Point Buy Costs | ||
---|---|---|
Points Spent | Score | Modifier |
0 | 8 | -1 |
1 | 9 | -1 |
2 | 10 | $-$ |
3 | 11 | $-$ |
4 | 12 | +1 |
5 | 13 | +1 |
6 | 14 | +2 |
8 | 15 | +2 |
10 | 16 | +3 |
13 | 17 | +3 |
16 | 18 | +4 |
The rules for character creation are as follows:
- Stats are generated in one of the following ways
- The player makes 6 rolls, one for each of the stats, witnessed by a Dungeon Master. The rolls are made by 4 6-sided dice with the lowest die in each set of 4 being discarded (4D6 drop-the-lowest). Once the player has 6 rolls, any roll that was below 12, is increased to 12. This method can only be used for character creation during a module with a KotD GM present.
- Alternately, the player may use a 30-point point buy as detailed in the Dungeons and Dragons v3.5 Dungeon Master’s Guide (DMG) on page 169.
- For each of the 6 stats, assign a number of points using the table to the right, so that the total of the points spent equals 30.
- Stats may not be less than 8 or more than 18 using this method.
- All stats are adjusted by Race afterward, so racial adjustments could take an 8 to a 6 or an 18 to a 20 or further if using a non-PHB race with a higher level pre-generated character.
- All rolls and point cost are determined by the stats before applying racial modifiers.
- The player is allowed to buy equipment at book prices when creating a new character.
- The player may buy all the equipment from a class's starting package for the cost of the average starting gold for that class.
- For example, the equipment (including the gold) from the Fighter starting package would cost 150 gp.
- Another example, the equipment (including the gold) from the Monk starting package would cost 12 gp 5 sp.
- The Player may only buy one starting package.
- The entry for the Alchemist's Lab is modified to read: An alchemist’s lab always has the perfect tool for making alchemical items, beyond what even a set of masterwork artisan's tools (alchemical) provides, so it provides a +4 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Please note that the +2 cicumstance bonus that masterwork artisan's tools (alchemical) provide will not stack with the bonus provided by the Alchemist's Lab.
- Writing a New Spell Into a Spellbook - use the process described on p.178 of the PHB with the following exception - there are no special materials/cost required.
- The player may buy all the equipment from a class's starting package for the cost of the average starting gold for that class.
- Unless the player is recreating a sufficiently high level character that has been killed or retired, they are limited to using the books accessible at their level and below. Races are shown at the level they first become playable. The races from the Dungeons and Dragons v3.5 Player’s Handbook (PHB) are all playable from first level.
- 1st Level
- 2nd Level
- 3rd Level
- 4th Level
- 5th Level
- 6th Level
- 7th Level
- 8th Level
- 9th Level
- 10th Level
- 11th Level
- 12th Level
- 13th Level
- 14th Level
- 15th Level
- 16th Level
- At this level the player is limited to only using material from the Dungeons and Dragons v3.5 Player’s Handbook (PHB). This material is also available in the System Resource Document (SRD). At this time, a player can only use part of the SRD for creating a character (specifically the part that corresponds to the PHB).
- If the PHB refers to material presented in another book (such as the Monster Manual I), the player may use such material as required (such as the stat block for a pack animal if the player purchased one).
- The player starts with the maximum starting gold for their class as delineated in table 7-1 on page 111 of the PHB.
- The player starts with the maximum hitpoints for their class.
- The only alignment NOT available is Chaotic Evil.
- Multiclassing XP penalties DO NOT apply, "Favored Class" is a mechanical roleplaying element that players may choose to ignore.
- 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)
- 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.
- Only PHB races are allowed when creating a 1st level character.
- This book may be used as reference for spells, class features, and items that refer to animals and monsters.
- 2nd-level characters start with 1,200 XP, and may not play in KotD modules #1 - #3.
- 2nd-level characters start with 900 GP as shown in the Character Wealth by Level table in the DMG (p. 135).
- The player now has access to the following books:
- 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.
- The player starts with gold for their level as delineated in table 5-1 on page 135 of the DMG.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Custom items built using the rules in the DMG can not be built during pre-generation.
- For the purposes of this campaign, the Amulet of Mighty Fists reads as follows:
Amulet of Mighty Fists
This amulet can be enchanted as if it were a melee weapon. It must have at least a +1 enhancement bonus. It follows the rules for enchanting melee weapons with the exception that all costs are increased by 50%. As such it can have as much as a +5 enhancement bonus, and up to a further +5 in melee weapon special abilities. It may not have dancing, throwing, or any other ability that relies on the weapon being separate from the body. It has room for one weapon augment crystal (see MIC).
When you place this amulet around your neck, pick one natural weapon type, or pick unarmed strike. The chosen melee attack gains the weapon enhancements from the amulet. The effect ends when you remove the amulet. You may change the chosen attack type by removing the amulet and replacing it. This is a move action that provokes attacks of opportunity.
You may increase the type of attacks affected by reducing the Enhancement bonus (down to a minimum of +1); for each 1 you reduce the Enhancement bonus by, choose an additional melee natural weapon or unarmed trike that this amulet affects. You may not reduce/remove special abilities in order to increase the types of attacks affected.
The caster level of this item with a special ability is given in the description of the special ability. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.Faint evocation; CL See Text; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 (+6), 147,000 (+7), 192,000 (+8), 243,000 (+9), 300,000 (+10)
- A character may not have more than 1 template applied.
- No creatures with more than 1 racial hit die or 1 level of adjustment may be taken for a 2nd level character.
- Dwarf, Duergar (Non-Psionic) is a newly available race.
- Goblin is a newly available race.
- Elf, Grey is a newly available race.
- Elf, Wild is a newly available race.
- Elf, Wood is a newly available race.
- Gnome, Forest is a newly available race.
- Halfling, Deep is a newly available race.
- Halfling, Tallfellow is a newly available race.
- Hobgoblin is a newly available race.
- Kobold is a newly available race.
- Merfolk is a newly available race.
- Orc is a newly available race.
- Planetouched, Aasimar is a newly available race.
- Planetouched, Tiefling is a newly available race.
- In addition races chosen must comply with the rules outlined in the SRD.
- Non-MM Races from the SRD (such as the Blue from the XPH) are not allowed at these levels.
- You are also subject to additional restrictions listed Here
- 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 Catfolk race is superseded by the revised version listed in the Races of the Wild, and not available to a 2nd or 3rd level character.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- 3rd-level characters start with 3,300 XP, and may not play in KotD modules #1 - #6.
- 3rd-level characters start with 2,700 GP as shown in the Character Wealth by Level table in the DMG (p. 135).
- The player now has access to the following books:
- 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.
- The player starts with gold for their level as delineated in table 5-1 on page 135 of the DMG.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Custom items built using the rules in the DMG can not be built during pre-generation.
- For the purposes of this campaign, the Amulet of Mighty Fists reads as follows:
Amulet of Mighty Fists
This amulet can be enchanted as if it were a melee weapon. It must have at least a +1 enhancement bonus. It follows the rules for enchanting melee weapons with the exception that all costs are increased by 50%. As such it can have as much as a +5 enhancement bonus, and up to a further +5 in melee weapon special abilities. It may not have dancing, throwing, or any other ability that relies on the weapon being separate from the body. It has room for one weapon augment crystal (see MIC).
When you place this amulet around your neck, pick one natural weapon type, or pick unarmed strike. The chosen melee attack gains the weapon enhancements from the amulet. The effect ends when you remove the amulet. You may change the chosen attack type by removing the amulet and replacing it. This is a move action that provokes attacks of opportunity.
You may increase the type of attacks affected by reducing the Enhancement bonus (down to a minimum of +1); for each 1 you reduce the Enhancement bonus by, choose an additional melee natural weapon or unarmed trike that this amulet affects. You may not reduce/remove special abilities in order to increase the types of attacks affected.
The caster level of this item with a special ability is given in the description of the special ability. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.Faint evocation; CL See Text; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 (+6), 147,000 (+7), 192,000 (+8), 243,000 (+9), 300,000 (+10)
- A character may not have more than 1 template applied.
- A character may not have more than 1 template applied.
- No creatures with more than 2 racial hit dice or 2 levels of adjustment or 1 racial hit die + 1 level of adjustment may be taken for a 3rd level character.
- Elf, Drow is a newly available race.
- Githyanki is a newly available race.
- Githzerai is a newly available race.
- Celestial Creature is not an available template at this time.
- Fiendish Creature is not an available template at this time.
- In addition races chosen must comply with the rules outlined in the SRD.
- Non-MM Races from the SRD (such as the Blue from the XPH) are not allowed at these levels.
- You are also subject to additional restrictions listed Here
- 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 Catfolk race is superseded by the revised version listed in the Races of the Wild, and not available to a 2nd or 3rd level character.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- 4th-level characters start with 6,300 XP, and may not play in KotD modules #1 - #9.
- 4th-level characters start with 5,400 GP as shown in the Character Wealth by Level table in the DMG (p. 135).
- The player now has access to the following books:
- 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.
- The player starts with gold for their level as delineated in table 5-1 on page 135 of the DMG.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Custom items built using the rules in the DMG can not be built during pre-generation.
- For the purposes of this campaign, the Amulet of Mighty Fists reads as follows:
Amulet of Mighty Fists
This amulet can be enchanted as if it were a melee weapon. It must have at least a +1 enhancement bonus. It follows the rules for enchanting melee weapons with the exception that all costs are increased by 50%. As such it can have as much as a +5 enhancement bonus, and up to a further +5 in melee weapon special abilities. It may not have dancing, throwing, or any other ability that relies on the weapon being separate from the body. It has room for one weapon augment crystal (see MIC).
When you place this amulet around your neck, pick one natural weapon type, or pick unarmed strike. The chosen melee attack gains the weapon enhancements from the amulet. The effect ends when you remove the amulet. You may change the chosen attack type by removing the amulet and replacing it. This is a move action that provokes attacks of opportunity.
You may increase the type of attacks affected by reducing the Enhancement bonus (down to a minimum of +1); for each 1 you reduce the Enhancement bonus by, choose an additional melee natural weapon or unarmed trike that this amulet affects. You may not reduce/remove special abilities in order to increase the types of attacks affected.
The caster level of this item with a special ability is given in the description of the special ability. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.Faint evocation; CL See Text; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 (+6), 147,000 (+7), 192,000 (+8), 243,000 (+9), 300,000 (+10)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 3 (racial hit dice and levels of adjustment) may be taken for a 4th level character.
- Gnoll is a newly available race.
- Gnome, Svirfneblin is a newly available race.
- Lizardfolk is a newly available race.
- Locathah is a newly available race.
- Sprite, Grig is a newly available race.
- Sprite, Nixie is a newly available race.
- Half-Dragon is a newly available template.
- In addition races chosen must comply with the rules outlined in the SRD.
- Non-MM Races from the SRD (such as the Blue from the XPH) are not allowed at these levels.
- You are also subject to additional restrictions listed Here
- 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 Catfolk race is superseded by the revised version listed in the Races of the Wild, and not available to a 2nd or 3rd level character.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Races found on pp. 5—7 are available
- No creatures with more than a combined total of 3 (racial hit dice and levels of adjustment) may be taken for a 4th level character.
- Aquatic Races
- Dwarf, Aquatic is a newly available race (SRD).
- Elf, Aquatic (UA) is a newly available race (SRD).
- Gnome, Aquatic is a newly available race (SRD).
- Goblin, Aquatic is a newly available race (SRD).
- Half-Elf, Aquatic is a newly available race (SRD).
- Half-Orc, Aquatic is a newly available race (SRD).
- Halfling, Aquatic is a newly available race (SRD).
- Human, Aquatic is a newly available race (SRD).
- Kobold, Aquatic is a newly available race (SRD).
- Orc, Aquatic is a newly available race (SRD).
- Arctic Races
- Dwarf, Arctic is a newly available race (SRD).
- Elf, Arctic is a newly available race (SRD).
- Gnome, Arctic is a newly available race (SRD).
- Goblin, Arctic is a newly available race (SRD).
- Half-Elf, Arctic is a newly available race (SRD).
- Half-Orc, Arctic is a newly available race (SRD).
- Halfling, Arctic is a newly available race (SRD).
- Kobold, Arctic is a newly available race (SRD).
- Orc, Arctic is a newly available race (SRD).
- Desert Races
- Dwarf, Desert is a newly available race (SRD).
- Elf, Desert is a newly available race (SRD).
- Gnome, Desert is a newly available race (SRD).
- Goblin, Desert is a newly available race (SRD).
- Half-Elf, Desert is a newly available race (SRD).
- Half-Orc, Desert is a newly available race (SRD).
- Halfling, Desert is a newly available race (SRD).
- Kobold, Desert is a newly available race (SRD).
- Orc, Desert is a newly available race (SRD).
- Jungle Races
- Dwarf, Jungle is a newly available race (SRD).
- Elf, Jungle is a newly available race (SRD).
- Gnome, Jungle is a newly available race (SRD).
- Goblin, Jungle is a newly available race (SRD).
- Half-Elf, Jungle is a newly available race (SRD).
- Half-Orc, Jungle is a newly available race (SRD).
- Halfling, Jungle is a newly available race (SRD).
- Kobold, Jungle is a newly available race (SRD).
- Orc, Jungle is a newly available race (SRD).
- Races of Air
- Races of Earth
- Races of Fire
- Races of Water
- Aquatic Races
- 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.
- Dungeons & Dragons v3.5 Complete Adventurer (CAd)
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The 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.
- Dungeons & Dragons v3.5 Complete Arcane (CAr)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Warlock: 100 gp.
- Warmage: 75 gp.
- Wu Jen: 75 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- Dungeons & Dragons v3.5 Complete Divine (CD)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Multiple Nightsticks do not "stack."
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Complete Warrior (CW)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Hexblade: 150 gp.
- Samurai: 50 gp.
- Swashbuckler: 150 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- 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
- A double-weapon only has a single slot for an augment crystal, the effect of the crystal will affect both parts of the weapon.
- In addition to what's found in the book, the following properties are available:
Modular (Least)
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 1st
Aura: Faint; (DC 15) Transmutation
Activation: —Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
This object has the capability of attaching an additional augment crystal. When used on a double-weapon, the augment crystal only affects the part of the weapon for which this property was taken. An augment crystal attached to this slot is limited to being a least crystal. You may add this property more than once to have more slots.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Lesser) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 9th
Aura: Moderate; (DC 19) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least)Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
One of the slots created by Modular (Least) now can accept up to a lesser crystal. You may add this property more than once, up to the number of times you've taken Modular (Least). Each time you add this property another slot created by another Modular (Least) property can now accept a lesser crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Greater) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 17th
Aura: Strong; (DC 23) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least), Modular (Lesser)
Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.One of the slots created by Modular (Least) and upgraded by Modular (Lesser) now can accept up to a greater crystal. You may add this property more than once (although to do so would require an epic item), up to the number of times you've taken Modular (Lesser). Each time you add this property another slot created by another Modular (Least) property and upgraded by Modular (Lesser) property can now accept a greater crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
- 5th-level characters start with 10,200 XP, and may not play in KotD modules #1 - #12.
- 5th-level characters start with 9,000 GP as shown in the Character Wealth by Level table in the DMG (p. 135).
- The player now has access to the following books:
- 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.
- 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.
- The player starts with gold for their level as delineated in table 5-1 on page 135 of the DMG.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Custom items built using the rules in the DMG can not be built during pre-generation.
- For the purposes of this campaign, the Amulet of Mighty Fists reads as follows:
Amulet of Mighty Fists
This amulet can be enchanted as if it were a melee weapon. It must have at least a +1 enhancement bonus. It follows the rules for enchanting melee weapons with the exception that all costs are increased by 50%. As such it can have as much as a +5 enhancement bonus, and up to a further +5 in melee weapon special abilities. It may not have dancing, throwing, or any other ability that relies on the weapon being separate from the body. It has room for one weapon augment crystal (see MIC).
When you place this amulet around your neck, pick one natural weapon type, or pick unarmed strike. The chosen melee attack gains the weapon enhancements from the amulet. The effect ends when you remove the amulet. You may change the chosen attack type by removing the amulet and replacing it. This is a move action that provokes attacks of opportunity.
You may increase the type of attacks affected by reducing the Enhancement bonus (down to a minimum of +1); for each 1 you reduce the Enhancement bonus by, choose an additional melee natural weapon or unarmed trike that this amulet affects. You may not reduce/remove special abilities in order to increase the types of attacks affected.
The caster level of this item with a special ability is given in the description of the special ability. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.Faint evocation; CL See Text; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 (+6), 147,000 (+7), 192,000 (+8), 243,000 (+9), 300,000 (+10)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 4 (racial hit dice and levels of adjustment) may be taken for a 5th level character.
- Bugbear is a newly available race.
- Grimlock is a newly available race.
- Sahuagin (two-armed) is a newly available race.
- Sprite, Pixie without "Irresistable Dance" is a newly available race.
- Troglodyte is a newly available race.
- Half-Celestial is a newly available template.
- Half-Fiend is a newly available template.
- Demon, Dretch is not available as a race due to being from the Abyss.
- Lich is not an available template at this time.
- Lycanthrope is not an available template at this time.
- In addition races chosen must comply with the rules outlined in the SRD.
- Non-MM Races from the SRD (such as the Blue from the XPH) are not allowed at these levels.
- You are also subject to additional restrictions listed Here
- 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 Catfolk race is superseded by the revised version listed in the Races of the Wild, and not available to a 2nd or 3rd level character.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Races found on pp. 5—7 are available
- No creatures with more than a combined total of 3 (racial hit dice and levels of adjustment) may be taken for a 4th level character.
- Aquatic Races
- Dwarf, Aquatic is a newly available race (SRD).
- Elf, Aquatic (UA) is a newly available race (SRD).
- Gnome, Aquatic is a newly available race (SRD).
- Goblin, Aquatic is a newly available race (SRD).
- Half-Elf, Aquatic is a newly available race (SRD).
- Half-Orc, Aquatic is a newly available race (SRD).
- Halfling, Aquatic is a newly available race (SRD).
- Human, Aquatic is a newly available race (SRD).
- Kobold, Aquatic is a newly available race (SRD).
- Orc, Aquatic is a newly available race (SRD).
- Arctic Races
- Dwarf, Arctic is a newly available race (SRD).
- Elf, Arctic is a newly available race (SRD).
- Gnome, Arctic is a newly available race (SRD).
- Goblin, Arctic is a newly available race (SRD).
- Half-Elf, Arctic is a newly available race (SRD).
- Half-Orc, Arctic is a newly available race (SRD).
- Halfling, Arctic is a newly available race (SRD).
- Kobold, Arctic is a newly available race (SRD).
- Orc, Arctic is a newly available race (SRD).
- Desert Races
- Dwarf, Desert is a newly available race (SRD).
- Elf, Desert is a newly available race (SRD).
- Gnome, Desert is a newly available race (SRD).
- Goblin, Desert is a newly available race (SRD).
- Half-Elf, Desert is a newly available race (SRD).
- Half-Orc, Desert is a newly available race (SRD).
- Halfling, Desert is a newly available race (SRD).
- Kobold, Desert is a newly available race (SRD).
- Orc, Desert is a newly available race (SRD).
- Jungle Races
- Dwarf, Jungle is a newly available race (SRD).
- Elf, Jungle is a newly available race (SRD).
- Gnome, Jungle is a newly available race (SRD).
- Goblin, Jungle is a newly available race (SRD).
- Half-Elf, Jungle is a newly available race (SRD).
- Half-Orc, Jungle is a newly available race (SRD).
- Halfling, Jungle is a newly available race (SRD).
- Kobold, Jungle is a newly available race (SRD).
- Orc, Jungle is a newly available race (SRD).
- Races of Air
- Races of Earth
- Races of Fire
- Races of Water
- Aquatic Races
- 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.
- Dungeons & Dragons v3.5 Complete Adventurer (CAd)
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The 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.
- Dungeons & Dragons v3.5 Complete Arcane (CAr)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Warlock: 100 gp.
- Warmage: 75 gp.
- Wu Jen: 75 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- Dungeons & Dragons v3.5 Complete Divine (CD)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Multiple Nightsticks do not "stack."
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Complete Warrior (CW)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Hexblade: 150 gp.
- Samurai: 50 gp.
- Swashbuckler: 150 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- 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
- A double-weapon only has a single slot for an augment crystal, the effect of the crystal will affect both parts of the weapon.
- In addition to what's found in the book, the following properties are available:
Modular (Least)
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 1st
Aura: Faint; (DC 15) Transmutation
Activation: —Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
This object has the capability of attaching an additional augment crystal. When used on a double-weapon, the augment crystal only affects the part of the weapon for which this property was taken. An augment crystal attached to this slot is limited to being a least crystal. You may add this property more than once to have more slots.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Lesser) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 9th
Aura: Moderate; (DC 19) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least)Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
One of the slots created by Modular (Least) now can accept up to a lesser crystal. You may add this property more than once, up to the number of times you've taken Modular (Least). Each time you add this property another slot created by another Modular (Least) property can now accept a lesser crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Greater) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 17th
Aura: Strong; (DC 23) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least), Modular (Lesser)
Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.One of the slots created by Modular (Least) and upgraded by Modular (Lesser) now can accept up to a greater crystal. You may add this property more than once (although to do so would require an epic item), up to the number of times you've taken Modular (Lesser). Each time you add this property another slot created by another Modular (Least) property and upgraded by Modular (Lesser) property can now accept a greater crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
- 6th-level characters start with 15,000 XP, and may not play in KotD modules #1 - #15.
- 6th-level characters start with 13,000 GP as shown in the Character Wealth by Level table in the DMG (p. 135).
- The player now has access to the following books:
- 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.
- The player starts with gold for their level as delineated in table 5-1 on page 135 of the DMG.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The "Leadership" feat is subject to the the following modification for this campaign: "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."
- Custom items built using the rules in the DMG can not be built during pre-generation.
- For the purposes of this campaign, the Amulet of Mighty Fists reads as follows:
Amulet of Mighty Fists
This amulet can be enchanted as if it were a melee weapon. It must have at least a +1 enhancement bonus. It follows the rules for enchanting melee weapons with the exception that all costs are increased by 50%. As such it can have as much as a +5 enhancement bonus, and up to a further +5 in melee weapon special abilities. It may not have dancing, throwing, or any other ability that relies on the weapon being separate from the body. It has room for one weapon augment crystal (see MIC).
When you place this amulet around your neck, pick one natural weapon type, or pick unarmed strike. The chosen melee attack gains the weapon enhancements from the amulet. The effect ends when you remove the amulet. You may change the chosen attack type by removing the amulet and replacing it. This is a move action that provokes attacks of opportunity.
You may increase the type of attacks affected by reducing the Enhancement bonus (down to a minimum of +1); for each 1 you reduce the Enhancement bonus by, choose an additional melee natural weapon or unarmed trike that this amulet affects. You may not reduce/remove special abilities in order to increase the types of attacks affected.
The caster level of this item with a special ability is given in the description of the special ability. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.Faint evocation; CL See Text; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 (+6), 147,000 (+7), 192,000 (+8), 243,000 (+9), 300,000 (+10)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 5 (racial hit dice and levels of adjustment) may be taken for a 6th level character.
- Kuo-Toa is a newly available race.
- Sahuagin (four-armed) is a newly available race.
- Triton is a newly available race.
- Lycanthrope, Wererat (Natural) is a newly available template option.
- Lycanthrope, Werewolf (Natural) is a newly available template option.
- Dragon, Wyrmling White is not available as a race. They may be taken as cohorts subject to those restrictions.
- Krenshar are not available as a race. They may be taken as cohorts subject to those restrictions.
- Pseudodragon is not available as a race. They may be taken as cohorts subject to those restrictions.
- Worg is not available as a race. They may be taken as cohorts subject to those restrictions.
- Derro are not available as a race until at least one is restored to sanity during the campaign.
- Ghost is not an available template at this time.
- In addition races chosen must comply with the rules outlined in the SRD.
- Non-MM Races from the SRD (such as the Blue from the XPH) are not allowed at these levels.
- You are also subject to additional restrictions listed Here
- 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 Catfolk race is superseded by the revised version listed in the Races of the Wild, and not available to a 2nd or 3rd level character.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Races found on pp. 5—7 are available
- No creatures with more than a combined total of 3 (racial hit dice and levels of adjustment) may be taken for a 4th level character.
- Aquatic Races
- Dwarf, Aquatic is a newly available race (SRD).
- Elf, Aquatic (UA) is a newly available race (SRD).
- Gnome, Aquatic is a newly available race (SRD).
- Goblin, Aquatic is a newly available race (SRD).
- Half-Elf, Aquatic is a newly available race (SRD).
- Half-Orc, Aquatic is a newly available race (SRD).
- Halfling, Aquatic is a newly available race (SRD).
- Human, Aquatic is a newly available race (SRD).
- Kobold, Aquatic is a newly available race (SRD).
- Orc, Aquatic is a newly available race (SRD).
- Arctic Races
- Dwarf, Arctic is a newly available race (SRD).
- Elf, Arctic is a newly available race (SRD).
- Gnome, Arctic is a newly available race (SRD).
- Goblin, Arctic is a newly available race (SRD).
- Half-Elf, Arctic is a newly available race (SRD).
- Half-Orc, Arctic is a newly available race (SRD).
- Halfling, Arctic is a newly available race (SRD).
- Kobold, Arctic is a newly available race (SRD).
- Orc, Arctic is a newly available race (SRD).
- Desert Races
- Dwarf, Desert is a newly available race (SRD).
- Elf, Desert is a newly available race (SRD).
- Gnome, Desert is a newly available race (SRD).
- Goblin, Desert is a newly available race (SRD).
- Half-Elf, Desert is a newly available race (SRD).
- Half-Orc, Desert is a newly available race (SRD).
- Halfling, Desert is a newly available race (SRD).
- Kobold, Desert is a newly available race (SRD).
- Orc, Desert is a newly available race (SRD).
- Jungle Races
- Dwarf, Jungle is a newly available race (SRD).
- Elf, Jungle is a newly available race (SRD).
- Gnome, Jungle is a newly available race (SRD).
- Goblin, Jungle is a newly available race (SRD).
- Half-Elf, Jungle is a newly available race (SRD).
- Half-Orc, Jungle is a newly available race (SRD).
- Halfling, Jungle is a newly available race (SRD).
- Kobold, Jungle is a newly available race (SRD).
- Orc, Jungle is a newly available race (SRD).
- Races of Air
- Races of Earth
- Races of Fire
- Races of Water
- Aquatic Races
- 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.
- Dungeons & Dragons v3.5 Complete Adventurer (CAd)
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The 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.
- Dungeons & Dragons v3.5 Complete Arcane (CAr)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Warlock: 100 gp.
- Warmage: 75 gp.
- Wu Jen: 75 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- Dungeons & Dragons v3.5 Complete Divine (CD)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Multiple Nightsticks do not "stack."
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Complete Warrior (CW)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Hexblade: 150 gp.
- Samurai: 50 gp.
- Swashbuckler: 150 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- 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
- A double-weapon only has a single slot for an augment crystal, the effect of the crystal will affect both parts of the weapon.
- In addition to what's found in the book, the following properties are available:
Modular (Least)
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 1st
Aura: Faint; (DC 15) Transmutation
Activation: —Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
This object has the capability of attaching an additional augment crystal. When used on a double-weapon, the augment crystal only affects the part of the weapon for which this property was taken. An augment crystal attached to this slot is limited to being a least crystal. You may add this property more than once to have more slots.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Lesser) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 9th
Aura: Moderate; (DC 19) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least)Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
One of the slots created by Modular (Least) now can accept up to a lesser crystal. You may add this property more than once, up to the number of times you've taken Modular (Least). Each time you add this property another slot created by another Modular (Least) property can now accept a lesser crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Greater) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 17th
Aura: Strong; (DC 23) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least), Modular (Lesser)
Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.One of the slots created by Modular (Least) and upgraded by Modular (Lesser) now can accept up to a greater crystal. You may add this property more than once (although to do so would require an epic item), up to the number of times you've taken Modular (Lesser). Each time you add this property another slot created by another Modular (Least) property and upgraded by Modular (Lesser) property can now accept a greater crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
- Dungeons & Dragons v3.5 Player's Handbook II (PH2)
- 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 Beguiler is a newly available core class.
- Dungeons & Dragons v3.5 Cityscape (Ci)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Ebonmar Infiltrator prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Dungeonscape (Du)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Dungeon Lord prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Frostburn (Fr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Sandstorm (Sa)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Draconomicon (Dr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- The "Dragon Cohort" feat is subject to the the following modification for this campaign: "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."
- The restriction can be avoided only when selecting Non-True Dragons, i.e. Dragonnel, Dragon Turtle, Pseudodragon, Wyvern
- The "Sense Weakness" feat is not available.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- It is strongly recommended you do not make a 7th level character, module availability will be such that it will not be necessary
- 7th-level characters start with 22,800 XP, and may not play in KotD modules #1 - #19.
- 7th-level characters start with 19,000 GP as shown in the Character Wealth by Level table in the DMG (p. 135).
- The player now has access to the following books:
- 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.
- The player starts with gold for their level as delineated in table 5-1 on page 135 of the DMG.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The "Leadership" feat is subject to the the following modification for this campaign: "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."
- Custom items built using the rules in the DMG can not be built during pre-generation.
- For the purposes of this campaign, the Amulet of Mighty Fists reads as follows:
Amulet of Mighty Fists
This amulet can be enchanted as if it were a melee weapon. It must have at least a +1 enhancement bonus. It follows the rules for enchanting melee weapons with the exception that all costs are increased by 50%. As such it can have as much as a +5 enhancement bonus, and up to a further +5 in melee weapon special abilities. It may not have dancing, throwing, or any other ability that relies on the weapon being separate from the body. It has room for one weapon augment crystal (see MIC).
When you place this amulet around your neck, pick one natural weapon type, or pick unarmed strike. The chosen melee attack gains the weapon enhancements from the amulet. The effect ends when you remove the amulet. You may change the chosen attack type by removing the amulet and replacing it. This is a move action that provokes attacks of opportunity.
You may increase the type of attacks affected by reducing the Enhancement bonus (down to a minimum of +1); for each 1 you reduce the Enhancement bonus by, choose an additional melee natural weapon or unarmed trike that this amulet affects. You may not reduce/remove special abilities in order to increase the types of attacks affected.
The caster level of this item with a special ability is given in the description of the special ability. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.Faint evocation; CL See Text; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 (+6), 147,000 (+7), 192,000 (+8), 243,000 (+9), 300,000 (+10)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 6 (racial hit dice and levels of adjustment) may be taken for a 7th level character.
- Centaur is a newly available race.
- Ogre is a newly available race.
- Skum is a newly available race.
- Sprite, Pixie with "Irresistable Dance" is a newly available race.
- Yuan-Ti Pureblood is a newly available race.
- Lycanthrope, Wereboar (Natural) is a newly available template option.
- Blink Dog is not available as a race. They may be taken as cohorts subject to those restrictions.
- Dragon, Wyrmling Brass is not available as a race. They may be taken as cohorts subject to those restrictions.
- Eagle, Giant is not available as a race. They may be taken as cohorts subject to those restrictions.
- Mephit, Air is not available as a race due to being from the Elemental Plane of Air. They may be taken as cohorts subject to those restrictions.
- Mephit, Dust is not available as a race due to being from the Quasi-elemental Plane of Dust. They may be taken as cohorts subject to those restrictions.
- Mephit, Earth is not available as a race due to being from the Elemental Plane of Earth. They may be taken as cohorts subject to those restrictions.
- Mephit, Fire is not available as a race due to being from the Elemental Plane of Fire. They may be taken as cohorts subject to those restrictions.
- Mephit, Ice is not available as a race due to being from the Para-elemental Plane of Ice. They may be taken as cohorts subject to those restrictions.
- Mephit, Magma is not available as a race due to being from the Para-elemental Plane of Magma. They may be taken as cohorts subject to those restrictions.
- Mephit, Ooze is not available as a race due to being from the Para-elemental Plane of Ooze. They may be taken as cohorts subject to those restrictions.
- Mephit, Salt is not available as a race due to being from the Quasi-elemental Plane of Salt. They may be taken as cohorts subject to those restrictions.
- Mephit, Steam is not available as a race due to being from the Quasi-elemental Plane of Steam. They may be taken as cohorts subject to those restrictions.
- Mephit, Water is not available as a race due to being from the Elemental Plane of Water. They may be taken as cohorts subject to those restrictions.
- Owl, Giant is not available as a race. They may be taken as cohorts subject to those restrictions.
- Owlbear is not available as a race. They may be taken as cohorts subject to those restrictions.
- Yeth Hound is not available as a race. They may be taken as cohorts subject to those restrictions.
- Azer is not available as a race due to being from the Elemental Plane of Fire.
- In addition races chosen must comply with the rules outlined in the SRD.
- Non-MM Races from the SRD (such as the Blue from the XPH) are not allowed at these levels.
- You are also subject to additional restrictions listed Here
- 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 Catfolk race is superseded by the revised version listed in the Races of the Wild, and not available to a 2nd or 3rd level character.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Races found on pp. 5—7 are available
- No creatures with more than a combined total of 3 (racial hit dice and levels of adjustment) may be taken for a 4th level character.
- Aquatic Races
- Dwarf, Aquatic is a newly available race (SRD).
- Elf, Aquatic (UA) is a newly available race (SRD).
- Gnome, Aquatic is a newly available race (SRD).
- Goblin, Aquatic is a newly available race (SRD).
- Half-Elf, Aquatic is a newly available race (SRD).
- Half-Orc, Aquatic is a newly available race (SRD).
- Halfling, Aquatic is a newly available race (SRD).
- Human, Aquatic is a newly available race (SRD).
- Kobold, Aquatic is a newly available race (SRD).
- Orc, Aquatic is a newly available race (SRD).
- Arctic Races
- Dwarf, Arctic is a newly available race (SRD).
- Elf, Arctic is a newly available race (SRD).
- Gnome, Arctic is a newly available race (SRD).
- Goblin, Arctic is a newly available race (SRD).
- Half-Elf, Arctic is a newly available race (SRD).
- Half-Orc, Arctic is a newly available race (SRD).
- Halfling, Arctic is a newly available race (SRD).
- Kobold, Arctic is a newly available race (SRD).
- Orc, Arctic is a newly available race (SRD).
- Desert Races
- Dwarf, Desert is a newly available race (SRD).
- Elf, Desert is a newly available race (SRD).
- Gnome, Desert is a newly available race (SRD).
- Goblin, Desert is a newly available race (SRD).
- Half-Elf, Desert is a newly available race (SRD).
- Half-Orc, Desert is a newly available race (SRD).
- Halfling, Desert is a newly available race (SRD).
- Kobold, Desert is a newly available race (SRD).
- Orc, Desert is a newly available race (SRD).
- Jungle Races
- Dwarf, Jungle is a newly available race (SRD).
- Elf, Jungle is a newly available race (SRD).
- Gnome, Jungle is a newly available race (SRD).
- Goblin, Jungle is a newly available race (SRD).
- Half-Elf, Jungle is a newly available race (SRD).
- Half-Orc, Jungle is a newly available race (SRD).
- Halfling, Jungle is a newly available race (SRD).
- Kobold, Jungle is a newly available race (SRD).
- Orc, Jungle is a newly available race (SRD).
- Races of Air
- Races of Earth
- Races of Fire
- Races of Water
- Aquatic Races
- 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.
- Dungeons & Dragons v3.5 Complete Adventurer (CAd)
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The 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.
- Dungeons & Dragons v3.5 Complete Arcane (CAr)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Warlock: 100 gp.
- Warmage: 75 gp.
- Wu Jen: 75 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- Dungeons & Dragons v3.5 Complete Divine (CD)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Multiple Nightsticks do not "stack."
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Complete Warrior (CW)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Hexblade: 150 gp.
- Samurai: 50 gp.
- Swashbuckler: 150 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- 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
- A double-weapon only has a single slot for an augment crystal, the effect of the crystal will affect both parts of the weapon.
- In addition to what's found in the book, the following properties are available:
Modular (Least)
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 1st
Aura: Faint; (DC 15) Transmutation
Activation: —Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
This object has the capability of attaching an additional augment crystal. When used on a double-weapon, the augment crystal only affects the part of the weapon for which this property was taken. An augment crystal attached to this slot is limited to being a least crystal. You may add this property more than once to have more slots.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Lesser) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 9th
Aura: Moderate; (DC 19) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least)Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
One of the slots created by Modular (Least) now can accept up to a lesser crystal. You may add this property more than once, up to the number of times you've taken Modular (Least). Each time you add this property another slot created by another Modular (Least) property can now accept a lesser crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Greater) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 17th
Aura: Strong; (DC 23) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least), Modular (Lesser)
Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.One of the slots created by Modular (Least) and upgraded by Modular (Lesser) now can accept up to a greater crystal. You may add this property more than once (although to do so would require an epic item), up to the number of times you've taken Modular (Lesser). Each time you add this property another slot created by another Modular (Least) property and upgraded by Modular (Lesser) property can now accept a greater crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
- Dungeons & Dragons v3.5 Player's Handbook II (PH2)
- 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 Beguiler is a newly available core class.
- Dungeons & Dragons v3.5 Cityscape (Ci)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Ebonmar Infiltrator prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Dungeonscape (Du)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Dungeon Lord prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Frostburn (Fr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Sandstorm (Sa)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Draconomicon (Dr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- The "Dragon Cohort" feat is subject to the the following modification for this campaign: "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."
- The restriction can be avoided only when selecting Non-True Dragons, i.e. Dragonnel, Dragon Turtle, Pseudodragon, Wyvern
- The "Sense Weakness" feat is not available.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 8th-level characters start with 29,700 XP, and may not play in KotD modules #1 - #22.
- 8th-level characters start with 27,000 GP as shown in the Character Wealth by Level table in the DMG (p. 135).
- The player now has access to the following books:
- 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.
- The player starts with gold for their level as delineated in table 5-1 on page 135 of the DMG.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The "Leadership" feat is subject to the the following modification for this campaign: "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."
- Custom items built using the rules in the DMG can not be built during pre-generation.
- For the purposes of this campaign, the Amulet of Mighty Fists reads as follows:
Amulet of Mighty Fists
This amulet can be enchanted as if it were a melee weapon. It must have at least a +1 enhancement bonus. It follows the rules for enchanting melee weapons with the exception that all costs are increased by 50%. As such it can have as much as a +5 enhancement bonus, and up to a further +5 in melee weapon special abilities. It may not have dancing, throwing, or any other ability that relies on the weapon being separate from the body. It has room for one weapon augment crystal (see MIC).
When you place this amulet around your neck, pick one natural weapon type, or pick unarmed strike. The chosen melee attack gains the weapon enhancements from the amulet. The effect ends when you remove the amulet. You may change the chosen attack type by removing the amulet and replacing it. This is a move action that provokes attacks of opportunity.
You may increase the type of attacks affected by reducing the Enhancement bonus (down to a minimum of +1); for each 1 you reduce the Enhancement bonus by, choose an additional melee natural weapon or unarmed trike that this amulet affects. You may not reduce/remove special abilities in order to increase the types of attacks affected.
The caster level of this item with a special ability is given in the description of the special ability. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.Faint evocation; CL See Text; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 (+6), 147,000 (+7), 192,000 (+8), 243,000 (+9), 300,000 (+10)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Satyr is a newly available race.
- Aranea is not available as a race. They may be taken as cohorts subject to those restrictions.
- Hell Hound is not available as a race. They may be taken as cohorts subject to those restrictions.
- Shadow Mastiff is not available as a race. They may be taken as cohorts subject to those restrictions.
- In addition races chosen must comply with the rules outlined in the SRD.
- Non-MM Races from the SRD (such as the Blue from the XPH) are not allowed at these levels.
- You are also subject to additional restrictions listed Here
- 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 Catfolk race is superseded by the revised version listed in the Races of the Wild, and not available to a 2nd or 3rd level character.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Races found on pp. 5—7 are available
- No creatures with more than a combined total of 3 (racial hit dice and levels of adjustment) may be taken for a 4th level character.
- Aquatic Races
- Dwarf, Aquatic is a newly available race (SRD).
- Elf, Aquatic (UA) is a newly available race (SRD).
- Gnome, Aquatic is a newly available race (SRD).
- Goblin, Aquatic is a newly available race (SRD).
- Half-Elf, Aquatic is a newly available race (SRD).
- Half-Orc, Aquatic is a newly available race (SRD).
- Halfling, Aquatic is a newly available race (SRD).
- Human, Aquatic is a newly available race (SRD).
- Kobold, Aquatic is a newly available race (SRD).
- Orc, Aquatic is a newly available race (SRD).
- Arctic Races
- Dwarf, Arctic is a newly available race (SRD).
- Elf, Arctic is a newly available race (SRD).
- Gnome, Arctic is a newly available race (SRD).
- Goblin, Arctic is a newly available race (SRD).
- Half-Elf, Arctic is a newly available race (SRD).
- Half-Orc, Arctic is a newly available race (SRD).
- Halfling, Arctic is a newly available race (SRD).
- Kobold, Arctic is a newly available race (SRD).
- Orc, Arctic is a newly available race (SRD).
- Desert Races
- Dwarf, Desert is a newly available race (SRD).
- Elf, Desert is a newly available race (SRD).
- Gnome, Desert is a newly available race (SRD).
- Goblin, Desert is a newly available race (SRD).
- Half-Elf, Desert is a newly available race (SRD).
- Half-Orc, Desert is a newly available race (SRD).
- Halfling, Desert is a newly available race (SRD).
- Kobold, Desert is a newly available race (SRD).
- Orc, Desert is a newly available race (SRD).
- Jungle Races
- Dwarf, Jungle is a newly available race (SRD).
- Elf, Jungle is a newly available race (SRD).
- Gnome, Jungle is a newly available race (SRD).
- Goblin, Jungle is a newly available race (SRD).
- Half-Elf, Jungle is a newly available race (SRD).
- Half-Orc, Jungle is a newly available race (SRD).
- Halfling, Jungle is a newly available race (SRD).
- Kobold, Jungle is a newly available race (SRD).
- Orc, Jungle is a newly available race (SRD).
- Races of Air
- Races of Earth
- Races of Fire
- Races of Water
- Aquatic Races
- 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.
- Dungeons & Dragons v3.5 Complete Adventurer (CAd)
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The 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.
- Dungeons & Dragons v3.5 Complete Arcane (CAr)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Warlock: 100 gp.
- Warmage: 75 gp.
- Wu Jen: 75 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- Dungeons & Dragons v3.5 Complete Divine (CD)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Multiple Nightsticks do not "stack."
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Complete Warrior (CW)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Hexblade: 150 gp.
- Samurai: 50 gp.
- Swashbuckler: 150 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- 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
- A double-weapon only has a single slot for an augment crystal, the effect of the crystal will affect both parts of the weapon.
- In addition to what's found in the book, the following properties are available:
Modular (Least)
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 1st
Aura: Faint; (DC 15) Transmutation
Activation: —Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
This object has the capability of attaching an additional augment crystal. When used on a double-weapon, the augment crystal only affects the part of the weapon for which this property was taken. An augment crystal attached to this slot is limited to being a least crystal. You may add this property more than once to have more slots.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Lesser) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 9th
Aura: Moderate; (DC 19) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least)Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
One of the slots created by Modular (Least) now can accept up to a lesser crystal. You may add this property more than once, up to the number of times you've taken Modular (Least). Each time you add this property another slot created by another Modular (Least) property can now accept a lesser crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Greater) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 17th
Aura: Strong; (DC 23) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least), Modular (Lesser)
Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.One of the slots created by Modular (Least) and upgraded by Modular (Lesser) now can accept up to a greater crystal. You may add this property more than once (although to do so would require an epic item), up to the number of times you've taken Modular (Lesser). Each time you add this property another slot created by another Modular (Least) property and upgraded by Modular (Lesser) property can now accept a greater crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
- Dungeons & Dragons v3.5 Player's Handbook II (PH2)
- 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 Beguiler is a newly available core class.
- Dungeons & Dragons v3.5 Cityscape (Ci)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Ebonmar Infiltrator prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Dungeonscape (Du)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Dungeon Lord prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Frostburn (Fr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Sandstorm (Sa)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Draconomicon (Dr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- The "Dragon Cohort" feat is subject to the the following modification for this campaign: "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."
- The restriction can be avoided only when selecting Non-True Dragons, i.e. Dragonnel, Dragon Turtle, Pseudodragon, Wyvern
- The "Sense Weakness" feat is not available.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Nothing may be taken from this book unless explicitly listed
- Feats:
- No feat may be taken from this book. Some of the feats listed in this book are available from other books.
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Abeil, Vassal is a newly available race. Please refer to the racial traits here.
- Bladeling is not available as a race due to being from Acheron.
- In addition races chosen must comply with the rules outlined in the SRD.
- Monster Manual III (MM3)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Changeling is a newly available race.
- Gnoll, Flind is a newly available race.
- Goatfolk (Ibixian) is a newly available race.
- Goblin, Forestkith is a newly available race.
- Kenku is a newly available race.
- Lizardfolk, Blackscale is a newly available race.
- Lizardfolk, Posion Dusk is a newly available race.
- Nycter is a newly available race.
- In addition races chosen must comply with the rules outlined in the SRD.
- You are also subject to additional restrictions listed Here
- Drow of the Underdark (DrU)
- 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.
- The Following Races are newly available:
- Elf, Albino Drow (Szarkai) is a newly available race.
- Goblinoid, Vril is a newly available race. See Errata for missing information. Vulnerability to Poison is a -4 to Saves vs the specific poisons listed.
- Dragon, Deep is not available as a race. They may be taken as cohorts subject to those restrictions.
- Quaggoth is not available as a race. The entry was poorly edited. My best guess is it has 4 racial HD, a +2 Level Adjustment, and the following adjustments to ability scores: +8 Str, +4 Con, -4 Int, +2 Wis. However, the stat blocks are contradictory.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Human, Illumian is a newly available race.
- For clarity, an Illumian may only ever have two Power Sigils, which make one Illumian Word. You get the first Power Sigil at character creation, and the second when you reach 2nd level in any class
- Human, Mongrelfolk is a newly available race.
- Human, Sea Kin is a newly available race.
- Human, Sharakim is a newly available race.
- Human, Skulk is a newly available race.
- The Skulk Monster Class is not available; in order to play a Skulk you must start as at least a 4th level character with 1 class level, 2 racial hit dice, and 1 level adjustment.
- Human, Underfolk is a newly available race.
- Ogre, Half-Ogre is a newly available race.
- Human, Illumian is a newly available race.
- 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.
- Races of Stone (RS)
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Dwarf, Dream is a newly available race.
- Goliath is a newly available race.
- Goliath, Feral Gargun is a newly available race.
- 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.
- Gnome, Chaos is a newly available race.
- Gnome, Whisper is a newly available race.
- Stonechild is a newly available race.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Iron Mind is not currently available
- 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 creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for an 8th level character.
- Raptoran is a newly available race.
- Catfolk is a newly available race.
- Killoren is a newly available race.
- 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: Woodland Stride 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
- Dragonborn of Bahamut is a newly available race.
- Spellscale is a newly available race.
- 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
- 9th-level characters start with 37,500 XP, and may not play in KotD modules #1 - #25.
- 9th-level characters start with 36,000 GP as shown in the Character Wealth by Level table in the DMG (p. 135).
- The player now has access to the following books:
- 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.
- The player starts with gold for their level as delineated in table 5-1 on page 135 of the DMG.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The "Leadership" feat is subject to the the following modification for this campaign: "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."
- Custom items built using the rules in the DMG can not be built during pre-generation.
- For the purposes of this campaign, the Amulet of Mighty Fists reads as follows:
Amulet of Mighty Fists
This amulet can be enchanted as if it were a melee weapon. It must have at least a +1 enhancement bonus. It follows the rules for enchanting melee weapons with the exception that all costs are increased by 50%. As such it can have as much as a +5 enhancement bonus, and up to a further +5 in melee weapon special abilities. It may not have dancing, throwing, or any other ability that relies on the weapon being separate from the body. It has room for one weapon augment crystal (see MIC).
When you place this amulet around your neck, pick one natural weapon type, or pick unarmed strike. The chosen melee attack gains the weapon enhancements from the amulet. The effect ends when you remove the amulet. You may change the chosen attack type by removing the amulet and replacing it. This is a move action that provokes attacks of opportunity.
You may increase the type of attacks affected by reducing the Enhancement bonus (down to a minimum of +1); for each 1 you reduce the Enhancement bonus by, choose an additional melee natural weapon or unarmed trike that this amulet affects. You may not reduce/remove special abilities in order to increase the types of attacks affected.
The caster level of this item with a special ability is given in the description of the special ability. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.Faint evocation; CL See Text; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 (+6), 147,000 (+7), 192,000 (+8), 243,000 (+9), 300,000 (+10)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 8 (racial hit dice and levels of adjustment) may be taken for a 9th level character.
- Doppelganger is a newly available race. See RD pp. 95-96 for latest version.
- Minotaur is a newly available race.
- Unicorn is not available as a race. They may be taken as cohorts subject to those restrictions.
- Salamander, Flamebrother is not available as a race due to being from the Elemental Plane of Fire.
- Vampire is not an available template at this time.
- In addition races chosen must comply with the rules outlined in the SRD.
- Non-MM Races from the SRD (such as the Blue from the XPH) are not allowed at these levels.
- You are also subject to additional restrictions listed Here
- 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 Catfolk race is superseded by the revised version listed in the Races of the Wild, and not available to a 2nd or 3rd level character.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Races found on pp. 5—7 are available
- No creatures with more than a combined total of 3 (racial hit dice and levels of adjustment) may be taken for a 4th level character.
- Aquatic Races
- Dwarf, Aquatic is a newly available race (SRD).
- Elf, Aquatic (UA) is a newly available race (SRD).
- Gnome, Aquatic is a newly available race (SRD).
- Goblin, Aquatic is a newly available race (SRD).
- Half-Elf, Aquatic is a newly available race (SRD).
- Half-Orc, Aquatic is a newly available race (SRD).
- Halfling, Aquatic is a newly available race (SRD).
- Human, Aquatic is a newly available race (SRD).
- Kobold, Aquatic is a newly available race (SRD).
- Orc, Aquatic is a newly available race (SRD).
- Arctic Races
- Dwarf, Arctic is a newly available race (SRD).
- Elf, Arctic is a newly available race (SRD).
- Gnome, Arctic is a newly available race (SRD).
- Goblin, Arctic is a newly available race (SRD).
- Half-Elf, Arctic is a newly available race (SRD).
- Half-Orc, Arctic is a newly available race (SRD).
- Halfling, Arctic is a newly available race (SRD).
- Kobold, Arctic is a newly available race (SRD).
- Orc, Arctic is a newly available race (SRD).
- Desert Races
- Dwarf, Desert is a newly available race (SRD).
- Elf, Desert is a newly available race (SRD).
- Gnome, Desert is a newly available race (SRD).
- Goblin, Desert is a newly available race (SRD).
- Half-Elf, Desert is a newly available race (SRD).
- Half-Orc, Desert is a newly available race (SRD).
- Halfling, Desert is a newly available race (SRD).
- Kobold, Desert is a newly available race (SRD).
- Orc, Desert is a newly available race (SRD).
- Jungle Races
- Dwarf, Jungle is a newly available race (SRD).
- Elf, Jungle is a newly available race (SRD).
- Gnome, Jungle is a newly available race (SRD).
- Goblin, Jungle is a newly available race (SRD).
- Half-Elf, Jungle is a newly available race (SRD).
- Half-Orc, Jungle is a newly available race (SRD).
- Halfling, Jungle is a newly available race (SRD).
- Kobold, Jungle is a newly available race (SRD).
- Orc, Jungle is a newly available race (SRD).
- Races of Air
- Races of Earth
- Races of Fire
- Races of Water
- Aquatic Races
- 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.
- Dungeons & Dragons v3.5 Complete Adventurer (CAd)
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The 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.
- Dungeons & Dragons v3.5 Complete Arcane (CAr)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Warlock: 100 gp.
- Warmage: 75 gp.
- Wu Jen: 75 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- Dungeons & Dragons v3.5 Complete Divine (CD)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Multiple Nightsticks do not "stack."
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Complete Warrior (CW)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Hexblade: 150 gp.
- Samurai: 50 gp.
- Swashbuckler: 150 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- 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
- A double-weapon only has a single slot for an augment crystal, the effect of the crystal will affect both parts of the weapon.
- In addition to what's found in the book, the following properties are available:
Modular (Least)
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 1st
Aura: Faint; (DC 15) Transmutation
Activation: —Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
This object has the capability of attaching an additional augment crystal. When used on a double-weapon, the augment crystal only affects the part of the weapon for which this property was taken. An augment crystal attached to this slot is limited to being a least crystal. You may add this property more than once to have more slots.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Lesser) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 9th
Aura: Moderate; (DC 19) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least)Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
One of the slots created by Modular (Least) now can accept up to a lesser crystal. You may add this property more than once, up to the number of times you've taken Modular (Least). Each time you add this property another slot created by another Modular (Least) property can now accept a lesser crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Greater) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 17th
Aura: Strong; (DC 23) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least), Modular (Lesser)
Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.One of the slots created by Modular (Least) and upgraded by Modular (Lesser) now can accept up to a greater crystal. You may add this property more than once (although to do so would require an epic item), up to the number of times you've taken Modular (Lesser). Each time you add this property another slot created by another Modular (Least) property and upgraded by Modular (Lesser) property can now accept a greater crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
- Dungeons & Dragons v3.5 Player's Handbook II (PH2)
- 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 Beguiler is a newly available core class.
- Dungeons & Dragons v3.5 Cityscape (Ci)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Ebonmar Infiltrator prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Dungeonscape (Du)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Dungeon Lord prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Frostburn (Fr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Sandstorm (Sa)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Draconomicon (Dr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- The "Dragon Cohort" feat is subject to the the following modification for this campaign: "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."
- The restriction can be avoided only when selecting Non-True Dragons, i.e. Dragonnel, Dragon Turtle, Pseudodragon, Wyvern
- The "Sense Weakness" feat is not available.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Nothing may be taken from this book unless explicitly listed
- Feats:
- No feat may be taken from this book. Some of the feats listed in this book are available from other books.
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Abeil, Vassal is a newly available race. Please refer to the racial traits here.
- Bladeling is not available as a race due to being from Acheron.
- In addition races chosen must comply with the rules outlined in the SRD.
- Monster Manual III (MM3)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Changeling is a newly available race.
- Gnoll, Flind is a newly available race.
- Goatfolk (Ibixian) is a newly available race.
- Goblin, Forestkith is a newly available race.
- Kenku is a newly available race.
- Lizardfolk, Blackscale is a newly available race.
- Lizardfolk, Posion Dusk is a newly available race.
- Nycter is a newly available race.
- In addition races chosen must comply with the rules outlined in the SRD.
- You are also subject to additional restrictions listed Here
- Drow of the Underdark (DrU)
- 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.
- The Following Races are newly available:
- Elf, Albino Drow (Szarkai) is a newly available race.
- Goblinoid, Vril is a newly available race. See Errata for missing information. Vulnerability to Poison is a -4 to Saves vs the specific poisons listed.
- Dragon, Deep is not available as a race. They may be taken as cohorts subject to those restrictions.
- Quaggoth is not available as a race. The entry was poorly edited. My best guess is it has 4 racial HD, a +2 Level Adjustment, and the following adjustments to ability scores: +8 Str, +4 Con, -4 Int, +2 Wis. However, the stat blocks are contradictory.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Human, Illumian is a newly available race.
- For clarity, an Illumian may only ever have two Power Sigils, which make one Illumian Word. You get the first Power Sigil at character creation, and the second when you reach 2nd level in any class
- Human, Mongrelfolk is a newly available race.
- Human, Sea Kin is a newly available race.
- Human, Sharakim is a newly available race.
- Human, Skulk is a newly available race.
- The Skulk Monster Class is not available; in order to play a Skulk you must start as at least a 4th level character with 1 class level, 2 racial hit dice, and 1 level adjustment.
- Human, Underfolk is a newly available race.
- Ogre, Half-Ogre is a newly available race.
- Human, Illumian is a newly available race.
- 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.
- Races of Stone (RS)
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Dwarf, Dream is a newly available race.
- Goliath is a newly available race.
- Goliath, Feral Gargun is a newly available race.
- 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.
- Gnome, Chaos is a newly available race.
- Gnome, Whisper is a newly available race.
- Stonechild is a newly available race.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Iron Mind is not currently available
- 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 creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for an 8th level character.
- Raptoran is a newly available race.
- Catfolk is a newly available race.
- Killoren is a newly available race.
- 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: Woodland Stride 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
- Dragonborn of Bahamut is a newly available race.
- Spellscale is a newly available race.
- 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
- 10th-level characters start with 46,200 XP, and may not play in KotD modules #1 - #28.
- 10th-level characters start with 49,000 GP as shown in the Character Wealth by Level table in the DMG (p. 135).
- The player now has access to the following books:
- 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.
- The player starts with gold for their level as delineated in table 5-1 on page 135 of the DMG.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The "Leadership" feat is subject to the the following modification for this campaign: "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."
- Custom items built using the rules in the DMG can not be built during pre-generation.
- For the purposes of this campaign, the Amulet of Mighty Fists reads as follows:
Amulet of Mighty Fists
This amulet can be enchanted as if it were a melee weapon. It must have at least a +1 enhancement bonus. It follows the rules for enchanting melee weapons with the exception that all costs are increased by 50%. As such it can have as much as a +5 enhancement bonus, and up to a further +5 in melee weapon special abilities. It may not have dancing, throwing, or any other ability that relies on the weapon being separate from the body. It has room for one weapon augment crystal (see MIC).
When you place this amulet around your neck, pick one natural weapon type, or pick unarmed strike. The chosen melee attack gains the weapon enhancements from the amulet. The effect ends when you remove the amulet. You may change the chosen attack type by removing the amulet and replacing it. This is a move action that provokes attacks of opportunity.
You may increase the type of attacks affected by reducing the Enhancement bonus (down to a minimum of +1); for each 1 you reduce the Enhancement bonus by, choose an additional melee natural weapon or unarmed trike that this amulet affects. You may not reduce/remove special abilities in order to increase the types of attacks affected.
The caster level of this item with a special ability is given in the description of the special ability. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.Faint evocation; CL See Text; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 (+6), 147,000 (+7), 192,000 (+8), 243,000 (+9), 300,000 (+10)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 9 (racial hit dice and levels of adjustment) may be taken for a 10th level character.
- Gargoyle is a newly available race.
- Xill is a newly available race.
- Lycanthrope, Dire Werewolf (Natural) is a newly available template option.
- Lycanthrope, Werebear (Natural) is a newly available template option.
- Lycanthrope, Weretiger (Natural) is a newly available template option.
- Howler is not available as a race. They may be taken as cohorts subject to those restrictions.
- Manticore is not available as a race. They may be taken as cohorts subject to those restrictions.
- Winter Wolf is not available as a race. They may be taken as cohorts subject to those restrictions.
- In addition races chosen must comply with the rules outlined in the SRD.
- Non-MM Races from the SRD (such as the Blue from the XPH) are not allowed at these levels.
- You are also subject to additional restrictions listed Here
- 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 Catfolk race is superseded by the revised version listed in the Races of the Wild, and not available to a 2nd or 3rd level character.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Races found on pp. 5—7 are available
- No creatures with more than a combined total of 3 (racial hit dice and levels of adjustment) may be taken for a 4th level character.
- Aquatic Races
- Dwarf, Aquatic is a newly available race (SRD).
- Elf, Aquatic (UA) is a newly available race (SRD).
- Gnome, Aquatic is a newly available race (SRD).
- Goblin, Aquatic is a newly available race (SRD).
- Half-Elf, Aquatic is a newly available race (SRD).
- Half-Orc, Aquatic is a newly available race (SRD).
- Halfling, Aquatic is a newly available race (SRD).
- Human, Aquatic is a newly available race (SRD).
- Kobold, Aquatic is a newly available race (SRD).
- Orc, Aquatic is a newly available race (SRD).
- Arctic Races
- Dwarf, Arctic is a newly available race (SRD).
- Elf, Arctic is a newly available race (SRD).
- Gnome, Arctic is a newly available race (SRD).
- Goblin, Arctic is a newly available race (SRD).
- Half-Elf, Arctic is a newly available race (SRD).
- Half-Orc, Arctic is a newly available race (SRD).
- Halfling, Arctic is a newly available race (SRD).
- Kobold, Arctic is a newly available race (SRD).
- Orc, Arctic is a newly available race (SRD).
- Desert Races
- Dwarf, Desert is a newly available race (SRD).
- Elf, Desert is a newly available race (SRD).
- Gnome, Desert is a newly available race (SRD).
- Goblin, Desert is a newly available race (SRD).
- Half-Elf, Desert is a newly available race (SRD).
- Half-Orc, Desert is a newly available race (SRD).
- Halfling, Desert is a newly available race (SRD).
- Kobold, Desert is a newly available race (SRD).
- Orc, Desert is a newly available race (SRD).
- Jungle Races
- Dwarf, Jungle is a newly available race (SRD).
- Elf, Jungle is a newly available race (SRD).
- Gnome, Jungle is a newly available race (SRD).
- Goblin, Jungle is a newly available race (SRD).
- Half-Elf, Jungle is a newly available race (SRD).
- Half-Orc, Jungle is a newly available race (SRD).
- Halfling, Jungle is a newly available race (SRD).
- Kobold, Jungle is a newly available race (SRD).
- Orc, Jungle is a newly available race (SRD).
- Races of Air
- Races of Earth
- Races of Fire
- Races of Water
- Aquatic Races
- 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.
- Dungeons & Dragons v3.5 Complete Adventurer (CAd)
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The 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.
- Dungeons & Dragons v3.5 Complete Arcane (CAr)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Warlock: 100 gp.
- Warmage: 75 gp.
- Wu Jen: 75 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- Dungeons & Dragons v3.5 Complete Divine (CD)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Multiple Nightsticks do not "stack."
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Complete Warrior (CW)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Hexblade: 150 gp.
- Samurai: 50 gp.
- Swashbuckler: 150 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- 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
- A double-weapon only has a single slot for an augment crystal, the effect of the crystal will affect both parts of the weapon.
- In addition to what's found in the book, the following properties are available:
Modular (Least)
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 1st
Aura: Faint; (DC 15) Transmutation
Activation: —Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
This object has the capability of attaching an additional augment crystal. When used on a double-weapon, the augment crystal only affects the part of the weapon for which this property was taken. An augment crystal attached to this slot is limited to being a least crystal. You may add this property more than once to have more slots.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Lesser) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 9th
Aura: Moderate; (DC 19) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least)Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
One of the slots created by Modular (Least) now can accept up to a lesser crystal. You may add this property more than once, up to the number of times you've taken Modular (Least). Each time you add this property another slot created by another Modular (Least) property can now accept a lesser crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Greater) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 17th
Aura: Strong; (DC 23) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least), Modular (Lesser)
Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.One of the slots created by Modular (Least) and upgraded by Modular (Lesser) now can accept up to a greater crystal. You may add this property more than once (although to do so would require an epic item), up to the number of times you've taken Modular (Lesser). Each time you add this property another slot created by another Modular (Least) property and upgraded by Modular (Lesser) property can now accept a greater crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
- 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".
- Dungeons & Dragons v3.5 Cityscape (Ci)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Ebonmar Infiltrator prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Dungeonscape (Du)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Dungeon Lord prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Frostburn (Fr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Sandstorm (Sa)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Draconomicon (Dr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- The "Dragon Cohort" feat is subject to the the following modification for this campaign: "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."
- The restriction can be avoided only when selecting Non-True Dragons, i.e. Dragonnel, Dragon Turtle, Pseudodragon, Wyvern
- The "Sense Weakness" feat is not available.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Nothing may be taken from this book unless explicitly listed
- Feats:
- No feat may be taken from this book. Some of the feats listed in this book are available from other books.
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Abeil, Vassal is a newly available race. Please refer to the racial traits here.
- Bladeling is not available as a race due to being from Acheron.
- In addition races chosen must comply with the rules outlined in the SRD.
- Monster Manual III (MM3)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Changeling is a newly available race.
- Gnoll, Flind is a newly available race.
- Goatfolk (Ibixian) is a newly available race.
- Goblin, Forestkith is a newly available race.
- Kenku is a newly available race.
- Lizardfolk, Blackscale is a newly available race.
- Lizardfolk, Posion Dusk is a newly available race.
- Nycter is a newly available race.
- In addition races chosen must comply with the rules outlined in the SRD.
- You are also subject to additional restrictions listed Here
- Drow of the Underdark (DrU)
- 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.
- The Following Races are newly available:
- Elf, Albino Drow (Szarkai) is a newly available race.
- Goblinoid, Vril is a newly available race. See Errata for missing information. Vulnerability to Poison is a -4 to Saves vs the specific poisons listed.
- Dragon, Deep is not available as a race. They may be taken as cohorts subject to those restrictions.
- Quaggoth is not available as a race. The entry was poorly edited. My best guess is it has 4 racial HD, a +2 Level Adjustment, and the following adjustments to ability scores: +8 Str, +4 Con, -4 Int, +2 Wis. However, the stat blocks are contradictory.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Human, Illumian is a newly available race.
- For clarity, an Illumian may only ever have two Power Sigils, which make one Illumian Word. You get the first Power Sigil at character creation, and the second when you reach 2nd level in any class
- Human, Mongrelfolk is a newly available race.
- Human, Sea Kin is a newly available race.
- Human, Sharakim is a newly available race.
- Human, Skulk is a newly available race.
- The Skulk Monster Class is not available; in order to play a Skulk you must start as at least a 4th level character with 1 class level, 2 racial hit dice, and 1 level adjustment.
- Human, Underfolk is a newly available race.
- Ogre, Half-Ogre is a newly available race.
- Human, Illumian is a newly available race.
- 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.
- Races of Stone (RS)
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Dwarf, Dream is a newly available race.
- Goliath is a newly available race.
- Goliath, Feral Gargun is a newly available race.
- 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.
- Gnome, Chaos is a newly available race.
- Gnome, Whisper is a newly available race.
- Stonechild is a newly available race.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Iron Mind is not currently available
- 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 creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for an 8th level character.
- Raptoran is a newly available race.
- Catfolk is a newly available race.
- Killoren is a newly available race.
- 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: Woodland Stride 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
- Dragonborn of Bahamut is a newly available race.
- Spellscale is a newly available race.
- 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
- No material may be used from this book unless specified below, or if it appears in another book
- No creatures with more than a combined total of 9 (racial hit dice and levels of adjustment) may be taken for a 10th level character.
- Diabolus is a newly available race.
- Even though you have the chaotic subtype, your character does not need to have a chaotic alignment. But things that care about your alignment will treat your character as having a chaotic alignment in addition to your actual alignment.
- Diopsid is a newly available race with the following changes:
- Extra Arms:
- The extra arms cannot wield weapons on their own and do not qualify the Diopsid for Multiweapon Fighting or any feats for which three or more limbs is a prerequisite.
- Using a medium two-handed weapon with one primary arm and a secondary arm works as if you were a large creature wielding a medium two-handed weapon one-handed and has a -2 to attacks made with the weapon.
- Insect Body: The cost multiplier to make custom armor for a Diopsid is the same as for all custom armor.
- Level Adjustment: +2 (increased from +1 in the book)
- Extra Arms:
- Lupin is a newly available race.
- Tibbit is a newly available race.
- Diabolus is a newly available race.
- 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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- 11th-level characters start with 55,800 XP, and may not play in KotD modules #1 - #31.
- 11th-level characters start with 66,000 GP as shown in the Character Wealth by Level table in the DMG (p. 135).
- The player now has access to the following books:
- 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.
- The player starts with gold for their level as delineated in table 5-1 on page 135 of the DMG.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The "Leadership" feat is subject to the the following modification for this campaign: "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."
- Custom items built using the rules in the DMG can not be built during pre-generation.
- For the purposes of this campaign, the Amulet of Mighty Fists reads as follows:
Amulet of Mighty Fists
This amulet can be enchanted as if it were a melee weapon. It must have at least a +1 enhancement bonus. It follows the rules for enchanting melee weapons with the exception that all costs are increased by 50%. As such it can have as much as a +5 enhancement bonus, and up to a further +5 in melee weapon special abilities. It may not have dancing, throwing, or any other ability that relies on the weapon being separate from the body. It has room for one weapon augment crystal (see MIC).
When you place this amulet around your neck, pick one natural weapon type, or pick unarmed strike. The chosen melee attack gains the weapon enhancements from the amulet. The effect ends when you remove the amulet. You may change the chosen attack type by removing the amulet and replacing it. This is a move action that provokes attacks of opportunity.
You may increase the type of attacks affected by reducing the Enhancement bonus (down to a minimum of +1); for each 1 you reduce the Enhancement bonus by, choose an additional melee natural weapon or unarmed trike that this amulet affects. You may not reduce/remove special abilities in order to increase the types of attacks affected.
The caster level of this item with a special ability is given in the description of the special ability. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.Faint evocation; CL See Text; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 (+6), 147,000 (+7), 192,000 (+8), 243,000 (+9), 300,000 (+10)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 10 (racial hit dice and levels of adjustment) may be taken for a 11th level character.
- Harpy is a newly available race.
- Lycanthrope, Dire Wereboar (Natural) is a newly available template option.
- Displacer Beast is not available as a race. They may be taken as cohorts subject to those restrictions.
- Griffon is not available as a race. They may be taken as cohorts subject to those restrictions.
- Nightmare is not available as a race. They may be taken as cohorts subject to those restrictions.
- In addition races chosen must comply with the rules outlined in the SRD.
- Non-MM Races from the SRD (such as the Blue from the XPH) are not allowed at these levels.
- You are also subject to additional restrictions listed Here
- 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 Catfolk race is superseded by the revised version listed in the Races of the Wild, and not available to a 2nd or 3rd level character.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Races found on pp. 5—7 are available
- No creatures with more than a combined total of 3 (racial hit dice and levels of adjustment) may be taken for a 4th level character.
- Aquatic Races
- Dwarf, Aquatic is a newly available race (SRD).
- Elf, Aquatic (UA) is a newly available race (SRD).
- Gnome, Aquatic is a newly available race (SRD).
- Goblin, Aquatic is a newly available race (SRD).
- Half-Elf, Aquatic is a newly available race (SRD).
- Half-Orc, Aquatic is a newly available race (SRD).
- Halfling, Aquatic is a newly available race (SRD).
- Human, Aquatic is a newly available race (SRD).
- Kobold, Aquatic is a newly available race (SRD).
- Orc, Aquatic is a newly available race (SRD).
- Arctic Races
- Dwarf, Arctic is a newly available race (SRD).
- Elf, Arctic is a newly available race (SRD).
- Gnome, Arctic is a newly available race (SRD).
- Goblin, Arctic is a newly available race (SRD).
- Half-Elf, Arctic is a newly available race (SRD).
- Half-Orc, Arctic is a newly available race (SRD).
- Halfling, Arctic is a newly available race (SRD).
- Kobold, Arctic is a newly available race (SRD).
- Orc, Arctic is a newly available race (SRD).
- Desert Races
- Dwarf, Desert is a newly available race (SRD).
- Elf, Desert is a newly available race (SRD).
- Gnome, Desert is a newly available race (SRD).
- Goblin, Desert is a newly available race (SRD).
- Half-Elf, Desert is a newly available race (SRD).
- Half-Orc, Desert is a newly available race (SRD).
- Halfling, Desert is a newly available race (SRD).
- Kobold, Desert is a newly available race (SRD).
- Orc, Desert is a newly available race (SRD).
- Jungle Races
- Dwarf, Jungle is a newly available race (SRD).
- Elf, Jungle is a newly available race (SRD).
- Gnome, Jungle is a newly available race (SRD).
- Goblin, Jungle is a newly available race (SRD).
- Half-Elf, Jungle is a newly available race (SRD).
- Half-Orc, Jungle is a newly available race (SRD).
- Halfling, Jungle is a newly available race (SRD).
- Kobold, Jungle is a newly available race (SRD).
- Orc, Jungle is a newly available race (SRD).
- Races of Air
- Races of Earth
- Races of Fire
- Races of Water
- Aquatic Races
- 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.
- Dungeons & Dragons v3.5 Complete Adventurer (CAd)
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The 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.
- Dungeons & Dragons v3.5 Complete Arcane (CAr)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Warlock: 100 gp.
- Warmage: 75 gp.
- Wu Jen: 75 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- Dungeons & Dragons v3.5 Complete Divine (CD)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Multiple Nightsticks do not "stack."
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Complete Warrior (CW)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Hexblade: 150 gp.
- Samurai: 50 gp.
- Swashbuckler: 150 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- 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
- A double-weapon only has a single slot for an augment crystal, the effect of the crystal will affect both parts of the weapon.
- In addition to what's found in the book, the following properties are available:
Modular (Least)
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 1st
Aura: Faint; (DC 15) Transmutation
Activation: —Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
This object has the capability of attaching an additional augment crystal. When used on a double-weapon, the augment crystal only affects the part of the weapon for which this property was taken. An augment crystal attached to this slot is limited to being a least crystal. You may add this property more than once to have more slots.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Lesser) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 9th
Aura: Moderate; (DC 19) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least)Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
One of the slots created by Modular (Least) now can accept up to a lesser crystal. You may add this property more than once, up to the number of times you've taken Modular (Least). Each time you add this property another slot created by another Modular (Least) property can now accept a lesser crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Greater) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 17th
Aura: Strong; (DC 23) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least), Modular (Lesser)
Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.One of the slots created by Modular (Least) and upgraded by Modular (Lesser) now can accept up to a greater crystal. You may add this property more than once (although to do so would require an epic item), up to the number of times you've taken Modular (Lesser). Each time you add this property another slot created by another Modular (Least) property and upgraded by Modular (Lesser) property can now accept a greater crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
- 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".
- Dungeons & Dragons v3.5 Cityscape (Ci)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Ebonmar Infiltrator prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Dungeonscape (Du)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Dungeon Lord prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Frostburn (Fr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Sandstorm (Sa)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Draconomicon (Dr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- The "Dragon Cohort" feat is subject to the the following modification for this campaign: "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."
- The restriction can be avoided only when selecting Non-True Dragons, i.e. Dragonnel, Dragon Turtle, Pseudodragon, Wyvern
- The "Sense Weakness" feat is not available.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Nothing may be taken from this book unless explicitly listed
- Feats:
- No feat may be taken from this book. Some of the feats listed in this book are available from other books.
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Abeil, Vassal is a newly available race. Please refer to the racial traits here.
- Bladeling is not available as a race due to being from Acheron.
- In addition races chosen must comply with the rules outlined in the SRD.
- Monster Manual III (MM3)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Changeling is a newly available race.
- Gnoll, Flind is a newly available race.
- Goatfolk (Ibixian) is a newly available race.
- Goblin, Forestkith is a newly available race.
- Kenku is a newly available race.
- Lizardfolk, Blackscale is a newly available race.
- Lizardfolk, Posion Dusk is a newly available race.
- Nycter is a newly available race.
- In addition races chosen must comply with the rules outlined in the SRD.
- You are also subject to additional restrictions listed Here
- Drow of the Underdark (DrU)
- 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.
- The Following Races are newly available:
- Elf, Albino Drow (Szarkai) is a newly available race.
- Goblinoid, Vril is a newly available race. See Errata for missing information. Vulnerability to Poison is a -4 to Saves vs the specific poisons listed.
- Dragon, Deep is not available as a race. They may be taken as cohorts subject to those restrictions.
- Quaggoth is not available as a race. The entry was poorly edited. My best guess is it has 4 racial HD, a +2 Level Adjustment, and the following adjustments to ability scores: +8 Str, +4 Con, -4 Int, +2 Wis. However, the stat blocks are contradictory.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Human, Illumian is a newly available race.
- For clarity, an Illumian may only ever have two Power Sigils, which make one Illumian Word. You get the first Power Sigil at character creation, and the second when you reach 2nd level in any class
- Human, Mongrelfolk is a newly available race.
- Human, Sea Kin is a newly available race.
- Human, Sharakim is a newly available race.
- Human, Skulk is a newly available race.
- The Skulk Monster Class is not available; in order to play a Skulk you must start as at least a 4th level character with 1 class level, 2 racial hit dice, and 1 level adjustment.
- Human, Underfolk is a newly available race.
- Ogre, Half-Ogre is a newly available race.
- Human, Illumian is a newly available race.
- 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.
- Races of Stone (RS)
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Dwarf, Dream is a newly available race.
- Goliath is a newly available race.
- Goliath, Feral Gargun is a newly available race.
- 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.
- Gnome, Chaos is a newly available race.
- Gnome, Whisper is a newly available race.
- Stonechild is a newly available race.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Iron Mind is not currently available
- 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 creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for an 8th level character.
- Raptoran is a newly available race.
- Catfolk is a newly available race.
- Killoren is a newly available race.
- 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: Woodland Stride 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
- Dragonborn of Bahamut is a newly available race.
- Spellscale is a newly available race.
- 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
- No material may be used from this book unless specified below, or if it appears in another book
- No creatures with more than a combined total of 9 (racial hit dice and levels of adjustment) may be taken for a 10th level character.
- Diabolus is a newly available race.
- Even though you have the chaotic subtype, your character does not need to have a chaotic alignment. But things that care about your alignment will treat your character as having a chaotic alignment in addition to your actual alignment.
- Diopsid is a newly available race with the following changes:
- Extra Arms:
- The extra arms cannot wield weapons on their own and do not qualify the Diopsid for Multiweapon Fighting or any feats for which three or more limbs is a prerequisite.
- Using a medium two-handed weapon with one primary arm and a secondary arm works as if you were a large creature wielding a medium two-handed weapon one-handed and has a -2 to attacks made with the weapon.
- Insect Body: The cost multiplier to make custom armor for a Diopsid is the same as for all custom armor.
- Level Adjustment: +2 (increased from +1 in the book)
- Extra Arms:
- Lupin is a newly available race.
- Tibbit is a newly available race.
- Diabolus is a newly available race.
- 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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- 12th-level characters start with 66,300 XP, and may not play in KotD modules #1 - #34.
- 12th-level characters start with 88,000 GP as shown in the Character Wealth by Level table in the DMG (p. 135).
- The player now has access to the following books:
- 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.
- The player starts with gold for their level as delineated in table 5-1 on page 135 of the DMG.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The "Leadership" feat is subject to the the following modification for this campaign: "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."
- Custom items built using the rules in the DMG can not be built during pre-generation.
- For the purposes of this campaign, the Amulet of Mighty Fists reads as follows:
Amulet of Mighty Fists
This amulet can be enchanted as if it were a melee weapon. It must have at least a +1 enhancement bonus. It follows the rules for enchanting melee weapons with the exception that all costs are increased by 50%. As such it can have as much as a +5 enhancement bonus, and up to a further +5 in melee weapon special abilities. It may not have dancing, throwing, or any other ability that relies on the weapon being separate from the body. It has room for one weapon augment crystal (see MIC).
When you place this amulet around your neck, pick one natural weapon type, or pick unarmed strike. The chosen melee attack gains the weapon enhancements from the amulet. The effect ends when you remove the amulet. You may change the chosen attack type by removing the amulet and replacing it. This is a move action that provokes attacks of opportunity.
You may increase the type of attacks affected by reducing the Enhancement bonus (down to a minimum of +1); for each 1 you reduce the Enhancement bonus by, choose an additional melee natural weapon or unarmed trike that this amulet affects. You may not reduce/remove special abilities in order to increase the types of attacks affected.
The caster level of this item with a special ability is given in the description of the special ability. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.Faint evocation; CL See Text; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 (+6), 147,000 (+7), 192,000 (+8), 243,000 (+9), 300,000 (+10)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 11 (racial hit dice and levels of adjustment) may be taken for a 12th level character.
- Genie, Jann is a newly available race.
- Troll is a newly available race.
- Troll, Scrag is a newly available race.
- Chimera is not available as a race. They may be taken as cohorts subject to those restrictions.
- Archon, Hound is not available as a race due to being from Mt. Celestia.
- Eladrin, Bralani is not available as a race due to being from Arborea.
- In addition races chosen must comply with the rules outlined in the SRD.
- You are also subject to additional restrictions listed Here
- 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 Catfolk race is superseded by the revised version listed in the Races of the Wild, and not available to a 2nd or 3rd level character.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Races found on pp. 5—7 are available
- No creatures with more than a combined total of 3 (racial hit dice and levels of adjustment) may be taken for a 4th level character.
- Aquatic Races
- Dwarf, Aquatic is a newly available race (SRD).
- Elf, Aquatic (UA) is a newly available race (SRD).
- Gnome, Aquatic is a newly available race (SRD).
- Goblin, Aquatic is a newly available race (SRD).
- Half-Elf, Aquatic is a newly available race (SRD).
- Half-Orc, Aquatic is a newly available race (SRD).
- Halfling, Aquatic is a newly available race (SRD).
- Human, Aquatic is a newly available race (SRD).
- Kobold, Aquatic is a newly available race (SRD).
- Orc, Aquatic is a newly available race (SRD).
- Arctic Races
- Dwarf, Arctic is a newly available race (SRD).
- Elf, Arctic is a newly available race (SRD).
- Gnome, Arctic is a newly available race (SRD).
- Goblin, Arctic is a newly available race (SRD).
- Half-Elf, Arctic is a newly available race (SRD).
- Half-Orc, Arctic is a newly available race (SRD).
- Halfling, Arctic is a newly available race (SRD).
- Kobold, Arctic is a newly available race (SRD).
- Orc, Arctic is a newly available race (SRD).
- Desert Races
- Dwarf, Desert is a newly available race (SRD).
- Elf, Desert is a newly available race (SRD).
- Gnome, Desert is a newly available race (SRD).
- Goblin, Desert is a newly available race (SRD).
- Half-Elf, Desert is a newly available race (SRD).
- Half-Orc, Desert is a newly available race (SRD).
- Halfling, Desert is a newly available race (SRD).
- Kobold, Desert is a newly available race (SRD).
- Orc, Desert is a newly available race (SRD).
- Jungle Races
- Dwarf, Jungle is a newly available race (SRD).
- Elf, Jungle is a newly available race (SRD).
- Gnome, Jungle is a newly available race (SRD).
- Goblin, Jungle is a newly available race (SRD).
- Half-Elf, Jungle is a newly available race (SRD).
- Half-Orc, Jungle is a newly available race (SRD).
- Halfling, Jungle is a newly available race (SRD).
- Kobold, Jungle is a newly available race (SRD).
- Orc, Jungle is a newly available race (SRD).
- Races of Air
- Races of Earth
- Races of Fire
- Races of Water
- Aquatic Races
- 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.
- Dungeons & Dragons v3.5 Complete Adventurer (CAd)
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The 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.
- Dungeons & Dragons v3.5 Complete Arcane (CAr)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Warlock: 100 gp.
- Warmage: 75 gp.
- Wu Jen: 75 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- Dungeons & Dragons v3.5 Complete Divine (CD)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Multiple Nightsticks do not "stack."
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Complete Warrior (CW)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Hexblade: 150 gp.
- Samurai: 50 gp.
- Swashbuckler: 150 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- 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
- A double-weapon only has a single slot for an augment crystal, the effect of the crystal will affect both parts of the weapon.
- In addition to what's found in the book, the following properties are available:
Modular (Least)
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 1st
Aura: Faint; (DC 15) Transmutation
Activation: —Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
This object has the capability of attaching an additional augment crystal. When used on a double-weapon, the augment crystal only affects the part of the weapon for which this property was taken. An augment crystal attached to this slot is limited to being a least crystal. You may add this property more than once to have more slots.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Lesser) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 9th
Aura: Moderate; (DC 19) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least)Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
One of the slots created by Modular (Least) now can accept up to a lesser crystal. You may add this property more than once, up to the number of times you've taken Modular (Least). Each time you add this property another slot created by another Modular (Least) property can now accept a lesser crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Greater) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 17th
Aura: Strong; (DC 23) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least), Modular (Lesser)
Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.One of the slots created by Modular (Least) and upgraded by Modular (Lesser) now can accept up to a greater crystal. You may add this property more than once (although to do so would require an epic item), up to the number of times you've taken Modular (Lesser). Each time you add this property another slot created by another Modular (Least) property and upgraded by Modular (Lesser) property can now accept a greater crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
- 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".
- Dungeons & Dragons v3.5 Cityscape (Ci)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Ebonmar Infiltrator prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Dungeonscape (Du)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Dungeon Lord prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Frostburn (Fr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Sandstorm (Sa)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Draconomicon (Dr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- The "Dragon Cohort" feat is subject to the the following modification for this campaign: "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."
- The restriction can be avoided only when selecting Non-True Dragons, i.e. Dragonnel, Dragon Turtle, Pseudodragon, Wyvern
- The "Sense Weakness" feat is not available.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Nothing may be taken from this book unless explicitly listed
- Feats:
- No feat may be taken from this book. Some of the feats listed in this book are available from other books.
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 11 (racial hit dice and levels of adjustment) may be taken for a 12th level character.
- Abeil, Soldier is a newly available race. Please refer to the racial traits here.
- In addition races chosen must comply with the rules outlined in the SRD.
- Monster Manual III (MM3)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Changeling is a newly available race.
- Gnoll, Flind is a newly available race.
- Goatfolk (Ibixian) is a newly available race.
- Goblin, Forestkith is a newly available race.
- Kenku is a newly available race.
- Lizardfolk, Blackscale is a newly available race.
- Lizardfolk, Posion Dusk is a newly available race.
- Nycter is a newly available race.
- In addition races chosen must comply with the rules outlined in the SRD.
- You are also subject to additional restrictions listed Here
- Drow of the Underdark (DrU)
- 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.
- The Following Races are newly available:
- Elf, Albino Drow (Szarkai) is a newly available race.
- Goblinoid, Vril is a newly available race. See Errata for missing information. Vulnerability to Poison is a -4 to Saves vs the specific poisons listed.
- Dragon, Deep is not available as a race. They may be taken as cohorts subject to those restrictions.
- Quaggoth is not available as a race. The entry was poorly edited. My best guess is it has 4 racial HD, a +2 Level Adjustment, and the following adjustments to ability scores: +8 Str, +4 Con, -4 Int, +2 Wis. However, the stat blocks are contradictory.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Human, Illumian is a newly available race.
- For clarity, an Illumian may only ever have two Power Sigils, which make one Illumian Word. You get the first Power Sigil at character creation, and the second when you reach 2nd level in any class
- Human, Mongrelfolk is a newly available race.
- Human, Sea Kin is a newly available race.
- Human, Sharakim is a newly available race.
- Human, Skulk is a newly available race.
- The Skulk Monster Class is not available; in order to play a Skulk you must start as at least a 4th level character with 1 class level, 2 racial hit dice, and 1 level adjustment.
- Human, Underfolk is a newly available race.
- Ogre, Half-Ogre is a newly available race.
- Human, Illumian is a newly available race.
- 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
- Races of Stone (RS)
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- 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.
- 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.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for an 8th level character.
- Raptoran is a newly available race.
- Catfolk is a newly available race.
- Killoren is a newly available race.
- 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: Woodland Stride 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
- Dragonborn of Bahamut is a newly available race.
- Spellscale is a newly available race.
- 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)"
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- No material may be used from this book unless specified below, or if it appears in another book
- No creatures with more than a combined total of 9 (racial hit dice and levels of adjustment) may be taken for a 10th level character.
- Diabolus is a newly available race.
- Even though you have the chaotic subtype, your character does not need to have a chaotic alignment. But things that care about your alignment will treat your character as having a chaotic alignment in addition to your actual alignment.
- Diopsid is a newly available race with the following changes:
- Extra Arms:
- The extra arms cannot wield weapons on their own and do not qualify the Diopsid for Multiweapon Fighting or any feats for which three or more limbs is a prerequisite.
- Using a medium two-handed weapon with one primary arm and a secondary arm works as if you were a large creature wielding a medium two-handed weapon one-handed and has a -2 to attacks made with the weapon.
- Insect Body: The cost multiplier to make custom armor for a Diopsid is the same as for all custom armor.
- Level Adjustment: +2 (increased from +1 in the book)
- Extra Arms:
- Lupin is a newly available race.
- Tibbit is a newly available race.
- Diabolus is a newly available race.
- 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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- Magic/Psionics transparency is in effect
- Feats:
- For the Purposes of this campaign, Linked Power reads as follows:
Linked Power [Metapsionic]
You can link a power to the power you manifest in this round so that it goes off next round.
Prerequisite:
Benefit:
To use this feat, you must expend your psionic focus. Manifesting a power altered by this feat means that you must choose two powers—one you intend to manifest in this round, and one you intend to manifest in the next round. The power that is manifested in this round is not altered in any way, nor is the linked power that goes off in the next round—however, you only need to spend your swift action but no power points next round to manifest the linked power. The linked power is automatically targeted on the same area or target as the power you manifest in this round (if the power you manifest this round has no area or target, choose an area or target in this round for the linked power to affect in the next round; because the power you manifest next round is restricted to the same area, the ranges need to overlap and you get the most restrictive range, if the ranges do not overlap the second power fizzles). If the same creature is targeted by both powers, the target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a psionic charm followed by a linked psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect). It is possible that by the time the linked power comes into effect on the following round, the area where it goes off or the target that it affects no longer has relevance. On the other hand, you are free on the subsequent round to take actions normally. Using this feat increases the power point cost of the power manifested this round by a number equal to the power point cost of the linked power. Thus if you manifest energy stun (3 power points) and energy burst (5 power points) as the linked power, the metapsionic cost is 8. The total of power points you spend in this manner cannot exceed your manifester level.
- For the Purposes of this campaign, Linked Power reads as follows:
- 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
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- 13th-level characters start with 81,700 XP, and may not play in KotD modules #1 - #38.
- 13th-level characters start with 110,000 GP as shown in the Character Wealth by Level table in the DMG (p. 135).
- The player now has access to the following books:
- 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.
- The player starts with gold for their level as delineated in table 5-1 on page 135 of the DMG.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The "Leadership" feat is subject to the the following modification for this campaign: "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."
- Custom items built using the rules in the DMG can not be built during pre-generation.
- For the purposes of this campaign, the Amulet of Mighty Fists reads as follows:
Amulet of Mighty Fists
This amulet can be enchanted as if it were a melee weapon. It must have at least a +1 enhancement bonus. It follows the rules for enchanting melee weapons with the exception that all costs are increased by 50%. As such it can have as much as a +5 enhancement bonus, and up to a further +5 in melee weapon special abilities. It may not have dancing, throwing, or any other ability that relies on the weapon being separate from the body. It has room for one weapon augment crystal (see MIC).
When you place this amulet around your neck, pick one natural weapon type, or pick unarmed strike. The chosen melee attack gains the weapon enhancements from the amulet. The effect ends when you remove the amulet. You may change the chosen attack type by removing the amulet and replacing it. This is a move action that provokes attacks of opportunity.
You may increase the type of attacks affected by reducing the Enhancement bonus (down to a minimum of +1); for each 1 you reduce the Enhancement bonus by, choose an additional melee natural weapon or unarmed trike that this amulet affects. You may not reduce/remove special abilities in order to increase the types of attacks affected.
The caster level of this item with a special ability is given in the description of the special ability. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.Faint evocation; CL See Text; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 (+6), 147,000 (+7), 192,000 (+8), 243,000 (+9), 300,000 (+10)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 12 (racial hit dice and levels of adjustment) may be taken for a 13th level character.
- Ogre Mage is a newly available race.
- Treant is a newly available race.
- Vampire is a newly available template. In order to take this template you must have at least 5 Hit Dice (HD) from any source. Level Adjustment (LA) is not HD.
- Lammasu is not available as a race. They may be taken as cohorts subject to those restrictions.
- Sphinx, Gynosphinx is not available as a race. They may be taken as cohorts subject to those restrictions.
- Sphinx, Hieracosphinx is not available as a race. They may be taken as cohorts subject to those restrictions.
- Demon, Succubus is not available as a race due to being from the Abyss.
- Devil, Bearded (Barbazu) is not available as a race due to being from the Nine Hells.
- In addition races chosen must comply with the rules outlined in the SRD.
- You are also subject to additional restrictions listed Here
- 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 Catfolk race is superseded by the revised version listed in the Races of the Wild, and not available to a 2nd or 3rd level character.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Races found on pp. 5—7 are available
- No creatures with more than a combined total of 3 (racial hit dice and levels of adjustment) may be taken for a 4th level character.
- Aquatic Races
- Dwarf, Aquatic is a newly available race (SRD).
- Elf, Aquatic (UA) is a newly available race (SRD).
- Gnome, Aquatic is a newly available race (SRD).
- Goblin, Aquatic is a newly available race (SRD).
- Half-Elf, Aquatic is a newly available race (SRD).
- Half-Orc, Aquatic is a newly available race (SRD).
- Halfling, Aquatic is a newly available race (SRD).
- Human, Aquatic is a newly available race (SRD).
- Kobold, Aquatic is a newly available race (SRD).
- Orc, Aquatic is a newly available race (SRD).
- Arctic Races
- Dwarf, Arctic is a newly available race (SRD).
- Elf, Arctic is a newly available race (SRD).
- Gnome, Arctic is a newly available race (SRD).
- Goblin, Arctic is a newly available race (SRD).
- Half-Elf, Arctic is a newly available race (SRD).
- Half-Orc, Arctic is a newly available race (SRD).
- Halfling, Arctic is a newly available race (SRD).
- Kobold, Arctic is a newly available race (SRD).
- Orc, Arctic is a newly available race (SRD).
- Desert Races
- Dwarf, Desert is a newly available race (SRD).
- Elf, Desert is a newly available race (SRD).
- Gnome, Desert is a newly available race (SRD).
- Goblin, Desert is a newly available race (SRD).
- Half-Elf, Desert is a newly available race (SRD).
- Half-Orc, Desert is a newly available race (SRD).
- Halfling, Desert is a newly available race (SRD).
- Kobold, Desert is a newly available race (SRD).
- Orc, Desert is a newly available race (SRD).
- Jungle Races
- Dwarf, Jungle is a newly available race (SRD).
- Elf, Jungle is a newly available race (SRD).
- Gnome, Jungle is a newly available race (SRD).
- Goblin, Jungle is a newly available race (SRD).
- Half-Elf, Jungle is a newly available race (SRD).
- Half-Orc, Jungle is a newly available race (SRD).
- Halfling, Jungle is a newly available race (SRD).
- Kobold, Jungle is a newly available race (SRD).
- Orc, Jungle is a newly available race (SRD).
- Races of Air
- Races of Earth
- Races of Fire
- Races of Water
- Aquatic Races
- 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.
- Dungeons & Dragons v3.5 Complete Adventurer (CAd)
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The 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.
- Dungeons & Dragons v3.5 Complete Arcane (CAr)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Warlock: 100 gp.
- Warmage: 75 gp.
- Wu Jen: 75 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- Dungeons & Dragons v3.5 Complete Divine (CD)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Multiple Nightsticks do not "stack."
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Complete Warrior (CW)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Hexblade: 150 gp.
- Samurai: 50 gp.
- Swashbuckler: 150 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- 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
- A double-weapon only has a single slot for an augment crystal, the effect of the crystal will affect both parts of the weapon.
- In addition to what's found in the book, the following properties are available:
Modular (Least)
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 1st
Aura: Faint; (DC 15) Transmutation
Activation: —Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
This object has the capability of attaching an additional augment crystal. When used on a double-weapon, the augment crystal only affects the part of the weapon for which this property was taken. An augment crystal attached to this slot is limited to being a least crystal. You may add this property more than once to have more slots.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Lesser) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 9th
Aura: Moderate; (DC 19) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least)Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
One of the slots created by Modular (Least) now can accept up to a lesser crystal. You may add this property more than once, up to the number of times you've taken Modular (Least). Each time you add this property another slot created by another Modular (Least) property can now accept a lesser crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Greater) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 17th
Aura: Strong; (DC 23) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least), Modular (Lesser)
Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.One of the slots created by Modular (Least) and upgraded by Modular (Lesser) now can accept up to a greater crystal. You may add this property more than once (although to do so would require an epic item), up to the number of times you've taken Modular (Lesser). Each time you add this property another slot created by another Modular (Least) property and upgraded by Modular (Lesser) property can now accept a greater crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
- 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".
- Dungeons & Dragons v3.5 Cityscape (Ci)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Ebonmar Infiltrator prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Dungeonscape (Du)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Dungeon Lord prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Frostburn (Fr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Sandstorm (Sa)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Draconomicon (Dr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- The "Dragon Cohort" feat is subject to the the following modification for this campaign: "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."
- The restriction can be avoided only when selecting Non-True Dragons, i.e. Dragonnel, Dragon Turtle, Pseudodragon, Wyvern
- The "Sense Weakness" feat is not available.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Nothing may be taken from this book unless explicitly listed
- Feats:
- No feat may be taken from this book. Some of the feats listed in this book are available from other books.
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 11 (racial hit dice and levels of adjustment) may be taken for a 12th level character.
- Abeil, Soldier is a newly available race. Please refer to the racial traits here.
- In addition races chosen must comply with the rules outlined in the SRD.
- Monster Manual III (MM3)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Changeling is a newly available race.
- Gnoll, Flind is a newly available race.
- Goatfolk (Ibixian) is a newly available race.
- Goblin, Forestkith is a newly available race.
- Kenku is a newly available race.
- Lizardfolk, Blackscale is a newly available race.
- Lizardfolk, Posion Dusk is a newly available race.
- Nycter is a newly available race.
- In addition races chosen must comply with the rules outlined in the SRD.
- You are also subject to additional restrictions listed Here
- Drow of the Underdark (DrU)
- 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.
- The Following Races are newly available:
- Elf, Albino Drow (Szarkai) is a newly available race.
- Goblinoid, Vril is a newly available race. See Errata for missing information. Vulnerability to Poison is a -4 to Saves vs the specific poisons listed.
- Dragon, Deep is not available as a race. They may be taken as cohorts subject to those restrictions.
- Quaggoth is not available as a race. The entry was poorly edited. My best guess is it has 4 racial HD, a +2 Level Adjustment, and the following adjustments to ability scores: +8 Str, +4 Con, -4 Int, +2 Wis. However, the stat blocks are contradictory.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Human, Illumian is a newly available race.
- For clarity, an Illumian may only ever have two Power Sigils, which make one Illumian Word. You get the first Power Sigil at character creation, and the second when you reach 2nd level in any class
- Human, Mongrelfolk is a newly available race.
- Human, Sea Kin is a newly available race.
- Human, Sharakim is a newly available race.
- Human, Skulk is a newly available race.
- The Skulk Monster Class is not available; in order to play a Skulk you must start as at least a 4th level character with 1 class level, 2 racial hit dice, and 1 level adjustment.
- Human, Underfolk is a newly available race.
- Ogre, Half-Ogre is a newly available race.
- Human, Illumian is a newly available race.
- 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
- Races of Stone (RS)
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- 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.
- 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.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for an 8th level character.
- Raptoran is a newly available race.
- Catfolk is a newly available race.
- Killoren is a newly available race.
- 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: Woodland Stride 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
- Dragonborn of Bahamut is a newly available race.
- Spellscale is a newly available race.
- 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)"
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- No material may be used from this book unless specified below, or if it appears in another book
- No creatures with more than a combined total of 9 (racial hit dice and levels of adjustment) may be taken for a 10th level character.
- Diabolus is a newly available race.
- Even though you have the chaotic subtype, your character does not need to have a chaotic alignment. But things that care about your alignment will treat your character as having a chaotic alignment in addition to your actual alignment.
- Diopsid is a newly available race with the following changes:
- Extra Arms:
- The extra arms cannot wield weapons on their own and do not qualify the Diopsid for Multiweapon Fighting or any feats for which three or more limbs is a prerequisite.
- Using a medium two-handed weapon with one primary arm and a secondary arm works as if you were a large creature wielding a medium two-handed weapon one-handed and has a -2 to attacks made with the weapon.
- Insect Body: The cost multiplier to make custom armor for a Diopsid is the same as for all custom armor.
- Level Adjustment: +2 (increased from +1 in the book)
- Extra Arms:
- Lupin is a newly available race.
- Tibbit is a newly available race.
- Diabolus is a newly available race.
- 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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- Magic/Psionics transparency is in effect
- Feats:
- For the Purposes of this campaign, Linked Power reads as follows:
Linked Power [Metapsionic]
You can link a power to the power you manifest in this round so that it goes off next round.
Prerequisite:
Benefit:
To use this feat, you must expend your psionic focus. Manifesting a power altered by this feat means that you must choose two powers—one you intend to manifest in this round, and one you intend to manifest in the next round. The power that is manifested in this round is not altered in any way, nor is the linked power that goes off in the next round—however, you only need to spend your swift action but no power points next round to manifest the linked power. The linked power is automatically targeted on the same area or target as the power you manifest in this round (if the power you manifest this round has no area or target, choose an area or target in this round for the linked power to affect in the next round; because the power you manifest next round is restricted to the same area, the ranges need to overlap and you get the most restrictive range, if the ranges do not overlap the second power fizzles). If the same creature is targeted by both powers, the target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a psionic charm followed by a linked psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect). It is possible that by the time the linked power comes into effect on the following round, the area where it goes off or the target that it affects no longer has relevance. On the other hand, you are free on the subsequent round to take actions normally. Using this feat increases the power point cost of the power manifested this round by a number equal to the power point cost of the linked power. Thus if you manifest energy stun (3 power points) and energy burst (5 power points) as the linked power, the metapsionic cost is 8. The total of power points you spend in this manner cannot exceed your manifester level.
- For the Purposes of this campaign, Linked Power reads as follows:
- 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
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- 14th-level characters start with 94,300 XP, and may not play in KotD modules #1 - #41.
- 14th-level characters start with 150,000 GP as shown in the Character Wealth by Level table in the DMG (p. 135).
- The player now has access to the following books:
- 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.
- The player starts with gold for their level as delineated in table 5-1 on page 135 of the DMG.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The "Leadership" feat is subject to the the following modification for this campaign: "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."
- Custom items built using the rules in the DMG can not be built during pre-generation.
- For the purposes of this campaign, the Amulet of Mighty Fists reads as follows:
Amulet of Mighty Fists
This amulet can be enchanted as if it were a melee weapon. It must have at least a +1 enhancement bonus. It follows the rules for enchanting melee weapons with the exception that all costs are increased by 50%. As such it can have as much as a +5 enhancement bonus, and up to a further +5 in melee weapon special abilities. It may not have dancing, throwing, or any other ability that relies on the weapon being separate from the body. It has room for one weapon augment crystal (see MIC).
When you place this amulet around your neck, pick one natural weapon type, or pick unarmed strike. The chosen melee attack gains the weapon enhancements from the amulet. The effect ends when you remove the amulet. You may change the chosen attack type by removing the amulet and replacing it. This is a move action that provokes attacks of opportunity.
You may increase the type of attacks affected by reducing the Enhancement bonus (down to a minimum of +1); for each 1 you reduce the Enhancement bonus by, choose an additional melee natural weapon or unarmed trike that this amulet affects. You may not reduce/remove special abilities in order to increase the types of attacks affected.
The caster level of this item with a special ability is given in the description of the special ability. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.Faint evocation; CL See Text; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 (+6), 147,000 (+7), 192,000 (+8), 243,000 (+9), 300,000 (+10)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 13 (racial hit dice and levels of adjustment) may be taken for a 14th level character.
- Nymph is a newly available race.
- Dragonne is not available as a race. They may be taken as cohorts subject to those restrictions.
- Lamia is not available as a race. They may be taken as cohorts subject to those restrictions.
- Sphinx, Criosphinx is not available as a race. They may be taken as cohorts subject to those restrictions.
- Genie, Djinn is not available as a race due to being from the Elemental Plane of Air.
- Lillend is not available as a race due to being from Ysgard.
- Slaad, Red is not available as a race due to being from Limbo.
- In addition races chosen must comply with the rules outlined in the SRD.
- You are also subject to additional restrictions listed Here
- 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 Catfolk race is superseded by the revised version listed in the Races of the Wild, and not available to a 2nd or 3rd level character.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Races found on pp. 5—7 are available
- No creatures with more than a combined total of 3 (racial hit dice and levels of adjustment) may be taken for a 4th level character.
- Aquatic Races
- Dwarf, Aquatic is a newly available race (SRD).
- Elf, Aquatic (UA) is a newly available race (SRD).
- Gnome, Aquatic is a newly available race (SRD).
- Goblin, Aquatic is a newly available race (SRD).
- Half-Elf, Aquatic is a newly available race (SRD).
- Half-Orc, Aquatic is a newly available race (SRD).
- Halfling, Aquatic is a newly available race (SRD).
- Human, Aquatic is a newly available race (SRD).
- Kobold, Aquatic is a newly available race (SRD).
- Orc, Aquatic is a newly available race (SRD).
- Arctic Races
- Dwarf, Arctic is a newly available race (SRD).
- Elf, Arctic is a newly available race (SRD).
- Gnome, Arctic is a newly available race (SRD).
- Goblin, Arctic is a newly available race (SRD).
- Half-Elf, Arctic is a newly available race (SRD).
- Half-Orc, Arctic is a newly available race (SRD).
- Halfling, Arctic is a newly available race (SRD).
- Kobold, Arctic is a newly available race (SRD).
- Orc, Arctic is a newly available race (SRD).
- Desert Races
- Dwarf, Desert is a newly available race (SRD).
- Elf, Desert is a newly available race (SRD).
- Gnome, Desert is a newly available race (SRD).
- Goblin, Desert is a newly available race (SRD).
- Half-Elf, Desert is a newly available race (SRD).
- Half-Orc, Desert is a newly available race (SRD).
- Halfling, Desert is a newly available race (SRD).
- Kobold, Desert is a newly available race (SRD).
- Orc, Desert is a newly available race (SRD).
- Jungle Races
- Dwarf, Jungle is a newly available race (SRD).
- Elf, Jungle is a newly available race (SRD).
- Gnome, Jungle is a newly available race (SRD).
- Goblin, Jungle is a newly available race (SRD).
- Half-Elf, Jungle is a newly available race (SRD).
- Half-Orc, Jungle is a newly available race (SRD).
- Halfling, Jungle is a newly available race (SRD).
- Kobold, Jungle is a newly available race (SRD).
- Orc, Jungle is a newly available race (SRD).
- Races of Air
- Races of Earth
- Races of Fire
- Races of Water
- Aquatic Races
- 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.
- Dungeons & Dragons v3.5 Complete Adventurer (CAd)
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The 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.
- Dungeons & Dragons v3.5 Complete Arcane (CAr)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Warlock: 100 gp.
- Warmage: 75 gp.
- Wu Jen: 75 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- Dungeons & Dragons v3.5 Complete Divine (CD)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Multiple Nightsticks do not "stack."
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Complete Warrior (CW)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Hexblade: 150 gp.
- Samurai: 50 gp.
- Swashbuckler: 150 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- 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
- A double-weapon only has a single slot for an augment crystal, the effect of the crystal will affect both parts of the weapon.
- In addition to what's found in the book, the following properties are available:
Modular (Least)
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 1st
Aura: Faint; (DC 15) Transmutation
Activation: —Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
This object has the capability of attaching an additional augment crystal. When used on a double-weapon, the augment crystal only affects the part of the weapon for which this property was taken. An augment crystal attached to this slot is limited to being a least crystal. You may add this property more than once to have more slots.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Lesser) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 9th
Aura: Moderate; (DC 19) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least)Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
One of the slots created by Modular (Least) now can accept up to a lesser crystal. You may add this property more than once, up to the number of times you've taken Modular (Least). Each time you add this property another slot created by another Modular (Least) property can now accept a lesser crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Greater) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 17th
Aura: Strong; (DC 23) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least), Modular (Lesser)
Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.One of the slots created by Modular (Least) and upgraded by Modular (Lesser) now can accept up to a greater crystal. You may add this property more than once (although to do so would require an epic item), up to the number of times you've taken Modular (Lesser). Each time you add this property another slot created by another Modular (Least) property and upgraded by Modular (Lesser) property can now accept a greater crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
- 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".
- Dungeons & Dragons v3.5 Cityscape (Ci)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Ebonmar Infiltrator prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Dungeonscape (Du)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Dungeon Lord prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Frostburn (Fr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Sandstorm (Sa)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Draconomicon (Dr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- The "Dragon Cohort" feat is subject to the the following modification for this campaign: "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."
- The restriction can be avoided only when selecting Non-True Dragons, i.e. Dragonnel, Dragon Turtle, Pseudodragon, Wyvern
- The "Sense Weakness" feat is not available.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Nothing may be taken from this book unless explicitly listed
- Feats:
- No feat may be taken from this book. Some of the feats listed in this book are available from other books.
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 11 (racial hit dice and levels of adjustment) may be taken for a 12th level character.
- Abeil, Soldier is a newly available race. Please refer to the racial traits here.
- In addition races chosen must comply with the rules outlined in the SRD.
- Monster Manual III (MM3)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Changeling is a newly available race.
- Gnoll, Flind is a newly available race.
- Goatfolk (Ibixian) is a newly available race.
- Goblin, Forestkith is a newly available race.
- Kenku is a newly available race.
- Lizardfolk, Blackscale is a newly available race.
- Lizardfolk, Posion Dusk is a newly available race.
- Nycter is a newly available race.
- In addition races chosen must comply with the rules outlined in the SRD.
- You are also subject to additional restrictions listed Here
- Drow of the Underdark (DrU)
- 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.
- The Following Races are newly available:
- Elf, Albino Drow (Szarkai) is a newly available race.
- Goblinoid, Vril is a newly available race. See Errata for missing information. Vulnerability to Poison is a -4 to Saves vs the specific poisons listed.
- Dragon, Deep is not available as a race. They may be taken as cohorts subject to those restrictions.
- Quaggoth is not available as a race. The entry was poorly edited. My best guess is it has 4 racial HD, a +2 Level Adjustment, and the following adjustments to ability scores: +8 Str, +4 Con, -4 Int, +2 Wis. However, the stat blocks are contradictory.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Human, Illumian is a newly available race.
- For clarity, an Illumian may only ever have two Power Sigils, which make one Illumian Word. You get the first Power Sigil at character creation, and the second when you reach 2nd level in any class
- Human, Mongrelfolk is a newly available race.
- Human, Sea Kin is a newly available race.
- Human, Sharakim is a newly available race.
- Human, Skulk is a newly available race.
- The Skulk Monster Class is not available; in order to play a Skulk you must start as at least a 4th level character with 1 class level, 2 racial hit dice, and 1 level adjustment.
- Human, Underfolk is a newly available race.
- Ogre, Half-Ogre is a newly available race.
- Human, Illumian is a newly available race.
- 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
- Races of Stone (RS)
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- 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.
- 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.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for an 8th level character.
- Raptoran is a newly available race.
- Catfolk is a newly available race.
- Killoren is a newly available race.
- 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: Woodland Stride 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
- Dragonborn of Bahamut is a newly available race.
- Spellscale is a newly available race.
- 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)"
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- No material may be used from this book unless specified below, or if it appears in another book
- No creatures with more than a combined total of 9 (racial hit dice and levels of adjustment) may be taken for a 10th level character.
- Diabolus is a newly available race.
- Even though you have the chaotic subtype, your character does not need to have a chaotic alignment. But things that care about your alignment will treat your character as having a chaotic alignment in addition to your actual alignment.
- Diopsid is a newly available race with the following changes:
- Extra Arms:
- The extra arms cannot wield weapons on their own and do not qualify the Diopsid for Multiweapon Fighting or any feats for which three or more limbs is a prerequisite.
- Using a medium two-handed weapon with one primary arm and a secondary arm works as if you were a large creature wielding a medium two-handed weapon one-handed and has a -2 to attacks made with the weapon.
- Insect Body: The cost multiplier to make custom armor for a Diopsid is the same as for all custom armor.
- Level Adjustment: +2 (increased from +1 in the book)
- Extra Arms:
- Lupin is a newly available race.
- Tibbit is a newly available race.
- Diabolus is a newly available race.
- 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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- Magic/Psionics transparency is in effect
- Feats:
- For the Purposes of this campaign, Linked Power reads as follows:
Linked Power [Metapsionic]
You can link a power to the power you manifest in this round so that it goes off next round.
Prerequisite:
Benefit:
To use this feat, you must expend your psionic focus. Manifesting a power altered by this feat means that you must choose two powers—one you intend to manifest in this round, and one you intend to manifest in the next round. The power that is manifested in this round is not altered in any way, nor is the linked power that goes off in the next round—however, you only need to spend your swift action but no power points next round to manifest the linked power. The linked power is automatically targeted on the same area or target as the power you manifest in this round (if the power you manifest this round has no area or target, choose an area or target in this round for the linked power to affect in the next round; because the power you manifest next round is restricted to the same area, the ranges need to overlap and you get the most restrictive range, if the ranges do not overlap the second power fizzles). If the same creature is targeted by both powers, the target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a psionic charm followed by a linked psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect). It is possible that by the time the linked power comes into effect on the following round, the area where it goes off or the target that it affects no longer has relevance. On the other hand, you are free on the subsequent round to take actions normally. Using this feat increases the power point cost of the power manifested this round by a number equal to the power point cost of the linked power. Thus if you manifest energy stun (3 power points) and energy burst (5 power points) as the linked power, the metapsionic cost is 8. The total of power points you spend in this manner cannot exceed your manifester level.
- For the Purposes of this campaign, Linked Power reads as follows:
- 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
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- 15th-level characters start with 107,800 XP, and may not play in KotD modules #1 - #44.
- 15th-level characters start with 200,000 GP as shown in the Character Wealth by Level table in the DMG (p. 135).
- The player now has access to the following books:
- 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.
- The player starts with gold for their level as delineated in table 5-1 on page 135 of the DMG.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The "Leadership" feat is subject to the the following modification for this campaign: "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."
- Custom items built using the rules in the DMG can not be built during pre-generation.
- For the purposes of this campaign, the Amulet of Mighty Fists reads as follows:
Amulet of Mighty Fists
This amulet can be enchanted as if it were a melee weapon. It must have at least a +1 enhancement bonus. It follows the rules for enchanting melee weapons with the exception that all costs are increased by 50%. As such it can have as much as a +5 enhancement bonus, and up to a further +5 in melee weapon special abilities. It may not have dancing, throwing, or any other ability that relies on the weapon being separate from the body. It has room for one weapon augment crystal (see MIC).
When you place this amulet around your neck, pick one natural weapon type, or pick unarmed strike. The chosen melee attack gains the weapon enhancements from the amulet. The effect ends when you remove the amulet. You may change the chosen attack type by removing the amulet and replacing it. This is a move action that provokes attacks of opportunity.
You may increase the type of attacks affected by reducing the Enhancement bonus (down to a minimum of +1); for each 1 you reduce the Enhancement bonus by, choose an additional melee natural weapon or unarmed trike that this amulet affects. You may not reduce/remove special abilities in order to increase the types of attacks affected.
The caster level of this item with a special ability is given in the description of the special ability. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.Faint evocation; CL See Text; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 (+6), 147,000 (+7), 192,000 (+8), 243,000 (+9), 300,000 (+10)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 14 (racial hit dice and levels of adjustment) may be taken for a 15th level character.
- Rakshasa is a newly available race.
- Shambling Mound is not available as a race. They may be taken as cohorts subject to those restrictions.
- Devil, Chain (Kyton) is not available as a race due to being from the Nine Hells.
- Salamander, Average is not available as a race due to being from the Elemental Plane of Fire.
- Slaad, Blue is not available as a race due to being from Limbo.
- In addition races chosen must comply with the rules outlined in the SRD.
- You are also subject to additional restrictions listed Here
- 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 Catfolk race is superseded by the revised version listed in the Races of the Wild, and not available to a 2nd or 3rd level character.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Races found on pp. 5—7 are available
- No creatures with more than a combined total of 3 (racial hit dice and levels of adjustment) may be taken for a 4th level character.
- Aquatic Races
- Dwarf, Aquatic is a newly available race (SRD).
- Elf, Aquatic (UA) is a newly available race (SRD).
- Gnome, Aquatic is a newly available race (SRD).
- Goblin, Aquatic is a newly available race (SRD).
- Half-Elf, Aquatic is a newly available race (SRD).
- Half-Orc, Aquatic is a newly available race (SRD).
- Halfling, Aquatic is a newly available race (SRD).
- Human, Aquatic is a newly available race (SRD).
- Kobold, Aquatic is a newly available race (SRD).
- Orc, Aquatic is a newly available race (SRD).
- Arctic Races
- Dwarf, Arctic is a newly available race (SRD).
- Elf, Arctic is a newly available race (SRD).
- Gnome, Arctic is a newly available race (SRD).
- Goblin, Arctic is a newly available race (SRD).
- Half-Elf, Arctic is a newly available race (SRD).
- Half-Orc, Arctic is a newly available race (SRD).
- Halfling, Arctic is a newly available race (SRD).
- Kobold, Arctic is a newly available race (SRD).
- Orc, Arctic is a newly available race (SRD).
- Desert Races
- Dwarf, Desert is a newly available race (SRD).
- Elf, Desert is a newly available race (SRD).
- Gnome, Desert is a newly available race (SRD).
- Goblin, Desert is a newly available race (SRD).
- Half-Elf, Desert is a newly available race (SRD).
- Half-Orc, Desert is a newly available race (SRD).
- Halfling, Desert is a newly available race (SRD).
- Kobold, Desert is a newly available race (SRD).
- Orc, Desert is a newly available race (SRD).
- Jungle Races
- Dwarf, Jungle is a newly available race (SRD).
- Elf, Jungle is a newly available race (SRD).
- Gnome, Jungle is a newly available race (SRD).
- Goblin, Jungle is a newly available race (SRD).
- Half-Elf, Jungle is a newly available race (SRD).
- Half-Orc, Jungle is a newly available race (SRD).
- Halfling, Jungle is a newly available race (SRD).
- Kobold, Jungle is a newly available race (SRD).
- Orc, Jungle is a newly available race (SRD).
- Races of Air
- Races of Earth
- Races of Fire
- Races of Water
- Aquatic Races
- 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.
- Dungeons & Dragons v3.5 Complete Adventurer (CAd)
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The 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.
- Dungeons & Dragons v3.5 Complete Arcane (CAr)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Warlock: 100 gp.
- Warmage: 75 gp.
- Wu Jen: 75 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- Dungeons & Dragons v3.5 Complete Divine (CD)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Multiple Nightsticks do not "stack."
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Complete Warrior (CW)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Hexblade: 150 gp.
- Samurai: 50 gp.
- Swashbuckler: 150 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- 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
- A double-weapon only has a single slot for an augment crystal, the effect of the crystal will affect both parts of the weapon.
- In addition to what's found in the book, the following properties are available:
Modular (Least)
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 1st
Aura: Faint; (DC 15) Transmutation
Activation: —Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
This object has the capability of attaching an additional augment crystal. When used on a double-weapon, the augment crystal only affects the part of the weapon for which this property was taken. An augment crystal attached to this slot is limited to being a least crystal. You may add this property more than once to have more slots.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Lesser) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 9th
Aura: Moderate; (DC 19) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least)Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
One of the slots created by Modular (Least) now can accept up to a lesser crystal. You may add this property more than once, up to the number of times you've taken Modular (Least). Each time you add this property another slot created by another Modular (Least) property can now accept a lesser crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Greater) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 17th
Aura: Strong; (DC 23) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least), Modular (Lesser)
Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.One of the slots created by Modular (Least) and upgraded by Modular (Lesser) now can accept up to a greater crystal. You may add this property more than once (although to do so would require an epic item), up to the number of times you've taken Modular (Lesser). Each time you add this property another slot created by another Modular (Least) property and upgraded by Modular (Lesser) property can now accept a greater crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
- 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".
- Dungeons & Dragons v3.5 Cityscape (Ci)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Ebonmar Infiltrator prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Dungeonscape (Du)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Dungeon Lord prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Frostburn (Fr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Sandstorm (Sa)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Draconomicon (Dr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- The "Dragon Cohort" feat is subject to the the following modification for this campaign: "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."
- The restriction can be avoided only when selecting Non-True Dragons, i.e. Dragonnel, Dragon Turtle, Pseudodragon, Wyvern
- The "Sense Weakness" feat is not available.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Nothing may be taken from this book unless explicitly listed
- Feats:
- No feat may be taken from this book. Some of the feats listed in this book are available from other books.
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 11 (racial hit dice and levels of adjustment) may be taken for a 12th level character.
- Abeil, Soldier is a newly available race. Please refer to the racial traits here.
- In addition races chosen must comply with the rules outlined in the SRD.
- Monster Manual III (MM3)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Changeling is a newly available race.
- Gnoll, Flind is a newly available race.
- Goatfolk (Ibixian) is a newly available race.
- Goblin, Forestkith is a newly available race.
- Kenku is a newly available race.
- Lizardfolk, Blackscale is a newly available race.
- Lizardfolk, Posion Dusk is a newly available race.
- Nycter is a newly available race.
- In addition races chosen must comply with the rules outlined in the SRD.
- You are also subject to additional restrictions listed Here
- Drow of the Underdark (DrU)
- 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.
- The Following Races are newly available:
- Elf, Albino Drow (Szarkai) is a newly available race.
- Goblinoid, Vril is a newly available race. See Errata for missing information. Vulnerability to Poison is a -4 to Saves vs the specific poisons listed.
- Dragon, Deep is not available as a race. They may be taken as cohorts subject to those restrictions.
- Quaggoth is not available as a race. The entry was poorly edited. My best guess is it has 4 racial HD, a +2 Level Adjustment, and the following adjustments to ability scores: +8 Str, +4 Con, -4 Int, +2 Wis. However, the stat blocks are contradictory.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Human, Illumian is a newly available race.
- For clarity, an Illumian may only ever have two Power Sigils, which make one Illumian Word. You get the first Power Sigil at character creation, and the second when you reach 2nd level in any class
- Human, Mongrelfolk is a newly available race.
- Human, Sea Kin is a newly available race.
- Human, Sharakim is a newly available race.
- Human, Skulk is a newly available race.
- The Skulk Monster Class is not available; in order to play a Skulk you must start as at least a 4th level character with 1 class level, 2 racial hit dice, and 1 level adjustment.
- Human, Underfolk is a newly available race.
- Ogre, Half-Ogre is a newly available race.
- Human, Illumian is a newly available race.
- 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
- Races of Stone (RS)
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- 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.
- 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.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for an 8th level character.
- Raptoran is a newly available race.
- Catfolk is a newly available race.
- Killoren is a newly available race.
- 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: Woodland Stride 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
- Dragonborn of Bahamut is a newly available race.
- Spellscale is a newly available race.
- 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)"
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- No material may be used from this book unless specified below, or if it appears in another book
- No creatures with more than a combined total of 9 (racial hit dice and levels of adjustment) may be taken for a 10th level character.
- Diabolus is a newly available race.
- Even though you have the chaotic subtype, your character does not need to have a chaotic alignment. But things that care about your alignment will treat your character as having a chaotic alignment in addition to your actual alignment.
- Diopsid is a newly available race with the following changes:
- Extra Arms:
- The extra arms cannot wield weapons on their own and do not qualify the Diopsid for Multiweapon Fighting or any feats for which three or more limbs is a prerequisite.
- Using a medium two-handed weapon with one primary arm and a secondary arm works as if you were a large creature wielding a medium two-handed weapon one-handed and has a -2 to attacks made with the weapon.
- Insect Body: The cost multiplier to make custom armor for a Diopsid is the same as for all custom armor.
- Level Adjustment: +2 (increased from +1 in the book)
- Extra Arms:
- Lupin is a newly available race.
- Tibbit is a newly available race.
- Diabolus is a newly available race.
- 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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- Magic/Psionics transparency is in effect
- Feats:
- For the Purposes of this campaign, Linked Power reads as follows:
Linked Power [Metapsionic]
You can link a power to the power you manifest in this round so that it goes off next round.
Prerequisite:
Benefit:
To use this feat, you must expend your psionic focus. Manifesting a power altered by this feat means that you must choose two powers—one you intend to manifest in this round, and one you intend to manifest in the next round. The power that is manifested in this round is not altered in any way, nor is the linked power that goes off in the next round—however, you only need to spend your swift action but no power points next round to manifest the linked power. The linked power is automatically targeted on the same area or target as the power you manifest in this round (if the power you manifest this round has no area or target, choose an area or target in this round for the linked power to affect in the next round; because the power you manifest next round is restricted to the same area, the ranges need to overlap and you get the most restrictive range, if the ranges do not overlap the second power fizzles). If the same creature is targeted by both powers, the target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a psionic charm followed by a linked psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect). It is possible that by the time the linked power comes into effect on the following round, the area where it goes off or the target that it affects no longer has relevance. On the other hand, you are free on the subsequent round to take actions normally. Using this feat increases the power point cost of the power manifested this round by a number equal to the power point cost of the linked power. Thus if you manifest energy stun (3 power points) and energy burst (5 power points) as the linked power, the metapsionic cost is 8. The total of power points you spend in this manner cannot exceed your manifester level.
- For the Purposes of this campaign, Linked Power reads as follows:
- 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
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- 16th-level characters start with 122,200 XP, and may not play in KotD modules #1 - #47.
- 16th-level characters start with 260,000 GP as shown in the Character Wealth by Level table in the DMG (p. 135).
- The player now has access to the following books:
- 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.
- The player starts with gold for their level as delineated in table 5-1 on page 135 of the DMG.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The "Leadership" feat is subject to the the following modification for this campaign: "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."
- Custom items built using the rules in the DMG can not be built during pre-generation.
- For the purposes of this campaign, the Amulet of Mighty Fists reads as follows:
Amulet of Mighty Fists
This amulet can be enchanted as if it were a melee weapon. It must have at least a +1 enhancement bonus. It follows the rules for enchanting melee weapons with the exception that all costs are increased by 50%. As such it can have as much as a +5 enhancement bonus, and up to a further +5 in melee weapon special abilities. It may not have dancing, throwing, or any other ability that relies on the weapon being separate from the body. It has room for one weapon augment crystal (see MIC).
When you place this amulet around your neck, pick one natural weapon type, or pick unarmed strike. The chosen melee attack gains the weapon enhancements from the amulet. The effect ends when you remove the amulet. You may change the chosen attack type by removing the amulet and replacing it. This is a move action that provokes attacks of opportunity.
You may increase the type of attacks affected by reducing the Enhancement bonus (down to a minimum of +1); for each 1 you reduce the Enhancement bonus by, choose an additional melee natural weapon or unarmed trike that this amulet affects. You may not reduce/remove special abilities in order to increase the types of attacks affected.
The caster level of this item with a special ability is given in the description of the special ability. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.Faint evocation; CL See Text; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3), 48,000 gp (+4), 75,000 gp (+5), 108,000 (+6), 147,000 (+7), 192,000 (+8), 243,000 (+9), 300,000 (+10)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 15 (racial hit dice and levels of adjustment) may be taken for a 16th level character.
- Ettin is a newly available race.
- Gray Render is not available as a race. They may be taken as cohorts subject to those restrictions.
- Inevitable, Zelekhut is not available as a race due to being from Mechanus.
- In addition races chosen must comply with the rules outlined in the SRD.
- You are also subject to additional restrictions listed Here
- 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 Catfolk race is superseded by the revised version listed in the Races of the Wild, and not available to a 2nd or 3rd level character.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Races found on pp. 5—7 are available
- No creatures with more than a combined total of 3 (racial hit dice and levels of adjustment) may be taken for a 4th level character.
- Aquatic Races
- Dwarf, Aquatic is a newly available race (SRD).
- Elf, Aquatic (UA) is a newly available race (SRD).
- Gnome, Aquatic is a newly available race (SRD).
- Goblin, Aquatic is a newly available race (SRD).
- Half-Elf, Aquatic is a newly available race (SRD).
- Half-Orc, Aquatic is a newly available race (SRD).
- Halfling, Aquatic is a newly available race (SRD).
- Human, Aquatic is a newly available race (SRD).
- Kobold, Aquatic is a newly available race (SRD).
- Orc, Aquatic is a newly available race (SRD).
- Arctic Races
- Dwarf, Arctic is a newly available race (SRD).
- Elf, Arctic is a newly available race (SRD).
- Gnome, Arctic is a newly available race (SRD).
- Goblin, Arctic is a newly available race (SRD).
- Half-Elf, Arctic is a newly available race (SRD).
- Half-Orc, Arctic is a newly available race (SRD).
- Halfling, Arctic is a newly available race (SRD).
- Kobold, Arctic is a newly available race (SRD).
- Orc, Arctic is a newly available race (SRD).
- Desert Races
- Dwarf, Desert is a newly available race (SRD).
- Elf, Desert is a newly available race (SRD).
- Gnome, Desert is a newly available race (SRD).
- Goblin, Desert is a newly available race (SRD).
- Half-Elf, Desert is a newly available race (SRD).
- Half-Orc, Desert is a newly available race (SRD).
- Halfling, Desert is a newly available race (SRD).
- Kobold, Desert is a newly available race (SRD).
- Orc, Desert is a newly available race (SRD).
- Jungle Races
- Dwarf, Jungle is a newly available race (SRD).
- Elf, Jungle is a newly available race (SRD).
- Gnome, Jungle is a newly available race (SRD).
- Goblin, Jungle is a newly available race (SRD).
- Half-Elf, Jungle is a newly available race (SRD).
- Half-Orc, Jungle is a newly available race (SRD).
- Halfling, Jungle is a newly available race (SRD).
- Kobold, Jungle is a newly available race (SRD).
- Orc, Jungle is a newly available race (SRD).
- Races of Air
- Races of Earth
- Races of Fire
- Races of Water
- Aquatic Races
- 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.
- Dungeons & Dragons v3.5 Complete Adventurer (CAd)
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The 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.
- Dungeons & Dragons v3.5 Complete Arcane (CAr)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Warlock: 100 gp.
- Warmage: 75 gp.
- Wu Jen: 75 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- Dungeons & Dragons v3.5 Complete Divine (CD)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- Multiple Nightsticks do not "stack."
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Complete Warrior (CW)
- The cost of the equipment (including the gold) from the starting packages are as follows:
- Hexblade: 150 gp.
- Samurai: 50 gp.
- Swashbuckler: 150 gp.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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 cost of the equipment (including the gold) from the starting packages are as follows:
- 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
- A double-weapon only has a single slot for an augment crystal, the effect of the crystal will affect both parts of the weapon.
- In addition to what's found in the book, the following properties are available:
Modular (Least)
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 1st
Aura: Faint; (DC 15) Transmutation
Activation: —Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
This object has the capability of attaching an additional augment crystal. When used on a double-weapon, the augment crystal only affects the part of the weapon for which this property was taken. An augment crystal attached to this slot is limited to being a least crystal. You may add this property more than once to have more slots.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Lesser) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 9th
Aura: Moderate; (DC 19) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least)Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.
One of the slots created by Modular (Least) now can accept up to a lesser crystal. You may add this property more than once, up to the number of times you've taken Modular (Least). Each time you add this property another slot created by another Modular (Least) property can now accept a lesser crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
Modular (Greater) [Synergy]
Price: +1 Bonus
Property: Armor, shield or weapon
Caster Level: 17th
Aura: Strong; (DC 23) Transmutation
Activation: —
Synergy Prerequisite: Modular (Least), Modular (Lesser)
Closely examining this object, you notice a shallow depression in an unobtrusive place. It doesn't seem to affect the use of the item.One of the slots created by Modular (Least) and upgraded by Modular (Lesser) now can accept up to a greater crystal. You may add this property more than once (although to do so would require an epic item), up to the number of times you've taken Modular (Lesser). Each time you add this property another slot created by another Modular (Least) property and upgraded by Modular (Lesser) property can now accept a greater crystal.
Prerequisites: Craft Magic Arms and Armor
Cost to Create: Varies.
- 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".
- Dungeons & Dragons v3.5 Cityscape (Ci)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Ebonmar Infiltrator prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Dungeonscape (Du)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- The Dungeon Lord prestige class is not permitted.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Frostburn (Fr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Sandstorm (Sa)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Dungeons & Dragons v3.5 Draconomicon (Dr)
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- 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.
- The "Dragon Cohort" feat is subject to the the following modification for this campaign: "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."
- The restriction can be avoided only when selecting Non-True Dragons, i.e. Dragonnel, Dragon Turtle, Pseudodragon, Wyvern
- The "Sense Weakness" feat is not available.
- No prestige class levels may be taken until the player meets an NPC trainer in game play.
- Nothing may be taken from this book unless explicitly listed
- Feats:
- No feat may be taken from this book. Some of the feats listed in this book are available from other books.
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 11 (racial hit dice and levels of adjustment) may be taken for a 12th level character.
- Abeil, Soldier is a newly available race. Please refer to the racial traits here.
- In addition races chosen must comply with the rules outlined in the SRD.
- Monster Manual III (MM3)
- A character may not have more than 1 template applied.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Changeling is a newly available race.
- Gnoll, Flind is a newly available race.
- Goatfolk (Ibixian) is a newly available race.
- Goblin, Forestkith is a newly available race.
- Kenku is a newly available race.
- Lizardfolk, Blackscale is a newly available race.
- Lizardfolk, Posion Dusk is a newly available race.
- Nycter is a newly available race.
- In addition races chosen must comply with the rules outlined in the SRD.
- You are also subject to additional restrictions listed Here
- Drow of the Underdark (DrU)
- 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.
- The Following Races are newly available:
- Elf, Albino Drow (Szarkai) is a newly available race.
- Goblinoid, Vril is a newly available race. See Errata for missing information. Vulnerability to Poison is a -4 to Saves vs the specific poisons listed.
- Dragon, Deep is not available as a race. They may be taken as cohorts subject to those restrictions.
- Quaggoth is not available as a race. The entry was poorly edited. My best guess is it has 4 racial HD, a +2 Level Adjustment, and the following adjustments to ability scores: +8 Str, +4 Con, -4 Int, +2 Wis. However, the stat blocks are contradictory.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- Human, Illumian is a newly available race.
- For clarity, an Illumian may only ever have two Power Sigils, which make one Illumian Word. You get the first Power Sigil at character creation, and the second when you reach 2nd level in any class
- Human, Mongrelfolk is a newly available race.
- Human, Sea Kin is a newly available race.
- Human, Sharakim is a newly available race.
- Human, Skulk is a newly available race.
- The Skulk Monster Class is not available; in order to play a Skulk you must start as at least a 4th level character with 1 class level, 2 racial hit dice, and 1 level adjustment.
- Human, Underfolk is a newly available race.
- Ogre, Half-Ogre is a newly available race.
- Human, Illumian is a newly available race.
- 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
- Races of Stone (RS)
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- 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.
- 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.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for a 8th level character.
- No creatures with more than a combined total of 7 (racial hit dice and levels of adjustment) may be taken for an 8th level character.
- Raptoran is a newly available race.
- Catfolk is a newly available race.
- Killoren is a newly available race.
- 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: Woodland Stride 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
- Dragonborn of Bahamut is a newly available race.
- Spellscale is a newly available race.
- 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)"
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- No material may be used from this book unless specified below, or if it appears in another book
- No creatures with more than a combined total of 9 (racial hit dice and levels of adjustment) may be taken for a 10th level character.
- Diabolus is a newly available race.
- Even though you have the chaotic subtype, your character does not need to have a chaotic alignment. But things that care about your alignment will treat your character as having a chaotic alignment in addition to your actual alignment.
- Diopsid is a newly available race with the following changes:
- Extra Arms:
- The extra arms cannot wield weapons on their own and do not qualify the Diopsid for Multiweapon Fighting or any feats for which three or more limbs is a prerequisite.
- Using a medium two-handed weapon with one primary arm and a secondary arm works as if you were a large creature wielding a medium two-handed weapon one-handed and has a -2 to attacks made with the weapon.
- Insect Body: The cost multiplier to make custom armor for a Diopsid is the same as for all custom armor.
- Level Adjustment: +2 (increased from +1 in the book)
- Extra Arms:
- Lupin is a newly available race.
- Tibbit is a newly available race.
- Diabolus is a newly available race.
- 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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- Magic/Psionics transparency is in effect
- Feats:
- For the Purposes of this campaign, Linked Power reads as follows:
Linked Power [Metapsionic]
You can link a power to the power you manifest in this round so that it goes off next round.
Prerequisite:
Benefit:
To use this feat, you must expend your psionic focus. Manifesting a power altered by this feat means that you must choose two powers—one you intend to manifest in this round, and one you intend to manifest in the next round. The power that is manifested in this round is not altered in any way, nor is the linked power that goes off in the next round—however, you only need to spend your swift action but no power points next round to manifest the linked power. The linked power is automatically targeted on the same area or target as the power you manifest in this round (if the power you manifest this round has no area or target, choose an area or target in this round for the linked power to affect in the next round; because the power you manifest next round is restricted to the same area, the ranges need to overlap and you get the most restrictive range, if the ranges do not overlap the second power fizzles). If the same creature is targeted by both powers, the target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a psionic charm followed by a linked psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect). It is possible that by the time the linked power comes into effect on the following round, the area where it goes off or the target that it affects no longer has relevance. On the other hand, you are free on the subsequent round to take actions normally. Using this feat increases the power point cost of the power manifested this round by a number equal to the power point cost of the linked power. Thus if you manifest energy stun (3 power points) and energy burst (5 power points) as the linked power, the metapsionic cost is 8. The total of power points you spend in this manner cannot exceed your manifester level.
- For the Purposes of this campaign, Linked Power reads as follows:
- 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
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