The rules for character advancement are as follows:
- Players may normally only advance by taking a level in a class for which they qualify
- Because Characters created with Level Adjustment and Monstrous Hit Dice have to take all of their Monstrous ECL and one Class Level upon creation, they should continue advancing by only taking class levels
- When advancing, follow the rules laid out in the 3.5 Player's Handbook (which are also in the 3.5 SRD) with the following exceptions:
- Players calculate hitpoints this way:
- 1st level, maximum for class
- 2nd level+
- witnessed roll of the hit die (use in front of a GM who will sign off on it)
- If you get less than half the maximum value of the die (2 for d4, 3 for d6, 4 for d8, 5 for d10, 6 for d10), reroll the die. Repeat until you have a value that is at least half the maximum (stop rolling if you get a 2 on a d4, for example).
- half the maximum value of the hit die (use when advancing away from a GM)
- witnessed roll of the hit die (use in front of a GM who will sign off on it)
- There is no penalty to Experience Points for having unbalanced classes when Multiclassing
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Players calculate hitpoints this way:
- When creating an ECL 1 Character, the only book available is the Player's Handbook (see Character Creation)
- At each new level additional books become available to pick options from
- 2nd & 3rd
- 4th
- 5th
- 6th & 7th
- 8th & 9th
- 10th & 11th
- 12th & 13th
- 14th & 15th
- 16th & 17th
- 18th & 19th
- 20th Level
Newly Available
- Paladins of any Alignment
- Paladin of Honor (Lawful Good) (PHB p. 42)
- Paladin of Order (Lawful Neutral)
- Paladin of Tyranny (Lawful Evil) (Adapted from UA)
- Paladin of the Self (Neutral Evil)
- Paladin of Nature (True Neutral)
- Paladin of Civilization (True Neutral)
- Your Pal Dan (Chaotic Neutral)
- Paladin of Freedom (Chaotic Good) (Adapted from UA)
- Paladin of Community (Neutral Good)
- Witch is a newly available class. Adapted from DMG p. 175, details found here.
- New Magic Items
Glasses of Reading, Minor
When you wear this pair of masterwork glasses, you are considered to be under the effect of Read Magic.
Faint divination; CL 1; Craft Wondrous Item, read magic; Price 1,600 gp
Glasses of Reading
As Glasses of Reading, Minor. In addition, if you touch a piece of writing in an unknown language (or the speaker of an unknown language), you may read the language as if under the effect of Comprehend Languages. If you do this for a second unknown language, it replaces the first language. If you are illiterate in your own language, that counts as an unknown language, and you may touch yourself to be able to read it using the glasses. You still do not understand the spoken language if you did not before using the glasses.
Faint divination; CL 1; Craft Wondrous Item, read magic, comprehend languages; Price 3,100 gp
Glasses of Reading, Major
As Glasses of Reading. In addition, you are under the effect of Arcane Sight, but without the signature glowing blue eyes.
Moderate divination; CL 5; Craft Wondrous Item, read magic, comprehend languages, arcane sight; Price 50,100 gp
- New non-magic Items (Adapted from the Forgotten Realms Campaign Setting p. 96)
Potion Belt 1GP, 1lb.: This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties of flaps to keep the potions from falling out. It holds six potions. Retrieving a potion from a potion belt is a free action once per round.
Masterwork Potion Belt 60GP, 1lb.: This extremely well-made potion belt holds ten potions. Retrieving a potion from a potion belt is a free action once per round.
Shaders 1SP, —: These are googles of a sort that fit over am orc's eyes with a loop of leather tightened behind the ears. Made from a piece of wood or bamboo with a thin slot carved in it to see out of, shaders negate an orc's light sensitivty but impose a -1 penalty on Spot checks.
(Adapted from Races of Eberron p. 103)
- New non-magic Items
Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
---|---|---|---|---|---|---|---|
Ranged Weapons | |||||||
Longbow, advanced | 400 gp | 1d6 | 1d8 | ×3 | 110 ft. | 3 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Shortbow, advanced | 300 gp | 1d4 | 1d6 | ×3 | 70 ft. | 2 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
|
Longbow, Advanced
You need at least two hands to use a bow, regardless of its size. You can use an advanced longbow while mounted. While similar to a composite bow, because of their construction all advanced bows can be used by people of any strength. When firing an arrow from this bow, add your strength modifier to the damage as if the arrow were a one-handed thrown ranged weapon.For purposes of weapon proficiency and similar feats, an advanced longbow is treated as if it were a longbow and a composite longbow.
Shortbow, Advanced
You need at least two hands to use a bow, regardless of its size. You can use an advanced shortbow while mounted. While similar to a composite bow, because of their construction all advanced bows can be used by people of any strength. When firing an arrow from this bow, add your strength modifier to the damage as if the arrow were a light thrown ranged weapon.For purposes of weapon proficiency and similar feats, an advanced shortbow is treated as if it were a shortbow and a composite shortbow.
-
Glasses of Reading, Minor
When you wear this pair of masterwork glasses, you are considered to be under the effect of Read Magic.Faint divination; CL 1; Craft Wondrous Item, read magic; Price 1,600 gp
-
Glasses of Reading
As Glasses of Reading, Minor. In addition, if you touch a piece of writing in an unknown language (or the speaker of an unknown language), you may read the language as if under the effect of Comprehend Languages. If you do this for a second unknown language, it replaces the first language. If you are illiterate in your own language, that counts as an unknown language, and you may touch yourself to be able to read it using the glasses. You still do not understand the spoken language if you did not before using the glasses.Faint divination; CL 1; Craft Wondrous Item, read magic, comprehend languages; Price 3,100 gp
-
Glasses of Reading, Major
As Glasses of Reading. In addition, you are under the effect of Arcane Sight, but without the signature glowing blue eyes.Moderate divination; CL 5; Craft Wondrous Item, read magic, comprehend languages, arcane sight; Price 50,100 gp
- You are also subject to additional restrictions listed Here
- Feats for which you meet the prerequisites are the only player options available in this book when advancing a level.
- The Warmage core class is superseded by the revised version listed in the Complete Arcane, and not available to a 2nd or 3rd level character.
- The Favored Soul core class is superseded by the revised version listed in the Complete Divine, and not available to a 2nd or 3rd level character.
- The Warchief prestige class is not permitted.
- The Warhulk prestige class is not permitted.
- You are also subject to additional restrictions listed Here
- The duom is not available for purchase.
- The fullblade is not available for purchase.
- Sundark Goggles is a newly available piece of equipment.
- No other classes, feats, alternate class features, races, spells, or equipment are available at this time.
Previously Available
- Characters always have access to anything the meet the prerequisites for in the Player's Handbook.
- Fighters are changed to have 6 skill points per level instead of 2. They have the following skills added to their list of class skills: *Gather Information* (CHA), *Listen* (WIS), *Search* (INT), *Spot* (WIS)
- To clarify, as Druids and Rangers advance, their animal companions only receive the benefits outlined in the PHB. Do not follow the rules for advancing monsters found in the Monster Manual. This means that an animal companions size does not change as they increase in hit dice.
Newly Available
- The paragon classes found on pp. 32-46 are available SRD.
- The following class variants are available (pp. 47-59):
- Totem Barbarian (Unearthed Arcana type) (p. 48) SRD
- Bardic Sage (p. 49) SRD
- Divine Bard (p. 50) SRD
- Cloistered Cleric (p. 50) SRD
- Druidic Avenger (p. 51) SRD
- Thug (p. 51) SRD
- Fighting Styles Monk (p.52) SRD
- Paladin of Freedom - See House Rules
- Paladin of Tyranny - See House Rules
- Planar Ranger (p. 55) SRD
- Urban Ranger (p. 55) SRD
- Wilderness Rogue (p. 56) SRD
- Battle Sorceror (p. 57) SRD
- Domain Wizard (p. 57) SRD
- The prestige versions of Bard, Paladin, and Ranger (pp. 69-72) are available. These classes count the same as their PHB counterparts.
- The Scout class's Skirmish has the following additional restriction: No matter how many attacks are made Skirmish damage may only be applied once in a round. This replaces the wording of the ability which state it applies to all attacks made in the round.
- Ghost-Faced Killer prestige class is not permitted.
- The Nightsong Enforcer prestige class is not permitted.
- The Nightsong Infiltrator prestige class is not permitted.
- The Spymaster prestige class is not permitted.
- For purposes of this campaign the Leap Attack feat reads as follows:
- "You can combine a powerful charge and a mighty leap into one devastating attack."
- Prerequisite: Power Attack, Jump 8 ranks
- Benefit: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target you deal bonus damage equal to the attack penalty taken with your Power Attack feat (if you take a penalty of 5 to attack with Power Attack, you deal 5 bonus damage from Leap Attack). This is regardless of whether you are using a one-handed or two-handed weapon. - This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.
- Note, there are two benefits to leap attack.
- The benefit to jump as part of a charge and ignore rough terrain jumped over, this can happen at any part of the charge.
- The benefit to deal extra damage based on Power Attack. This has the added requirement that the leap cover a minimum 10 ft. horizontal distance and end in a square from which you threaten the opponent.
- Normal: You may not leap as part of a charge. You may not charge through rough terrain. You do not get additional damage just by leaping while charging.
- The Acolyte of the Skin prestige class is not permitted.
- The Alienist prestige class is not permitted.
- The Green Star Adept prestige class prestige class is not permitted.
- The Master Transmorgrifist prestige class is not permitted.
- The Suel Archanamach prestige class is not permitted.
- The Wayfarer Guide prestige class is not permitted.
- For Mage of the Arcane Order there are several guilds operating their own Spellpools. Which guild the player is part of is determined by which NPC trainer brought them in. By default only spells from the Player's Handbook are available, however there may be guilds that have different Spellpools.
- The Black Flame Zealot prestige class is not permitted.
- The Blighter prestige class is not permitted.
- The Master of Shrouds prestige class is superseded by the revised version listed in Libris Mortis, and not available to a 4th or 5th level character.
- The Void Disciple prestige class is not permitted.
- The Divine Metamagic feat has the additional restriction:
- While the spell slot doesn't change, you must have access to a spell of the level equivalent of the spell and applied metamagic.
- For example, if you were to use Divine Metamagic to cast an Empowered Holy Smite you must be able to cast a 6th level divine spell (such as an 11th level Cleric with a Wisdom of 16 or higher). This stacks such that a 15th level Cleric with an 18 or higher Wisdom and both Divine Metamagic (Empower Spell) and Divine Metamagic (Quicken Spell) could not use Divine Metamagic to cast an Empowered, Quickened Holy Smite, even though he could individually cast an Empowered Holy Smite or a Quickened Holy Smite, because an Empowered, Quickened Holy Smite would normally require a 10th level Spell Slot.
- The Eye of Gruumsh prestige class is not permitted.
- The Frenzied Bezerker prestige class is not permitted.
- The Purple Dragon Knight prestige class is retitled "Silver Dragon Knight", as the campaign is not set in the Forgotten RealmsTM.
- The Ravager prestige class is not permitted.
- The Thayan Knight prestige class is not permitted, as the campaign is not set in the Forgotten RealmsTM.
- For the Hulking Hurler, see this page for new rules on improvised weapon damage.
- For the Warshaper, you may only select one type of natural weapon for "Morphic Weapons" at any one time. If you choose a second natural weapon type,you lose the benefit of "Morphic Weapons" for the first type chosen.
- The Shock Trooper tactical Feat is unavailable.
- There are no character options in this book that would be taken when advancing.
- Items from this book can be bought during some modules, or special events, or during character creation (with starting gold).
- The spell Draconic Polymorph in the spell list on p. 268 is found in the Draconomicon (Dr) and isn't available until 6th level.
- Information on who grants Domains shown the Appendix: Domain Spells can be found here
Previously Available
- Paladins of any Alignment
- Paladin of Honor (Lawful Good) (PHB p. 42)
- Paladin of Order (Lawful Neutral)
- Paladin of Tyranny (Lawful Evil) (Adapted from UA)
- Paladin of the Self (Neutral Evil)
- Paladin of Nature (True Neutral)
- Paladin of Civilization (True Neutral)
- Your Pal Dan (Chaotic Neutral)
- Paladin of Freedom (Chaotic Good) (Adapted from UA)
- Paladin of Community (Neutral Good)
- Witch is a newly available class. Adapted from DMG p. 175, details found here.
- New Magic Items
Glasses of Reading, Minor
When you wear this pair of masterwork glasses, you are considered to be under the effect of Read Magic.
Faint divination; CL 1; Craft Wondrous Item, read magic; Price 1,600 gp
Glasses of Reading
As Glasses of Reading, Minor. In addition, if you touch a piece of writing in an unknown language (or the speaker of an unknown language), you may read the language as if under the effect of Comprehend Languages. If you do this for a second unknown language, it replaces the first language. If you are illiterate in your own language, that counts as an unknown language, and you may touch yourself to be able to read it using the glasses. You still do not understand the spoken language if you did not before using the glasses.
Faint divination; CL 1; Craft Wondrous Item, read magic, comprehend languages; Price 3,100 gp
Glasses of Reading, Major
As Glasses of Reading. In addition, you are under the effect of Arcane Sight, but without the signature glowing blue eyes.
Moderate divination; CL 5; Craft Wondrous Item, read magic, comprehend languages, arcane sight; Price 50,100 gp
- New non-magic Items (Adapted from the Forgotten Realms Campaign Setting p. 96)
Potion Belt 1GP, 1lb.: This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties of flaps to keep the potions from falling out. It holds six potions. Retrieving a potion from a potion belt is a free action once per round.
Masterwork Potion Belt 60GP, 1lb.: This extremely well-made potion belt holds ten potions. Retrieving a potion from a potion belt is a free action once per round.
Shaders 1SP, —: These are googles of a sort that fit over am orc's eyes with a loop of leather tightened behind the ears. Made from a piece of wood or bamboo with a thin slot carved in it to see out of, shaders negate an orc's light sensitivty but impose a -1 penalty on Spot checks.
(Adapted from Races of Eberron p. 103)
- New non-magic Items
Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
---|---|---|---|---|---|---|---|
Ranged Weapons | |||||||
Longbow, advanced | 400 gp | 1d6 | 1d8 | ×3 | 110 ft. | 3 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Shortbow, advanced | 300 gp | 1d4 | 1d6 | ×3 | 70 ft. | 2 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
|
Longbow, Advanced
You need at least two hands to use a bow, regardless of its size. You can use an advanced longbow while mounted. While similar to a composite bow, because of their construction all advanced bows can be used by people of any strength. When firing an arrow from this bow, add your strength modifier to the damage as if the arrow were a one-handed thrown ranged weapon.For purposes of weapon proficiency and similar feats, an advanced longbow is treated as if it were a longbow and a composite longbow.
Shortbow, Advanced
You need at least two hands to use a bow, regardless of its size. You can use an advanced shortbow while mounted. While similar to a composite bow, because of their construction all advanced bows can be used by people of any strength. When firing an arrow from this bow, add your strength modifier to the damage as if the arrow were a light thrown ranged weapon.For purposes of weapon proficiency and similar feats, an advanced shortbow is treated as if it were a shortbow and a composite shortbow.
- Characters always have access to anything the meet the prerequisites for in the Player's Handbook.
- Fighters are changed to have 6 skill points per level instead of 2. They have the following skills added to their list of class skills: *Gather Information* (CHA), *Listen* (WIS), *Search* (INT), *Spot* (WIS)
- To clarify, as Druids and Rangers advance, their animal companions only receive the benefits outlined in the PHB. Do not follow the rules for advancing monsters found in the Monster Manual. This means that an animal companions size does not change as they increase in hit dice.
-
Glasses of Reading, Minor
When you wear this pair of masterwork glasses, you are considered to be under the effect of Read Magic.Faint divination; CL 1; Craft Wondrous Item, read magic; Price 1,600 gp
-
Glasses of Reading
As Glasses of Reading, Minor. In addition, if you touch a piece of writing in an unknown language (or the speaker of an unknown language), you may read the language as if under the effect of Comprehend Languages. If you do this for a second unknown language, it replaces the first language. If you are illiterate in your own language, that counts as an unknown language, and you may touch yourself to be able to read it using the glasses. You still do not understand the spoken language if you did not before using the glasses.Faint divination; CL 1; Craft Wondrous Item, read magic, comprehend languages; Price 3,100 gp
-
Glasses of Reading, Major
As Glasses of Reading. In addition, you are under the effect of Arcane Sight, but without the signature glowing blue eyes.Moderate divination; CL 5; Craft Wondrous Item, read magic, comprehend languages, arcane sight; Price 50,100 gp
- You are also subject to additional restrictions listed Here
- Feats for which you meet the prerequisites are the only player options available in this book when advancing a level.
- The Warmage core class is superseded by the revised version listed in the Complete Arcane, and not available to a 2nd or 3rd level character.
- The Favored Soul core class is superseded by the revised version listed in the Complete Divine, and not available to a 2nd or 3rd level character.
- The Warchief prestige class is not permitted.
- The Warhulk prestige class is not permitted.
- You are also subject to additional restrictions listed Here
- The duom is not available for purchase.
- The fullblade is not available for purchase.
- Sundark Goggles is a newly available piece of equipment.
- No other classes, feats, alternate class features, races, spells, or equipment are available at this time.
Newly Available
- Paladins of any Alignment
- Paladin of Honor (Lawful Good) (PHB p. 42)
- Paladin of Order (Lawful Neutral)
- Paladin of Tyranny (Lawful Evil) (Adapted from UA)
- Paladin of the Self (Neutral Evil)
- Paladin of Nature (True Neutral)
- Paladin of Civilization (True Neutral)
- Your Pal Dan (Chaotic Neutral)
- Paladin of Freedom (Chaotic Good) (Adapted from UA)
- Paladin of Community (Neutral Good)
- Witch is a newly available class. Adapted from DMG p. 175, details found here.
- New Magic Items
Glasses of Reading, Minor
When you wear this pair of masterwork glasses, you are considered to be under the effect of Read Magic.
Faint divination; CL 1; Craft Wondrous Item, read magic; Price 1,600 gp
Glasses of Reading
As Glasses of Reading, Minor. In addition, if you touch a piece of writing in an unknown language (or the speaker of an unknown language), you may read the language as if under the effect of Comprehend Languages. If you do this for a second unknown language, it replaces the first language. If you are illiterate in your own language, that counts as an unknown language, and you may touch yourself to be able to read it using the glasses. You still do not understand the spoken language if you did not before using the glasses.
Faint divination; CL 1; Craft Wondrous Item, read magic, comprehend languages; Price 3,100 gp
Glasses of Reading, Major
As Glasses of Reading. In addition, you are under the effect of Arcane Sight, but without the signature glowing blue eyes.
Moderate divination; CL 5; Craft Wondrous Item, read magic, comprehend languages, arcane sight; Price 50,100 gp
- New non-magic Items (Adapted from the Forgotten Realms Campaign Setting p. 96)
Potion Belt 1GP, 1lb.: This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties of flaps to keep the potions from falling out. It holds six potions. Retrieving a potion from a potion belt is a free action once per round.
Masterwork Potion Belt 60GP, 1lb.: This extremely well-made potion belt holds ten potions. Retrieving a potion from a potion belt is a free action once per round.
Shaders 1SP, —: These are googles of a sort that fit over am orc's eyes with a loop of leather tightened behind the ears. Made from a piece of wood or bamboo with a thin slot carved in it to see out of, shaders negate an orc's light sensitivty but impose a -1 penalty on Spot checks.
(Adapted from Races of Eberron p. 103)
- New non-magic Items
Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
---|---|---|---|---|---|---|---|
Two-Handed Melee Weapons | |||||||
Crude Maquahuitl | 14 gp | 1d8 | 1d10 | ×2 | — | 10 lb. | Bludgeoning and Piercing |
Ranged Weapons | |||||||
Longbow, advanced | 100 gp | 1d6 | 1d8 | ×3 | 110 ft. | 3 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Shortbow, advanced | 75 gp | 1d4 | 1d6 | ×3 | 70 ft. | 2 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Exotic Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
One-Handed Melee Weapons | |||||||
Maquahuitl (obsidian) | 7 gp | 1d6 | 1d8 | x3 | — | 4 lb. | Bludgeoning or Slashing |
Maquahuitl (steel) | 13 gp | 1d8 | 1d10 | ×2 | — | 6 lb. | Bludgeoning or Slashing |
Two-Handed Melee Weapons | |||||||
Great Maquahuitl (obsidian) | 21 gp | 1d10 | 2d6 | x3 | — | 8 lb. | Bludgeoning or Slashing |
Great Maquahuitl (steel) | 40 gp | 2d6 | 3d6 | ×2 | — | 12 lb. | Bludgeoning or Slashing |
Ranged Weapons | |||||||
Atlatl | 35 gp | 1d6 | 1d8 | x3 | 50 ft. | 6 lb. | Piercing |
Darts, Atlatl (20) | 10 gp | — | — | — | — | 3 lb. | — |
|
Longbow, Advanced
You need at least two hands to use a bow, regardless of its size. You can use an advanced longbow while mounted. While similar to a composite bow, because of their construction all advanced bows can be used by people of any strength. When firing an arrow from this bow, add your strength modifier to the damage as if the arrow were a one-handed thrown ranged weapon.
For purposes of weapon proficiency and similar feats, an advanced longbow is treated as if it were a longbow and a composite longbow.
Shortbow, Advanced
You need at least two hands to use a bow, regardless of its size. You can use an advanced shortbow while mounted. While similar to a composite bow, because of their construction all advanced bows can be used by people of any strength. When firing an arrow from this bow, add your strength modifier to the damage as if the arrow were a light thrown ranged weapon.
For purposes of weapon proficiency and similar feats, an advanced shortbow is treated as if it were a shortbow and a composite shortbow.
Previously Available
- Characters always have access to anything the meet the prerequisites for in the Player's Handbook.
- Fighters are changed to have 6 skill points per level instead of 2. They have the following skills added to their list of class skills: *Gather Information* (CHA), *Listen* (WIS), *Search* (INT), *Spot* (WIS)
- To clarify, as Druids and Rangers advance, their animal companions only receive the benefits outlined in the PHB. Do not follow the rules for advancing monsters found in the Monster Manual. This means that an animal companions size does not change as they increase in hit dice.
-
Glasses of Reading, Minor
When you wear this pair of masterwork glasses, you are considered to be under the effect of Read Magic.Faint divination; CL 1; Craft Wondrous Item, read magic; Price 1,600 gp
-
Glasses of Reading
As Glasses of Reading, Minor. In addition, if you touch a piece of writing in an unknown language (or the speaker of an unknown language), you may read the language as if under the effect of Comprehend Languages. If you do this for a second unknown language, it replaces the first language. If you are illiterate in your own language, that counts as an unknown language, and you may touch yourself to be able to read it using the glasses. You still do not understand the spoken language if you did not before using the glasses.Faint divination; CL 1; Craft Wondrous Item, read magic, comprehend languages; Price 3,100 gp
-
Glasses of Reading, Major
As Glasses of Reading. In addition, you are under the effect of Arcane Sight, but without the signature glowing blue eyes.Moderate divination; CL 5; Craft Wondrous Item, read magic, comprehend languages, arcane sight; Price 50,100 gp
- You are also subject to additional restrictions listed Here
- Feats for which you meet the prerequisites are the only player options available in this book when advancing a level.
- The Warmage core class is superseded by the revised version listed in the Complete Arcane, and not available to a 2nd or 3rd level character.
- The Favored Soul core class is superseded by the revised version listed in the Complete Divine, and not available to a 2nd or 3rd level character.
- The Warchief prestige class is not permitted.
- The Warhulk prestige class is not permitted.
- You are also subject to additional restrictions listed Here
- The duom is not available for purchase.
- The fullblade is not available for purchase.
- Sundark Goggles is a newly available piece of equipment.
- No other classes, feats, alternate class features, races, spells, or equipment are available at this time.
- The Scout class's Skirmish has the following additional restriction: No matter how many attacks are made Skirmish damage may only be applied once in a round. This replaces the wording of the ability which state it applies to all attacks made in the round.
- Ghost-Faced Killer prestige class is not permitted.
- The Nightsong Enforcer prestige class is not permitted.
- The Nightsong Infiltrator prestige class is not permitted.
- The Spymaster prestige class is not permitted.
- For purposes of this campaign the Leap Attack feat reads as follows:
- "You can combine a powerful charge and a mighty leap into one devastating attack."
- Prerequisite: Power Attack, Jump 8 ranks
- Benefit: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target you deal bonus damage equal to the attack penalty taken with your Power Attack feat (if you take a penalty of 5 to attack with Power Attack, you deal 5 bonus damage from Leap Attack). This is regardless of whether you are using a one-handed or two-handed weapon. - This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.
- Note, there are two benefits to leap attack.
- The benefit to jump as part of a charge and ignore rough terrain jumped over, this can happen at any part of the charge.
- The benefit to deal extra damage based on Power Attack. This has the added requirement that the leap cover a minimum 10 ft. horizontal distance and end in a square from which you threaten the opponent.
- Normal: You may not leap as part of a charge. You may not charge through rough terrain. You do not get additional damage just by leaping while charging.
- The Acolyte of the Skin prestige class is not permitted.
- The Alienist prestige class is not permitted.
- The Green Star Adept prestige class prestige class is not permitted.
- The Master Transmorgrifist prestige class is not permitted.
- The Suel Archanamach prestige class is not permitted.
- The Wayfarer Guide prestige class is not permitted.
- For Mage of the Arcane Order there are several guilds operating their own Spellpools. Which guild the player is part of is determined by which NPC trainer brought them in. By default only spells from the Player's Handbook are available, however there may be guilds that have different Spellpools.
- The Black Flame Zealot prestige class is not permitted.
- The Blighter prestige class is not permitted.
- The Master of Shrouds prestige class is superseded by the revised version listed in Libris Mortis, and not available to a 4th or 5th level character.
- The Void Disciple prestige class is not permitted.
- The Divine Metamagic feat has the additional restriction:
- While the spell slot doesn't change, you must have access to a spell of the level equivalent of the spell and applied metamagic.
- For example, if you were to use Divine Metamagic to cast an Empowered Holy Smite you must be able to cast a 6th level divine spell (such as an 11th level Cleric with a Wisdom of 16 or higher). This stacks such that a 15th level Cleric with an 18 or higher Wisdom and both Divine Metamagic (Empower Spell) and Divine Metamagic (Quicken Spell) could not use Divine Metamagic to cast an Empowered, Quickened Holy Smite, even though he could individually cast an Empowered Holy Smite or a Quickened Holy Smite, because an Empowered, Quickened Holy Smite would normally require a 10th level Spell Slot.
- The Eye of Gruumsh prestige class is not permitted.
- The Frenzied Bezerker prestige class is not permitted.
- The Purple Dragon Knight prestige class is retitled "Silver Dragon Knight", as the campaign is not set in the Forgotten RealmsTM.
- The Ravager prestige class is not permitted.
- The Thayan Knight prestige class is not permitted, as the campaign is not set in the Forgotten RealmsTM.
- For the Hulking Hurler, see this page for new rules on improvised weapon damage.
- For the Warshaper, you may only select one type of natural weapon for "Morphic Weapons" at any one time. If you choose a second natural weapon type,you lose the benefit of "Morphic Weapons" for the first type chosen.
- The Shock Trooper tactical Feat is unavailable.
- There are no character options in this book that would be taken when advancing.
- Items from this book can be bought during some modules, or special events, or during character creation (with starting gold).
- The spell Draconic Polymorph in the spell list on p. 268 is found in the Draconomicon (Dr) and isn't available until 6th level.
- Information on who grants Domains shown the Appendix: Domain Spells can be found here
Newly Available
- Paladins of any Alignment
- Paladin of Honor (Lawful Good) (PHB p. 42)
- Paladin of Order (Lawful Neutral)
- Paladin of Tyranny (Lawful Evil) (Adapted from UA)
- Paladin of the Self (Neutral Evil)
- Paladin of Nature (True Neutral)
- Paladin of Civilization (True Neutral)
- Your Pal Dan (Chaotic Neutral)
- Paladin of Freedom (Chaotic Good) (Adapted from UA)
- Paladin of Community (Neutral Good)
- Witch is a newly available class. Adapted from DMG p. 175, details found here.
- New Feats Adapted from the Eberron Campaign Setting
- Knight Training
- Monastic Training
- Exceptional Artisan
- Extraordinary Artisan
- Legendary Artisan
- New Magic Items
Glasses of Reading, Minor
When you wear this pair of masterwork glasses, you are considered to be under the effect of Read Magic.
Faint divination; CL 1; Craft Wondrous Item, read magic; Price 1,600 gp
Glasses of Reading
As Glasses of Reading, Minor. In addition, if you touch a piece of writing in an unknown language (or the speaker of an unknown language), you may read the language as if under the effect of Comprehend Languages. If you do this for a second unknown language, it replaces the first language. If you are illiterate in your own language, that counts as an unknown language, and you may touch yourself to be able to read it using the glasses. You still do not understand the spoken language if you did not before using the glasses.
Faint divination; CL 1; Craft Wondrous Item, read magic, comprehend languages; Price 3,100 gp
Glasses of Reading, Major
As Glasses of Reading. In addition, you are under the effect of Arcane Sight, but without the signature glowing blue eyes.
Moderate divination; CL 5; Craft Wondrous Item, read magic, comprehend languages, arcane sight; Price 50,100 gp
- New non-magic Items (Adapted from the Forgotten Realms Campaign Setting p. 96)
Potion Belt 1GP, 1lb.: This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties of flaps to keep the potions from falling out. It holds six potions. Retrieving a potion from a potion belt is a free action once per round.
Masterwork Potion Belt 60GP, 1lb.: This extremely well-made potion belt holds ten potions. Retrieving a potion from a potion belt is a free action once per round.
Shaders 1SP, —: These are googles of a sort that fit over am orc's eyes with a loop of leather tightened behind the ears. Made from a piece of wood or bamboo with a thin slot carved in it to see out of, shaders negate an orc's light sensitivty but impose a -1 penalty on Spot checks.
(Adapted from Races of Eberron p. 103)
- New non-magic Items
Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
---|---|---|---|---|---|---|---|
Two-Handed Melee Weapons | |||||||
Crude Maquahuitl | 14 gp | 1d8 | 1d10 | ×2 | — | 10 lb. | Bludgeoning and Piercing |
Ranged Weapons | |||||||
Longbow, advanced | 100 gp | 1d6 | 1d8 | ×3 | 110 ft. | 3 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Shortbow, advanced | 75 gp | 1d4 | 1d6 | ×3 | 70 ft. | 2 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Exotic Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
One-Handed Melee Weapons | |||||||
Maquahuitl (obsidian) | 7 gp | 1d6 | 1d8 | x3 | — | 4 lb. | Bludgeoning or Slashing |
Maquahuitl (steel) | 13 gp | 1d8 | 1d10 | ×2 | — | 6 lb. | Bludgeoning or Slashing |
Two-Handed Melee Weapons | |||||||
Great Maquahuitl (obsidian) | 21 gp | 1d10 | 2d6 | x3 | — | 8 lb. | Bludgeoning or Slashing |
Great Maquahuitl (steel) | 40 gp | 2d6 | 3d6 | ×2 | — | 12 lb. | Bludgeoning or Slashing |
Ranged Weapons | |||||||
Atlatl | 35 gp | 1d6 | 1d8 | x3 | 50 ft. | 6 lb. | Piercing |
Darts, Atlatl (20) | 10 gp | — | — | — | — | 3 lb. | — |
|
Longbow, Advanced
You need at least two hands to use a bow, regardless of its size. You can use an advanced longbow while mounted. While similar to a composite bow, because of their construction all advanced bows can be used by people of any strength. When firing an arrow from this bow, add your strength modifier to the damage as if the arrow were a one-handed thrown ranged weapon.
For purposes of weapon proficiency and similar feats, an advanced longbow is treated as if it were a longbow and a composite longbow.
Shortbow, Advanced
You need at least two hands to use a bow, regardless of its size. You can use an advanced shortbow while mounted. While similar to a composite bow, because of their construction all advanced bows can be used by people of any strength. When firing an arrow from this bow, add your strength modifier to the damage as if the arrow were a light thrown ranged weapon.
For purposes of weapon proficiency and similar feats, an advanced shortbow is treated as if it were a shortbow and a composite shortbow.
- In the feat Leadership it states "Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more levels lower than himself." For the purposes of this campaign, this part of the feat is changed to read "Regardless of a character’s Leadership score, he can only recruit a cohort whose ECL is at most one-half (rounding down) the character's level."
-
Glasses of Reading, Minor
When you wear this pair of masterwork glasses, you are considered to be under the effect of Read Magic.Faint divination; CL 1; Craft Wondrous Item, read magic; Price 1,600 gp
-
Glasses of Reading
As Glasses of Reading, Minor. In addition, if you touch a piece of writing in an unknown language (or the speaker of an unknown language), you may read the language as if under the effect of Comprehend Languages. If you do this for a second unknown language, it replaces the first language. If you are illiterate in your own language, that counts as an unknown language, and you may touch yourself to be able to read it using the glasses. You still do not understand the spoken language if you did not before using the glasses.Faint divination; CL 1; Craft Wondrous Item, read magic, comprehend languages; Price 3,100 gp
-
Glasses of Reading, Major
As Glasses of Reading. In addition, you are under the effect of Arcane Sight, but without the signature glowing blue eyes.Moderate divination; CL 5; Craft Wondrous Item, read magic, comprehend languages, arcane sight; Price 50,100 gp
- You are also subject to additional restrictions listed Here
- The Beguiler is a newly available core class.
- Beguilers may use new spells in the PH2 that are on the Beguiler spell list. Other classes may not use these spells at this character level even if they are on that class's list unless otherwise noted in these rules.
- The Dragon Shaman is a newly available core class.
- The Duskblade is a newly available core class.
- Duskblades may use new spells in the PH2 that are on the Duskblade spell list. Other classes may not use these spells at this character level even if they are on that class's list unless otherwise noted in these rules.
- The Knight is a newly available core class.
- No other classes, feats, alternate class features, races, spells, or equipment are available at this time.
- The Ebonmar Infiltrator prestige class is not permitted.
- The Dungeon Lord prestige class is not permitted.
- The Cryokineticist prestige class is not permitted.
- The Winterhaunt of Iborighu prestige class is not permitted.
- The "Chosen of Iborighu" feat is not permitted
- The "Ice Assassin" spell is not permitted.
- The "Fimbulwinter" spell is not permitted.
- The Sandshaper prestige class is not permitted.
- The Walker in the Waste prestige class is not permitted.
- The "Drift Magic" feat is not permitted.
- The "Touchstone" feat is not permitted.
- Shapesand, a special material, cannot be used to emulate splash weapons, explosives, or any alchemical items.
- The Unholy Ravager of Tiamat prestige class is not permitted.
- The Talon of Tiamat prestige class is not permitted.
- All [EPIC] feats are not available.
- All [metabreath] feats have the pre-requisite of "breath weapon" changed to "breath weapon, minimum twice/day".
- The "Large and in Charge" feat is not available.
- For purposes of this campaign the "Dragon Cohort" feat reads as follows:
- "You gain service of a loyal dragon ally"
- Prerequisite: Character Level 9th, the ability to permanently speak & understand Draconic
- Benefit: You gain a cohort with the Dragon type, just as you would by selecting the Leadership feat and subject to the same restrictions. However, regardless of a character's Leadership score, they can only recruit a cohort whose ECL is at most two more than one-half (rounding down) the character's level.
- For purposes of this campaign the "Dragon Familiar" feat reads as follows:
- "When you are able to acquire a new familiar, you may select a wyrmling true dragon, or a tiny non-true dragon as a familiar"
- Prerequisite: Charisma 13, the ability to permanently speak & understand Draconic, Arcane Caster Level 7th, ability to acquire a new familiar, compatible alignment.
- Benefit: You gain a familiar with the Dragon type, just as you would by selecting the Improved Familiar feat. However, the only familiars available with this feat are creatures size Tiny or smaller with the Dragon Type and true dragons that are in the wyrmling age category. In order to take a Dragon as a familiar, if it naturally has an Intelligence higher than 3 or is not Neutral, your alignment must match the alignment in the creatures' stat block. Further, you can only gain a familiar whose ECL is at most two more than one-half (rounding down) the character's arcane caster level. A creature's ECL is the greater of their Challenge Rating plus 2 or the sum of their Hit Dice and Level Adjustment (if any).
- Normal: When gaining a familiar, you are limited to the animals listed in the PHB.
- The "Sense Weakness" feat is not available.
Previously Available
- Characters always have access to anything the meet the prerequisites for in the Player's Handbook.
- Fighters are changed to have 6 skill points per level instead of 2. They have the following skills added to their list of class skills: *Gather Information* (CHA), *Listen* (WIS), *Search* (INT), *Spot* (WIS)
- To clarify, as Druids and Rangers advance, their animal companions only receive the benefits outlined in the PHB. Do not follow the rules for advancing monsters found in the Monster Manual. This means that an animal companions size does not change as they increase in hit dice.
- Feats for which you meet the prerequisites are the only player options available in this book when advancing a level.
- The Warmage core class is superseded by the revised version listed in the Complete Arcane, and not available to a 2nd or 3rd level character.
- The Favored Soul core class is superseded by the revised version listed in the Complete Divine, and not available to a 2nd or 3rd level character.
- The Warchief prestige class is not permitted.
- The Warhulk prestige class is not permitted.
- You are also subject to additional restrictions listed Here
- The duom is not available for purchase.
- The fullblade is not available for purchase.
- Sundark Goggles is a newly available piece of equipment.
- No other classes, feats, alternate class features, races, spells, or equipment are available at this time.
- The paragon classes found on pp. 32-46 are available SRD.
- The following class variants are available (pp. 47-59):
- Totem Barbarian (Unearthed Arcana type) (p. 48) SRD
- Bardic Sage (p. 49) SRD
- Divine Bard (p. 50) SRD
- Cloistered Cleric (p. 50) SRD
- Druidic Avenger (p. 51) SRD
- Thug (p. 51) SRD
- Fighting Styles Monk (p.52) SRD
- Paladin of Freedom - See House Rules
- Paladin of Tyranny - See House Rules
- Planar Ranger (p. 55) SRD
- Urban Ranger (p. 55) SRD
- Wilderness Rogue (p. 56) SRD
- Battle Sorceror (p. 57) SRD
- Domain Wizard (p. 57) SRD
- The prestige versions of Bard, Paladin, and Ranger (pp. 69-72) are available. These classes count the same as their PHB counterparts.
- The Scout class's Skirmish has the following additional restriction: No matter how many attacks are made Skirmish damage may only be applied once in a round. This replaces the wording of the ability which state it applies to all attacks made in the round.
- Ghost-Faced Killer prestige class is not permitted.
- The Nightsong Enforcer prestige class is not permitted.
- The Nightsong Infiltrator prestige class is not permitted.
- The Spymaster prestige class is not permitted.
- For purposes of this campaign the Leap Attack feat reads as follows:
- "You can combine a powerful charge and a mighty leap into one devastating attack."
- Prerequisite: Power Attack, Jump 8 ranks
- Benefit: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target you deal bonus damage equal to the attack penalty taken with your Power Attack feat (if you take a penalty of 5 to attack with Power Attack, you deal 5 bonus damage from Leap Attack). This is regardless of whether you are using a one-handed or two-handed weapon. - This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.
- Note, there are two benefits to leap attack.
- The benefit to jump as part of a charge and ignore rough terrain jumped over, this can happen at any part of the charge.
- The benefit to deal extra damage based on Power Attack. This has the added requirement that the leap cover a minimum 10 ft. horizontal distance and end in a square from which you threaten the opponent.
- Normal: You may not leap as part of a charge. You may not charge through rough terrain. You do not get additional damage just by leaping while charging.
- The Acolyte of the Skin prestige class is not permitted.
- The Alienist prestige class is not permitted.
- The Green Star Adept prestige class prestige class is not permitted.
- The Master Transmorgrifist prestige class is not permitted.
- The Suel Archanamach prestige class is not permitted.
- The Wayfarer Guide prestige class is not permitted.
- For Mage of the Arcane Order there are several guilds operating their own Spellpools. Which guild the player is part of is determined by which NPC trainer brought them in. By default only spells from the Player's Handbook are available, however there may be guilds that have different Spellpools.
- The Black Flame Zealot prestige class is not permitted.
- The Blighter prestige class is not permitted.
- The Master of Shrouds prestige class is superseded by the revised version listed in Libris Mortis, and not available to a 4th or 5th level character.
- The Void Disciple prestige class is not permitted.
- The Divine Metamagic feat has the additional restriction:
- While the spell slot doesn't change, you must have access to a spell of the level equivalent of the spell and applied metamagic.
- For example, if you were to use Divine Metamagic to cast an Empowered Holy Smite you must be able to cast a 6th level divine spell (such as an 11th level Cleric with a Wisdom of 16 or higher). This stacks such that a 15th level Cleric with an 18 or higher Wisdom and both Divine Metamagic (Empower Spell) and Divine Metamagic (Quicken Spell) could not use Divine Metamagic to cast an Empowered, Quickened Holy Smite, even though he could individually cast an Empowered Holy Smite or a Quickened Holy Smite, because an Empowered, Quickened Holy Smite would normally require a 10th level Spell Slot.
- The Eye of Gruumsh prestige class is not permitted.
- The Frenzied Bezerker prestige class is not permitted.
- The Purple Dragon Knight prestige class is retitled "Silver Dragon Knight", as the campaign is not set in the Forgotten RealmsTM.
- The Ravager prestige class is not permitted.
- The Thayan Knight prestige class is not permitted, as the campaign is not set in the Forgotten RealmsTM.
- For the Hulking Hurler, see this page for new rules on improvised weapon damage.
- For the Warshaper, you may only select one type of natural weapon for "Morphic Weapons" at any one time. If you choose a second natural weapon type,you lose the benefit of "Morphic Weapons" for the first type chosen.
- The Shock Trooper tactical Feat is unavailable.
- The spell Draconic Polymorph in the spell list on p. 268 is found in the Draconomicon (Dr) and isn't available until 6th level.
- Information on who grants Domains shown the Appendix: Domain Spells can be found here
Newly Available
- The feat "Sadistic Reward" is not available.
- [Vile] feats are not available.
- The "Sudden Swarm" invocation is not available.
- No prestige class levels may be taken until the player meets an NPC trainer in game play
- The Demonbinder prestige class is not available.
- The Kinslayer prestige class is not available.
- The Drow Racial Class is not available; in order to play a Drow you must start as a 3rd level character with one class level and 2 level adjustment.
- Nothing may be taken from this book except at character creation/rebuilding
- Feats for which you meet the prerequisites are the only player options available in this book when advancing a level.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Feats:
- Diverse Background is not an available feat. There are no experience penalties for Multiclassing in KotD. Favored class is a flavor option.
- For purposes of this campaign the Human Heritage feat reads as follows:
- "Your human heritage is more prominent than in others of your kind."
- Prerequisite: Half-Elf, Half-Giant, Half-Ogre, Half-Orc, Illumian, Mongrelfolk, Sea Kin, Sharakim, Skulk, or Underfolk
- Benefit: You are treated as a humanoid with the human subtype for the purpose of adjudicating all effects. If you are not a humanoid, your type changes to humanoid and you gain the human subtype. If you are already a humanoid, you gain the human subtype. In either case, you retain any other subtypes you had (such as orc or extraplanar), and you retain any traits common to all creatures of your original type (such as darkvision). You gain 4 additional skill points.
- Special: This feat may only be taken at 1st level. This is a one time change to your base type/subtype(s). If something else modifies your type/subtype(s) follow the instructions for that change, you retain the skill points.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Iron Mind is not currently available
- The Feral Gargun Monster Class is not available; in order to play a Feral Gargun you must start as at least a 5th level character with 1 class level, 2 racial hit dice, and 2 level adjustment.
- The Stonechild Monster Class is not available; in order to play a Stonechild you must start as at least a 7th level character with 1 class level, 2 racial hit dice, and 4 level adjustment.
- Feats:
- Earth Spell only changes the affect of Heighten Spell. It does not do anything if you don't use Heighten Spell to increase the spell's level. To be clear, the spells effective level is whatever Heighten Spell would set it to be plus one.
- No [Psionic] feats are available at this time.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Arcane Hierophant requirements are changed as follows
- Alignment: Any non-lawful.
- Base Attack Bonus: +4.
- Skills: Knowledge (Arcana) 8 ranks, Knowledge (nature) 8 ranks.
- Spells: Ability to cast 2nd-level arcane spells and 2nd-level divine spells.
- Special: Wild Empathy as a class feature.
- The Ruathar prestige class requires you to have been given the title of Elf-friend due to service to one of the communities of elves.
- The Centaur Monster Class is not available; in order to play a Centaur you must start as at least a 7th level character with 1 class level, 4 racial hit dice, and 2 level adjustment.
- The Gnoll Monster Class is not available; in order to play a Gnoll you must start as at least a 4th level character with 1 class level, 2 racial hit dice, and 1 level adjustment.
- The Arcane Hierophant requirements are changed as follows
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Spell Wings of Flurry is modified so that it does "1d6/caster level (maximum 10d6 for a 10th level caster)"
- No material may be used from this book unless specified below, or if it appears in another book
- Shifters and Warforged are available because they are in MM3.
- Artificer is a newly available Base class.
- GMs may choose to give characters Action Points for use during specific modules. Otherwise, Action Points are unused in this campaign
- The following feats are available
- Education
- Knight Training
- Monastic Training
- Item Creation Feats
- Exceptional Artisan
- Extra Rings
- Extraordinary Artisan
- Legendary Artisan
- Shifter Feats - some of these are replaced by the version in Races of Eberron (RE)
- Beasthide Elite
- Great Bite
- Great Rend
- Healing Factor
- Shifter Defense
- Greater Shifter Defense
- Shifter Multiattack
- Warforged Feats - some of these are replaced by the version in Races of Eberron (RE)
- Improved Damage Reduction
- Improved Fortification
- Mithral Body — use RE version
- Mithral Fluidity
- Dragonmarks are not used in this campaign
- Eberron Deities may not be worshipped
- No prestige class may be taken without first meeting an NPC trainer in-game.
- Warforged Juggernaut is a newly available presitge class.
- Powerful Charge is available in the Miniature's Handbook (MH) and Monster Manual III (MM3), Greater Powerful Charge is available in the MH.
- Weretouched Master is a newly available prestige class.
- Warforged Juggernaut is a newly available presitge class.
- This campaign uses the great wheel cosmology for Outer Planes.
- The following Spells from this book are available as Artificer Infusions, the Artificer infusion list also includes spells found elsewhere that are available
- Armor Enhancement, Lesser
- Armor Enhancement
- Armor Enhancement, Greater
- Energy Alteration
- Inflict Light Damage
- Inflict Moderate Damage
- Inflict Serious Damage
- Inflict Critical Damage
- All Repair Damage spells can be found in the Spell Compendium (SpC)
- Resistance Item
- Skill Enhancement
- Spell Storing Item
- Weapon Augmentation, Personal
- Weapon Augmentation, Lesser
- Weapon Augmentation
- Weapon Augmentation, Greater
- Toughen Construct
- Construct Energy Ward
- Construct Energy Ward, Greater
- Metamagic Item
- Power Surge
- Stone Construct
- Suppress Requirement
- Item Alteration
- Iron Construct
- Shield of Faith, Legion's can be found in the Miniatures Handbook (MH)
- Disable Construct
- Hardening
- Total Repair
- Armor Enhancement, Lesser
- Warforged Components are a newly available category of magic item
- Only Basic Components are available
- Docent Components and Artifact Components are not available.
- No material may be used from this book unless specified below, or if it appears in another book
- No psionic classes, feats, abilities, spells, or items are available at this time
- Warforged, Shifters, and Changelings can be found in Monster Manual III (MM3)
- The following feats are newly available
- Daylight Adaptation
- Master Linguist, note languages from this feat are in addition to ones you get by spending skill points.
- Mutable Body
- Persona Immersion
- Quick Change
- Racial Emulation
- Shaped Splash
- Stable Footing
- White Scorpion Strike
- Shifter Feats
- Cliffwalk Elite
- Dreamsight Elite
- Extra Shifter Trait
- Gorebrute Elite
- Longstride Elite
- Longtooth Elite
- Razorclaw Elite
- Reactive Shifting
- Shifter Agility
- Shifter Ferocity
- Shifter Instincts
- Shifter Savagery
- Shifter Stamina
- Swiftwing Elite
- Truedive Elite
- Wildhunt Elite
- Tactical Feats
- Battleshifter Training
- Brute Fighting
- Disturbing Visage
- Ragewild Fighting
- Warforged Feats
- Adamantine Body
- Cold Iron Tracery
- Construct Lock
- Improved Resiliency
- Ironwood Body
- Jaws of Death
- Mithral Body
- Second Slam
- Silver Tracery
- Spiked Body
- Unarmored Body
- The Following Racial Substitution Levels are available:
- Changeling Rogue
- Changeling Wizard
- Shifter Druid
- Shifter Ranger
- Warforged Artificer
- Warforged Fighter
- Warforged Paladin (of Honor)
- No prestige class may be taken without first meeting an NPC trainer in-game.
- Reachrunner is a newly available prestige class.
- Recaster is a newly available prestige class.
- Reforged is a newly available prestige class.
- Spellcarved Soldier is a newly available prestige class.
- The following magic items are available:
- In this campaign, Shifter Clawbracers have identical cost and functionality to the campaign version of an Amulet of Might Fists, however they use the arms item slot instead of the neck item slot.
- Vestment of Many Styles
- All Warforged Basic Components
Previously Available
- Paladins of any Alignment
- Paladin of Honor (Lawful Good) (PHB p. 42)
- Paladin of Order (Lawful Neutral)
- Paladin of Tyranny (Lawful Evil) (Adapted from UA)
- Paladin of the Self (Neutral Evil)
- Paladin of Nature (True Neutral)
- Paladin of Civilization (True Neutral)
- Your Pal Dan (Chaotic Neutral)
- Paladin of Freedom (Chaotic Good) (Adapted from UA)
- Paladin of Community (Neutral Good)
- Witch is a newly available class. Adapted from DMG p. 175, details found here.
- New Feats Adapted from the Eberron Campaign Setting
- Knight Training
- Monastic Training
- Exceptional Artisan
- Extraordinary Artisan
- Legendary Artisan
- New Magic Items
Glasses of Reading, Minor
When you wear this pair of masterwork glasses, you are considered to be under the effect of Read Magic.
Faint divination; CL 1; Craft Wondrous Item, read magic; Price 1,600 gp
Glasses of Reading
As Glasses of Reading, Minor. In addition, if you touch a piece of writing in an unknown language (or the speaker of an unknown language), you may read the language as if under the effect of Comprehend Languages. If you do this for a second unknown language, it replaces the first language. If you are illiterate in your own language, that counts as an unknown language, and you may touch yourself to be able to read it using the glasses. You still do not understand the spoken language if you did not before using the glasses.
Faint divination; CL 1; Craft Wondrous Item, read magic, comprehend languages; Price 3,100 gp
Glasses of Reading, Major
As Glasses of Reading. In addition, you are under the effect of Arcane Sight, but without the signature glowing blue eyes.
Moderate divination; CL 5; Craft Wondrous Item, read magic, comprehend languages, arcane sight; Price 50,100 gp
- New non-magic Items (Adapted from the Forgotten Realms Campaign Setting p. 96)
Potion Belt 1GP, 1lb.: This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties of flaps to keep the potions from falling out. It holds six potions. Retrieving a potion from a potion belt is a free action once per round.
Masterwork Potion Belt 60GP, 1lb.: This extremely well-made potion belt holds ten potions. Retrieving a potion from a potion belt is a free action once per round.
Shaders 1SP, —: These are googles of a sort that fit over am orc's eyes with a loop of leather tightened behind the ears. Made from a piece of wood or bamboo with a thin slot carved in it to see out of, shaders negate an orc's light sensitivty but impose a -1 penalty on Spot checks.
(Adapted from Races of Eberron p. 103)
- New non-magic Items
Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
---|---|---|---|---|---|---|---|
Two-Handed Melee Weapons | |||||||
Crude Maquahuitl | 14 gp | 1d8 | 1d10 | ×2 | — | 10 lb. | Bludgeoning and Piercing |
Ranged Weapons | |||||||
Longbow, advanced | 100 gp | 1d6 | 1d8 | ×3 | 110 ft. | 3 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Shortbow, advanced | 75 gp | 1d4 | 1d6 | ×3 | 70 ft. | 2 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Exotic Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
One-Handed Melee Weapons | |||||||
Maquahuitl (obsidian) | 7 gp | 1d6 | 1d8 | x3 | — | 4 lb. | Bludgeoning or Slashing |
Maquahuitl (steel) | 13 gp | 1d8 | 1d10 | ×2 | — | 6 lb. | Bludgeoning or Slashing |
Two-Handed Melee Weapons | |||||||
Great Maquahuitl (obsidian) | 21 gp | 1d10 | 2d6 | x3 | — | 8 lb. | Bludgeoning or Slashing |
Great Maquahuitl (steel) | 40 gp | 2d6 | 3d6 | ×2 | — | 12 lb. | Bludgeoning or Slashing |
Ranged Weapons | |||||||
Atlatl | 35 gp | 1d6 | 1d8 | x3 | 50 ft. | 6 lb. | Piercing |
Darts, Atlatl (20) | 10 gp | — | — | — | — | 3 lb. | — |
|
Longbow, Advanced
You need at least two hands to use a bow, regardless of its size. You can use an advanced longbow while mounted. While similar to a composite bow, because of their construction all advanced bows can be used by people of any strength. When firing an arrow from this bow, add your strength modifier to the damage as if the arrow were a one-handed thrown ranged weapon.
For purposes of weapon proficiency and similar feats, an advanced longbow is treated as if it were a longbow and a composite longbow.
Shortbow, Advanced
You need at least two hands to use a bow, regardless of its size. You can use an advanced shortbow while mounted. While similar to a composite bow, because of their construction all advanced bows can be used by people of any strength. When firing an arrow from this bow, add your strength modifier to the damage as if the arrow were a light thrown ranged weapon.
For purposes of weapon proficiency and similar feats, an advanced shortbow is treated as if it were a shortbow and a composite shortbow.
- Characters always have access to anything the meet the prerequisites for in the Player's Handbook.
- Fighters are changed to have 6 skill points per level instead of 2. They have the following skills added to their list of class skills: *Gather Information* (CHA), *Listen* (WIS), *Search* (INT), *Spot* (WIS)
- To clarify, as Druids and Rangers advance, their animal companions only receive the benefits outlined in the PHB. Do not follow the rules for advancing monsters found in the Monster Manual. This means that an animal companions size does not change as they increase in hit dice.
- In the feat Leadership it states "Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more levels lower than himself." For the purposes of this campaign, this part of the feat is changed to read "Regardless of a character’s Leadership score, he can only recruit a cohort whose ECL is at most one-half (rounding down) the character's level."
-
Glasses of Reading, Minor
When you wear this pair of masterwork glasses, you are considered to be under the effect of Read Magic.Faint divination; CL 1; Craft Wondrous Item, read magic; Price 1,600 gp
-
Glasses of Reading
As Glasses of Reading, Minor. In addition, if you touch a piece of writing in an unknown language (or the speaker of an unknown language), you may read the language as if under the effect of Comprehend Languages. If you do this for a second unknown language, it replaces the first language. If you are illiterate in your own language, that counts as an unknown language, and you may touch yourself to be able to read it using the glasses. You still do not understand the spoken language if you did not before using the glasses.Faint divination; CL 1; Craft Wondrous Item, read magic, comprehend languages; Price 3,100 gp
-
Glasses of Reading, Major
As Glasses of Reading. In addition, you are under the effect of Arcane Sight, but without the signature glowing blue eyes.Moderate divination; CL 5; Craft Wondrous Item, read magic, comprehend languages, arcane sight; Price 50,100 gp
- You are also subject to additional restrictions listed Here
- Feats for which you meet the prerequisites are the only player options available in this book when advancing a level.
- The Warmage core class is superseded by the revised version listed in the Complete Arcane, and not available to a 2nd or 3rd level character.
- The Favored Soul core class is superseded by the revised version listed in the Complete Divine, and not available to a 2nd or 3rd level character.
- The Warchief prestige class is not permitted.
- The Warhulk prestige class is not permitted.
- You are also subject to additional restrictions listed Here
- The duom is not available for purchase.
- The fullblade is not available for purchase.
- The paragon classes found on pp. 32-46 are available SRD.
- The following class variants are available (pp. 47-59):
- Totem Barbarian (Unearthed Arcana type) (p. 48) SRD
- Bardic Sage (p. 49) SRD
- Divine Bard (p. 50) SRD
- Cloistered Cleric (p. 50) SRD
- Druidic Avenger (p. 51) SRD
- Thug (p. 51) SRD
- Fighting Styles Monk (p.52) SRD
- Paladin of Freedom - See House Rules
- Paladin of Tyranny - See House Rules
- Planar Ranger (p. 55) SRD
- Urban Ranger (p. 55) SRD
- Wilderness Rogue (p. 56) SRD
- Battle Sorceror (p. 57) SRD
- Domain Wizard (p. 57) SRD
- The prestige versions of Bard, Paladin, and Ranger (pp. 69-72) are available. These classes count the same as their PHB counterparts.
- The Scout class's Skirmish has the following additional restriction: No matter how many attacks are made Skirmish damage may only be applied once in a round. This replaces the wording of the ability which state it applies to all attacks made in the round.
- Ghost-Faced Killer prestige class is not permitted.
- The Nightsong Enforcer prestige class is not permitted.
- The Nightsong Infiltrator prestige class is not permitted.
- The Spymaster prestige class is not permitted.
- For purposes of this campaign the Leap Attack feat reads as follows:
- "You can combine a powerful charge and a mighty leap into one devastating attack."
- Prerequisite: Power Attack, Jump 8 ranks
- Benefit: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target you deal bonus damage equal to the attack penalty taken with your Power Attack feat (if you take a penalty of 5 to attack with Power Attack, you deal 5 bonus damage from Leap Attack). This is regardless of whether you are using a one-handed or two-handed weapon. - This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.
- Note, there are two benefits to leap attack.
- The benefit to jump as part of a charge and ignore rough terrain jumped over, this can happen at any part of the charge.
- The benefit to deal extra damage based on Power Attack. This has the added requirement that the leap cover a minimum 10 ft. horizontal distance and end in a square from which you threaten the opponent.
- Normal: You may not leap as part of a charge. You may not charge through rough terrain. You do not get additional damage just by leaping while charging.
- The Acolyte of the Skin prestige class is not permitted.
- The Alienist prestige class is not permitted.
- The Green Star Adept prestige class prestige class is not permitted.
- The Master Transmorgrifist prestige class is not permitted.
- The Suel Archanamach prestige class is not permitted.
- The Wayfarer Guide prestige class is not permitted.
- For Mage of the Arcane Order there are several guilds operating their own Spellpools. Which guild the player is part of is determined by which NPC trainer brought them in. By default only spells from the Player's Handbook are available, however there may be guilds that have different Spellpools.
- The Black Flame Zealot prestige class is not permitted.
- The Blighter prestige class is not permitted.
- The Master of Shrouds prestige class is superseded by the revised version listed in Libris Mortis, and not available to a 4th or 5th level character.
- The Void Disciple prestige class is not permitted.
- The Divine Metamagic feat has the additional restriction:
- While the spell slot doesn't change, you must have access to a spell of the level equivalent of the spell and applied metamagic.
- For example, if you were to use Divine Metamagic to cast an Empowered Holy Smite you must be able to cast a 6th level divine spell (such as an 11th level Cleric with a Wisdom of 16 or higher). This stacks such that a 15th level Cleric with an 18 or higher Wisdom and both Divine Metamagic (Empower Spell) and Divine Metamagic (Quicken Spell) could not use Divine Metamagic to cast an Empowered, Quickened Holy Smite, even though he could individually cast an Empowered Holy Smite or a Quickened Holy Smite, because an Empowered, Quickened Holy Smite would normally require a 10th level Spell Slot.
- The Eye of Gruumsh prestige class is not permitted.
- The Frenzied Bezerker prestige class is not permitted.
- The Purple Dragon Knight prestige class is retitled "Silver Dragon Knight", as the campaign is not set in the Forgotten RealmsTM.
- The Ravager prestige class is not permitted.
- The Thayan Knight prestige class is not permitted, as the campaign is not set in the Forgotten RealmsTM.
- For the Hulking Hurler, see this page for new rules on improvised weapon damage.
- For the Warshaper, you may only select one type of natural weapon for "Morphic Weapons" at any one time. If you choose a second natural weapon type,you lose the benefit of "Morphic Weapons" for the first type chosen.
- The Shock Trooper tactical Feat is unavailable.
- The spell Draconic Polymorph in the spell list on p. 268 is found in the Draconomicon (Dr) and isn't available until 6th level.
- Information on who grants Domains shown the Appendix: Domain Spells can be found here
- The Beguiler is a newly available core class.
- Beguilers may use new spells in the PH2 that are on the Beguiler spell list. Other classes may not use these spells at this character level even if they are on that class's list unless otherwise noted in these rules.
- The Dragon Shaman is a newly available core class.
- The Duskblade is a newly available core class.
- Duskblades may use new spells in the PH2 that are on the Duskblade spell list. Other classes may not use these spells at this character level even if they are on that class's list unless otherwise noted in these rules.
- The Knight is a newly available core class.
- No other classes, feats, alternate class features, races, spells, or equipment are available at this time.
- The Ebonmar Infiltrator prestige class is not permitted.
- The Dungeon Lord prestige class is not permitted.
- The Cryokineticist prestige class is not permitted.
- The Winterhaunt of Iborighu prestige class is not permitted.
- The "Chosen of Iborighu" feat is not permitted
- The "Ice Assassin" spell is not permitted.
- The "Fimbulwinter" spell is not permitted.
- The Sandshaper prestige class is not permitted.
- The Walker in the Waste prestige class is not permitted.
- The "Drift Magic" feat is not permitted.
- The "Touchstone" feat is not permitted.
- Shapesand, a special material, cannot be used to emulate splash weapons, explosives, or any alchemical items.
- The Unholy Ravager of Tiamat prestige class is not permitted.
- The Talon of Tiamat prestige class is not permitted.
- All [EPIC] feats are not available.
- All [metabreath] feats have the pre-requisite of "breath weapon" changed to "breath weapon, minimum twice/day".
- The "Large and in Charge" feat is not available.
- For purposes of this campaign the "Dragon Cohort" feat reads as follows:
- "You gain service of a loyal dragon ally"
- Prerequisite: Character Level 9th, the ability to permanently speak & understand Draconic
- Benefit: You gain a cohort with the Dragon type, just as you would by selecting the Leadership feat and subject to the same restrictions. However, regardless of a character's Leadership score, they can only recruit a cohort whose ECL is at most two more than one-half (rounding down) the character's level.
- For purposes of this campaign the "Dragon Familiar" feat reads as follows:
- "When you are able to acquire a new familiar, you may select a wyrmling true dragon, or a tiny non-true dragon as a familiar"
- Prerequisite: Charisma 13, the ability to permanently speak & understand Draconic, Arcane Caster Level 7th, ability to acquire a new familiar, compatible alignment.
- Benefit: You gain a familiar with the Dragon type, just as you would by selecting the Improved Familiar feat. However, the only familiars available with this feat are creatures size Tiny or smaller with the Dragon Type and true dragons that are in the wyrmling age category. In order to take a Dragon as a familiar, if it naturally has an Intelligence higher than 3 or is not Neutral, your alignment must match the alignment in the creatures' stat block. Further, you can only gain a familiar whose ECL is at most two more than one-half (rounding down) the character's arcane caster level. A creature's ECL is the greater of their Challenge Rating plus 2 or the sum of their Hit Dice and Level Adjustment (if any).
- Normal: When gaining a familiar, you are limited to the animals listed in the PHB.
- The "Sense Weakness" feat is not available.
Newly Available
- Dungeons & Dragons v3.5 Player's Handbook II (PH2)
- The Beguiler is a newly available core class.
- The Dragon Shaman is a newly available core class.
- The Duskblade is a newly available core class.
- The Knight is a newly available core class.
- Alternate Class Features:
- If you have replaced a Class Feature with an Alternate Class Feature and you take a Prestige Class or Feat that would improve the original Class Feature as if you had gained levels in the original Class, you improve the Alternate Class Feature instead of gaining the original Class Feature. If a Prestige Class would give you a new Class Feature that is different from the original Class Feature but references the original Class Feature, your effective Class Level for the original Class Feature is 0.
- Example: Submlime Chord grants Bardic Knowledge and specifies that it stacks with Bardic Knowledge granted by Bard. If you choose to take the Bardic Knack Alternate Class Feature, you instead gain Bardic Knack and it stacks with Bardic Knack granted by the Bard.
- Example: Even though the Lore ability granted by the Loremaster works similarly to Bardic Knowledge, it is not replaced with Bardic Knack if the Loremaster Presitge Class is taken by a Bard that has taken the Bardic Knack Alternate Class Feature.
- Elusive Attack, Counterattack, and Overpowering Attack are each full-round actions and cannot be used simultaneously.
- The double damage from the Overpowering Attack and Decisive Strike alternate class features has the following limitations:
- Extra dice over and above the weapon's normal damage dice are not doubled.
- If you score a critical hit with the attack, instead of doubling the damage, increase the critical hit multiplier by 1.
- The penalty to hit from Decisive Strike is only on the first attack.
- For the Immediate Magic, Sudden Shift (transmutation) alternate class ability:
- Your maneuverability for the fly speed is good if Tiny or smaller, average if Small or Medium, and poor if Large or larger.
- You may also select burrow (soft earth) instead of the other movement modes.
- If you have replaced a Class Feature with an Alternate Class Feature and you take a Prestige Class or Feat that would improve the original Class Feature as if you had gained levels in the original Class, you improve the Alternate Class Feature instead of gaining the original Class Feature. If a Prestige Class would give you a new Class Feature that is different from the original Class Feature but references the original Class Feature, your effective Class Level for the original Class Feature is 0.
- Feats:
- Adaptable Flanker has the additional requirement of "Character Level 8th".
- If you can threaten the correct square it is possible to flank with yourself with this feat. An opponent cannot be flanked from a square which it occupies.
- For Arcane Thesis, if you apply more than one metamagic feat, only one is reduced, so the overall level of the spell is one less than it would be. For example, an empowered and maximized thesis spell uses up a spell slot four levels higher than the spell's actual slot (rather than the normal five levels higher).
- In addition, you must be able to cast the spell as if you didn't have the reduction. For example if you were to cast Quickened Bear's Endurance, it would use a 5th level spell slot, but you must be able to cast 6th level spells (such as an 11th level Wizard with an Intelligence of 16 or higher).
- For Brutal Strike, the DC is calculated by just what the raw Power Attack feat would give you (the penalty you take to attack, or double that if using a weapon in a two-handed manner). It does not count any extra damage from other feats or class abilities that reference Power Attack.
- For Combat Familiar, this benefit only applies if your familiar is size Tiny or smaller.
- For Driving Attack, this includes any damage bonus not derived from dice. Anything that multiplies damage usually multiplies the damage bonus as well for this purpose.
- For Elven Spell Lore, you may only select acid, cold, electricity, fire, force, or sonic as the new damage type. For spells that deal multiple damage types, all damage is altered to the new type. This cannot modify ability damage dealt by a spell.
- For Fade Into Violence, change "that foe strikes your ally rather than you" to "if that foe tries to make an attack against you, it must instead make that attack against your ally that it also threatens".
- Lunging Strike does not increase the number of squares you are considered to be threatening for purposes of other feats and abilities.
- Adaptable Flanker has the additional requirement of "Character Level 8th".
- No material may be used from this book unless specified below, or if it appears in another book
- The following Base classes are newly available:
- Battle Dancer
- Jester
- Urban Druid
- No prestige class may be taken without first meeting an NPC trainer in-game.
- Aerial Avenger is a newly available prestige class
- Cerebrex is a newly available prestige class
- Fleet Runner of Ehlonna is a newly available prestige class
- Flux Adept is a newly available prestige class
- Force Missile Mage is a newly available prestige class
- Monk of the Enabled Hand is a newly available prestige class
- Osteomancer is a newly available prestige class
- The skills and skill usages described on pp. 93-96 are available.
- Camouflage Netting as described on p. 95 is a newly available non-magical item. A Colossal netting can cover up to a 30-ft tall structure, and such a structure can hold up to 77 small or medium creatures without squeezing (3 floors of 36, 25, and 16 squares each). However, if not using a structure, up to 36 small or medium creatures on the ground can be covered by Colossal netting without squeezing.
- Ballista Proficiency, Block Arrow, Coordinated Shot, Expert Siege Engineer, Guerrilla Scout, Guerrilla Warrior, Mounted Mobility, and Shield Wall are newly available feats.
- No other classes, feats, alternate class features, races, spells, or equipment are available at this time.
- The Archivist is a newly available core class.
- Archivists may not use new spells in HH at this level, they can only learn spells other divine casting classes have access to. It cannot learn spells from Dread Necromancer because Dread Necromancer is an arcane class.
- Archivists follow the same rules as Wizards and Wu Jen for adding spells to their book (spellbook in the case of Wizard, prayerbook in the case of Archivist).
- The Dread Necromancer is a newly available core class.
- Dread Necromancers are not required to be non-good. However, using the Dread Necromancer class abilities Charnel Touch, Rebuke Undead, Negative Energy Burst, Fear Aura, Scabrous Touch, and Enervating Touch have the same affect on alignment as casting a spell with the [Evil] descriptor.
- The Lich Transformation class feature has exactly the benefits described in the class feature and no others. You do not gain the Lich template on top of the benefits listed. For purposes of this campaign, this class feature is optional and is a very evil act.
- Dread Necromancers may use new spells in HH that are on the Dread Necromancer spell list. Other classes may not use these spells at this character level even if they are on that class's list unless otherwise noted in these rules.
- No other classes, feats, alternate class features, races, spells, or equipment are available at this time.
Included page "lm-adv-10" does not exist (create it now)
Previously Available
- Paladins of any Alignment
- Paladin of Honor (Lawful Good) (PHB p. 42)
- Paladin of Order (Lawful Neutral)
- Paladin of Tyranny (Lawful Evil) (Adapted from UA)
- Paladin of the Self (Neutral Evil)
- Paladin of Nature (True Neutral)
- Paladin of Civilization (True Neutral)
- Your Pal Dan (Chaotic Neutral)
- Paladin of Freedom (Chaotic Good) (Adapted from UA)
- Paladin of Community (Neutral Good)
- Witch is a newly available class. Adapted from DMG p. 175, details found here.
- New Feats Adapted from the Eberron Campaign Setting
- Knight Training
- Monastic Training
- Exceptional Artisan
- Extraordinary Artisan
- Legendary Artisan
- New Magic Items
Glasses of Reading, Minor
When you wear this pair of masterwork glasses, you are considered to be under the effect of Read Magic.
Faint divination; CL 1; Craft Wondrous Item, read magic; Price 1,600 gp
Glasses of Reading
As Glasses of Reading, Minor. In addition, if you touch a piece of writing in an unknown language (or the speaker of an unknown language), you may read the language as if under the effect of Comprehend Languages. If you do this for a second unknown language, it replaces the first language. If you are illiterate in your own language, that counts as an unknown language, and you may touch yourself to be able to read it using the glasses. You still do not understand the spoken language if you did not before using the glasses.
Faint divination; CL 1; Craft Wondrous Item, read magic, comprehend languages; Price 3,100 gp
Glasses of Reading, Major
As Glasses of Reading. In addition, you are under the effect of Arcane Sight, but without the signature glowing blue eyes.
Moderate divination; CL 5; Craft Wondrous Item, read magic, comprehend languages, arcane sight; Price 50,100 gp
- New non-magic Items (Adapted from the Forgotten Realms Campaign Setting p. 96)
Potion Belt 1GP, 1lb.: This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties of flaps to keep the potions from falling out. It holds six potions. Retrieving a potion from a potion belt is a free action once per round.
Masterwork Potion Belt 60GP, 1lb.: This extremely well-made potion belt holds ten potions. Retrieving a potion from a potion belt is a free action once per round.
Shaders 1SP, —: These are googles of a sort that fit over am orc's eyes with a loop of leather tightened behind the ears. Made from a piece of wood or bamboo with a thin slot carved in it to see out of, shaders negate an orc's light sensitivty but impose a -1 penalty on Spot checks.
(Adapted from Races of Eberron p. 103)
- New non-magic Items
Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
---|---|---|---|---|---|---|---|
Two-Handed Melee Weapons | |||||||
Crude Maquahuitl | 14 gp | 1d8 | 1d10 | ×2 | — | 10 lb. | Bludgeoning and Piercing |
Ranged Weapons | |||||||
Longbow, advanced | 100 gp | 1d6 | 1d8 | ×3 | 110 ft. | 3 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Shortbow, advanced | 75 gp | 1d4 | 1d6 | ×3 | 70 ft. | 2 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Exotic Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
One-Handed Melee Weapons | |||||||
Maquahuitl (obsidian) | 7 gp | 1d6 | 1d8 | x3 | — | 4 lb. | Bludgeoning or Slashing |
Maquahuitl (steel) | 13 gp | 1d8 | 1d10 | ×2 | — | 6 lb. | Bludgeoning or Slashing |
Two-Handed Melee Weapons | |||||||
Great Maquahuitl (obsidian) | 21 gp | 1d10 | 2d6 | x3 | — | 8 lb. | Bludgeoning or Slashing |
Great Maquahuitl (steel) | 40 gp | 2d6 | 3d6 | ×2 | — | 12 lb. | Bludgeoning or Slashing |
Ranged Weapons | |||||||
Atlatl | 35 gp | 1d6 | 1d8 | x3 | 50 ft. | 6 lb. | Piercing |
Darts, Atlatl (20) | 10 gp | — | — | — | — | 3 lb. | — |
|
Longbow, Advanced
You need at least two hands to use a bow, regardless of its size. You can use an advanced longbow while mounted. While similar to a composite bow, because of their construction all advanced bows can be used by people of any strength. When firing an arrow from this bow, add your strength modifier to the damage as if the arrow were a one-handed thrown ranged weapon.
For purposes of weapon proficiency and similar feats, an advanced longbow is treated as if it were a longbow and a composite longbow.
Shortbow, Advanced
You need at least two hands to use a bow, regardless of its size. You can use an advanced shortbow while mounted. While similar to a composite bow, because of their construction all advanced bows can be used by people of any strength. When firing an arrow from this bow, add your strength modifier to the damage as if the arrow were a light thrown ranged weapon.
For purposes of weapon proficiency and similar feats, an advanced shortbow is treated as if it were a shortbow and a composite shortbow.
- Characters always have access to anything the meet the prerequisites for in the Player's Handbook.
- Fighters are changed to have 6 skill points per level instead of 2. They have the following skills added to their list of class skills: *Gather Information* (CHA), *Listen* (WIS), *Search* (INT), *Spot* (WIS)
- To clarify, as Druids and Rangers advance, their animal companions only receive the benefits outlined in the PHB. Do not follow the rules for advancing monsters found in the Monster Manual. This means that an animal companions size does not change as they increase in hit dice.
- In the feat Leadership it states "Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more levels lower than himself." For the purposes of this campaign, this part of the feat is changed to read "Regardless of a character’s Leadership score, he can only recruit a cohort whose ECL is at most one-half (rounding down) the character's level."
-
Glasses of Reading, Minor
When you wear this pair of masterwork glasses, you are considered to be under the effect of Read Magic.Faint divination; CL 1; Craft Wondrous Item, read magic; Price 1,600 gp
-
Glasses of Reading
As Glasses of Reading, Minor. In addition, if you touch a piece of writing in an unknown language (or the speaker of an unknown language), you may read the language as if under the effect of Comprehend Languages. If you do this for a second unknown language, it replaces the first language. If you are illiterate in your own language, that counts as an unknown language, and you may touch yourself to be able to read it using the glasses. You still do not understand the spoken language if you did not before using the glasses.Faint divination; CL 1; Craft Wondrous Item, read magic, comprehend languages; Price 3,100 gp
-
Glasses of Reading, Major
As Glasses of Reading. In addition, you are under the effect of Arcane Sight, but without the signature glowing blue eyes.Moderate divination; CL 5; Craft Wondrous Item, read magic, comprehend languages, arcane sight; Price 50,100 gp
- You are also subject to additional restrictions listed Here
- Feats for which you meet the prerequisites are the only player options available in this book when advancing a level.
- The Warmage core class is superseded by the revised version listed in the Complete Arcane, and not available to a 2nd or 3rd level character.
- The Favored Soul core class is superseded by the revised version listed in the Complete Divine, and not available to a 2nd or 3rd level character.
- The Warchief prestige class is not permitted.
- The Warhulk prestige class is not permitted.
- You are also subject to additional restrictions listed Here
- The duom is not available for purchase.
- The fullblade is not available for purchase.
- The paragon classes found on pp. 32-46 are available SRD.
- The following class variants are available (pp. 47-59):
- Totem Barbarian (Unearthed Arcana type) (p. 48) SRD
- Bardic Sage (p. 49) SRD
- Divine Bard (p. 50) SRD
- Cloistered Cleric (p. 50) SRD
- Druidic Avenger (p. 51) SRD
- Thug (p. 51) SRD
- Fighting Styles Monk (p.52) SRD
- Paladin of Freedom - See House Rules
- Paladin of Tyranny - See House Rules
- Planar Ranger (p. 55) SRD
- Urban Ranger (p. 55) SRD
- Wilderness Rogue (p. 56) SRD
- Battle Sorceror (p. 57) SRD
- Domain Wizard (p. 57) SRD
- The prestige versions of Bard, Paladin, and Ranger (pp. 69-72) are available. These classes count the same as their PHB counterparts.
- The Scout class's Skirmish has the following additional restriction: No matter how many attacks are made Skirmish damage may only be applied once in a round. This replaces the wording of the ability which state it applies to all attacks made in the round.
- Ghost-Faced Killer prestige class is not permitted.
- The Nightsong Enforcer prestige class is not permitted.
- The Nightsong Infiltrator prestige class is not permitted.
- The Spymaster prestige class is not permitted.
- For purposes of this campaign the Leap Attack feat reads as follows:
- "You can combine a powerful charge and a mighty leap into one devastating attack."
- Prerequisite: Power Attack, Jump 8 ranks
- Benefit: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target you deal bonus damage equal to the attack penalty taken with your Power Attack feat (if you take a penalty of 5 to attack with Power Attack, you deal 5 bonus damage from Leap Attack). This is regardless of whether you are using a one-handed or two-handed weapon. - This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.
- Note, there are two benefits to leap attack.
- The benefit to jump as part of a charge and ignore rough terrain jumped over, this can happen at any part of the charge.
- The benefit to deal extra damage based on Power Attack. This has the added requirement that the leap cover a minimum 10 ft. horizontal distance and end in a square from which you threaten the opponent.
- Normal: You may not leap as part of a charge. You may not charge through rough terrain. You do not get additional damage just by leaping while charging.
- The Acolyte of the Skin prestige class is not permitted.
- The Alienist prestige class is not permitted.
- The Green Star Adept prestige class prestige class is not permitted.
- The Master Transmorgrifist prestige class is not permitted.
- The Suel Archanamach prestige class is not permitted.
- The Wayfarer Guide prestige class is not permitted.
- For Mage of the Arcane Order there are several guilds operating their own Spellpools. Which guild the player is part of is determined by which NPC trainer brought them in. By default only spells from the Player's Handbook are available, however there may be guilds that have different Spellpools.
- The Black Flame Zealot prestige class is not permitted.
- The Blighter prestige class is not permitted.
- The Master of Shrouds prestige class is superseded by the revised version listed in Libris Mortis, and not available to a 4th or 5th level character.
- The Void Disciple prestige class is not permitted.
- The Divine Metamagic feat has the additional restriction:
- While the spell slot doesn't change, you must have access to a spell of the level equivalent of the spell and applied metamagic.
- For example, if you were to use Divine Metamagic to cast an Empowered Holy Smite you must be able to cast a 6th level divine spell (such as an 11th level Cleric with a Wisdom of 16 or higher). This stacks such that a 15th level Cleric with an 18 or higher Wisdom and both Divine Metamagic (Empower Spell) and Divine Metamagic (Quicken Spell) could not use Divine Metamagic to cast an Empowered, Quickened Holy Smite, even though he could individually cast an Empowered Holy Smite or a Quickened Holy Smite, because an Empowered, Quickened Holy Smite would normally require a 10th level Spell Slot.
- The Eye of Gruumsh prestige class is not permitted.
- The Frenzied Bezerker prestige class is not permitted.
- The Purple Dragon Knight prestige class is retitled "Silver Dragon Knight", as the campaign is not set in the Forgotten RealmsTM.
- The Ravager prestige class is not permitted.
- The Thayan Knight prestige class is not permitted, as the campaign is not set in the Forgotten RealmsTM.
- For the Hulking Hurler, see this page for new rules on improvised weapon damage.
- For the Warshaper, you may only select one type of natural weapon for "Morphic Weapons" at any one time. If you choose a second natural weapon type,you lose the benefit of "Morphic Weapons" for the first type chosen.
- The Shock Trooper tactical Feat is unavailable.
- The spell Draconic Polymorph in the spell list on p. 268 is found in the Draconomicon (Dr) and isn't available until 6th level.
- Information on who grants Domains shown the Appendix: Domain Spells can be found here
- The Ebonmar Infiltrator prestige class is not permitted.
- The Dungeon Lord prestige class is not permitted.
- The Cryokineticist prestige class is not permitted.
- The Winterhaunt of Iborighu prestige class is not permitted.
- The "Chosen of Iborighu" feat is not permitted
- The "Ice Assassin" spell is not permitted.
- The "Fimbulwinter" spell is not permitted.
- The Sandshaper prestige class is not permitted.
- The Walker in the Waste prestige class is not permitted.
- The "Drift Magic" feat is not permitted.
- The "Touchstone" feat is not permitted.
- Shapesand, a special material, cannot be used to emulate splash weapons, explosives, or any alchemical items.
- The Unholy Ravager of Tiamat prestige class is not permitted.
- The Talon of Tiamat prestige class is not permitted.
- All [EPIC] feats are not available.
- All [metabreath] feats have the pre-requisite of "breath weapon" changed to "breath weapon, minimum twice/day".
- The "Large and in Charge" feat is not available.
- For purposes of this campaign the "Dragon Cohort" feat reads as follows:
- "You gain service of a loyal dragon ally"
- Prerequisite: Character Level 9th, the ability to permanently speak & understand Draconic
- Benefit: You gain a cohort with the Dragon type, just as you would by selecting the Leadership feat and subject to the same restrictions. However, regardless of a character's Leadership score, they can only recruit a cohort whose ECL is at most two more than one-half (rounding down) the character's level.
- For purposes of this campaign the "Dragon Familiar" feat reads as follows:
- "When you are able to acquire a new familiar, you may select a wyrmling true dragon, or a tiny non-true dragon as a familiar"
- Prerequisite: Charisma 13, the ability to permanently speak & understand Draconic, Arcane Caster Level 7th, ability to acquire a new familiar, compatible alignment.
- Benefit: You gain a familiar with the Dragon type, just as you would by selecting the Improved Familiar feat. However, the only familiars available with this feat are creatures size Tiny or smaller with the Dragon Type and true dragons that are in the wyrmling age category. In order to take a Dragon as a familiar, if it naturally has an Intelligence higher than 3 or is not Neutral, your alignment must match the alignment in the creatures' stat block. Further, you can only gain a familiar whose ECL is at most two more than one-half (rounding down) the character's arcane caster level. A creature's ECL is the greater of their Challenge Rating plus 2 or the sum of their Hit Dice and Level Adjustment (if any).
- Normal: When gaining a familiar, you are limited to the animals listed in the PHB.
- The "Sense Weakness" feat is not available.
- The feat "Sadistic Reward" is not available.
- [Vile] feats are not available.
- The "Sudden Swarm" invocation is not available.
- No prestige class levels may be taken until the player meets an NPC trainer in game play
- The Demonbinder prestige class is not available.
- The Kinslayer prestige class is not available.
- The Drow Racial Class is not available; in order to play a Drow you must start as a 3rd level character with one class level and 2 level adjustment.
- Nothing may be taken from this book except at character creation/rebuilding
- Feats for which you meet the prerequisites are the only player options available in this book when advancing a level.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Feats:
- Diverse Background is not an available feat. There are no experience penalties for Multiclassing in KotD. Favored class is a flavor option.
- For purposes of this campaign the Human Heritage feat reads as follows:
- "Your human heritage is more prominent than in others of your kind."
- Prerequisite: Half-Elf, Half-Giant, Half-Ogre, Half-Orc, Illumian, Mongrelfolk, Sea Kin, Sharakim, Skulk, or Underfolk
- Benefit: You are treated as a humanoid with the human subtype for the purpose of adjudicating all effects. If you are not a humanoid, your type changes to humanoid and you gain the human subtype. If you are already a humanoid, you gain the human subtype. In either case, you retain any other subtypes you had (such as orc or extraplanar), and you retain any traits common to all creatures of your original type (such as darkvision). You gain 4 additional skill points.
- Special: This feat may only be taken at 1st level. This is a one time change to your base type/subtype(s). If something else modifies your type/subtype(s) follow the instructions for that change, you retain the skill points.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Iron Mind is not currently available
- The Feral Gargun Monster Class is not available; in order to play a Feral Gargun you must start as at least a 5th level character with 1 class level, 2 racial hit dice, and 2 level adjustment.
- The Stonechild Monster Class is not available; in order to play a Stonechild you must start as at least a 7th level character with 1 class level, 2 racial hit dice, and 4 level adjustment.
- Feats:
- Earth Spell only changes the affect of Heighten Spell. It does not do anything if you don't use Heighten Spell to increase the spell's level. To be clear, the spells effective level is whatever Heighten Spell would set it to be plus one.
- No [Psionic] feats are available at this time.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Arcane Hierophant requirements are changed as follows
- Alignment: Any non-lawful.
- Base Attack Bonus: +4.
- Skills: Knowledge (Arcana) 8 ranks, Knowledge (nature) 8 ranks.
- Spells: Ability to cast 2nd-level arcane spells and 2nd-level divine spells.
- Special: Wild Empathy as a class feature.
- The Ruathar prestige class requires you to have been given the title of Elf-friend due to service to one of the communities of elves.
- The Centaur Monster Class is not available; in order to play a Centaur you must start as at least a 7th level character with 1 class level, 4 racial hit dice, and 2 level adjustment.
- The Gnoll Monster Class is not available; in order to play a Gnoll you must start as at least a 4th level character with 1 class level, 2 racial hit dice, and 1 level adjustment.
- The Arcane Hierophant requirements are changed as follows
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Spell Wings of Flurry is modified so that it does "1d6/caster level (maximum 10d6 for a 10th level caster)"
- No material may be used from this book unless specified below, or if it appears in another book
- Shifters and Warforged are available because they are in MM3.
- Artificer is a newly available Base class.
- GMs may choose to give characters Action Points for use during specific modules. Otherwise, Action Points are unused in this campaign
- The following feats are available
- Education
- Knight Training
- Monastic Training
- Item Creation Feats
- Exceptional Artisan
- Extra Rings
- Extraordinary Artisan
- Legendary Artisan
- Shifter Feats - some of these are replaced by the version in Races of Eberron (RE)
- Beasthide Elite
- Great Bite
- Great Rend
- Healing Factor
- Shifter Defense
- Greater Shifter Defense
- Shifter Multiattack
- Warforged Feats - some of these are replaced by the version in Races of Eberron (RE)
- Improved Damage Reduction
- Improved Fortification
- Mithral Body — use RE version
- Mithral Fluidity
- Dragonmarks are not used in this campaign
- Eberron Deities may not be worshipped
- No prestige class may be taken without first meeting an NPC trainer in-game.
- Warforged Juggernaut is a newly available presitge class.
- Powerful Charge is available in the Miniature's Handbook (MH) and Monster Manual III (MM3), Greater Powerful Charge is available in the MH.
- Weretouched Master is a newly available prestige class.
- Warforged Juggernaut is a newly available presitge class.
- This campaign uses the great wheel cosmology for Outer Planes.
- The following Spells from this book are available as Artificer Infusions, the Artificer infusion list also includes spells found elsewhere that are available
- Armor Enhancement, Lesser
- Armor Enhancement
- Armor Enhancement, Greater
- Energy Alteration
- Inflict Light Damage
- Inflict Moderate Damage
- Inflict Serious Damage
- Inflict Critical Damage
- All Repair Damage spells can be found in the Spell Compendium (SpC)
- Resistance Item
- Skill Enhancement
- Spell Storing Item
- Weapon Augmentation, Personal
- Weapon Augmentation, Lesser
- Weapon Augmentation
- Weapon Augmentation, Greater
- Toughen Construct
- Construct Energy Ward
- Construct Energy Ward, Greater
- Metamagic Item
- Power Surge
- Stone Construct
- Suppress Requirement
- Item Alteration
- Iron Construct
- Shield of Faith, Legion's can be found in the Miniatures Handbook (MH)
- Disable Construct
- Hardening
- Total Repair
- Armor Enhancement, Lesser
- Warforged Components are a newly available category of magic item
- Only Basic Components are available
- Docent Components and Artifact Components are not available.
- No material may be used from this book unless specified below, or if it appears in another book
- No psionic classes, feats, abilities, spells, or items are available at this time
- Warforged, Shifters, and Changelings can be found in Monster Manual III (MM3)
- The following feats are newly available
- Daylight Adaptation
- Master Linguist, note languages from this feat are in addition to ones you get by spending skill points.
- Mutable Body
- Persona Immersion
- Quick Change
- Racial Emulation
- Shaped Splash
- Stable Footing
- White Scorpion Strike
- Shifter Feats
- Cliffwalk Elite
- Dreamsight Elite
- Extra Shifter Trait
- Gorebrute Elite
- Longstride Elite
- Longtooth Elite
- Razorclaw Elite
- Reactive Shifting
- Shifter Agility
- Shifter Ferocity
- Shifter Instincts
- Shifter Savagery
- Shifter Stamina
- Swiftwing Elite
- Truedive Elite
- Wildhunt Elite
- Tactical Feats
- Battleshifter Training
- Brute Fighting
- Disturbing Visage
- Ragewild Fighting
- Warforged Feats
- Adamantine Body
- Cold Iron Tracery
- Construct Lock
- Improved Resiliency
- Ironwood Body
- Jaws of Death
- Mithral Body
- Second Slam
- Silver Tracery
- Spiked Body
- Unarmored Body
- The Following Racial Substitution Levels are available:
- Changeling Rogue
- Changeling Wizard
- Shifter Druid
- Shifter Ranger
- Warforged Artificer
- Warforged Fighter
- Warforged Paladin (of Honor)
- No prestige class may be taken without first meeting an NPC trainer in-game.
- Reachrunner is a newly available prestige class.
- Recaster is a newly available prestige class.
- Reforged is a newly available prestige class.
- Spellcarved Soldier is a newly available prestige class.
- The following magic items are available:
- In this campaign, Shifter Clawbracers have identical cost and functionality to the campaign version of an Amulet of Might Fists, however they use the arms item slot instead of the neck item slot.
- Vestment of Many Styles
- All Warforged Basic Components
Newly Available
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Feats:
- Diverse Background is not an available feat. There are no experience penalties for Multiclassing in KotD. Favored class is a flavor option.
- For purposes of this campaign the Human Heritage feat reads as follows:
"Your human heritage is more prominent than in others of your kind."
Prerequisite: Half-Elf, Half-Giant, Half-Ogre, Half-Orc, Illumian, Mongrelfolk, Sea Kin, Sharakim, Skulk, or Underfolk
Benefit: You are treated as a humanoid with the human subtype for the purpose of adjudicating all effects. If you are not a humanoid, your type changes to humanoid and you gain the human subtype. If you are already a humanoid, you gain the human subtype. In either case, you retain any other subtypes you had (such as orc or extraplanar), and you retain any traits common to all creatures of your original type (such as darkvision). You gain 4 additional skill points.
Special: This feat may only be taken at 1st level. This is a one time change to your base type/subtype(s). If something else modifies your type/subtype(s) follow the instructions for that change, you retain the skill points.
- Powers:
- For the Purposes of this campaign, the power Synchronicity reads as follows
Clairsentience
Level: Psion/wilder 4
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Power Points: 7Your eyes flash with visions only you can truly make out.
You gain a brief glimpse into the future that allows you to arrange a coincidence of events. When you manifest this power, you can ready a standard action (without spending an action to do so) and use it whenever you choose before your next turn. Unlike the normal use of readied actions, you need not specify the condition under which you take your readied action. You also do not need to specify the standard action you are readying. If you do not perform your readied action before your next turn, you lose that action.
- For the Purposes of this campaign, the power Synchronicity reads as follows
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Feats:
- Earth Spell only changes the affect of Heighten Spell. It does not do anything if you don't use Heighten Spell to increase the spell's level. To be clear, the spells effective level is whatever Heighten Spell would set it to be plus one.
- Feats:
Previously Available
- Paladins of any Alignment
- Paladin of Honor (Lawful Good) (PHB p. 42)
- Paladin of Order (Lawful Neutral)
- Paladin of Tyranny (Lawful Evil) (Adapted from UA)
- Paladin of the Self (Neutral Evil)
- Paladin of Nature (True Neutral)
- Paladin of Civilization (True Neutral)
- Your Pal Dan (Chaotic Neutral)
- Paladin of Freedom (Chaotic Good) (Adapted from UA)
- Paladin of Community (Neutral Good)
- Witch is a newly available class. Adapted from DMG p. 175, details found here.
- New Feats Adapted from the Eberron Campaign Setting
- Knight Training
- Monastic Training
- Exceptional Artisan
- Extraordinary Artisan
- Legendary Artisan
- New Magic Items
Glasses of Reading, Minor
When you wear this pair of masterwork glasses, you are considered to be under the effect of Read Magic.
Faint divination; CL 1; Craft Wondrous Item, read magic; Price 1,600 gp
Glasses of Reading
As Glasses of Reading, Minor. In addition, if you touch a piece of writing in an unknown language (or the speaker of an unknown language), you may read the language as if under the effect of Comprehend Languages. If you do this for a second unknown language, it replaces the first language. If you are illiterate in your own language, that counts as an unknown language, and you may touch yourself to be able to read it using the glasses. You still do not understand the spoken language if you did not before using the glasses.
Faint divination; CL 1; Craft Wondrous Item, read magic, comprehend languages; Price 3,100 gp
Glasses of Reading, Major
As Glasses of Reading. In addition, you are under the effect of Arcane Sight, but without the signature glowing blue eyes.
Moderate divination; CL 5; Craft Wondrous Item, read magic, comprehend languages, arcane sight; Price 50,100 gp
- New non-magic Items (Adapted from the Forgotten Realms Campaign Setting p. 96)
Potion Belt 1GP, 1lb.: This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties of flaps to keep the potions from falling out. It holds six potions. Retrieving a potion from a potion belt is a free action once per round.
Masterwork Potion Belt 60GP, 1lb.: This extremely well-made potion belt holds ten potions. Retrieving a potion from a potion belt is a free action once per round.
Shaders 1SP, —: These are googles of a sort that fit over am orc's eyes with a loop of leather tightened behind the ears. Made from a piece of wood or bamboo with a thin slot carved in it to see out of, shaders negate an orc's light sensitivty but impose a -1 penalty on Spot checks.
(Adapted from Races of Eberron p. 103)
- New non-magic Items
Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
---|---|---|---|---|---|---|---|
Two-Handed Melee Weapons | |||||||
Crude Maquahuitl | 14 gp | 1d8 | 1d10 | ×2 | — | 10 lb. | Bludgeoning and Piercing |
Ranged Weapons | |||||||
Longbow, advanced | 100 gp | 1d6 | 1d8 | ×3 | 110 ft. | 3 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Shortbow, advanced | 75 gp | 1d4 | 1d6 | ×3 | 70 ft. | 2 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Exotic Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
One-Handed Melee Weapons | |||||||
Maquahuitl (obsidian) | 7 gp | 1d6 | 1d8 | x3 | — | 4 lb. | Bludgeoning or Slashing |
Maquahuitl (steel) | 13 gp | 1d8 | 1d10 | ×2 | — | 6 lb. | Bludgeoning or Slashing |
Two-Handed Melee Weapons | |||||||
Great Maquahuitl (obsidian) | 21 gp | 1d10 | 2d6 | x3 | — | 8 lb. | Bludgeoning or Slashing |
Great Maquahuitl (steel) | 40 gp | 2d6 | 3d6 | ×2 | — | 12 lb. | Bludgeoning or Slashing |
Ranged Weapons | |||||||
Atlatl | 35 gp | 1d6 | 1d8 | x3 | 50 ft. | 6 lb. | Piercing |
Darts, Atlatl (20) | 10 gp | — | — | — | — | 3 lb. | — |
|
Longbow, Advanced
You need at least two hands to use a bow, regardless of its size. You can use an advanced longbow while mounted. While similar to a composite bow, because of their construction all advanced bows can be used by people of any strength. When firing an arrow from this bow, add your strength modifier to the damage as if the arrow were a one-handed thrown ranged weapon.
For purposes of weapon proficiency and similar feats, an advanced longbow is treated as if it were a longbow and a composite longbow.
Shortbow, Advanced
You need at least two hands to use a bow, regardless of its size. You can use an advanced shortbow while mounted. While similar to a composite bow, because of their construction all advanced bows can be used by people of any strength. When firing an arrow from this bow, add your strength modifier to the damage as if the arrow were a light thrown ranged weapon.
For purposes of weapon proficiency and similar feats, an advanced shortbow is treated as if it were a shortbow and a composite shortbow.
- Characters always have access to anything the meet the prerequisites for in the Player's Handbook.
- Fighters are changed to have 6 skill points per level instead of 2. They have the following skills added to their list of class skills: *Gather Information* (CHA), *Listen* (WIS), *Search* (INT), *Spot* (WIS)
- To clarify, as Druids and Rangers advance, their animal companions only receive the benefits outlined in the PHB. Do not follow the rules for advancing monsters found in the Monster Manual. This means that an animal companions size does not change as they increase in hit dice.
- In the feat Leadership it states "Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more levels lower than himself." For the purposes of this campaign, this part of the feat is changed to read "Regardless of a character’s Leadership score, he can only recruit a cohort whose ECL is at most one-half (rounding down) the character's level."
-
Glasses of Reading, Minor
When you wear this pair of masterwork glasses, you are considered to be under the effect of Read Magic.Faint divination; CL 1; Craft Wondrous Item, read magic; Price 1,600 gp
-
Glasses of Reading
As Glasses of Reading, Minor. In addition, if you touch a piece of writing in an unknown language (or the speaker of an unknown language), you may read the language as if under the effect of Comprehend Languages. If you do this for a second unknown language, it replaces the first language. If you are illiterate in your own language, that counts as an unknown language, and you may touch yourself to be able to read it using the glasses. You still do not understand the spoken language if you did not before using the glasses.Faint divination; CL 1; Craft Wondrous Item, read magic, comprehend languages; Price 3,100 gp
-
Glasses of Reading, Major
As Glasses of Reading. In addition, you are under the effect of Arcane Sight, but without the signature glowing blue eyes.Moderate divination; CL 5; Craft Wondrous Item, read magic, comprehend languages, arcane sight; Price 50,100 gp
- You are also subject to additional restrictions listed Here
- Feats for which you meet the prerequisites are the only player options available in this book when advancing a level.
- The Warmage core class is superseded by the revised version listed in the Complete Arcane, and not available to a 2nd or 3rd level character.
- The Favored Soul core class is superseded by the revised version listed in the Complete Divine, and not available to a 2nd or 3rd level character.
- The Warchief prestige class is not permitted.
- The Warhulk prestige class is not permitted.
- You are also subject to additional restrictions listed Here
- The duom is not available for purchase.
- The fullblade is not available for purchase.
- The paragon classes found on pp. 32-46 are available SRD.
- The following class variants are available (pp. 47-59):
- Totem Barbarian (Unearthed Arcana type) (p. 48) SRD
- Bardic Sage (p. 49) SRD
- Divine Bard (p. 50) SRD
- Cloistered Cleric (p. 50) SRD
- Druidic Avenger (p. 51) SRD
- Thug (p. 51) SRD
- Fighting Styles Monk (p.52) SRD
- Paladin of Freedom - See House Rules
- Paladin of Tyranny - See House Rules
- Planar Ranger (p. 55) SRD
- Urban Ranger (p. 55) SRD
- Wilderness Rogue (p. 56) SRD
- Battle Sorceror (p. 57) SRD
- Domain Wizard (p. 57) SRD
- The prestige versions of Bard, Paladin, and Ranger (pp. 69-72) are available. These classes count the same as their PHB counterparts.
- The Scout class's Skirmish has the following additional restriction: No matter how many attacks are made Skirmish damage may only be applied once in a round. This replaces the wording of the ability which state it applies to all attacks made in the round.
- Ghost-Faced Killer prestige class is not permitted.
- The Nightsong Enforcer prestige class is not permitted.
- The Nightsong Infiltrator prestige class is not permitted.
- The Spymaster prestige class is not permitted.
- For purposes of this campaign the Leap Attack feat reads as follows:
- "You can combine a powerful charge and a mighty leap into one devastating attack."
- Prerequisite: Power Attack, Jump 8 ranks
- Benefit: You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target you deal bonus damage equal to the attack penalty taken with your Power Attack feat (if you take a penalty of 5 to attack with Power Attack, you deal 5 bonus damage from Leap Attack). This is regardless of whether you are using a one-handed or two-handed weapon. - This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.
- Note, there are two benefits to leap attack.
- The benefit to jump as part of a charge and ignore rough terrain jumped over, this can happen at any part of the charge.
- The benefit to deal extra damage based on Power Attack. This has the added requirement that the leap cover a minimum 10 ft. horizontal distance and end in a square from which you threaten the opponent.
- Normal: You may not leap as part of a charge. You may not charge through rough terrain. You do not get additional damage just by leaping while charging.
- The Acolyte of the Skin prestige class is not permitted.
- The Alienist prestige class is not permitted.
- The Green Star Adept prestige class prestige class is not permitted.
- The Master Transmorgrifist prestige class is not permitted.
- The Suel Archanamach prestige class is not permitted.
- The Wayfarer Guide prestige class is not permitted.
- For Mage of the Arcane Order there are several guilds operating their own Spellpools. Which guild the player is part of is determined by which NPC trainer brought them in. By default only spells from the Player's Handbook are available, however there may be guilds that have different Spellpools.
- The Black Flame Zealot prestige class is not permitted.
- The Blighter prestige class is not permitted.
- The Master of Shrouds prestige class is superseded by the revised version listed in Libris Mortis, and not available to a 4th or 5th level character.
- The Void Disciple prestige class is not permitted.
- The Divine Metamagic feat has the additional restriction:
- While the spell slot doesn't change, you must have access to a spell of the level equivalent of the spell and applied metamagic.
- For example, if you were to use Divine Metamagic to cast an Empowered Holy Smite you must be able to cast a 6th level divine spell (such as an 11th level Cleric with a Wisdom of 16 or higher). This stacks such that a 15th level Cleric with an 18 or higher Wisdom and both Divine Metamagic (Empower Spell) and Divine Metamagic (Quicken Spell) could not use Divine Metamagic to cast an Empowered, Quickened Holy Smite, even though he could individually cast an Empowered Holy Smite or a Quickened Holy Smite, because an Empowered, Quickened Holy Smite would normally require a 10th level Spell Slot.
- The Eye of Gruumsh prestige class is not permitted.
- The Frenzied Bezerker prestige class is not permitted.
- The Purple Dragon Knight prestige class is retitled "Silver Dragon Knight", as the campaign is not set in the Forgotten RealmsTM.
- The Ravager prestige class is not permitted.
- The Thayan Knight prestige class is not permitted, as the campaign is not set in the Forgotten RealmsTM.
- For the Hulking Hurler, see this page for new rules on improvised weapon damage.
- For the Warshaper, you may only select one type of natural weapon for "Morphic Weapons" at any one time. If you choose a second natural weapon type,you lose the benefit of "Morphic Weapons" for the first type chosen.
- The Shock Trooper tactical Feat is unavailable.
- The spell Draconic Polymorph in the spell list on p. 268 is found in the Draconomicon (Dr) and isn't available until 6th level.
- Information on who grants Domains shown the Appendix: Domain Spells can be found here
- The Ebonmar Infiltrator prestige class is not permitted.
- The Dungeon Lord prestige class is not permitted.
- The Cryokineticist prestige class is not permitted.
- The Winterhaunt of Iborighu prestige class is not permitted.
- The "Chosen of Iborighu" feat is not permitted
- The "Ice Assassin" spell is not permitted.
- The "Fimbulwinter" spell is not permitted.
- The Sandshaper prestige class is not permitted.
- The Walker in the Waste prestige class is not permitted.
- The "Drift Magic" feat is not permitted.
- The "Touchstone" feat is not permitted.
- Shapesand, a special material, cannot be used to emulate splash weapons, explosives, or any alchemical items.
- The Unholy Ravager of Tiamat prestige class is not permitted.
- The Talon of Tiamat prestige class is not permitted.
- All [EPIC] feats are not available.
- All [metabreath] feats have the pre-requisite of "breath weapon" changed to "breath weapon, minimum twice/day".
- The "Large and in Charge" feat is not available.
- For purposes of this campaign the "Dragon Cohort" feat reads as follows:
- "You gain service of a loyal dragon ally"
- Prerequisite: Character Level 9th, the ability to permanently speak & understand Draconic
- Benefit: You gain a cohort with the Dragon type, just as you would by selecting the Leadership feat and subject to the same restrictions. However, regardless of a character's Leadership score, they can only recruit a cohort whose ECL is at most two more than one-half (rounding down) the character's level.
- For purposes of this campaign the "Dragon Familiar" feat reads as follows:
- "When you are able to acquire a new familiar, you may select a wyrmling true dragon, or a tiny non-true dragon as a familiar"
- Prerequisite: Charisma 13, the ability to permanently speak & understand Draconic, Arcane Caster Level 7th, ability to acquire a new familiar, compatible alignment.
- Benefit: You gain a familiar with the Dragon type, just as you would by selecting the Improved Familiar feat. However, the only familiars available with this feat are creatures size Tiny or smaller with the Dragon Type and true dragons that are in the wyrmling age category. In order to take a Dragon as a familiar, if it naturally has an Intelligence higher than 3 or is not Neutral, your alignment must match the alignment in the creatures' stat block. Further, you can only gain a familiar whose ECL is at most two more than one-half (rounding down) the character's arcane caster level. A creature's ECL is the greater of their Challenge Rating plus 2 or the sum of their Hit Dice and Level Adjustment (if any).
- Normal: When gaining a familiar, you are limited to the animals listed in the PHB.
- The "Sense Weakness" feat is not available.
- The feat "Sadistic Reward" is not available.
- [Vile] feats are not available.
- The "Sudden Swarm" invocation is not available.
- No prestige class levels may be taken until the player meets an NPC trainer in game play
- The Demonbinder prestige class is not available.
- The Kinslayer prestige class is not available.
- The Drow Racial Class is not available; in order to play a Drow you must start as a 3rd level character with one class level and 2 level adjustment.
- Nothing may be taken from this book except at character creation/rebuilding
- Feats for which you meet the prerequisites are the only player options available in this book when advancing a level.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Arcane Hierophant requirements are changed as follows
- Alignment: Any non-lawful.
- Base Attack Bonus: +4.
- Skills: Knowledge (Arcana) 8 ranks, Knowledge (nature) 8 ranks.
- Spells: Ability to cast 2nd-level arcane spells and 2nd-level divine spells.
- Special: Wild Empathy as a class feature.
- The Ruathar prestige class requires you to have been given the title of Elf-friend due to service to one of the communities of elves.
- The Centaur Monster Class is not available; in order to play a Centaur you must start as at least a 7th level character with 1 class level, 4 racial hit dice, and 2 level adjustment.
- The Gnoll Monster Class is not available; in order to play a Gnoll you must start as at least a 4th level character with 1 class level, 2 racial hit dice, and 1 level adjustment.
- The Arcane Hierophant requirements are changed as follows
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Spell Wings of Flurry is modified so that it does "1d6/caster level (maximum 10d6 for a 10th level caster)"
- No material may be used from this book unless specified below, or if it appears in another book
- Shifters and Warforged are available because they are in MM3.
- Artificer is a newly available Base class.
- GMs may choose to give characters Action Points for use during specific modules. Otherwise, Action Points are unused in this campaign
- The following feats are available
- Education
- Knight Training
- Monastic Training
- Item Creation Feats
- Exceptional Artisan
- Extra Rings
- Extraordinary Artisan
- Legendary Artisan
- Shifter Feats - some of these are replaced by the version in Races of Eberron (RE)
- Beasthide Elite
- Great Bite
- Great Rend
- Healing Factor
- Shifter Defense
- Greater Shifter Defense
- Shifter Multiattack
- Warforged Feats - some of these are replaced by the version in Races of Eberron (RE)
- Improved Damage Reduction
- Improved Fortification
- Mithral Body — use RE version
- Mithral Fluidity
- Dragonmarks are not used in this campaign
- Eberron Deities may not be worshipped
- No prestige class may be taken without first meeting an NPC trainer in-game.
- Warforged Juggernaut is a newly available presitge class.
- Powerful Charge is available in the Miniature's Handbook (MH) and Monster Manual III (MM3), Greater Powerful Charge is available in the MH.
- Weretouched Master is a newly available prestige class.
- Warforged Juggernaut is a newly available presitge class.
- This campaign uses the great wheel cosmology for Outer Planes.
- The following Spells from this book are available as Artificer Infusions, the Artificer infusion list also includes spells found elsewhere that are available
- Armor Enhancement, Lesser
- Armor Enhancement
- Armor Enhancement, Greater
- Energy Alteration
- Inflict Light Damage
- Inflict Moderate Damage
- Inflict Serious Damage
- Inflict Critical Damage
- All Repair Damage spells can be found in the Spell Compendium (SpC)
- Resistance Item
- Skill Enhancement
- Spell Storing Item
- Weapon Augmentation, Personal
- Weapon Augmentation, Lesser
- Weapon Augmentation
- Weapon Augmentation, Greater
- Toughen Construct
- Construct Energy Ward
- Construct Energy Ward, Greater
- Metamagic Item
- Power Surge
- Stone Construct
- Suppress Requirement
- Item Alteration
- Iron Construct
- Shield of Faith, Legion's can be found in the Miniatures Handbook (MH)
- Disable Construct
- Hardening
- Total Repair
- Armor Enhancement, Lesser
- Warforged Components are a newly available category of magic item
- Only Basic Components are available
- Docent Components and Artifact Components are not available.
- No material may be used from this book unless specified below, or if it appears in another book
- No psionic classes, feats, abilities, spells, or items are available at this time
- Warforged, Shifters, and Changelings can be found in Monster Manual III (MM3)
- The following feats are newly available
- Daylight Adaptation
- Master Linguist, note languages from this feat are in addition to ones you get by spending skill points.
- Mutable Body
- Persona Immersion
- Quick Change
- Racial Emulation
- Shaped Splash
- Stable Footing
- White Scorpion Strike
- Shifter Feats
- Cliffwalk Elite
- Dreamsight Elite
- Extra Shifter Trait
- Gorebrute Elite
- Longstride Elite
- Longtooth Elite
- Razorclaw Elite
- Reactive Shifting
- Shifter Agility
- Shifter Ferocity
- Shifter Instincts
- Shifter Savagery
- Shifter Stamina
- Swiftwing Elite
- Truedive Elite
- Wildhunt Elite
- Tactical Feats
- Battleshifter Training
- Brute Fighting
- Disturbing Visage
- Ragewild Fighting
- Warforged Feats
- Adamantine Body
- Cold Iron Tracery
- Construct Lock
- Improved Resiliency
- Ironwood Body
- Jaws of Death
- Mithral Body
- Second Slam
- Silver Tracery
- Spiked Body
- Unarmored Body
- The Following Racial Substitution Levels are available:
- Changeling Rogue
- Changeling Wizard
- Shifter Druid
- Shifter Ranger
- Warforged Artificer
- Warforged Fighter
- Warforged Paladin (of Honor)
- No prestige class may be taken without first meeting an NPC trainer in-game.
- Reachrunner is a newly available prestige class.
- Recaster is a newly available prestige class.
- Reforged is a newly available prestige class.
- Spellcarved Soldier is a newly available prestige class.
- The following magic items are available:
- In this campaign, Shifter Clawbracers have identical cost and functionality to the campaign version of an Amulet of Might Fists, however they use the arms item slot instead of the neck item slot.
- Vestment of Many Styles
- All Warforged Basic Components
- Dungeons & Dragons v3.5 Player's Handbook II (PH2)
- The Beguiler is a newly available core class.
- The Dragon Shaman is a newly available core class.
- The Duskblade is a newly available core class.
- The Knight is a newly available core class.
- Alternate Class Features:
- If you have replaced a Class Feature with an Alternate Class Feature and you take a Prestige Class or Feat that would improve the original Class Feature as if you had gained levels in the original Class, you improve the Alternate Class Feature instead of gaining the original Class Feature. If a Prestige Class would give you a new Class Feature that is different from the original Class Feature but references the original Class Feature, your effective Class Level for the original Class Feature is 0.
- Example: Submlime Chord grants Bardic Knowledge and specifies that it stacks with Bardic Knowledge granted by Bard. If you choose to take the Bardic Knack Alternate Class Feature, you instead gain Bardic Knack and it stacks with Bardic Knack granted by the Bard.
- Example: Even though the Lore ability granted by the Loremaster works similarly to Bardic Knowledge, it is not replaced with Bardic Knack if the Loremaster Presitge Class is taken by a Bard that has taken the Bardic Knack Alternate Class Feature.
- Elusive Attack, Counterattack, and Overpowering Attack are each full-round actions and cannot be used simultaneously.
- The double damage from the Overpowering Attack and Decisive Strike alternate class features has the following limitations:
- Extra dice over and above the weapon's normal damage dice are not doubled.
- If you score a critical hit with the attack, instead of doubling the damage, increase the critical hit multiplier by 1.
- The penalty to hit from Decisive Strike is only on the first attack.
- For the Immediate Magic, Sudden Shift (transmutation) alternate class ability:
- Your maneuverability for the fly speed is good if Tiny or smaller, average if Small or Medium, and poor if Large or larger.
- You may also select burrow (soft earth) instead of the other movement modes.
- If you have replaced a Class Feature with an Alternate Class Feature and you take a Prestige Class or Feat that would improve the original Class Feature as if you had gained levels in the original Class, you improve the Alternate Class Feature instead of gaining the original Class Feature. If a Prestige Class would give you a new Class Feature that is different from the original Class Feature but references the original Class Feature, your effective Class Level for the original Class Feature is 0.
- Feats:
- Adaptable Flanker has the additional requirement of "Character Level 8th".
- If you can threaten the correct square it is possible to flank with yourself with this feat. An opponent cannot be flanked from a square which it occupies.
- For Arcane Thesis, if you apply more than one metamagic feat, only one is reduced, so the overall level of the spell is one less than it would be. For example, an empowered and maximized thesis spell uses up a spell slot four levels higher than the spell's actual slot (rather than the normal five levels higher).
- In addition, you must be able to cast the spell as if you didn't have the reduction. For example if you were to cast Quickened Bear's Endurance, it would use a 5th level spell slot, but you must be able to cast 6th level spells (such as an 11th level Wizard with an Intelligence of 16 or higher).
- For Brutal Strike, the DC is calculated by just what the raw Power Attack feat would give you (the penalty you take to attack, or double that if using a weapon in a two-handed manner). It does not count any extra damage from other feats or class abilities that reference Power Attack.
- For Combat Familiar, this benefit only applies if your familiar is size Tiny or smaller.
- For Driving Attack, this includes any damage bonus not derived from dice. Anything that multiplies damage usually multiplies the damage bonus as well for this purpose.
- For Elven Spell Lore, you may only select acid, cold, electricity, fire, force, or sonic as the new damage type. For spells that deal multiple damage types, all damage is altered to the new type. This cannot modify ability damage dealt by a spell.
- For Fade Into Violence, change "that foe strikes your ally rather than you" to "if that foe tries to make an attack against you, it must instead make that attack against your ally that it also threatens".
- Lunging Strike does not increase the number of squares you are considered to be threatening for purposes of other feats and abilities.
- Adaptable Flanker has the additional requirement of "Character Level 8th".
- No material may be used from this book unless specified below, or if it appears in another book
- The following Base classes are newly available:
- Battle Dancer
- Jester
- Urban Druid
- No prestige class may be taken without first meeting an NPC trainer in-game.
- Aerial Avenger is a newly available prestige class
- Cerebrex is a newly available prestige class
- Fleet Runner of Ehlonna is a newly available prestige class
- Flux Adept is a newly available prestige class
- Force Missile Mage is a newly available prestige class
- Monk of the Enabled Hand is a newly available prestige class
- Osteomancer is a newly available prestige class
- The skills and skill usages described on pp. 93-96 are available.
- Camouflage Netting as described on p. 95 is a newly available non-magical item. A Colossal netting can cover up to a 30-ft tall structure, and such a structure can hold up to 77 small or medium creatures without squeezing (3 floors of 36, 25, and 16 squares each). However, if not using a structure, up to 36 small or medium creatures on the ground can be covered by Colossal netting without squeezing.
- Ballista Proficiency, Block Arrow, Coordinated Shot, Expert Siege Engineer, Guerrilla Scout, Guerrilla Warrior, Mounted Mobility, and Shield Wall are newly available feats.
- No other classes, feats, alternate class features, races, spells, or equipment are available at this time.
- The Archivist is a newly available core class.
- Archivists may not use new spells in HH at this level, they can only learn spells other divine casting classes have access to. It cannot learn spells from Dread Necromancer because Dread Necromancer is an arcane class.
- Archivists follow the same rules as Wizards and Wu Jen for adding spells to their book (spellbook in the case of Wizard, prayerbook in the case of Archivist).
- The Dread Necromancer is a newly available core class.
- Dread Necromancers are not required to be non-good. However, using the Dread Necromancer class abilities Charnel Touch, Rebuke Undead, Negative Energy Burst, Fear Aura, Scabrous Touch, and Enervating Touch have the same affect on alignment as casting a spell with the [Evil] descriptor.
- The Lich Transformation class feature has exactly the benefits described in the class feature and no others. You do not gain the Lich template on top of the benefits listed. For purposes of this campaign, this class feature is optional and is a very evil act.
- Dread Necromancers may use new spells in HH that are on the Dread Necromancer spell list. Other classes may not use these spells at this character level even if they are on that class's list unless otherwise noted in these rules.
- No other classes, feats, alternate class features, races, spells, or equipment are available at this time.
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