhile other nations tell <strong>of</strong> epic battles and the clash <strong>of</strong> godsand dragons, halflings hear tales <strong>of</strong> the traveling life that areby turns amusing, cautionary, and tragic.Halfling Storyteller: Halfling bard 6; CR 6; Smallhumanoid; HD 6d6+6; hp 29; Init +2; Spd 20 ft.; AC 17, touch13, flat-footed 15; Base Atk +4; Grp +1; Atk or Full Atk +8melee (1d3+2/19–20, +1 dagger) or +9 ranged (1d3+1/19–20,masterwork dagger); SA spells; SQ bardic knowledge +8,bardic music; AL N; SV Fort +4, Ref +8, Will +5; Str 13, Dex14, Con 13, Int 10, Wis 8, Cha 15.Skills and Feats: Bluff +11, Concentration +10, Diplomacy+4, Gather Information +11, Hide +6, Intimidate+4, Jump –3, Knowledge (history) +9, Perform (oratory)+11, Sense Motive+8; Dodge, Spell Focus (enchantment),Weapon Finesse.Languages: Common, Halfling.Bardic Music: Use bardic music six times per day. See thebard class feature, page 29 <strong>of</strong> the Player’s Handbook.Countersong (Su): Use music or poetics to counter magicaleffects that depend on sound.Fascinate (Sp): Use music or poetics to cause one or morecreatures to become fascinated with him.Inspire Competence (Su): Use music or poetics to help an allysucceed at a task.Inspire Courage (Su): Use music or poetics to bolster hisallies against fear and improve their combat abilities.Suggestion (Sp): Use music or poetics to make a suggestion(as the spell) to a creature that he has already fascinated.Bard Spells Known (3/4/3 per day; caster level 6th): 0—detectmagic, light, lullaby (DC 13), message, prestidigitation (DC 12),read magic; 1st—charm person (DC 14), cure light wounds(DC 13), expeditious retreat, Tasha’s hideous laughter (DC 14);2nd—heroism (DC 15), hypnotic pattern (DC 14), suggestion(DC 15).Possessions: +1 studded leather armor, +1 dagger, 2 masterworkdaggers, flute, wand <strong>of</strong> lesser confusion (30 charges),scroll <strong>of</strong> haste.HALFLING GROUPSHalfling adventurers integrate themselves into a wide variety<strong>of</strong> groups, <strong>of</strong>ten with a mixture <strong>of</strong> other races. This sectionpresents some typical examples <strong>of</strong> all-halfling encounters.Patrol (EL 1–2): 1d3+1 halfling warriors (see page 149 <strong>of</strong>the Monster Manual).Merchant Wagon (EL 6): 4 halfling warriors (see page 149<strong>of</strong> the Monster Manual), 1 halfling merchant (see above).Traveling Entertainers (EL 8): 2 halfling storytellers(see above).Talented Robbery Team (EL 12): 2 halfling burglars (seeabove), 1 halfling whisperknife (see page 135).Con Artists (EL 13): 2 halfling burglars (see above), 2halfling luckstealers (see page 118).SAMPLE RAPTORAN NPCSThe following raptoran NPCs represent important figuresin raptoran society.Raptoran SentryThis ranger soars above raptoran lands, watching travelersfrom afar and challenging anyone who tries to stay in thearea overnight.Raptoran Sentry: Raptoran ranger 5; CR 5; Mediumhumanoid (raptoran); HD 5d8+5; hp 31; Init +3; Spd 30 ft.,fly 40 ft. (average); AC 19, touch 13, flat-footed 16; Base Atk+5; Grp +7; Atk +9 melee (1d6+3/19–20, +1 short sword) or +9ranged (1d8+3/×3, masterwork footbow); Full Atk +9 melee(1d6+3/19–20, +1 short sword) or +7/+7 ranged (1d8+2/×3,masterwork footbow); SA spell, favored enemy humans+4, favored enemy gnolls +2; SQ low-light vision, raptorantraits, wild empathy +5 (+1 magical beasts); AL CG; SV Fort+5, Ref +7, Will +2; Str 14, Dex 16, Con 13, Int 8, Wis 12,Cha 10.CHAPTER 8CAMPAIGNS INTHE WILD183
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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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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 5PRESTIGECLASSESEL 11: Kuly
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