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DRAGONBORN

Proud, honorable warriors,


born from the blood of an ancient dragon god

RACIAL TRAITS
Average Height: 6 26 8
Average Weight: 220320 lb.

Ability Scores: +2 Strength, +2 Charisma


Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, Draconic


Skill Bonuses: +2 History, +2 Intimidate
Dragonborn Fury: When youre bloodied, you gain a +1
racial bonus to attack rolls.
Draconic Heritage: Your healing surge value is equal
to one-quarter of your maximum hit points + your
Constitution modifier.
Dragon Breath: You can use dragon breath as an
encounter power.

Dragon Breath Dragonborn Racial Power


As you open your mouth with a roar, the deadly power of your
draconic kin blasts forth to engulf your foes.
Encounter Acid, Cold, Fire, Lightning, or Poison
Minor Action Close blast 3
Targets: All creatures in area
Attack: Strength + 2 vs. Reflex, Constitution + 2 vs. Reflex, or
Dexterity + 2 vs. Reflex
Hit: 1d6 + Constitution modifier damage.
Increase to +4 bonus and 2d6 + Constitution modifier
damage at 11th level, and to +6 bonus and 3d6 +
Constitution modifier damage at 21st level.
Special: When you create your character, choose Strength,
Constitution, or Dexterity as the ability score you use
when making attack rolls with this power. You also choose
the powers damage type: acid, cold, fire, lightning, or
poison. These two choices remain throughout your charac-
ters life and do not change the powers other effects.

Born to fight, dragonborn are a race of wandering


mercenaries, soldiers, and adventurers. Long ago, their
empire contended for worldwide dominion, but now
only a few rootless clans of these honorable warriors
remain to pass on their legends of ancient glory.

Play a dragonborn if you want . . .


to look like a dragon.
to be the proud heir of an ancient, fallen empire.
to breathe acid, cold, fire, lightning, or poison.
W I L L I A M O CO N N O R

to be a member of a race that favors the warlord,


fighter, and paladin classes.

C H A P T ER 3 | C h arac te r Race
34
D R AG O N B O R N
Physical Qualities companions or opponents, admiring their strength
and tenacity as friends or enemies.
Dragonborn resemble humanoid dragons. Theyre
Dragonborn seek adventure for the chance to prove
covered in scaly hide, but they dont have tails. They
their worth, win renown, and perhaps become cham-
are tall and strongly built, often standing close to
pions about whom stories will be told for generations.
6 feet in height and weighing 300 pounds or more.
To win everlasting glory through mighty deeds, daring
Their hands and feet are strong, talonlike claws with
exploits, and supreme skillthat is the dragonborn
three fingers and a thumb on each hand. A dragon-
dream.
borns head features a blunt snout, a strong brow,
and distinctive frills at the cheek and ear. Behind
Dragonborn Characteristics: Driven, honor-bound,
the brow, a crest of hornlike scales of various lengths
noble, perfectionist, proud, reliable, reserved, rooted in
resembles thick, ropy hair. Their eyes are shades of
ancient history
red or gold.
A typical dragonborns scales can be scarlet, gold,
Male Names: Arjhan, Balasar, Bharash, Donaar,
rust, ocher, bronze, or brown. Rarely do an individ-
Ghesh, Heskan, Kriv, Medrash, Nadarr, Patrin,
uals scales match the hue of a chromatic or metallic
Rhogar, Shamash, Shedinn, Torinn
dragon, and scale color gives no indication of the type
of breath weapon a dragonborn uses. Most dragonborn
Female Names: Akra, Biri, Daar, Harann, Kava,
have very fine scales over most of their body, giving
Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina,
their skin a leathery texture, with regions of larger
Thava
scales on the forearms, lower legs and feet, shoulders,
and thighs.
Young dragonborn grow faster than human chil- Dragonborn
dren do. They walk hours after hatching, reach the Adventurers
size and development of a 10-year-old human child
Three sample dragonborn adventurers are described
by the age of 3 and reach adulthood by 15. They live
below.
about as long as humans do.
Bharash is a dragonborn warlord who leads a group
of adventurers in search of riches and glory. Inspired
Playing a Dragonborn by tales of the ancient heroes of Arkhosia, he seeks
To a dragonborn, honor is more important than life his destiny in battle. He dreams of someday leading
itself. First and foremost, honor is tied to battlefield a mighty army against an orc horde or a hobgoblin
conduct. Adversaries should be treated with courtesy host, but he is content in the meantime to coordinate
and respect, even if they are bitter enemies. Caution strikes against the lesser forces of evil he encounters in
and discretion are key to a warriors survival, but fear dungeons and ruins. He reveres Bahamut as the god of
is a disease and cowardice is a moral failing. honor.
The drive to behave honorably extends into the rest Harann is a fighter dedicated to the mastery of her
of a dragonborns life: Breaking an oath is the height chosen weapon, the bastard sword. She rises early
of dishonor, and attention to honesty extends to every every morning to practice combat maneuvers and con-
word. A commitment made must be carried out. Ulti- stantly strives to master new techniques. Excellence
mately, a dragonborn takes responsibility for his or her with her weapon is symbolic to her; it represents excel-
actions and their consequences. lence of character, the perfection of her spirit. When
A continual drive for self-improvement reveals an she has achieved perfect mastery of the bastard sword,
additional aspect of dragonborn honor. Dragonborn she believes she will be perfect herself.
value skill and excellence in all endeavors. They hate Donaar is a paladin of Erathis, the god of cities and
to fail, and they push themselves to extreme efforts civilization. He believes that the dragonborn race is
before they give up on something. A dragonborn holds destined to rise from the ashes of its ancient empire
mastery of a particular skill as a lifetime goal. Mem- and to form a new nation carved from the wilderness.
bers of other races who share the same commitment And he intends to be instrumental in that process. As
find it easy to earn the respect of a dragonborn. a reminder of his heritage, he keeps a piece of the shell
The dragonborn dedication to honor and excellence from which he hatched in an amulet around his neck.
sometimes leads others to view dragonborn as arro- Although he sometimes thinks that pillaging dungeons
gant and proud. Most dragonborn share a great pride is a waste of his effort, he occasionally unearths a rem-
in their races past and present accomplishments, but nant of the long-lost dragonborn empire. He believes
they are also quick to admire the accomplishments of he can put such items to use one day in forging a new
others. Even though the tiefling empire of Bael Turath empire for his people.
was the enemy of the ancient dragonborn empire of
Arkhosia, dragonborn recognize tieflings as worthy

C H A P T ER 3 | C h arac te r Race
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DWARF

Masters of stone and iron, dauntless


and unyielding in the face of adversity

RACIAL TRAITS
Average Height: 4 34 9
Average Weight: 160220 lb.

Ability Scores: +2 Constitution, +2 Wisdom


Size: Medium
Speed: 5 squares
Vision: Low-light

Languages: Common, Dwarven


Skill Bonuses: +2 Dungeoneering, +2 Endurance
Cast-Iron Stomach: +5 racial bonus to saving throws
against poison.
Dwarven Resilience: You can use your second wind as
a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency
with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed
even when it would normally be reduced by armor
or a heavy load. Other effects that limit speed (such
as difficult terrain or magical effects) affect you
normally.
Stand Your Ground: When an effect forces you to
movethrough a pull, a push, or a slideyou can
move 1 square less than the effect specifies. This
means an effect that normally pulls, pushes, or slides
a target 1 square does not force you to move unless
you want to.
In addition, when an attack would knock you
prone, you can immediately make a saving throw to
avoid falling prone.

Carved from the bedrock of the universe, dwarves


endured an age of servitude to giants before winning
their freedom. Their mighty mountain fortress-cities
testify to the power of their ancient empires. Even
those who live in human cities are counted among the
staunchest defenders against the darkness that threat-
ens to engulf the world.

Play a dwarf if you want . . .


to be tough, gruff, and strong as bedrock.
to bring glory to your ancestors or serve as your
gods right hand.
to be able to take as much punishment as you
dish out.
W I L L I A M O CO N N O R

to be a member of a race that favors the paladin,


cleric, and fighter classes.

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DWA R F
Physical Qualities To a dwarf, it is a gift and a mark of deep respect
to stand beside an ally in battle, and a sign of deepest
Dwarves average about 4 feet in height and are very
loyalty to shield that ally from enemy attack. Dwarven
broad, weighing as much as an adult human. Dwarves
legends honor many heroes who gave their lives to save
have the same variety of skin, eye, and hair colors as
their clans or their friends.
humans, although dwarf skin is sometimes gray or
sandstone red and red hair is more common among
Dwarf Characteristics: Acquisitive, brave, hard-
them. Male dwarves are often bald and braid their
working, loyal, organized, stern, stubborn, tenacious,
long beards into elaborate patterns. Female dwarves
vengeful
braid their hair to show clan and ancestry. Dwarven
attire and equipment, including weapons and shields,
Male Names: Adrik, Baern, Berend, Darrak, Eberk,
are decorated with bold geometric shapes, natural
Fargrim, Gardain, Harbek, Kildrak, Morgran, Orsik,
gems, and ancestral faces.
Rangrim, Thoradin, Thorfin, Tordek, Travok, Vondal
Although they reach physical maturity at roughly
the same age as humans, dwarves age more slowly and
Female Names: Artin, Bardryn, Diesa, Eldeth,
remain vigorous well past 150 years of age, often living
Falkrunn, Gurdis, Helja, Kathra, Kristryd, Mardred,
to see 200.
Riswynn, Torbera, Vistra

Playing a Dwarf Dwarf Adventurers


Proudly proclaiming they were made from the earth
Three sample dwarf adventurers are described below.
itself, dwarves share many qualities with the rock they
Travok is a dwarf paladin committed to the service
love. They are strong, hardy, and dependable. They
of Kord. Wearing shining plate armor crafted and
value their ancestral traditions, which they preserve
proudly worn by his great-grandfather, Travok presents
through the ages as fiercely as they defend the carved
an impenetrable line of defense, defying his enemies
structures of their mountain homes.
to get past him to reach his allies. True to his god and
Dwarves believe in the importance of clan ties and
the honor of his ancestors, Travok relishes his physi-
ancestry. They deeply respect their elders, and they
cal strength and endurance, vowing that nothing will
honor long-dead clan founders and ancestral heroes.
move him from his place. He is fiercely loyal to his
They place great value on wisdom and the experience
friends, and if the need arises, he will lay down his life
of years, and most are polite to elders of any race.
to ensure that they live.
More so than most other races, dwarves seek guid-
Kathra is a dwarf cleric devoted to Moradin, the
ance and protection from the gods. They look to the
Great Carver who formed the dwarves out of stone
divine for strength, hope, and inspiration, or they
and liberated them from their servitude to the giants.
seek to propitiate cruel or destructive gods. Individual
Swinging a warhammer engraved with the hammer-
dwarves might be impious or openly heretical, but
and-anvil symbol of her god, Kathra stands next to
temples and shrines of some sort are found in almost
her fighter companion, trusting in divine power, the
every dwarven community. Dwarves revere Moradin
chainmail she made herself, and her own natural
as their creator, but individual dwarves honor those
resilience to protect her from her enemies. Her dear-
deities who hold sway over their vocations; warriors
est hope is to craft a legacy that will last through the
pray to Bahamut or Kord, architects to Erathis, and
ages, as beautiful and enduring as the finest dwarven
merchants to Avandraor even to Tiamat, if a dwarf is
jewelrya legacy of peace and justice in this troubled
consumed by the dwarven taste for wealth.
world.
Dwarves never forget their enemies, either indi-
Tordek is a dwarf fighter, last in a long line of noble
viduals who have wronged them or entire races of
warriors. Three generations ago, his familys ancestral
monsters who have done ill to their kind. Dwarves
fortress was overrun by orcs and laid to waste, leav-
harbor a fierce hatred for orcs, which often inhabit
ing Tordek with nothing but a signet ring and tales of
the same mountainous areas that dwarves favor and
ancient glory as his birthright. He has sworn that he
which wreak periodic devastation on dwarf communi-
will rebuild the fortress one day, and that oath drives
ties. Dwarves also despise giants and titans, because
his every action. In the meantime, his adventuring
the dwarf race once labored as the giants slaves. They
companions know they can rely on him completely,
feel a mixture of pity and disgust toward those cor-
and someday he will rely on them to help him reclaim
rupted dwarves who still have not freed themselves
his kingdom.
from the giants yokeazers and galeb duhrs among
them.

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ELADRIN

Graceful warriors and wizards at home


in the eldritch twilight of the Feywild

RACIAL TRAITS
Average Height: 5 56 1
Average Weight: 130180 lb.

Ability Scores: +2 Dexterity, +2 Intelligence


Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, Elven


Skill Bonuses: +2 Arcana, +2 History
Eladrin Education: You gain training in one additional
skill selected from the skill list in Chapter 5.
Eladrin Weapon Proficiency: You gain proficiency
with the longsword.
Eladrin Will: You gain a +1 racial bonus to your Will
defense.
In addition, you gain a +5 racial bonus to saving
throws against charm effects.
Fey Origin: Your ancestors were native to the Feywild,
so you are considered a fey creature for the purpose
of effects that relate to creature origin.
Trance: Rather than sleep, eladrin enter a meditative
state known as trance. You need to spend 4 hours in
this state to gain the same benefits other races gain
from taking a 6-hour extended rest. While in a trance,
you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
Fey Step: You can use fey step as an encounter power.

Fey Step Eladrin Racial Power


With a step, you vanish from one place and appear in another.
Encounter Teleportation
Move Action Personal
Effect: Teleport up to 5 squares (see Teleportation,
page 286).

Creatures of magic with strong ties to nature, eladrin


live in cities in the twilight realm of the Feywild. Their
cities lie close enough to the world that they sometimes
cross over, appearing briefly in mountain valleys or
deep forest glades before fading back into the Feywild.

Play an eladrin if you want . . .


to be otherworldly and mysterious.
to be graceful and intelligent.
to teleport around the battlefield, cloaked in the
magic of the Feywild.
to be a member of a race that favors the wizard,
A N N E S TO K E S

rogue, and warlord classes.

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ELADRIN
Physical Qualities The Feywilds most powerful eladrin, called noble
eladrin, become so infused with their realms inherent
Eladrin are of human height. They are slim, and even
magic that they transform into entirely new creatures.
the strongest simply look athletic rather than muscle-
These noble eladrin take on characteristics of the sea-
bound. They have the same range of complexions as
sons and other natural phenomena.
humans, though they are more often fair than dark.
Their straight, fine hair is often white, silver, or pale
Eladrin Characteristics: Aesthetic, deliberative,
gold, and they wear it long and loose. Their ears are
detached, free, graceful, magical, otherworldly, patient,
long and pointed, and their eyes are pearly and opal-
perceptive
escent orbs of vibrant blue, violet, or green, lacking
pupils. Eladrin cant grow facial hair and have little
Male Names: Aramil, Arannis, Berrian, Dayereth,
body hair.
Erevan, Galinndan, Hadarai, Immeral, Mindartis,
Eladrin children grow much as human children
Paelias, Quarion, Riardon, Soveliss
do, but their aging process slows to a crawl when they
reach maturity. They enjoy youth and health for most
Female Names: Althaea, Anastrianna, Andraste,
of their lives and dont begin to feel the effects of age
Bethrynna, Caelynna, Jelenneth, Leshanna, Meriele,
until the middle of their third century. Most live for
Naivara, Quelenna, Sariel, Shanairra, Theirastra,
over 300 years, and even at the end they suffer few of
Valenae
the infirmities of old age.

Playing an Eladrin Eladrin Adventurers


Three sample eladrin adventurers are described
Eladrin society straddles the boundary between the
below.
Feywild and the natural world. Eladrin build their
Meriele is an eladrin wizard. Although her magic
elegant cities and towers in places of striking natu-
favors powers of thunder and lightning, she stands as
ral splendor, especially where the veil between the
a point of tranquility in the storm. To her friends, she
worlds is thinisolated mountain vales, green islands
seems above the worlds tumult, present in their midst
along wild and storm-wracked coasts, and the deepest
but clearly apart by her nature. In the evenings, while
recesses of ancient forests. Some eladrin realms exist
her companions set up camp and settle in to rest, she
mostly in the Feywild, only rarely touching the world,
slips into a trance and, in her mind, walks among the
while others appear in the world at sunset each day,
ageless trees of the Feywild. She smiles at the impa-
only to fade back into the Feywild at dawn.
tience and impulsiveness of her allies, but they are
Long-lived and strongly tied to the Feywild, eladrin
almost as dear to her as her spellbooks.
have a detached view of the world. Eladrin often have
Quarion is an eladrin rogue, as comfortable in
difficulty believing that events in the world have much
the shadows of the world as in the twilight of the
importance to them, and they consider courses of
Feywild. He moves with the grace of a panther and
action that can last for centuries.
can be uncannily silent when he chooses. In combat,
Their general detachment from the world can make
he finds his mind slipping out of time, as though he
eladrin seem distant and intimidating to other races.
were watching himself and his foes moving at a snails
Their fey nature also makes them simultaneously
pace. His enemies attacks are easy to calculate, their
alluring and a little frightening. However, eladrin take
defenses easy to anticipate and circumvent. Combat is
friendships and alliances to heart and can react with
a carefully choreographed dance in his mind, and he
swift fury when their friends are endangered. Com-
savors its elegance.
bined with their intellect, bravery, and magical power,
Anastrianna is an eladrin warlord who once served
this loyalty makes them powerful and respected allies.
as the captain of the guard in the castle of a noble
Eladrin live by an aesthetic philosophy common to
eladrin, a ghaele of winter. Banished at the ghaeles
the Feywild and personified by Corellon, the god of
angry whim, Anastrianna has turned her back on the
beauty and patron of the fey. Eladrin seek to exemplify
Feywild entirely. She is haunted by beautiful visions
grace, skill, and learning in every part of life, from
of herself at the head of a fey army, banners fluttering
dance and song to swordplay and magic. Their cities
against a sapphire sky and blood staining the perfect
are places of stunning beauty that shape and guide
snow, and she imagines that her destiny will lead her
their natural surroundings into elegant forms.
against her former lady someday.
Eladrin are close cousins to the elves and are occa-
sionally called high elves or gray elves. Eladrin favor
the Feywild and arcane magic more than elves do,
but the two races hold each other in high regard. They
share a burning hatred for the third branch of their
racethe drow.

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ELF

Quick, wary archers who freely roam


the forests and wilds

RACIAL TRAITS
Average Height: 5 46 0
Average Weight: 130170 lb.

Ability Scores: +2 Dexterity, +2 Wisdom


Size: Medium
Speed: 7 squares
Vision: Low-light

Languages: Common, Elven


Skill Bonuses: +2 Nature, +2 Perception
Elven Weapon Proficiency: You gain proficiency with
the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Feywild,
so you are considered a fey creature for the purpose
of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within
5 squares of you a +1 racial bonus to Perception
checks.
Wild Step: You ignore difficult terrain when you shift
(even if you have a power that allows you to shift
multiple squares).
Elven Accuracy: You can use elven accuracy as an
encounter power.

Elven Accuracy Elf Racial Power


With an instant of focus, you take careful aim at your foe and
strike with the legendary accuracy of the elves.
Encounter
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if its
lower.

Wild and free, elves guard their forested lands using


stealth and deadly arrows from the trees. They build
their homes in close harmony with the forest, so per-
fectly joined that travelers often fail to notice that they
have entered an elven community until it is too late.

Play an elf if you want . . .


to be quick, quiet, and wild.
to lead your companions through the deep woods
and pepper your enemies with arrows.
to be a member of a race that favors the ranger,
rogue, and cleric classes.
W I L L I A M O CO N N O R

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ELF
Physical Qualities Feywild and the world grew tenuous, and eventually
the elves and eladrin grew into two distinct races.
Elves are slender, athletic folk about as tall as humans.
Elves are descended from those who lived primarily
They have the same range of complexions as humans,
in the world, and they no longer dream of the Feywild.
tending more toward tan or brown hues. A typical elf s
They love the forests and wilds of the world that they
hair color is dark brown, autumn orange, mossy green,
have made their home.
or deep gold. Elves ears are long and pointed, and
their eyes are vibrant blue, violet, or green. Elves have
Elf Characteristics: Agile, friendly, intuitive, joyful,
little body hair, but they favor a wild and loose look to
perceptive, quick, tempestuous, wild
their hair.
Elves mature at about the same rate as humans, but
Male Names: Adran, Aelar, Beiro, Carric, Erdan,
show few effects of age past adulthood. The first sign
Gennal, Heian, Lucan, Peren, Rolen, Theren, Varis
of an elf s advancing age is typically a change in hair
colorsometimes graying but usually darkening or
Female Names: Adrie, Birel, Chaedi, Dara, Enna,
taking on more autumnal hues. Most elves live to be
Faral, Irann, Keyleth, Lia, Mialee, Shava, Thia, Valna
well over 200 years old and remain vigorous almost to
the end.
Elf Adventurers
Playing an Elf Three sample elf adventurers are described below.
Varis is an elf ranger and a devout worshiper of
Elves are a people of deeply felt but short-lived pas-
Melora, the god of the wilds. When a goblin army
sions. They are easily moved to delighted laughter,
forced his people from their woodland village, the
blinding wrath, or mournful tears. They are inclined
elves took refuge in the nearest human town, walled
to impulsive behavior, and members of other races
and guarded by soldiers. Varis now leads other elves
sometimes see elves as flighty or impetuous, but elves
and some human townsfolk in raids against the gob-
do not shirk responsibility or forget commitments.
lins. Although he maintains a cheerful disposition, he
Thanks in part to their long life span, elves sometimes
frequently stares into the distance, listening, expecting
have difficulty taking certain matters as seriously as
at any moment to hear signs of approaching foes.
other races do, but when genuine threats arise, elves
Lia is an elf rogue whose ancestral forest burned
are fierce and reliable allies.
to the ground decades ago. Lia grew up on the waste-
Elves revere the natural world. Their connection
lands fringes in a large human city, unable to quite
to their surroundings enables them to perceive much.
fit in. Her dreams called her to the forests, while her
They never cut living trees, and when they create
waking hours were spent in the dirtiest parts of civili-
permanent communities, they do so by carefully
zation. She joined a group of adventurers after trying
growing or weaving arbors, tree houses, and catwalks
to cut a warlocks purse, and she fell in love with the
from living branches. They prefer the primal power
wide world beyond the city.
of the natural world to the arcane magic their eladrin
Heian is an elf cleric of Sehanine, the god of the
cousins employ. Elves love to explore new forests and
moon. The elven settlement where he was born still
new lands, and its not unusual for individuals or
thrives in a forest untouched by the darkness spread-
small bands to wander hundreds of miles from their
ing through the world, but he left home years ago, in
homelands.
search of new horizons and adventures. His travels
Elves are loyal and merry friends. They love simple
lately have brought rumors to his ears that danger
pleasuresdancing, singing, footraces, and contests
might be brewing in the ancient forest, and he is torn
of balance and skilland rarely see a reason to tie
between a desire to seek his own way in the world and
themselves down to dull or disagreeable tasks. Despite
a sense of duty to his homeland.
how unpleasant war can be, a threat to their homes,
families, or friends can make elves grimly serious and
prompt them to take up arms.
At the dawn of creation, elves and eladrin were a
single race dwelling both in the Feywild and in the
world, and passing freely between the two. When
the drow rebelled against their kin, under the leader-
ship of the god Lolth, the resulting battles tore the fey
kingdoms asunder. Ties between the peoples of the

C H A P T ER 3 | C h arac te r Race
41
HALF-ELF

Born heroes and leaders who combine


the best features of humans and elves

RACIAL TRAITS
Average Height: 5 56 2
Average Weight: 130190 lb.

Ability Scores: +2 Constitution, +2 Charisma


Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, Elven, choice of one other


Skill Bonuses: +2 Diplomacy, +2 Insight
Dilettante: At 1st level, you choose an at-will power
from a class different from yours. You can use that
power as an encounter power.
Dual Heritage: You can take feats that have either elf
or human as a prerequisite (as well as those specifi-
cally for half-elves), as long as you meet any other
requirements.
Group Diplomacy: You grant allies within 10 squares of
you a +1 racial bonus to Diplomacy checks.

Descended from elves and humans, half-elves are


a vital race in which the best features of elves and
humans often appear.

Play a half-elf if you want . . .


to be an outgoing, enthusiastic leader.
to be a charismatic hero equally at home in two
different cultures.
to be a member of a race that favors the warlord,
paladin, and warlock classes.

E VA W I D E R M A N N

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42
HALF-ELF
Physical Qualities Half-elves naturally inspire loyalty in others, and
they return that feeling with deep friendship and a
Half-elves tend to be sturdier of build than elves but
keen sense of responsibility for those who place them-
more slender than most humans. Half-elves have the
selves in their care. Half-elf warlords and generals do
same range of complexions as humans and elves, and
not order their followers into danger that they would
like elves, half-elves often have eye or hair colors not
not face themselves, and they usually lead from the
normally found among humans. Male half-elves can
front, trusting their allies to follow.
grow facial hair, unlike male elves, and often sport
Half-elves have no culture of their own and are not
thin mustaches, goatees, or short beards. Half-elves
a numerous people. They usually bear human or elf
ears are about the size of human ears, but they are
names, sometimes using one name among elves and a
tapered, like the ears of their elven ancestors.
different one among humans. Some are anxious about
Half-elves usually adopt the dress and hairstyles
their place in the world, feeling no kinship with any
of the society they spend the most time with; for
race, except other half-elves, but most call themselves
example, a half-elf raised among a barbaric human
citizens of the world and kin to all.
tribe dresses in the furs and skins favored by the tribe
and adopts the tribes style of braids and face paint.
Half-Elf Characteristics: Accommodating, adapt-
However, it would not be unusual for half-elves raised
able, charming, confident, gregarious, open-minded
among humans to seek out articles of elven clothing or
jewelry so that they can proudly display signs of their
Half-Elf Names: Typically elf or human names,
dual heritage.
though some half-elves have names more typical of
Half-elves have life spans comparable to humans,
other races
but like elves they remain vigorous well into old age.

Playing a Half-Elf Half-Elf Adventurers


Three sample half-elf adventurers are described
Half-elves are more than just a combination of two
below.
racesthe combination of human and elf blood pro-
Daran is a half-elf warlord and an enthusiastic tacti-
duces a unique race with qualities all its own. They
cian. He has no aspirations to march at the head of an
share some of the natural grace, athleticism, and keen
army; he is content leading a small band of friends in
perceptiveness of elves, along with the passion and
a quest for personal glory. Wealth is a welcome benefit
drive of humans. But in their own right, they are char-
of adventuring, and between adventures, he enjoys
ismatic, confident, and open-minded and are natural
spending his time and wealth in the worlds cities. He
diplomats, negotiators, and leaders.
wins friends easily, draws on a wide network of con-
Half-elves like to be around people, the more
tacts to find adventuring opportunities, and can call in
diverse the better. They gravitate toward population
favors across the land.
centers, especially larger settlements where members
Shuva is a half-elf warlock whose brooding force
of many races mingle freely. Half-elves cultivate large
of personality inspires more fear than loyalty. Unlike
networks of acquaintances, as much out of genuine
many of her kind, she grew up feeling part of neither
friendliness as for practical purposes. They like to
human nor elven society. She has always been a loner
establish relationships with humans, elves, and mem-
and is accustomed to relying only on herself. Now that
bers of other races so they can learn about them, the
shes part of an adventuring group, shes slowly learn-
way they live, and how they make their way in the
ing to trust her companions.
world.
Calder is a half-elf paladin of Pelor, the god of the
Half-elves rarely settle down for any length of time.
sun. A strong sense of compassion leads Calder to aid
Their wanderlust makes them natural adventurers,
those in need and alleviate their suffering in any way
and they quickly make themselves at home wherever
he can. Often he fights against evil forces that prey on
they end up. When their paths take them back to a
the weak, whether the forces are bandits harrying car-
place they have visited before, they track down old
avans or gnolls laying waste to farmsteads. He refuses
friends and renew old contacts.
to let fighting define him, however, and spends more
Ultimately, half-elves are survivors, able to adapt to
time helping the victims of hardship than he does cel-
almost any situation. They are generally well liked and
ebrating his successes.
admired by everyone, not just elves and humans. They
are empathetic, better at putting themselves in others
shoes than most.

C H A P T ER 3 | C h arac te r Race
43
HALFLING

Quick and resourceful wanderers,


small in stature but great in courage

RACIAL TRAITS
Average Height: 3 104 2
Average Weight: 7585 lb.

Ability Scores: +2 Dexterity, +2 Charisma


Size: Small
Speed: 6 squares
Vision: Normal

Languages: Common, choice of one other


Skill Bonuses: +2 Acrobatics, +2 Thievery
Bold: You gain a +5 racial bonus to saving throws
against fear.
Nimble Reaction: You gain a +2 racial bonus to AC
against opportunity attacks.
Second Chance: You can use second chance as an
encounter power.

Second Chance Halfling Racial Power


Luck and small size combine to work in your favor as you dodge
your enemys attack.
Encounter
Immediate Interrupt Personal
Effect: When an attack hits you, force an enemy to roll the
attack again. The enemy uses the second roll, even if its
lower.

Halflings are a small race known for their resource-


fulness, quick wits, and steady nerves. They are a
nomadic folk who roam waterways and marshlands.
No people travel farther or see more of what happens
in the world than halflings.

Play a halfling if you want . . .


to be a plucky hero who is all too easy to
underestimate.
to be likable, warm, and friendly.
to be a member of a race that favors the rogue,
ranger, and warlock classes.

BEING SMALL
Small characters follow most of the same rules as Medium
ones, with the following exceptions.
You cant use two-handed weapons (page 215), such as
greatswords and halberds.
When you use a versatile weapon (page 217), such as a
DAV I D G R I F F I T H

longsword, you must use it two-handed, but you dont


deal additional damage for doing so.
C H A P T ER 3 | C h arac te r Race
44
HALFLING
Physical Qualities folktales contain a vast amount of lore about people
and places long past. Many halflings are able to dredge
Halflings stand about 4 feet tall and weigh about 80
up knowledge about the history, religion, or culture of
pounds. They resemble small humans and are pro-
other races, but that knowledge is usually wrapped in
portioned like human adults. Halflings have the same
a fable.
range of complexions as humans, but most halflings
have dark hair and eyes. Halfling males dont have
Half ling Characteristics: Brave, curious, deter-
beards, but many have long, full sideburns. Halflings
mined, down-to-earth, friendly, good-natured, lucky,
of both genders often wear complicated hairstyles, fea-
nimble, optimistic, practical, resourceful, warm
turing complex braiding and weaving.
Halflings typically dress in clothes that match
Male Names: Ander, Corrin, Dannad, Errich, Finnan,
their surroundings and prefer earth tones and vari-
Garret, Lazam, Lindal, Merric, Nebin, Ostran, Perrin,
ous shades of green. Their clothing and gear feature
Reed, Shardon, Ulmo, Wenner
woven textures and stitching. Birds, river patterns,
boats, and fish are common images in halfling art and
Female Names: Andrey, Bree, Callie, Chenna, Eida,
decoration.
Kithri, Lidda, Nedda, Paela, Shaena, Tryn, Vani, Verna,
Halflings have life spans comperable to humans.
Wella

Playing a Halfling Halfling Adventurers


Halflings are an affable, warm, and cheerful people.
Three sample halfling adventurers are described
They survive in a world full of larger creatures by
below.
avoiding notice or, barring that, avoiding offense. They
Lidda is a halfling rogue with a quick wit and an
appear harmless and so have managed to survive for
acid tongue. At a young age, she left her family out of
centuries in the shadow of empires and on the edges of
a desire to see more of the world and experience first-
wars and political strife.
hand the wonders described in the stories she grew up
Halflings are practical and down-to-earth. They
hearing. She has joined several different adventuring
concern themselves with basic needs and simple
groups during her career, and even though her dis-
pleasures, harboring few dreams of gold or glory.
plays of sarcasm and wry humor at her companions
Adventurers are no more rare among halflings than
expense would suggest otherwise, she counts each of
among other races, but they usually pursue the
them as a close friend.
adventurers life for reasons of community, friendship,
Garret is a halfling ranger. Several years ago, his
wanderlust, or curiosity. Halfling adventurers are
grandfather sent him to look for a distant branch of
brave and faithful companions, relying on stealth and
his family that had stopped responding to messages.
trickery in battle rather than raw might or magic.
Garret found the whole clan had been killed, and he
Tight-knit halfling communities are found near
returned to bring the sad news to his family. From that
the settlements of other races, often along or even on
time, he has been unable to stay in one place for long.
the surface of a body of water. Halflings have never
He doesnt know who or what killed his relatives and
built a kingdom of their own or even held much land.
doesnt dream of vengeance, but he hopes to do some
They dont recognize any sort of royalty or nobility of
good in the world that might somehow balance out the
their own, instead looking to family elders to guide
atrocity of their murders.
them. This emphasis on family and community has
Verna is a halfling warlockand among the most
enabled halflings to maintain their traditional ways
cheerful and gregarious of halflings. The infernal
for thousands of years, unaffected by the rise and fall
powers she channels seem to leave no mark on her
of empires.
spirit or mind. She takes no delight in killing but uses
According to halfling legend, Melora and Sehanine
lethal powers as a practical matter, to protect herself
created the halflings together, giving the race a love
and her allies. She doesnt often talk of the event that
of nature and the gift of stealth. When their interest
propelled her into a life of adventuring and a pact with
waned, Melora and Sehanine stopped looking after
infernal powers: Without warning, a devil appeared to
the race, or so the legends go, and halflings made
her and offered her power, in exchange for a favor to
their own way in the world. They say Avandra, the god
be named later. In what she still regards as a moment
of luck, admired their resourcefulness and adopted
of folly, she accepted. Nightmares of her unknown
them, favoring them with good fortune. Not all half-
future haunt her sleep, but she never speaks of them.
lings worship Avandra, but nearly all breathe a prayer
of thanks to her when fortune favors them.
Halflings are fond of stories and legends such as the
myth of Avandra, and their culture is rich in oral tradi-
tion. Few members of other races realize that halfling

C H A P T ER 3 | C h arac te r Race
45
HUMAN

Ambitious, driven, pragmatica race of heroes,


and also a race of villains

RACIAL TRAITS
Average Height: 5 66 2
Average Weight: 135220 lb.

Ability Scores: +2 to one ability score of your choice


Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, choice of one other


Bonus At-Will Power: You know one extra at-will
power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must
meet the feats prerequisites.
Bonus Skill: You gain training in one additional skill
from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and
Will defenses.

Of all the civilized races, humans are the most adapt-


able and diverse. Human settlements can be found
almost anywhere, and human morals, customs, and
interests vary greatly.

Play a human if you want . . .


to be a decisive, resourceful hero with enough
determination to face any challenge.
to have the most versatility and flexibility of
any race.
to be able to excel at any class you choose.

W I L L I A M O CO N N O R

C H A P T ER 3 | C h arac te r Race
46
HUMAN
Physical Qualities Despite the far reach and power of Nerath, humans
in the present day are a scattered and divided people.
Humans come in a wide variety of heights, weights,
Dozens of small kingdoms, fiefdoms, and free cities
and colors. Some humans have black or dark brown
have arisen from Neraths ruins, and many of these
skin, others are as pale as snow, and they cover the
realms are petty, weak, or isolated. Tensions and
whole range of tans and browns in between. Their hair
misunderstandings among them often precipitate skir-
is black, brown, or a range of blonds and reds. Their
mishes, espionage, betrayal, and even open warfare.
eyes are most often brown, blue, or hazel.
Human attire varies wildly, depending on the envi-
Human Characteristics: Adaptable, ambitious,
ronment and society in which they live. Their clothing
bold, corruptible, creative, driven, hardy, pragmatic,
can be simple, ostentatious, or anything in between.
resourceful, territorial, tolerant
Its not unusual for several distinct human cultures
to live side by side in a particular area and mingle, so
Male Names: Alain, Alek, Benn, Brandis, Donn,
human armor, weaponry, and other items incorporate
Drew, Erik, Gregg, Jonn, Kris, Marc, Mikal, Pieter,
a variety of designs and motifs.
Regdar, Quinn, Samm, Thom, Wil
Humans average life spans of about 75 years,
though some venerable members of the race live as
Female Names: Ana, Cassi, Eliza, Gwenn, Jenn, Kat,
long as 90 or more years.
Keira, Luusi, Mari, Mika, Miri, Stasi, Shawna, Zanne

Playing a Human Human Adventurers


Humans are decisive and sometimes rash. They
Three sample human adventurers are described
explore the darkest reaches of the world in search
below.
of knowledge and power. They hurl themselves into
Brandis is a human fighter, a mercenary who has
danger, dealing with consequences as they arise. They
sold his sword arm to every baronet, duke, and prince-
act first and ponder later, trusting their will to prevail
ling from the mountains to the coast. His armor is
and their native resourcefulness to see them through
practical, lacking any decoration, and his sword is
perilous situations.
intended only for battle, not as a mark of prestige. He
Humans always look to the horizon, seeking to
prays daily to the Raven Queennot out of devotion
expand their influence and their territory. They chase
but because he knows that death is inevitable and
power and want to change the world, for good or for
he hopes to postpone it as long as possible. He began
ill. Their settlements are among the brightest lights in
adventuring after a mission ended in disaster. His sol-
a dark and untamed world, and humans constantly
dier companions were all dead, and he was captured
seek to explore new lands and settle new frontiers.
by hobgoblins and held for a ransom that no one cared
Their self-reliance and bravery inclines humans
enough to pay. He joined the band of adventurers that
toward martial classes such as fighter, warlord, and
slew the hobgoblins. He has since found adventuring
rogue. They often prefer to find hidden reserves of
both more lucrative and more satisfying than his pre-
strength in themselves rather than trust to the magic
vious life.
of wizards or clerics.
Mari is a human ranger, her eyes always on the
That said, humans tend to be a pious race, worship-
horizon. She is driven by a passion for exploration and
ing the whole pantheon of gods. Their myths name no
a love of new places. She dreams of ultimately estab-
god as the creator of the race. Some tales say the gods
lishing a new settlement in a place where people can
worked together to create them, infusing them with the
live in peace and freedom. She prays to Avandra for
best qualities of each race that had come before. Other
protection in her wandering and to Erathis for help
tales say that humans were the creation of a god whose
in achieving her dream. She is aware of her lifes con-
name is no longer known, a god killed in the war against
tradiction: She is a creature of the wilderness, but her
the primordials or perhaps assassinated by another deity
dream is to tame and cultivate it. A part of her won-
(Asmodeus and Zehir are often accused of the deed).
ders whether she would be able to settle in the village
Humans are tolerant of other races, different
she dreams of founding.
beliefs, and foreign cultures. Most human settlements
Thom is a human wizard, and his one desire is for
are diverse places where different races live together
power. He adventures in search of arcane lore and
in relative peace. The human empire of Nerath,
ancient artifacts that will increase his mastery of
the last great world power, united many different
magic. He prays to Ioun because he sees knowledge as
peoples. Most of the human towns that have survived
the key to power, but he is also drawn to Vecna, won-
the empires fall are fortified bastions against the
dering what power the god of secrets might offer him
encroaching darkness. When elven forests are razed
in exchange for his devotion.
or dwarven mines overrun, the survivors often flee to
the nearest human town for protection.

C H A P T ER 3 | C h arac te r Race
47
TIEFLING

Heirs of a shattered empire who live in the shadows


and do not fear the dark

RACIAL TRAITS
Average Height: 5 66 2
Average Weight: 140230 lb.

Ability Scores: +2 Intelligence, +2 Charisma


Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, choice of one other


Skill Bonuses: +2 Bluff, +2 Stealth
Bloodhunt: You gain a +1 racial bonus to attack rolls
against bloodied foes.
Fire Resistance: You have resist fire 5 + one-half your
level.
Infernal Wrath: You can use infernal wrath as an
encounter power.

Infernal Wrath Tiefling Racial Power


You call upon your furious nature to improve your odds of
harming your foe.
Encounter
Minor Action Personal
Effect: You can channel your fury to gain a +1 power bonus
to your next attack roll against an enemy that hit you since
your last turn. If your attack hits and deals damage, add
your Charisma modifier as extra damage.

Heirs to an ancient, infernal bloodline, tieflings have


no realms of their own but instead live within human
kingdoms and cities. They are descended from human
nobles who bargained with dark powers, and long
ago their empire subjugated half the world. But the
empire was cast down into ruin, and tieflings were left
to make their own way in a world that often fears and
resents them.

Play a tiefling if you want . . .


to be a hero who has a dark side to overcome.
to be good at tricking, intimidating, or persuading
others to do your will.
to be a member of a race that favors the warlock,
warlord, and rogue classes.
W I L L I A M O CO N N O R

C H A P T ER 3 | C h arac te r Race
48
TIEFLING
Physical Qualities Tief ling Characteristics: Cunning, disquieting,
imposing, mysterious, proud, rebellious, self-reliant,
Tieflings appearance testifies to their infernal blood-
sinister, sly, unconventional
line. They have large horns; thick, nonprehensile tails
that range in length from 4 to 5 feet; sharply pointed
Male Names: Akmenos, Amnon, Barakas, Damakos,
teeth; and eyes that are solid orbs of black, red, white,
Ekemon, Iados, Kairon, Leucis, Melech, Morthos,
silver, or gold. Their skin color covers the whole
Pelaios, Skamos, Therai
human range and also extends to reds, from a ruddy
tan to a brick red. Their hair, cascading down from
Female Names: Akta, Bryseis, Damaia, Ea, Kallista,
behind their horns, is as likely to be dark blue, red, or
Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta
purple as more common human colors.
Tieflings favor dark colors and reds, leathers and
Some young tieflings, striving to find a place in the
glossy furs, small spikes and buckles. Tiefling-crafted
world, choose a name that signifies a concept and then
arms and armor often have an archaic style, harkening
try to embody the concept. For some, the chosen name
back to the glory of their long-vanished empire.
is a noble quest. For others, its a grim destiny.

Playing a Tiefling Modern Names: Art, Carrion, Chant, Despair, Fear,


Hundreds of years ago, the leaders of the human Gladness, Hope, Ideal, Music, Nowhere, Open, Poetry,
empire of Bael Turath made pacts with devils to Quest, Random, Reverence, Sorrow, Torment, Weary
solidify their hold over its enormous territory. Those
humans became the first tieflings, and they governed Tiefling Adventurers
their empire in the name of their infernal masters. In
Three sample tiefling adventurers are described below.
time, Bael Turath came into conflict with Arkhosia,
Akmenos is a tiefling warlock torn between good
the ancient empire of the dragonborn, and decades of
and evil. He longs to fit into the human society in
warfare left both empires in ruins. Bael Turaths grand
which he lives and would like to call himself genuinely
capital was thrown down in ruin.
good. At the same time, he fears that his soul is irre-
Tieflings are the heirs of the surviving noble dynas-
trievably tainted by the touch of evilboth the evil in
ties that ruled the empire. Their bloodline is tainted by
his blood and the sinister nature of his infernal pact.
their diabolical connections, passing to their descen-
He feels as if he is on a tightrope between good and
dants through all generations. In many ways, they
evil and might eventually fall either way. His compan-
are human; they can have children with humans, for
ions recognize the good in his heart and trust him,
example, but their offspring are always tieflings.
and that trust has been enough on some days to keep
Centuries of other races distrust and outright
him from sliding into evil. His life is tormented, and
hatred have made tieflings self-reliant and often too
though he believes he is called to a great destiny, he is
willing to live up to the stereotypes imposed on them.
not sure whether he will become a hero or a villain.
As a race without a homeland, tieflings know that they
Kallista is a tiefling warlord who prays daily that
have to make their own way in the world and that they
Bahamut will help her keep her commitment to live
have to be strong to survive, and they are not quick to
justly and honorably. She has no love for Bahamuts
trust anyone who claims to be a friend. However, when
priests and temples, but she feels a personal connec-
a tieflings companions demonstrate that they trust him
tion to the Platinum Dragon, which inspires her to acts
or her, the tiefling quickly learns to extend the same
of nobility and sacrifice. She leads a group of adven-
trust to them. And once a tiefling gives someone trust
turers in strikes against evil forces but dreams of one
and loyalty, the tiefling is a firm friend and ally for life.
day leading an army under Bahamuts banner. In his
Although the nobles of Bael Turath subjugated
name, she struggles to keep her violent temper and
themselves to devils, most present-day tieflings give
cruel streak under tight control.
little thought to gods or patrons, preferring to look out
Random is a tiefling rogue, a native of the streets
for themselves. Therefore, they do not often follow the
and alleys of a human city and no stranger to poverty,
path of the divine; tiefling clerics or paladins are rare.
mistrust, or prejudice. As far as hes concerned, good
Tieflings are not numerous. Sometimes a tiefling
and evil are a matter for priests and philosophers to
merchant clan that is descended from a Bael Turath
discuss in their marble temples and universities. The
dynasty settles as a group in a land where wealth can
reality of life on the street is survival, and hes willing
purchase safety and comfort. But most tieflings are
to do what is necessary to survive. As part of an adven-
born outside such hidden dynasties and grow up in the
turing group, he has had his first taste of wealth and
roughest quarters of human cities and towns. These
discovered that he likes it, but he hasnt forgotten his
tieflings often become swindlers, thieves, or crime
roots. He has also had his first taste of trust and friend-
lords, who carve out a niche for themselves amid the
ship, which are growing on him as well.
squalor of their surroundings.

C H A P T ER 3 | C h arac te r Race
49
DEVA

Immortal spirits who embody virtue,


born and reborn to mortal life in the world

RACIAL TRAITS
Average Height: 6 16 6
Average Weight: 175280 lb.

Ability Scores: +2 Intelligence, +2 Wisdom


Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, choice of two others


Skill Bonuses: +2 History, +2 Religion
Astral Majesty: You have a +1 bonus to all defenses
against attacks made by bloodied creatures.
Astral Resistance: You have resistance to necrotic
damage and radiant damage equal to 5 + one-half
your level.
Immortal Origin: Your spirit is native to the Astral Sea,
so you are considered an immortal creature for the
purpose of effects that relate to creature origin.
Memory of a Thousand Lifetimes: You have the
memory of a thousand lifetimes power.

Memory of a Deva Racial Power


Thousand Lifetimes
The dreamlike memories of your previous lives lend insight to
aid you.
Encounter
No Action Personal
Trigger: You make an attack roll, a saving throw, a skill
check, or an ability check and dislike the result
Effect: You add 1d6 to the triggering roll.

Deep in the recesses of memory, devas recall what


they once were: immortal servitors of the gods of
good, spirits who chose to bind themselves to the
world in mortal flesh. For millennia, their souls
have been reborn to wage an endless war against the
forces of darkness. Most devas are fiercely commit-
ted to the cause of good, because they fear what they
might become if they turn to evil: A deva whose soul
becomes corrupted risks being reborn as a rakshasa.

Play a deva if you want . . .


to have dimly remembered connections to a thou-
sand heroic lifetimes.
to embrace the cause of good and strive for perfec-
tion in all you do.
to be a member of a race that favors the avenger,
S TE VE ARGYLE

cleric, invoker, and wizard classes.

C H A P T ER 1 | C h arac te r Races
8

Aya Shameimaru (order #1294262) 124.106

PH2_Ch01.indd 8 12/17/08 1:55:11 PM


Physical Qualities

D EVA
incarnation in flesh and the beginning of their cycle
of rebirth, and they share some common cultural
In appearance, devas are very similar to humans, but
elements of dress, religion, and habits. Devas favor
with an unearthly beauty and an uncanny stillness
flowing clothes of fine silks, polished metal armor
about them. They are almost as tall as dragonborn,
with winglike shoulder ornaments, and headdresses
but much more slender.
or helmets that suggest crowns or halos. In other
Devas coloration distinguishes them most strongly
ways, they prefer to live simply, without extravagance.
from humans. All devas have patterns of light and
dark colors on their skin. The light portions are chalk
Deva Characteristics: Dedicated, devout, elegant,
white or pale gray, and the dark areas range from
enlightened, introspective, mystical, refined, righ-
blue or purple to dark gray or black. In any individual
teous, spiritual, thoughtful
deva, either light or dark can be dominant, with the
opposite shade appearing in simple, elegant patterns
Male Names: Adiah, Ansis, Ayab, Bavak, Beriah,
on the face, chest, and shoulders. A devas hair is typi-
Eben, Elyas, Galad, Gamal, Hiyal, Iannes, Kerem,
cally the same color as these skin patterns.
Mahar, Marach, Mathas, Natan, Nehem, Oris,
When sitting or standing at rest, devas remain
Raham, Ronen, Samel, Sered, Tavar, Vered, Zachar
almost perfectly still, except for the occasional blink
of the eyes. They dont fidget or twitch, and their
Female Names: Abea, Adara, Asha, Chana, Danel,
eyes move only when they are actively examining
Darah, Davi, Elka, Eranah, Hania, Hava, Idria, Isa,
something.
Jael, Kana, Kayah, Lihi, Mahel, Marek, Noma, Navah,
Devas do not have children. When a deva dies, his
Paziah, Ravah, Riya, Sada, Shara, Tirah
or her spirit is reincarnated in a new, adult body that
appears in some sacred place, such as a mountain
peak, a riverbank, or a desert oasis. The new deva Deva Adventurers
retains enough memory of past lives to speak and Three sample deva adventurers are described below.
understand multiple languages and offer the proper Galad is a deva wizard who believes that the goal
prayers and sacrifices to the gods of good. of his existence is to attain perfect knowledge of
the universe. He believes that his arcane power is a
Playing a Deva manifestation of all he has learned throughout all his
past lives, and that in this life or perhaps the next he
Devas are refined and polite. They follow the highest
will achieve perfect mastery and become a demigod,
moral standards, but they are not afraid of violence.
freed from the cycle of reincarnation.
They believe that the pursuit of good is an eternal
Eranah is an invoker who wields the power of
war with the forces of evil, embodied in rakshasas,
Bahamut. Just as Bahamut warred with Tiamat when
demons, devils, and the evil gods and their servant
the world was young, Eranah believes that her calling
angels. Devas wage that war in their hearts as well,
in this incarnation is to fight against the evil dragons
constantly vigilant lest evil take root and corrupt
and dragonspawn that pollute the world. Words of
their souls, transforming them into the creatures they
power resound in her mind like an echo of the Plati-
most despise.
num Dragons voice when she invokes his wrath upon
Because they remember, at least dimly, a life in
her enemies.
the Astral Sea spent in close company with the gods,
Raham is a shaman who has embraced his life in
most devas are devout worshipers of the gods of good,
the world, abandoning all thought of his previous
especially Bahamut but also Moradin and Pelor.
astral existence. The primal spirits of the world are
Devas seek to achieve a personal connection with
his patrons and allies, not the gods he left behind. He
the gods rather than approach them through temples
sees his endless rebirth as a part of the cycle of nature
and priests. They worship at meals in their homes,
and has no desire to escape it.
setting an empty place for the absent gods, and strive
through meditation and prayer to become more like
the gods they serve. Deva adventurers are commonly
avengers, clerics, and invokers, who savor the experi-
ence of divine power flowing through them without
any intermediary.
Devas do not have cities or societies of their own,
and their numbers are so small that a deva can spend
entire lifetimes without ever meeting another of his
or her kind. They live among other races and, at least
to some extent, adopt their ways. However, all devas
remember elements of the life they had before their

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GNOME
Slight, sly tricksters of the Feywild
who excel at avoiding notice

RACIAL TRAITS
Average Height: 3 43 8
Average Weight: 5075 lb.

Ability Scores: +2 Intelligence, +2 Charisma


Size: Small (see the sidebar)
Speed: 5 squares
Vision: Low-light

Languages: Common, Elven


Skill Bonuses: +2 Arcana, +2 Stealth
Fey Origin: Your ancestors were native to the Feywild,
so you are considered a fey creature for the purpose
of effects that relate to creature origin.
Master Trickster: Once per encounter, you can use
the wizard cantrip ghost sound (Players Handbook,
page 158) as a minor action.
Reactive Stealth: If you have any cover or conceal-
ment when you make an initiative check, you can
make a Stealth check.
Tricksters Cunning: You have a +5 racial bonus to
saving throws against illusions.
Fade Away: You have the fade away power.

Fade Away Gnome Racial Power


You turn invisible in response to harm.
Encounter Illusion
Immediate Reaction Personal
Trigger: You take damage
Effect: You are invisible until you attack or until the end of
your next turn.

In the Feywild, the best way for a small creature to


survive is to be overlooked. While suffering in servi-
tude to the fomorian tyrants of the Feydark, gnomes
learned to hide, to mislead, and to deflectand by
these means, to survive. The same talents sustain
them still, allowing them to prosper in a world filled
with creatures much larger and far more dangerous
than they are.

Play a gnome if you want . . .


to be curious, funny, and tricky.
to rely more on stealth and deception than on
brute strength and intimidation.
to be a member of a race that favors the bard, sor-
cerer, warlock, and wizard classes.
S TE VE ARGYLE

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Physical Qualities They appreciate witty conversation, especially rapid-

GNOME
fire repartee. They are inventive and resourceful,
Gnomes are smaller even than halflings, rarely although they have little interest in or aptitude for
exceeding 4 feet in height. Apart from their size, the kind of technology found in human cities. They
they resemble elves or eladrin, with pointed ears and have an innate talent for magic and a love of illusion,
chiseled facial features such as high cheekbones and music, poetry, and story.
sharp jaws. They have a more wild look than eladrin Eager to see what the world has to offer and will-
do, though, particularly in the hair that sprouts from ing to be awed by its wonders, gnomes greet the
their heads in random directions. Some male gnomes world with open curiosity. Gnomes who are drawn
sprout tufts of hair from their chins, but they other- to adventure are most often driven by curiosity and
wise lack body hair. wanderlust above any desire for wealth or glory.
Gnome skin tone ranges from a ruddy tan through Gnomes were once enslaved by the fomorian
woody brown to rocky gray. Their hair can be virtu- rulers of the Feydark, the subterranean caverns of
ally any color, from stark white to blond and various the Feywild. They regard their former masters with
shades of brown to autumnal orange or green. Their more fear than hatred, and they feel some degree of
eyes are glittering black orbs. sympathy for the fey that still toil under fomorian
Gnomes are as long-lived as eladrin, living over lashesparticularly the spriggans, which some say
300 years, but they show more of the effects of age. A are corrupted gnomes. Gnomes are not fond of gob-
gnome over the age of 100 has gray or white hair and lins or kobolds, but in typical gnome fashion, they
skin that shows the wrinkled and weathered lines avoid creatures they dislike rather than crusading
of a century of laughter, but even the oldest gnome against them. They are fond of eladrin and other
retains the strength and agility of youth. friendly fey, and gnomes who travel the world have
good relations with elves and halflings.
Playing a Gnome
In quiet forests of the Feywild and remote woodlands Gnome Characteristics: Affable, clever, crafty,
in the world, gnomes live out of sight and mostly curious, funny, guarded, inconspicuous, inventive,
beneath the notice of larger races. Gnomes dwell in secretive, sly, tricky
homes dug among the roots of trees, easily overlooked
and cleverly concealed by camouflage and illusion. Male Names: Alston, Alvyn, Brocc, Eldon, Frug,
They are fond of the burrowing mammals that share Kellen, Ku, Nim, Orryn, Pock, Sindri, Warryn,
their habitat, such as badgers, foxes, and rabbits, and Wrenn
have a sense of kinship with these small animals that
share their forests. Female Names: Breena, Carlin, Donella, Ella, Lilli,
Unobtrusiveness is a virtue among gnomes. They Lorilla, Nissa, Nyx, Oda, Orla, Roswyn, Tana, Zanna
grow up on games of stealth and silence, in which
the winner is the last to be discovered. An adult Gnome Adventurers
gnome who draws attention in a crowd is considered Two sample gnome adventurers are described below.
dangerously rude. Gnome folk heroes are not mighty Kellen is a gnome bard with a grim sense of humor
warriors, but tricksters who slip out of captivity, play and a ready blade. He was thrust unwillingly into an
great pranks without being detected, or sneak past adventuring career when cyclopses raided his vil-
magical guardians. They deflect both aggression and lage and took him captive. He labored as a slave to
attention with humor, and they guard their thoughts a fomorian king for a decade before finally making
with friendly laughter. his escape and fleeing the Feywild entirely. Though
Gnomes also value a quick mind and the ability he longs to return one day to free the members of his
to come up with a clever solution to any problem. family he was forced to leave behind, fear of what
awaits him in the Feywild keeps him in the world.
Orla has lived in the world her entire life. She was
born in a forest among elves, but an encounter in the
BEING SMALL
forest one evening changed her life. She found herself
Small characters follow most of the same rules as Medium face to face with a fey spirit of such power that she
ones, with the following exceptions. was unable to move or speak and could only acqui-
You cant use two-handed weapons, such as great- esce to its unspoken demands. Her life belongs to that
swords and halberds. spirit now, she knows. She wields its power as a fey
When you use a versatile weapon, such as a longsword, pact warlock, but she feels its desires and pursues its
you must use it two-handed, but you dont deal addi- goals without fully understanding where they might
tional damage for doing so. lead her.

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GOLIATH
Tribal nomads of the mountains,
strong as the rock and proud as the peak

RACIAL TRAITS
Average Height: 7 27 8
Average Weight: 280340 lb.

Ability Scores: +2 Strength, +2 Constitution


Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, either Dwarven or Giant


Skill Bonuses: +2 Athletics, +2 Nature
Mountains Tenacity: You have a +1 racial bonus to
Will.
Powerful Athlete: When you make an Athletics check
to jump or climb, roll twice and use either result.
Stones Endurance: You have the stones endurance
power.

Stones Endurance Goliath Racial Power


Your foes attacks bounce off your stony hide.
Encounter
Minor Action Personal
Effect: You gain resist 5 to all damage until the end of your
next turn.
Level 11: Resist 10 to all damage.
Level 21: Resist 15 to all damage.

Goliaths are mountain-dwelling nomads who see


life as a grand competition. Their scattered bands
have never been major players in the politics of the
lowland world, but they have wandered the moun-
tain ranges of the world since the primordials first
shaped the peaks and valleys. Tall and massive, goli-
aths revere the primal power of nature and use it to
enhance their own strength.

Play a goliath if you want . . .


to be tougher and stronger than nearly anyone
else.
to master the rugged mountain slopes.
to be a member of a race that favors the barbarian,
fighter, and warden classes.
S TE VE ARGYLE

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Physical Qualities Goliath Characteristics: Competitive, daring,

G O L I AT H
driven, inquisitive, powerful, reliable, restless,
Goliaths tower over even dragonborn, standing trusting
between 7 and 8 feet tall. Their skin is gray or brown,
mottled with darker patches that they believe hint Male Names: Aukan, Eglath, Gauthak, Ilikan,
at some aspect of each goliaths fate or destiny. Their Kavaki, Keothi, Lo-Kag, Maveith, Meavoi, Thotham,
skin is speckled with lithoderms, coin-sized growths Vimak
of bone that appear like pebbles studding their arms,
shoulders, torso, and head. A bony ridge juts over Female Names: Gae-Al, Kuori, Manneo, Nalla,
their gleaming blue or green eyes. Male goliaths are Orilo, Paavu, Pethani, Thalai, Uthal, Vaunea
bald, and females have dark hair they typically grow
long and wear in braids.
Goliaths have life spans comparable to those of Goliath Adventurers
humans. Three sample goliath adventurers are described
below.
Playing a Goliath Kavaki was injured in an avalanche as a young
man and exiled from his tribe because he was unable
Goliaths are driven by a fierce love of competition. to walk with them when they moved to a new hunt-
Anything that can be conceived as a challenge invites ing ground. His tribe lamented his loss, celebrated his
goliaths to keep score, tracking their progress against accomplishments, and then left him for dead. How-
both their comrades and themselves. A goliath fighter ever, a ram spirit sheltered him through blizzards and
might remark on how many times he has drawn storms until his injury healed, and he now evokes the
first blood in battle within a particular dungeon power of that ram spirit to fuel his barbarian rage.
compared to the partys rogue, and hes certainly Still cut off from his tribe, Kavaki has found a new
mentally tracking his own performance against his familya group of adventurersand is determined
last adventure. This competitiveness takes the form never again to be in a position where he cannot carry
of good-natured rivalry among goliaths. As a race his own weight.
they have no patience for cheaters, gloaters, or sore Nalla was a tent-mother for her tribe, caring for
losers, but goliaths can be very hard on themselves infants and toddlers while their parents performed
when they fail to measure up to their own past their own tasks on the tribes behalf. When her own
accomplishments. child died in an orc raid, however, Nalla felt that she
Daring that borders on foolhardiness is also a could no longer bear to care for children, and she
common trait among goliaths. They have no fear of soon exiled herself. As a fighter, she has fallen in with
heights, climbing sheer mountain cliffs and leaping a band of adventurers she now guards with her life,
great chasms with ease. Their nomadic lifestyle of almost as if they were the children of her tribe.
hunting and gathering instills in them an inquisitive Lo-Kag was a trader for his tribe, interacting
interest in whatever lies over the next ridge or at the regularly with a nearby dwarf clan. As a warden,
head of a canyon. To a wandering hunters mind, that he was interested in the traditions of the dwarven
curiosity can lead to better hunting grounds or a good defendersdetermined fighters and paladins sworn
water source that would otherwise go undiscovered. to the defense of their clanholdand learned much
Goliaths respect and revere the natural world, from a mentor trained in their ways. On his last trip
and goliath adventurers commonly draw on the to the dwarf clanhold, however, he found it deserted.
primal power source. Druids and shamans are Corpses lay strewn around the citadel, but he saw no
more common among them than clerics, and goli- sign of violence or looting. Instead of returning to his
ath priestscalled skywatchersinvoke the spirits tribe, Lo-Kag set out into the world to investigate the
of nature and their ancestors far more often than mystery of the dwarves demise.
they call on the distant gods of the Astral Sea. Some
goliath tribes also honor Kord, Melora, and Avan-
dra, particularly those tribes that have frequent
contact with other races. Tribes that regularly trade
with dwarves sometimes offer sacrifices to Moradin
as well.

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HALF-ORC
Fierce warriors who combine
human resolve with orc savagery

RACIAL TRAITS
Average Height: 5 96 4
Average Weight: 155225 lb.

Ability Scores: +2 Strength, +2 Dexterity


Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, Giant


Skill Bonuses: +2 Endurance, +2 Intimidate
Half-Orc Resilience: The first time you are blood-
ied during an encounter, you gain 5 temporary hit
points. The temporary hit points increase to 10 at
11th level and to 15 at 21st level.
Swift Charge: You gain a +2 bonus to speed when
charging.
Furious Assault: You have the furious assault power.

Furious Assault Half-Orc Racial Power


Your monstrous wrath burns inside you, giving strength to your
attack.
Encounter
Free Action Personal
Trigger: You hit an enemy
Effect: The attack deals 1[W] extra damage if its a weapon
attack or 1d8 extra damage if it isnt.

An obscure legend claims that when Corellon put out


Gruumshs eye in a primeval battle, part of the savage
gods essence fell to earth, where it transformed a
race of humans into fierce half-orcs. Another story
suggests that an ancient hobgoblin empire created
half-orcs to lead orc tribes on the empires behalf. Yet
another legend claims that a tribe of brutal human
barbarians chose to breed with orcs to strengthen
their bloodline. Some say that Kord created half-orcs,
copying the best elements from the human and orc
races to make a strong and fierce people after his own
heart. If you ask a half-orc about his origin, you might
hear one of these stories. You might also get a punch
in the face for asking such a rude question.

Play a half-orc if you want . . .


to be big, strong, and fast.
to harness anger into resilience and combat power.
to be a member of a race that favors the barbarian,
fighter, ranger, and rogue classes.
S TE VE ARGYLE

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Physical Qualities involving physical labor or violence. For some, the life

HALF-ORC
of an adventurer is either a natural extension of that
Half-orcs favor their human lineage in appearance, trend or a way to throw off the weight of prejudice.
but are distinguished by skin that tends to various The adventuring life also means finding a place in a
shades of gray, broad jaws, and prominent lower group of allies and equalsa simple pleasure that is
canine teeththough these are still a far cry from the all too hard for many half-orcs to find in the world.
jutting tusks of orcs. On average, they are taller and
stronger than humans as well. Their hair is usually Half-Orc Characteristics: Brash, ferocious, hedo-
black, though it grays quickly with age. Most half-orcs nistic, impulsive, short-tempered, tough, uninhibited
who live among humans favor human styles of cloth-
ing and hairstyle, but a few adopt orc traditions, tying Male Names: Brug, Dorn, Druuk, Gnarsh, Grumbar,
small bones or beads into long braids or bunches Hogar, Karash, Korgul, Krusk, Lubash, Mord, Ohr,
of hair. Rendar, Sark, Scrag, Tanglar, Tarak, Thar, Ugarth,
Half-orcs dont live quite as long as humans do. Yurk
They mature quickly, reaching adulthood at about 16
years, and rarely live past the age of 60. Female Names: Augh, Bree, Ekk, Gaaki, Grai,
Grigri, Gynk, Huru, Lagazi, Murook, Nogu, Ootah,
Playing a Half-Orc Puyet, Tawar, Tomph, Ubada, Vanchu
Half-orcs combine the best qualities of humans and
orcs, though some would argue that the good quali- Half-Orc Adventurers
ties of orcs are few and hard to find. From their orc Three sample half-orc adventurers are described
blood, half-orcs inherit great physical strength and below.
toughness. They are fierce warriors, fleet of foot as Tarak, a half-orc rogue, is at home in the city. He
they charge into battle. grew up in the rough-and-tumble wharf quarter and
Their human blood makes half-orcs decisive and ran with street gangs and rough sailors. Everything
bold, resourceful and self-reliant. They are adaptable changed when a sailor dropped dead at his feet,
and able to make their way in almost any circum- leaving a mysterious box in Taraks possession. The
stance. Although half-orcs often live on the fringes of box brought chaos into his life until he fled the city
society in human towns and cities, they still find ways and fell in with some adventurers on the road. Tarak
to prosper in a world to which they dont fully belong. doesnt know whats in the boxits strange lock has
For all their good qualities, many half-orcs exhibit defeated every attempt to open it, and its hard metal
characteristics that polite society finds uncouth or sides resist breaking. But goblins and doppelgangers
undesirable. Half-orcs have little patience for com- have proven themselves willing to kill to get the box
plicated rules of etiquette or procedure and find for themselves, piquing Taraks interest.
little value in hiding their true opinions in order Murook is a warden, born and raised among an
to spare someones feelings. They enjoy the simple orc tribe. She was a staunch defender of her tribe
pleasures of food and drink, boasting, singing, wres- for years, but her ties to the primal spirits of wood
tling, drumming, and dancing, and they dont find and stone slowly coaxed her away from the worship
much satisfaction in more refined or sophisticated of Gruumsh and led her to question the brutality
arts. Theyre prone to act without much deliberation, the orcs performed in his name. She made her way
preferring to overcome obstacles as they arise rather to human lands and has struggled to fit in, trying to
than consider every possible outcome and make con- leave behind the barbarian ways of her tribe and
tingency plans. These qualities lead some members of adopt at least a veneer of civilization, but she is still
other races to consider them rude or crass, but others far more comfortable among the trees and mountains
find their brashness refreshing. than confined in a city or village.
Half-orcs generally live among either human Dorn is a half-orc ranger who prefers not to talk
or orc culturessome in bustling human towns or about his birth and his family. He spent most of his
cities, others among remote human or orc tribes. life in a hut at the outskirts of a farming village, hunt-
Most half-orcs have two half-orc parents, but some- ing and trapping in the surrounding forest, keeping
times half-orcs marry and have half-orc children to himself and asking only to be left alone. His life
with humans or orcs. Orcs show grudging respect to turned upside down on his thirtieth birthday, when
half-orcs for their considerable strength and for their a group of adventurers stopped in the village looking
cunning intelligence, which sometimes allows half- for directions to an ancient ruin. The villagers steered
orcs to rise to leadership positions in orc tribes. the adventurers to Dorn, who agreed to guide them
Although possessed of many strengths, half-orcs through the forest. He never returned home, because
frequently encounter prejudice in human com- that first adventure led him into many more.
munities. Thus, most half-orcs gravitate to careers

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SHIFTER
Ferocious heirs of the wild,
the perfect fusion of civilized race and wild beast

RACIAL TRAITS
Average Height: 5 76 0
Average Weight: 130180 lb.
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, choice of one other

LONGTOOTH SHIFTERS
Ability Scores: +2 Strength, +2 Wisdom
Skill Bonuses: +2 Athletics, +2 Endurance
Longtooth Shifting: You have the longtooth shifting
power.

RAZORCLAW SHIFTERS
Ability Scores: +2 Dexterity, +2 Wisdom
Skill Bonuses: +2 Acrobatics, +2 Stealth
Razorclaw Shifting: You have the razorclaw shifting
power.

Longtooth Shifting Shifter Racial Power


You unleash the beast within and take on a savage countenance.
Encounter Healing
Minor Action Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, you gain a +2 bonus
to damage rolls. In addition, while you are bloodied, you
gain regeneration 2.
Level 11: Regeneration 4.
Level 21: Regeneration 6.

Razorclaw Shifting Shifter Racial Power


You unleash the beast within and take on a savage countenance.
Encounter
Minor Action Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, your speed increases
by 2, and you gain a +1 bonus to AC and Reflex.

Shifters are fierce hunters strongly influenced by


their animal nature. Though they cant fully change
shape as their lycanthrope ancestors can, shifters do
become more bestial during the heat of battle, calling
on the primal power of the beast within.

Play a shifter if you want . . .


to tap into bestial strength or speed in battle.
to be a character in tune with your primal savage
nature.
to be a member of a race that favors the druid,
S TE VE ARGYLE

fighter, ranger, and warden classes.

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Physical Qualities Male Names: Ash, Brook, Claw, Cliff, Flint, Frost,

SHIFTER
River, Rock, Storm, Thorn, Tor
In broad strokes, shifters resemble humans with ani-
malistic features. Their bodies are lithe and strong, Female Names: Aurora, Autumn, Dawn, Hazel, Iris,
and they often move in a crouched posture, springing Lily, Rain, Rose, Summer
and leaping along the ground. Their faces have a bes-
tial cast, with wide, flat noses, large eyes and heavy
eyebrows, pointed ears, and long sideburns. The hair Shifter Adventurers
of their heads is thick and worn long. Shifter skin and Three sample shifter adventurers are described
hair are usually some shade of brown. below.
Longtooth shifters claim werewolves as ancestors Ash is a proud longtooth cleric devoted to Melora.
and have a vaguely canine cast to their features that His clan moved from the open plains into a nearby
becomes much more pronounced when they use city shortly after the fall of Nerath, and most of them
their longtooth shifting power. Razorclaw shifters are have adjusted smoothly to an urbanized life. Even
descended from weretigers and are more catlike, par- during his childhood, though, Ash felt a calling to the
ticularly when using razorclaw shifting. wild places of the world, and he ventured far from
Shifters live about as long as humans. the city on his wanderings. As a personal rite of pas-
sage when he turned 18, he traveled ten days from
Playing a Shifter the city into the wilds and stayed there for ten more
days, spending his time hunting, gathering food,
Shifters are strongly influenced by their animal and praying to the god of the wilderness. He had
natures. They think and act like predators, conceiving planned to return after those ten days but decided
of most activities in terms of hunting and prey. that Melora had a different plan in mind. He avoids
Longtooth shifters are drawn to a pack of cities and towns now unless he has no choice, spend-
companions, whether thats a family group or an ing his time wandering the wilds, exploring ancient
adventuring party. They work well as part of a team ruins, and fighting the monsters that make the
in combat, coordinating their attacks with their wilderness unsafe.
allies and coming to the aid of beleaguered friends. Summer is a razorclaw druid whose tribe still
Theyre drawn to the leader and defender roles, and wanders a pristine forest far from any human cities.
they make excellent clerics, fighters, paladins, She was her tribes moonspeaker, a religious leader
and wardens. who traveled among the different clans of her tribe.
Razorclaw shifters are more independent, self-reli- In the summer of one year, she went to visit the
ant, and adaptable. Theyre no less devoted to their northernmost clan and never found them. She trav-
adventuring companions, but they trust their allies to eled farther and farther afield until she found a
take care of themselves, and they strive to carry their hobgoblin city. While sneaking into the city, she dis-
own weight in the group. Theyre more inclined to be covered that the surviving members of the clan were
strikers or controllers, and they favor classes such as now slaves of the hobgoblins. She plans to return
avenger, druid, ranger, and rogue. to that city one day to free her people, but in the
Historically, most shifters dwelled in nomadic meantime she is very interested in the power she has
bands in plains and forests far removed from cities gained through adventuring.
and towns. Since the fall of Nerath, however, the Storm is a razorclaw avenger dedicated to the
increasing dangers of the wilds have driven many Raven Queen. He knows no tribe except the remote
shifters into closer proximity to human and elf com- monastery where he was raised and trained. For
munities. Some shifters have adapted smoothly to this many years, he never knew another shifter, and he
change, carving niches for themselves as trappers, believed himself to be a human who was specially
hunters, fishers, trackers, guides, or military scouts. blessed for the work of the Raven Queenendowed
Others have a much harder time fitting in. Shifters with speed, stealth, and strength to make him more
who feel alienated from the plains and forests they perfect in her service. On reaching adulthood, he left
love sometimes take up the adventuring life as a way the monastery and ventured into the world on his
of escaping the confines of city walls and returning to first major undertaking for his order. There he dis-
nature. Some shifters, though, turn to a life of crime, covered others of his race and has begun to question
preying on the residents of their new homes like the fundamental assumptions of his identity. Disillu-
hunters they are. sioned about his gods work, he has taken up with
a group of adventurers while he sorts out his place
Shifter Characteristics: Active, alert, fierce, free- in a world that is much different from anything he
spirited, intuitive, perceptive, predatory, self-reliant, previously imagined.
unrestrained, wild

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Ascetic and disciplined, masters ofbody and mind

RACIAL TRAITS

Average Height: 6' 0"-6' 5"

Average Weight: 160-190 lib.

Ability Scores: +2 Wisdom; +2 Dexterity or


Intelligence

Size: Medium

Speed: 6 squares

Vision: Normal

Languages: Common. Deep Speech


Skill Bonuses: +2 Acrobatics. +2 Athletics
Danger Sense: You have a +2 racial bonus to initiative
checks.
Defended Mind: You have a +2 racial bonus to saving
throws against effects that daze. dominate. or stun.
Shifting Fortunes: When you use your second wind.
you can shift 3 squares as a free action.
Iron Mind: You have the iron mind power.

Iron Mind Githzerili Rilcial Power


Under the brunt ofan attack. you use the power ofyour mind to
fortYJ yourself aBainst harm.
Encounter
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +2 bonus to all defenses until the end of
your next turn.

The githzerai are descended from an ancient race


once held in thrall by mind layer overlords. After
the bloody uprising ,t hat won these people their
freedom, ideological differences split them into two
races: the githzerai and the githyanki. The githzerai
rejected the cruel warmongering of the githyanki
Pz > and withdrew to the Elementa l Chaos and to
remote locations in the world to follow a path
of self-renection. harnessing the power of the mind
and the soul. Centuries later, the githzerai remain in
such locations, leading diSciplined lives and observ
ing their surroundings to determine their place in the
universe.

Playa githzerai ifyou want ...


to be a character who has strong planar ties.
to avoid attacks and stay one step ahead ofyour
enemies.
to be a member of a race that favors the avenger,
monk, ranger, and seeker classes.
Few relationships hold any sway over githzerai.
PHYSICAL QUALITIES
Religion, nationalism, and even familial loyalties are
Characterized by spare frames and an exotic appear less important than personal seeking and enlight
ance, githzerai are taller than humans and slender enment. Githzerai place value on proven methods
to the point of being gaunt. Their skin tends toward and associates, rather than on those that tradition
yellow tones, occasionally shading into brown or or dogma might dictate. Githzerai seek out capable
green. They have distinctive angular features and teachers, students, and companions, and they are
pOinted ears, as well as eyes set in deep sockets and unwavering allies to those who prove worthy.
Oattened noses set high on their faces . To discover whether someone or something is
Male githzerai usually keep their heads shaved or worthy, githzerai must be open-minded as well as
tonsured and braided, and they grow controlled facial willing to learn and to take risks. The fact that githz
hair. A typical style is a shaved pate with a long braid erai find it easier to trust other githzerai than they
trailing from the back ofthe head . Females wear do members of other races tempers this measure
their long hair close to the head in braids or tight of tolerance. Only a member of the race can truly
buns. Githzerai hair is typically russet, but black and understand the struggles that the githzerai have
gray sometimes occur. undergone.
The githzerai commitment to asceticism means
that individuals generally disdain displays of wealth. Githzerai Characteristics: Ascetic, calculating,
Their clothing is practical. simple in design, and calm, cautious, cynical. disciplined, introspective,
accentuated only by simple jewelry. They indulge pragmatic, quiet, secretive, suspicious, terse
their artistic nature through body painting or tat
toos. Even these expressions incorporate a functional Male Names: Dak, Durth, Ferzth, Greth, Hurm,
purpose: Tattoos serve as identifiers, helping githzerai Kalla, Murg, Nurm, Shrakk
recognize the tradition and location from which a
fellow githzerai hails. Female Names: Adaka, Adeya, Ella, Ezhelya, Immil
Githzerai live about as long as humans. zin, Izera, Uweya

PLAYING A GITHZERAI GITHZERAI BACKGROUNDS


Githzerai value their heritage. It informs their phi Here are background elements for githzerai.
losophy, their behavior, and their intolerance for Cenobite Initiate: You were raised and trained
githyanki and mind Oayers. Where githyanki crave in a githzerai monastery in the Elemental Chaos or
battle and conquest, githzerai seek inner harmony a remote part of the world. You might have stayed
and self-mastery. They often travel great distances to there for all your early years, contemplating the
explore the self and to give up mortal attachments by dangers around you and binding your mind in dis
witnessing the possibilities that existence has to offer. Cipline. Then, something drew you away from your
Although githzerai are willing to explore and home. Perhaps you sought the answers to questions
experience the cosmos, they maintain a worldview about your race's origin. Maybe a visitor aroused your
centered on personal responsibility and accomplish curiosity about the world beyond the monastery's
ment. The race's social hierarchy is based entirely on walls. Now you find yourself outside the diSCiplined
merit, and each githzerai must earn a place in history. civilization ofthe githzerai. How are you adjusting?
Great heroes, leaders, and teachers are immortalized Is the experience intriguing or frustrating? Are new
as revered ancestors, with important techniques and companions a suitable replacement for those you left
cultural elements bearing their names. The unworthy behind?
remain lowly and are forgotten . Associated Skills: Arcana, History
Austerity, prudence, pragmatism, and tenacity also War Band Survivor: You joined a githzerai war
run strong in the githzerai persona_ Githzerai rarely band that either traveled to the world or originated
own more than they need. They don't speak at length in it. Your band sought enemies of the githzerai and
when a brief statement will do. Although githzerai found foes beyond your group's capabilities. You were
have fiery souls, reflected by their fierce resolve and the only survivor of the battle. What happened to
strong loyalties, they rarely display strong emotions. the rest ofyour band? You might be stranded in the
The trust of a githzerai must be earned, and most world with no easy route home, but do you want to go
githzerai expect weakness and lack of discipline in home? Is the shame ofyour band's defeat, or perhaps
others. However, githzerai readily make use of any the shame ofyour survival, too great? Do you seek
resources at hand , including members of other races, vengeance for the death of your companions or abso
to solve problems or shore up defenses. A githzerai lution for the guilt you feel as a survivor?
rarely backs down from a challenge in which success Associated Skills: Dungeoneering, Perception
seems possible.

CIIAPTER 1 I Character Races


Cau8ht between sava8ery and civilization, these
warriors stru881e a8ainst the beast within

RACIAL TRAITS

Average Height: 7' 1 "-7' 5"

Average Weight: 320-350 lb.

Ability Scores: +2 Strength; +2 Constitution or


Wisdom

Size: Medium

Speed: 6 squares

Vision: Normal

Languages: Common, choice of one other


Skill Bonuses: +2 Nature, +2 Perception
Vitality: You have one additional healing surge.
Ferocity: When you drop to 0 hit pOints or fewer, you
can make a melee basic attack as an immediate
interrupt.
Heedless Charge: You have a +2 racial bonus to AC
against opportunity attacks you provoke during a
charge.
Goring Charge: You have the aorina (horae powe r.

Goring Charge Minotaur Racial Power


You char8e the enemy and 80re it with your homs.
Encounter
Standard Action Melee 1
Effect: You charge and make the following attack in place of
a melee basic attack.
Target: One creature
Attack: Strength, Constitution, or Dexterity + 4 (6 at 11 th
level and 8 at 11 st level) vs. AC
Hit: 1d6 + Strength, Constitution, or Dexterity modifier
damage, and you knock the target prone.
Level 11 : 1d6 + Strength, Constitution, or Dexterity
modifier damage.
Level 21: 3d6 + Strength, Constitution, or Dexterity
modifier damage.

Minotaurs embody the tension between civilization


and savagery, discipline and madness, for they stand
in two worlds. Tugged toward violence but bound by
conscience. numerous minotaurs are driven to rise
above their dark impulses. Such a minotaur seeks
the balance between the monstrous and the refined .
Innumerable minotaurs give in to the temptations
staining their souls and find themselves thralls to
Baphomet. the Horned King. Minotaurs must strug
gle to become more than the beasts they resemble or
else succumb to the demonic brutality they despise.

Playa minotaur if you want ...


to be a mighty warrior who has amazing strength commit themselves to a task, they see it through.
and endurance. Failure is not perceived as a personal flaw. but as
to be a monstrous adventurer struggling against an opportunity for growth. Giving up when faced
villainous tendencies. with challenges, however. is seen as a weakness of
character. The greatest challenge for minotaurs is to
to be a member of a race that favors the barbarian,
remain Vigilant against their inner corruption . and so
fighter, and warden classes.
to capitulate in any effort is more than dangerous; it is
the first step on the road to spiritual corruption.
PHYSICAL QUALITIES Although many minotaurs are civilized, they
A minotaur combines the features of human and are the objects of suspicion and hatred from other
bull, with the build and musculature of a hulking races. This animosity stems not only from minotaurs'
humanoid, but with cloven hooves, a bovine tail, monstrous appearance. but also from their infamy.
and, most distinctive of all , a bull 's head. Fur covers a Wicked minotaurs are remorseless raiders and kill
minotaur's upper body, coarse and thick on the head ers, and these are often the only minotaurs known in
and neck, gradually thinning around the shoulders a given area.
until it becomes humanlike hair over the arms and
upper torso. The thick hair turns shaggy once more Minotaur Characteristics: Bloodthirsty, cruel. dis
at the minotaur's waist and thickens around the loins ciplined, enlightened. frustrated, militant, mystical,
and legs, with tufts at the end of the tail and around polite, savage. spiritual, tortured
the powerful hooves. Minotaurs take pride in their
horns, the sharpness, size, and color of which are Male Names: Asteron, Bjorkus, Codrus, Foostus,
related to an individual's place in minotaur society. Goeban.lak. Minron, Noostoron, Podrus, Terios
Fur and skin coloring runs from albino white to coal
black, though most minotaurs have red or brown fur Female Names: Duula. Esteru, Hester, Kuonu.
and hair. Loodra. Oestra . Raastred, Seestra, Uovana. Weoren
Labyrinthine patterns are important to minotaurs,
and these decorations appea r on their clothing, MINOTAUR BACKGROUNDS
armor, and weapons, and sometimes even on their
Here are background elements for minotaurs.
hides. Each pattern is particular to a clan, and the
Baphomet Clan Exile: Your clan succumbed to
pattern's size and complexity help minotaurs iden
the lies and promises of Baphomet's cultists. and all
tify family allegiance and caste. The patterns evolve
your living relations are in the thrall of the demon
through the generations, growing more expansive
lord. You alone refused to bow to the Horned King.
based on clan members' deeds and a clan's history.
chOOSing to flee into exile rather than become a sacri
Minotaurs live as long as humans do.
fice on Baphomet's altars. Perhaps you swore to fight
Baphomet in order to purify your people. or to exter
PLAYING A MINOTAUR minate your entire clan. Or perhaps you seek only to
The minotaur preference for labyrinths is legend put that disaster behind you. to move on with your
ary. and is more than a quirk. It is central to what life and keep the beast in your heart contained.
minotaurs believe and how they see the world around Associated Skills: Religion, Steahh
them. A labyrinth is a physical representation of the Silenced Beast: The voice of the beast within you
spiritual and psychological journey each minotaur is silent. Its savagery has no hold over you, and its can
must undertake to make peace with his or her con has no appeal. You have transcended it and moved
flicted nature. to a higher consciousness, something akin to enlight
Each minotaur must navigate the perils ofthe enment. You are at peace with yourself. with who
self to transcend bestial impulses. One minotaur you are, and with the world around you. When you
might achieve this easily. Another might wander need to fight. you can fight fiercely. but you don't lose
the corridors of his or her mind and soul for a life control-the beast is at your command. How did you
time. trapped within the circuitous passages of find such peace? Was it through religiOUS devotion.
self-deception and monstrous desire. Those who fail disciplined martial practice, arcane study. or psionic
might descend into depravity, becoming the thralls of meditation? Is there anything that can shatter your
the Horned King, whose presence looms over every tranquility and loose the beast again?
minotaur community. Associated Skills: Diplomacy, Insight
Perhaps as a result of this inner struggle, mino
taurs seek structure and order in all they do. They
take great pleasure from perfecting their talents, and
many spend lifetimes mastering trades, artistic styles,
magic, and fighting techniques. Once minotaurs

C HAPTER 1 I Character Races


Raw psionic ener8Y barely contained in a body of
8leamin8 crystalline shards

RACIAL TRAITS

Average Height: 5' 9"-6 ' r

Average Weight: 180-230 lb.

Ability Scores: +2 Intelligence; +2 Wisdom or


Charisma

Size: Medium

Speed: 6 squares

Vision: Normal

Languages: Common, Deep Speech, choice of one


other
Skill Bonuses: +2 Arcana, +2 Endurance, +2 to one
other skil'l
Telepathy: You can communicate telepathically with
any creature within 5 squares of you that has a
language.
Crystalline Mind: You have resist 5 psychic. The resis
tance increases to 10 at 11 th level and 15 at 21 st
level.
Living Construct: You are a living construct. You don't
need to eat, drink, breathe, or sleep. You never have
to make Endurance checks to resist the effects of
starvation, thirst, or suffocation.
Immortal Origin: You are native to the Astral Sea, so
you are considered an immortal creature for the
purpose of effects that relate to creature origin.
Shard Swarm: You have the shard swarm powe r.

Shard Swarm Shilrdmind Ratial Power


You loosen your mental Wip on your physicalform, distraCI'in8
your foes with a swarm ofshards. You then reform elsewhere.
Encounter" Teleportation

Move Action Close burst 1

Target: Each enemy in burst

Effect: Each target grants combat advantage to you until

the end of your next turn. You then teleport half your
speed.

Shard minds are sentient fragments of the living


Gate, which once stood at the pinnacle of the intri
cate lattice of the Astral Sea. Beyond that gate lay the
alien Far Realm, and the gate's destruction during
the Dawn War resulted in the rise of the mind flayer
empire. Though Ioun's power holds the portal closed ,
shardminds seek to rebuild the gate and forever cut
off the Far Realm's ability to influence the world.

Playa shardmind if you want . . .


.. to playa strange , intellectual character who has a
strong psionic flavor.
to embody an ancient history that makes you an Although the race as a whole shares a common
enemy of the Far Realm and its denizens. goal of rebuilding the Living Gate, several philoso
to be a member of a race that favors the psion, phies disagree on how to accomplish that goal. The
wizard, and invoker classes. three most important sects are the '[ hought Builders,
the God Shards, and the Shard Slayers. See "Shard
mind Backgrounds" below for more in/ormation
PHYSICAL QUALITIES about each philosophy.
Shard minds are crystalline creatures consisting of
hundreds of small shards of translucent green, white, Shardmind Characteristics: Detached, inSightful.
red, or amber crystal assembled into humanoid intellectual, logical , thoughtful, volatile
form and animated by a force of pure psionic energy.
Shardminds choose their form s to mimic the shapes Shardmind Names: Amata, Arshaka, AnNia,
of humanoids; some take on forms that seem more Balashi , Bashanu, Belessunu, Dipana, Erishti,
masculine, while others appear more feminine. Eshunu, Hunzu, Iltani, Ishmea, Kuaya , Kubaba, Kuri,
A shardmind 's animating force glows dimly from Manishtu, Naram, Nuraya, Seluku, Tabni, Ubashu,
within each of its component shards, emanating most Utua, Zakiti
brightly from where the eyes of a natural humanoid
would be. This inner light sheds dim light in a shard
mind's space, but a shard mind individual can squelch
SHARDMIND BACKGROUNDS
the light with an instant's concentration-in order to These shardmind background elements each rep
hide in the dark. for example. resent a distinct philosophy, so it is unlikely that a
The crystalline fragments making up a shard shardmind would have more than one of them.
mind's body are in constant, silent motion, almost Thought Builder: You seek to create a new Living
like the circulation of blood. When a shardmind is Gate and to imbue it with the psionic power neces
stunned or unconscious, it might lose control of the sary to keep the influence of the Far Rea lm at bay.
tight mental reins that keep its body in humanoid The sect is prominent in the planar metropolis of
form , a few shards slipping free into orbits around its Hestavar (see Manual ofthe Planes, page 94). Most
body until the shardmind regains control. members of the Thought Builders are dedicated to
Shard minds are living creatures only in the loosest loun. They tend to be unaligned or good.
sense. Their crystalline bodies require no sustenance, Associated Skills: Arcana, Religion
and they don't breathe. They don't need sleep, though God Shard: You believe that each shardmind
they must still rest for six hours to gain the benefits must seek to acquire as much personal power as pos
of an extended rest. They don't have gender and don't sible. Since you are a fragment of the Living Gate,
reproduce, but the shardminds alive today aren't the your own power is the force that keeps the Far Realm
same ones that sprang to life during the Dawn War. from destroying the universe; each shardmind,
Shardminds say that the Living Gate shattered into in fact. is a fragment of divine power and carries
countless fragments, and each time an awakened a responsibility to nurture that power. Most God
shardmind is killed, another one somewhere in the Shards are unaligned and revere no deity.
universe stirs to consciousness. Associated Skills: History, Religion
Shard Slayer: You believe that when a shard
mind dies, its animating life force returns to the site
PLAYING A SHARDMIND of the Living Gate, where it shores up the universe's
Shardminds are fragments of pure thought given defenses against the Far Realm's intrusion. Thus, you
life and substance. They are logical, emotionally seek to kill as many shard minds as possible, start
distant, and naive to the ways of society in the world. ing with the adherents of other philosophies. As a
Some approach life with innocent curiosity, eager to precautionary measure , you also seek out fragments
embrace the wealth of experiences the world has to of the Living Gate that have not yet awakened to
offer, while others remain reserved and aloof, bear sentience, and you destroy them as well. hoping to
ing a higher purpose in mind at all times. Though reduce the number of shard minds that will exist in
they often seem dispassionate, when a strong emo the future. Most Shard Slayers are evil, and many are
tion seizes them, they experience it powerfully. devoted to Vecna.
For example, shardminds don't get annoyed; they Associated Skills: Arcana , Intimidate
become enraged_

CHAPTER 1 I Character Races


Nature's 8uardians-hunters and destroyers, keepers
of ancient knowled8e
RACIAL TRAITS
Average Height: 5' 6"_5 ' 9"
Average Weight: 140-170 lb.

Ability Scores: +2 Wisdom; +2 Constitution or


Dexterity

Size: Medium

Speed: 6 squares

Vision: Low-light

Languages: Common, Elven


Skill Bonuses: +2 Nature, +2 Stealth
Fey Origin: You are native to the Feywild, so you are
considered a fey creature for the purpose of effects
that relate to creature origin.
Hardy Form: Choose Fortitude, Reflex, or Will. You
gain a +1 racial bonus to that defense.
Nature's Aspect: Whenever yOIJ complete an
extended rest, choose one of the following aspects
of nature to manifest.
Aspect of the Ancients: You can use the voya8e of
the ancients power while you are in this aspect.
Aspect of the Destroyer: You can use the wrath of
the destroyer power while you are in this aspect.
Aspect of the Hunter: You can use the pursuit of
the hunter power while you are in this aspect.

Voyage of the Ancients Wild ell Hildal PowC'r


You vanish and leave a bewilderedfoe in your wake.
Encounter. Teleportation
Free Action Personal
Trigger: You hit an enemy with an area or a close attack
Effect: You teleport 3 squares. Choose a single enemy you
hit with the attack. You and one ally you can see gain

combat advantage against that enemy until the end of

your next turn.

Wrath of t he Destroyer Wilden R,I( ioll PowC'r


Your destroyer aspect responds to an attack with deadlyforce.
Encounter
Immediate Reaction Personal
Trigger: A bloodied enemy attacks you or your ally adjacent
to you
Effect: You either make a melee basic attack against the
triggering enemy or charge it. If your attack hits, the en
emy is also dazed until the end of your next turn.

Pursuit of t he Hunter Wildpl1 Hold,11 POWl'1

Your prey tries to maneuver away, but there is no escape.


Encounter
Immediate Reaction Personal
Trigger: An enemy within 2 squares of you moves on its turn
Effect: You shift 3 squares. Until the end of your next turn,
you deal 1d6 extra damage to the triggering enemy
when you hit it, and you ignore the -2 penalty to attack
rolls for attacking it when it has cover or concealment.
The wilden emerged from the unspoiled reaches, of a greater whole. When speaking of themselves,
ancient bogs, and primeval forests of the Feywild. wilden use the plural, saying "we" instead of "1."
Awakened to fight the growing corruption plaguing As a new people, wilden lack grudges toward other
the land. they strive to restore the natural order and races . Most wilden are eager to learn about other
to purge aberrant horrors from the world. societies, beliefs, and cultures, and they might adopt
the values of other races as their own.
Playa wilden if you want ... Wilden can experience shifts in personality when
to embody nature's ability to right its own course. they assume their aspects. They become thought
ful and cautious when in the aspect of the ancients,
to adapt to the challenges you face by altering your
aggressive in the aspect of the destroyer, and secre
essential nature.
tive and withdrawn in the aspect of the hunter.
to be a member of a race that favors the battle Even as wilden shape their beliefs through expo
mind, druid. invoker, and shaman classes. sure to other cultures, they maintain that their
purpose is to secure the Feywild and the natural
PHYSICAL QUALITIES world from harm. Wilden who worship gods venerate
Wilden are plantlike fey creatures. Their bones are deities who cherish nature, such as Corellon, Melora,
hardwood, and their supple, barklike skin trails into and Sehanine. Wilden also honor the primal spirits.
viny tendrils and a cloak ofleaves. Wilden have no kingdoms or cities, but they regard
Within each wilden lies nature's spirit, and all can all of nature as their home. When they gather, they
manifest this spirit in different aspects. Each aspect do so in communities where the borders between
triggers a transformation, reflecting the purpose the Feywild and the natural world are thinnest.
for which the wilden were created. A wilden in the Wilden live in harmony with nature, so even in these
aspect of the ancients has eyes and leaves of white. settlements, it is difficult to distinguish where the
When a wilden is in the aspect of the destroyer, wilderness leaves off and the community begins.
jagged spurs break through the skin, and the eyes
darken to black. The hunter's aspect camouflages a Wilden Characteristics: Accepting, ambitiolls,
wilden's body with green and brown patterns, while contradictory, curious, driven, enigmatic, intolerant,
the eyes take on an emerald color. measured, savage, violent
As wilden age, their bodies move through the
seasons. Young wilden are like trees in spring, filled Male Names: Banmarden, Fiddenmar, Durmindin,
with life and vigor, their bodies a green hue. In the Kettenbar, Midnorten, Rodmennar, Vennerzad
summer phase, a wilden's body is brown or tan, while
the cloak ofleaves remains vibrant green. Wilden in Female Names: Dannamai, Ennimbel, Kalkennash,
the autumn phase undergo a profound change, their Nementah, Shallahai, Tellorda, Zazenna
skin darkening as their leaves turn color to reds, yel
lows, and oranges. Finally, the winter phase heralds WILDEN BACKGROUNDS
the end of a wilden's life, as the body grows thinner Here are background elements for wilden.
and the wilden's leaves wither and fall. Born of Ruin: You were born in a place defiled by
A typical wilden lives more than a century. the Far Realm. You might have been born to wilden
parents, or simply emerged from the dying plant life
PLAYING A WILDEN at the edges of the defilement. Perhaps you hope to
The wilden are a race in its infancy. Wilden believe return there and purge that place of its corruption
that they awoke to meet a threat moving across the when your power is great enough. Or perhaps there is
Feywild and into the world: the rising power of the no hope for it, and you can strive only to prevent such
Far Realm and its incursions into the rest of the a catastrophe from occurring elsewhere.
known universe, in the form of aberrant creatu res. Associated Skills: Arcana, Nature
Central to wilden existence are nature's three Hunted: Something seems to know of you-and
aspects: the keeper of ancient secrets, the destroyer, to want you dead. Destruction has followed you for
and the hunter. As keepers of ancient secrets, wilden your entire life. and the fact that you are alive seems
act as stewards, preserving the land against any who to be proof that you are being preserved for some
would defile it. The destroyer aspect is nature's fury greater purpose. Are aberrant monsters drawn to try
incarnate-the destruction embodied by hurricanes, to destroy you? Is there a widespread cult devoted
tornadoes, and lightning strikes. The aspect of the to a Far Realm overlord that seeks to kill you? Or is
hunter seeks out and eradicates aberrant corruption. there simply a curse on you that brings destruction to
Individuality has no place in a wilden's life. Males everyone and everything you love?
and females display differences in personality and Associated Skills: Bluff, Stealth
appearance, but all wilden regard themselves as parts

CHAPTER 1 I Character Races


Change Shape
RACIAL TRAITS
Doppelganger Racial Power
You alter your form to look like some other humanoid.
At-Will Polymorph
Several of the monsters in the Monster Manual have racial Minor Action Personal
traits and powers, not unlike the races presented in the Effect: You can alter your physical form to take on the ap-
Players Handbook. In general, these traits and powers are pro- pearance of any Medium humanoid, including a unique
vided to help Dungeon Masters create nonplayer characters individual (see Change Shape, page 280).
(NPCs). This information can also be used as guidelines for
creating player character (PC) versions of these creatures,
within reason. Note that these traits and powers are more in
Drow
line with monster powers than with player character powers. Average Height: 5 4 6 0
A player should only use one of the following races to Average Weight: 130170 lb.
create a character with the permission of the Dungeon
Master. The DM should carefully consider which monster Ability Scores: +2 Dexterity, +2 Charisma
races, if any, to allow as PCs in his or her campaign. Size: Medium
Speed: 6 squares
Vision: Darkvision
Bugbear
Average Height: 6 10 7 2 Languages: Common, Elven
Average Weight: 250300 lb. Skill Bonuses: +2 Intimidate, +2 Stealth
Trance: Rather than sleep, drow enter a meditative state
Ability Scores: +2 Strength, +2 Dexterity known as trance. You need to spend 4 hours in this state
Size: Medium to gain the same benefits other races gain from taking a 6-
Speed: 6 squares hour extended rest. While in a trance, you are fully aware
Vision: Low-light of your surroundings and notice approaching enemies and
other events as normal.
Languages: Common, Goblin Lolthtouched: Once per encounter, you can use either the
Skill Bonuses: +2 Intimidate, +2 Stealth cloud of darkness or darkfire power.
Oversized: You can use weapons of your size or one size
larger than you as if they were your size. Cloud of Darkness Drow Racial Power
Predatory Eye: You can use predatory eye as an encounter
A cloud of darkness obscures you, but your vision pierces it.
power.
Encounter
Minor Action Close burst 1
Predatory Eye Bugbear Racial Power
Effect: This power creates a cloud of darkness that remains
You maneuver into an advantageous position and strike your foe in place until the end of your next turn. The cloud blocks
with ruthless determination. line of sight for all creatures except you. Any creature
Encounter except you entirely within the cloud is blinded.
Minor Action Personal
Effect: If you have combat advantage against a target, you Darkfire Drow Racial Power
deal +1d6 damage on the next attack you make against
A flickering halo of purple light surrounds the target, making it
that target. You must apply this bonus before the end of
easier to hit.
your next turn.
Increase extra damage to +2d6 at 11th level and +3d6 at Encounter
21st level. Minor Action Ranged 10
Target: One creature
Attack: Intelligence +2 vs. Reflex, Wisdom +2 vs. Reflex, or
Doppelganger Charisma +2 vs. Reflex
Average Height: 5 7 6 0 Increase to +4 bonus at 11th level and +6 bonus at 21st
Average Weight: 120160 lb. level.
Hit: Until the end of your next turn, all attacks against the
Ability Scores: +2 Intelligence, +2 Charisma target have combat advantage, and the target cannot ben-
Size: Medium efit from invisibility or concealment.
Speed: 6 squares Special: When you create your character, choose Intel-
Vision: Normal ligence, Wisdom, or Charisma as the ability score you use
when making attack rolls with this power. This choice
Languages: Common remains throughout your characters life and does not
Skill Bonuses: +2 Bluff, +2 Insight change the powers other effects.
Mental Defense: You gain a +1 racial bonus to your Will
defense.
Change Shape: You can use change shape as an at-will power.

276
R AC I A L T R A I T S
Githyanki Gnoll
Average Height: 6 0 6 5 Average Height: 7 0 7 6
Average Weight: 160190 lb. Average Weight: 280320 lb.

Ability Scores: +2 Constitution, +2 Intelligence Ability Scores: +2 Constitution, +2 Dexterity


Size: Medium Size: Medium
Speed: 6 squares Speed: 7 squares
Vision: Normal Vision: Low-light

Languages: Common, Deep Speech Languages: Abyssal, Common


Skill Bonuses: +2 History Skill Bonuses: +2 Intimidate
Danger Sense: You gain a +2 bonus to initiative checks. Blood Fury: While youre bloodied, you gain a +2 bonus to
Githyanki Willpower: You gain a +1 bonus to your Will damage rolls. This increases to a +4 bonus at 21st level.
defense and a +2 bonus to saving throws against charm Ferocious Charge: You can use ferocious charge as an encoun-
effects. ter power.
Telekinetic Leap: You can use telekinetic leap as an encounter
power. Ferocious Charge Gnoll Racial Power
You lunge toward the enemy and, with a tirade of curses, unleash
Telekinetic Leap Githyanki Racial Power the wrath of Yeenoghu upon your hapless foe.
You hurl yourself or one of your allies safely through the air using Encounter
your mind. Standard Action Personal
Encounter Effect: You charge and deal an extra 2 damage on a sucess-
Move Action Ranged 10 ful attack. Increase the extra damage to 4 at 11th level
Target: You or one ally and to 6 at 21st level.
Effect: The target can fly up to 5 squares. If this power is
used on an ally, that ally must remain in your line of sight
at all times during the effect.
Gnome
Average Height: 3 4 3 8
Average Weight: 5075 lb.
Githzerai
Average Height: 6 0 6 5 Ability Scores: +2 Intelligence, +2 Charisma
Average Weight: 160190 lb. Size: Small
Speed: 5 squares
Ability Scores: +2 Dexterity, +2 Wisdom Vision: Low-light
Size: Medium
Speed: 6 squares Languages: Common, Elven
Vision: Normal Skill Bonuses: +2 Arcana, +2 Stealth
Reactive Stealth: If you have cover or concealment when you
Languages: Common, Deep Speech make an initiative check, you can make a Stealth check to
Skill Bonuses: +2 Acrobatics, +2 Athletics escape notice.
Danger Sense: You gain a +2 bonus to initiative checks. Fade Away: You can use fade away as an encounter power.
Iron Mind: You can use iron mind as an encounter power.
Fade Away Gnome Racial Power
Iron Mind Githzerai Racial Power You turn invisible in response to an enemys attack.
After withstanding an attack, you use the power of your mind to Encounter Illusion
fortify yourself against further harm. Immediate Reaction Personal
Encounter Trigger: You take damage.
Immediate Interrupt Personal Effect: You are invisible until you attack or until the end of
Trigger: You are hit by an attack. your next turn.
Effect: You gain a +2 bonus to all defenses until the end of
your next turn.

277
Goblin Shifty Kobold Racial Power
Average Height: 3 4 3 8 You skitter and scamper through the ranks of your enemies,
Average Weight: 4055 lb. much to their chagrin.
At-Will
Ability Scores: +2 Dexterity, +2 Charisma Minor Action Personal
Size: Small Effect: You shift 1 square.
Speed: 6 squares
Vision: Low-light
Minotaur
Languages: Common, Goblin Average Height: 7 1 7 5
Skill Bonuses: +2 Stealth, +2 Thievery Average Weight: 320350 lb.
Goblin Ref lexes: You gain a +1 racial bonus to your Reflex
defense. Ability Scores: +2 Strength, +2 Constitution
Goblin Tactics: You can use goblin tactics as an at-will power. Size: Medium
Speed: 6 squares
Vision: Normal
Goblin Tactics Goblin Racial Power
You avoid your enemys blow and cleverly slink past his defenses. Languages: Common
At-Will Skill Bonuses: +2 Nature, +2 Perception
Immediate Reaction Personal Ferocity: If you are reduced to 0 hit points, you can make
Trigger: You are missed by a melee attack. a melee basic attack as a free action before falling
Effect: You shift 1 square. unconscious.
Oversized: You can use weapons of your size or one size
larger than you as if they were your size.
Hobgoblin Goring Charge: You can use goring charge as an encounter
Average Height: 6 1 6 5 power.
Average Weight: 190240 lb.
Goring Charge Minotaur Racial Power
Ability Scores: +2 Constitution, +2 Charisma
Size: Medium You charge the enemy and gore him with your horns.
Speed: 6 squares Encounter
Vision: Low-light Standard Action Melee 1
Attack: Strength +2 vs. AC
Languages: Common, Goblin Increase to +4 at 11th level, +6 at 21st level.
Skill Bonuses: +2 Athletics, +2 History Special: You must charge as part of the attack.
Battle Ready: You gain a +2 bonus to initiative checks. Hit: 1d6 + Strength modifier damage, and the target is
Hobgoblin Resilience: You can use hobgoblin resilience as an knocked prone.
encounter power. Increase the damage to 2d6 + Strength modifier at 11th
level and 3d6 + Strength modifier at 21st level.
Hobgoblin Resilience Hobgoblin Racial Power
You shake off an effect that would cripple a lesser warrior. Orc
Encounter Average Height: 6 0 6 5
Immediate Reaction Personal Average Weight: 200230 lb.
Trigger: You suffer an effect that a save can end
Effect: You make a saving throw against the effect. Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 squares
Kobold Vision: Low-light
Average Height: 3 6 4 0
Average Weight: 6075 lb. Languages: Common, Giant
Running Charge: When you charge, add 2 to your speed.
Ability Scores: +2 Constitution, +2 Dexterity Warriors Surge: You can use warriors surge as an encounter
Size: Small power.
Speed: 6 squares
Vision: Normal
Warriors Surge Orc Racial Power
Languages: Common, Draconic Spilling the blood of your enemy invigorates you.
Skill Bonuses: +2 Stealth, +2 Thievery Encounter Healing, Weapon
Trap Sense: You gain a +2 bonus to defenses against traps. Standard Action Melee weapon
Shifty: You can use shifty as an at-will power. Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can spend a
healing surge.
Increase to 2[W] + Strength modifier damage at 21st level.

278
R AC I A L T R A I T S
Shadar-kai Shifter, Razorclaw
Average Height: 5 7 6 0 Average Height: 5 7 6 0
Average Weight: 130170 lb. Average Weight: 130180 lb.

Ability Scores: +2 Dexterity, +2 Intelligence Ability Scores: +2 Dexterity, +2 Wisdom


Size: Medium Size: Medium
Speed: 6 squares Speed: 6 squares
Vision: Low-light Vision: Low-light

Languages: Common Languages: Common


Skill Bonuses: +2 Acrobatics, +2 Stealth Skill Bonuses: +2 Acrobatics, +2 Stealth.
Winterkin: Due to your connection to the Raven Queen, you Razorclaw Shifting: You can use razorclaw shifting as an
gain a +1 bonus to Fortitude defense. encounter power.
Shadow Jaunt: You can use shadow jaunt as an encounter
power. Razorclaw Shifting Shifter Racial Power
You unleash the primal beast within and take on a more savage
Shadow Jaunt Shadar-kai Racial Power countenance.
You step into the shadows and reappear a short distance away, Encounter
hazy and insubstantial. Minor Action Personal
Encounter Teleportation Special: You must be bloodied to use this power.
Move Action Personal Effect: Until the end of the encounter or until rendered
Effect: You teleport 3 squares and become insubstantial unconscious, your speed increases by 2 and you gain a +1
until the start of your next turn. bonus to AC and Reflex defense.

Shifter, Longtooth Warforged


Average Height: 5 7 6 0 Average Height: 6 0 6 6
Average Weight: 130180 lb. Average Weight: 270300 lb.

Ability Scores: +2 Strength, +2 Wisdom Ability Scores: +2 Strength, +2 Constitution


Size: Medium Size: Medium
Speed: 6 squares Speed: 6 squares
Vision: Low-light Vision: Normal

Languages: Common Languages: Common


Skill Bonuses: +2 Athletics, +2 Endurance Skill Bonuses: +2 Endurance
Longtooth Shifting: You can use longtooth shifting as an Living Construct: As a living construct, you have the follow-
encounter power. ing traits:
You gain a +2 bonus to saving throws against ongoing
Longtooth Shifting Shifter Racial Power damage.
You dont need to eat, drink, or breathe, but this doesnt
You unleash the primal beast within and take on a more savage
render you immune to any effect.
countenance.
You need only 4 hours to benefit from an extended rest.
Encounter Healing When you roll a death save, you can take the better of
Minor Action Personal your die roll or 10 as the result. You still die at your nega-
Special: You must be bloodied to use this power. tive hit point total.
Effect: Until the end of the encounter or until rendered Warforged Resolve: You can use warforged resolve as an
unconscious, you gain a +2 bonus to damage rolls. In addi- encounter power.
tion, for as long as you are bloodied, you gain regeneration
2 (regeneration 4 at 11th level, regeneration 6 at 21st
Warforged Resolve Warforged Racial Power
level).
You might be bloodied, but the battle is far from over!
Encounter
Minor Action Personal
Special: You must be bloodied to use this power.
Effect: You gain a number of temporary hit points equal to 3
+ one-half your level.

279
Infernal Quills Duergar Racial Power
RACIAL TRAITS Y o u tense and send the quills projecting from your body into the
gaps inyourfoe's armor.
As in the Monster Manual, a few o f the monsters Encounter Poison
in Monster Manual 2 have racial traits and powers Minor Action Ranged 3
similar to those o f the races presented in the Player's Target: One creature
Attack: Constitution + 2 vs. AC
Handbook and Player's Handbook 2.
Level 1 1 : Constitution + 4 vs. AC
These traits and powers are most useful to
Level 2 1 : Constitution + 6 vs. AC
D u n g e o n Masters interested in creating detailed non- Hit: 1 d8 + Constitution modifier damage, and the target
player characters (NPCs). T h e information c a n also takes a -2 penalty to attack rolls and ongoing 2 poison
b e used as guidelines for creating player character damage (save ends both).
( P C ) versions o f these creatures. B e aware that the Level 1 i: 2d8 + Constitution modifier damage, and the
traits and powers that follow a r e more in line with target takes a -2 penalty to attack rolls and ongoing 5
poison damage (save ends both).
monster powers t h a n with player character p o w e r s -
Level 21: 3d8 + Constitution modifier damage, and the
actual P C versions o f any o f the races published later target takes a -1 penalty to attack rolls and ongoing 8
would likely b e slightly different. poison damage (save ends both).
As a D M , you should carefully consider which, i f
any, o f the monster races you wish to include as P C
options in your campaign. KENKU
Average Height: 5 ' 0 " - 5 ' 6 "

BULLYWUG A v e r a g e W e i g h t : 1 1 0 - 1 5 0 lb.

Average Height: 5 ' 4 " - 6 ' 0 " A b i l i t y S c o r e s : +2 Dexterity, +2 C h a r i s m a


A v e r a g e W e i g h t : 1 5 0 - 2 4 0 lb. Size: M e d i u m
S p e e d : 6 squares
A b i l i t y S c o r e s : +2 Constitution, +2 Dexterity V i s i o n : Low-light
Size: Medium
S p e e d : 6 squares (swamp walk) Languages: Common
V i s i o n : Normal Skill B o n u s e s : +2 Bluff, +2 Stealth
F l o c k E f f e c t : You gain a +3 bonus to attack rolls
L a n g u a g e s : C o m m o n , Primordial against a creature you are flanking instead o f the
Skill B o n u s e s : +2 Athletics normal +2 bonus, and you grant a +3 bonus to
R a n c i d A i r ( P o i s o n ) a u r a 2 : Any enemy that spends attack rolls or skill c h e c k s when aiding another
a healing surge within the aura is w e a k e n e d until instead o f the n o r m a l +2 bonus.
the end o f its next turn. M i m i c r y : You c a n m i m i c sounds and voices. A suc-
cessful Insight c h e c k opposed by your B l u f f c h e c k
DUERGAR allows a listener to determine that the effect is
faked.
A v e r a g e H e i g h t : 4 ' 2" - 4 ' 8 "
A v e r a g e W e i g h t : 1 6 0 - 2 2 0 lb.

A b i l i t y S c o r e s : +2 Constitution, +2 W i s d o m
Size: Medium
S p e e d : 6 squares
V i s i o n : Darkvision

L a n g u a g e s : C o m m o n , D e e p Speech, Dwarven
Skill B o n u s e s : +2 Dungeoneering
I n f e r n a l Q u i l l s : You c a n use infernal quills as a n
encounter power.
Racial Variants Moradin, and they have greater common cause with
each other than with any other race. However, the
two subraces have lived apart for thousands of years,
Elves and dwarves in the FORGOTTEN REALMS setting
and their lifestyles affect not only their cultures but
are made up of distinct subraces. Such divisions often
their physical appearance as well.
have their roots in a race's earliest existence.
If you are a shield dwarf, you might come from
When you create a character who belongs to a
beyond the Spine of the World mountains or some
subrace, you are free to use the race's standard traits
other area of the North. The heir ofDelzoun is a good
for that character. However, you can instead use the
choice for your character theme, but you have other
options in this section to set the character apart from
options.
other members of his or her race, and to provide ways
If you are a gold dwarf, you are unlikely to have
to develop your character's identity.
Delzoun blood (unless you have shield dwarf ances-
Each subrace deSCription contains a set of benefits.
tors in your past), so you should consider other
Each of these replaces a standard racial trait, as noted
character themes such as devil's pawn, spellscarred
in the benefit's description. Unless otherwise noted,
harbinger, and Harper agent.
you can select as many of a subrace's benefits as you
want.
In addition, each subrace includes a racial back- Gold Dwarf
ground tied to it. Like other backgrounds in the Gold dwarves see themselves as the founders of the
game, these offer associated skills and languages. If dwarven race, their society able to trace an unbro-
you choose the racial background that matches your ken line back nearly to the world's creation. It should
character's subrace, you can select one of the follow- be no surprise, then, that gold dwarves have a chip
ing benefits. on their shoulders-and a heavy one at that. Gold
Gain a +2 bonus to checks with a skill associated dwarves get along well with others, but they come
with your background. from a culture where tradition reigns and codes of
honor are strict. Each dwarf has a predestined role
Add a skill associated with your background to
and a place in society that stems from birth order and
your list of class skills before you choose your
bloodline. Gold dwarves who stray from such stric-
trained skills.
tures bring great dishonor on themselves and shame
Choose one language associated with your back- to their clans.
ground. You can speak, read, and write that The largely isolated kingdoms of the gold dwarves
language fluently. had begun to expand before the Spellplague hit.
Many adventurous gold dwarves left the Great Rift
and their other traditional lands to explore distant
DWARVES parts of the surface world. This emigration served
In a time before the world knew what it was, Moradin them well when their homeland was destroyed by
the All-Father forged the dwarves in the fiery heart the plague. Much of the Great Rift and the sur-
of Abeir-Toril. His people won their way to the light rounding surface was obliterated, leaving in its wake
of the surface through grit and battle prowess. In the the massive Underchasm and the realm of Great
hot south of the world that then was, they emerged Bhaerynden. The gold dwarves who were spread
into the cool heights of the mountains and forged for across Faenln returned to the area to help rebuild
themselves an empire. Divisions among them forced their homeland, and the realm known as the East
some away and to the plains of the west, where they Rift was built on and in the ruins of the Great Rift.
settled in what would come to be known as the Great The disaster and the disruption of those dark times
Rift. This banishment to the flatlands would prove to caused numerous gold dwarf clans to accept new
have far-reaching consequences when gods and pri- ideas and new peoples, while some others retreated
mordials battled. The world split apart, stealing the into xenophobia as a means of holding onto the tradi-
first great dwarven empire away-beyond even Mora- tions of the past.
din's reach.
Untold years passed until the next great schism Roleplaying a Gold Dwarf
among the dwarves, during which their commander
When creating a gold dwarf character, here are a few
led an exodus from the caverns beneath the plains.
points to consider.
His people would forge many kingdoms and pass
Tradition preserves us. Your people have sur-
through many generations, eventually becoming
vived for eons by adhering to the ways of their
shield dwarves. Those who remained in the plains,
ancestors back to the All-Father. Tradition must be
and who dwell there still, are the gold dwarves.
respected, and those who go against it dishonor them-
No grudges endure from such ancient
selves and cannot be trusted.
divisions. Dwarves are the children of

CHAPTER 2 I Character Options


I.fl
I-
Z

ex:

>

Wisdom comes with age. Those who have wit-


nessed the passage of decades deserve respect. Those GOLD DWARF
who have seen centuries come and go deserve more.
Any society that does not respect its elders is danger-
BACKGROUND
Gold dwarves have a long history of living beneath
ous, for it ignores the wisdom those elders represent.
the earth and dealing with its denizens, particularly
Blood bears truth. You were born into a society
the draw.
where everything was decided for you, from your
Associated Skill: Dungeoneering
profession to whom you would marry when the time
Associated Lan8ua8es: Deep Speech, Elven
comes. These decisions were not the whim of an
elder, but the dictates of your bloodline in relation
to others. Among gold dwarves, who you become is
a direct result of who your parents were and all your Shield Dwarf
ancestors before them. Even far from the East Rift, A long history of internecine war has made the once
you understand that getting to know someone means clannish society of shield dwarves more open. Shield
getting to know their past as well. dwarves actively seek out friends and forge alliances
against enemies. They judge others by their skill and
Gold Dwarf Benefits bravery, not merely the honor of a bloodline or the
number of beard hairs gone gray. Tradition, respect
When creating a gold dwarf character, you can pick
for elders, and the bonds of kinship are strong forces
from the following benefits.
in shield dwarf culture. However, no shield dwarf
Cast-Iron Mind: Gold dwarves have developed a
would be thought dishonorable for seeking his or her
resistance to protect against the depredations of aber-
own destiny, whether doing so involves battling orcs
rant creatures from the Underdark.
alongside elf allies or becoming a master crafter in a
Benefit: You have a +5 racial bonus to saving
human city.
throws against ongoing psychic damage. This benefit
The history of the shield dwarves can be traced
replaces Cast-Iron Stomach.
back through millennia. The sons ofTaark Shanat
Gold Dwarf Weapon Proficiency: Though gold
the Crusader founded eight kingdoms, which
dwarves rely on the hammer as a tool as much as do
fought, made alliances, rose to greatness as one
any of their kin, carving their homes from the living
nation, and then fell into separate states before
rock requires other specialized implements. Such
vanishing from the face of the world. The last great
tools have been adapted for use as the traditional
dwarven kingdom of the North was Delzoun, and
weapons of the gold dwarves for as long as anyone
few are the shield dwarves who do not claim a con-
remembers.
nection to the bloodline of that realm.
Benefit: You gain proficiency with the war pick and
the maul. This benefit replaces Dwarven Weapon
Proficiency.

CHAPT E R 2 I Character Options


Roleplaying a Shield Dwarf Shield Dwarf Benefits
When creating a shield dwarf character, here are a When creating a shield dwarf character, you can pick
few points to consider. from the following benefits. Because these benefits
Even mountains change. Although you honor both replace Dwarven Weapon Proficiency, you can
the past and strive to see the good of the present take only one of them.
preserved, you know that nothing lasts forever. This Shield Dwarf Weapon Proficiency: Shield
impermanency is a reminder that one should never dwarves spend more time aboveground and in for-
be too complacent or too proud. The ruins of cultures ested areas than their gold dwarf cousins. This has
that fell to false pride litter the North. Only those who led to them relying on axes as tools and weapons.
develop and guard a true greatness can maintain that Benefit: You gain proficiency with the hand axe and
greatness. the hattleaxe. This benefit replaces Dwarven Weapon
Even the strongest steel can break. Among the Proficiency.
dwarves, it is said that allies are like axes- despite Shield Proficiency: BeSieged by numerous
their strength, both can fail when you need them threats such as orcs and goblins, the shield dwarves
most. Though you strive to make alliances and return take the name of their people seriously. Many are
friendship in kind, you always remain wary of others. trained to use a shield regardless of duty or station.
Your closest comrades are noteworthy exceptions, but Benefit: You gain proficiency with the light shield.
you remain on the lookout for disloyalty, greed, and This benefit replaces Dwarven Weapon Proficiency.
cowardice, particularly from other races.
A stout shield can both guard and smash. The
clan cannot defend itself by hiding in the mountains. SHIELD DWARF
Neither can the warrior win merely by blocking BACKGROUND
attacks. When you face a foe, you must strike out at Shield dwarves have a long history of struggle for
it. Never fear a challenge so much that you shy away
survival in the wilderness of the North, fighting
from it. against orcs, giants, and their own kind. To aid in
such conflicts, they have found the native languages
of the North useful.
Associated Skills: Dungeoneering, Endurance,
Nature
Associated Lanauaaes: Chondathan, Giant

CHAPT E R 2 I Character Options


When you play an eladrin or an elf, think about ~
ELVES AND ELADRIN whether you are a child of Faenln or of the Feywild. Z
The history of the elves in the world extends into a If you were born in the Feywild, the bladesinger class <t
misty realm of myth. Elves and eladrin relate the (page 66) and the Iliyanbruen guardian character
chronicle of their past in ballads, poems, and folk- theme (page 28) are excellent choices for you.
tales, each speaking of a time when these fey were a If you are a moon elf or a wood elf, you are likely
single people. These ancient elves arrived from the more comfortable in the settlements of other races
Feywild so long ago that even the longest-lived elf than some of your kin. As such, consider the devil's
would need more than two dozen lifetimes to remem- pawn and Harper agent character themes. If you are
ber it. Legends tell of how the elves adapted to the a sun elf, you might have delved deeply into magic,
world over time, becoming moon elves, sun elves, and making the renegade Red Wizard, the spellscarred
the Ilythiiri who would spawn the drow. harbinger, or the devil's pawn character theme
In those days , the drow had not yet fallen from appropriate.
Corellon's grace, but the Crown Wars would change
that. The sun elves, the moon elves, and the drow Moon Elf (Eladrin)
fought an empire-shattering series of five wars that In the ancient past, the moon elves reveled in travel
spanned three thousand years. Little wonder that and exploration. As a result, though they were the
many elves sought refuge from the destruction by largest in number, their empires were the last to rise.
hiding away in the depths of the woodlands. Moon elves today still have this wanderlust, and are
By the time the Crown Wars had ended, those thus both numerous and Widespread. Open to new
who avoided the conflict and sought refuge in the experiences and honest by nature, moon elves are
old ways had becom~ the wild elves. In the millennia often seen as worthy companions by the people they
that followed, some wild elf communities sought to meet in their travels.
reestablish contact with the outside world, maintain- Though the Spellplague inspired many sun elves to
ing a balance between their culture and that of the retreat further into isolation, most moon elves reacted
rising empires of their eladrin kin. The members of to the tragedy of that period by forming stronger
these communities became the wood elves. bonds with other races. Many moon elves now con-
In the time since, elven and eladrin empires have sider themselves a citizen of a worldly nation first and
risen to power and fallen into ruin. Now, in the after- an eladrin second. Others have used renewed links
math of the Spellplague and with the long-severed with the Feywild to reconnect with their ancient
connection to the Feywild restored, new empires are homeland. In turn, a new generation of moon elves
set to rise once again. now spreads from the Feywild to explore the world.

CHAPTER 2 I Character Options


to depend more than ever on their traditional insu-
Roleplaying a Moon Elf larity, closing ranks against outsiders that would
When creating a moon elf character, here are a few spread chaos and doom.
points to consider. Taking advantage of the renewed connection to
Each new day brings new horizons. You feel the Feywild represents an exception for some sun
the wanderlust of your people, and you look to fresh elves, but for others it merely proves the point. The
experiences to grant you new insights on life. No elves of Faerie might look and act like the elves of the
matter how much you have seen, the world always world, but to many sun elves, they represent as much
offers more to explore. of a potential threat as any worldly nation.
Magic exists in all things. Most moon elves appre Sun elves mimic the aloof (some might say
ciate the fact that magic can be found anywhere- and haughty) nature of their society in their personal
often in a surprising form. You know to keep an open interactions as well. They are slow to smile, quick
mind and accept the power that magic can unlock in to disparage, and always ready to demonstrate their .
even the simplest of objects and weakest of creatures. superior knowledge and skill. These barriers break
A hidden good cannot be great. While the sun down over time in the dealings between a sun elf and
elves built up empires in isolation, the moon elves his or her closest allies, but many sun elves remain
explored the world and saw their culture thrive and forever withdrawn in the company of people who
grow. In the same way, you know that good deeds speak plainly and show emotion openly.
should not be hidden. Others who witness acts of
charity and nobility take strength and hope from
them. Righteousness should be bolder than villainy. Roleplaying a Sun Elf
When creating a sun elf character, here are a few
points to consider.
Moon Elf Benefits Patience solves many problems. Sun elves live
When creating a moon elf character, you can pick long lives, and so can afford to wait for time to take its
from the following benefits. toll on their enemies and the problems of shorter-lived
Skill Bonuses: Moon elves usually devote them- races. Their long-term plans can take centuries to real-
selves to the study of magic and history. However, ize. As a sun elf, you are far more concerned with what
some find that their travels make understanding might be ahead rather than the troubles of the moment.
others and learning the lay of the social landscape A calm mind remains clear. Maintaining an
more useful in their daily lives. inner and outward serenity allows you to think more
Benefit: You gain a +2 bonus to InSight checks and clearly. In dire situations, a solemn outlook helps to
Streetwise checks. This benefit replaces the normal keep peril at a distance and allows you to make the
eladrin skill bonuses to Arcana and History. most well-reasoned choices.
Elf Weapon Proficiency: Elves and eladrin of all Creatures are as they are born. Just as the
stripes take time to learn the traditional weapons of deer cannot help but be hunted by the wolf, the
their people. wolf cannot fail to hunt lest it die. So too must the
Benefit: You gain proficiency with the longbow and dwarf grub for gold and the halfling avoid home and
the shortbow. This benefit replaces Eladrin Education. responsibility. The rabbit cannot fly any more than
the fox can graze to survive. Do not expect others to
rise to your level or to change their ways to suit you.
MOON ELF BACKGROUND
The widely traveled moon elves find it useful to
know many languages, and to learn more about Sun Elf Benefits
other people wherever they go. When creating a sun elf character, you can pick from
Associated Skills: Diplomacy, Streetwise the follOWing benefits.
Associated Lan8ua8es: Chondathan, Damaran, Skill Bonuses: The complex intrigues of sun elf
Untheric courts require a subtlety and discernment that sun
elves find useful in their relationships.
Benefit: You gain a +2 bonus to Bluff checks and
InSight checks. This benefit replaces the normal
Sun Elf (Eladrin) eladrin skill bonuses to Arcana and History.
The sun elves have lived apart from the events of Wizard Implement Proficiency: The legend-
the world for thousands of years. Despite the recent ary magical skill of sun elves comes from a devotion
turmoil of the Spellplague, they see little reason to the use of arcane magic that extends as far back as
to change. Indeed, the dangers of the modern age the Crown Wars. Many eladrin learn to use the tools
and the proven frailties of those gods not associ- of arcane casters, employing those devices for aid in
ated with the elves drives many sun elves the use of their own magic.

CHAPTER 2 I Character Options


Benefit: You gain proficiency with the orb, the staff, interact with members of other races are sometimes
and the wand as implements. This benefit replaces seen as tainted from that contact. As such, wild elves
Eladrin Weapon Proficiency. who choose to forge strong bonds with others must
Elf Weapon Proficiency: Elves and eladrin of all often forsake close ties with their kin.
stripes take time to learn the traditional weapons of
their people.
Benefit: You gain proficiency with the longbow and
Roleplaying a Wild Elf
the shortbow. This benefit replaces Eladrin Education. When creating a wild elf character, here are a few
points to consider.
All other cultures are wrong. You might have
SUN ELF BACKGROUND left your people by your own choice, but that deci-
sion has not changed how you view the world. Among
Sun elves take pride in their skill regarding matters
your kind, all ways but those of the wild elves repre-
of the mind and of discourse. A long history of rela-
sent corruption and iniquity. Though you might be
tions with dragonkind has made an understanding of
more open to the customs of other folk than most of
those creatures' language useful to many sun elves.
your kind, it is hard for you to entirely set aside your
Associated Skills: Arcana, Bluff, History, Insight
distrust of those people.
Associated Lan8ua8e: Draconic
The world knows more than any elf. You view
the natural world and its primal spirits as cousins
and friends. You see portents in the change of the
Wild Elf weather, the flight paths of birds, and the health of
Of all the fey folk of the world, wild elves live most plants. Those places where the world cannot display
closely with nature. Indeed, many wild elves see them- its natural order-cities, dungeons, magical terrain-
selves as the only true examples of their race, since seem dangerous to you, because you cannot depend
they are the only ones living as their ancient ancestors on signs you cannot read.
did. At first glance, because of their body paint and Birds fly because they have wings. Wild elves
beadwork, wild elves can easily be mistaken for primi- are nomads who must constantly wander. Corellon
tive hunter-gatherers. Their culture, however, contains placed that wanderlust in the souls of your people-
complex and intricate traditions that have survived the impetus that brought the first elves to the world.
largely unchanged from the time of the Crown Wars. Just as a bird must fly when its wings are strong
Wild elves are more isolationist than their sun elf enough, so too must you move on when the spirit
cousins-often violently so. Those wild elves who do takes you.

CHAPTER 2 I Character Options


for ruthlessness. Like the bow, you are supple and
Wild Elf Benefits harmless when danger is not at hand, but you can
When creating a wild elf character, you can pick turn deadly in a heartbeat.
from the following benefits. Do not waste emotion. Humans, moon elves,
Subtle Step: Wild elves train for battle from the and others can easily find themselves swept away by
time they can walk, and their teachers place early emotion, which interferes with their thinking and
I
emphasis on evasion and escape. By the time wild prompts them to commit foolish acts. Sun elves, at
elves are of warrior age, those childhood lessons
i allow them to move deeper into battle as well as to
the other extreme, wall themselves away from their
hearts so much that they are often unable to feel any-
break free of it. thing at all. You choose the middle path , which is
Benefit: Once per encounter, you can shift up to to use emotion as your ally in achieving your aims.
your speed as a move action. This benefit replaces When you are in the right, feel the righteousness of
elven accuracy. your actions. When you have cause for wrath, let it
Wild Elf Weapon Proficiency: Though eladrin give you focus.
might devote themselves to the longsword, wild elves Avoid what troubles you can. If your presence
have for millennia relied on the spears that are their would provoke a needless battle, let peace reign in
traditional hunting weapons. your absence. Whereas a wild elf might confront or
Benefit: You gain proficiency with the javelin, the kill a trespasser without a thought, you are content
spear, and the longspear. This benefit replaces Group to allow the trespass as long as no real harm is done.
Awareness. Wait, watch, and learn. Then act only when inaction
would be the greater evil.

WILD ELF BACKGROUND


life in the wild demands an understanding of the Wood Elf Benefits
natural world, and wild elves are renowned for their When creating a wood elf character, you can pick
senses and economy of motion. from the follOWing benefits.
Associated Skills: Nature, Perception, Stealth Sense Threat: Wood elves hone their senses
against the most subtle perils, whether in the wilder-
ness or at the negotiating table.
Benefit: When you roll initiative, you can make a
Wood Elf Perception check and use its result for your initiative
Wood elves resemble moon elves in that they are check. When you do so, allies within 10 squares of
friendly to other races. However, like wild elves, they you who have a lower initiative than yours gain a +2
prefer to live hidden in the wilderness. Wanderlust racial bonus to their initiative. This benefit replaces
has no place in their lives, and they consider them- elven accuracy.
selves the solemn caretakers of ancient empires. Reactive Stealth: Wood elf clans focus on avoid-
Wood elves prefer to build modest settlements, ing trouble by hiding from the world. As a resu lt,
viewing the urban and urbane lifestyles both of the many wood elves develop the instinct to fade from
ancient elves and their sun elf descendants to be Sight at the first sign of danger.
mistakes. Benefit: If you have any cover or concealment when
After fleeing the destruction of the Crown Wars, you roll initiative, you can make a Stealth check to
the wood elves sought to keep their distance from any hide at the same time. This benefit replaces Group
conflicts that they believed brought ruin upon their Awareness.
people. However, unlike the wild elves and the sun
elves, they did not want to detach themselves from
the world. The lesson they learned from the destruc- WOOD ELF BACKGROUND
tion of the past was to be compassionate, both toward The skills of forestcraft and of negotiating have
other elves and the other races that would come to served wood elves well throughout the centuries.
prominence as their own race waned. Wood elves find it useful to know the languages of
their enemies and friends alike, always prepared for
Roleplaying a Wood Elf the day when one might become the other.
When creating a wood elf character, here are a few Associated Skills: Diplomacy, InSight, Nature
points to consider. Associated Lan8ua8es: Chondathan, Damaran,
It is wise to be compassionate, but not all com- Dwarven, Giant, Goblin
passion is wise. You seek to help others, but you
must guard yourself against deception and hidden
dangers. Be ruthless when the situation calls

CHAPTER 2 I Character Options


DROW Cloud of Darkness Drow Racial Power
A shroud of blackness descends around you, hiding you from
sight.
Encounter
Minor Action Close burst 1
Effect: The burst creates a cloud of darkness that remains
in place until the end of your next turn. The cloud blocks
line of sight, squares within it are totally obscured, and
creatures entirely within it are blinded until they exit. You
are immune to these effects.

Darkfire Drow Racial Power


A flickering halo of purple light surrounds the target, making it
easier to hit.
Encounter
Minor Action Ranged 10
Target: One creature
Attack: Intelligence +4 vs. Reflex, Wisdom +4 vs. Reflex, or
Charisma +4 vs. Reflex
Increase to +6 bonus at 11th level and +8 bonus at 21st
level.
Hit: Until the end of your next turn, all attacks against the
target have combat advantage, and the target cannot
benefit from invisibility or concealment.
Special: When you create your character, choose Intel-
ligence, Wisdom, or Charisma as the ability score you use
when making attack rolls with this power. This choice
remains throughout your characters life and does not
change the powers other effects.

Drow are a decadent race of dark elves whose beauty


and sophistication fail to mask hearts all too often
stained in evil. The vast majority of dark elves base
Graceful and deadly, their behavior and attitudes on the worship of the
at home in the depths of darkness chaotic evil goddess Lolth, also known as the Spider
Queen.
RACIAL TRAITS Drow society is organized into houses. The heads
Average Height: 5 46 0 of the most powerful houses occupy leadership
Average Weight: 130170 lb. positions in the various cities of the Underdark, the
subterranean realm beneath Faern that the dark
Ability Scores: +2 Dexterity, +2 Charisma elves call home.
Size: Medium
Speed: 6 squares Play a drow if you want . . .
Vision: Darkvision to be good at skulking, striking quickly, and
employing a variety of dirty tactics.
Languages: Common, Elven to play a hero in search of redemption, or one who
Skill Bonuses: +2 Intimidate, +2 Stealth struggles to rise above the wickedness of his or her
Fey Origin: Your ancestors were native to the Feywild, people.
so you are considered a fey creature for the pur-
to be a member of a race that favors the ranger,
pose of effects that relate to creature origin.
rogue, and warlock classes.
Trance: Rather than sleep, drow enter a meditative
state known as trance. You need to spend 4 hours
in this state to gain the same benefits other races Physical Qualities
gain from taking a 6-hour extended rest. While in Drow stand just shy of human height and have slen-
a trance, you are fully aware of your surroundings der, athletic builds. Physically, they resemble eladrin,
and notice approaching enemies and other events with wiry builds, pleasing features, and midnight
as normal. black skin that has a blue cast. Their eyes are fiery
Lolthtouched: Once per encounter, you can use either red, lavender, or blue. All drow have white hair, which
CHIPPY DUGAN

the cloud of darkness power or the darkfire power. most keep long and decorate with intricate pins and

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D R OW
webbing wrought from precious metals. Aside from ing until shown reason to respect their associates.
their tresses and eyebrows, drow have little facial hair, Some free drow find these ingrained bigotries hard
though males sometimes grow long sideburns or tufts to overcome. Each drow who escapes the Underdark
of wispy hair on their cheeks and chins. must come to terms with what he or she has been
From infancy, a drow child must be cunning. taught and what he or she sees in the world around.
Children can expect no kindness, no warmth, and Those who succeed can lead more or less normal
no compassion. Such expressions engender fatal lives, while those who fail must endure a miserable
weakness. Drow are cold parents, instilling self- existence, trapped between two worlds and finding
reliance and independence, so that their offspring no haven in either.
will become strong enough to survive a bloody
adolescence. Ill treatment reinforces their natural Drow Characteristics: Arrogant, cold, haunted,
inclinations toward evil. In rare cases, the harshness pragmatic, rebellious, ruthless, skeptical, sophisti-
of childhood can have the opposite effect, seeding the cated, urbane
youth with a hatred of and disdain for drow society
and expectations. Such attitudes often lead young Male Drow Names: Adinimys, Baridl, Belgos, Bhintel,
drow to a premature end. Drisdhaun, Elkantar, Haelirin, Houndaer, Kelnozz,
In general, dark elves have life spans somewhat Malaggar, Nalklyr, Orkallael, Pelloth, Phaeqel, Quar-
longer than those of their surface-dwelling cousins. fein, Ryltar, Ulvein, Vorgyrn, Xulgos, Zebith
Drow who manage to avoid dying a violent death can
live for well over 200 years, and exceptional mem- Female Drow Names: Akneth, Alauniira, Briesril,
bers of the race measure their ages in centuries. Chali, Charinida, Diviir, Drisiml, Faeremma, Fillith,
Ilivarra, Myrymma, Pellanistra, Quewaun, Shivra,
Playing a Drow Viergar, Waeren, Xune, Yasesril, Zaketrin, Zarra
Most drow are singularly wicked. They are cruel in
their dealings with others and treacherous among Drow Adventurers
themselves. In the pursuit of power, status, and Three sample drow adventurers are described below.
Lolths favor, drow houses compete with each other Quarfein is a drow ranger and a devout follower
to amass wealth and enslave weaker races. The fickle of Kelemvor. He led a short-lived resistance in his
whims of Lolths priestesses demand absolute obedi- home city, but found disaster when his lieutenant
ence, driving the race to further evil. betrayed him to the leader of his house. He escaped
Though most drow are villains firmly in the with his life and little else. After weeks of harrowing
thrall of the Spider Queen, not all suffer so. Some exploration, he eventually escaped the Underdark for
drow escape the Underdark to find new lives on the the surface. Now Quarfein leads expeditions into the
surface, while a few reject the dominance of Lolths Underdark, using his fellow adventurers to help him
priestesses and form mercenary companies or trade with his vendetta against the church of Lolth.
consortiums of their own. These, however, are the Faeremma, a drow rogue and the sixth daughter in
exceptions. The Spider Queens church makes bloody her family, faced endless torments as a child from her
examples of any it names enemies of its goddess. Few elder and higher-ranked sisters and was promised a
drow indeed dare to rebel against Lolths priestesses. fate as a sacrifice on her mothers bloody altar. Rather
Drow are born into darkness. Their society is vio- than die for a goddess she hated, she fled her home,
lent and capricious, a world where life is worthless and slipping away with a merchant caravan bound for the
only power has any meaning. Even drow who escape surface. As her mothers spies hunt for her still, Faer-
the clutches of this sinister culture find themselves emma stays on the move, always drifting from place
scarred by the lessons they learned in their youth. to place to keep a step ahead of her pursuers.
Drow understand the value of alliances and enjoy Vorgyrn is a drow warlock who learned to wield
congenial companionship, but they regard any such mystic fey powers. He soon discovered that the
arrangements as temporary and learn at an early age priestesses of Lolth distrusted his independence and
to distrust love and camaraderie. Such relationships his mysterious arcane powers. Vorgyrn fled to seek
can hide betrayal. Therefore, dark elves are ever refuge among a more civilized and possibly more tol-
watchful for treachery, expecting the worst in those erant world. In the forests of the surface lands he met
they meet. Drow are never surprised when the knife others who loved the beauty of nature and the touch
appears, and they consequently find it hard to form of magic as he did, friends whom he could trust with
lasting friendships. his life. Vorgyrn has turned his back on the hateful
From birth, drow are taught that they are superior ways of his people. He now fights for his newfound
to all other racesthose who lack the strength to home and the folk who have befriended him.
defend themselves deserve to be used as the drow see
fit. Drow therefore can be arrogant and condescend-

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GENASI Earthshock Earthsoul Genasi Racial Power
The earth moves in response to your stomping foot or slapping
hand, buckling to knock your enemy to its knees.
Energy embodied, chaos and order united Encounter
a race of inherent flexibility, passion, and diversity Minor Action Close burst 1
Target: Enemies in burst that are touching the ground
Attack: Strength +2 vs. Fortitude, Constitution +2 vs.
RACIAL TRAITS Fortitude, or Dexterity +2 vs. Fortitude
Average Height: 5 76 2 Increase to +4 bonus at 11th level, and to +6 bonus at
Average Weight: 130225 lb. 21st level.
Hit: The target is knocked prone.
Special: When you gain this manifestation, choose Strength,
Ability Scores: +2 Strength, +2 Intelligence
Constitution, or Dexterity as the ability score you use when
Size: Medium making attack rolls with this power. This choice remains
Speed: 6 squares throughout your characters life and does not change the
Vision: Normal powers other effects.

Languages: Common, Primordial Firepulse Firesoul Genasi Racial Power


Skill Bonuses: +2 Endurance, +2 Nature As an enemy lands a blow, retributive fire ignites from your
Elemental Origin: Your ancestors were native to the arms and fists.
Elemental Chaos, so you are considered an elemen- Encounter Fire
tal creature for the purpose of effects that relate to Immediate Reaction Melee 1
creature origin. Trigger: An enemy hits you with a melee attack
Elemental Manifestation: Choose one elemental Target: The triggering enemy
manifestation: earthsoul, firesoul, stormsoul, water- Attack: Strength +2 vs. Reflex, Constitution +2 vs. Reflex, or
Dexterity +2 vs. Reflex
soul, or windsoul. That manifestation is part of your
Increase to +4 bonus at 11th level, and to +6 bonus at 21st
nature. (The Extra Manifestation feat, page 133, lets level.
you add additional manifestations and change your Hit: 1d6 + Strength, Constitution, or Dexterity modifier fire
manifestation.) Each elemental manifestation offers damage.
particular benefits and provides an associated Increase to 2d6 + Strength, Constitution, or Dexterity
encounter power. Your appearance changes based modifier fire damage at 11th level, and to 3d6 + Strength,
on the element you are manifesting. Constitution, or Dexterity modifier fire damage at 21st
level.
Special: When you gain this manifestation, choose Strength,
Earthsoul: You gain a +1 racial bonus to your Fortitude Constitution, or Dexterity as the ability score you use when
defense, a +1 racial bonus to saving throws, and the making attack rolls and damage rolls with this power. This
earthshock power. choice remains throughout your characters life and does
not change the powers other effects.
Firesoul: You gain a +1 racial bonus to your Reflex
defense, resist 5 fire, and the firepulse power. Promise of Storm Stormsoul Genasi Racial Power
At 11th level, the resistance improves to 10 fire. The lightning living within you calls out to its companion, the
At 21st level, the resistance improves to 15 fire. thunder. Sparks dance across your skin, and the air around you
seems to darken and rumble.
Stormsoul: You gain a +1 racial bonus to your Fortitude Encounter Lightning, Thunder
defense, resist 5 lightning, and the promise of storm Minor Action Personal
power. Effect: Until the end of your next turn, you deal an extra 1d8
At 11th level, the resistance improves to 10 damage with any lightning or thunder power you use.
At 11th level, increase your extra damage to 2d8. At 21st
lightning.
level, increase your extra damage to 3d8.
At 21st level, the resistance improves to 15
lightning.
Swiftcurrent Watersoul Genasi Racial Power
Your form ripples like water as you flow forward, whipping past
Watersoul: You can breathe underwater. You also gain
enemies and rubble in a graceful but deadly surge.
a +2 racial bonus to saving throws against ongoing
Encounter
damage and the swiftcurrent power.
Move Action Personal
Effect: You can shift up to your speed over ground or liquid
Windsoul: You gain resist 5 cold and the windwalker terrain. You take no penalties for squeezing during this
power. movement, can move through enemy spaces, ignore
At 11th level, the resistance improves to 10 cold. difficult terrain, and take no damage if the surface or
At 21st level, the resistance improves to 15 cold. substance you move across would ordinarily deal damage
to you.

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GENASI
Windwalker Windsoul Genasi Racial Power
You harness the power of the winds. Air swirls about you, lifting
you from the earth.
Encounter
Move Action Personal
Effect: Fly 8 squares. If you dont end your move on solid
ground, you float to the ground without taking falling
damage.

Genasi are an inherent contradiction. Each genasi


embodies the potential chaos of air and fire, the
order of earth and water, or the ferocity of thunder
and lightning. Genasi manifest one of these facets of
their elemental soul at all times. Their race is passion-
ate and nearly as diverse as humans. Genasi can be
found almost anywhere.

Play a genasi if you want . . .


to struggle or experiment with the order and chaos
of your existence.
to look for adaptability in personality and physical
appearance.
to be a member of a race that favors the
swordmage and warlord classes.

Physical Qualities
Every genasi constantly manifests an element.
(Genasi have no neutral, nonelemental state.) All
genasi are born with one elemental manifestation, a
genetic trait that is handed down from hir or her par- The physical qualities that genasi display when
ents. Some genasi learn an additional manifestation using different elemental manifestations are summa-
in late adolescence or adulthood, and a rare few have rized below.
several. Earthsoul: Brown skin; golden energy lines and
Genasi are of roughly the same size and propor- eyes; bald with golden energy lines glowing on the
tions as humans, though they tend toward broader head.
physiques that are evidence of their physical strength. Firesoul: Ruddy bronze skin; fiery orange energy
A genasis body is etched with energy lines that glow lines and eyes; flickering flames coming out of the
in a color associated with the element that the genasi energy lines on the head.
is manifesting. The energy lines on a genasis body Stormsoul: Purple skin; silvery energy lines; glow-
appear in a pattern that is common between mem- ing crystalline silver spikes on the head.
bers of the same family and sometimes between Watersoul: Seafoam green skin; bright blue
natives of the same area. The specific configuration energy lines; bald with blue energy lines glowing on
of energy lines on each genasis face and head is the head.
distinctive, varying between individuals the way fin- Windsoul: Silver skin; light blue energy lines;
gerprints differ between humans. Even when genasi glowing blue and gray ice crystal spikes on the head.
change their elemental manifestation, each one
retains his or her unique facial energy lines. To show Genasi have an average life span comparable to that
off the energy lines etching his or her body, a genasi of humans, roughly 75 years. Some members of the
often wears clothes that leave at least some portion of race can live to the age of 90 or 100.
his or her body uncovered.
Genasi skin tones and hair also vary depend- Playing a Genasi
ing on which element an individual is manifesting.
Generalities about a genasis elemental manifestation
Genasi dont have actual hairthe substance that
are sometimes contradicted by the races changeable
appears to cover their heads during different mani-
nature. In most regions where genasi live, the domi-
festations is a magical expression of their elemental
E VA W I D E R M A N N

nant manifestation is the one most closely associated


nature.

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with the regions environment. The most extreme Male Genasi Names: Emere, Garel-kai, Jett, Kad-
example of this truism occurs in underwater commu- dim-sul, Ki-amar, Mariz, Sardis, Sha-karn, Yuriel,
nities, where its essentially impossible for a genasi to Zan-kyri
survive without the watersoul manifestration.
In a city whose construction features a number Female Genasi Names: Ashar, Gwind, Len-jes,
of elevated features and possibly a lot of earthmotes Jenda-shan, Jerra, Mai-sal, Mara-kai, Nari-lana, Son-
(such as Airspur, the capital of Akanl), the vast liin, Valandra, Vanri
majority of genasi have the stormsoul or windsoul
manifestation. In a hot climate or a place where crea- Genasi Adventurers
tures of flame hold sway (such as the city of Memnon
Three sample genasi adventurers are described
in Calimshan), firesoul is the most prevalent manifes-
below.
tation. Genasi are noted for their presence in Akanl,
Mariz is a genasi warlord. Despite starting his
Calimshan, and Returned Abeir, but smaller pockets
life with the stormsoul manifestation, he was drawn
of genasi can be found most anywhere.
to the sea. His acquaintances arent sure whether
Genasi who have more than one manifestation
Mariz has become a pirate on the Sea of Fallen Stars
think of themselves as having multiple personas. A
or whether he hunts pirates on the Sea of Fallen
genasi who is quick-tempered and passionate while
Stars. The story seems to vary depending on Marizs
manifesting firesoul might be a much more deliber-
mood. All theyre certain of is that he mastered the
ate person while manifesting earthsoul. When free
watersoul manifestation in time to save his life when
from the demands of travel or conflict, genasi who
he was involved in a battle at sea, and that he now
have multiple manifestations sometimes change
adventures intending to earn enough money to buy
manifestation as a method of expressing their mood
his own ship and a magic arsenal to avenge himself
or their intentions.
upon those responsible for his first ships destruction.
Genasi philosophers believe that genasi were cre-
As long as Mariz still has his sword and his quick wits
ated as a compromise between chaos and the worlds
to help keep them alive, Marizs friends are inclined
divinely crafted forms. A few genasi internalize that
to help him get his ship and then go along for the
contradiction and struggle to eliminate one or the
voyage.
other of their natures, becoming maniacs of chaos or
The genasi swordmage Nari-lana became a student
disciples of order, but those genasi are the exception.
of magic, swordplay, and her windsoul manifesta-
Most simply enjoy the connections that their elemen-
tion while growing up. She aspired to follow the
tal nature gives them to the world.
assault swordmage tradition, eventually becoming
As children, genasi express only a single mani-
one of the anarchs of Shyr. She was well on her way
festation. In all but a few areas of Faern, however,
to earning a place of power in the community when
genasi know family members and childhood friends
one day her entire swordmage school was outdueled
who have manifestations other than their own, so
by a wandering eladrin swordmaster. That event
that they grow up knowing the diverse elements their
changed Nari-lanas life. She was thrilled by the new
race is connected to.
techniques and hidden powers the eladrin had dem-
Ambition and pride have strongly influenced
onstrated, and she realized those techniques werent
genasi culture. Genasi are constantly aspiring to
going to come to her while she stayed at home, so she
improve their station. Their societies bubble with a
set out for a life of challenges and questing. She likely
constant pressure for recognition of true strength and
wont again meet the eladrin who bested her school,
competence. In consequence, genasi social structures
but if she does, she intends to show him the powerful
are nowhere near as stable as those created by other
sword magic she has learned on her adventures.
races.
Garel-kai served as an apprentice to a human
Genasi have no longstanding animosity toward
wizard while growing up in the great city of Water-
any other races. Neither can they be said to be sure
deep. His master abruptly disappeared a few months
friends of any other racenot even their own. In
ago, leaving Garel-kai with a bit of knowledge, an
human cities, some genasi prefer to deal with one
unsatisfied sense of adventure, and a sudden desire to
group of friends while manifesting one element and
travel in other lands. Garel-kai isnt ready to admit it
keep a different circle of friends in another manifes-
aloud, but he is extremely curious about what awaits
tation. Other genasi find friends who can deal with
him in lands more heavily populated by genasi. Hes
all their forms.
not sure yet whether he is looking forward to living
among others of his kind or whether he will long
Genasi Characteristics: Capricious, exotic,
for a return to his days as a dweller in the City of
free-spirited, haughty, headstrong, impulsive, inde-
Splendors.
pendent, passionate, quick-tempered, quixotic

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HAMADRYAD
Enchantin8 spellcasters, unparalleled beauties, wild
queens of the fey

Racial Traits
Average Height: 5'6"-6'2"
Average Weight: 130-180 lb.

Ability Scores: +2 Wisdom; +2 Intelligence or +2


Charisma
Size: Medium
Speed: 6 squares
Vision: low-light vision
Languages: Common, Elven
Skill Bonuses: +2 Diplomacy, +2 Nature

Female Only: All hamadryads are female.


Fey Origin: Your ancestors were native to the Feywild,
so you are considered a fey creature for the purpose
of effects that relate to creature origin.
Forest Walk: You ignore difficult terrain that is part of
a tree, underbrush, or some other forest growth.
Oaken Vitality: Your tree heritage grants you a +5
racial bonus to Endurance checks to resist the
effects of starvation, thirst, or suffocation, and you
can survive for twice the normal time period before
you are required to make such checks. You do not
require sleep, but you must meditate at least four
hours each day to absorb light (even from as small a
source as a candle), soak in water, or connect with
the earth beneath your feet. This meditation grants
you the benefits that other races receive from an
extended rest. While meditating, you are fully
aware of your surroundings and notice approaching
enemies and other events as normal.
Tree Mind: You gain a +2 racial bonus to saving throws
against effects that daze, dominate, or stun.
Hamadryad Aspects: You have the hamadryad aspects
power.
Hamadryads are the incarnate spirits ofliving oak
trees. Part flesh, part wood, and part fey spirit, they
Hamadryad Aspects Hamadryad Racial Utility
are the granddaughters of the seasons and the wind,
Drawina on fey maaic, you call on your primal beauty and and the supreme manifestations of nature's wild
strenath to thwart your foes.
beauty.
Encounter
At the beginning of time, the world had four
Minor Action Personal
Effect: Choose one of the following aspects each time you
daughters more beautiful in form than any crea-
use this power. You gain that aspect's benefits. ture-and more wild. They were called Summer,
+Spellbinding Beauty: Every enemy that can see you Autumn, Winter, and Spring, and they chased one
grants combat advantage to you until the end of your another around the world while the primordials and
next turn. the gods looked on. In their play, they frolicked with
+Wooden Form: You gain resist 5 to all damage until the the brothers of the wind, and fro m this union the
end of your next turn.
first nymphs were born. They were named Summer
Leve/11 : Resist 1 0.
Level 21: Resist 1 5.
Ash, Autumn Oak, Winter Fir, and Spring Flower,

C H APTER 2 I Races of the Fey


and they were the spirits of the first trees that grew
in the world.
Physical Qualities
Born of the power of nature, all hamadryads are
The capricious nymphs played their own wild
female, and they present themselves in two aspects.
games in the forests of the dawning world for time
In their nymph form, these granddaughters of the
out of mind. But they were not all to dwell in such
seasons and the skies are idyllic paragons of fey
bliss forever. With the rise of mortals, certain autumn
perfection and physical beauty. Their hair and eyes :r:
nymphs-the wisest and most pensive of the tree sis-
match the colors of autumn leaves, from green to
ters-withdrew from their games when they began
russet, gold, orange, red, and brown. Autumn leaves
to perceive the state of natural life in decline. Wood-
and acorns might dangle from a hamadryad's hair,
lands were burned, dryads' groves cut down, and
and her eyes are clear orbs of green, white, or gold.
great swaths of the world left lifeless by the wars and
The d ryad aspect of a hamadryad is not dissimi-
the avarice of reckless mortals.
lar. However, when a hamadryad draws on her dryad
To protect their homes, these autumn nymphs
strength, her features take on the appearance of
embraced their wild natures entirely. They gave up
skillfully carved wood, the patterns of the grain man-
their carefree fey immortality and began the slow
ifesting across her form like ripples on the surface of
transformation into the wild tree maidens known
a pond.
as dryads. In these forms, they would protect their
Inside their forest homes, hamadryads walk
f~rests from harm with mighty branch and crushing
~nclothed in their dryad aspect, blending easily
hmb, using their wisdom to understand the minds
mto the background ofbark and foliage. When they
and motives of mortal creatures.
appear before mortals and civilized creatures, hama-
Hamadryads stand at an intermediate state
dryads favor light, gossamer clothing.
between playful nymph and fierce dryad. Bound to
Adventuring hamadryads who set out to right the
a living tree, a hamadryad ardently protects the for-
world through physical force favor armor made from
ests of which she is a part. She calls on the mighty
natural materials such as leather or hide. Those
strength of the wood to smash her enemies, sum-
who don heavier protection prefer the light mithral
moning the spellbinding beauty of her majestic fey
armor crafted by the eladrin and elves. When hama-
heritage to bewitch and charm mortals and thereby
dryads wear armor, they ornament it with carved
alter their destructive behavior. H amadryads retain
designs or embroidered patterns representing the
the flawless physical perfection of their autumn
natural order of their forest homes and the causes
nymph form with all its grace and charm. However,
for which they fight . Hamadryad heroes who leave
they can harden their flesh to match that of the oldest
their forests carry a piece of their tree with them-a
tree in an instant, just as they solidify their wooden
char m carved from the wood of a fallen branch, or
hearts against any hope of compassion.
a garland strung with autumn leaves whose colors
Typically, a young hamadryad is bound to a tree
never fade.
home that somewhat resembles her feminine shape.
As the spirits of the autumn oak, most hamadry-
As a youth, she remains in the forest where her tree
ads live as long as the trees to which they are bound.
grows, for her life is bound to its existence. However,
Some have short lives at one or two hundred years.
rare hamadryads are able to break the connection to
Others have been known to live for millennia. When
their tree home by some twist of fate or destiny.
a hamadryad's tree home dies, she undergoes a
Some do so in the course of surviving the
period of deep grief and mourning.
destruction of their tree homes by natural disaster
or monstrous forces. Others are drawn far from
their forests in the name of undertaking quests Attitudes and Beliefs
meant to save those forests. Some hamadryads When the first autumn nymphs underwent the
dwell close enough to the settlements of the civiliza- metamorphosis into hamadryads, they gave up their
tion of other races that they take up the struggles of innocent immortal existence. Likewise, all hama-
those races. Answering their heart's yearning call, dryads experience a fundamental change in their
they uproot themselves from the earth and leave nature and outlook in the pursuit of worldly destiny
all they know behind-seeking the wondrous perils or unfulfilled yearning. Like a tree shedding its leaves
and delights that are the stuff of mortal knowledge in autumn, a hamadryad abandons the joyful games
and emotion. of secrets and whispers she once played among her
sisters, and the chill of winter settles over her heart.
No longer an entirely capricious fey, she is ruled
now by the purposes and goals that dwell within the
hearts of mortals.
Despite this change, hamadryads retain the pas-
sionate, impulsive nature of their nymph heritage.

CHA P TER 2 I Rac e s of the F e y


Lyrindel uses her maBical beauty to beBuile and distract 8 oblins in the kin9dom ofNachtur, while Viltham sneaks up behind them

They are accustomed to having their way with mor-


tals, and sometimes have trouble understanding
Hamadryad Communities
Hamadryads live a lonely existence. In their youth,
why they are denied what they ask for. Hamadryads
they dwelled happily in the woodlands of the world
new to the world sometimes lack the patience to
and the Feywild, frolicking with others of their
absorb and mimic the extensive cultural traditions
kind. The choice to seek a life in the wider world
and taboos of the mortal races. When their natural
means that a hamadryad loses the fellowship of her
charm fails, frustrated hamadryads sometimes man-
sisters.
ifest their dryad aspects to unleash brute natural
When a hamadryad adventurer leaves her tree
force.
and ventures off into the world, she walks alone. As
Many of the hamadryads that venture out into the
beautiful as they are, hamadryads naturally attract
world are disenfranchised forest spirits seeking jus-
the attention of other humanoids-some who seek
tice or revenge for the destruction of their woodlands.
to serve that beauty, and others who hope to take
Others have observed some aspect of mortal life that
advantage of a hamadryad's inexperience with the
they themselves lack, and they become obsessed
world.
with understanding it. The spirit that drives mortal
Hamadryads quickly learn to congregate where
humanoids to undertake grand quests and sacrifice
other fey are found, and they are typically welcomed
everything for principle has stirred many hamadry-
among gnomes, pixies, eladrin, elves, and satyrs.
ads, causing them to abandon their idyllic existence
Some fey communities go so far as to treat hama-
in the name of seeking something more.
dryads as honored guests or royalty-leading some
Sometimes the prospect of mortal love moves a
hamadryads to expect this sort of deference at all
hamadryad to leave the security and peace of her
times. This expectation, combined with a hama-
woodland home. Though such mortal emotion is rare
dryad 's inability to adjust to the social norms of
among the nymphs, those who feel its pangs or dwell
other cultures, can cause a hamadryad to come off as
too long thinking on its nature are doomed to try to
haughty or graceless in the eyes of those around her.
fill the lonely, questioning void it creates.
A hamadryad who travels in the wider world is
eventually drawn back to a place within her wood
that reminds her of her pain or longing. Here she
dwells in isolation, planting her feet against the earth

CHAPTER 2 I Races of the Fey


and setting down roots that delve deep into the soil. Warlord Hamadryads are accustomed to being
As her body becomes a tree, it grows tall and strong served and obeyed, and they leave their tree homes
even as it retains a semblance of her nymph's form. only if they are consumed by a resolute passion and
Other fey creatures are attracted to the hamadryad 's a purpose. A hamadryad warlord rallies others to
place of solitude, and pixies and gnomes are prone to that purpose, using her companions' weapons and
make their homes in the vicinity. abilities as extensions of her own. A hamadryad's
spellbinding beauty and charm settles like a spell
Hamadryad Adventurers over those that follow her into battle, obeying her
every command in precisely the way such majestic
Hamadryad adventurers are fey spirits who turn
fey would expect. When enemies behold a hama
their backs on immortality to seek the knowledge
dryad warlord, those that survive take away the
and experience found only beyond their forest homes.
impression that they have encountered a fierce war-
Destiny, revenge, or compassion draws them into
rior queen, or a goddess and her angels of battle. All
a world they do not understand, where they are as
count themselves fortunate to have escaped with
eager to learn as they are to dispatch any creature
their lives.
that stands in the way of their goals.

Druid The forest is a hamadryad's realm, and its


Wizard Like all nymphs, hamadryads are
experts at entrancing mortals and binding them to
inhabitants are her subjects. In her tree home, she is
their will, dazzling them with alluring dreams and
fed by sun and rain. Her roots take sustenance from
fantastic illusions. As a result, hamadryads make
the soil, and birds and squirrels play in her oaken
talented wizards, and are well suited to becoming
boughs. Hamadryads who choose to become druids
illusionists and enchanters. However, many hama-
embrace their inborn nature to the fullest, channel
dryads lack the patience for dedicated academic
ing the primal powers that are their birthright. A
training or access to suitable tutors.
hamadryad is wiser than almost any other creature
Such hamadryads join the witch
in the ways of the woodlands, for her grandmother
subclass (page 86) or become war-
was the season of autumn and her grandfa
locks, seeking their patronage
ther was the wind itself. Hamadryad druids
and powers from Oran the Green
protect and preserve nature at any cost,
Lord, Tiandra the Summer Queen,
using all the power and cunning at
or a power such as the Maiden of
their disposal. For all her fey
the Moon or Sehanine. Hamadryad
beauty, majesty, and charm, a
wizards change reality to fit
hamadryad is uncompromising
their idyllic vision of the
and ruthless when dealing with
world, weakening the will of
creatures bent on despoiling the
brutal foes , bewitching the
natural world.
hearts of warriors and kings,
and unleashing their magical
Ranger Hamadryads of a wrath against those that would
warlike bent adopt the path
despoil the forests.
of the ranger, defending their
forests and taking vengeance on
those that would despoil or destroy Roleplaying
the natural world. Armed with blade or a Hamadryad
bow, a hamadryad ranger does not rest
When creating a hamadryad adventurer, here
until she has proven herself by ending
are a few points to consider.
the threats of nature's enemies once
You are accustomed to being in charge.
and for all. Hamadryad rangers most
Like all nymphs, you are accomplished at using your
often wander the forest lanes peace
beauty and power to sway mortals to your will. How-
ably, content to protect the sanctity
ever, as a hamadryad, you have grown tired of using
of their woodland glades. Some of the most savage
your powers for frivolous games, and are motivated
hamadryad rangers are those who have survived the
now by a desire to protect and reshape your world.
loss of their tree homes to wanton destruction. With
Although others might disregard your desires or dis-
her innate connection to nature stripped from her by
miss them out of hand, you are used to being heeded.
careless mortals, a hamadryad will take up mortal
As such, those who ignore your wisdom or your
weapons to settle the score in blood.
advice also rouse your wrath. You are a fey creature
wise and wild, a granddaughter of the skies and the

CHA PT E R 2 I Races of the Fey


seasons, and your concerns are more important than Hamadryad Utility Powers
the trivial whims of mortals.
When your hamadryad character gains a class util-
You are a stranger in the world. You never
ity power after 1st level, you can forgo taking a power
expected the world beyond your forest home to be
granted to you by your class. Instead, you gain a
so vast and wide. Everywhere you look, mortals have
hamadryad utility power of the same level or lower.
built up civilizations of wood and stone, constructing
monumental works of m agic and architecture to rival
those of the eladrin. The ways of the other races are
Body of Solid Oak As the spirit of a living
tree, you can transform your flesh into wood and
foreign to you, and often seem backward. As a result,
bark, shrugging off blows that might otherwise lay
the first lesson you learn is that you have so much
you low. Axe, arrow, and claw pose less danger to you
more to learn. Though your fey nature leads you to
when you employ this power. However, fire becomes
be impetuous-some might call it vain-you know you
a more significant threat.
must compromise if you are to accomplish your goals.
If you are to succeed, you will need to adjust to the
Body of Solid Oak Hamadryad Utility 2
strange customs and peoples of this place, enlisting
their aid to your cause and goals. Your body hardens to take on the strenath and resilience of the
miahtyoak.
Experience, knowledge, love, and purpose.
Daily
The world offers delights that are strange to you.
Minor Action Personal
Other races are driven by the pursuit of momentary Effect: You gain temporary hit points equal to 3 + one-half
goals, and they enjoy simple pleasures that intrigue your level. Until the end of your next turn, you gain a +2
and delight you. Every new sensation is a boon to your power bonus to AC and Fortitude, but you also gain vul-
pursuit of experience and knowledge. The greatest nerable 5 fire.
mystery of the mortal world, however, is love. You Sustain Minor: The bonus and the vulnerability persist until
understand compassion, for you feel that emotion for the end of your next turn.
your friends and your forest home. You understand
the concepts oflonging and seduction, for these are Wooden Sanctuary You are equal parts
the ways of nature and have long been your tools. flesh and fey tree spirit, and as such, you walk the
However, the devotion of true love is alien to you, line between the waking world and that of the forest
even as you sense that its power over mortal hearts that created you. Your unique nature allows you to
and minds makes it worthy of investigation. Perhaps enter any tree or wooden object to draw strength
even you can experience its strange power. from its essence, then slip back into the fight where
your foes least expect you to appear.
Hamadryad Character istics: Capricious, curious,
enchanting, graceful, magnificent, placid, impul-
sive, vain
Wooden Sanctuary Hamadryad Utility 6
You abandon your body momentarily to slip into a secret sanc-
Hamadryad Names: Aileia, Celindara, Eilonwy, tuary, reappearin& strenathened and rejuvenated.
lrinea, Lyrindel, Rhiana
Daily + Healing
Move Action Personal
Requirement: You must be adjacent to a Medium or larger
tree or other wooden object, such as a door or a table.
Effect: You can spend a healing surge. In addition, you
are removed from play until the start of your next turn.
At the start of your next turn, you return to play in the
space you vacated or the nearest unoccupied space.
HAMADRYAD BEAUTY Alternatively, you appear in an unoccupied space adja-
cent to a tree or a wooden object within 20 squares of
The dryads oflegends and tales are always renowned
your starting position.
for their beauty, which hamadryads live up to in
reality. Hamadryads have a supernatural beauty to
them that can befuddle the minds of mortals, even
Spirit Form The connection you once forged
with your tree home allowed your body to naturally
affecting those such as eladrin who are accustomed
shift into a semisolid state as you merged with its
to such visions. Most hamadryads have no concept
living form. With effort, you have trained yourself to
of their own beauty, however, and often ensorcell
consciously trigger this instinctive impulse, taking
mortals without ever intending to.
the form of a drifting ethereal creature for a time.

CHAP T ER 2 I Races of the Fey


Lyrindel speaks to a jun9le animal on the Isle of Dread, askin9 it for directions, while And ron us waits impatiently

Spirit Form Hamadryad Utility 1 0 Fey Mind Mirror Creatures of the Feywild
Your physical form fades into a diaphanous vision that can pass are known for their resistance to the control of others.
throuah the solid world like a ahost. You have focused this innate resistance, allowing you
Encounter to ignore the most debilitating coercion of mind and
Move Action Personal body even as you laughingly turn your foe's attack
Effect: You are phasing and insubstantial until the end of back on its creator.
your next turn. In addition, you shift up to 2 squares.
Fey Mind Mirror Hamadryad Utility 22
Feyborn Majesty Those that would harm a As you shake off an enemy's control ofyour mind and body. you
powerful creature of the Feywild soon come to regret turn the tables by usina its own power aaainst it.
their rash action. When your body suffers a grievous Daily
hurt, the fey spirit within you flares with brilliance Immediate Interrupt Special
that unnerves your enemies. Trigger: You are subjected to an enemy's dazing,
dominating, or stunning effect that a save can end.
Feyborn Majesty Hamadryad Utility 16 Effect: You make a saving throw against the effect. If your
saving throw is successful, the triggering enemy must
As you reel from your Joe's attack, your fury creates a display of
make a saving throw against the same effect. If that
otherworldly liaht all but impossible to look upon.
enemy's saving throw fails, the enemy is subjected to the
Encounter effect (save ends). If your saving throw fails, you do not
Immediate Reaction Special expend this power.
Trigger: An enemy attack bloodies you or hits you while you
are bloodied.
Effect: Until the end of your next turn, you shed bright
light to a radius of 5 squares, the triggering enemy grants
combat advantage, and enemies take a -5 penalty to
attack rolls against you.

CHAPTER 2 I Races of the Fey


An enchanted race born of raw fey magic, pixies are
PIXIE the diminutive fairy folk of the Feywild. Under the
Maaical fairy folk , childlike mischief makers, direction of the Court of Stars, they etch the patterns
enchanted caretakers of nature of frost on the winter ponds and rouse the buds in
springtime. They cause flowers to grow and sparkle
Racial Traits with summer dew, and they color the leaves with the
blazing hues of autumn. Some believe that the pixies
Average Height: 0'6"-1'
stole the secret of honey from the mead goblet of the
Average Weight: 1-4 lb. Summer Queen, then sold it to the bees. It is said that
they taught the birds to fly and to sing. These child-
Ability Scores: +2 Charisma; +2 Dexterity or +2
like sprites have a penchant for mischievous fun, and
Intelligence
there is no game a pixie will not play, no sport it will
Size: Tiny not attempt, and no revelry it will avoid or decline.
Speed: 4 squares, fly 6 squares (altitude limit 1). You Once upon a time in the green-gold of the dawning
cannot use this fly speed if you are carrying more world, the Summer Queen gave birth to a beauti-
than a normal load. ful child. No one knew which of the archfey was the
Vision: Low-light vision
child's father, and the Summer Queen refused to
say. Powerful archfey of the Court of Stars gathered
languages: Common, Elven
around her so that each in turn might bestow his gift
Skill Bonuses: +2 Nature, +2 Stealth on the new fey royalty, for each believed the child was
his own.
Fey Origin: Your ancestors were native to the Feywild, The first gift came from the child's mother-
so you are considered a fey creature for the purpose
the gift of whimsy, so that like the warm winds of
of effects that relate to creature origin.
summer, she might roam wherever she pleased.
"But whimsy needs a course and a direction, lest
Speak with Beasts: You can communicate with natu- it give way to the destruction of storms," said the
ral beasts and fey beasts.
Sea Lord, who believed the child was his own. ''As
Wee Warrior: You have a reach of 1, rather than the young rivers play upon the land b efore maturing into
reach of 0 that is typical for a Tiny creature. You also the great wide sea, so shall the child play." And he
take a -5 penalty to Strength checks to break or force bestowed the gift of play on the fey child.
open objects. When wielding a weapon of your size, Then Oran the Green Lord, who also believed the
you follow the same rules that Small creatures do. child was his own, said, "Like the frivolous waters,
Pixie Magic: You have the pixie dust and shrink powers. play can overreach its bounds and wreck the labor of
others. So I give this child the gift of care. As young
Pixie Dust Pixie Racial Utility
seeds are nurtured in the earth that bounds the rivers
and the seas , so shall the child care for all things
You hurl a briaht a lobe off ey maaic that arants your fri end the
ability to soar throuah the air for a moment. green and alive."
The Prince of Frost, who knew the child to be
Encounter
Move Action Ranged 5 his sister, only laughed at the other archfey. "By her
Target: One ally silence does the Summer Queen have us doing her
Effect: The target can fly up to 6 squares as a free action. bidding for the sake of a child whose provenance
we will never know," he said. "And so laughter is my
Shrink Pixie Racial Utility gift to the child. Laughter is the north wind's breath
At your touch, an object shrinks to your wee size or is restored to that elevates the spirit in the face of those that would
its oriainalstate. channel, bind, or control it."
Encounter So the child was blessed with the four gifts the
Minor Action Melee 1 Court of Stars had bestowed upon her-whimsy, play,
Target: One object that is sized for a Medium or Small care, and laughter. But after the others had departed,
creature, is not inside a container, does not contain anything, the child's true fathe r secretly appeared beside her
and is not held, worn, or carried by anyone other than you gossamer cradle. And then, Corellon, lord of arcane
Effect: The target shrinks to a size appropriate for a Tiny
magic, blessed his daughter with the gift of wonder
creature's use. The new size ends at the end of your
next extended rest unless the shrunken target is on your that is the purest form of magic, so that she and all
person. The size also ends if you or another pixie uses her descendants should ever retain their childlike
this power on the shrunken target. While shrunk, the spirits.
target keeps its game statistics, such as damage dice and Legends of the mortal realm say that because
weight. A shrunken weapon, however, becomes an im- the Feywild is the bright reflection of the world,
provised one-handed weapon for a non-Tiny creature. pixies are a reflection of humanity. As the bards

CHAP TE R 2 I Races of the Fey


X
0..

SPECIAL RULES
As a pixie, keep the following rules in mind.
Sharing a Space: Because you are Tiny, you can
enter the space of a Small or larger creature and
end your turn there (forced movement must still
end in an unoccupied space, unless noted othe r-
wise). Two creatures are considered adjacent ifthey
are in the same square.
Altitude limit: You fall at the end of your turn
if you are using your racial fly speed and are more
than 1 square above the ground (see the rules for
flying and falling in the Rules Compendium).
Weapons: Because you follow the same weapon
rules as a Small creature, you cannot use a two-
handed weapon unless it has the small property.
Whe n you use a versatile weapon, you must use it
two-handed but don't gain the normal + 1 bonus to
damage for using it in that manner.

pushing the fairy folk back into the Feywild and into
the dark unknown beyond civilization.

Physical Qualities
Barely over a foot tall, pixies resemble diminutive
eladrin with gossamer wings. These wings sprout
from their backs like those of dragonflies or butter-
flies , but are grander and more beautiful than either.
Pixie wings come in as many colors as there are
shapes to dreams. Despite their almost insubstantial
quality, they are as bright as the clear dawn and as
luminous as the full moonrise.
Pixies rarely appear to onlookers unless they wish
to be seen, and other people who happen to spot a
tell it, whenever a human child is born, a pixie also pixie are astonished at the first sight of these tiny fey.
comes into existence. The personalities of the two When pixies fly, a shower of sparkling dust follows
races are indistinguishable during the first few in their wake like the glittering tail of a shooting star.
years oflife. However, human adolescents cast off Pixie dust is said to be composed of the dreams of the
their childhood ways, while pixies retain them for- living forest, the gold of the brightest sunbeams, and
ever. Sometimes pixies feel compassion for mortals the starlight cast upon lovers. When such elements
who retain a degree of childhood innocence. They are combined as one, they elevate the soul and grant
often watch over such humans, secretly aiding their the ability to fly.
"flawed" reflections with magic when they fall on ill Pixies' eyes come in as many different colors as
circumstances. their wings. When pixies interact with mortals in the
In the world, pixies were once as prevalent as they world, their eyes appear to have pupils. However, the
were in the Feywild. However, during the years that natural state of a pixie's eye is a single glittering orb
mortals have ruled, they have diminished and gone like that of an eladrin.
into decline. As humanoid civilizations began to Pixies wear light, ephemeral clothing that grants
flourish, they encroached on the pixies' homelands, maneuverability while they fly. Noble pixies array

C H A P TE R 2
themselves like princes and princesses of the fey, Pixie Communities
wearing flowing gowns and doublets of spider and
In the world, pixies make their homes in deep forests
caterpillar silk that sparkle like moonlight on a pond.
or hidden grottos beneath the hills, far beyond the
Wild pixies dress themselves in acorns, leaves and
sight of other humanoids. In these places, pixies cast
bark, and the pelts of woodland beasts. Pixies prefer
their shimmering lights to color their domains in
armor made of acorns, insect chitin, leather, the
incandescent hues, gradually shifting from soft red to
scales of reptiles, stiff bark, or fine mithral mail. They
bright yellow to deep violet and back again.
rarely wear heavy armor.
Some say that the realms of the pixies are the
Pixies live as long as eladrin. In the Feywild,
places where rainbows begin and end, and those
the race measures time in centuries, and pixies are
rainbows are pixie roads emanating from the light
effectively immortal unless they are slain. However,
of the kingdoms they connect, which can be seen by
legends claim that some pixies are so bound to their
mortals only when the sun shines through the rain.
human reflections in the world that they perish when
Though pixies prefer to keep out of sight, they can
that human dies.
be found almost anywhere in the Feywild. As intrin-
sically magical as they are whimsical, pixies enhance
Attitudes and Beliefs the world around them with their presence. At the
According to the oldest tales of the mortal races, beginning of time, the Court of Stars passed down
pixies are as enchanting as the heart's true desire decrees on each type of pixie, charging it with duties
and as dangerous as the kiss of fate. Possessed of to uphold in the Feywild. Some pixies brush the
simple desires, pixies frolic in the sunlight, sing in flower petals with morning dew, while others
the rain, and dance beneath the moon and stars. are responsible for conjuring the evening
Eternally childlike, they find their joy in new games mists. Some are charged with awakening the
and new experiences, and boredom is their constant winking stars in the night sky, while others
adversary. paint each sunset into a masterpiece of vivid
Pixies thrive on randomness and excitement. The colors.
banal, common, and everyday routine of ordered life Such labors keep pixies focused on put-
that mortal humanoids must endure is anathema to ting their magic to benevolent uses, rather
the long-lived pixies. Their restlessness gives rise to than becoming a source of pure mischie
the kinds of tricks and pranks for which pixies are Pixies in the world carry these traditions
best known. When pixies enchant mortals to fall in over with them. A creature that strays
love with ugly beasts or with their most hated ene- near a pixie home finds the world more
mies, they do so not only for their own amusement. alive somehow, thrumming with life,
Such magic is a gift that allows a bewitched mortal to color, and breathtaking natural beauty.
break the ordinary routine of his or her life. Pixie settlements vary as widely
Despite their love of chaos, pixies obediently serve as the shifting spectrum of
the Court of Stars and obey the commands ofits lead- color found in them.
ers. They divide themselves into orders that revere Isolated pixies
their own rulers. Some serve the Summer Queen, build their homes
others the Prince of Frost. In the world and in deep among the roots
pockets of the Feywild, wild pixies can be found who of great trees
serve no master. These dangerous fey view the mem-
bers of other races as intruders in their realms, and
are known to torture and slay them for sport.
Even the benevolent pixies who serve the Court of
Stars can be dangerous. Mortals who wander into a
fairy ring during a pixie dance can cross over into the
Feywild without warning, becoming trapped there
for years.
Like other fey, pixies rarely perceive short-lived
humanoids such as humans as equals, living as they
do only in the moment. Nevertheless, they believe
that even the clumsiest mortals have the potential to
experience the freedom and wonder that all pixies
know.

CHAPTER 2 I Races of the Fey


in settlements similar to those of the gnomes. Larger
pixie settlements resemble kingdoms in miniature,
expanding to fill underground caverns or the insides
of entire hills. Wild pixies live high up in the trees,
where they tame birds and arboreal mammals for
war and labor.
Pixie communities. are ruled by nobility, usually
a hereditary king, queen, prince, or princess whose
ancestor was granted this title by the Court of Stars
in the distant past. Pixie monarchs are at once wise,
graceful, fierce, and powerful-a wonder to behold.
Although pixie rulers enjoy mischief and play as
much as any other member of their race, the respon-
sibility given them by the Court of Stars keeps such
behavior in check.

Pixie Adventurers
Pixies who venture forth into the world do so for a
variety of reasons. Some go at the command of their
monarch to assist clumsy mortals on their quests.
Some go forth to fight a great evil that threatens the
pixie realms or the Feywild as a whole. Some take
up a life of adventure simply because they are bored,
seeking the excitement that comes with travel and
the inherent chaos that comes with entanglements in
the mortal world.

Bard As one of the kinds of fey creatures most


likely to travel far and wide, pixies are among the
greatest of storytellers ... when they can be con-
vinced to actually part with their stories. Pixies are
also natural masters of arcane magic, and the combi-
nation of being well traveled and skilled in the arcane
arts makes pixies excellent members of the bard pro-
fession. A devoted pixie bard is a stalwart ally as well,
buzzing across the battlefield while shouting orders
and singing inspiring songs. Despite their small
stature, pixie bards know how to throw their weight
around just as well as their larger companions (figu-
ratively if not literally) and impose their will on the
world around them.
Rogue Their tiny size makes pixies perfectly
Ranger Only a fool laughs at the notion of a pixie suited for the life of the rogue. Pixie rogues serve as
warrior armed with a miniature blade or bow, for spies to the Court of Stars, undertaking missions of
what pixies lack in size, they make up for in deadly stealth that few others will risk. Strongholds all but
accuracy and precision. Wild pixies have been impregnable to larger creatures are no trouble for
known to set upon intruders like a pack of vicious a pixie rogue, who can squeeze through arrow slits,
wolves, tearing their foes apart. Most pixie warriors hide in the smallest shadows, and take to the air to
are lightly armored rangers who ride the wind and avoid traps. In the world, pixie rogues are devious
fight their enemies with the fierce determination tricksters and thieves who occupy themselves bedev-
intrinsic to the fey. When these skilled warriors leave iling mortals and leading them on merry chases.
the homes they protect, they most often do so to hunt Most such rogues steal for fun rather than profit.
down a dangerous threat or trespasser. However, Rumors abound of retired pixie rogues who have
some venture out simply because they find their set- hollowed out small hills for use as trophy rooms, glit-
tlements too safe, wishing to test their skills against tering with their ill-gotten wealth.
the chaos and danger to be found in the wider world.

CHAPTER 2 I Races of the Fey


Wizard Tales are told of pixies dazzling mor-
tals with love spells or enchanting their legs to make
them dance wild jigs. As creatures of the Feywild, BARD'S TALE:
pixies hold magic as their birthright. They excel at the THE UNRULY GIRL
casting of mischievous enchantments and are nearly Once there lived a wild little girl who caused so
as fond ofbefuddling mortals with playful illusions. much trouble that her parents did not know what
Pixie wizards almost always receive their patronage to do with her. She overturned the milking buck-
and powers from an archfey of the Court of Stars or ets, spooked the horses, and cut off a stray eat's
from Corellon or Sehanine. tail so she could fasten it to the back of her ragged
skirt and pretend to be a monster. One day while
Roleplaying a Pixie she was far afield hunting geese with a handful
of stones, she came upon a band of pixies playing
When creating a pixie adventurer, here are a few
games in the shade of an oak tree. The girl asked if
points to consider.
she could join their sport, and the fairy folk agreed,
A childlike perspective. Pixies experience the
for pixies love all children.
world much as children do. They focus on the pres-
Never had the girl played such wild games. The
ent, concerning themselves little with the past or the
pixies changed her into a pigeon, and she fl ew
future. This is not to say that a pixie is not deeply sad-
through the fields terrifying mice and squirrels
dened by the passing of a close companion, or that
while the fairy creatures flew alongside her. But
pixies are incapable of real emotion. Pixies simply
the girl soon became bored and started chasing
don't dwell long on such matters, instead committing
the pixies, seizing their wings in her beak and
fully to the present moment and the experiences it
talons. So the pixies sprinkled their magic dust
has to offer. You give your full attention and interest
upon her and bade her not wake again as a girl
to the task at hand, but cannot be bothered to reflect
until the first light of dawn touched her eyes. Then
on the events of yesterday or tomorrow. For this
they crept away.
reason, some creatures view you as flighty and capri-
The girl slept through the night under the oak
cious, even as others see you as a wise mystic, free
tree. just before sunrise, a tailless cat came stalk-
from attachment and constantly living to your fullest
ing through the field. What a stroke of luck for the
potential.
beast-a plump, juicy pigeon lay asleep beneath the
Possessive of things, protective of friends.
boughs of a nearby oak. The cat gobbled it up and
Though they abhor typical civilization, pixies have a
went away feeling pleased with himself. He lived
strong sense of ownership. You do not keep many pos-
happily on the farm until the end of his days and
sessions, but those you do carry-a bird skull helmet,
was never hungry again.
a bat wing cloak, a fine ribbon, a silver bell-are your
treasures. No pixie will tolerate another creature han- ::,o
4o!!ll;l!!!IIJ -III'!!:F~,......,....- .........~-....-..~r-*'l...'!!!!#--e:e:
...*'..

dling such possessions without permission. By the


same token, pixies see their friends as possessions.
Anyone who threatens to harm your companions
rouses your ire and will likely suffer for it.
Braver, bolder, and fie r cer than you appear.
Though pixies are tiny in stature, they exhibit a brav-
ery that surpasses their size. When pixies take to
arms, they fight with a singular ferocity. In their mail HITCHING A RIDE
of shining leather, scales, or insect shells, they resem- Pixie adventurers who have a lot of trust in their
ble miniature versions of the eladrin stalwarts of old. comrades sometimes allow themselves to be placed
Pixie Characteristics: Brave, charming, childlike, in a pouch or pocket while the group is traveling.
energetic, fierce, magical, mischievous , outgoing, Hiding a pixie in this manner is a great way to
playful, possessive, stealthy, vigilant sneak in an extra adventurer when the characters
are infiltrating a dangerous place. The presence of
Pixie Male Names: Acorn, Barleycorn, Briarthorn,
an extra hero can often turn the tides against an
Buckthorn, Dogwood, Hawthorn, Hayseed, Hazel-
unprepared opponent.
wood , Hoarfrost, Juniper, Maplesap, Mistlethrush,
Nettle, Pinecone, Sparrowhawk, Thistledown
Pixie Female Names: Appleblossom, Bluebell,
Cobweb, Cottonwood, Dewdrop, Heartsease,
Holly, Hyacinth, Ivy, Larksong, Lilyflower,
Mistletoe, Moth, Mustardseed, Peasblossom,
Willowbough

CHAPTER 2 I Races of the Fey


L.I.J
Pixie Utility Powers X
When your pixie character gains a class utility power c..
after 1st level, you can forgo taking a power granted
to you by your class. Instead, you gain a pixie utility
power of the same level or lower.

Ventriloquist Prank Pixies delight in caus-


ing mischief by creating disembodied voices to startle
gullible mortals. With their ability to communicate
with all manner of birds and beasts, pixies can mimic
a staggering range of sounds. Focusing that ability
through your magic, you leave your disconcerted foe
uncertain which way to move or unable to defend
itself.

Ventriloquist Prank Pixie Utility 2


You a!eefully project an a!armina noise that distracts and hin-
ders your foe.
Encounter + Illusion
Fairy Dance The
Minor Action Ranged 5 fey are well known for their
Target: One creature that isn't deafened wild, chaotic revelry. In fairy
Effect: Roll a d6 to determine the power's effect. rings beneath the light of the
1-3: You slide the target up to 2 squares, but not into moon, pixies lure mortals to
hindering terrain. join in their dances. However,
4-6: The target grants combat advantage until the end of
only those you favor will be
your next turn.
able to keep up with you. With
this power, you compel every
Pixie Invisibility As a tiny creature of equal creature around you to dance to
parts mischief and magic, you must remain unseen
your tune.
to carry out your best tricks. Creeping carefully and
invisibly under the noses of friend and foe alike, you
Fairy Dance Pixie Utility 16
are a spy and a saboteur beyond compare.
You strike up the enchanted music of the fey, arantina your
companions arace even as your foes trip and fumble around you.
Pixie Invisibility Pixie Utility 6
Daily + Aura, Charm
Focusina all your concentration, you vanish from siaht. Minor Action Personal
Encounter + Illusion Effect: You activate an aura 2 that lasts until the end of
Minor Action Personal your next turn. Any ally who starts his or her turn in the
Effect: You become invisible until you attack or until the end aura can shift 1 square during that turn as a free action.
of your next turn. Any enemy that starts its turn in the aura is slowed until
the start of its next turn.
Gift of Flight When you fly, you leave a trail Sustain Minor: The aura persists until the end of your next
of pixie dust glittering in your wake. By tossing up a turn.
shower of that same dust, you grant your allies the
freedom of flight for a time. Pixie Teleport Trick As a child of the Fey-
wild, you are in tune with the shortcuts between
Gift of Flight Pixie Utility 10 dimensions. With your pixie teleport trick, you disap-
With a sprinklina of pixie dust, your companions take to the air. pear and reappear to confound an enemy's efforts to
get the better of you in battle.
Encounter
Minor Action Close burst 1
Target: Each ally in the burst Pixie Teleport Trick Pixie Utility 22
Effect: Each target gains a fly speed of 6 until the end of Even as you reel from a foe's attack, you vanish in a puff offra-
his or her next turn. If the target doesn't land at the end srant smoke and reappear a safe distance away.
of this movement, he or she descends to the ground Daily+ Teleportation
without taking falling damage. Minor Action Personal
Effect: Until the end of the encounter, whenever an enemy
attacks you, you can use an immediate reaction to teleport
up to 5 squares.

CHAPTER 2 I Races of the Fey


unintended threats in the strange and the unknown.
SATYR From these early encounters came the seeds from
Adventurous fey, wild revelers, curious explorers which the folk tales sprung-stories of satyrs appear-
ing within frontier villages to spread merry mayhem,
Racial Traits and using the magic of song to charm children, maid-
ens, and matrons alike.
Average Height: 5'2"-5'10"
Over time, the growing conflicts of the mortal
Average Weight: 120-190 lb.
realm saw the satyrs abandon the fey crossings to
sequester themselves in their safe havens in the Fey-
Ability Scores: +2 Charisma; +2 Dexterity or +2 wild. There, they avoided the wars of other races,
Constitution content to spend their days in revelry rather than try
Size: Medium to interfere in the troubles of mortals and fey alike.
Speed: 6 squares In recent times, the mortal realm has begun to
call to the satyrs once again. With the fall of great
Vision: Low-light vision
empires and the collapse of civilization down to iso-
Languages: Common, Elven lated outposts in a widening wilderness, the satyrs
Skill Bonuses: +2 Nature, +2 Thievery are drawn to explore that wilderness once more.
Their race has become well known to the barbarian
Male Only: All satyrs are male. tribes and civilized outposts along the borderlands,
where they emerge from fey crossings to sate their
Fey Origin: Your ancestors were native to the Feywild,
curiosity regarding the mortal realm.
so you are considered a fey creature for the purpose
of effects that relate to creature origin.
Light of Heart: You can make saving throws both
Physical Qualities
at the start of your turn and the end of your turn
Born of a union between satyr and nymph, a satyr
against fear effects that a save can end. is always male. Satyrs resemble humans with the
legs of goats, and they are covered in fur from the
Pleasant Recovery: You regain 1d8 additional hit
waist down. Most satyrs have a pair of small horns
points for each healing surge you spend during a
short rest.
Sly Words: Bluff is always a class skill for you.
Lure of Enchantment: You have the Jure of enchant-
ment power.

lure of Enchantment Satyr Racial Utility


A softly sun& tune causes your enemy to wander as you direct it.
Encounter + Charm
Free Action Special
Trigger: You hit an enemy with an attack.
Effect: You slide the enemy up to 3 squares, but not into
hindering te rrain. The enemy grants combat advantage
until the end of your next turn.

A race branded by folklore as tricksters, hedonists,


and charlatans, satyrs only partially deserve the dark
aspect of their reputation. Satyrs first came to the
mortal realm when the world was young and had not
yet fully healed from the destruction of the Dawn
War. That war drew the Feywild closer to the mortal
realm, connecting the two through rifts in the fabric
of the planes that the inhabitants of the natural world
would come to call fey crossings.
Possessed of mischievous and investigative souls ,
satyrs ventured cautiously through the fey crossings
and made contact with the fledgling races of the
world. Most of these early meetings were brief and
violent. Though adventuresome, satyrs are also skit-
tish, even as the humanoids of the world often see

CHAPTER 2 I Races of the Fey


Nistyncia carries an unseelie candle as she and Andronus journey throush the Murkendraw

sprouting from their heads, ranging in shape from a Attitudes and Beliefs
pair of small nubs to the curling horns of the largest
Satyrs are driven by curiosity and hedonism in
rams. They display the broad shoulders and powerful
equal measure. They have a natural sense of wonder
upper bodies of humans, and most sport some kind
regarding the world around them and the creatures
of facial hair. Their wild, curly hair ranges in length,
with which they share that world. Though many
with younger satyrs keeping their hair short. Older
satyrs are shy, satisfying their curiosity cautiously and
satyrs let it grow as they age, until it hangs about their
from the shadows, they all have a burning desire to
shoulders.
see, touch, and know more. This is not to say that they
Though not as robust as other fey, satyrs lead
are reckless, however. Satyrs exercise great caution
long lives compared to most humanoids. They reach
in their exploration, a result ofliving in the Feywild
adulthood at around the same age as humans, but
with its wild magic and hidden dangers. In addi-
can live to be two hundred years old or more. Satyrs
tion, satyrs seek to satisfy their curiosity through the
become tough and serious as they age, losing the
spread of stories and songs, allowing a satyr to feed
mischievous appearance of their youth to resemble
the inquisitiveness of others by retelling a tale of his
stern grandfathers and stoic leaders. However, a
exploits. Most satyrs are proficient with at least one
twinkle of troublemaking still shines in even the
musical instrument, and a satyr revel is always a
oldest satyr's eyes.
musical affair.
Young satyrs grow quickly to maturity. Though
A satyr will take risks , but those risks are typically
they remain small in size as children, satyrs are
measured against his preparation and cunning. A
capable of complex speech and movement in a matter
satyr seeks to gain any advantage that he can early
of weeks. Young satyrs resemble infants in size and
on, then presses that advantage. When meeting new
appearance, but they speak and interact with the
creatures, satyrs are cautious to the point of outright
competence of a human adolescent.
suspicion. When new people have proven themselves
trustworthy, a satyr becomes a dedicated and relent-
less ally.

CHAPTER 2 [ Races of the Fey


into the world rarely do so in groups, however. Most
often, a single satyr goes exploring on his own to sat-
BARD'S TALE: isfy a unique curiosity. Satyrs remain rare even in
THE THREE FAIR BEAUTIES cosmopolitan cities, and are scattered and not part
Once upon a time, a prince rode through the wood of a cohesive community. As cautious as satyrs are,
regaling the animals and trees with songs in praise they also jealously guard their explorations and rarely
of his true love. allow let others of their kind to join in.
"She sings more sweetly than thee, little blue- Satyrs in the Feywild congregate in places of
bird," said the prince. "I'll wager my heart there's beauty and safety. Forest glades, patches of open grass
no lady more beautiful in all Faerie!" near babbling streams, and shaded ponds under
just then the bluebird alighted in his path, trans- willow trees are all excellent places to find satyrs at
formed itself into a resplendent fairy damsel, and rest. Satyrs build their homes as a part of the land-
accepted his brash challenge. scape, with houses constructed in the trunks of trees
The prince tried to rescind his words, but a or dug into the ground like burrows. Their homes are
wager spoken before the fey cannot be unsaid. The humble and comfortable, for although they love rev-
damsel said that she would show him three fair elry, they enjoy the simple pleasures the most. When
beauties in that very wood, and if his lady proved entering a satyr's home, one finds a well-stocked
superior to them all, the fey would bless his wed- pantry and a collection of fine food and drink from
ding. But should the prince speak falsely, he must far-flung places. Despite these comforts, satyrs spend
yield his heart to the shapeshifter's dagger. little time in their homes, instead preferring to dwell
The damsel showed the prince a spring nymph in the open beauty of nature.
that enticed his lust, and a hamadryad that awak-
ened his wonder. As splendid as they were, the
prince swore that neither was as fair as his love,
Satyr Adventurers
and he spoke truly from his heart. With their natural curiosity, it is no surprise that
"But is she more beautiful than I?" said the satyrs seek out great adventures. They do so in their
damsel at last. The prince looked upon her dark own special way, with goals that are more personal
eyes, her shapely form, and the sapphire feathers than lofty. A satyr can be a boon as an adventuring
strung through her midnight locks. companion-provided that his curiosity is aligned
At last, after great deliberation, he said, "Aye, with his companions' in a way that overcomes his nat-
even more so than thee." The lady transformed into ural reluctance to put himself in danger.
a bluebird and flew away, and the relieved prince
was spared his life. Bard The satyrs' love for song and story makes
The prince married his true love and ruled his them excellent bards. Satyrs enjoy few pleasures as
kingdom, but for the rest of his days, he never much as a compelling tale, and a satyr who has a
looked upon her or anything else of beauty without vast collection of such tales earns the respect of his
yearning for the fairy damsel, who possessed his people. Your fey nature means that you also have
heart as surely as if she had carved it from his chest. an innate connection to magic, which lends itself to
mastering the bard's repertoire of arcane tricks. As
..... a satyr bard, you are always searching for the next
great story-and all the better if you yourself are the
Satyrs allow no opportunity for revelry to pass
star of that tale.
them by. They celebrate any holiday they have ever
heard of-and are entirely cognizant that the civili-
zations of the world have enough festivals and holy
Rogue Satyr adventurers are cautious in their
exploration, and no class better suits this mind-set
days between them to justify celebrating on a non-
than the rogue. Building on your race's reputation
stop basis. However, despite their love of wine, song,
for cunning and curiosity, you lurk in the shadows to
dance, and stories, satyrs are rarely reckless in their
gain the advantage over more powerful foes. In social
hedonism. In the midst of a celebration, a satyr main-
situations, you are a silver-tongued charmer, defusing
tains an awareness for danger, and he ensures that
dangerous conflicts with a few well-placed words or
his revels do not cause the creatures he cares about to
convincing others to help you by crafting an exquisite
come to harm.
set oflies. Satyr rogues have a reputation for slyness
and creativity, and you attempt to use your wits first
Satyr Communities to escape any sticky situation.
Satyrs have always dwelled in the Feywild, and most
of their communities are found there. They live in Sorcerer Satyr bards take up their magical train-
small clans, usually numbering one to two dozen but ing over time, but a spark of arcane power sometimes
sometimes as small as five or six. Satyrs who venture takes a stronger hold in a satyr-manifesting without

CHAPT E R 2 I Races of the Fey


warning or choice. Such satyrs often become sor-
cerers, harnessing their innate magic in a way that
fuels their adventurous spirit. As a satyr sorcerer, you
channel the wild magic spell source, as befits your
kind's hedonistic bent. The magic of the Elemental
Chaos reflects the wildness in your heart, and in turn
provides an outward representation of your free-spir-
ited nature.

Warlock Satyrs deal with powerful fey creatures


on a daily basis. It is natural, then, for a satyr's curi-
osity to inspire it to forge a pact of power with such
creatures. Satyrs typically become fey pact warlocks
to protect themselves from the dangers that arise as
they explore the Feywild and the wilderness of the
world. If your sense of exploration pushes you more
toward the role of an arcane warrior, you might bar-
gain with a powerful entity of the Feywild to become
a hexblade warlock.

Roleplaying a Satyr
When creating a satyr adventurer, here are a few
points to consider.
You live life to the fullest. Satyrs don't let any
opportunity for reveling pass them by, but this is
not to say that you are completely self-centered or
obsessed with your own hedonism. Rather, every-
thing you do is focused in some way on adding to
your full and rich life. To satyrs, much of what con-
stitutes a rich life consists of good wine, good friends, a ferocity that belies their cautious reputation. You
and the company of the nymphs they love. However, look for every possible advantage in battle, and you
even the most shallow of satyrs knows that a life of have little regard for the idea of honorable combat or
leisure doesn't come easily. As an adventuring satyr, a fair fight. Your inclination to avoid conflict when
you do what you do in pursuit of something you love, out of combat makes you a more dangerous enemy
whether excitement and thrills, new stories and expe- in a battle, since satyrs believe that failing to finish
riences, or simply material wealth. off a disadvantaged foe means risking another fight
Friends are better than enemies. Given the with that foe in the future. Though you do not seek
choice between easily making an enemy and going out combat, you recognize that the faster it ends, the
out of his way to make a friend, a satyr will almost quicker you might return to the more important pur-
always try the harder course. Satyrs are fond of saying suits oflife.
that no one ever had to look over his shoulder to You live the life you deserve. Satyrs believe that
make sure he wasn't being chased by a friend. Satyrs the fate that befalls all sentient creatures occurs for
dislike conflict, and would often rather give up some a reason. You believe that the winds of good fortune
personal comfort on a short-term basis than offend and ill fortune alike blow according to how every
someone. They prefer to get along with everyone if creature lives his or her life. When you have the
they can, believing that with peace comes prosperity. advantage, you never take it for granted, acknowledg-
As such, you almost always greet every stranger as ing those who have stood by your side and helped you
if he or she were an old friend, in the hope that such live a fulfilling life. When things turn bad for you and
people might eventually become trusted allies. If you your allies, you understand that it is simply because
do make an enemy, you try to rectify the situation if you haven't tried hard enough yet to tip the balance of
you can. However, even the most optimistic satyr rec- fate in your favor.
ognizes base villainy, and you are not easily taken in Satyr Characteristics: Amicable, capricious, inquis-
by duplicity or false friendship. itive, lighthearted, mischievous, tricky
Never fight on even footing. Those that have Satyr Names: Adronus, Barases, Canteon, Dantes,
seen a satyr's friendly side often make the mistake of Gilderos, Pan, Puck, Romeus, Silenus, Tarteron
assuming you are easily cowed in combat. But when
conflict arises as it inevitably does, satyrs fight with
Satyr's leap Satyr Utility 2

BARD'S TALE: You crouch and sprina to catch your fo es off auard, puttina your
powerful leas to aood use.
THE UGLY SATYR At-Will
Once there was a young man who loved a lord's Move Action Personal
daughter. Night after night he came to her window Effect: You jump with a +1 0 power bonus to the Athletics
to woo her, but each time the lady refused him, check. When you make this jump, you are always
saying, "My love's face is secret, my love is most considered to have a running start. The distance you jump
cannot exceed your speed.
rare, my love plays the music upon the night air."
One night, as the young man went out to woo
his lady, he heard a beautiful melody in the wood. Bending the Balance Most satyrs believe
He followed the sound to a glade where an ugly that all creatures get what they deserve, and you have
satyr played the pipes with skill beyond mortal learned not only to accept fate but to push its bound-
reckoning. aries to your benefit. After all, your allies deserve
"If you would teach me that tune, I would give their good fortune , just as your foes will get what's
you anything you ask," said the young man. The coming to them.
satyr agreed in return for a small vow, and he taught
the man the tune upon the pipes. When the man Bending the Balance Satyr Utility 6
played it at the lady's window, she consented to Your very presence causes fate to twist in an ally's favor.
marry him. A wedding day was set, guests were Daily
invited, and all was made ready. Immediate Reaction Ranged 1 0
Trigger: A creature within 1 0 squares of you regains hit
On the eve of the wedding, the ugly satyr
points or takes damage from an attack that hits it.
arrived to claim his due: a kiss from the lady who Target: The triggering creature
adored his music. The young man scoffed at the Effect: The target either regains 2d6 additional hit points
request and turned the satyr away. The man then or takes 2d6 extra damage.
set a circle of cold iron around his beloved's cham-
ber, for the creatures of Faerie cannot cross such Tune of Enchantment In legend, satyrs
boundaries. are said to produce music that is so captivating
That night, as the man slept, a beautiful new because it draws on fey magic for its power. Such
melody drifted from the forest and into the bridal legends arise from the satyrs who h ave practiced the
bower. On the morning of the wedding, the lady art of the tune of enchantment. When you play your
was gone from the tower. The only trace of her song, its haunting notes burrow deep into the minds
was a single delicate footprint outside the circle of your enemies, who find themselves enthralled by
of cold iron. Try as he might, the man who broke your music.
his vow to the satyr never discovered where she
had gone. Tune of Enchantment Satyr Utility 1 0

...... You play a whimsical tune in the heat of combat that clouds
your enemies' minds.
Satyr Utility Powers Daily-+ Aura, Charm
Minor Action Personal
When your satyr character gains a class utility power Requirement: You must be playing a musical instrument.
after 1st level, you can forgo taking a power granted Effect: You activate an aura 5 that lasts until the end of
to you by your class. Instead, you gain a satyr utility the encounter. Any enemy must roll twice when making
power of the same level or lower. saving throws against charm effects while in the aura,
using the lower result. The aura is deactivated if you are
not playing your musical instrument at the end of your
Satyr's Leap A satyr's legs are as powerful as turn , but you can reactivate the aura as a minor action.
those of the wild goats of the mountains, enabling
him to jump incredible distances with no effort.
Whether you are vaulting over the heads of fo es or
bounding through the forest to avoid terrain that
might slow you, your distinctive leap is one of your
most recognizable features.

CHAPTER 2 I Races of the Fey


- - - - - - -

Rowena n eaotiates with a satyr of niaht, while Viltham sneaks up to steal the ever-bloomina rose

Foes into Friends As with all satyrs, you Channel the Unseelie Though most satyrs
would rather m ake allies than enemies. You have seek the bright pleasures oflife, there also exist satyrs
learned a natural charm that allows you to intervene of the night-shadowy creatures that have been trans -
when an enemy would fall , controlling that fo e to formed by exposure to dark magic. By manipulating
spare its life-or taking revenge to show it the error of subtle currents of this magic, you temporarily take on
its ways. the form of a dark creature.

Foes into Friends Satyr Utility 16 Channel the Unsee lie Satyr Utility 22
You draw an enemy back from the brink of death, holdin& it You tap into dark fey power, transformin& yourself into a crea-
under your spell. ture of shadow.
Daily+ Charm Daily + Polymorph
Immediate Interrupt Ranged 1 0 Minor Action Personal
Trigger: An ene my within 1 0 squares of you drops below 1 Effect: You transform into the form of a satyr of the night,
hit point. and you remain in that form until the end of the encounter.
Target: The triggering enemy While in this form, you have partial concealment, and
Effect: The target instead has 1 hit point, and it is domi- when you would normally have partial concealment
nated by you until the end of the encounter. The target because of dim light, you are instead invisible. Additionally,
cannot regain hit points, and a missed attack cannot you take only half damage from necrotic attacks.
damage it. If the target still has 1 hit point at the end
of the encounter, it drops to 0 hit points. You choose
whether it dies or is unconscious.

C H APTER 2 I Races of the Fey


Bladeling Characters

BLADELING
Bladeling Ironmage Tactics
Bladeling ironmages take charge in battle, supporting Average Height: 5 86 4
allies by launching shrapnel bursts into the enemies Average Weight: 210310 lb.
midst and hurling razor darts. Even if an ironmages foes Ability Scores: +2 Dexterity, +2 Wisdom
manage to close in, the ironmage can respond with Size: Medium
improved razor storm and its painful cloud of blades aura. Speed: 6 squares
Vision: Normal
Encounter Groups Languages: Common
Bladelings reside throughout the planes and are often Skill Bonuses: +2 Intimidate
encountered in Sigil, Gloomwrought, and the wilds of Acid Resistance: You have resist acid 5 + one-half
the Elemental Chaos. Bladelings often serve as mer- your level.
cenaries, fighting for whoever meets their price. Razor Storm: You can use razor storm as an
encounter power.
Level 11 Encounter (XP 3,000)
1 bladeling ironmage (level 10 elite controller) Razor Storm Bladeling Racial Power
2 bladeling razorguards (level 8 artillery) Spikes and blades leap from your body to tear through your foes.
4 bladeling spikers (level 6 soldier) Encounter
1 hell hound (level 7 brute) Minor Action Close burst 1
Targets: Each creature in burst
Attack: Strength + 2 vs. Reflex, Constitution + 2 vs. Reflex,
or Dexterity + 2 vs. Reflex
Hit: 1d6 + Dexterity modifier damage.
Increase to +4 bonus and 2d6 + Dexterity modifier dam-
age at 11th level, and to +6 bonus and 3d6 + Dexterity
modifier damage at 21st level.
Special: When you create your character, choose Strength,
Constitution, or Dexterity as the ability score you use when
making attack rolls with this power. The choice remains
throughout your characters life and does not change the
powers other effects.

New Feat: Improved


Razor Storm [Bladeling]
Prerequisite: Bladeling
Benefit: Replace your razor storm power with the
following power.

Improved Razor Storm Bladeling Racial Power


Blades and spikes burst outward, impaling your foes and caus-
ing ongoing pain.
Encounter
Minor Action Close burst 2
Targets: Each creature in burst
Attack: Strength + 2 vs. Reflex, Constitution +2 vs. Reflex, or
Dexterity + 2 vs. Reflex
Hit: 1d8 + Dexterity modifier damage, and ongoing 5
damage (save ends).
Increase to +4 bonus and 2d8 + Dexterity modifier dam-
age at 11th level, and to +6 bonus and 3d8 + Dexterity
modifier damage at 21st level. Also, increase ongoing
damage to ongoing 10 damage at 11th level, and to on-
going 15 damage at 21st level.
Special: When you create your character, choose Strength,
Constitution, or Dexterity as the ability score you use when
making attack rolls with this power. The choice remains
throughout your characters life and does not change the
powers other effects.
F R A N Z VO H W I N K E L

CH A P T ER 6 | Monsters of the Planes


117

4E_ManOPlns_Ch06.indd 117 9/24/08 8:44:45 AM


Anyone, anywhere, hidden in plain sight

RACIAL TRAITS
Average Height: 5 ' 7 ' - 6 ' 0 "
Average Weight: 1 2 0 - 1 6 0 lb.

Ability Scores: +2 Dexterity or Intelligence, +2


Charisma
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common
Skill Bonuses: +2 Bluff,+2 Insight
Shapechanger: You are a shapechanger; you can alter
your appearance. As such, you are subject to effects
and conditions that affect shapechangers.
Mental Defense: You have a +1 racial bonus to Will.
Change Shape: You have the changeling disguise
power.
Changeling Trick: You have the changeling trick power.

Changeling Disguise Changeling Racial Power


You alter your form to look like another person.
At-Will Polymorph
Minor Action Personal
Effect: You alter your physical form to take on the appear-
ance of any Medium humanoid. You retain your statistics
in your new form, and your clothing, armor, and posses-
sions do not change. The new form lasts until you change
form again.
Any creature that attempts to see through your ruse
makes an Insight check opposed by your Bluff check, and
you gain a +5 bonus to your check.

Changeling Trick t hangeling Ra< i.il Power


Your feint tricks a foe into giving you an advantage.
Encounter
Minor Action Melee 1
Target: One creature
Effect: You make a Bluff check opposed by the target's
passive Insight. If your check succeeds, you gain combat
advantage against the target until the end of your next
turn.

Changelings are shapechangers, a people able to


assume the features o f other humanoids. K n o w n also
as doppelgangers, changelings' talents breed mistrust
and fear, leading m a n y changelings to hide their true
nature from even their closest companions. M a n y
changelings seek only to avoid unwanted attention
and to find a place in the world.

CHAPTER 2 | Races
Play a changeling i f you w a n t . . . grand civilizations and sweeping edifices devoted J
2
to excel at deception, misdirection, and trickery. to their people, changelings are content to treat the
works o f other races as their own. T h e i r willingness LL
to fit in wherever you go.
to identify with a variety of societal structures is vital U
to b e a m e m b e r o f a race that favors the bard, to maintaining their false identities. For most change- z
rogue, sorcerer, and warlock classes. lings, the arts, customs, and practices they uphold are <
more t h a n tools to reinforce their identities. T h e s e z
PHYSICAL QUALITIES aspects o f society and culture are a part o f their
Changelings wear m a n y masks, concealing their beliefs and values, j u s t as they are for other m e m b e r s
o f their adopted c o m m u n i t i e s .
true identities b e h i n d false faces. As shapechangers,
changelings c a n appear to be m e m b e r s o f any
humanoid race, playing the part o f a d w a r f one day C h a n g e l i n g C h a r a c t e r i s t i c s : Adaptable, compel-
and a dragonborn the next. This propensity for dis- ling, cunning, devious, evasive, furtive, insightful,
guise leads people to distrust changelings, so most mysterious, prudent, sly, subtle
keep their true nature hidden.
Although changelings c a n adopt any persona, M a l e a n d F e m a l e N a m e s : Bin, Dox, Fie, Hars , Jin,
most rely on a few established guises, each with L a m , Nit, Ot, Paik, Ruz, Sim, Toox, Yog
a developed history and a network o f friends and
acquaintances. These guises provide a changeling CHANGELING ADVENTURERS
with b a c k u p identities should one persona b e c o m e T h r e e sample changeling adventurers are described
compromised. A changeling who travels frequently below.
might change identities from town to town, swapping D o x is a changeling bard who constantly tries to
genders, appearances, and voices to blend in within escape the infamy o f her people. She swaps person-
each new community. alities and appearances like another person would
I n true form, a changeling has a startling yet vague change clothes. D o x sees h e r s e l f as m a n y people.
appearance. A changeling's skin is uniformly pale W h e n she assumes one o f her personas, she b e c o m e s
with white or light gray tones. Its oversized eyes are that person until she's ready for a new identity. She
often sunken in dark rings, b e t w e e n w h i c h lies a uses her shapechanging talents to augment he r per-
subtle nose. Changelings are slender, bordering on formances as a bard, switching her form to m a t c h a
frail. T h e i r hair tends to have light coloring with hints c h a r a c t e r she presents in stories and songs.
o f blue, green, and even pink; pale silver is the most Hars is a changeling rogue, a trained killer with an
c o m m o n hair color, followed by platinum and blond. intellect as sharp as the knives he wields. H e keeps
Aside from the hair on their heads, changelings have his changeling nature a secret, using it as a hidden
little or no hair. weapon to take enemies by surprise. W h e n he settles
Changelings reach maturity at about fifteen years on a guise, he rarely changes it. He keeps a facade
o f age, and they live about as long as h u m a n s do. for m o n t h s or years, switching only w h e n no one is
around or w h e n it is absolutely necessary to discard
PLAYING A CHANGELING the identity.
Lacking a culture or a civilization to call their own, A u n n is a changeling artificer, a spy who works
changelings adopt other races' societies. T h e y seek for Aundair's Royal Eyes. H e was raised to b e c o m e
out c o m m u n i t i e s that have values and interests that a m e m b e r o f the Royal Eyes, instilled with deep loy-
parallel their own. Changelings prefer cities because alty to the queen but taught not to care for anyone
they are ideal places to blend in with others or to or anything else. Friendship and sympathy are dis-
vanish i f necessary. Cities also contain people too tractions that only interfere with completing a j o b .
interested in their own affairs to notice the oddities of W h e n Aunn was sent to X e n ' d r i k on an expedition,
strangers. although, he b e c a m e strangely drawn to one o f his
Changelings are inoffensive and peaceful by companions, a paladin o f the Silver F l a m e . W h e n
nature, and they have few c o n c e r n s about political the expedition c l a i m e d her life, A u n n found h i m s e l f
and social affairs. T h e i r mercurial nature breeds dis- in turmoil, questioning everything he learned in his
trust and suspicion in other races. People are intent childhood and training. Now adventuring with a new
on seeing the worst in changelings; they assume the group o f companions, he again finds h i m s e l f drifting
race uses its shapechanging ability for malicious away from the ideal o f d e t a c h m e n t he was taught,
ends. S o m e changelings do use their talents for evil, b e c o m i n g increasingly c o n c e r n e d with his allies'
but such individuals exist in no greater n u m b e r s t h a n goals andto his horrorgenuinely caring for t h e m .
among other races.
I n a way, changelings are parasitic in their rela-
tionships with other races. R a t h e r t h a n constructing

CHAPTER 2 | Races
Refugees from the realm of dreams whose minds are
as sharp as their swords

RACIAL TRAITS
Average Height: 5 ' 8"-6' 3 "
Average Weight: 1 3 0 - 2 2 0 lb.

Ability Scores: +2 Wisdom, +2 Charisma


Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, telepathy 5 (you can commu-


nicate with any other creature that has a language
and is within line of sight and within 5 squares of
you; this allows for two-way communication)
Skill Bonuses: +2 Insight, +2 to choice of one other
Dual Soul: At the start of your turn, you can make a
saving throw against each effect currently rendering
you dazed or dominated. If you fail the saving throw,
you do not make a saving throw against the effect
at the end of your turn.
Bastion of Mental Clarity: You have the bastion of
mental clarity power.

Bastion of Mental Clarity Kalashtar Racial Power


You erect a psychic shield to protect your mind from assault, and
you ward your allies as well.
Encounter
Immediate Interrupt Close burst 5
Trigger: An enemy hits or misses you with an attack against
your W i l l
Target: You and each ally in burst
Effect: Each target gains a +4 power bonus to W i l l until
the end of your next turn.

Kalashtar look similar to humans, but their outward


appearance masks an inner demeanor that is at once
serene and wildcerebral and mad. T h e kalashtar fled
Dal Quor, the region o f dreams, eighteen centuries
ago and c a m e to Eberron. Today, they are strangers in
Khorvaire, seeking refuge from agents of the Dream-
ing Dark in temple-keeps in the mountains o f Adar.

Play a kalashtar i f you w a n t . . .


to play a wise and contemplative character who is
capable o f m o m e n t a r y madness.
to b e a stranger in a strange land, where every
place you visit is full of wonder.
to b e a fugitive on the run from enemies that could
be anyone, anywhere.
to b e a m e m b e r o f a race that favors the bard,
cleric, paladin, and warlock classes.
PHYSICAL QUALITIES K a l a s h t a r C h a r a c t e r i s t i c s : B a l a n c e d , c o m m a n d i n g , cc
compassionate, contemplative, disciplined, graceful, ^
Kalashtar, w h i c h in Quori m e a n s "wandering
insightful, intellectual, spiritual, thoughtful
d r e a m s , " first c a m e to Eberron 1 , 8 0 0 years ago. They t/i
c a m e as a renegade group from Dal Quor that sought <

to escape religious and philosophical persecution. M a l e N a m e s : Halkhad, Havrakhad, Kanatash, Lana- -J


Agents o f D a l Quor k n o w n as the D r e a m i n g D a r k melk, Lanharath, Malharath, M i n h a r a t h , Nevitash,
hunted t h e m until finally the group's leader, Taratai, Parmelk, T h a k a k h a d , T h i n h a r a t h
found an audacious way to escape Dal Quor. She con-
F e m a l e N a m e s : Ganitari, K h a s h a n a , Lakashtari,
vinced A d a r a n m o n k s to accept a p e r m a n e n t fusion
Mevakri, Novakri, Panitari, Sorashana, Thakashtai,
o f their own souls with those o f the renegade quori.
Thatari
From that synthesis c a m e kalashtar, and as a result,
kalashtar today look similar to the m o n k s who served
as the first willing vessels.
KALASHTAR ADVENTURERS
The monastery where the sixty-seven h u m a n s Four sample kalashtar adventurers are described
b e c a m e kalashtar was a place o f refuge, so the below.
h u m a n s who lived there were diverse. Kalashtar have Ganitari is a kalashtar wizard k n o w n for her
thus retained a diversity o f appearance, possessing the bright and capacious m i n d . She trains daily for war-
same variety of skin, hair, and eye colors found among fare against the D r e a m i n g Dark as well as the world's
h u m a n s . They are usually slimmer and taller than more tangible evils. E n e m i e s o u t n u m b e r her people,
humans, although short or stocky kalashtar exist. yet she believes a source o f power must exist that c a n
Kalashtar physically develop at the s a m e rate as help her expunge corruption from the world. Per-
h u m a n s do and have similar life spans. A kalashtar haps the power lies within her and other brave souls
child passes for h u m a n at first glance, but a few min- willing to defy evil, or perhaps it is a long-forgotten
utes o f observation reveals the key difference. All artifact dating b a c k to the dawn o f the world. W h a t -
kalashtar have a m a n n e r that is graceful, serene, and ever the case, she intends to find it.
serious b e c a u s e o f the fragment o f quori soul b o u n d H a l k h a d is a kalashtar cleric who grew up in the
within t h e m . W h i l e h u m a n c h i l d r e n run, laugh, temple-keeps o f Adar. Early in life, he volunteered to
and play, kalashtar c h i l d r e n engage in the s a m e b e c o m e a warrior-missionary for the Path o f Light
meditative exercises, m a r t i a l training, a n d telepathic in Khorvaire. In his t i m e away from Adar, he has
conversations as adult kalashtar. For a kalashtar, learned an important lesson: T h e best way to tend
growing up is a physical process, not a m e n t a l or to a person's spiritual needs is to seek out the root
emotional one. of his or her crisis. H a l k h a d has discovered that the
core message o f i f Yannah resonates even among non-

PLAYING A KALASHTAR kalashtar. As he travels throughout Khorvaire, he


preaches the Path o f Light's virtues to any who listen.
Most k a l a s h t a r r e m a i n in t h e t e m p l e - k e e p s o f Adar,
K a n a t a s h is a kalashtar rogue. His parents, sib-
so any k a l a s h t a r traveling a r o u n d K h o r v a i r e prob-
lings, and the other m e m b e r s o f his small kalashtar
ably has a good r e a s o n for doing so. A k a l a s h t a r
c o m m u n i t y were wiped out by agents o f the D r e a m -
might b e driven by a desire to b r e a k t h e R i e d r a n
ing D a r k when he was young. K a n a t a s h escaped only
siege o f Adar, or could be on the r u n from t h e
because he was weeding the fields in a distant valley
Dreaming Dark.
as p u n i s h m e n t for sneaking away from the com-
The typical kalashtar is contemplative and serene.
munity to spy on h u m a n travelers nearby. Kanatash
They are compassionate and friendly, but in a cere-
j o i n e d a group o f adventurers and has so far m a n a g e d
bral way. Perhaps due to the turmoil within their
to stay one step a h e a d o f the D r e a m i n g Dark. S o m e
conjoined souls, kalashtar keep a tight rein on their
day he plans to find a way to return to Adar to see i f
emotions. A kalashtar demonstrates c a m a r a d e r i e
anyone from his line r e m a i n s .
with a w r y grin and an offhand remark rather t h a n
K h a s h a n a is a kalashtar avenger who spends
with a backslap or a ribald j o k e .
every spare m o m e n t in the relentless pursuit o f
T h e fragment o f quori soul in a kalashtar recalls
physical perfection through deep meditation,
the escape from Dal Quor. Kalashtar on the r u n from
calisthenics, and repeated c o m b a t drills. In this
the D r e a m i n g D a r k are wary, although they still
incarnation, she believes, life is a series o f tests, e a c h
try to maintain polite and kind behavior. Kalashtar
m o r e d e m a n d i n g t h a n the last. K h a s h a n a isn't m u c h
struggle to integrate the thoughts and sensibilities
of a conversationalistshe's too focused to waste t i m e
o f their h u m a n halves with the strange, intangible
on idle pleasantriesbut i f you want to talk about
m e m o r i e s o f their quori souls. Kalashtar flirt with
e n d u r a n c e training t e c h n i q u e s or the weaknesses
madness. Occasionally, a kalashtar's serene counte-
o f Karterris's double-dagger defense, K h a s h a n a will
n a n c e drops to reveal crazed and baffling behavior
talk your e a r off.
that is inappropriate or even dangerous.

CHAPTER 2 | Races
WARFORGED
Built for a war that has ended, searching for purpose

RACIAL TRAITS
Average Height: 6 ' 0 " - 6 ' 6 "
Average Weight: 2 7 0 - 3 0 0 lb.

Ability Scores: +2 Strength, +2 Constitution


Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common
Skill Bonus: +2 Endurance, +2 Intimidate
Living Construct: You are a living construct. You do
not need to eat, drink, breathe, or sleep. You never
make Endurance checks to resist the effect of star-
vation, thirst, or suffocation. All other conditions
and effects affect you normally.
Unsleeping W a t c h e r : You do not sleep and instead
enter a state of inactivity for 4 hours to gain the
benefits of an extended rest. While in this state,
you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
Warforged Resilience: You have a +2 racial bonus to
saving throws against ongoing damage. Also, when
you make a death saving throw, you can take the
better result of your die roll or 10.
Warforged Mind: You have a +1 racial bonus to your
Will.
Warforged Resolve: You have the warforged resolve
power.

Warforged Resolve Warforged Racial Power


It's difficult to takeyou down, even whenyou'refaltering.
Encounter Healing
Minor Action Personal
Effect: You gain a number of temporary hit points equal
to 3 + one-half your level and can make a saving throw
against one effect on you that deals ongoing damage. If
you are bloodied, you also regain hit points equal to 3 +
one-half your level.

Created as soldiers for the Last W a r , warforged are


artificial humanoids who are intelligent and self-
aware. W i t h o u t a war to fight, freed o f their creators,
and with no heritage or culture o f their own, war-
forged are searching for a place in the world.
Play a warforged i f you w a n t . . . warforged behavior. Warforged intuitively under-
to be strong, tough, and built for battle. stand duty, conflict, the c h a i n o f c o m m a n d , and other ^
elements o f war and soldierly life.
to be a creature searching for the m e a n i n g o f your
B e c a u s e most warforged have bodies that resemble 0
existence.
males, they identify themselves as males and prefer to jjjj
to be a m e m b e r o f a race that favors the fighter, b e called " h e " rather t h a n "it." S o m e warforged adopt <
barbarian, warden, and paladin classes. female n a m e s , though. Most warforged have simple ^
n a m e s related to their j o b s , abilities, or military
PHYSICAL QUALITIES positions. Warforged often accept the n a m e s or the
Warforged are bulky humanoids covered in plates n i c k n a m e s that their comrades give them, although
o f metal and stone. A skeleton of these materials some search long for particular n a m e s that define
t h e m . Many simply take n a m e s c o m m o n within
supports woody fiber bundles that comprise a war-
another race, especially those o f h u m a n s .
forged's m u s c u l a r system. Warforged bodies have
an internal network o f tubes filled with a bloodlike
fluid that nourishes and lubricates their systems. W a r f o r g e d C h a r a c t e r i s t i c s : Aggressive, alert,
T h e i r powerful a r m s end in hands that e a c h have two brave, curious, forthright, industrious, loyal, methodi-
fingers and one t h u m b , and each o f their feet has two cal, naive, practical, reserved, simple
broad toes.
Warforged heads have simple h u m a n l i k e features. W a r f o r g e d N a m e s : Azm, Book, Bulwark, Cart,
They have heavy brows, hinged toothless jaws, and no Cutter, Falchion, Graven, H a m m e r , Mark, Morg,
noses. A warforged's eyes sometimes glow when he or Nameless, Pierce, Pious, Relic, Rune, Steeple, T h r e e ,
she experiences certain intense emotions. T h e fore- Titan, Unsung, Victor, Watcher, Zealot
head of each warforged bears a unique rune called a
ghulra. T h e s e ghulra help give warforged a sense o f WARFORGED ADVENTURERS
individuality. Two sample warforged adventurers are described
Warforged possess an artificial and relatively below.
sexless shape. They don't reproduce like other T h u n d e r s t r u c k is a warforged cleric of Dol D o r n .
humanoids. A warforged c a n modify its body, adding He sees warforged as Dol Dorn's chosen people, and
and removing limbs as necessary. A warforged feels he believes that his race exists to bring glory to them-
pain only from real injury. T h e s e physical modifica- selves and to the god o f battle. W i t h this philosophy,
tions allow warforged to vary in appearance as m u c h T h u n d e r s t r u c k willingly takes up any just cause
as any other humanoids. that requires his strength and skill. H e openly seeks
personal renown, w h i c h he believes also honors Dol
PLAYING A WARFORGED D o r n . Against his enemies, he is a fearless storm of
W a r f o r g e d have a straightforward e m o t i o n a l range. s t e e l - a n expression o f what he believes is the war-
Although they e x p e r i e n c e pain, fear, h a t r e d , and forged ideal.
anger like other races, they are reserved and pen- Null is a warforged warlock with the star pact. In
sive, hiding e m o t i o n s b e h i n d expressionless m e t a l her hunger for individuality, she rejected warforged
faces. S o m e warforged lack introspection a n d a r e and h u m a n n o r m s and c o m m u n e d with unfathom-
dangerously naive or emotionally stunted. M a n y able entities beyond the world. She has engraved her
warforged a r e the opposite, though. T h e y question body and belongings with mystical and madden-
t h e purpose o f their e x i s t e n c e and consider w h e t h e r ing sigils, and she savors the fear her appearance
or not they have souls. A few warforged develop evokes in her enemies. Although gloomy, taciturn,
sophisticated philosophies about what they perceive and darkly candid, Null enjoys the grudging admira-
and learn. M a n y warforged fall in with h u m a n o i d s tion that heroics garner. Thus, she prefers to use her
o f s i m i l a r m i n d s e t s , working passionately for an power to punish those whom she believes are evil.
organization or a religion. A warforged typically
forms a strong e m o t i o n a l a t t a c h m e n t to a small
group o f c o m r a d e s .
A warforged often has limited experiences in the
world, having spent its existence assigned to one spe-
cific duty. Warforged enjoy working, and m a n y create
endless lists o f goals and chores. T h e y take pride in
their j o b s , and they dislike idleness and failure m o r e
t h a n most races do. A warforged's sensibilities give
it a single-minded efficiency with any task, particu-
larly in combat. W a r and military conditioning color

CHAPTER 2 [ Races
SHADOW MAGIC has an understandably their souls might drive t hese people toward wicked
sinister reputation, and those who study and master ends. turning thern into nocturna l predators or
its power bear a stain on their souls that can never un hinged deviants who indulge in every heinous
be clean . There are great risks to dabbling in dark impulse. Others resist the evil pull of shadow and
ness, and no one knows those risks more intimately might becom e heroes even though their dark hcrita
than the races of shadow. These peoples stand apart and clear connection to shadow magic makes them
from other denizens of the planes because shadow outcasts and paria hs. These lonely souls often wander
magic is an intrinsic pa rt of their souls, a dark ness the world, doing what good they can in the hope of
within that shapes their identities ancl <1lso eases the redeem ing their ta inted souls.
processes by which they call upon shadow to scourge
their foes. Revenant: Everything a character accomplished in
This chapter presents three races particularly li fe serves as a mere precursor of his or her true
suited to players who want to build characters purpose-a purpose that becomes apparent only
infused with shadow's power. The shadow darkening a fter he or she returns from death as a revenant to
inhabit the world once more.
Shade: Shades are mortals who have willingly
CHANGING YOUR RACE embraced the darkness by engagi ng in secret ritu-
Shade, vryloka, or revenant characters can start als that infuse their souls w ith shadow.
a campaign at 1st level like any other character,
Vryloka: The vampirism that infects the ancient
but these races can also be used to transform an
human race of the vryloka is a fell curse that dark-
existing character. Your fallen eladrin knight might
ens their ancient bloodline.
rise from the dead as a revenant, or your human
rogue might succumb to the vampiric curse of
In addition to the races of shadow introduced here,
the vryloka.
this chapter also explores the legends of shadow that
If you change both your race and your class (for
appear in the cultures of other races such as dwarves.
example, if your eladrin knight returns from the
cladrin, halflings, and humans in the DuNGEONS &
dead as a revenant assassin), then you are best off
DnAGONS world.
creating a new character from scratch. But if all
you want to change is your character's race, then
making changes to the character's mechanics is "You come with questions, seeking
straightforward. When you change your race, you forbidden power, but lvhat do you
lose any features, traits, and powers of your original
race. You also lose any ability score modifications know of shadow's price? How can you
your original race provided. Then apply the ability understand what only I have endured,
score modifications, traits, powers, and racial fea-
tures of your new race. You also need to swap out
I who was born into darkness and must
any feats or other such mechanics for which you no bear its weight for the rest of my days.
longer meet the prerequisites. You see, I remember what it was like
It's up to you to make sure that choices you
make in revising your character still support your before I become what you. see before you.
character's story. For example, the revenant of I remember life, living, vigor, and vitality.
your eladrin knight should probably have eladrin And I mourn their loss."
as his chosen race for the revenant's Past Life
racial trait. -Loss, revenant blackguard
-

CIIAI'TEH 3 I Races of Shadow


REVENANT
Resilient souls returned from death to do the work
of Fate

Racial Traits
Average Height: 5' 5"-6' 2"
Average Weight: 100-200 lb.

Ability Scores: +2 Dexterity; +2 Charisma or +2


Constitution
Size: Med ium
Speed: 6 squares
Vision: low-light vision
languages: Common, choice of one other
Skill Bonuses: +2 Endurance, +2 Intimidate

Undead: You are considered an undead creat ure for


the purpose of effects that relate to the undead key-
word. You are also considered a living creature.
Past life: Select a race other than revenant. You
a re also considered a member of that race fo r the
purpose of meeting prerequisites, such as feat or
paragon path prerequisites.
Unnatural Vitality: When you drop to 0 hit points or
fewer and are subjected to the dying condition, you
can choose to be dazed, instead of falling uncon-
scious. You make death saving throws as normal,
and if you fail one, you fall unconscious instead of
being dazed.
Dark Reaping: You have the dark reapin& powe r.

Dark Reaping Revenant Racial Utility


You use one death as the seed to sow more destruction.
Encounter + Necrotic
Free Action
Trigger: A creature within 5 squares of you drops to 0 h it
points.
Effect: One creature of your choice that you hit with an at-
tack before the end of your next turn takes extra necrotic
damage equal to 1 d8 + your Constit ution modifier.

Death usually represents the gateway to the afterlife


or the end of a natural existence. Sometimes, how-
ever, death can be just the beginning. For some select
individuals, the Raven Queen or another agency of
death bars passage to the next stage of existence,
tu rning a soul back toward the natural world. In such
instances, fate has other plans.
A revenant arises not as an aimless corpse but as
the em bodiment of a lost soul given new purpose.
Such a creature walks in two worlds. \i\Thile t he reve-
na nt moves among the living, it also exists in the
shadows, haunted by the vague memories of a life it
no longer possesses.
A revenant straddles the worlds ofthe livina and the dead

C H A PTER 3 ! Haces of Shadow


1-
Revenants do not build settleme nts or share a they exist as h er special creations, and they have the
z
common culture as is customary of the other races. bodies of her choosing and creation. In this way, such <"
The only attributes that connect these living undead souls are always marked as representatives of the z...
.-:e a set of common physical characteristics and a Raven Queen's power. They emerge from the shadow >
imilar origin and destiny. In all cases, a revenant of death fully formed a nd fully grown, set to handle
purposefully returned to the natural world after whatever tasks th ey have been returned to deal with .
.uccurnbing to a cessation oflifc. Dead, but unable A revenant has a body that is slender for his or her
o find its way to whatever waits beyond death's height, but this form possesses an uncanny tough ness
Jark gates, the once-living soul is reconstituted as a that contradicts the apparent build. Revenants have
-e\enant. the same range of complexions as h uma ns, but a reve-
The gods of death and fate often require agents in nant's skin is ash en a nd the features are sunken. Eyes
be natural world, and they don't always have enough are most commonly solid black with a single point
.xarchs or aspects to deal with all the work they seek of red light burning within them, but other eerie eye
;::, accomplish. For this reason, revenants are called colors- including yellow, white, silver, and gold-a re
mo existence. However, the rules governing t he gods
.u~d how they can intrude upon the natural world
.....-e often mysterious and seemingly contradictory to
-nere mortals. For this reason, it seems that revenants
.'Titer the world without clear directions or even full
""lemories of the life they once lived.
Revenants often appear in adult. form , fully grown
.;.nd instinctively capable of dealing with t he world
-ound them. Most awaken in a place of the dead,
xh as a graveyard or a crypt, with only vague
~mories of whatever went before and usually
ith a driving compulsion to accomplish some
-,anially remembered task or vaguely defined
a est.
.\lost revenants remember only fragments
' the life they lived before, as well as snatches of a
-.eaceful darkness that immediately preceded their
-erurn to the world. Some need time to come to
:rips with the fragmented memories a nd d riving
. :>mpulsions. Others take to their new existence
asily and without too much analysis a nd soul-
..earching. Many recall a woman 's voice, soft
mel melodious, not unlike the gentle flutter
'black-feathered w ings, that follows th em
"Ut of the shadows and back to the wake-
'ulness of the natural world. The words
.ile gentle but insistent, and often the
'lUrce of any com pulsion that a rev-
enant experiences upon returning to
~:e. Although each revenant returns
_ the world in a different way, most
-ecall words that drifted out oft he
darkness with them. "Arise, my
hampion," the voice demands of
:hem. "There is work to do."

Physical Qualities
~ne nants a re souls of the dead returned to
_semblance of life by the Rave n Queen or
some other agency of the afterlife. Rev-
enants do not appear as undead horrors
r e\en anything like their former selves.
\ "hen the Raven Queen reincarnates souls. Its mas klike face in no way con ceals a revenant's deadly resolve

C II APTER 3 J naces of Shadow


not uncommon. ln some cases, the eyes glow with a Many revena nts might appear to be distant and
ohostly light. Revenants' hair typically ranges from uncaring, but they can ex perience the full range of
black through shades of gray to vhite. Revenants can emotions seen in other races. They just need time to
<rrow facial hair, and males often have beards or mus- reconc ile the contradictions they are confronted w ith, >
taches that accentuate their ashen countenances. fi:om new and alien bodies to shattered memories
A revenant's face and ski n clearly set a member of and half-understood quests undertaken at the behest
illis race apart from other humanoids. A revenant's of a powerfu1 being that might or might not be willing
; age has a masklike quality that can be disturbing to to explain what is happening to them.
mortal beings. Rough, dark scales appear on the nesh
nea r the ends of a revenant's limbs, marking the rev- Revenant Communities
enant as one of those the H.aven Queen has allowed
Revenants don't form communities or build societ-
back into the world of the living. A revenaJil's extrem i-
ies. They do form attachments, however, usually with
ties end in strong, black fingernails and toenails that
other adventurers who can help them achieve their
resemble claws.
goals. Some even settle down in communities of other
races, usually because the location reminds them
Attitudes and Beliefs of something from their half remembered past or
[ \ery revenant approaches the return to life from a because of its proxjmity to something related to the
different angle. Some relish it and long to find a way tasks they seek to complete. For example, the com-
back to the li fe they have lost a nd forgotten. Others mu nity might be near a portal to the Shadowfdl, or
embrace the ir new existence with a fervor and pas- with in an area where enemies of the Raven Queen
sion that obliterates the fragm ents of the past that still are active.
haunt them, a nd they strive to remain alive in the Each revenant is unique, but ties to the Shadow-
natural wodd. fell draw most to prefer dark colors and cloth ing that
Some revenants can't abide the Occting glimpses can hel p them escape notice. Whether because of
into a past that is no longer available to them , and dark humor or as a warning to others, t heir clothing
they long to find a way back to the darkness they were and gear bear symbols that arc reminders of death
expelled from. These revenants know that the fast- or duty. Revenants use raven feathers, bones, cha ins.
est way to return to the comfort of the shadows is to grave markers, and skulls for decoration.
complete whatever tasks have been set before them as
quickly and efficiently as possible. They do not seek
an end to existence, but a return to the peace ofthe
Revenant Adventurers
By definition, all revenants are adventurers. They
grave- a peace they earned the first t ime they passed
have been returned to life and set upon a quest to
through life.
advance the needs of the Raven Queen or some other

AWAKENING
You gasp a breath of cold air like it's your first. Your eyes snap open. Colors seem dim, and every sound is foreign
and filled with newness. Rather than warmth, a chill emanates from within you, making your chest feel heavy
and your extremities blaze with heat. You are in a graveyard, surrounded by stones that mark the location of dead
bodies-all engaged in the sleep that has been denied you.
The world appears strange, and as you struggle to rise, you have the sense that you control a body that is not
your own.
And nothing is your own. You know that. You remember that. That's when other memories come flooding back.
Before this place, you struggled somewhere cold. The sky was dark, but it was also somehow alight with flowing
color-as if the wind glowed instead of the stars. Snow buried everything, veiling the landscape into funereal forms.
And before that, other memories-scenes, faces, feelings-all a jumble, all confused like a half-forgotten dream.
You know one thing for certain. You were dead.
Judging from how you look and feel, you might be a little dead still. You pick a direction and start walking, noting
all you can about what you see and hear as you go. You might not remember everything about who you were, but
you can make new memories while you try to find out.
Something else hounds your thoughts as you strike out into an eerily familiar world: The dead don't come
back to life by accident. Someone did this to you, and whoever that was had a reason. And with that thought, you
remember the voice. A woman's voice. Cold, yet gentle. Demanding, yet understanding. A voice like the flutter of
soft wings.
"Arise, my champion," the voice whispered to you as you drifted out of the darkness. "There is work to do."

C II APTER 3 J Haces of S hado w


agency of death in the natura l world. A revena nt revenant is drawn to the promise and potent punc
wande rs the world, often in the company of other the wa rlock's repertoire.
adventurers, dealing with anything that comes along.
In general, a revenant always tries to advance h is or
her own agenda, but he or she is not above tak ing on
Roleplaying a Revenant
W hen creating a revenant character, consider these
quests and challenges that are only peripherally tied
points.
to the tasks that returned the revenant to Ji(c.
You aren't like other mortals. Hevenants do no
Revenant adventurers have access to racial feats
live and reproduce as mortal races do. Indeed, the\
that are described in Chapter 4.
arc not a true race at all. Each revenant arises in the
world only by the will of the Raven Queen (or some
Assassin Perhaps the profession most associated
other agency of death). She- or someone she has
w ith the revenant, the assassin uses skills and powers
made a bargain w ith- has a specific purpose in milll...
c~nnected to both martial training and the things
for each soul returned to the world.
of shadow to accomplish his or her goals- and those
You have a purpose. This purpose might be
goals a re almost always related to striking a killing
obvious to a revenant, or it might be a mystery the
blow. Many of the tasks set before revenants include
revenant has to unravel before it can rest. A revenam
taking down powerful enemies or eliminating inf1u
might doggedly pursue this end or rebel against thar
ential lcadcrs, and the path of the assassin works
fate and try to avoid destiny. The purpose could ne1:.
perfectly with these goals.
change, revealing greater goals as steps toward the
ultimate end are achieved. Much depends on who
Fighter A revena nt fighter often follows the path brought the revenant back.
of a slayer, utilizing Dexterity and Constitution to
If the Raven Queen commanded the soul's return
create a powerful destroyer. Few revenants opt for
the revenant m ight play an important part in the
th is approach, however, since they are more inclined
future the Raven Queen foresees. The Raven Queen
toward other avenues of training and proficiency.
might send a soul to bring someone or something to
the death it has avoided, a nd the revenant might han~
Paladin While not ideally su ited to be paladins, been chosen because of past ties to the target.
som e revenants nonetheless take up the mantle oft he
Your memories a re fragmented. Revenants
clivinP clefcnder to best honor and serve the Raven
usually remember only snippets of their former
Queen or whatever agency of death set them on their
lives-just enough to push them toward the purpose
current path. As a pa ladin of a god of death. a rev-
for which some power raised them. Many don't even
en ant strives to destroy the enemies of natural death
remem ber their names and thus take on new ones
wherever they m ay be, including a ll fo rms of undead
fitting their disposition. Memories com e in dreams
and especially those who ad here to the tenets of
and flashes of insight, often provoked by t he rev-
Orcus, Demon Prince ofUndeath.
enant's experiences. Brushing shoulders accidentalh
in the market could call to mind the touched perso~
Ranger At first glance, the choice of ranger m ight as a lifelong friend. The sight of a pale h and moving
seem odd for a revenant. These defenders of life.
through lustrous hair could re mind the revenant's
however, include the rare revenant who has become
heart of a lost love. Each remembrance has its pur
protective of the natural world upon his or her return
pose: reward, punishment, bait, or aid. All are true.
from death. What better way to serve the Raven
but the power that raised the revenant can sometimes
Queen and accomplish the tasks before oneself than
control which t ruths the revenant recalls.
to embrace the path of the wilderness avenger?
Yon are recognizable, b ut unknown. The rarih
of revenants results in few having much knowledge
Rogue Being a creature of stealth and shadow, about them. Experts in religion or those who encou n
a revenant gravitates toward the rogue profession
tered revenants in the past might know more about
and often embraces the path of thievery in order to
them, but for most people revenants are strange a nd
accomplish t he missio n at hand. Using the shadows
a lien, spoken of in whispered rumors around low-
to launch attacks from. to hide. and to otherwise
burning fires in the deepest hours of the night.
move un noticed make a revena nt a natural at rogue
activities. Revenant Characteristics: Agile, cold, determined.
fearsome, hard-bitten, noble, pragmatic, tragic
Warlock W hen a revenant turns to arcane Male Names: Bane, Carver, Dredge, Erak, Riven,
power to supplement his or her other natural abilities, Hook, Scourge, Sever, Snipe, 'iVrath
the path that opens up is usua lly that of the warlock. Female Names: Blessed, Char m, Fable, Ire, Lash,
Utilizing more ta lent than training hut still inter Ni hil, Raven, Sunder, Vengeance
csted in drawing upon as much power as possible, the

C II APTE R 3 I Races of Shadow


SHADE
.:kers of power willing to trade their souls to the darkness

Racial Traits
Average Height: 5' 6"-6' 2"
Average Weight: 100-160 lb.

Ability Scores: +2 Charisma; +2 Dexterity or +2


Intelligence
Size: Medium
Speed: 6 squares
Vision: Darkvision

languages: Common, choice of one other


Skill Bonuses: +2 Arcana, +2 Stealth
Fragile Mortality: You have one fewer healing surge
than normal.
Master of Shadows: When your class grants you a util-
ity power after 1st level, you can forgo taking t hat
power. Instead, you can take a shade utility power
of the same level or lower.
Practiced Sneak: You have training in Stealth.
Shadow Origin: The Shadowfell has left its mark on
you, so you are considered a shadow creature for
the purpose of effects that relate to creature origin.
One with Shadow: You have the one with shadow
power.

One with Shadow Shade Racial Utility


You fade into rhe darkness. becomin& a part of the shadow chat
swirls around)'OU.
At-Will + Shadow
Stand ard Action Personal
Effect: Until the end of your next turn, you can make
Stealth checks to become hidden when you have any
cover or concealment. In addit ion, you can use cover
from your allies to become hidden or to remain hidden.

Am bitious, ruth less, a nd paranoid, shades are


humans who trade part of their souls for a sliver of
the Shadowfcll's dark essence. Even more so than the
shadowborn- natives of the Shadowfcll descended
from the common races-shades arc gloom incar-
nate. No matter what nations or land one was !lrst
born into, each shade undergoes a dark rebirth that
transforms him or her into a creature of stealth and
secrecy who is caught between life and death. In
exchange for the twilight powers granted to shades,
the Shadowfell ta ints their sou ls with dark thoughts
and a darker disposition.
A human who chooses to become a shade is
reborn into shadow through a transformative ritual
that draws on the ambient magic present at shadow
crossings- places where the veil between the world
A shade assassin takes to the rooftops to evade pursuit

C H A PT E R 3 I Race s of Shadow
and its dark echo is thinnest. Known in sch olarly Shades value restraint, poise, and patience. They
circles as the Trail of Five Darknesscs, this arduous bide their time in all things, keeping a low profile
ritua l is as likely to slay its practitioner outright- as they manipulate events to their advantage. Just
obliterating body and soul-as it is to grant t he ability as the Shadowfell's malaise can smother the spirits
to wield shadow magic. of mortal adventurers who venture into that dread
Unbridle d ambition and utter desperation are plane, the sliver of shadow w ithin each shade sub-
common reasons for a human to undertake the Trail dues emotion. A shade still feels love, hate, pride,
of Five Da rknesses, since the taint of the Shadowfell despair, and the like, but he or she buries these feel
marks a shade as an outcast forever. Shades maintain ings deep inside. A shade's smirk or frown carries as
a determined self-reliance when among their own much we ight as a halfling's laughter or an ore's fren
kind, because they know all too well the greed and zied roar.
duplicity their race is capable of However, shades Shades hold little love for the gods. Having
also believe in strength in numbers, and as such t hey made the ultimate sacrifice for power, they have no
congregate in settlements close to shadow c rossings, patience for those who beg deities for their favor.
both in the world and the Shadowfell. Those few shades who dedicate themselves to a faith
A few shades deny the self-serving nature of their worship Sehanine, god of trickery, or Vecna, god of
kind, striving to ensure that the true nature of their secrets.
souls overcomes the shadowy nature ortheir chosen For all their fierce independence and self-reliance.
path. Rejecting their own kind, these shades seek the some shades feel a hunger for companionship driven
company of t he common races. Drawn to the Life of by the emptiness of their fracture d souls. Although
a n adventu rer, such shades try to earn the trust of a such shades ra rely become social creatures, they
close circle of [riends, defending those comrades with gravitate to strong allies alongside whom they can
the r uthlessness for which their kind is known. How- prove themselves in battle. Such long-term com pan
ever, some decry this behavior as just a nother facet ions are typically the on ly ones who ever see a shade
of the shades' characteristic avarice- treating friends true emotions, even as the shade demonstrates the
as personal possessions that must be kept safe at all fu ll strength of his or her driven r uthlessness in those
costs. allies' defense.
The shades' independence puts them in direct
Physical Qualities opposition to the intense shadar-kai and their devo
tion to the Raven Queen. These two races ofshadm1
Shades resem ble their or iginal human selves, though
demonstrate an a nimosity that rivals that of elves and
they sacrifice their native vitality to the ritual that
drow, or dwarves and orcs. However, shades are civi l
turns them into slender creatures of shadow. Their
to the va mpiric vryloka, understanding too well the
darkness-piercing eyes become orbs of dull black,
effect of living under the weight of shadow.
dark gray, or purple. Their coloring takes on subdued
hues, with most shades having pale skin a nd lank,
black hair. Sh ades prefer dark, somber clothing of Shade Communities
silk, suede, or supple leather, decorated with brass The dark nature of their transformation places shade
and iron. Their metal vveapons and tools are coated firmly outside the societies they arise from. The most
with spec ial oils that dull a ny sheen or reflection. social of their kind distrust all except their closest
The Trail of Five Darknesses has a dramatic companions. Truly misanthropic shades embrace
effect on longevity, doubling a shade's normal life their da rkness fully, seeing others as pawns to be
span. Rumors abound of shades who eventually exploited in the quest for power.
attain a level of power that allows them to stop aging In the mortal realm, a shade often takes up a life
altogether. of wandering or lives as a social outcast on the fringes
of humanoid society. It is common. for shades to mask
Attitudes and Beliefs their true nature with magic or clever disguises,
using their shadow powers as a screen against watch-
Shades exist a mong all cultures, but the transfor-
ful eyes. In ma ny cases, shades reject family or clan
mation they undergo creates a consistent sense of
names from their past lives to take on the name of the
ambition for which their kind is known. No matter
shadow crossing where they undertook the Trail of
what justification inspires an individual to under-
Five Darknesses ritual.
take the Trail of Five Darknesses, the conscious act of
In the Shadowfell, and around shadow crossings.
embracing the power of shadow cha nges that person.
shades form communities that reflect the avaricious
For many shades, having given up a portion of their
and brutal nature of their residents. Shades who
own soul in the name of power mea ns that no sacri-
settle in the Shadowfell are typically those who have
Ilce is too great.
strongly embraced the darkness in their souls. Their
enclaves are built on a rigid caste structure in which

CH A P T E 1\ 3 J Races of Shad ow
w..
shade nobles plot against each other in bloodthirsty Q
political machinations that would tear other societies <
apart. In such communities, shades unattached to a ::r:
Vl
noble house are treated as outcasts or used as pawns
in attacks against rival nobles.

Shade Adventurers
The hunger for power is a constant among shades.
However, a shade's moral bent determines the
manner in which that power is pursued-and what he
or she will do with it in the end.

Assassin Shades have a natural bent for the


assassin's talents, since the mixture of shadow magic
and martial talent can serve as the first step toward
becoming a shade. Such assassins are typically lone
wolves who, after learning a guild's secrets, vanish
to serve only themselves. Such shades are hunted by
their former guildmates. The conflict between them
can end only in either the shade's death or the guild
master's defeat and replacement by the renegade
shade.

Rogue Shade rogues arc consummate spies,


clinging to the shadows with a competence matched
by few members of the common races. No matter how
else they choose to ply their trade, shade rogues uni
formly seek to steal information they can use to their
advantage.

Warlock The warlock's path is a tempting one


for shades, who take up the gloom pact as a means
of augmenting their own intrinsic power. Such war
locks see their pact as an extension of the Trail of Five
Darknesses, refusing to acknowledge their subservi
ence to an otherworldly master.

Warlord Shade warlords follow that path for


the control and leadership it promises, though most
are wise enough to respect the independence of their
own close companions. A shade warlord becomes an
adventurer to gain personal power, though he or she
can undertake any number of lesser goals in pursu it
of that power.

Wizard Shade w izards favor nethermancy and


necromancy, the schools of magic closely asso
ciated with the power of shadow. Shade
wizards create sanctums in the Shadowfell
once they master the ways of planar travel,
using that plane as a base for their acquisi
tion of more powerful arcane magic.

StrikinBfrom out ofthe Bloom,


a shade warlock makes short work of a w erewolf

C H A I'TER 1 I R a ces of Shadow


Roleplaying a Shade
When creating a shade adventurer, here are a few
points to consider.
You chose to b e a shade. Other characters migh
be defined by the circumstances of birth or fate, but
you chose to trade part of your soul for a sliver of
shadow's power. Some shades seek the Trail of Five
Darknesses out of pure ambition, seeing that path as
a means of gaining power. Others sacrifice their souls
to the shadow only under duress-perhaps to protect
or rescue a loved one. Was this path one you chose
to follow freely? Or do you sec the shadow as a curse
a nd a burden you must bear?
You stand between life and death. A part of
your soul has al ready moved on to the Shadow-
fell, taking the path all souls must take after death.
!\!though you still live. the shadow that fills you leaves
your mortal emotions subdued and held in check. You
fear death no more or less than you once did, but on!~
your closest allies might ever see any sign of that fear.
Wait and watch. As a shade, you do not rush
into any situation where you have the option to first
a nalyze the dangers you might face. The strength of
shadow is its ability to conceal, and you take advan-
tage of your opponents' lack of awareness to read their
weaknesses. Then you strike when the time is right.
Protect what is yours. The things you call your
own- your possessions, your knowledge, even your
friends-are precious to you, and those who atte mpt
to har m what is yours sulfer you r harsh retribution.
You defe nd your goals a nd your allies wit h the same
extreme prejudice, and woe to any creature that
underestimates your wrath.
Shade Characteristics: Ambitious, brooding,
man ipulative, paranoid, pragmatic, reserved
Shade Names: Shades usually keep their original
names, while some adopt a liases to cloak their
origins.
Crossin g Names: Blackwood, Dubhtyn, Eboncross.
Gloomhollow, Hematiton

Shade Utility Powers


When your shade character gains a class utility
power after 1st level, you can forgo taking a power
granted to you by your class. Instead, you gain a shade
utility power of the same level or lower.

Fleeting Shade The power of the Shadowfell


lets you shroud yourself from your foes, granting you
a few precious moments to set up an attack or move
to a place of safety. Even as the sh adow th at cloaks
you dissipates, it con tinues to obscure you from you r
en emies' sight.

Wh ile remaini n9 unseen, a shade uses shadow monsters


to assail a bewildered troll

C H APTE R 3 I R<~ ces of S hadow


Fleeting Shade Shade Utility 2 Shadow Jump As your own power grows, so
You cloak yourself with strands ofshadow that allow you to too does the power of the sh adow hound to your soul.
fiaht unseen. VVith en ough training and foc us, you can use that I
l'l
Encounter + Shadow dark essen ce to tap the pla nar e nergy of the Shadow-
Minor Action Personal fell and slip the bonds of space. W hen you u se this
Effect: You become invisible until the end of your turn. In p ower, a w rithing cloud of black mist shrouds you as
addition, you ga in a +S power bonus to Stealth checks you shift from place to p lace.
until the end of your next turn.
Shadow jump Shade Utility 16
Twilight Torch The soul of a shade holds the
The planar eneray of the Shadowfell lets you slip away from
essence of the Sh adowfell, but it also retains the light
danaer, then step back into the world a safe distance away.
that emanated from the Astral Sea when the first
Encounter+ Shadow, Teleportation
mortals were created. This balance between light Move Action Personal
and d ark ness allows you to coalesce shadows around Effect: You teleport up to your speed.
yourself at will.
Five Darknesses Th e Trail ofFivc Dark-
Twilight Torch Shade Utility 6 ncss es that you u sed to become a shade d id not e nd
The liaht ofyour soul comminales with the dark shard embed with your rebirth. As you st re ngthen your bond with
ded within it, surroundinayou with the concealina power of the Shadowfell , you u nlock t he sec rets known only
shc1dow.
to your kind.
At-Will + Shadow, Zone
Minor Action Close burst 1
Effect: The burst creates a zo ne of dim light that lasts until
Five Darknesses Shade Utility 22
the e nd of your next turn or until you use this power The essence of the Shadowfelljlows freely within you. trans-
again. fonnina you into livina shadow that st1ikes f ear into the hearts
of nearby creatures.
Shadow Monsters Your connection to t he Encounter + Fear, Shadow
Sh adowfelllcts you reach deep w ithin yourself; call- Minor Action Personal
Effect: You gain 1 0 temporary hit points. Until the end of
ing forth monsters composed of the dark esse nce of your next turn, you ga in a fly speed equal to your speed,
that realm. Shapeless shadow congeals around your you are insubstantial and phasing, and creatures take a
foes in the form of rave ning hounds, soaring sha pes -2 penalty to attack rolls while adjacent to you.
on dark wings, twisting black tentacles, or eve n fouler
things.
"The TIail of Five Darknesses is no
Shadow Monsters Shade Utility 10 easy path to follow. You say you are
You call forth niahtmare shadow monsters to strike at your foes'
bodies and minds. ready to make your own journey, to see
Daily + Conjuration, Necrotic, Shadow where the trail ends? I can tell you this-
Standard Action Close burst 3
Effect: You co njure four shadow monsters in four different
the passage to immortality is unique
unoccupied squares in the burst. The shadow monsters to the individual. My experiences are
last until the end of the e ncounter. Once per round as a
minor action, you can move the shadow monsters up to my own, as are my fears and memories
4 squares each. of that awful time. And ifyou emerge,
Enemies take a - 2 penalty to attack rolls while
adjacent to a shadow monste r. Any e ne my that e nds its clinging to the fragile thread that is life,
turn in the square of or adjacent to one or more shadow expect no comfort and no kinship,
monste rs takes 1 0 necrotic damage.
for by embarking on this quest you sever
ties with anyone you have ever loved.
Are you ready? Are you truly prepared?"
-Khasus,
High Dark of Fell warren

C J!Al'TER 3 I Rac e s of Shadow


living va mpires-blessed with g reat power gained ct.
VRYLOKA the price of their own vitality. In later centuries. tlk
Elegant aristocrat whose beauty conceals a secret thirst creatures became known by t he name of the noble
family t hat first forged the pact, the Vrylokas.
By carefully concealing their true nature, the fm:
Racial Traits
vrylokas quickly rose to power, becoming the ru lers
Average Height: 5' 4"-6' 2" of their realm. In time, others learned of the dark
Average Weight: 110-200 lb. accord that was t he source of their power. A n upris-
ing of the vrylokas' human subjects soon followed.
Ability Scores: +2 Charisma; +2 Strength or +2 and their former k ingdom was cast down and lost
Dexterity to the mists of time. However, the living vampires
Size: Medium endured.
Speed: 7 squares Over long generations, these deposed nobles maP.
Vision: Low-light aged to insinuate themselves into the upper classes
of other nations, reestablishing their power and pres
Languages: Common, choice of one other tige. Paying attention to the lessons of the ir history.
Skill Bonuses: +2 Perception, +2 Stealth vrylokas go to great lengths to keep t heir true nature
secret, living elaborately crafted double lives.
Blood Dependency: When you are bloodied, your
To the world at large. vrylokas arc known as
healing surge value drops by 2.
human nobles who were displaced from distant
Human Heritage: You gain a +5 racial bonus to Bluff ancestral homelands. But even as they arc welcomed
checks made to pass as a human. into the upper circles of their adopted cultures, the
Living Dead: Because your soul is tainted by undeath, vrylokas maintain the ir true society in the shadows-
you are both living and undead. If a power has a dark court oflivi ng va mpires constantly plotting foc
different effects on living creatures and undead power against each other and th e mortal races.
creatures, you choose which effect applies to you.
Necrotic Resistance: You have necrotic resistance Physical Qualities
equal to 5 + one-half your level. Vrylokas were origi nally human, though t he blood
Vampiric Heritage: When your class grants you a util bond ritual subtly changes th eir appearance.
ity power after 1st level, you can forgo taking that Vrylokas have dark gray or blue eyes that tu rn red
power. Instead, you gain a vryloka utility power of when they are angered or excited. Their skin is uni
the same level or lower. formly pale, ranging from pinkish flesh to chalky
Lifeblood: You have the lifeblood power. white. Most vrylokas h ave hair in shades of red, from
deep scarlet to strawber ry b lond. However, jet-black
hair is fo und in rare individuals. A vryloka's upper
lifeblood Vryloka Racial Utility
canine teeth might appear slightly more pronounced
An enemy's ebbina life arants you a surae of vitality.
than the human norm. However, unlike true vam-
Encounter pires, vrylokas have no li:m gs.
Free Action Personal
Vrylokas favor clothing and weapons that reflect
Trigger: You kill or bloody an enemy.
Effect: You gain one of the following benefits. their ancient origi n, from layered robes and tall h ead-
+ You shift up to your speed. dresses to long jackets a nd trousers, or bodices and
+ You gain temporary hit points equal to 5 + one-half skirts. Vryloka garb is often subtly embroidered w ith
your level. bloodrcd roses and thorns- the symbols of the Red
+ You gain a+ 2 power bonus to attack rolls until the Witch. Vrylokas favor red accentuated with brass and
end of your next turn. black, and they regard r ubies as the most precious of
gems.
Uncounted centuries ago, in a land of mists and Vrylokas' armor is u niformly ornate, w ith their
dark forests, the noble families of a now-forgotten warriors favori ng heavy plate. Their weapons are
kingdom sought a way to increase their life span equally flamboyant, spiked and flourished with
beyond the meager years allotted to t hem by their rubies an d rose motifs.
human heritage. On e evening, their e lders were The bloodbond ritua l causes vrylokas to live to
approached by a myster ious entity known only as be three hundred years old or more, and they retain
the Red W itch -a scarlet-clad figure who held the their energy and vital ity to t heir dying days. The
key to their dreams. Sh e offered to them a powe rful most powerful vrylokas arc said to be immune to the
b lood-bonding r itua l t hat would grant them the vital- effects of age, though they can be k illed like any other
ity of vampires without subjecting them to the taint mortal creature.
of undeath. These human nobles became th e first

CHAPTER 3 I Races of S hadow


<!(
Attitudes and Beliefs ~

The essence of the bloodbond ritual is the pursuit of 0


...J
eternal life, and the r itual's effects shape every vry- >-
0::
loka's personality. Vrylokas are passionate creatures, >
capable of being overcome by blissful love or seething
rage with equal ease. The grudges and aflections of a
vryloka can endure for centuries, sometimes passing
from generation to generation.
The intensity of the v rylokas' passion often leads
them to feelings of ennui and unrest. Their once
human minds cause them to appreciate the advance
of years more than dwarves, elves, and other long-
lived races do. As such, vrylokas spend their time
searching for ways to entertain themselves. Some
rum to intellectual endeavors, becoming renowned as
artists or poets. Others seek gratification by pushing
themselves to their physical limits through military
service or adventuring. Most turn their distaste for
world-weariness against each other, engaging in elab-
orate power games in which the common races are
ueated as possessions and pawns.
This c ulture of conf1ict is strengthened by the vry-
lokas' dedication to keeping their bloodlines sacred.
_.\ vryloka's duty is to family first, and even as rivalries
rear competing families apart, there is no room for
doubt or betraya l with regard to lineage. Like every
other emotion, loyalty is all-consuming to a vryloka.
In rare cases, a vryloka develops this same degree
~floyalty to outsiders-most often fellow adventur
er with whom he or she has fallen in . Initially, such
characters typically ensure that their outside loyalties
do not impact their ded ication to thei r kin. However,
many vryloka adventurers eventually flnd themselves
;meed to ma ke a choice between the bonds of fr iend-
hip and those offam ily.
The vrylokas universally pay fealty to the Red
,-itch, whose actions created their race. That faith
- built on a strong sense that the Red Witch and
;.he Raven Queen a re connected, though argument
.,ersists over whether t he Red Witch existed as an
aarch, an avatar, or even an aspect of the god of
:.eat h. Whatever the truth, vrylokas of a religious
nt treat the Red Witch and the Raven Queen as
ne and the same, and few adopt the faith of any
;.her deity.

rryloka Communities
~ nature of their race compels vrylokas to h ide in
..!ain sight within other cultures, typically by passing
mselves off as human nobles from distant lands.
':ldearing themselves to local rulers, vrylokas strive
attain a measure of power and wealth that reflects
status their ancestors first enjoyed. At the same
...::x'. however, vrylokas maintain a shadow society
~eir own, engaging in vicious games ofinfluence
A horde oforcs beains to break and run as a vryloka paladin
power against their vryloka peers-and oblivious
cleaves throuah their ranks

C II A P T E R 3 I Races of Shadow
A vry loka wizard brin9s forth shadowy skeletons to join the f iBht a9ainst a sava9e ettin

of the harm they might cause to the mor tal folk their dark powers with a single-minded devotion to
caught in the crossfire. excel as adventu ring warriors.
In their veiled society, vrylokas value the bond
of blood above all other laws. Those who break this Rogue Vryloka adventurers commonly choose
bond are typically exiled-shunned by vryloka soci- the path of the rogue, favoring daggers and other
ety and forced to live in isolation among the common weapons designed for stealthy attacks. Information
races. Some such vrylokas take up lives of wandering is power in the vrylokas' secret society, a nd vryloka
that lead them to join advent uring groups. Others rogues steal secrets as often as they acquire more tra
undergo a dark breakdown as a result of their soli- ditionalloot.
tude, turning into bloodthirsty killers that prey on the
folk around them. Vampire Despite their ties to vampirism, vry-
lokas ma intain a strong taboo against the complete
Vryloka Adventurers embrace of a n undead existence. They seek eternal
life, not the empty shell of an undead existence. A
Vrylokas are drawn to adventuring as a temporary
vryloka who becomes undead is an outcast, a pariah
means of battling the ennu i that is the product of
hunted for h is or her corruption of the vryloka blood-
their long lives. llowever, havi ng forged new bond s
lines. However, rumors abou nd of powerful vryloka
with those they fight alongside, vryloka adventurers
nobles who have successfully hidde n their vampiric
make a choice to continue that life, even at the risk of
nature for decades.
turning their back on their blood and kin.

Paladin The path of the good or unaligned pa la-


Warlord Vrylokas who become warlords seck
to maxim ize the power they wield among their kin.
din would seem at odds with the dark h istory of the
That thirst for power makes them a target of retri-
vrylokas. However, this class is re latively common
bution by other nobles, w ith exile being the most
among the living va mpires, who dedicate their blades
common result. Vryloka warlords at large in the
to the service of the Red 'Witc h. Vryloka blackguards
world look for the opportunity to lead new allies, even
star t out as enforcers serving the w ill of their fam ily
as they try to prove themselves to their estranged kin. =
elders. Once on their own in the world, they augment
=
C II A P TER 3 J Haces of Sha d o w
Roleplaying a Vryloka Unnatural Vitality Vryloka Utility 2 :(
.L.
You draw forth the life force of a falle n foe to aain sustenance ')
When creating a vryloka adventurer, h ere arc a few
and power.
points to consider.
Daily + Shadow
>-
0::
What you feel, you feel completely. Vrylokas
commit themselves entirely to every endeavor they
Free Action Personal >
Trigger: You kill a nonminion enemy with a melee attack.
undertake. As a vryloka, you take no half measures, Effect: You gain a +2 power bonus to death saving throws
and you freely abandon any goal for which you and to saving throws against ongoing damage. In addi-
can not feel true passion. By the same token , when tion, you don't need to eat, drink, or breathe, making you
you do commit to a task or a quest, you do whatever is immune to starvation and suffocation. These effects last
necessary to see it th rough to the end- or die trying. until the end of your next extended rest.
The bonds of blood are strongest. You were
ra ised to believe that your devotion to family is stron Bloodwolf Form The bloodwolf, a rare beast
ger tha n any other bond. J lowever, as you make your native to the forests of your ancestral homeland,
way in the wider world, you forge new bonds to com embodies the strength and power that is your birth-
pete with the old. Ifyour family calls for your help, right. This fell creature possesses magic that you can
you will do everything possible to comply-except draw on through your blood bond, channeling the
for turning on the friends who bleed beside you in bloodwolves' mastery of the hunt.
battle, becoming your kin by bravery a nd deed. At
some point, you m ight be called on to make a choice Bloodwolf Form Vryloka Utility 6
between old ties and new. If so, you will have to As you are cloaked in shadow, you take on the form of a wolf
choose which fa mily to follow. with alowina red eyes.
Experience is everything. The dark ennui th at Daily + Polymorph, Shadow
threatens your race is a fate you intend to avoid. If you Minor Action Personal
Effect: You assume t he form of a bloodwolf until the end of
arc p resented with the opportunity of a new experi
the e ncounter. While in this form, you cannot attack, but
ence, you take it without hesitation, typically before you have darkvision, you ignore difficu lt terrain, and you
worrying about what reward or payment you hope gain a +5 power bonus to Athletics checks, Perception
to gain. The world is full of exotic places to visit a nd checks, and Stealth checks. As a minor action, you can
deadly monsters to 11ght. The constant flow ofexperi switch between your normal form a nd your bloodwolf
ence- a nd the emotion that such experience brings- is form.
what makes your life worth living.
Vryloka Characteristics: Ardent, dari ng, grudging, Crimson Wings Vrylokas who master the
crimson winBs power learn to match the speed and
jaded, impulsive, passionate
resilience of flying hunters such as the red owl and
Vryloka Male Names: Aurel, Bogdan, Claudiu, Gri the blood hawk. Those who take the form of a bat are
gore, Mircea, Stelian wary of that creature's mythical association with true
Vryloka Female Names: Adela, Crina, Elzeny, Julia, vampires, yet sometimes strive to establish that con-
Mirela, Sanda nection in the minds of the common folk.
Vryloka Family Names: Dorgumir, Gavril, Ghcna
die, lone!, Loredana, Vasili Crimson Wings Vryloka Utility 10
Your body f ades into a haze of reel and black shadow. reform-
Vryloka Utility Powers ina as you take to the air.
Encounter + Polymorph, Shadow
W hen your vryloka character gains a class utility Minor Action Personal
power after 1st level, you can forgo taking a power Effect: You assume the fo rm of a Tiny flying creature, such
granted to you by your class. Instead, you gain a vry- as a bat, an owl, or a hawk. While in this form, you can't
loka utility power of the same level or lower. attack, but you gain a fly speed equal to your speed and a
+ 2 power bonus to all defenses. You return to your nor-
Unnatural Vitality The trait th at gives your mal fo rm at the end of your next turn, or you can do so
beforehand as a minor action. If you are flying when you
race its greatness is built on the power of life and
return to your normal form, you descend to the ground
blood. Like the true vampi res you resemble, you can without taking fa lling damage.
chan nel the life force ofyour enemies, stealing their
vitality to gra nt yourself inhuman resilience.

C 1-1 A I' T E 1\ :{ I Races of Shadow


Vryloka adventurers in bloodwolfform

Vryloka Bloodbond The secret ritual Crimson Death You have focused and honed
taught to your a ncestors by the Red Witch is part of your vampiric nature in combat, feed ing ofl'the life
you now. When one of your allies dies, you can invoke force of your falle n foes. Among your kind, you are
the ritua l yourself to restore his or her life- but at known as Crimson Death, capable of entering a mur-
what price? derous ecstasy when an enemy expires.

Vryloka Bloodbond Vryloka Utility 16 Crimson Death Vryloka Utility 22


A shimmerin9 red 9low moves from you to a dead all)( who sud You r enemfs dow'!fall awakens ;rour thirst for blood and wants
denly shudders to life. you a preternatural awareness of nearb;r foes.
Daily + Shadow Daily+ Shadow
Standard Action Melee 1 Free Action Personal
Requirement: You must have at least one healing surge Trigger: You use your lifeblood racial powe r.
remaining. Effect: Instead of the lifeblood power's normal effect,
Target: One ally who died during t his e ncounte r as a result you gain the fo llowing benefits until the e nd of t he
of fail ing three death saving throws. eriLuunter.
Effect: Yo u lose a healing surge, and the target comes back + You gain a +2 power bonus to speed.
to life with hit points equal to his or her bloodied value. + You gain darkvision.
You are then weakened until the end of your next short + Whenever you hit an ene my with a basic attack, t he
rest or extended rest. e nemy also takes ongoing 1 0 da mage (save e nds).
Special: If the target is human, the target's race can change + You have combat advantage against e nem ies taking
to vryloka whe n he or she comes back to life, causing you ongoing damage.
to be weakened until t he end of your next extended rest. + You gain 15 te mporary hit points if you start your turn
Both you and the target must agree to the transformation, adjacent to an enemy taking ongoing damage.
which can take place o nly with the OM's approval.

C II A P TER 3 ) Hac e s of S hadow


1./'
drow away from the c itadel, Ark ad Oed to a sealed
DWARVES m ine shaft that led dovvn into unquenchable dark-
u..
>
ness. The d row, all too familiar w ith the danger of
c::
Most dwarves spend at least a part of their lives <
underground. Some toil in ancient mines. Others shadow magic, refused to give chase and wrote the $
guard the endless tunnels that extend down into the prince off fo r dead. C:
Underdark, ready to warn of approaching enemies. The drow forced the dwarves they captured into
The folk of the isolated dwarven realms consider sun, slave ry, growing rich and decade nt on the slaves'
sea, and sky the stu ff oflcgend. Even when they dwell labor and the citadel's wealth. So it was that few
among the other races, dwarves feel more comfort- noticed when drow patrols began to disappear. A
able within their living quarte rs a nd treasure vaults few weeks later, the high priestess of Lolth was found
in the cellars of their workshops a nd businesses. murdered and stuffed into a cistern. Whispered
One might expect that those accustomed to living rumors qu ickly spread among the slaves of a d wa rf
underground would have little to fea r from the clark clad in black, with ashen skin and du ll white hair.
ness. Fa miliarity with shadow, however, h as only The drow sought out this rebel, but the patrols they
made dwarves more wary ofit. Dwarven mythology sent to the citadel's lowest reaches neve r returned.
abounds with tales of caverns that devour all light, One morning, the dwarf slaves awoke to find their
strange creatures that leap from shadow to shadow, cells unlocked and dead drow scattered about the cit
and skeletal dwarflords whose greed keeps them for- adel. The drow matriarch's corpse sat slumped upon
ever bound to the darkness. her throne, her face frozen in terror and a magic
dagger d riven into her heart-a weapon thought lost
The Lure of Shadow when Arkad disappea red into the darkness.
The pursuit of shadow magic among the dwa rves
arises by need , not choice. The Citadel of the Rock The Obsidian Cave
was a mighty dwarven fortress that crumbled before In dwarf mythology, caves and passages under t he
a surprise invasion of drow. The citadel's lord, Arkad, in Ouence of shadow magic are referred to as "black
led a valiant defense in the mines before his soldie rs wells." In addition to their latent power, ma ny feature
were cut down by the dark elves. I loping to lure the portals or other links to the Shadowfell. Dwar ves

W hatever th eir races, creatures steeped in shadow often con8reaate to pursue their dark aoals

C II A I'T E H 3 I Races of S h a d o w
who seck out the power of a black well are typically
desperate, mad, or both. ELADRIN
Dwarf communities ban ish or even execute clan The eladrin have long held a fascination with shadow
members who turn to shadow magic, which they fear magic. "f heir mastery of arcane forces stokes their
as a corrupting, evil force. Shadow magic's prom- curiosity when it comes to exploring new sources of
ises of power can spread through a strongh old like power. To the e lad rin, shadow magic is just another
a disease, but arc said to yield only weakness and means of channeli ng arcane power, and they ignore
ruin. For this reason, dwarves who embrace shadow the tales of horror a nd corruption that other races
magic turn their backs on their p eople, living among ascribe to it. As a result, individ ual eladrin sometime
humans and other races. fail to see the threat implic it in shadow magic until it
Although a few dwarves learn to channel shadow is too late.
magic on their own, those who master the power of
the Shadowfell do so as members of an order known
as the Obsidian Cave. Those in the order arc typically
The Pale Court
outcasts, accused of heinous crimes and banished The Pale Court was once a gathering of the most
from dwa rvcn society. Nonetheless, they wage a beautifu l and wondrous cladrin artisans and nobles.
hidden wa r against the enemies of their people in the Through the use of illusions a nd similar magic, they
darkness ofthe world below. clad themselves in unearthly wonder. Tales abound
Would-be members of the cabal must venture of worldly ex plorers who stumbled across the Pale
into the Shadowfcll to the borders of the realm of the Court's fey realm and starved to death, transfixed by
dead. There, they seek an isolated crag of black rock its beauty and unable to look away.
where the masters of the order dwell. This mou nta in, In time, the Pale Court's arrogance grew so over-
known as the Ebon Spire, is said to appear and dis- whelming that its members refused to associate with
appear according to the strange currents of shadow a ny but the most beautiful c reatures. Other e lad rin
magic that surround it. Legends say that only an were allowed into the glades of the Pale Court only
exiled dwarf bereft ofhope and deter mined to die in if they were deemed to be of acceptable aesthetic
the service of the dwarven people can findth is place. val ue. The court's hunters tracked down malformed
A newcomer to the Ebon Spire faces a series of creatures such as trolls and fomorians not out of any
tests designed to ensure loyalty to the order and to desire to drive back evil, but because such creatures
the dwarvcn race. Such acolytes might be fiJrccd to offended their sight.
endure days of unremitting hardship and torment. [n time, however, the Pale Court began to lose its
Other tests might send the initiate out into the world, lu ster. Even the graceful aging that eladrin exhibit
tasked with slaying or spying on a known enemy became a source of u n rest among its members, for
of the dwarves. Only after surviving such tests is a whom the illusion of youth was not enough. Marred
dwarf initiated into the order-and given the fi.tll by the ravages oftime, the e ladrin of the Pale Court
secrets of shadow magic. soon fell to infighting and teetered on the brink of
Dwarves ofthc Obsidian Cave rarely deal with destruction.
other dwarves. preferring instead to wage a singu- Even as anger and hatred threatened to undo
lar war against orcs, drow, and other threats to the ir the Pale Court, a n eladrin of unmatched grace and
people. W hen dwarves of the order die, their souls beauty appeared among its members. With his pale
~eturn to the Ebon Spire, w here they linger as spite-
skin and raven-black ha ir, he was the e nvy of even the
fu l undead spi rits. For initiates of the Obsidian Cave, most arrogant nobles. Dazzled by th is wondrous crea-
destroying the spirit of a fallen m aster serves as a ture, ma ny of the eladrin qu ickly embraced his offer
ft nal test of one's dedication. of the secret of eterna l youth . However, that gilt car-
ried a da rk price.
Those eladrin who rejected the newcomer fought
bravely against their fellows, but to no avail. W hen
the battle was done, those who accepted t he newcom-
"Indeed, the Pale Court is a cursed lot,
er's boon were undone by treachery- given the gift
an assembly as vile any to darken the of eternal life and youth, but as va mpires. After slak-
legacy of the eladrin people. Their crime, ing their newly awakened hunger on their defeated
kin, the surviving eladrin traveled to the Shadowfell.
however, was not in their aesthetic There, the Pale Court persists, still clingi ng to its
obsession, but in their pride." obsession with beauty and its hatred of imperfection.
Across a ll eladrin lands, rumors tell of how par-
-Allomar, ticularly beautiful cladrin sometimes d isappear from
knight of Mithrendain their chambers in the dead of night without a trace.

C II APTER 3 J Uaces of S ha clow


In this manner, it is said, the reputation of the Pale
Court continually grows.
ELVES
To the f~u-ranging elves, the Shadow fell is yet anoth..-
The Twilight Phantoms vista to explore. History teaches elves that ignoranc
is dangerous. Ehren wisdom dictates that mystcr
The Twilight Phantoms are a secretive guild of
ics should be investigated and secrets plucked from
cladrin killers for hire. Its members are trained as
hiding, in case the unknown conceals a perilous
practitioners of various professions, but they all spe
truth. The world of shadow contains countless such
cialize in secretly wielding shadow magic.
enigmas, as does the magic rooted in the Shadowfell
The Twilight Phantoms are forbidden by their
guild's edicts from operating in the Feywild. Instead,
they act as the hidden blade of the eladrin nobil Gloaming Hearts
ity, striking against threats from the mortal realm. In the depths of primeval forests and woodlands
Rumors abound of eladrin nobles, a larmed at the untouched by calloused hands are groves of mighty
rise of a human or dwarf kingdom perilously close trees that shade the forest noor from almost all
to a Feywild gate, who have dispatched the Twilight light. Under the canopy of these trees, the brightest
Phantoms to deal with the potential threat. Evidence day becomes mere twilight. Night is like the spaces
of such actions remains scant, but accusations alone among the stars, blacker than black.
are enough to feed the suspicion of the cladrin that is In some of these loca les, elvcn ta lcs say, the Shad
common among some cultures. ow fell touches the world. The cavclike environment
The Twilight Phantoms maintain no permanent is cool, despite rotting timber and leaves, giving off a
headquarters. Instead, they dwell among the mortal ch ill even in the summer. Trees loom with a sinister
races while posing as merchants and other travel aspect. Creatures that feed on decay, such as insects
ers from the Fcywild. /\.s part of a loose network, and spiders, take refuge among the trunks and
phantoms might spend years on their own before branches. Apparitions oflongdead animals appear
a parchment arrives with orders for a mission. on the edge of firelight, and voices of the departed
Wrapped in red velvet, such orders arc sealed with a can be heard whispering in the still air. The magic of
sigil visible only to the guild's members, and which shadow and death is en hanced.
appears to nonmembers as nothing more than a blob Despite the macabre nature of such surroundings,
of melted wax. elves acknowledge these places as part of the natural
The order p laces the utmost emphasis on secrecy, order. Elves can see past the forbidding exterior to
and a single member typically knows only two or the eerie beauty of these dim realms. Some elves are
three other members. Each Twilight Phantom is attracted to the gloom and what it might hide. Over
chosen for his or her abject loyalty to the order. the centuries, more than one elven settlement has
ensuring that whatever the guild's a ims might be, sprung up in or ncar a lightless wood. Among e lves,
its members will dutifully carry them out. In theory, these settlements are known as gloaming hearts.
only the guild's high master knows the identity of all Gloaming hearts are difficult to find. Most are
members, and missions for the eladrin nobility arc found in the center of e lven territories, so only friends
controlled by this office. oft he elves have a chance to make their way to one.
Rumors persist that the Twilight Phantoms have Legends about the forest th at surrounds one, some of
long since broken into smaller networks. A few of which elves create and spread, can keep even clven
these still carry out orders solely on behalf of the allies away. The truth works to do the same, since
eladrin, but the rest a rc said to have been infiltrated those who are familiar with gloaming hearts know
and seized by other masters. Some believe that the that they can contain crossings to the Shadowfell.
Pale Court now controls a significant portion of the Gloaming hearts arc also where surrounding elven
order, which it is slowly bending to its will. communities send their dead, and undead creatu res
that are welcoming only to elves might dwell within.
Elves of the gloaming hearts deal with death and
"It was the shadow that concealed us shadow, and they revere the Raven Queen and Seha
during our flight from the bright lands. nine. Although they are far from morbid, these elves
It was the shadow that enfolded us, are the keepers of the departed and the caretakers
of the oldest elven lore. To perform their duties or to
sheltered us from the gods' wrath. further delve into the unknown, numerou s gloaming
And it is to shadow I pledge my heart elves give a small piece of their soul "to the dark
side of the moon" to learn shadow magic. Other elves
loyalty without question."
who wish to explore shadow magic often travel to a
-Kreston, vryloka paladin gloaming heart to do so.

C II AI'TE I~ 3 I Races of Shadow


J)
Elf clerics of the death domain, tending to the v
needs of the dead and th e bereaved, are common HALFLINGS 2
in gloaming hearts. Perhaps more than other elves, Hal!lings have never been renowned for their skill
such priests are lovers of life and foes of t hose who with magic, but much of that reputation is due to
use shadow magic for the sake of evil. Elf illusionists, their low profile. Halflings like the fact that bigger
nec romancers, and nethcrmancers hone th eir arts in fol ks consistently unde restimate them, and they go
gloaming hearts. Primal magic that evokes e lf ances- to great lengths to keep their knowledge of magic a
tors is also a customary practice a mong gloaming secret. Among the hall1ings, fewer secrets a re better
heart elves who have real power. kept than mastery of the magic of the Shadowfell.
H alflings are no more likely to master shadow
Dusk Elves magic than any other race is. However, when a half-
ling does learn to comma nd the power of shadow, it
In the ancient war against Lolth a nd the drow-a
is typically not for the personal gain that others seek,
conflict that divided kin a nd sundered age-old
but for the good of the tribe that is the center of hal-
relationships-some elves could not b ear to ta ke
fling society. The leade rs of halfling wagon and raft
sides. Among them were those who h ad once favored
caravans have learned that the best way to deal with
Lolth's overbold teach ings and others who had loved
a threat is sometimes to simply step arou nd it.
Corellon best. All ofthese neutral parties renounced
A half1ing clan that is ambushed by brigands or
their alliances a nd were among the first elves to
that stum bles into a war zone can seck sanctuary in
flee the Feywild for the world. Corellon a nd Lolth,
the Shadowfe!l, slipping across the planar boundaries
as well as their loyalists, branded the absta ine rs as
to bypass the conflict. Such forays into sh adow carry
cowards and traitors. Sehanine instead protected
their own risks, which is why halfli ngs learn to recog-
these individualistic elves for cleaving to a persona l
nize the ebb and flow of shadow's power. Only by the
code a nd following her ways. Dusk elves were born as
precise plotting of a safe course can the safety of the
Schaninc's chosen people.
clan be assured.
In the intervening centuries since the great war,
Corellon's wrath has cooled, and most elves are igno-
ra nt of the stance of their primeval kin against the The Bleak Paths
dusk elves. Lolth and her followers have not forgot- The desolate stretches of road and river where the
ten, however, and neither have the dusk e lves. They Shadowfell bleeds over into the world, known as the
remain hidden and apart, in the shadow between Bleak Paths, allow travel to and from that dark reahn.
legend and history. The power of shadow a nd death invariably in fuses
Dusk elves live in hidden enclaves, which they pro- such locations, which are the sites of terrible cri rnes,
tect fiercely. They are not like other elves. \\Then an large-scale tragedies, or powerhii rituals that channel
elf might be expected to be joyous, a dusk elf is sta id, shadow magic.
a nd when an elf might be expected to be rash, a d usk Most of those who travel the Bleak Pat hs do so
elf is cautious. Dusk elves call on Sehanine, the Raven by performing t he ritua ls needed to access them. In
Queen, and Melon1, by tradition never lifting prayer some cases, however, a traveler can stumble into the
or song to Corellon, who rejected them in his anger. Shadowfell along such a road without warning. Such
Give n to darker moods and emotions, dusk elves h ate sudden d isappearances might coincide wit h the man -
Lolth and the drow more fer vently than their lighter- ifestation of undead or shadow monsters in an area,
hearted kin do. and could depend on the nature of the event that cre-
By turning from fey convent ions to self-imposed ated the Bleak Path.
exile and veneration of Sehanine, the dusk elves One of the most infamous Bleak Paths lies wit hin
embraced a unique path. Although they grieve over the Nentir Vale, on an overgrown track that crosses
their banish ment in song and story, few desire to the Gray Downs. In ages past, a hill clan war chief
return to past glories. Instead, dusk elves seek power walking in the com pany of his bride was set upon by
a nd favor in u nusual places. Individual du sk elves are the chiers brother, eage r to seize control of the tribe.
j ust as likely as other elves to go into the wider world, In a deadly ambush, t he chie f and his beloved were
but dusk elves do so without revealing their true heri- cut clown by a ha il of arrows as they walked hand in
tage until they have proven their worth in word and h and along the path .
deed . On this path, they are more like ly to utilize To t his day, travelers that follow this ancient track
ill usion, trickery, stealth, and shadow magic than any are cautioned to never make physical contact with
other elves. their com panions as they walk. Legends tell of how
those who do so near the location of the ambush
are pulled into the Shadowfcll as they inadvertently
mimic the doomed couple's last steps.

C HA PT ER 3 I R aces of S hadow
The Phantom Blades strike w ithout warnina, then vanish into the darkness

"It is not for personal gain that we dabble The Phantom Blades
in darkness. Rather, it is to protect our The Phantom Blades are a cabal of ha lfling shack
people and what is rightfully ours." magic-wielders who patrol the waterways and pa:..
on which their people wander. They keep the Blei
-Callie Darkdagger Paths secret, hunting down members of other ran_
of the Phantom Blades who stenl and misuse the lore of such sites.
By using their own knowledge of the Bleak Pau..:..
The spiritual imprint th nt death makes on an the Phantom Blades specialize in setting up ambc,.
area is the key to accessing a Bleak Path. As such, for their enem ies. More than one kobold or goblin
the halflings' mastery oflore and secrets allows party in stealthy pursuit of a hall1ing clan has be=
the ir scouts and clan leaders to accumulate untold suddenly assaulted by halfling warriors who appez=
numbe rs of such keys. T his information, along wit h from nowhere as they step from the Shadow fell i
maps showing the locations of131eak Paths across the world.
the lands in which hal flings travel, is greatly trca Their fanatic dedication to defending their peop.-
sured by the clans that possess it. somctimes causes the Phantom Blades to cross the
The lore of the Bleak Paths is concealed within between protection and aggression . A human trader
otherwise mundane-looking maps. Vanishi ng ink who overcharges only half1ings for his goods migh;
made visible on ly by the light of a full moon, secret be targeted fo r vengeance. Likewise, the Phantom
symbols woven into a map's decorative borders, and Blades have been known to resort to banditry on
codes carefully worked into place names and histo Bleak Paths to settle old grudges with other fol k.
ries protect th is precious secret. grudges can trace their roots to inj ustices visited oc
half1ings in the distant past. However, for some PI=
tom Blades, such slights arc an excuse to raid. pi~
and murder in the present day.

C II APTER 3 I Race s ofSitadow


Vl
HUMANS mighty beings leave behind linge r in the dim realm
as vestiges that can be called upon for power.
z
<
No border is too daunting for bold humans, no unex- Humans have ever found reasons to go to the 2
plored land too distant. Passion and ambition, of Shadowfell and deal with beings there. These motiva-
both light and dark varieties, push humans into new tions are as diverse as the supernatural gifts that can
places, sometimes against their better judgment. A be gained through such exploration.
willingness to take great risks for a number of reasons
leads hu mans across boundaries that others might Dark Teachings
hesitate to cross. Shadow m agic is far from u ncom-
Other races label humans as curious and ambitious,
mon among huma ns, who put such power to any
with both reasonability and some measure of dis-
number of purposes.
dain. llumans' curiosity is rooted in the ndage that
knowledge leads to power. H umans have a reputation
First in Shadow for seeking knowledge, too often and too fervently,
History and the events of the present show humans with little heed to the consequences. That tendency,
to be impulsive and daring. They are also short- however chancy, means that humans accumulate
lived compared to many other races. Concern over informntion and create institutions to disseminate
their mortality can make humans try harder to give that information for a price.
their existence meaning or to extend their lives. All The Tenebrous Cabal, based in Gloomwrought,
these factors have guided humans of the past toward is such an organization. Most people agree that a
exploring and Living in the Shadowfell, as well as tap- hu man or a group of humans founded the cabal to
ping shadow for eldritch power. study shadow and the eerie powers that can be had
Long ago, a tribal nation of humans in the world from that lea rning. Rumor and innuendo surround
feared death above all else. They saw how Nerull, the actual names of those founding few, incl ud ing
who was god of death then, abused the souls of the Evard, Maikedhon, Gorm the H idden, and even
dead. None living could tell where the soul went after Acerera k. Gaining adm ittance to the cabal involves
death if it passed out of creation, which most souls undertaking a perilous task for its benefit. A few,
did. The existing gods were too demand ing, and however, get in by means of relationships with cur-
devils too depraved, to be trusted in the arena of pos- rent members or the influence of a patron. The cabal
sible immortality. When the Raven Queen claimed has a reputation for apolitical behavior and little con-
Nerull's throne over his broken body, these human s cern for moral judgments. It is a ruth less m eritocracy
sought to deal with death herself. The Raven Q ueen in which the capable climb to the top over defeated
granted them vigor and longevity for their fealty, and rivals.
bade them move into the Shadowfell. They became The White Lotus Academy, which the human
the shadar -kai, able to do as they wish as long as they wizard Daniorra helped establish before Nerath's
serve the Raven Queen. fall , has a staunchly academic stance toward nrcane
It is said that even before they became a unique magic and the study of the shadow arts. Known for
race, these precursors of the shadar-kai founded the admitting students based on talent and tuition, the
oldest part of the settlement now known as Gloom- school a lso has a reputation that is fiu less sin ister
wrought. T his first section was a black ha ll in which than that of the Tenebrous Cabal. The instructors
followers ofNerull still lurked. The early shadar- discourage fu ll devotion to shadow magic clue to
kai sent these foul cultists to the grave and claimed the strain that such concentration puts on a stu-
Gloomwrought for themselves. Like a living creature, dent's soul. However, more than one academy
the city responded and grew to accommodate its new scholar has crossed that line without censure. Poli-
inhabitants. And so it still does, having passed over cies forbid the use of black magic in the academy,
the years from the shadar-ka i back into human domi- but the administration remains ha nds-off as long as
nance-unless its mysterious caretakers, the keepers, shadow practitioners remain w ithin reasonable mora l
are its true masters. bounds. In fact, Marovic, the current headmaster
Since a ncient days, humans have rightly seen the ofthe school, is an illu sionist who learned from a
Shadow fell as a place where powerful and secret master in the Shadow fell. Marovic refu ses to speak
places, people, and item s are lost or imprisoned. fi.1rther about his teacher.
Orcus cast the entire city of Moil into the Plane of
Shadow, where it still exists and holds its mysteries
and treasures. Nameless forces drag those who have
committed heinous crimes into mist-shrouded private
hells, known as domains of dread, in the Shadow-
fell. T he influence of those in such realms can reach
beyond their prisons, and sim ilarly, the marks that

C HA P TER 3 I !laces of Shaclow


Tireless and unyielding, born tofiglzt

RACIAL TRAITS
Average Height: 5 8-6 4
Average Weight: 200-300 lb.

Ability Scores: +2 Constitution; +2 Strength or


Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, Dwarven


Skill Bonuses: +2 Endurance, +2 Streetwise
Born of Two Races: Select either human or dwarf. You
can take feats that have your choice as a prerequi
e site (as well as those specifically for muls), as long as
you meet any other requirements.
Mul Vitality: Increase your number of healing surges
by one.
Tireless: You need to sleep 6 hours in a 72-hour period
(instead of a 24-hour period) to gain the benefit of
an extended rest.
Incredible Toughness: You have the incredible tough
I ness power.

I ~\
1 Incredible Toughness Miii Racial Power
Through dogged determination and sheer physical hardiness,
you shrug off an effect that would daunt a lesser person.
Encounter
No Action Personal
Trigger: You start your turn.
Effect: You end any ongoing damage or any dazed, slowed,
stunned, or weakened condition currently affecting you.

Muls are half-dwarves, descended from the union of


a human and a dwarf. They have the stature, agility,
and mental flexibility of humankind, coupled with
the physical resilience and endurance of dwarvesa
rare combination of qualities that makes muls more
than a simple blend of the two races.
Because they are strong, tough, quick, and blessed
with fantastic endurance, muls are highly prized as
slaves. In fact, most muls are born into slavery.

Play a mul if you want...


+ to be tough as nails.
+ to play a hero who fought his or her way out of the
bonds of slavery.
+ to be a member of a race that favors the fighter,
barbarian, and battlemind classes.
0
z
a
0
-I
0

CHAPTER 2 Races of Athas


20
Muls are hard, driven, pragmatic folk with little -J
PHYSICAL QUAUTIES remorse or sympathy in their hearts. Many grow up D
Muscular and fit, muls resemble powerfully built under the lash, having been taken from their parents
humans. Although one might expect muls to average while very young and subjected to brutal training for
somewhere between dwarf and human stature, they the arena or grinding toil in fields or quarries. Con
are taller than most humans. Male muls have truly sequently, muls have a hard time offering friendship
heroic proportionsbroad shoulders, narrow waists, and trust to anyone. More than a few muls, scarred
powerful thighs, and thick arms. Females, while by the hardships of their upbringing, spend their days
not as heavily muscled, are tall, strong, and athletic. as bitter, violent misanthropes. Others are suspicious,
Many muls of both genders are hairless, although grasping mercenaries who have learned never to lift a
some grow topknots of dark hair. Their faces hint at finger on behalf of another person without establish
their dwarven ancestry, with strong, stern features ing what they will gain from providing aid. Despite
and small, swept-back ears that come to subtle points. their tendency to be sullen or self centered, muls can
Mul skin and eye colors are as varied as they are in learn to work alongside others. Growing up in the
humans, but many muls have a copper or deeply slave pits and the underclass of society taught them
bronzed complexion, and a few have eyes of a star how to forge alliances and understandings; their sur
tling honey-gold or green-gold color. vival demanded nothing less.
Muls have little collective racial identity and adopt
the dress and fashion of their homes. However, they Mul Characteristics: Angry, blunt, callous, driven,
are fond of tattoos and favor simple geometric pat fierce, honest, skeptical, stern, stoic, stubborn
terns rather than depictions of creatures or objects.
Male Names: Aram, Borthomar, Bost, Darok, Darus,
In this way, they honor their dwarven heritage with
Durn, Eben, Erekard, Gard, Harask, Marok, Morg,
designs reminiscent of dwarven motifs.
Rikard, Rikus, Sanozar, Uskan, Zedath, Zorus
Muls have life spans comparable to those ofhumans.
Female Names: Aisa, Aivel, Brithis, Callia, Demosis,
PLAYING A MUL Elina, Faivel, Himithis, Laivi, Narisel, Niva, Raina,
Most muls begin their lives as slaves. Slaveholders Reshel, Saditha, Tirshel, Uisel, Zerima
throughout the Tyr Region have long known that tre
mendous hardiness and stamina result from mixing MUL BACKGROUNDS
human and dwarven lines. Muls make outstanding Combining dwarven toughness and human inge
gladiators, slave warriors, and heavy laborers, endur nuity, muls inherit the best features of both races.
ing toil and hardships that would kill lesser folk. Although muls can serve in many ways, most find
Muls who set their hearts on freedom are diffi their lives shaped by a nobles desire to create a
cult to keep in chains. Some escape to the wilds and worthy champion or a merchants calculated invest
become raiders or join tribes of ex-slaves, whereas ment in a gladiator for the arenas.
others who escape become mercenaries and sell their Broken, Beaten, Scarred: Your scars and bat
fighting skills to whomever they can. Muls who dont tered features tell your tale. You have known little
flee captivity can win their freedom in the arena more than abuse and hardship in your life, your
or by completing a dangerous task for their mas bones broken and your spirit tested as you toiled for
ters. A few highly prized gladiators receive so many cruel masters. What sort ofwork did you do? Were
privileges and comforts that they are effectively free, you a common laborer, or did you fight in the arenas?
enjoying great latitude to go where they want and do Why were you targeted for so much abuse? Were you
as they wish. The Dungeon Master might have mul insubordinate, or did you suffer under a tyrannical
heroes start the campaign as slaves. If not, assume master? How did you escape your tormentors?
that your mul character has already won his or her Associated Skills: Endurance, Heal
freedom by the time the game begins. Freedoms Call: You have been a slave all your
life, and now you want nothing more than to be free.
Who owns you? What are you prepared to do to win
WHY ARE THEY your freedom? What will you do once you have it?
Associated Skills: Endurance, Intimidate
CALLED NULS? Tattooed Warrior: Most enslaved muls bear tat
The word mul is derived from the Dwarven term mu! toos that designate ownership, occupation, victories,
zhennedar, which means strength. Pronunciation varies or training. These decorations separate the seasoned
throughout the Tyr Region; the word can be pronounced muls from the green ones and help owners identify
as mool, mull, or mule, although this last variation is con their chattel (since few owners bother to learn their
sidered derogatory and might start a fight. Given the slaves names). What sorts of tattoos decorate your
derivation of the name, sages who care about such mat body? Do you have only a few, or many?
ters regard mull as the most accurate pronunciation. Associated Skills: Intimidate, Streetwise
CHAPTER 2 Races of Atlsas
- 15

THR1-KREEN
Alien to most people ofAthas, these desert-dwelling
creatures livefor the thrill ofthe hunt
PHYSICAL QUALITIES
The insectoid thri-kreen have six limbs and are cov
RACIAL TRAITS ered in tough, sandy-colored chitinous plates. Their
Average Height: 5 4-6 6 lowest pair of limbs is used as legs, and their upper
Average Weight: 180-240 lb. pair of limbs serves as arms. The middle set of limbs
is small but dexterous, and the thri kreen use them
Ability Scores: +2 Dexterity; +2 Strength or Wisdom for fine manipulation, leaving heavy work to the
Size: Medium stronger upper arms. Both the middle and the upper
Speed: 7 squares pairs of limbs have three clawed fingers and one
Vision: Low-light opposable thumb. In combat, thri-kreen hold weap
ons or shields in their upper limbs, since the middle
Languages: Common, Thri-Kreen pair lacks the strength for this purpose and using
Skill Bonuses: +2 Athletics, +2 Nature both sets of limbs would be awkward and unwieldy.
Multiple Arms: Once per turn, you can draw or Swift and athletic, thri-kreen are natural climbers
sheathe a weapon (or retrieve or stow an item and jumpers. Their wedge-shaped heads have large
stored on your person) as a free action instead of a compound eyes, two (mostly vestigial) antennae, and
minor action. powerful mandibles. They can speak an accented
Natural Jumper: A thri-kreen is always considered to form of Common but prefer their own language,
have a running start when jumping. which is easier to pronounce with their mouth parts.
Torpor: Rather than sleep, thri kreen enter a torpid Thri-kreen have short life spans and rarely reach
state. In this state, you remain aware of your sur 30 years of age.
roundings, and you require only 4 hours of torpor
(rather than 6 hours of sleep) to gain the benefit of
~ extended rest.
PLAYING A THRI-KREEN
Thri-Kreen Claws: You have the thri kreen claws power. Thri-kreen minds, behavior, and physiology often
seem bizarre to members of other races. But despite
Thri-Kreen Claws Thri-Kreen Racial Power their fierce appearance, the insectlike humanoids
can be loyal and courageous companions. Thri-kreen
You quickly lash out with all your claws, tearing at
nearby enemies. have most of the same needs and morals as do other
races; they simply prioritize those needs and morals
Encounter
Minor Action Melee 1 differently. Most important, thri-kreen judge others
Target: One, two, or three enemies solely on physical and mental ability. The lazy and
Attack: Strength, Dexterity, or Wisdom + 3 (6 at 11th level weak deserve contempt, regardless of race; likewise,
and 9 at 21st level) vs. AC strength and cleverness merit respect no matter who
Hit. 1 d8 + Strength, Dexterit>c or Wisdom modifier demonstrates these qualities.
damage. You gain a bonus to the damage roll equal to Thri kreen view everything through the lens of
the number of targets.
the hunt and the predator-prey relationship. Their
Level ii: 2d8 + Strength, Elexterit>c or Wisdom modifier
damage. basic social units are the clutch and the pack. A
Level 21: 3d8 + Strength, Dexterity, or Wisdom modifier clutch is a small group (no more than six) to which
damage. an individual kreen has a close bond. The concept of
the clutch combines team, friends, and family.
Thri-kreen are mantislike humanoids that hunt in Every thri-kreen has a birth clutch that consists of all
packs throughout the wastes ofAthas. They have surviving members of the group of eggs from which it
adapted to the harsh climate and are experts at sur hatched. Later in life, each kreen forms one or more
viving with only scarce resources. Thri-kreen are other clutches, perhaps centered around adventur
nimble, and many also have psionic abilities. ing groups or specialized hunting parties. A pack is
a larger social unit that consists of any number of
Play a thri-kreen if you want...
clutches. If deprived of a clutch, a thri kreen is bio
+ to be a pragmatic hunter who knows how to sur logically compelled to seek out a new group to join.
vive in a harsh world. Obeying their pack instincts, thri-kreen try to
+ to roleplay a race with beliefs and practices far dif find their place in any group. They use a series of
ferent from those of humans. challenges to determine the pecking order, assessing
z
+ to be a member of a race that favors the monk, their possible clutchmates in secret or, when neces z

druid, and ranger classes. sary, demanding trial by combat. Thri kreen seize
S

CHAPTER 2 Races of Athas


22
leadership of groups in which theyre the strongest
members, but they are willing to accept subordinate
roles in the presence of powerful allies. They take
orders from the pack or clutch leader without hesi
tation, eager to fulfill the duties of their position.
Despite the apparent autocracy of a kreen group, any
~- ,/__
member is free to voice its opinion and offer advice.
Indeed, each thri-kreen is expected to have expertise
in matters the others do not. All must contribute to
the good of the clutch and the success of the hunt. -

In thri kreen culture, combat is just another kind


of hunt. Thri kreen rarely fight out of malice and see
no need for aggression unless it is the best means of
obtaining the resources they need to survive. Self-
defense is another mattera thri-kreen who has been
attacked cant fathom any response other than a vio
lent counterattack. After a victorious battle, a kreens
first instinct is to collect any useful possessions that
belonged to the attacker or (in the case of beasts) to
harvest the body for food.
Many thri-kreen develop psionic abilities. Those
who fully pursue these gifts often become monks or
battleminds, taking advantage oftheir physical talents.
Some attribute this natural ability to racial memory.
Each member ofthe race is born with the clutch
mentality and an innate knowledge of the Thri-Kreen
language. When a thri-kreen encounters a place or an
item that played an important part in kreen history,
it might see flashes of the past an upwelling of racial
memories long suppressed but present in all kreen.
Thri-Kreen Characteristics: Distinctive, dutiful, Last of the Clutch: As a result of battle or tragedy,
inscrutable, observant, predatory, single-minded, tough the other members ofyour birth clutch were slain or
captured, and you are the only one left. Do you look
Male and Female Names: Chaka, Chuka-tet, Drik for new allies worthy of being in your new clutch? Do
chkit, Hakka, Kacha, Kacht ta, Katho, Lakta-cho,
you try to find and rescue your imprisoned clutch-
Pakcha, Pik-ik-cha, SaRelka, TChai, Tak-tha
mates? Was it your failure that led to your clutchs
fate? Has it been difficult to survive on your own?
THRI-KREEN BACKGROUNDS
Associated Skills: Endurance, Insight
Thri kreen are a people of the deep desert. Most are
Explorer of the World: The odd creatures
nomads of the Western Hinterlands and have little
around you are covered in soft flesh instead of chitin,
experience in cities, but some come from large packs
and they exude a delicious scent. What more can you
of raiders that plague the Ivory Triangle and the
learn about them? Does their lack of ties to clutch and
Tablelands. Kreen estranged from their people form
pack worry you? They might be untrustworthy. Why
new clutches with companions of other races.
do they lie down and close their eyes for hours on
end? Perhaps they are weak or lazy. Is it even possible
for these creatures to be worthwhile clutchmates?
DUTiES OF A CLUTCHMATE Associated Skills: Diplomacy, Heal
The clutch mindset influences all thri-kreen actions, and Follower of the Great One: You experienced
the duties to the clutch are many. a potent vision a triggered racial memory that
+ Accept your place in the clutch and follow the lead showed you images of the Great One, a thri-kreen
ers commands, for the clutch must be orderly. khan who once ruled your race and worked along
+ Challenge a weak leader, for the clutch must be strong. side humans. Do you seek to restore the alliance
+ Offer advice to the leader, for the clutch must be wise. between your people and other humanoids? Do
+ Protect the clutch and clutchmates, for the clutch you delve deeper into thri-kreen history? Has your
must endure. experience awakened latent abilities and led you to
+ First fulfill your duty to the clutch, then to the pack, become a psionic character?
then to other kreen, then to intelligent creatures, and Associated Skills: Diplomacy, History
then to prey, for the clutch must be foremost.
CHAPTER 2 Races of Athas
23
Races Goblins are highly social creatures, dwelling in
tightly packed warrens with hundreds if not thou-
sands of individuals. Individual goblins are weak, but
Numerous races call the Underdark and its dungeons early on, each strives to be king of the hill. Goblins
home, though many of them are monstrous or hostile. become surprisingly willful by competing with their
Their distinct ways oflife are adapted to the harsh peers, maturing--for better or for worse-when they
realities of underground existence. Though they are can assert themselves. A goblin sees itself as cunning
viewed with suspicion or hatred by other races, these and dangerous, even if it is the wimpiest member
dungeon dwellers can be every bit as heroic as their of the warren. Such independence borders on arro-
surface-dwelling counterparts. gance, but it prompts a goblin to attempt daring
Goblin: Pint-sized rascals that infest dungeons the actions that larger races would think twice about.
world over, goblins are endlessly curious. A goblin finds a sense of itself from the time it
Kobold: Small and weak, kobolds depend on their begins life as a crawling, biting infant. Goblin moth-
traps and each other to survive in the Underdark. ers give birth to litters numbering around a dozen,
Svirfneblin: Many believe these mysterious giving the youngsters plenty of siblings to interact and
Underdark gnomes to be only a fable. compete with. Juveniles possess an impulsive curios-
ity that makes them crawl into every cranny of the
warren, always craving the new and undiscovered.
GOBLIN Most are noisy and selfish, demanding attention by
Pint-sized rascals known throu9hout the world for forcing their way into every activity.
their spitefulness and thievery Upon adulthood, most goblins find that they are
good only at hurting or stealing things. Exceptional
Racial Traits individuals develop a knack for leadership, crafting,
navigation, problem solving, or other valuable skills-
Average Height: 3'4"-3'8"
even magic. Goblins take immense pride in their
Average Weight: 40-55 lb.
talents, even if it's just a honed ability to knife people
in the back. Practicing a skill gives them an identity
Ability Scores: +2 Dexterity; +2 Wisdom or +2 Charisma
within the community, which in turn makes them
Size: Small
feel important or useful.
Speed: 6 squares
Goblins love to brag and get attention; they are
Vision: Low-light vision
instigators who poke and prod at anything to get a
languages: Common, Goblin
reaction. In the warrens, they behave like petulant
Skill Bonuses: +2 Bluff, +2 Stealth
brats, vandalizing, insulting, hitting, or whining to be
noticed. This need for attention might explain their
Goblin Reflexes: You gain a +1 racial bonus to Reflex.
kind's violent attacks on the other races of the world.
Goblin Tactics: You have the yoblin tactics power.
After all, what better way to get some one's attention
than by attacking their homes? Countless raids and
Goblin Tactics Goblin Utility
wars have been committed by goblins to satisfy this
You avoid your enemy's blow and cleverly dod9e away. impulse, but the smart ones realize that this sort of
At-Will behavior won't get them far if they wish to interact
Immediate Reaction Personal with others in any meaningful way.
Trigger: An enemy misses you with a melee attack.
Independent goblins, especially those who leave
Effect: You shift 1 square.
their warrens to become adventurers, have learned
to tone down their selfishness. Though not nearly
The image of puny, nose-picking, knife-wielding
so crude or vicious as others of their kind, they are
goblins is common throughout the world. Most adven-
nonetheless rascals at heart. Curious to the point of
turers believe in a keen sword and room to swing as
recklessness, yet cunning enough to escape many
the best way to deal with them. Goblins might be the
dangers, goblin adventurers embody the best of
most numerous humanoids in the world, with a repu-
their kind's adaptability. Their companions might
tation for infesting every dank hole and tormenting
have to put up with nonstop chattering or poor
the countryside with never-ending raids, violence,
hygiene, but they can be trusted friends eager to
and maniacal scheming. The majority of them are
take in all the danger and excitement the adventur-
rapacious and vile, but some have the intellect and
ing life has to offer.
attitude to join the ranks of heroes. Though they
might face prejudice, goblins can be independent,
cunning, and crafty adventurers.
z
..J
tO
0
lJ

Small but endlessly curious, 9oblins can be stouthearted adventurers

Physical Qualities In theory a goblin's life span is equal to that of


humans, but most goblins come to an early end
Goblins stand just over 3 feet tall, with wiry frames
because of their unbridled curiosity.
that resemble those of human children. Sometimes
humorous, sometimes frightening, each goblin's fea-
tures are unique and often reflect its personality. Attitudes and Beliefs
Some goblins have long hooked noses and pointy In matters of belief in specific deities, following codes
ears, while others have exaggerated fangs or eyes that of conduct, or showing loyalty to a leader, goblins
seem to bug out of their faces. quickly get bored and move on. They are motivated by
Most goblins have knobby joints and skinny limbs, novelties, be they stolen treasures or new sights and
though a few are flabby or even roly-poly. Their skin sounds, or even bodily sensations unique or bizarre.
tone ranges from bright greens and oranges to dark, Goblins live for sensation, going out of their way to
earthy browns. Some are hairless, with oily hides, explore, open, prod, taste, or rub up against new
while others are covered in mangy hair from brow to things-often to the disgust of non-goblin companions.
back. Many goblins ignore hygiene and are accompa- Goblins' perceptiveness is curiously selective. They
nied by an ever-present stink. Some even take pride might not notice hidden traps or monsters, but they
in their disgusting habits. latch onto weird old graffiti, bits of rotten food, scraps
Goblins wear whatever is available, usually incor- of ruined scrolls, and other interesting rubbish.
porating small trinkets, trophies, or interesting things Living in an overpopulated warren teaches goblins
they've stolen in their travels. These objects usually that quantity is more important than quality. A goblin
seem weird or pointless to others, who don't under- would pass over one great treasure to grab a whole
stand the value goblins place in these treasures. A bunch of baubles.
goblin's clothes are a patchwork of different materials Goblin curiosity also drives them to pilfer and
stitched together over the course of years. Its equip- plunder. They carry out raids and burglaries so they
ment is usually rusty or ramshackle but serviceable, can acquire new things to take back to the warren.
thanks to goblin-kind's innate knack for tinkering. However, goblins don't covet in the conventional
sense. Few maintain ownership of an item or value
the trinkets they've collected. They simply take what a tough leader to bully them into order, but they don't
interests them at the moment, then discard it and follow blindly. When serious danger arises, goblins
move on to the next. Their warrens are cluttered prefer to slink away through one of the warren's
messes, overflowing with everything from golden numerous exits and plan a counterattack.
treasure to shiny rocks. Goblins are also known for keeping the company
Many goblins are consummate schemers, concoct- of a variety of beasts with which they have a natural
ing plans of startling complexity that they hope will affinity. Bigger creatures, such as wolves or carrion
generate excitement or riches. Though few goblins are crawlers, join goblin raiding parties. Rats, bats, and
book-smart, their devious minds can outpace those snakes serve as spies or distractions. Regardless of
of other folk. Goblins rarely think in ways that are the beast's use, it's treated like a beloved pet, not just
linear or even logical. They love investigating weird a tool. Goblins bond with their creatures, and if one
possibilities, improbable outcomes, and unlikely dies, its master is distraught. A goblin might care
courses of action. Such scheming sometimes triggers more about the well-being of its pet than it does about
calamities that cascade like dominos-much to the that of other goblins.
goblins' delight.
Goblins have few orthodox beliefs, but they love Goblin Adventurers
to create myths, rituals, and laws-most of which are
A goblin's natural curiosity, cunning, and explorative
arbitrary. They imitate anything they think is neat,
spirit lends itself well to the adventuring life. Many
such as some newly discovered custom of a nearby
goblins are drawn to the excitement that comes with
culture, although the original intent is usually lost
battling monsters, rescuing grateful victims, and
in translation or warped to suit goblin ends. Isolated
bathing in plundered loot-anything that gets them
goblin tribes in the deep wilds might hear the call of
attention. Of course, interacting with other people
the primal spirits, though they might envision those
demands that a goblin at least partially put aside its
spirits as unpleasant or slimy, such as Ska'nug the
natural tendency toward pettiness and violence. With
Skunk or Blhorgg the Whelk.
the right guidance, a goblin can be a hero.

Goblin Communities Rogue Goblins are such stereotypical rogues


Goblins are found in any climate, at any altitude, that envisioning them as anything else takes effort.
in any environment, and at any distance from the Motivated by thievery, antics, and adventure, goblin
settlements of other races. Their ability to adapt rogues use their diverse skills and craftiness to get
and thrive is second only to that of humans, and into secret places. These troublemakers go out of their
goblin wanderlust-combined with their speedy life way to discover dangerous things to overcome, as well
cycle-encourages rapid expansion into new realms. to befuddle folk of other races who underestimate
They are tenacious, finding a way to sneak into any their cunning. Goblin rogues might not possess the
place they can exploit, from dungeon caves to sewers stature or presence of their companions, but they get
beneath the streets of a human city. their hands on the best loot.
Regardless of where goblins dwell, they prefer cozy
underground quarters. Only the smartest are any Assassin For goblin assassins, killing isn't just
good at creating new homes, so most goblin tribes are a means to an end-it's the fun part. They enjoy dis-
more like squatters, taking advantage of an empty lair patching targets in novel ways. Playing with different
or even bullying out an original resident. The goblins poisons and weapons keeps a goblin assassin from
quickly turn their usurped warren into a cluttered, losing interest. As long as it has something new to
stinking, crowded mess, filled to the brim with stolen kill or a new way to do so, it is ruthlessly efficient in
trinkets from the surrounding countryside. Some its task. A routine murder, though, isn't likely to be
rooms might have a single purpose-such as larders, worth a goblin assassin's time regardless of the pay.
armories, or meeting places-but to an outsider a
goblin warren is an undifferentiated mass ofjunk and Wizard Magic looks really fun to young goblins,
chattering, filthy bodies. and some of them search for ways to learn those neat
Signs that a goblin settlement is nearby are obvi- tricks. No goblin warren has a wizard school, so such
ous. Trails oflitter or graffiti surround the warren, arcane aspirants must teach themselves through trial
and goblins' typically poor treatment of their environ- and error. (Not many survive the process.) A goblin
ment makes their territory easy to identify. However, wizard usually relies on a couple of standby spells but
finding the entrance to the warren is another matter. continually switches up the others when preparing
Goblins post guards at all times, and they use small for the day. Big, explosive effects and tricky illusions
entrances that bigger creatures have trouble squeez- that fool people or move them around really pique
ing through. They are quick to rally when they have goblins' interest. They also are fascinated by magical
You crave new experiences. Goblins live for the z
novel. You're at your happiest when reveling in some
new treasure, food , or -sensation-even unpleasant
ones. This desire encourages goblins to go out into the
world, exploring and touching anything they can. You
might be obsessed with a particular type of object or
feeling, or you might have left the tribe out of curios-
ity over what lies beyond the next horizon. Either way,
you are likely the first of your party to handle new
items or prod something best left undisturbed.
You have a bad reputation. The rest of the world
sees goblins as pests and villains-with good reason.
The majority of your kind deserves their bad reputa-
tion, and facing discrimination will be a constant
challenge. You might be an enlightened goblin doing
your best to show that not all of your kind is evil. Per-
haps you are as untrustworthy as the majority of your
folk, but tempered somewhat by the influence of your
adventuring companions.
For a 8oblin bard, it's all about audience appeal

creatures. Most goblin wizards have familiars, and


they're big fans of the "summon a big monster and
run away" school of spellcasting.
A FRIENDLY GAME OF
Bard Given the goblins' love for ribald antics and
CARDS WITH GOBLINS
revelry, a bardic lifestyle is a natural choice. Being
As told by Seth t he Shark
adventurers gives goblin bards the best opportunity
I guess it was about six years back. The gobli ns
to spread their brand of shenanigans to the uptight
wanted to kill us, the kobolds wanted to kill us, the
folk of other races. They are often more buffoon
goblins and the kobolds wanted to kill each other,
than inspiration, replacing song and poetry with
and we'd lost half our supplies in the night because
lewd rhymes or slapstick comedy. Such bards should
our hireling got careless. I tried a big gamble when I
not be underestimated, though: Their cunning,
said, "let's settle this over a game of cards."
feistiness, and occasional mean streak make them
So there I am, dealt into a game of Three-Dragon
dangerous to cross.
Ante with the goblin chief's brother and a kobold
who the big dragon licked once or something. My
Roleplaying a Goblin life is literally on the line, but I'm ahead after a color
When creating a goblin adventurer, here are a few flight and a t imely Bahamut draw.
points to consider. I can see this goblin getting antsy, and he keeps
You're a sociable scoundrel. Though goblins moving his hand toward his pocket. I'm sure he's got a
don't exactly look out for each other, they gain a feel- good card tucked away and is just waiting for the right
ing of independence and security when around their hand to play it in. As much as I don't want to let him
peers. Your adventuring companions might fill the cheat, I'm afraid if I call him out the other goblins will
social void left since you departed the warren. Their start firing. The kobold doesn't even seem to notice.
presence gives you the chance to brag and demon- Then the goblin gets that hand he's been looking for,
strate your usefulness. You are self-reliant enough and I see his hand slip into his pocket. I hear this snap,
to survive the dangers of the world, but showing off and he pulls his hand out again really fast. His fingers
when others are around to see is much more fun. are all mangled and bloody, stuck in a tiny little bear-
You're tricksy. Goblins are fiendishly sneaky. trap-looking thing. The kobold starts tittering to itself.
Few races can prowl or scheme as well as these pint- To my surprise, all the other goblins have a pretty
sized scoundrels, and even fewer can string together good laugh at their buddy's expense. Then they
bluffs with such casual ease. You might spend most called off the game and the whole gang had a cel-
of your time lurking behind the legs of your allies or ebratory feast. I was sick for days after that.
in the shadows just out of sight. On the other hand, The lessons? Never cheat a kobold, and never eat
you might also constantly tell outrageous fibs or a goblin's food.
exaggerated war stories to make yourself and your
encounters sound more interesting.
Desperate Goblin Tactics Panic takes
over when you're near death, and you rush away from
the fray even faster than usual.
Prerequisite: Goblin, goblin tactics racial power
Benefit: When you use goblin tactics while blood-
ied, you can shift up to 2 extra squares.

Goblin Feint The big folk think they can


smash a little goblin easily. You know how to use their
mistakes against them by sneaking past their guard
when they try to attack you.
Prerequisite: Goblin, goblin tactics racial power
Benefit: When you use goblin tactics, you gain
combat advantage against the enemy that missed you
until the end of your next turn.

Shadowcreeper When you dash away from


an attack, you take to the shadows. A dash through
the darkness leaves you protected in shadow and
better set up to strike.
Prerequisite: Goblin, assassin, goblin tactics racial
power
Benefit: When you use goblin tactics, you can shift
1 extra square, and you gain partial concealment
until the end of your next turn.
To anoblin, size (or lack of it) doesn't matter
Sneaky Stabber You know how to attack
Goblin Characteristics: Adaptable, boastful, curi- from a low angle to do the most damage to a bigger
ous, crude, humorous, impressionable, instigating, creature. Being below notice makes it easy to get at
reactionary, sneaky, willful vulnerable points.
Goblin Male Names: Floo, Grot, Grub, Itch, Rort, Prerequisite: Goblin, rogue, Sneak Attack feature
Splik, Snag, Splug, Squintch, Zix Benefit: When you deal Sneak Attack damage to
a creature adjacent to you, you can reroll any Sneak
Goblin Female Names: Borb, Fee, Flert, Gretch, Attack damage die that results in a 1 until it no longer
Gyik, Nibb, Nyx, Pinch, Pook, Wort results in a 1.
Goblin Tribal Names: Batbiter, Frog-Gagger, Grum-
blegut, Ratskinner, Stinkdrinker Wrist Biter When you slip away from an
attacker, you can't help but get in one last jab. Your
Goblin Feats quick retaliation might not hurt much, but as the old
The diminutive goblins don't let their size and low goblin saying goes, "Death by a thousand cuts is the
place in the dungeon pecking order get them down. best kind of death."
They learn from childhood that they need to be tricky Prerequisite: Goblin, goblin tactics racial power
and tenacious to survive. Benefit: When you use goblin tactics in response
to an adjacent enemy's attack, the enemy takes ld4
Ankle Biter Many things are bigger than gob- damage right before you shift. This damage increases
lins-many dangerous things. You learn from infancy to 2d4 at 11th level and 3d4 at 21st level.
how to get in every little attack you can against those
big brutes. Goblin Utility Powers
Prerequisite: Goblin Every day is a struggle in the dungeon, especially for
Benefit: You gain a +1 feat bonus to damage goblins. Survival is never guaranteed. Goblins inter-
rolls against creatures larger than you. This bonus act with other creatures for a chance to beat the odds.
increases to +2 at 11th level and to +3 at 21st level. They quickly pick up tricks to get ahead, whether
Also, when you score a critical hit against a crea- from goblins or other dungeon dwellers.
ture larger than you, the creature takes ld6 extra
damage.
When your goblin character gains a class utility Living Shield Even adventuring goblins prefer
power after 1st level, you can forgo taking a power not to get hit if they can avoid it, and they master the
granted to you by your class. Instead, you can choose ability to quickly find cover behind pillars, boulders,
a goblin utility power of the same level or lower. or altars. But what if nothing in the environment can
provide cover? Other people soak up attacks just as
Fast Filch Goblins are nimble and quick, and well. The more considerate goblins redirect enemies
their deft little fingers make them excellent pickpock- only against those who are willing.
ets. A team of goblin thieves usually has one member
distract the mark so another can quickly snag some Living Shield Goblin Utility 6
valuables. Of course, you never know when your You dive behind a companion to avoid an attack.
teammate might run off before giving you your cut. Encounter
Immediate Interrupt Personal
Fast Filch Goblin Utility 2 Trigger: An enemy hits you with a melee or ranged attack
In the blink of an eye, your tiny finaers relieve someone of afew while you are adjacent to your ally.
prized possessions. Effect: You shift 1 square, and the attack hits the ally
instead of you.
At-Will
Minor Action Melee 1
Target: One adjacent creature granting combat advantage Unwitting Guardian It's not hard for a
to you little goblin to find a good hiding place. The best
Effect: You make a Thievery check against the target to places, though, make your enemies look like fools.
pick its pocket or perform sleight of hand. Creeping between a roper's loose plates, ducking
under a mind flayer's robes, or clinging to the belly of
Leg Up Goblin society is like a big game of king a big spider is way more fun than standing behind a
of the hill. Life is a scramble to the top, and only the boring pillar or stalagmite.
most devious make it. You have to be willing to put
others through a little discomfort if you're going to Unwitting Guardian Goblin Utility 6
succeed. You duck under the bulk of one of the biB folk, and it keeps you
from beina seen by the others while you make mischief
leg Up Goblin Utility 2 Encounter
By bouncina off or scrabblina up the body of a nearby creature, Move Action Melee 1
yor! jlina yourself throuah the air. Target: One adjacent Medium or larger enemy
Encounter Effect: You shift 1 square into the target's space. Until the
Move Action Personal end of your next turn, you can occupy the same space as
Requirement: You must be adjacent to a creature. the target. Additionally, until the end of your next turn or
Effect: You jump up to your speed horizontally or up to 1 0 until you and the target no longer share the same space,
feet vertically. you are hidden from all creatures except the target. This
effect ends immediately after you attack.
Little Green Lie Goblin mothers everywhere Down and Through Humans and their
give the same advice to their litters: The only time to
lie is when you don't know the answer, or telling the sort spend so much effort trying to look tall! The way
truth will get you hurt, or somebody has something they hold their chins up high makes slipping past
you want, or when you can make up another reason. them all the easier.

Little Green Lie Goblin Utility 2


Down and Through Goblin Utility 1 0
All of a sudden, you're beneath your clumsy Joe and then out the
At the last moment, you realize the best course of action here is
other side.
to lie.
Encounter
Encounter
Move Action Personal
Free Action Personal
Effect: Choose a Medium or larger enemy adjacent to you,
Trigger: You fail a Bluff, Diplomacy, or Intimidate check.
and shift up to 5 squares to a different square adjacent to
Effect: You reroll the check. If the triggering check was a
that creature. You can move through that creature's space
Diplomacy or Intimidate check, use your Bluff modifier
during this shift.
instead.
a determined attacker. For this reason, most tribes
KOBOLD raise monstrous allies for added muscle or give in and
Reptilian tunnel dwellers who stick toBether to become servants of dungeon rulers.
survive Of all the monstrous allies kobolds can make
dragons are best of all. Dragons are everything '
Racial Traits kobolds are not: enormous, majestic, and powerful.
They are gods to the kobolds, their idealized selves,
Average Height: 3' 6"-4'0"
and thus are worthy of worship and service-should
Average Weight: 60-75 lb.
any dragon accept the little creatures. Any sign of a
dragon sends the tribe into a flurry of activity. The
Ability Scores: +2 Constitution; +2 Dexterity or +2
kobolds track it to its lair and present it with sacri-
Charisma
fices, pageants, and anything else they think it would
Size: Small
like. Of course, a dragon presented with so many will-
Speed: 6 squares
ing victims indulges its appetite and gobbles up as
Vision: Darkvision
many as it can. But death by dragon is no deterrent to
languages: Common, Draconic
the kobolds' efforts. They see being eaten by a god as
Skill Bonuses: +2 Dungeoneering, +2 Thievery
a great honor, and clamor for their chance to climb
into the dragon's maw.
Reptile: You are considered a reptile for the purpose
Older dragons see kobolds as nuisances. A quick
of effects that relate to the reptile keyword.
blast of a breath weapon suffices to eliminate an
Trap Sense: You gain a +2 racial bonus to all defenses
infestation. The trouble for the dragon is that the
against attacks from traps.
kobolds do not give up and might try to serve in
Shifty Maneuver: You have the shifty maneuver power.
secret even if rejected. Younger dragons, however,
might see the advantage in a loyal clan of guards and
Shifty Maneuver Kobold Utility
attendants to protect their hoards and warn of adven-
You call on your natural ability to dodae danaer, takina your turers who come calling. Once a kobold tribe installs
tribemates alonafor the ride. itself around a dragon, everything they do serves
Encounter their god.
Move Action Close burst 2
A kobold's life is unpleasant to say the least. Very
Target: You and each ally in the burst
Effect: Each target can shift 1 square as a free action. few kobolds live to reach old age. Attrition claims
most before they get too far into adulthood. Hunger,
Kobolds overrun dungeons and caverns, relying on thirst, and want are constant companions, and even
vast numbers and wicked traps to make up for their the dimmest kobolds learn to watch their backs.
deficiencies in size and strength. Their ability to sur- Kobolds are subject to the same greed as dragons,
vive among the bigger and tougher monsters of the though far less intense. Most of them keep small
world shows just how well their tactics have worked. stashes of coins or other treasure secret from the
Kobolds gather in large tribes, reproducing quickly tribe, even though they know they're duty-bound to
to replenish their numbers. Group pressure and the pool such resources.
dictates of charismatic leaders compel all members Kobolds understand that they are stronger
in the community to work together toward whatever together than they are apart. All grudges are forgot-
ends they need to survive. No matter what an individ- ten when the tribe faces an outside threat. Kobolds
ual kobold feels or believes, the community expects demonstrate surprising cunning when dealing with
obedience, and every kobold in the tribe tries to intruders, as evident in the traps they design to level
behave in the expected way. Some kobolds have good the playing field. Kobolds' skill in trapmaking is
hearts, but their chieftains believe only ruthlessness amazing. With only minimal supplies-mostly junk-
will keep the tribe strong. Thus most kobold tribes they can fashion crafty snares and clever alarms.
commit evil acts, or at least self-serving ones. Even intrepid explorers know that entering a kobold
Kobolds have few illusions about their place in warren invites disfigurement and death.
the world. They are scavengers and thieves. They do The harsh reality of kobold existence demands
not grow their own food and would rather deprive absolute obedience to the leader's demands. Kobolds
others of their goods than craft anything. They lurk who lack the killer's instinct, show any weakness, or
on civilization's fringes, raiding farmsteads and disobey orders are shunned and driven to the tribe's
ambushing caravans. They settle in old ruins and periphery. If not devoured by a passing predator or
dungeons, choosing places they can readily defend sacrificed to a bloodthirsty god, such exiles might
and fortify. Even with their great numbers, kobolds seek their fortunes beyond the tribe. Survival is by no
know they cannot hope to protect themselves against means assured, but such action at least gives them a
:;;---~ chance to survive.
This kobold avoids beinB skewered by a trap offlyinB needles as it prepares to strike at what lies ahead

Kobolds are survivors first. They are not above yellow. Small horns angle backward from a kobold's
prostrating themselves before enemies if it means brow, and bony barbs stud its forearms to its elbows.
buying a little time. A lone kobold survivor after a Its fingers end in stubby talons, as do its long toes.
raid, a prisoner, or one otherwise cut offfrom its fel- Fine scales cover a kobold's body, usually some shade
lows must adapt to avoid death. A kobold who was of green. Brown, red, and orange scales appear
part of an evil tribe might reform its behavior in the among particular tribes, as do mottled hides of sev-
presence of others who are willing to guide and sup- eral colors.
port it, and might even find this new "tribe" more Their reptilian anatomy hides kobolds' physical
comforting than the old one. Such individuals find expressiveness from other races. Their facial con-
the adventurer's life suits them-not because they struction lacks the anatomy to display the same range
crave danger or excitement, but because their talents of emotions as other humanoids. Kobolds who need
make them useful to other adventurers who protect to deal with warmbloods develop broad arm and
them in return. head gestures to convey how they feel.
Since kobolds have to make do with what they
Physical Qualities scavenge, clothing is limited and functional. A loin-
cloth serves the least among them, while warriors
Their spare frames and stooped postures don't
cobble together armor from scraps they harvest from
inspire fear in others, which suits kobolds just fine .
the dead. Crude weaponry suffices until they can
They would rather look nonthreatening but not quite
steal something better.
vulnerable. A few brave kobolds emulate their hon-
Kobolds grow quickly. They can walk and talk
ored dragons. They put on a little muscle, raise their
within hours after hatching and reach their full
snouts high, and roar with a ferocity no one would
height after about a year. Kobolds can live longer than
expect such weak-looking creatures to muster.
a century, though very few make it through their first
Kobolds' long muzzles are lined with tiny teeth
decade.
and lolling tongues similar to those of a dragon or
crocodile. Their slitted eyes are usually red, gold, or
Attitudes and Beliefs
Kobolds look after the tribe foremost, and they take
whatever steps they deem necessary to ensure the
community's survival. The more populous the tribe,
the lower the chance any individual will come to
harm-even though such large numbers invariably
attract attention. Thus, kobolds nurture their eggs in
communal nesting grounds to ensure the next gen-
eration will preserve their numbers.
Even kobolds who leave their tribes retain the
instinct to survive and find comrades. An adventur-
ing kobold regards the party as a small tribe and
finds a place to contribute to the group's success.
He or she shows an immediate willingness to work
within the team, especially if the kobold can tackle a
job nobody else in the group is suited for.
Even good-aligned kobolds see little point in fight-
ing with honor. A fair fight achieves nothing if you
die. Instead, kobolds admire trickery and subterfuge
as virtues and deride as foolish any notion of fairness.
The best fight to a kobold is one in which no kobold
blood is spilled.
Kobolds see dragons as living gods and offer sac-
rifices, prayers, and anything else they find to honor
their masters. Their devotion stems from their con-
nection to Tiamat, whom they see as their ultimate
goddess and mother to all dragons. Kobolds also
worship their ancestors, chief among them being
Kurtulmak, a figure thought to be one ofTiamat's
exarchs. Adventuring kobolds never quite escape
their devotion to Tiamat and continue to worship her
even if doing so is offensive to their new companions.
No kobold wants to face the repercussions of angering
such a threatening god.

Kobold Communities
Anyone who examines kobolds' traps can see their
ingenuity in construction, yet kobolds do not raise
their own towns or strongholds. Instead, they squat in
places other peoples have abandoned. A kobold settle-
ment's location must be defensible, offer shelter, and
provide enough water and food to support the tribe.
A typical kobold community includes a large
common room where the rank and file gather, cook,
and sort through the plunder. Nearby is a temple or
shrine dedicated to Tiamat, along with chambers set
aside for the high priest, the chieftain, and the most
accomplished warriors. These rooms offer privacy
for the higher-ups without sacrificing the security of
having the rest of the tribe nearby.
The passages leading into the warren look safe
enough to an outsider, but hidden throughout are all
sorts of nasty traps to discourage intruders from ven-
turing too far. Kobolds favor devices that humiliate
as much as harm their victims. An adventurer who
survives a kobold's trap usually does not do so with their work. Instead, their techniques are natural out- c
pride intact. The tribe might also use rats, scorpi- growths of how kobolds normally fight. 0-
ons, slimes, or drakes to help guard their warrens. cc
0
Kobold tribes not affiliated with dragons freely Roleplaying a Kobold ~
abandon their lairs if they come under attack. They
When creating a kobold adventurer, here are a few
fight to protect themselves, but should the situation
points to consider.
become untenable, they are not above pulling up
You know your way around traps. Even if another
stakes and settling somewhere else. A dragon's involve-
character handles the task of disarming traps, you
ment shores up the tribe's courage, and kobolds fight
know enough about their construction to help disman-
with uncommon boldness to protect their god.
tle them when they are discovered and avoid them
when they attack. Traps fascinate you, and any new
Kobold Adventurers device is an opportunity to add a weapon to your arse-
Adventuring might seem an unlikely occupation for nal. Don't pass up opportunities to tackle a trap and, if
kobolds, but they have several talents that make them possible, try to find ways to turn it to your advantage.
well-suited to the life. They can see in the dark, antic- Fair fights are for suckers. Concepts such as
ipate and avoid traps, and stay a step ahead of their honor, nobility, and fairness make little sense to you.
enemies. Kobolds can be useful and effective allies in Death comes soon enough without inviting it through
almost any adventuring group. some foolish belie You use trickery and planning to
Very few kobolds become adventurers by choice, defeat your enemies. You lure them into danger, draw-
however. Some catastrophe must befall them before ing them into positions where your allies can finish
they traipse offlooking for danger. Most take up this them of You hit enemies when they're down, dazed,
life after being captured by adventurers or separated or otherwise incapacitated. Your survival depends on
from their tribes. your willingness to do whatever it takes to win.
Dragons are gods. Dragons represent everything
Rogue Growing up in environments where any kobolds hope to become. Everyone fears them. If
misstep can bring death, poisoned darts fly with a dragons are not true gods, they are close enough for
stumble, and pits bristling with spikes lurk in every you. Encounters with dragons awe you, far beyond
corridor, kobolds learn a healthy respect for traps. the threat they pose. You feel conflicted about fight-
Familiarity with such hazards, combined with their ing dragons and seek a peaceful way out of such an
furtive natures, make kobolds a natural fit for the encounter, such as by making an offering pfSpouting
rogue class. Kobold rogues are among the best at locat- excessive flattery. Should your efforts fail, you still
ing and dismantling traps. This talent, combined with support your allies, but killing the dragon should be
their great mobility, makes kobold rogues particularly the last resort.
dangerous. You know your place. Every kobold in a tribe
knows that for the rest to survive, each member must
Sorcerer Kobolds have strong arcane traditions, do his or her duty. As an adventuring kobold, you see
and most who follow those traditions become sor- your companions as your new tribe and search for a
cerers. They like to think that dragon's blood flows way to contribute outside of combat. You might cook
through their veins, and they believe that the best of meals, mend clothing, or polish armor in addition to
them can tap into this essence and become like the fulfilling your role during exploration and combat.
gods they worship. Most kobold sorcerers choose the You exercise caution. Taking heedless risks can
.path of dragon magic. get you killed. Better to be prepared and know what
you're getting yourself into. If you get in over your
Warlock A kobold who cannot harness the magic head, fleeing is an important tactic. An enemy that
within might seek out other sources of power. Many gives chase enters unfamiliar territory, often pro-
kobolds make unwise bargains with strange entities, tected by traps. As a kobold, you feel no shame in
offering their souls to make themselves strong. Most running away and expect your companions to do the
kobold warlocks look to the stars and the beings that same should the situation turn against you.
reside there for magical power, though they bargain The world hates you. Being considered vermin by
with anything that offers to make them strong. most people you meet is bound to take a toll. No matter
what you accomplish, others might be anything from
Assassin Kobolds avoid direct confrontation. suspicious to hostile. Even most other reptilian human-
They employ poison, traps, and ambushes to deal oids look down on you, though they're more likely to
with enemies, all tactics that make them eminently show you some respect if you prove yoursel When
suited to the assassin's trade. Kobolds rarely become traveling through civilized lands, consider concealing
assassins for profit, though most accept payment for your features to avoid conflicts.
Kobold Characteristics: Ambitious, cooperative, Trapbuster You understand the mechanisms
fawning, greedy, loyal, obedient, quick, timid used in all sorts of traps, and your ability to disarm
Kobold Male Names: Bont, Dartak, Deekin, Forgen, them is second to none.
Kol, Meepo, Nin, Speelok, Zeem Prerequisite: Kobold, training in Thievery
Benefit: You can roll two dice and use either
Kobold Female Names: Capax, Eenith, Foruul,
result when you make a Perception check to detect a
Gumba, limen, Lorpe, Rowatak
trap. In addition, you never trigger a trap when you
Kobold Tribal Names: Black Death, Broken Fang, fail a Thievery check to disable it.
Gouger, Red Moon, Skull Kicker, Torn Ear
Kobold Utility Powers
Kobold Feats Kobolds don't like to venture too far out of their com-
Each kobold tribe has its own methods and special- fort zone, so they stick to what they are best at: canny
ties, but all of them have a few things in common. movement, teamwork, and careful exploration. Many
Dungeon travel and dragon worship both hold a kobolds carry strange gadgets created from scrap
prominent place in kobold society. Trapmaking and metal and other refuse. They make these items using
evasive maneuvers let kobolds get the upper hand formulas handed down by the tribe and their own
in battle, and they take great pains to improve these ingenuity, honed by years of trapmaking.
abilities. When your kobold character gains a class utility
power after 1st level, you can forgo taking a power
Dragon's Indomitability You're not granted to you by your class. Instead, you gain a
entirely fearless, but you try to follow the example of kobold utility power of the same level or lower.
the great dragons.
Prerequisite: Kobold
Benefit: You can roll two dice and use either
result when making saving throws against effects that
daze or stun you.
NEW ITEM:
Eldritch Momentum In the kobold tra- HURLER-SNATCHER
dition, warlocks learn to warp arcane energy with With some foraged twine, a supple reed, simple
their movement and use it to break through enemies' pulleys, and a soft cloth bindle, a kobold can piece
defenses. Your attacks zig and zag in an unpredict- together a crude device for getting around obstacles.
able fashion that catches enemies off guard. These hurler-snatchers, as kobolds call them, have
Prerequisite: Kobold, warlock, Warlock's Curse long been used to fling objects across gaps safely
class feature and retrieve small items lost down narrow chasms.
Benefit: If you move at least 3 squares away from Using a hurler-snatcher (4 lb., 10 gp) requires a
where you started your turn, you gain combat advan- move action. When you do so, you either transfer
tage until the start of your next turn against creatures one item you have that weighs 5 pounds or less to
subject to your Warlock's Curse. an unoccupied space or a willing character within 5
squares of you, or you take one similar item that the
Kobold in a Corner Getting trapped in character or the space has and transfer it to yourself.
a dead end and surrounded is the worst danger a If you intend to transfer the item to a character, he
kobold can face . When enemies surround you, your or she has to have a free hand and must use a free
instincts to escape kick in, and you fight back angrily. action to catch it. Otherwise, the item lands in that
Prerequisite: Kobold character's space.
Benefit: You gain a +1 bonus to damage rolls The 5-pound limit on a hurler-snatcher is enough
against creatures that have combat advantage against to carry most simple objects. If items are bundled
you. This bonus increases to +2 at 11th level and +3 at together in a backpack or a sack, they're usually too
21st level. heavy to flick around. Some items are too unwieldy
to be transferred in this way; your DM ultimately
Shiftier Maneuver Carefully skulking makes the call.
around the battlefield is the kobold way to victory, The hurler-snatcher is constructed to protect what
and everyone in the tribe should be good at it. Your it carries, even glassware, as long as the intended
expertise is infectious. receiver can catch it. Objects break in transit only in
Prerequisite: Kobold, shifty maneuver racial power a very small number of cases. Kobolds offer no war-
Benefit: When you use shifty maneuver, one target ranties on items sent by way of a hurler-snatcher.
of the power can shift up to 2 extra squares.
Flee! A kobold knows better than to fight against 0
overwhelming odds. Sometimes the only way to win 0
a fight is to escape and fight another day. When it's co
time to retreat, a kobold leads the way to safety. 0
~

Flee! Kobold Utility 1


You lead your tribemates in a hasty retreat.
Daily
Move Action Close burst 2
Effect: Each ally in the burst gains a + 2 power bonus to all
defenses against opportunity attacks until the end of your
next turn. You then shift up to your speed.

Load Slingpot Kobolds create special sling


ammunition made of various substances stored in
tiny clay pots. You have learned how to exercise this
art through a bit of draconic magic. The magic is
unpredictable, however, so you're never sure which
enchantment you're going to get.

load Slingpot Kobold Utility 1


You hurl a hastily enchanted projectile from your slina.
Encounter
Free Action Personal
Requirement: You must be wielding a sling.
Effect: You load your sling with a random type of ammuni-
tion. The next time you hit with a ranged basic attack
with this sling before the end of your next turn, it has one
of the following additional effects. Roll a d6 to determine
the ammunition type. Every kobold believes it has the heart of a draaon
1-2 Stinkpot: The target takes a -2 penalty to attack rolls
until the end of its next turn.
3-4 Firepot (Fire): The target takes ongoing 2 fire damage
Frantic Shift Kobold Utility 10
(save ends). You hustle in and out of the fray quickly.
5-6 Gluepot: The target is immobilized until the end of its Encounter (Special)
next turn. Minor Action Personal
Effect: You shift 1 square.
Tunnel Scuttle Living in the tight tunnels Special: The first time you are bloodied in an encounter, you
and unpredictable pathways of a dungeon taught you regain the use of this power.
how to move quickly over precarious terrain. You can
climb natural chimneys and fit through tiny spaces, Trap-Gang Method When kobolds go search-
and do it all quickly enough to get away from danger. ing in corridors they believe to be trapped, they work
in teams. Working together increases the odds of sur-
Tunnel Scuttle Kobold Utility 6 vival, either because teammates can warn each other or
because they can distribute the brunt of a triggered trap's
You scramble up walls and throuah narrow spaces with ease.
effects. Most big folk don't go in for this sort of thing, so
Encounter
adventuring kobolds "recruit" enemies for the job.
Move Action Personal
Effect: You move up to your speed. During this movement,
you have a climb speed equal to your speed, and can move Trap-Gang Method Kobold Utility 10
at full speed while squeezing. You treat an enemy like a trusted member of a kobold trap-a ana
team. That is, you shove it in front of the trap.
Frantic Shift Cold-blooded kobolds might not At-Will
look like the quickest creatures, but they can spring Immediate Interrupt Special
about with surprising speed. They prize the ability to Trigger: You are damaged by an attack from a trap or a
move safely and quickly. hazard while a nonminion creature is adjacent to you.
Effect: You take only half damage from the triggering
attack, and one nonminion creature adjacent to you
takes the other half.
newcomers to protect their community, but anyone
SVIRFNEBLIN who gains their trust quickly learns they form close
Subterranean 8nomes dedicated to community who bonds of friendship. They focus on fulfilling their
make stron8 bonds offriendship duties through hard work, either in the mines or
around their settlement. In their offhours, svirfneblin
Racial Traits enjoy telling stories in the company of their family and
neighbors.
Average Height: 3' 2"-3'6"
Svirfneblin are a proud race that respects strength
Average Weight: 55-80 lb. in numbers. They work well with others and value
community over individual tastes. Constantly beset
Ability Scores: +2 Wisdom; +2 Strength or +2
by threats, deep gnomes band together and form
Constitution
bonds of friendship that last a lifetime. They will die
Size: Small
to protect the people they bond with.
Speed: 5 squares
Vision: Darkvision
Languages: Common, Deep Speech, Elven
Physical Qualities
Skill Bonuses: +2 Dungeoneering, +2 Perception At a distance, svirfneblin look much like their sur-
face-dwelling cousins but are distinguishable by their
Earth Walk: You ignore difficult terrain that is rubble, generally darker skin and gaunt bodies. They have
uneven stone, or an earthen construction. little body fat, which makes them appear emaciated.
Fey Origin: Your ancestors were native to the Feywild They are very short, slightly smaller than surface
(specifically the Feydark), so you are considered a gnomes, and stand no more than 3YI feet tall. Females
fey creature for the purpose of effects that relate to are taller than their male counterparts, though males
creature origin. are often stockier. Though they appear frail, svirfne-
Under-dweller: Dungeoneering is always a class skill blin are just as heavy as other gnomes. Their sturdy
for you. build results from the hard labor they undertake,
Stone Camouflage: You have the stone camouflaae which produces lots of muscle mass and a strong
power. bone structure to support it.
A svirfneblin's appearance is also unique to its
Stone Camouflage Svirfneblin Utility community's Underdark (or Feydark) region. The skin
color of deep gnomes varies according to the depth
Your body becomes stony and maaically blends with the terrain
around you, makina you harder to pinpoint.
and location of their residences. In places where ,
mineral-rich soil has formed veins of gray and black
Encounter + Illusion
Minor Action Personal stone, svirfneblin populations have a darker skin
Effect: You gain partial concealment until the end of your tone. In areas where lava predominates, the gnomes'
next turn, and you gain 5 temporary hit points. skin might display shades of maroon and brown.
Leve/11: 1 0 temporary hit points.
Leve/21: 15 temporary hit points.
Attitudes and Beliefs
Commonly referred to as deep gnomes, svirfneblin Svirfneblin are content folk who enjoy hard work
live primarily in the Underdark and rarely associate and love seeing the results of their strenuous labor.
with their kindred on the surface. The two bloodlines Their close-knit community is central to their lives
separated so long ago that few similarities remain and an intrinsic part of their values; they maintain
between them beyond a natural connection to magic. their discipline and will as long as their work serves
Many who don't understand the svirfneblin's way of the greater good. They believe in shared sacrifice for
life assume they are as dark and sinister as other crea- the survival of the community. Individual needs are
tures that live deep below the earth. For this reason, rarely counted, a trait that leads svirfneblin to omit
the "deep gnomes" must be vigilant against not only words such as "I" and "my" from their vocabulary
threats from their environment, but also from those even among family. These words are foreign to their
who travel down from the surface. They have grown life experiences, and it takes them time to learn that
dour and insular by necessity, but they remain funda- other creatures single out one person as distinct from
mentally good at heart. In a world of eternal darkness, the people as a whole.
where death lurks around every corner, a svirfneblin Religion has an important place in deep gnome
community provides a welcome contrast. society. Svirfneblin spend much time and preparation
The deep gnomes' muted expressions convey a honoring the various gods they serve, and religious
sense of dreariness to most outsiders and certainly duties go to only the most respected and trusted
don't seem welcoming. Svirfneblin act standoffish to among the clan. The most prominent svirfneblin reli-
::;.-----~ gious figure is Callarduran Smoothhands, the Master
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A svirfneblin warlock leads a band ofminers in a battle to protect their home

of Stone. Outsiders, and many svirfneblin priests,


believe Callarduran to be an exarch of Moradin,
especially in the world of Abeir-Toril. Most dwarves
hold him to be a mask Moradin wears when speaking SVIRFNEBLIN SPEECH
with the deep gnomes. Svirfneblin legends tell that For an example of how svirfneblin speech patterns
after the Dawn War, Callarduran gave the first free differ, imagine a surface dweller going to the market
svirfneblin the resources they needed to live under- to buy a tool. That person might say, "I would like to
ground, and that he set prized stones deep within the purchase a hammer from you." A svirfneblin might
rock. Clerics of Callarduran often have the ability to instead say "We would like to purchase a hammer
summon and befriend elementals. from you."
A small number of svirfneblin revere Torog, the You can adopt this sort of dialogue when you
King that Crawls. These worshipers can't live within play a svirfneblin, but keep in mind that it might be
a normal svirfneblin community. They either band confusing at first (both in the world and at the game
together to form their own settlements far away from table). If your svirfneblin has been away from home
the others or join up with darker creatures of the for an extended time, he or she might have started
Underdark, betraying their kin. speaking more like a surface-dweller.

Svirfneblin History
Gnomes can be careless about historical documen-
went deeper underground, away from the fomorian
tation. Rather than put down records in stone or on
realms but still within the Night Below.
paper, they pass down their tales by word of mouth.
Most svirfneblin tales remain secret, repeated
It is known that svirfneblin lived among the other
only among the clan. The few stories they tell to
gnomes when all were still imprisoned by the fomori-
other people make the svirfneblin people look cor-
ans. When the gnomes escaped their fetters, most of
dial and helpful.
them traveled to the surface. The svirfneblin instead
Svirfneblin Society Svirfneblin keep these feelings to themselves:
To reveal them might weaken the bonds of the group.
Svirfneblin communities are organized into clans and
A svirfneblin away from home constantly longs to
are located exclusively in subterranean settlements
go back underground and would rather explore an
deep within the Underdark. Specialized engineers
unfamiliar dungeon than travel through a forest or
constantly seek out large caverns that can sustain the
surface city.
clan's population growth and societal needs, as well
as the evolving nature of their environment. When
a town is first settled, the leaders claim the more
Druid Svirfneblin feel a natural connection to
the world around them and many hear the call of the
stable areas of the cavern and build complexes out of
wild even in the Underdark. Many svirfneblin druids
stalagmites located within. Remaining members of
operate subterranean farms to train beasts of burden
the clan choose the location of their home in order of
for daily tasks. Some also specialize in knowledge
priority, based on many factors such position, lineage,
of unique terrain found only in the Underdark. The
and wealth.
rulers of deep gnome city-states use this information
Of all the treasure that the svirfneblin gather,
when directing the expansion of their communities.
they cherish their children the most. Many families
include four or more children, and rarely fewer than
two. Repopulation is so important to the deep gnomes
Cleric Priests in svirfneblin communities teach
that Callarduran Smoothhands gave svirfneblin the
that the largest families often earn rewards and ben-
tools to thrive in the Underdark. Their teachings and
efits. The parents of six or more children are rarely
magic are practical rather than flashy. An adventur-
impoverished.
ing cleric prepares meticulously for battle and travel,
The majority of male svirfneblin work in their com-
always carrying his or her own weight so as not to
munity's mining operations. Those who do not are
force the burden of upkeep and defense on others.
either physically disabled or are part of the political
In a group of explorers, a svirfneblin cleric puts an
and religious structure of the community. Even those
emphasis first on cooperation, settling disputes and
who are not capable of helping in the mines find jobs
making sure the others communicate effectively.
processing raw material as it returns, or operating
businesses that help support the town. Female svirf-
neblin are the masters of the domicile and venerated
Ranger Svirfneblin rangers are some of the best
in the Underdark. They spend a great deal of time
for their hard work. Their ability to manage a house-
away from the cherished comforts of their homes ~
hold, raise children, and keep the miners of their
to hunt, fish, and scout. The strongest deep gnome
family healthy makes them the cornerstone of svirf-
communities are protected by hundreds of rangers,
neblin life-a concept not lost on the ruling family of
who are responsible for detecting and responding to
any given clan.
incoming threats before they arrive.
Governance of a deep gnome settlement varies
depending on the clan. Some towns operate on a
purely democratic principle, giving an equal voice
Warden Wardens are the core of a svirfneb-
lin militia. They are stalwart guardians of their kin
to all in the community. Others form committees
and trusted defenders of home and hearth. Having
that manage the overall direction of the clan and are
a unique relationship with primal forces of earth
empowered to make decisions on the town's behalf.
and stone, svirfneblin wardens are indomitable
The most common form stays close to the communal
adversaries.
beliefs on which the race was founded. Both a king
and a queen rule these svirfneblin towns, each hold-
ing the position for life. The king oversees mining Roleplaying a Svirfneblin
operations, while the queen manages infrastructure. When creating a svirfneblin adventurer, here are a
Though each takes pride in friendly competition few points to consider.
between the sexes, both are ultimately responsible for You are a team player. Whenever a prob-
the community's defense. lem arises, you always advocate for everyone to be
involved in the solution. You are eager to contribute
Svirfneblin Adventurers your skills and knowledge to the discussion.
Strength in numbers. An individual svirfneblin
Few svirfneblin travel outside the safety of the com-
never confronts a physical threat alone unless forced.
munity. The race has grown to know strength in
You understand the intrinsic value of a coordinated
numbers, and for this reason alone individuals have
group attack against a superior challenge. You can
a hard time breaking free. Those enterprising souls
help the team find the best way to tactically take
who yearn for adventure succeed in overcoming this
down an opponent using all the resources available.
fear, but do so with some remorse and regret.
You know the depths better than anyone. You
know your way around the Underdark. You might
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Svirfneblin communities are well hidden and ti9htly knit

not like that fact, but it is true nonetheless. Travel-


ers, adventurers, and other Underdark denizens seek
Svirfneblin Feats
The harsh life svirfneblin lead makes them tougher
you out for your expertise. Even if you don't know the
and more in tune with the forces of nature that shape
exact path, you know the ever-changing landscape
the walls around them. Deep gnomes might not make
of the Underdark. It is a living entity to you, and you
many friends outside their settlements, but they know
understand how it lives, breathes, and operates.
how to endure and survive without help.
Thanks for noticing. You go about your life with
pride in your people, your lineage, and your capabili-
ties, but you can't shake the feeling that you aren't
Crew Savvy As a member of a mining crew,
you learned how to use teamwork when delving.
quite good enough. Having deserted or been forced
Prerequisite: Svirfneblin, training in Athletics
to leave your community and clan, no longer having
Benefit: You gain a +3 feat bonus to Athletics
a designated place in a social order, you might sense
checks to climb. In addition, whenever you make a
that you've lost your purpose. This feeling might lead
Dungeoneering check or an Athletics check to climb,
you to apologize for simple errors or go beyond the
one ally adjacent to you gains a +2 feat bonus the next
call of duty to prove yoursel The simplest compli-
time he or she makes the same sort of check before
ment could mean the world to you.
the end of your next turn.

Svirfneblin Characteristics: Proud, meek, lonely, Deep Durability The primal spirits of earth
curious, solemn, dour, cynical and stone recognize you as their protector, and they
Svirfneblin Male Names: Ashcoffer, Belwar, Boon- shield you.
ler, Molgar, Sachelhoffen, Tassen, Victorbuff Prerequisite: Svirfneblin, warden, stone camou-
Svirfneblin Female Names: Anselway, Dollidor, flage racial power
Fansel, Gretzlynn, Juile, Polliwopple, Wailee Benefit: When you use stone camouflage, you gain 3
additional temporary hit points for each enemy marked
,_ Svirfneblin Clan Names: Dallydans, Jokulhaups,
by you. The additional temporary hit points per enemy
~ Mallywagers, Peppleponds
~
increase to 5 at 11th level and 7 at 21st level.
X
6z
Deepstone Blessing Since svirfneblin first Words from the Deep The rules of svirfne-
learn to heal their own kin, their prayers confer distinct blin society reinforce the community to such a degree
blessings. Anyone healed by a svirfneblin prayer feels that little politicking is needed. Svirfneblin know to do
his or her skin toughen and turn stony for a brief time. what's best for the community. Translating the ways
Prerequisite: Svirfneblin, cleric, healing word of the isolated Underdark settlements can be difficult
power when dealing with surface dwellers, but sometimes a
Benefit: When you use healing word, the target svirfneblin can make the connection.
also gains temporary hit points equal to your Consti-
tution modifier. Words from the Deep Svirfneblin Utility 1
You call on your experience with the people ofyour deep home
Fade to Gray The gnomes who live above to be outaoinB in the presence of other people.
have a stronger affinity for illusion than svirfneblin Encounter
do. You're one of the few deep gnomes with a greater Free Action Personal
connection to such magic than to the magic of stone Trigger: You would make a Diplomacy check or a Streetwise
and earth. check.
Effect: You make a Dungeoneering check in place of the
Prerequisite: Svirfneblin, stone camouflage racial
Diplomacy check or Streetwise check.
power
Benefit: When an attack hits you while you have
partial concealment from stone camouflage, you can
Deep Senses Stone might seem to be immo-
bile and inert, but the svirfneblin understand that
become invisible until the end of your next turn or
even the great caves shake when trod upon. By attun-
until you attack.
ing your senses to pick up these vibrations, you can
detect the presence of other creatures.
Svirfneblin Utility Powers
Ancient connections made by the svirfneblin's ances- Deep Senses Svirfneblin Utility 6
tors give them the ability to draw on the magic of You extend your mind into the stone, and you feel it shift and
stone. The spirits of rock and earth found only cruel reverberate with the motion o,fyour enemies.
and evil beings in the reaches of the Underdark, until Daily
they met the deep gnomes-the first creatures who Minor Action Personal
wanted to preserve the tunnels. Even though they Effect: You gain tremorsense 5 until the end of the
mine and carve their settlements in the living rock, encounter. Once per round, you can spend a minor action
to increase the radius of the tremorsense by 1 (to a
svirfneblin don't engage in wanton destruction or
maximum of 1 0).
rituals that corrupt nature.
Each svirfneblin learns some different part of this
ancient magic based on his or her role in society. It
Stony Disappearance Your race has a
natural ability to blend in with your surroundings
serves more as tradecraft than a magical tradition or
underground, as reflected in your stone camouflage
school. As with svirfneblin history, no written record
racial feature. Harnessing a more potent version of
exists of how to obtain these powers: The teaching are
this magic makes you even harder to find. Successful
passed down through storytelling.
svirfneblin scouts master this power.
When your svirfneblin character gains a class util-
ity power after 1st level, you can forgo taking a power
Stony Disappearance Svirfneblin Utility 6
granted to you by your class. Instead, you gain a svirf-
neblin utility power of the same level or lower. You tap into your natural maaical abilities and use them to
blend in with your surroundinas perfectly.
Ring of Rubble Svirfneblin guards contain Encounter + Illusion
Minor Action Personal
themselves and their foes within ramparts ofbroken Effect: You become invisible until the end of your next turn
rock to keep enemies from escaping without a fight. or until you attack.

Ring of Rubble Svirfneblin Utility 1


You stamp your foot, and the earth around you ripples and
furrows.
Daily+ Zone
Minor Action Close burst 2
Effect: The outermost squares in the burst become a zone
of difficult terrain for creatures that lack earth walk. The
zone lasts until the end of the encounter.
Stony Durability You have a boon of the Summon Earth-Friend Svirfneblin Utility 1 0 z
earth that strengthens your ties to rock and stone. You call on an ancient friend ofyour people to assist you in ::0
Most svirfneblin can make their flesh a bit tougher, scoutin& the dun9eon. L....
but you can turn your skin hard as rock. Many of the Daily + Elemental, Summoning
z
.....
guards who protect svirfneblin communities possess Minor Action Ranged 5 ex::
this power. Effect: You summon a Tiny earth-friend in an unoccupied
space within range. The earth-friend is an ally to you and
>
1./l
your allies.
Stony Durability Svirfneblin Utility 6
The earth-friend lacks actions of its own. Instead, you
A thick barrier of stone covers your skin. dejlectin& blows of all spend actions to command it mentally, choosing from the
kinds. actions in the earth-friend's description. You don't need
Daily line of sight to the earth-friend to command it. When you
Minor Action Personal command the earth-friend, you and the creature share
Effect: You gain resist 5 to all damage until the end of the knowledge, but not senses.
encounter. When the earth-friend makes a check, you make the
roll using your game statistics, not including temporary
Crystal Shield Svirfneblin artisans keep well bonuses or penalties.
The earth-friend lasts until it drops below 1 hit point, at
hidden the secret of crafting with crystal. Such cre-
which point you lose a healing surge (or hit points equal
ations don't last as long as those of rock or metal, but to your healing surge value if you have no surges left).
they serve certain purposes very well. The crystal Otherwise, it lasts until you dismiss it as a minor action or
shield was created as an emergency measure for sol- until the end of the encounter.
diers who needed to be able to move unencumbered
but sometimes required extra protection in battle. Earth-Friend Level10 Summoned Creature
Tiny elemental rna ical beast (earth)
Crystal Shield Svirfneblin Utility 10 HP your bloodied value; Healing Surges none, but you can
expend a healing surge for the earth-friend if an effect
You throw a handful of crystal powder in the air, and it forms a allows it to spend one
protective barrier of clear crystal. Defenses your defenses - 2, not including any temporary
Daily + Conjuration bonuses or penalties
Minor Action Personal Speed 5, burrow 5 Tremorsense 5
Effect: You conjure a shield of crystal that surrounds you Earth Glide
and moves with you. The shield has hit points equal to The earth-friend can pass through earth and rock as if it
your healing surge value, and it lasts until the end of the were phasing.
encounter or until it is reduced to 0 hit points. Nonthreatening
While the shield remains, you gain a +2 power bonus to The earth-friend cannot flank.
AC and Reflex. When an attack hits your AC or Reflex, you Standard Action (teleportation) +At-Will
can use the shield as a free action to absorb some or all of Effect: The earth-friend teleports to a square adjacent to
the damage. You still take all other effects from the attack, you, without needing line of sight.
as well as any damage that exceeds the shield's hit points. Minor Action +At-Will (1/round)
Effect: The guardian walks, shifts, runs, stands up,
Summon Earth-Friend Similar to earth squeezes, or crawls.
elementals, the minuscule earth-friends dwell in
Underdark caverns rich with mineral deposits. Veins Walk through Stone Most people can't see
of certain metals trap earth-friends, and sometimes how all stone belongs to one family. Svirfneblin know
svirfneblin miners free the little creatures. A single that ancient paths connect the rock, and their explor-
earth-friend might serve a svirfneblin family for gen- ers learn to walk these paths.
erations. As long as it is left to its own devices most of
the time, the creature allows itself to be summoned Walk through Stone Svirfneblin Utility 10
as a scout. You step into the stone and emer3e from the stone, walkin&
throu&h pathways older than the world itself.
Encounter+ Teleportation
Move Action Personal
Requirement: You must be on a stone surface or adjacent to
blocking terrain made of stone.
Effect: You teleport up to 1 0 squares. You don't need line
of sight to the destination space, but you must end the
movement on a stone surface or adjacent to blocking
terrain made of stone.
You Say
Dragonborn,
I Say Draconian
By Daniel Helmick
Illustration by Wayne England

Draconians are unique among the strong arms of the Dark Queens ground army, during
races of Krynn. Most races were cre- wartime their vicious instincts were encouraged
ated by the gods in ages long past, but rather than suppressed, so that most displayed little
draconians were shaped by servants of better temperament than the ogres and goblins they
the Dark Queen for one purpose: the con- commanded. Draconians are expected to be cruel,
quest of the world. Thousands of dragon eggs and they enjoy reinforcing that belief.
were transmuted (some say cursed), resulting Even in the midst of waging the war for which
in the hatching of powerful, disciplined, they were created, though, some draconians found
and seemingly endless shock troops. a purpose other than blind servitude. Some, such as
Several varieties of draconian exist, the sivak Slith, obeyed their orders loosely, more con-
and each is determined by the type of cerned with turning a healthy profit than conquest.
dragon egg used in its creation. Auraks are Others, such as the renowned bozak engineer Kang,
rare and powerful users of mind magic. The natural struggled with a foreign concept learned on the field
shapeshifting talent of the massive sivaks allows them of battle: honor.
to act as brutal but effective spies. Kapaks lick their These exceptional draconians and others like
arrowheads and blades to coat them in poison- them were pioneers. Their individuality inspired
ous saliva, ensuring an imminent (if agonizing) others, until the draconian race eventually learned to
death to those hit by the weapons. The bozaks, not only survive without the direction of their Dark
much like the auraks, are natural users of Queen but to also thrive without it. With time, they
magic. Even the lowliest of the draconians, learned to coexist with the other races of Krynn.
the baaz, are deadly foot soldiers in their own Two types of draconians are presented in this
right. (See the Draconomicon: Metallic Dragons article for use as player characters: the bozaks, magic-
sourcebook for more details.) using subcommanders of the dragonarmies, and the
Most draconians are inured to a harsh and kapaks, naturally gifted in the art of assassination.
wicked lifestyle. Intended to be the willing

TM & 2013 Wizards of the Coast LLC. All rights reserved. M a rc h 2 013 | D R AG O N 4 21
22
You Say Dragonborn, I Say Draconian

Roleplaying a
how to shape your Draconian RACIAL VARIANTS
draconian from a When creating a draconian character, consider the When you create a character belonging to a
dragonborn following points. subrace, you have the option to select from
You are the boogeyman. Draconians have a several benefits unique to that subrace. Each
Other than the obvious physical similarities,
well-deserved reputation as killers, conquerors, sla- benefit replaces a standard racial trait, as noted
its fair to ask whether dragonborn really have
vers, and bringers of war. To say that most people in the benefits description. Unless indicated
enough in common with draconians to stand in
dont care for you is an understatement; you are likely otherwise, you can select as many of a subraces
for them. Using dragonborn for draconian player
reviled by all who behold you. It might take some benefits as you want. See the Neverwinter
characters might seem like a bit of a stretch.
impressive deeds to persuade members of other races Campaign Setting for more information on racial
Most of the differences between the races
to accept you as the individual you are, rather than variants.
represent cultural and historical idiosyncrasies
rather than physical differences. Physically, the just another typically brutal draconian.
races are quite similar. Both are covered in scales You are proud. Draconians verge on arrogance,
and resemble their draconic forebears. Both tend certain of their superiority. In spite of their cruelty
and vice, most draconians are as fearless and bold as Their natural cleverness and magnetism make them
to be strong, proud, and remarkably tough. Both
their opponents. Even the staid and proper Knights of trusted, effective, and intelligent leaders. Bozaks
races have innate, dragon-themed racial powers
Solamnia bear a grudging respect for the courage and prefer the more destructive flavors of magic, such as
and abilities.
guile of their draconian foes. elemental evocations, over the subtle spells employed
Two specific factors offer unusual perspec-
You must change. During the war, it was easy by their aurak cousins.
tives for roleplaying a draconian character.
to follow the orders of your superiors and to give Bozaks are dangerous even in death, thanks to
First, a draconian player character is assumed
in to your baser instincts. You were at the top of their tendency to explode and damage creatures
to be a cut above rank-and-file soldiers in terms
the food chain, and the creatures you subjugated around them at the moment of their demise. A slayer
of training, perspective, and power.
had to submit to you and your comrades in arms or of a bozak draconian might find his or her own death
Second, the draconian race is a young one.
risk being crushed and discarded. Now, the chang- with the swords final stroke.
Most of the remnants of the Dark Queens draco-
ing landscape has forced you to find a new path for On average, bozak draconians stand just over 6
nian army are uniform in ability and personality,
which you are ill-prepared. You have been forced to feet tall and are covered in bronze scales. They have
but exceptions naturally occur. The years follow-
acknowledge the shocking reality that your greatest the most highly developed wings among the draco-
ing the War of the Lance see the draconian race
changes are yet to comeif you truly wish to adapt nian subraces. Bozaks generally prefer light or no
coming into its own. Your character might have
and survive in this world. armor, because anything heavier interferes with their
special gifts, abilities, and attitudes outside the
arcane gestures and flight.
norm. The draconian race doesnt really have a
common culture to speak of, so your character R acial Variant: Bozak player characters are usually sorcerers, rep-
resenting those who prefer to delve fully into their
can forge a unique path.
If you are seeking inspiration for the creation of B ozak Draconian natural magical talents, or hexblade warlocks, for
those who wish to blend their natural strength and
a draconian player character, you might want to Bozak draconians are widely regarded as some of magical power. Bozak sorcerers make adept dragon
read the Kangs Regiment novels by Margaret Weis the most dangerous soldiers that served under the or cosmic sorcerers, playing to their natural gifts.
and Don Perrin. These books deal with a group of Dark Queen. Their magical power is exceeded by the Bozak hexblades tend to opt for the elemental or
draconian veterans of the War of the Lance learn- auraks and their physical strength is dwarfed by the infernal pacts. Bozaks can also make effective black-
ing to coexist in a world never meant for their kind. sivaks, but the bozaks exist in far greater numbers. guards or assault swordmages.

M a rc h 2 013 | D R AG O N 4 21
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You Say Dragonborn, I Say Draconian

When creating a bozak draconian character, you enough to sustain flight for long, your battleground
can pick from the following benefits. mobility is still quite extraordinary.
Arcane Blood: The essence of your draconic Benefit: You gain a flight speed of 6 squares (alti- Draconian
forebears surges through your veins. Born to a legacy tude limit 1). You cannot use this fly speed if you are backgrounds
of arcane might, you have learned to augment your carrying more than a normal load. You must land at
If you choose a racial background, you either
spells with this gift. the end of your turn. This benefit replaces Draconic
gain a +2 bonus to checks with one of its asso-
Benefit: You gain a +1 racial bonus to the damage Heritage.
ciated skills, or you add one associated skill to
rolls of your arcane attack powers. This bonus Concussive Vengeance: You have learned to
your classs skills list before you choose your
increases to +2 at 11th level and +3 at 21st level. This trigger your death throes prematurely as a last resort,
trained skills.
benefit replaces Dragonborn Fury. through a mixture of self-discipline and arcane
Bozak Draconian: From the moment of your
Instinctive Flight: Although your wings are experimentation. Be wary, thoughmimicking your
birth, you were a match for virtually any human
neither large enough nor death throes might well result in the genuine article.
soldier. Your natural aptitude for both magic and
strong Benefit: You gain the concussive vengeance power.
combat and your gift for command make you a
This benefit replaces Dragon Breath.
force to be reckoned with.
Associated Skill: Arcana, Diplomacy, or
Intimidate
Kapak Draconian: You are as slippery as a
kender and as deadly as a minotaur. When you
set your sights on a foe, it is as good as dead.
Associated Skill: Intimidate, Stealth, or
Thievery

Concussive Vengeance Bozak Racial Power


Searing pain courses through you as percussive force from
your body strikes out at those nearby.
Daily F Thunder
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Strength, Constitution, or Dexterity vs. Reflex.
You gain a +2 bonus to the attack roll.
Level 11: The bonus increases to +4.
Level 21: The bonus increases to +6.
Hit: The target takes thunder damage equal to your
bloodied value and falls prone.
Miss: Half damage.
Effect: You take damage equal to your bloodied value,
and you fall prone. This damage cannot be reduced by
any means.
Special: If it has not been used for the day, this power
automatically triggers when you die.

M a rc h 2 013 | D R AG O N 4 21
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You Say Dragonborn, I Say Draconian

R acial Variant: Benefit: You have combat advantage against ene-


mies that are slowed, immobilized, or weakened. This
Draconian Feats
K apak Draconian benefit replaces Dragonborn Fury. The feats in this section enhance the capabilities of
Sinuous Agility: Your movements are quick and draconian characters.
Like their bozak cousins, kapak draconians also stand precise, your lean muscles a study in economy.
just over 6 feet tall, though their scales are coppery
rather than bronze. Bozaks have the overall shape of
Benefit: You gain a +2 bonus to your Dexterity and
Charisma ability scores. This benefit replaces the
Bozak Evoker
burly humans, whereas the sinewy kapaks have ser- normal racial ability score bonuses for dragonborn. Drawing upon your inner resources, you charge your
pentine features with long limbs and torsos. Caustic Heritage: You have poison in your mouth spells with explosive power.
Kapaks have a reputation for being vicious in their and acidic blood. Prerequisite: Bozak draconian, Arcane Blood
dealings with other races and are well known for bul- Benefit: You gain the toxic saliva and acidic revenge racial feature, Concussive Vengeance racial feature
lying creatures smaller and weaker than themselves. powers. This benefit replaces Dragon Breath. Benefit: If you score a critical hit with an arcane
The wisest among them have learned the value of attack power, the target falls prone. In addition, while
avoiding attention, and those kapaks are more dan- Toxic Saliva Kapak Racial Power
you are bloodied, you double your racial bonus to
gerous for their slyness. damage rolls with arcane attack powers.
You lick your weapon, coating it in venom.
The kapaks are widely regarded as the fastest and
Encounter F Poison
most agile of the draconians. Their impressive speed
is far from their most dangerous attribute. Glands
Minor Action Personal Draconian Wings
Target: An axe, heavy blade, light blade, pick, or spear, or Through a rigorous regimen of toughening exercises,
underneath their tongues secrete a paralyzing toxin an arrow or crossbow bolt.
you have improved your strength for the purpose of
with which they can poison their weapons. Effect: Your next successful weapon attack with the
target also deals 1d6 poison damage and the target is
movement.
Like all draconians, they are capable of killing even
slowed (save ends). Prerequisite: Bozak or kapak draconian, Instinc-
as they meet their own fate. When kapak draconians
First Failed Saving Throw: The target is instead tive Flight racial feature
die, they immediately dissolve into a pool of highly caus-
immobilized (save ends). Benefit: You ignore the speed penalty for wearing
tic acid, inflicting horrible burns upon the unwary. Level 11: 2d6 poison damage. heavy armor, and your altitude limit for Instinctive
Kapaks make fine assassins, particularly execu- Level 21: 3d6 poison damage. Flight increases to 2.
tioners, as well as effective rogues and thieves. Some
kapaks learned to adapt to life in the wilderness as Acidic Revenge Kapak Racial Power
rangers, and a few studied the bardic arts, supporting When you die, acid explodes from your corpse.
Kapak Resistance
troops while in the service of the dragonarmies. Your origin provides you with a degree of protection
Daily F Acid
When creating a kapak draconian character, you Immediate Reaction Close burst 2 against the vile and venomous.
can pick from the following benefits. Trigger: You die. Prerequisite: Kapak draconian, Caustic Heritage
Instinctive Flight: Although your wings are not Target: Each creature in the burst racial feature
large enough or strong enough to sustain flight for Attack: Strength, Constitution, or Dexterity vs. Reflex. Benefit: You gain resist 5 acid and resist 5 poison.
long, your mobility is still quite extraordinary. You gain a +2 bonus to the attack roll. This benefit increases to resist 10 acid and resist 10
Benefit: You gain a fly speed of 6 squares (altitude Level 11: The bonus increases to +4.
poison at 11th level, and resist 15 acid and resist 15
Level 21: The bonus increases to +6.
limit 1). You cannot use this speed if you are carrying poison at 21st level.
Hit: 1d8 + Constitution modifier acid damage, and on-
more than a normal load. You must land at the end of going 5 acid damage (save ends).
your turn. This benefit replaces Draconic Heritage. Level 11: 2d8 + Constitution modifier acid damage, and
Murderous Eye: You instinctively exploit your ongoing 10 acid damage (save ends).
foes weakness. Level 21: 3d8 + Constitution modifier acid damage, and
ongoing 15 acid damage (save ends).

M a rc h 2 013 | D R AG O N 4 21
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Character Themes: Heroes of the Moonshaes

Dragoon Warding Callidyrr Dragoon Utility 2 Level 10 Utility Power Ancestral Defender Level 10 Summoned Creature
Medium natural animate
You vow to protect an ally, creating a spiritual tie between You are a true knight of the land, and that status
you and shielding the ally from the worst of any assault. HP your bloodied value; Healing Surges none, but you can
brings with it ancient and tested power. By focusing
spend a healing surge for the defender if an effect allows it
Encounter F Martial, Primal your will and giving a traditional battle cry, you stir to spend one
Minor Action Melee 1 the ancestors toaction. Defenses your defenses, with a +2 bonus to AC and not
Target: One ally
including any temporary bonuses or penalties
Effect: The target gains a +2 power bonus to AC and
Dragoon Summons Callidyrr Dragoon Utility 10 Speed 0, fly 6 (hover; altitude limit 1)
Fortitude. Whenever the target is adjacent to you and O Battle Blessing F Aura 1
takes damage from a melee or ranged attack, you can You howl the ancient battle cry of Ffolk warriors and the
wind gains a sudden chill, followed by the ghostly arrival of You and your allies gain a +2 power bonus to damage rolls
take half the damage, halving the damage the target
an ancestral defender. while in the aura.
takes. Nothing can reduce the damage you take. These
Minor Action F At-Will
effects last until the end of your next turn. Daily F Primal, Summoning
Effect: The defender administers first aid to an adjacent
Minor Action Ranged 5
ally. It uses your Heal skill with a +2 power bonus to the
Level 6 Utility Power Effect: You summon an ancestral defender in an unoc-
check.
cupied square within range. The creature is an ally to
So versed are you in combat stratagems that you have Minor Action F At-Will (1/round)
you and your allies.
an uncanny knack for reading your enemies move- Effect: The defender crawls, flies, runs, stands up, shifts,
The defender lacks actions of its own. Instead, you
squeezes, or walks.
ments and countering their attacks. spend actions to command it mentally, choosing from
Immediate Interrupt F Encounter
the actions in its description. You must have line of
Trigger: An ally adjacent to the defender is hit by a melee or
Dragoon Parry Callidyrr Dragoon Utility 6 effect to the defender to command it. When you com-
a ranged attack.
mand the defender, the two of you share knowledge
Subtle changes in the enemys bearing reveal its intentions, Effect: The defender is hit by the attack instead.
but not senses.
allowing you to parry and throw the foe off balance.
When the defender makes a check, you make the
Encounter F Martial, Primal
Immediate Interrupt Personal
roll using your game statistics, not including tempo- Racial Variants
rary bonuses or penalties.
Trigger: An adjacent enemy hits you with a melee attack The defender lasts until it drops to 0 hit points, at
Elves in the Forgotten Realms setting are made
while you are wielding a melee weapon. which point you lose a healing surge (or hit points up of distinct subraces. The Llewyrr elves of the
Effect: You gain a +2 power bonus to AC and Reflex equal to your healing surge value if you have no surges Moonshaes are one such variant. See the Neverwinter
against the triggering attack. In addition, you gain left). Otherwise, it lasts until you dismiss it as a minor Campaign Setting for additional racial variants.
combat advantage against the triggering enemy until action or until the end of the encounter.
the end of your next turn.
Llewyrr Elf (Eladrin)
During the Crown Wars, the Llewyrr were a com-
munity of moon elves and green elves dwelling in
the verdant woodland known today as Neverwinter
Wood. When Vyshaan armies swept through their
lands, the Llewyrr fled across the sea seeking the
fabled isle of Evermeet.
A fierce squall forced the refugees to make land-
fall on the Moonshaes, where they were greeted by
the enigmatic leShay, legendary progenitors of the
fey. The leShay permitted the Llewyrr to settle in
isolation and safety among the mountains of the
large central island. The Llewyrr named their new

N o v e m b e r 2 011 | D R AG O N 4 0 5
6
Character Themes: Heroes of the Moonshaes

kingdom Synnoria, after the queen who led them to You share a bond with the natural world and
this island sanctuary. primal spirits of the land. Unlike many eladrin, the
Over the next eleven millennia, the Llewyrr Llewyrr do not worship Corellon Larethian or other Llewyrr Elf
evolved into a unique subrace rarely seen outside the divine entities of the Seldarine. Instead, the Llewyrr Background
Moonshaes. Llewyrr share many of the same soci- venerate the fey gods, mighty primal spirits and
Llewyrr elves study the natural world and master
etal attributes of their moon elf ancestors, including archfey that have watched over the Moonshaes for
arcane magic. A long-standing cooperation with
the building of grand cities and advanced mastery of millennia. Greatest among these primal manifesta-
the druid circles of the Moonshaes has given the
arcane arts. Llewyrr have fair skin, but unlike their tions are the Earthmother and her children.
Llewyrr an understanding of their rare tongue.
moon elf cousins, the elves of Synnoria have golden Your people have survived for millennia by form-
Many Llewyrr are avid historians with a keen inter-
hair. Llewyrr born in the last century share the ing strong family and community bonds, and you
est in the lineages of humanoid societies.
hauntingly opalescent eyes common to all eladrin, honor these. An oath given by a Llewyrr is a binding
Associated Skills: Arcana, History, Insight,
with the pupils of older generations colored in shades pledge. Though Llewyrr are slow to trust, once a bond
Nature.
of green and brown, with gold flecks. is formed, the friendship lasts a lifetime.
At the heart of Synnoria is the resplendent city
of Chrysalis, resting upon a verdant tor rising from Llewyrr Elf Benefits
a crystal clear lake. The city is a dazzling display of When creating a Llewyrr elf character, you can pick
soaring glassteel towers, crystalline gardens, and About the Author
from the following benefits. Matt James is a freelance game designer from the Washing-
majestic silver-glyphed boulevards. Historical Insight: Armed with a voracious appe- ton DC area. His recent design credits include Monster Vault:
Today, much of the city is abandoned, for the Llew- tite for studying the antiquity of humanoid culture, Threats to the Nentir Vale , D&D Lair Assault: Attack of the
yrr have paid a price for their long isolation. Birth you have an uncanny ability to discern the intent of Tyrantclaw , and Into the Unknown: The Dungeon Survival Hand-
rates are low, and centuries of attrition has dwindled individuals based solely on the historical exploits of book (due to release in 2012). Matt is a disabled veteran,
their numbers dramatically. Males are uncommon, their kind. wounded during combat operations in Iraq during 2005. You
constituting less than a quarter of the population. can follow his gaming insights via @matt_ james_rpg on Twit-
Benefit: You gain a +2 bonus to Insight checks. This
ter and at Loremaster.org.
benefit replaces the normal eladrin skill bonus to
Roleplaying a Llewyrr Elf Arcana. Developers
Sun elves were the aggressors who forced the Llew- Elf Weapon Proficiency: Elves and eladrin of all Chris Sims, Robert J. Schwalb
yrr out of the Llewyrrwood on the mainland, so you stripes take time to learn the traditional weapons of Editor
harbor a lingering animosity toward them. This dis- their people. Miranda Horner
trust extends to other elf subraces as well. Having Benefit: You gain proficiency with the longbow and Managing Editors
lived in isolation for so long, most Llewyrr feel no kin- the shortbow. This benefit replaces Eladrin Weapon Jeremy Crawford, Kim Mohan
ship toward their elf cousins, and have no desire to be Proficiency. Producers
caught up in elven politics and intrigues. You swear Christopher Perkins, Greg Bilsland, Stan!
fealty to the High Lady of Sarifal, not the crown of Digital Services Consultant
Evermeet. Dan Helmick
Art Directors
Kate Irwin, Jon Schindehette
Illustrators
Beth Trott, Jason Juta
Graphic Production
Erin Dorries

N o v e m b e r 2 011 | D R AG O N 4 0 5
7
Playtest:
Ecology of
the Hengeyokai
By Tim Eagon
Illustrations by Tyler Jacobson

This month, were offering a playtest of a new race that ties


in with Octobers Kara-Tur theme. Well be following feed-
back on the article, and we will take time to make further
Other Races
revisions if necessary. Once youve had a chance to review
and playtest the material, please send your feedback to of Kara-Tur
playtesting@wizards.com with the subject line Ecology of In addition to humans and hengeyokai, korobo
the Hengeyokai by October 31. kuru and spirit folk are among the most prevalent
races in Kara-Tur.
Hengeyokai are a race of intelligent, shapeshifting Korobokuru: These small, dwarflike human
animals native to Kara-Tur that can freely assume oids usually reside in secluded villages far from
human form or a bipedal hybrid form; numerous human civilization and live simply as hunters,
subraces exist, each corresponding to a different spe- farmers, or artisans. They get along poorly with
cies of common animal. They are the descendants of humans, who consider them backward and
humans and shapeshifting animal spirits, and as such primitive. Korobokuru venerate the primal spirits
they have a strong connection to both the spirit and that dwell near their communities.
mortal worlds. Unlike the savage and bloodthirsty Spirit Folk: The descendants of humans
lycanthropes, hengeyokai are usually reclusive and and various nature spirits, spirit folk are highly
do not become violent except when no other choice attuned to nature but typically live among
remains. humans. Three distinct kinds exist (bamboo,
Hengeyokai live throughout Kara-Tur on the river, and sea spirit folk), and all resemble slen
fringes of human society. They are secretive crea- der, comely humans.
tures that avoid prolonged contact with other races,
the one exception being the spirit folk (see the
sidebar). Despite their natural reticence, some good-
natured hengeyokai become the protectors of human
families or small villages. Scholars believe that the

TM & 2011 Wizards of the Coast LLC. All rights reserved. O c t o b e r 2 011 | D R AG O N 4 0 4
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Playtest: Ecology of the Hengeyokai

hengeyokais supernatural heritage explains this


seemingly incongruous behavior, since so many spir-
but any memories of their previous existence are hazy
and indistinct.
Beliefs and Culture
its are protective by nature. These creatures receive All hengeyokai can assume three distinct forms. Hengeyokai are a reclusive race. They rarely befriend
offerings of food, gifts, and services in return for their Animal Form: In animal form, hengeyokai are other creatures (except for spirit folk) and are wary of
efforts, even though most beneficiaries never see nearly indistinguishable from normal animals; only strangers. However, if treated kindly, hengeyokai can
their guardian or realize its true nature. For instance, careful observation of their behavior can uncover become steadfast and lifelong friends.
the hare hengeyokai Xax Chung is called the hero their intelligence. They are exceptionally mobile
of Koje, a small city in central Koryo. He perished
defending his adopted hometown from a dragon that
in this form and often assume it for the purpose of
exploration or reconnaissance. Hengeyokai cannot
Attitudes
had smashed Jisziats Tower, a prominent local land- speak in animal form, but they can communicate Hengeyokai are wild and unpredictable, with a
mark; until his death, few suspected that the elderly with beasts similar to themselves. strong independent streak. They value their freedom
warrior was anything other than human. Hybrid Form: In this form, hengeyokai stand above all else, and many also champion the freedom
On the other hand, evil hengeyokai often prey at their human height on their hind legs or simi- of others. They abhor slavery and shudder at the
upon humans. More mischievous than malevolent, lar appendages. They assume an overall humanoid thought of chaining or caging an animal; restraining
these hengeyokai delight in playing cruel pranks on shape, with front paws, wings, or fins changing a hengeyokai in this manner is a grave insult. They
their victims but will deceive, steal, and even kill to into hands that are capable of gripping and using also display personality traits similar to their animal
get what they want. Typically they extort offerings weapons and other equipment, but retain their ani- forms. A badger hengeyokai might be aggressive and
from terrorized locals, but few are ever satisfied with malistic appearance, including fur, scales, feathers, dour, a monkey hengeyokai playful and inquisitive,
their gifts, often leading to unpleasant results. tails, and other characteristics. They can speak any and a hare hengeyokai quiet but always alert for signs
languages they know and are still able to communi- of danger.

A ppearance and cate with animals. Hengeyokai prefer to assume this


form among their own kind or trusted companions of
Like most races, the majority of hengeyokai do not
have a strong disposition toward good or evil, though
P hysical Q ualities other races. some subraces have an affinity for certain alignments.
Carp, crane, dog, hare, and sparrow hengeyokai tend
Human Form: Each hengeyokai can assume the
Hengeyokai are agile creatures, but their other physi- form of a unique human. While individuals appear- toward good (however, few hengeyokai possess the
cal attributes vary according to their subrace. Twelve ance varies according to the region in which they discipline necessary to be lawful good), while badger,
subraces are known to exist: badger, carp, cat, crab, were born, on average they are shorter and slighter fox, raccoon dog, and rat hengeyokai tend toward
crane, dog, fox, hare, monkey, raccoon dog, rat, and than their human neighbors. Even in human form, evil or chaotic evil. Many humans treat the subraces
sparrow. Legends abound of other subraces, such as hengeyokai always display some animalistic features. according to these stereotypes; for example, they
frog, lizard, and weasel, in addition to larger beings For example, a sparrow hengeyokai might have a might be suspicious of fox hengeyokai and avoid them.
such as tigers, dolphins, and pandas; however, no sharp, beaklike nose; a crab hengeyokai, larger-than- All hengeyokai are mischievous by nature and
human has ever confirmed their existence. normal hands; and a rat hengeyokai, beady eyes or value playing tricks on others without being caught
The race is exceptionally long-lived, with an a long, thin mustache. Hengeyokai in human form or noticed, even if doing so doesnt endear them to
unusual life cycle. Hengeyokai can live for over 200 can speak any language they know but can no longer their neighbors. They do this for a variety of reasons,
years, but for the first century they exist only as ani- directly communicate with animals, though they can often for amusement, but mainly to test the reactions
mals and cannot assume another form. Except for still understand them. of their neighbors and to prepare for dangerous situ-
their extended life span and above-average intel- ations. Most pranks are good-natured fun (snatching
ligence, immature hengeyokai differ little from food, misplacing household objects, and setting ani-
mundane animals. Once they reach 100 years of age, mals loose are popular), but those of evil hengeyokai
they can assume hybrid and human forms. At this are frequently malicious and destructivesometimes
point, they are the equivalent of human adolescents, deadly.

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Playtest: Ecology of the Hengeyokai

Daily Life in Tabot, a school of beneficent carp hengeyokai, and


the enigmatic bird men of Koryo, believed to be an
Religion
Hengeyokai live as simply as possible and prefer to As the descendants of spirits, hengeyokai feel closer
unusually large flock of crane hengeyokai.
stay on the edges of human society, often in isolated to the spirit world than to the world of mortals. They
During adolescence, thrill-seeking hengeyokai
rural areas close to the safety of the wilderness, do not venerate spirits as other races do but view
overcome by wanderlust and curiosity sometimes
moving whenever civilization encroaches further them as equals. Even hengeyokai that wield primal
choose to live among humans temporarily; many of
upon their territory. Given their itinerant existence, magic share this attitude. Their individualism often
those who do so eventually develop an instinctual
hengeyokai have little use for material possessions; prompts hengeyokai to become followers of less rigid,
urge to remain and protect their new neighbors.
they usually exchange whatever treasure they accu- more personal religions and philosophical traditions
They especially favor those who treat animals well,
mulate for practical items such as food or weapons. such as the Way (in Shou Lung and Tu Lung), the
are kind toward strangers, and tolerate their mis-
While in human or hybrid form, they typically cult of the Eight Million Gods (in Wa and Kozakura),
chief. Such hengeyokai live in human form under an
adopt the dress, language, tools, and customs of their or shamanism. Hengeyokai rarely follow established
assumed identity (usually one that allows them to
nearest human neighbors. Their diet is also similar doctrine and readily shrug off accusations of heresy;
disappear for days without raising many questions)
to that of their neighbors, though they favor foods they believe what they believe and worship as they
or pose as somewhat tame animals living nearbybut
associated with their animal forms; for example, please.
never as pets. A content hengeyokai might remain in
sparrow hengeyokai prefer grains while monkey Long ago, many hengeyokai in Wa turned to the
its adopted home for many years, watching over sev-
hengeyokai eat fruit, and cat hengeyokai are exclu- worship of the foreign goddess Chauntea despite the
eral generations of humans.
sively carnivores. shogunates ban, viewing her as an immensely power-
Hengeyokai do not establish clans or have any
Hengeyokai have little interest in land or social ful, yet benevolent and easygoing, nature spirit. Most
strong familial bonds, to the point of rarely worship-
status, and they do not strongly value personal honor of these hengeyokai fled Wa after the suppression of
ing ancestor spirits. Adult hengeyokai seldom form
as their human neighbors do. They enjoy storytell- the Juzimura Rebellion. Many ultimately migrated to
lasting romantic relationships and typically mate
ing, horticulture, and all forms of physical recreation, Faern where they could worship her as they pleased,
only once or twice in their lifetimes. Such unions
especially swimming, running, and climbing. Few much to the annoyance of some orthodox churches
are passionate but f leeting, lasting only until the
have the patience to learn a craft, but those who do there.
young can fend for themselves, which is typically a
are exceptionally skilled, and collectors eagerly seek
few months after birth; most couples part on good
out their nishiki-e (colored woodcuts) and kongi rikishi
(carved figures that guard the entrances to temples).
terms and remain friendly for the remainder of their H engeyokai
lives. Some parents linger near their young for a few
years to offer them protection, especially if hunters
Populations
Communities pose a threat. Hengeyokai live all across Kara-Tur but are especially
Hengeyokai do not have lands of their own and rarely On rare occasions, hengeyokai mate with animals, prevalent in three regions: Sheng Ti province in the
form lasting communities. They usually dwell alone humans, or spirit folk (the former in animal form, heartlands of Shou Lung, the Ama Basin, and the
or in small nomadic bands, constructing temporary the latter two in human form). The offspring of ani- islands of Shinkoku and Tenmei in Kozakura.
shelters of wood and stone. Different subraces of mals and hengeyokai are hengeyokai, but those born
of hengeyokai and humans or spirit folk have the
hengeyokai can live together as long as they share
similar habitats and beliefs; homogeneous bands mothers race. Human children of these couplings are
Sheng Ti Province
are rarer, but not unheard of. It is proper to refer to notable for their agility, longevity, and beauty; they This province of terraced hills and dense forests has
homogenous bands by the collective noun associ- also have a preternatural connection with animals, always been renowned for its large population of
ated with their animal form, such as pride, school, or often becoming rangers or druids. hengeyokai. Its cities are among the few places where
flock; they often become part of local folklore. Some hengeyokai openly assume their hybrid forms, even
prominent examples include the lake folk of Nam Tso those normally viewed with suspicion by humans,
such as the fox and raccoon dog subraces. The

O c t o b e r 2 011 | D R AG O N 4 0 4
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Playtest: Ecology of the Hengeyokai

province is also famous for the beauty of its people, and the largest concentration of hengeyokai in all of After the Spellplague, Kozakura lapsed into civil
and the Sheng are thought to owe much of their Kara-Tur. war. Much of the hengeyokai population, as well as
diminutive stature and elegance to the influence of Hengeyokai thrive in this remote wilderness, their spirit folk allies, remained neutral and retreated
hengeyokai, as well as numerous spirit folk. and the barbarians that dominate the region accord deeper into the wilderness or fled to Shou Lung.
Following the Spellplague, the connection grew them a great deal of respect (and sometimes fear and However, several devoted themselves to protecting
much stronger between Sheng Ti and the portion hatred), believing them to be powerful manifestations the populace from the warring factions and rampant
of the spirit world that Faernians would call the of the spiritual forces of nature. Traditionally henge banditry. The most famous was a female monkey
Feywild. Though empowered by these events, the yokai, even evil ones, become protectors of human hengeyokai named Aoi, a student of Onoye, a fellow
hengeyokai and spirit folk inhabitants of the prov- tribes, who have always been in desperate need of monkey hengeyokai who had established the Monkey
ince remained loyal to the Emperor and helped him allies. The situation has only worsened in the decades style of martial arts during the previous century.
restore order (the maternal great-grandfather of the following the Spellplague, for several powerful oni She single-handedly protected seven villages from a
ninth Emperor Chin of the ruling Kuo dynasty was have enslaved the hobgoblin living in the nearby force of over 100 marauding ronin, and after the war
a hengeyokai from Sheng Ti). Recognizing their con- Land of Snow Demons. The human villages scattered ebbed, she established several dojos throughout the
tribution, in 2646 (1396 DR), the grateful Emperor across the region are now under constant threat from hinterlands of Shinkoku to teach her masters style to
decreed that all hengeyokai and spirit folk subjects their predatory neighbors to the north. the islands peasantry. Now, many villages in south-
residing in the province could legally take the civil Shamanism is the regions most widespread belief western Shinkoku defiantly display wooden or stone
service examinations and join the mandarinate, system, and the Ama River basin is home to most monkey carvings as a warning to bandits, evil spirits,
which had previously been an option available only hengeyokai practitioners of primal magic, especially and headstrong samurai.
to humans. Given their nature, few took the oppor- barbarians, druids, rangers, and seekers. Spellscars,
tunity, but that fact hasnt stopped the formation of
racist tongs that wish to restore the former status quo.
which are otherwise extremely rare in Kara-Tur, are
unusually widespread among the hengeyokai of the
Beyond Kara-Tur
These tongs plot in the shadows with tacit support Northern Wastes. These strange markings mani- The upheaval and disruption caused by the Spell-
from some nobles and bureaucrats, and sometimes fest only on hengeyokai in hybrid or human form, plague prompted many to leave Kara-Tur for what
act against prominent hengeyokai. engendering great respect (and fear) in their human they mistakenly believed was the relative peace of
Nowadays, hengeyokai from all over Kara-Tur neighbors. No one has been able to explain this mys- Faern. Numerous hengeyokai have emigrated west-
view Sheng Ti province as a refuge, and many have terious phenomenon, though it has attracted the ward in recent years. This migration actually began
migrated to it by way of LoShan, its main seaport. attention of sages and wu jen across Kara-Tur. prior to the Spellplague; like their human neighbors,
Hengeyokai who fled Wa after a wave of gargantuas some fled before the Tuigan Horde, while others left
following Tan Chins subsequent invasion of Shou
devastated that country came to Sheng Ti but had
trouble assimilating; many left to establish new homes
Kozakura Lung. A few hengeyokai, motivated by curiosity and
in the Hordelands or even farther west in Faern. The mountains and forests of Kozakura have long wanderlust, joined or followed merchant caravans
been home to hengeyokai, who live in isolated traveling along the Spice Road and the Golden Way.
enclaves far from the constant strife of the human- Some of the hengeyokai who left settled in the
Ama Basin dominated coastal regions. Traditionally, monkey Hordelands, particularly in Yaimunnahar, along the
The Shou refer to this immense area of swamps and hengeyokai are the most numerous in southern Lake of Mists, or in the foothills of the Sunrise Moun-
taiga around the Ama River as the Northern Wastes, Shinkoku, fox hengeyokai in northern Shinkoku, and tains. They became self-appointed guardians of the
a misleading name since it is hardly a wasteland. In rat hengeyokai in Tenmei. These demographics have Golden Ways many oases, much to the chagrin of
fact, it is home to a wide variety of peoples, including largely remained the same over the centuries, though the bandits and savage humanoids looking to prey on
several confederations of human barbarians, many many rat hengeyokai left Tenmei following a bloody caravan traffic.
korobokuru clans, numerous spirit folk enclaves, feud with the local korobokuru. In Faern, the majority of hengeyokai settled
near the Golden Way in Thesk and Rashemen, as

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Playtest: Ecology of the Hengeyokai

well as in the Great Dale and along the Dragon Badger Hengeyokai Chanshi Level 4 Brute
Coast. Any city with a Shou-town has at least a few Medium fey magical beast (shapechanger) XP 175
hengeyokai inhabitants, who often live disguised as HP 64; Bloodied 32 Initiative +5
Hengeyokai AC 16, Fortitude 17, Reflex 16, Will 15 Perception +3
humans (especially in xenophobic Nathlan). They
outside the Realms must be cautious to avoid being mistaken for lycan- Speed 7, burrow 3 (badger form) Low-light vision
Standard Actions
The ancestors of the hengeyokai were inhabit thropesa particular concern for those with sinister m Guan Dao (weapon) At-Will
ants of the Feywild but fled to the world in the counterparts such as rat hengeyokai. However, the Requirement: The hengeyokai must be in human or hybrid
aftermath of an extraordinarily destructive war crafty among them can turn such confusion to their form.
between the eladrin and the fomorians. During advantage. Attack: Melee 2 (one creature); +9 vs. AC
that long-ago conflict, evil hengeyokai served A few hengeyokai have left behind the familiar- Hit: 2d8 + 6 damage, or 3d8 + 6 damage if the target is
the fomorians as spies and assassins. After the ity of the Shou-towns and struck out on their own, prone.
C Slashing Arc (weapon) Recharge when first bloodied
eladrin emerged victorious, they took their relocating primarily to the Dalelands, the Western
Requirement: The hengeyokai must be in human or hybrid
revenge upon the survivors. This retribution was Heartlands, and the North. For example, a pride of form.
swift, brutal, and indiscriminate, and many inno cat hengeyokai has settled within the Kings Forest Attack: Close burst 1 (creatures in the burst); +7 vs. Reflex
cents were slaughtered. To this day, hengeyokai in Cormyr. Cleverly taking advantage of their new Hit: 2d8 + 6 damage, and the hengeyokai pushes the target
fear and distrust eladrin. homes favorable attitude toward cats, these hengeyo- 1 square.
The actual origin of the hengeyokai is a matter kai protect the humans living nearby from rampaging Minor Actions
of dispute. They believe they are fey versions of beasts and other threats. M Trip Up (weapon) At-Will (1/round)
Requirement: The hengeyokai must be in human or hybrid
primal animal spirits; however, most eladrin schol
E x ample
form.
ars dismiss them as awakened beasts infused with Attack: Melee 2 (one creature); +7 vs. Reflex
the magic of their home plane. Some eladrin,
H engeyokai
Hit: The target falls prone.
perhaps wishing to justify their races pogrom, Natures Mask (polymorph) At-Will (1/round)
believe that the fomorians created the hengeyokai Effect: The hengeyokai alters its physical form to appear as
to act as their agents, and they point to the races Hengeyokai are a diverse race that can fulfill a a Tiny badger or as a Medium unique human or hybrid.
chaotic, unpredictable nature as a sign of this number of different roles in your campaign. This Triggered Actions
influence. The races innate skill at assassination, section provides three sample hengeyokai statistics Savage Demise Encounter
blocks as well as a quick and easy method of creating Requirement: The hengeyokai must be in badger or hybrid
infiltration, and espionage is also taken as a sign form.
of fomorian interest. new hengeyokai characters.
Trigger: The hengeyokai drops to 0 hit points.
Today, small bands of hengeyokai live in Effect (Free Action): The hengeyokai takes a standard action.
remote wilderness regions, occasionally inter Badger Hengeyokai Chanshi Skills Athletics +11, Endurance +9, Intimidate +6
acting with nearby human, halfling, or elven Str 18 (+6) Dex 16 (+5) Wis 13 (+3)
Badger, crab, and dog hengeyokai in particular
settlements. In the Nentir Vale, they are rela Con 14 (+4) Int 10 (+2) Cha 9 (+1)
embrace the way of the warrior, for they possess the Alignment unaligned Languages Common, Shou
tively plentifulthough rarely seenwithin the requisite strength, temperament, and stamina. This Equipment leather armor, guan dao
Harkenwold and Winterbole forests, the Witch badger hengeyokai is a fearsome and ornery chanshi
light Fens, and even the depths of Lake Nen. (warrior); she sweeps the battlefield with her guan
In Eberron, the Eldeen Reaches is home to the dao, a crescent-bladed broadsword with a long haft,
majority of that worlds hengeyokai. knocking enemies prone and then hacking them to
death.

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Playtest: Ecology of the Hengeyokai

Fox Hengeyokai Wu Jen Monkey Hengeyokai Sensei Monkey Hengeyokai Sensei Level 12 Skirmisher
Medium fey magical beast (shapechanger) XP 700
As inherently magical creatures, hengeyokai often The monkey hengeyokai of southwestern Shinkoku, HP 119; Bloodied 59 Initiative +14
become wu jen: sorcerers and diviners who strive to Kozakuras largest island, are renowned martial art- AC 26, Fortitude 23, Reflex 25, Will 24 Perception +15
master the arcane power of the five elements (air, earth, ists. Two of the best known are Onoye, founder of the Speed 7, climb 3 (monkey form) All-around vision,
fire, water, and wood). Cat, fox, monkey, and sparrow Monkey style, and Aoi, his contemporary disciple. low-light vision
hengeyokai have the strongest talent for magic. This fox While in human form, this monkey hengeyokai Traits
hengeyokai has mastered the element of fire; in battle, appears to be an elderly farmer, though closer exami- All-Around Vision
Enemies cant gain combat advantage by flanking the
he hurls fiery shuriken, burns opponents alive with his nation reveals a loping gait and abnormally long
hengeyokai.
mesmerizing gaze, and augurs the future. He is also arms. He is actually an extremely agile warrior who Standard Actions
a member of the Iridescent Peacock Society, a secre- can effortlessly deliver a staggering blow with a kick m Flying Kick At-Will
tive cabal of mercenary wu jen that fans the flames of or throw. Requirement: The hengeyokai must be in human or hybrid
conflict in Kozakura. Its members profit in wartime by form.
selling their destructive skills to the highest bidder. Effect: The hengeyokai jumps up to 2 squares before the
attack. This movement does not provoke opportunity
Fox Hengeyokai Wu Jen Level 7 Artillery attacks.
C Blazing Eyes (aura, charm, fire, implement) Encounter
Medium fey magical beast (shapechanger) XP 300 Attack: Melee 1 (one creature); +15 vs. Reflex
Requirement: The hengeyokai must be in human or hybrid
HP 60; Bloodied 30 Initiative +6 Hit: 2d10 + 9 damage.
form.
AC 21, Fortitude 18, Reflex 19, Will 20 Perception +5 M Throw Recharge 5 6
Attack: Close blast 5 (enemies in the blast); +10 vs. Will
Speed 7 (9 in fox form) Low-light vision Requirement: The hengeyokai must be in human or hybrid
Hit: Ongoing 5 fire damage, and the target is immobilized
Resist 10 fire form.
(save ends both).
Traits Attack: Melee 1 (one creature); +15 vs. Reflex
Effect: The hengeyokai activates an aura 5 of bright light
Elemental Mastery Hit: 3d8 + 6 damage, and the hengeyokai pushes the target
that lasts until the end of the hengeyokais next turn. Each
When the hengeyokai hits any creature with a fire power, up to 2 squares.
enemy in the aura takes a 2 penalty to saving throws.
that creature gains vulnerable 5 fire until the end of the Sustain Minor: The aura persists until the end of the henge
Move Actions
hengeyokais next turn. Light Step Encounter
yokais next turn.
Standard Actions Effect: The hengeyokai shifts up to its speed.
Minor Actions
m Staff (weapon) At-Will Minor Actions
Augury Encounter
Requirement: The hengeyokai must be in human or hybrid Natures Mask (polymorph) At-Will (1/round)
Effect: Roll a d20 and note the result. As a free action before
form. Effect: The hengeyokai alters its physical form to appear as
the end of its next turn, the hengeyokai can use that result
Attack: Melee 1 (one creature); +12 vs. AC a Tiny monkey or as a Medium unique human or hybrid.
to replace the result of one d20 roll of its choice made by
Hit: 2d6 + 5 damage. Spring Up At-Will
any creature it can see.
r Fiery Shuriken (fire, implement) At-Will Effect: The hengeyokai stands up.
Natures Mask (polymorph) At-Will (1/round)
Requirement: The hengeyokai must be in human or hybrid Effect: The hengeyokai alters its physical form to appear as a
Triggered Actions
form. Stunning Blow Encounter
Tiny fox or as a Medium unique human or hybrid.
Attack: Ranged 10 (one or two creatures); +12 vs. Reflex. If Trigger: The hengeyokai hits an enemy with a melee basic
Triggered Actions
the hengeyokai targets only creature with this power, it attack.
Fortuitous Wind Recharge when first bloodied
can make this attack twice against that creature. Effect (Free Action): The enemy is stunned until the end of
Trigger: An enemy ends its move adjacent to the hengeyokai.
Hit: 3d4 + 4 fire damage. its next turn.
Effect (Immediate Reaction): The hengeyokai pushes the trig
Skills Athletics +15, Acrobatics +17, History +12, Insight +15
gering enemy 1 square.
Str 19 (+10) Dex 22 (+12) Wis 19 (+10)
Skills Arcana +10, Insight +10, Nature +10, Stealth +11
Con 15 (+8) Int 13 (+7) Cha 16 (+9)
Str 9 (+2) Dex 16 (+6) Wis 15 (+5)
Alignment unaligned Languages Common, Kozakuran
Con 12 (+4) Int 14 (+5) Cha 19 (+7)
Alignment chaotic evil Languages Common, Kozakuran
Equipment staff, bag of chicken bones

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Playtest: Ecology of the Hengeyokai

Creating New Hengeyokai Skill Modifications: The creature gains training


in a skill related to the hengeyokais animal form (see
DMs can quickly create new hengeyokai by following
the table).
these steps.
Special: The creatures attack powers gain the
First, select an appropriate human from one of the
following requirement, unless they are appropriate
Monster Manual or Monster Vault supplements. Then
attacks for an animal.
choose an animal form from one of those presented
in Table 11 below. Badger, carp, crab, crane, and Requirement: The hengeyokai must be in human or hybrid
dog hengeyokai make ideal brutes and soldiers, while form.
cat, fox, hare, monkey, raccoon dog, rat, and sparrow
hengeyokai are excellent controllers, lurkers, and Finally, hengeyokai gain the following utility power.
skirmishers.
Origin: The creatures origin becomes fey. Minor Actions
Type and Subtype: The creatures type becomes Natures Mask (polymorph) At-Will
magical beast, and it gains the shapechanger subtype. Effect: The hengeyokai alters its physical form to appear as
Senses: The creature gains low-light vision. a Tiny animal or as a Medium unique human or hybrid.
Speed: The creatures speed increases to 7; it also
gains a special mode of movement while in animal
form (see the table below).

Animal Form Special Movement Related Skill


Badger Burrow 3 Endurance
Carp* Swim 7 Endurance
Cat Climb 3 Acrobatics
Crab* Swim 7 Intimidate
Crane** Fly 6 Nature
Dog +2 bonus to speed Insight
Fox +2 bonus to speed Stealth
Hare +2 bonus to speed Athletics
Monkey Climb 3 Athletics
Raccoon Dog Climb 3 Stealth
Rat Climb 3 Thievery
Sparrow** Fly 6 Perception
*Carp and crab hengeyokai in animal form have a land speed of 1 and can breathe underwater.
**Crane and sparrow hengeyokai in animal form have a land speed of 1.

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Playtest: Ecology of the Hengeyokai

P laying H engeyokai Natures Mask Hengeyokai Racial Utility


You swiftly assume the guise of either human or beast.
Wily beasts with the ability to assume human form. At-Will (Special) F Polymorph
Minor Action Personal
Racial Traits Fey Origin: Your ancestors were animal spirits Effect: You change into your human, Tiny animal, or
native to the Feywild. You are considered a fey hybrid form. The new form lasts until you change forms
Average Height: 4 105 6
creature for the purpose of effects that relate to again. While you are in human or animal form, other
Average Weight: 100140 lb. creature origin. creatures can attempt to discern your true nature by
making an Insight check opposed by your Bluff check;
Beast Nature: You are considered both a magical you gain a +5 bonus to your check.
Ability Scores: +2 Dexterity; +2 Wisdom or +2 beast and a humanoid for the purpose of effects None of your game statistics change in human or
Charisma that relate to creature type. hybrid form. While in animal form, you cannot use any
attack powers, although you can sustain such powers.
Size: Medium (human or hybrid form) Shapechanger: You have the shapechanger
Your equipment becomes part of the form, and you
Speed: 7 squares subtype. continue to gain the benefits of the equipment you wear,
Vision: Low-light Language of Beasts: While you are in animal or except for shields and item powers. While equipment is
hybrid form, you can communicate with any part of the form, it cannot be removed, and anything in
a container that is part of the form is inaccessible. You
natural or fey beasts that share your animal form
Languages: Common, choice of one other cannot speak. You otherwise retain your game statistics.
or a form that is closely related (for example, a
You gain a movement benefit based on your form.
Skill Bonuses: +2 Bluff, +2 to a skill determined by dog hengeyokai can communicate with a wolf). Badger: You gain a burrow speed equal to half your
your animal form. In human form, you can understand these beasts speed.
Animal Form: Select your animal form: badger but cannot directly communicate with them. Carp, Crab: You gain a swim speed equal to your
(Endurance), carp (Endurance), cat (Acrobatics), You can communicate simple concepts and speed, and then your land speed becomes 1. You can
commands to such creatures, but they are under breathe underwater.
crab (Intimidate), crane (Nature), dog (Insight),
Cat, Monkey, Raccoon Dog, Rat: You gain a climb
fox (Stealth), hare (Athletics), monkey (Athletics), no compulsion to obey you, and their knowledge
speed equal to half your speed.
raccoon dog (Stealth), rat (Thievery), or sparrow is restricted by their experience and mobility.
Crane, Sparrow: Your land speed becomes 1, and you
(Perception). Beasts you talk to are not necessarily friendly; gain a fly speed of 6.
your DM may require skill checks to influence Dog, Fox, Hare: Your speed increases by 2.
Elusive: You have a +1 racial bonus to Reflex.
their attitude. Special: You can use this power only once per round.
Natures Mask: You have the natures mask power.

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Playtest: Ecology of the Hengeyokai

Hengeyokai Adventurers Monk Roleplaying a Hengeyokai


As hengeyokai come of age, they are overcome by Despite a widespread belief that they lack the self-dis- When creating a hengeyokai character, here are a few
wanderlust and an instinctual need to seek out new cipline necessary to become monks, hengeyokai are points to consider.
territory (older hengeyokai jokingly refer to this attracted to the solitary pursuit of mental and physi- You straddle multiple realms. Hengeyokai
period as the true Path of Enlightenment). Most cal enlightenment. In addition, they have a natural embody several, often conflicting worlds. Are you
are content to investigate the wilderness near their talent for martial arts and love to improvise, prefer- more animal or human? Spirit or mortal? Do you
homes or get into juvenile misadventures in the ring to mix and match styles. Hengeyokai do not turn feel more comfortable in the wilderness or amid the
nearest human settlement, but for some, such high to temples or monasteries for instruction; instead, trappings of civilization? How you answer these ques-
jinks are not enough. These hengeyokai become they seek out hermit-like masters who instruct only a tions largely defines who you are, but these inherent
adventurers. handful of students in the depths of a bamboo forest tensions tear you in different directions, causing you
Greed rarely motivates hengeyokai adventur- or atop a snow-covered mountain peak. Carp, crane, to act unpredictably by the standards of other races.
ers. They have little use for treasure, believing that dog, hare, and monkey hengeyokai are most likely to Many adventuring hengeyokai do so to get a better
it weighs them down, so they carry only what they train as monks. sense of themselves. What do you hope to discover
need. Instead, curiosity and the thrill of exploration about yourself during your journeys?
drives them, as does the opportunity to make mis- Rogue Guardian, predator, or recluse? Most hengeyo-
chief on a wider scale or to redress social injustices. Thievery, whether for survival, profit, or fun, is kai want to live alone in peace, but others interact
In their minds, such activities often go hand in hand; second nature to many hengeyokai. In animal form, with human society more frequently. How do you
hengeyokai in Wa notoriously flout social conven- they can easily slip in and out of the most well- relate to your neighbors? Those who see themselves as
tion by associating with the downtrodden eta, and guarded places undetected (even the most suspicious more part of the mortal world will often live among
those in Tu Lung court official displeasure for freeing guard pays little attention to a sparrow). Hengeyo- humans and sometimes become the guardians of
slaves. Indeed, many hengeyokai adventurers begin kai rogues run the gamut from thuggish yakuza to the families or small villages they encounter; even
their careers when they are forced to take up arms in scheming con artists to deadly ninjas, and no subrace evil hengeyokai are occasionally forced into this role,
defense of an adopted human village or family threat- monopolizes the class. Even hengeyokai that pursue though theyre more likely to regard their charges
ened by monsters, bandits, or evil spirits. other paths often dabble, and multiclassed and hybrid as possessions or meal tickets. Hengeyokai who feel
All hengeyokai have a knack for stealth, magic, rogues are common. superior to their neighbors because of their heri-
and subterfuge; they are also incredibly mobile crea- tage often become heartless predators, at best using
tures and gravitate toward classes that emphasize Sorcerer humans for personal gain.
these attributes. As the descendants of animal spirits, hengeyokai are Your freedom is paramount. When you see
inherently magical creatures, and many can effort- animals caged in pens or tied to stakes, you shake
Assassin lessly tap into their innate arcane energy. The raw, your head in sadness. You would rather die than
Despite its sinister reputation, shadow magic holds chaotic power of the sorcerer best reflects their natu- suffer such a fate. As a result, you are constantly on
little stigma for hengeyokai, who treat the gloomy ral capabilities and disposition; few hengeyokai care the move, even if you remain in the same area, and
powers of the Shadowfell as any other spirits do. to devote the time necessary to become a wizard or you strive to limit your attachments, since not all
Manipulating the power of shadow appeals to their make a pact with a superior being. They favor the shackles are literal. Something or someone has to be
stealthy, trickster nature, and their ability to get in volatile nature of the wild sorcerer above all others. very important to you to make you stay in one place
and out of a targets abode unseen makes them ideal Cat, fox, monkey, and sparrow hengeyokai frequently for a lengthy period. What do you value as much as
assassins. Many ninja clans, realizing these benefits, follow this path, but the potential lies within all the your own freedom?
have opened their membership to hengeyokai. Cat, subraces. Your wits are a weapon. Youre not as big or as
fox, and rat hengeyokai are most likely to become powerful as other races, but you make up for that
assassins. with your wits. Be smart and fast, and make sure to

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Playtest: Ecology of the Hengeyokai

take advantage of opportunities as they arise, espe-


cially those of your own design. Hone this weapon
with mischief; its better for a merchant to catch you
stealing now than for a daimyos guard to do so later.
Hengeyokai Characteristics: Agile, chaotic,
elusive, independent, mischievous, quick, protective,
reclusive, secretive, unpredictable, wild
Hengeyokai Names: Hengeyokai adopt the per-
sonal names of their local human neighbors. They do
not take clan names or surnames.

About the Author


Tim Eagon is a freelance writer living in Madison, Wiscon-
sin. He has written several articles for Dragon and Dungeon,
including The Oasis of the Golden Peacock, Winning
Races: Eladrin, Beyond the Spiral Tower, and Power Play:
Arcane, Familiars of Athas.

Editor and Developer


Jennifer Clarke Wilkes

Managing Editors
Kim Mohan, Jeremy Crawford

Producers
Greg Bilsland, Christopher Perkins

Art Directors
Kate Irwin, Jon Schindehette

Illustrator
Tyler Jacobson

Graphic Production
Erin Dorries

O c t o b e r 2 011 | D R AG O N 4 0 4
53
Winning Races:

Tinker
Gnomes
By Daniel Helmick
Illustration by Ralph Horsley

No one is precisely sure where tinker gnomes origi-


nated, since most of their earliest records were
destroyed in a fire resulting from dubious experi-
ments in advanced record-keeping technology.
Despite this event, most tinker gnomes insist that
they can trace the personages and events surrounding
their family lines all the way back to their creation
by the god Reorx. This assertion suggests that entire
swaths of tinker gnome history are the product
of sheer invention. To anyone who knows tinker
gnomes, such a hypothesis seems a strong possibility.
Tinker gnomes are industrious to the extreme,
exhibiting an obsessive need to build and redesign
devices to help with every facet of their hectic lives.
These gnomes challenge the limits of their worlds sci-
entific and magical knowledge on a daily basis. The
average tinker gnome generally regards those few
members of the race who are uninterested in technol-
ogy as either lazy or insane, since satisfaction with
the status quo and reliance on mundane solutions is
nearly unheard of in tinker gnome society.
Though all tinker gnomes have a penchant for
invention and engineering, relatively few are truly
gifted in this area. The bulk of gnomish experimen-
tation relies on trial and error, and most gnomes
cheerfully acknowledge that the majority of their
TM & 2013 Wizards of the Coast LLC. All rights reserved.

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Tinker Gnomes

efforts end in failure. This fact does not disturb them, in varying shades of tan, and wrinkles develop at an and deeds of every member of the gnomes family
however; they are always ready to move onward to early age. tree. The second name is a shortened version, which
their next pet project. When on the job or traveling, tinker gnomes merely points out the highlights of the family his-
prefer to wear heavily modified thick leather aprons tory. The third name is a nickname, usually bestowed
Racial Traits festooned with all manner of small tools. A tinker upon the gnome by members of other races. The
Average Height: 2833 gnome is always prepared to make improvements, no nickname usually consists of the first few syllables
Average Weight: 4455 lb. matter the situation. of the gnomes full name. Most gnomes find these
nicknames to be a mild indignity, but those who have
Ability Scores: +2 Intelligence; +2 Dexterity or +2
Constitution Attitudes and regular dealings with other races tolerate their use.
The patron deity of the tinker gnomes is Reorx,
Size: Small
Speed: 5 squares Beliefs the Creator. But the tinker gnomes are not especially
Vision: Low-light religious, so they pay their deity little more than lip
The need for innovation among tinker gnomes is service, except for the observance of the Lifequest (see
Languages: Common, choice of one other legendary. Tinker gnomes think nothing of spend- below). Tinker gnome priests do exist, but they are
Skill Bonuses: +2 Arcana, +2 Thievery ing yearseven decadesin the creation of complex few and far between.
(and often faulty) gadgets with no practical purpose.
Lab Conditioning: You have the lab conditioning power.
Quick Fix: You can make Arcana checks to disable,
The creators of such devices seem to have little or
no concern about safety in testing their dubious cre- T inker Gnome
identify, or sense magical phenomena, and Thievery
checks to pick locks or to disable or identify devices,
ations, and the results of such tests are sometimes
fatal. Rare is the dedicated tinker gnome who lives
Communities
as a minor action instead of a standard action. But if
you do so, your haste causes you to take a 4 penalty to a ripe old age. More than ninety-five percent of all tinker gnomes on
to the check. The majority of other races find tinker gnomes dif- Krynn dwell in a single dormant volcano. The gnom-
Use Whats at Hand: You gain proficiency with impro- ficult to understand. Tinker gnomes speak quickly ish name for the volcano is nearly a hundred words
vised weapons other than unarmed attacks. and endlessly, stringing together long sentences long, and most other races cannot pronounce it at all.
without care for natural pauses in the conversation Therefore, it has earned the sobriquet Mount Never-
Lab Conditioning Tinker Gnome Racial Utility or social cues. They feel that they have to race to mind. The Naming Guild insists that this nickname
When the experiment goes awry, you know how to get out of complete their trains of thought before they are lost was the utterance of an early human visitor to the set-
the way of the results. forever. More often than not, tinker gnomes end their tlement, who shouted Never mind! after a friendly
Encounter sentences only after the listener verbally or forcibly member of the Greeting Guild attempted to welcome
Immediate Reaction Personal instructs them to stop. the beleaguered man to the mountain.
Trigger: An area or close attack hits or misses you, or any Tinker gnomes foster a love of bureaucracy that Tinker gnomes occasionally visit or even dwell
attack misses you.
transcends even the most dedicated middlemen of in human cities, though most humans who live near
Effect: If you take any damage from the attack, halve
that damage. You then shift up to half your speed.
other races and societies. Dozensif not hundredsof them take great pains to limit their need for rede-
guilds, many of which feature overlapping areas of signing items, since such well-meaning endeavors

P hysical Q ualities expertise, drive the tinker gnome settlements. If a


tinker gnome cannot find a suitable guild for his or
can result in the malfunction or even destruction
of useful devices. Some tinker gnomes also make
Tinker gnomes average about three feet in height, and her branch of investigation, the gnome does not hesi- their homes in predominantly kender and dwarven
around fifty pounds in weightslightly stout, but still tate to found a new oneregardless of interest, need, communities, though the gnomes tend to isolate
nimble. Their hair is fine and paleusually platinum or purpose. themselves within their own enclaves.
blond or whiteand most of the males grow luxuriant Every tinker gnome has three names. The first
beards and mustaches. Tinker gnomes skin comes name is the given name, which details the name

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Tinker Gnomes

T inker Gnome Wizard whose devices work regularly are often subjected to
ridiculeor even exile in extreme cases.
A dventurers The study of wizardry features its own particular
specialty of cleverly made devices, and it is only nat- Tinker Gnome Characteristics: Abrasive, cheer-
ural that magic-minded tinker gnomes often choose ful, curious, disorganized, excitable, inventive,
Most tinker gnomes prefer to stay within their own
this profession. tenacious
enclaves, researching their next projects. A few,
however, find the adventuring life a useful means of Male Names: Aerodyn, Cog, Conundrum, Dyffed,
discovering new research topics, as well as of field Roleplaying a Gnimsh, Gnosh, Miggins, Saliman, Spanner
testing prototype equipment. Female Names: Angle, Cinder, Dana, Erg, Gnissa,
T inker Gnome Latitude, Mystie, Pepper, Zenith
Artificer Here are a few points to consider when creating a
The artificer is the default adventuring class of the tinker gnome character. T inker Gnome
tinker gnome. Innovation and fabrication are the tinker
gnomes strongest suits, and the path of artifice is the
There is always a better way. Every task, no
matter how mundane or minute, can be improved Utility Powers
perfect expression of these and other creative endeavors. through study, industry, and creativity. Why use Tinker gnomes enhance their ability to innovate over
a mousetrap when you can design and build a time as they learn to adapt to different situations.
Wind-Powered Troublesome Rodent Detection and
Bard Humane Extermination Automaton? True, the beta
Combat is an effective (if draconian) crucible, forcing
a rapid evolution of your skills.
Though tinker gnomes are not musical by nature, it test version incinerated your cousins foot, but thats a
cannot be denied that the bardic pursuit of knowl- small price to pay for a rodent-free laboratory, and he Level 2 Utility Power
edge across many and varied areas of study is, for seems to like his new Footmatic Pulley-Driven Pros- When inspiration strikes, its best if you have the
them, an attractive notion. Bardic tinker gnomes thetic just fine (when it works, anyway). means to pursue a new line of thought already at hand.
often neglect other aspects of their chosen profes- Never forget your Lifequest. An important
sion in favor of becoming the ultimate polymath. concept in tinker gnome society is the observance Smooth Execution Tinker Gnome Utility 2
Ironically, most gifted tinker gnome bards avoid the of the Lifequest. Every tinker has a Lifequest from
Measure twice, cut once.
Music-Making Guild and its experimental melodic birth, in addition to his or her normal duties and
stylings. Encounter
projects. Completion of the Lifequest safeguards the
Free Action Personal
gnome and his or her bloodline, and it guarantees Trigger: You make an Arcana, Dungeoneering, or
Rogue the gnome a place in the Afterlife. Lifequests are typi-
cally completed through the perfect development
Thievery check.
Effect: Roll the check twice, and take either result.
Curiosity drives innovation, and satisfying that curi-
and understanding of a particular device. Few tinker
osity occasionally requires a larcenous skill set. The
Acquisitions Guild is essentially a Thieves Guild
gnomes have ever fulfilled a Lifequest. Level 6 Utility Power
Invention exists for the sake of invention. The Innovation and leaps of logic are not confined to the
for tinker gnomes, tasked with procuring materi-
prevailing sentiment within tinker gnome society laboratory or workshop. Sometimes, the urgency of
als and goods, or even funding for new projects. For
is that creating a perfectly functioning device runs a life or death confrontation can inspire you to some
this reason, many guilds find it in their best interest
counter to the underlying principles of progress and surprising methodseven if they do tend to throw you
to turn a blind eye to common acts of acquisition,
advancement. A device that fulfills its task without off balance.
and the roguish professions are considered to be an
complication or need for improvement is a creative
acceptable option for young tinker gnomes.
dead endanathema for most tinker gnomes. Those

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Tinker Gnomes

Frantic Inspiration Tinker Gnome Utility 6 T inker Gnome Feats


Your intellect allows you to spot weaknesses in a foes
defenses. The feats in this section enhance the capabilities of
Tinker Gnomes in tinker gnome characters.
Encounter
Different Settings Free Action Personal
Tinker gnomes have existed in various set- Trigger: You make an attack roll. Improved Lab Conditioning
tings within the Dungeons & Dr agons Effect: If the attack roll hits the targets lowest defense, When you need to escape an unsafe situation, your
then the attack hits.
cosmologymost notably the Dragonlance inner reserves help you rise to meet the challenge.
and Spelljammer settings. Although many tinker Prerequisites: Tinker gnome, lab conditioning
gnome characters provide comic relief, others
Level 10 Utility Power racial power
such as Gnimsh in Dragonlance Legends or Tinker gnomes have a natural talent for fixing, alter- Benefit: When you use your lab conditioning racial
Dyffed in the Cloakmaster Cycleplay impor- ing, or even disabling mechanical gadgetsusually power, you can also make a saving throw against one
tant roles in the advancement of those stories. through elaborate, if hurried, modification. The mod- effect that a save can end.
The presence of tinker gnomes is expected in ified object might not look anything like it did before
the Dragonlance setting, but the race also fits undergoing the gnomes enthusiastic ministrations, Inventive Empowerment
in well with other settings if your DM allows it. but it gets the job done. Because of your own revolutionary advances in
Forgotten Realms Setting: Tinker gnomes energy transfer, charging magic items has never been
in Abeir-Toril are worshipers of Gond Won- Jury Rig Tinker Gnome Utility 10
easier.
derbringer, in addition to the usual gnome By adding an extruded sprocket and spot-welding some Prerequisites: Tinker gnome, artificer, Arcane
pantheon. These gnomes are among Gonds flanged widgets, you should be able to increase the damage
Empowerment class feature
output by thirty-five percentat least temporarily!
most devout clergy regardless of character class. Benefit: You gain one additional use of the
The deitys principles sync perfectly with the Encounter
Arcane Empowerment class feature per day.
Standard Action Melee 1
ideals of tinker society: creation without consid-
Requirement: You must use this power during a short
eration of practicality or consequence. rest or an extended rest. Mage Hand Assistant
Eberron Setting: This is a great setting for Target: One suit of armor or one weapon. Sometimes, the only assistant you can really trust is
the tinker gnome. The level of technomagical Special: If you have implement powers and are proficient yourself. Through practice and determination, you
advancement in the world of Eberron provides with an implement, you can also choose to target one have made a common cantrip into something much
plenty of space for the inventive tinker gnome implement with this power.
more usefulan invisible set of hands that exhibit
to run amok. Tinker gnomes make excellent Effect: If the target is armor, it adds a +2 power bonus
to the wearers AC until an attack against AC hits the
fine control.
arcane researchers, airship mechanics, and Prerequisites: Tinker gnome, wizard, mage
wearer or until the end of the encounter.
clockwork engineers. The introduction of tinker If the target is a weapon or an implement, that hand cantrip
gnomes into an Eberron campaign can also item gains a +2 power bonus to the next attack roll Benefit: You can use the mage hand cantrip to
have interesting consequences in the realm and damage roll made with the item before the end of perform Arcana checks made to manipulate magi-
of Zilargo, where gnomes reign. Perhaps your the encounter. cal phenomena, or Thievery checks made to disable
character is part of a highly valued think tank, devices, open locks, or pick pockets. Both kinds of
or an engineer of House Cannith. checks can be made from up to 5 squares away from
the target of the check.

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Tinker Gnomes

Quick Tinker materials with a minimum of effort and without a


You can apply your skills with precision and haste. fire. The user adds raw grains, meats, vegetables, and
Prerequisites: Tinker gnome, Quick Fix racial water to the stewmatic. An hour later, the machine
feature, trained in Arcana or Thievery delivers a steaming, tastelessbut nutritious and
Benefit: You ignore the 4 penalty for using your edibleglop into waiting bowls. The stewmatic feeds
Quick Fix racial feature. the same number of people that the raw materials
In addition, if you have the jury rig power, you can would have. Base cost: 50 gp.
choose two targets instead of one whenever you use it. Whooshwagon: This steam-powered vehicle built
of wood and iron has the carrying capacity of a wagon,
Gnomish I nventions the overland speed of a warhorse, and the tempera-
ment and handling of a severely annoyed donkey. Base
The bottom line is this: Tinker gnomes like to make cost: 1,250 gp.
stuff. Whether the item in question is actually useful,
necessary, cost-effective, or safe is completely beside Whooshwagon
the point. Huge vehicle
Tinker gnomes have a propensity for long-winded HP 250 Space 2 by 3 squares
names that painfully and explicitly lay out the pur- AC 10, Fortitude 15, Reflex 3
Speed 8
pose and function of every item. A gnomish crossbow,
Driver
for example, might be referred to as a Handheld, A wagons driver must hold the steering apparatus at the
Tension-Powered Device Facilitating the Launch front of the whooshwagon with at least one hand, other-
of a Dangerous, Pointy Projectile at the Faces and/ wise the whooshwagon goes out of control.
or Other Vital Areas of Big Angry Monsters. When Load
pressed, however, a gnome inventor (or just as often, Six Medium creatures; 500 pounds of gear.
a committee from the Naming Guild) can come up Out of Control
An out-of-control whooshwagon moves forward at half
with some less tongue-tying but still amusing names
speed.
for their creations. Here are a few examples. Cover
Gnomef linger: Stairs are far too pedestrian and A wagon provides cover to its passengers.
time-consuming for the average tinker gnome. The Gnomish Construction
gnomeflinger is a small catapult designed for rapid Any character other than a tinker gnome attempting to
travel to and from upper floors in tall structures. The control a whooshwagon must make an Arcana or Thievery
cost includes the system of nets and pads necessary to skill check (easy DC) when attempting to drive or turn. Fail-
ure causes the vehicle to come to a stop at the beginning of
ensure a safe landing. Base cost: 500 gp.
the pilots turn. Failure by 5 or more causes a crash.
Napwrecker: This unwieldy contraption can be
mounted on a beds headboard. The user dials the
About the Author
desired wake-up time, and when that time arrives, bells Daniel Helmick is a software tester, content translator, and
and whistles sound. The napwrecker is notorious for consultant for the D&D Insider studio at Wizards of the Coast
going off at random times when improperly maintained. in Renton, Washington. He hopes to become a drow gun-
Base cost: 50 gp. slinger with laser pistols when he grows up. Hed settle for
Stewmatic: The stewmatic is a labor-saving inven- just the laser pistols, though.
tion intended to prepare savory, hot meals from raw

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13

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