Saturday, December 7, 2013

Azure District

Azure District is Sasserine's true waterfront. Consisting of two sections, Azure District also houses the majority of the city's slums and lower-class citizens, although they aren't quite as desperate a catch as those forced to live in Shadowshore. The western section of Azure city is primarily concerned with the city's internal waterways, while the eastern section is home to the city's booming whaling industry.

Azure District's representative nobles are the Islarans. The family has held the post of harbormaster for many generations, although rumor holds that old Keltar Islaran's getting on in years and none of his children particularly wants the job when he passes on. Rumors also hold that the Kellani family has designs on this post, but with relations between these two families being as choppy as they are these days, it's unlikely that such a transfer will occur while old Keltar still lives.

Pets and Guardians

Whereas the majority of Sasserine's trade occurs in the Merchant District, Azure District remains a close second. In particular, the trade of exotic animals is a lucrative (and often dangerous) facet of this district's East Market. Most of these creatures are destined for life in the north as pets, but a few of them are more dangerous. This trade is one of the few the Azure Watch monitors (after a particularly tragic incident involving an escaped wyvern) - as a result, the black market and smuggling trade for dangerous animals does a booming business.

Listed below are prices for purchasing exotic and dangerous creatures from the Azure Markets.
Availability: This lists the percentage chance on any given day that the creature in question is available. If a creature isn't available, you can make a DC 20 Diplomacy check to make an order - each following day, the chance that the creature becomes available increases by 5 %.

Restriction: Certain creatures are dangerous to transport or keep in civilized areas - these creatures are restricted by the city watch. Before you can purchase a restricted creature, you must undergo a 3-hour interview (and pay a 50 gp application fee) with the watch at Azure Garrison to obtain a dangerous pet license. In order to convince the watch you mean no harm, you must make either a Bluff or a Diplomacy check of the indicated DC (you can't take 20 on either of these checks). Success nets you a license; failure gets your name on the watch list. You can apply for a license again in one month's time. Some desperate souls seek out the black market for false licenses - see the Shadowshore District for details on Sasserine's black markets.

Cost: Two numbers are listed here; an initial cost (the price you pay when you purchase your new pet) and the training cost (the price you pay to have your pet trained not to attack you).

City Watch

The Azure Watch is concerned primarily with keeping Sasserine's whaling operations running smoothly. Whalers are generally allowed to get away with more as a result; the watch figures that they're at sea most of the time anyway. An arrested whaler is almost always returned to his captain's ship for punishment or confinement there rather than taken to the district's undersized jail. Members of the Azure Watch tend to be a bit more strict with other criminals, but transfer them to Sunrise Garrison (see Sunrise District) if they require long-term punishment.

Citizens

If you're from Azure District, you probably spent a fair portion of your youth at sea. You have friends or family that work in the whaling industry, and may have spent some time on a whaling ship yourself. You likely worship at the Azure Cathedral, a temple dedicated to Osprem (the goddess of ships and sailors), Procan (the god of the sea), and Xerbo (the god of sea trade). Alternately, you could worship all three, in which case you have access to the domains of Luck, Strength, Travel, and Water. Clerics who worship all three of these deities may be of any alignment.

Water Rat [General]

Most of Azure District's residents learn to swim at a very early age, and take to the water as easily as land.

District: Azure

Benefit: You gain a +2 bonus on Swim checks. When wearing light or no armor and not encumbered, fatigued, or exhausted, you can swim at one-half your speed as a move action or your full speed as a full-round action. While swimming, you gain a +2 bonus on Initiative checks.

Normal: Without the benefits of this feat, a character swims at one-quarter his speed as a move action or at one-half speed as a full-round action.

Notable NPCs

Belrain Daskeral (male human): The high-priest of the Azure Cathedral, Belrain is a soft-spoken man who tends the district church along with his twelve acolytes. Belrain is known to have a powerful temper.

Captain Shadwik (male human): Master of the Whaler's Guild, Captain Shadwik is a gruff, grizzled man who made his fortune as a whaler. Now too old to captain his own ship, he represents the whalers and fisherfolk of the city.

Heldrath Kellani (female human): Matroness of the Kellani family, Heldrath was once an adventurer (some say a pirate) who is thought to have not quite abandoned the questionable pastimes of her youth. She is rumored to be quite ill.

Keltar Islaran (male human): Lord of Islaran Manor and representative of Azure District on the Dawn Council, Keltar is an aging noble whose children have either gone missing or have no real interest in continuing the family's traditional post as harbormaster.

Maklash Gristwhistle (male dwarf): This obese and almost maniacally cheerful dwarf runs the Dredger's Guild, the organization charged with keeping Sasserine's waterways and canals clear of obstruction and filth.

Rowyn Kellani (female human): Eldest daughter of the Kellani family, and the most likely to take over control of the estate when her mother Heldrath passes on.

Azure District's Locations
  1. Islaran Manor (district representative)
  2. Best Bait and Desserts (bait and bakery)
  3. Dredger's Guildhall
  4. Nate's Nets (nets, fine fishing equipment)
  5. The Empty Grave (tavern)
  6. The Bloodthirsty Pelican (tavern/inn)
  7. Kellani manor (minor noble)
  8. Bizwor's Balms (medicine and seasickness cures)
  9. Pearldiver's Guildhall
  10. The Gull's Nest (brothel)
  11. Ropemaker's Guildhall
  12. Azure Garrison
  13. East Market (general goods, seafood, animals)
  14. The Mermaid's Secret (brothel)
  15. Whaleworks (fine scrimshaw art)
  16. Azure Cathedral (district church)
  17. The Sasserine Sleigh Ride (tavern/brothel)
  18. Finback Whaling
  19. Inker's Guildhall (tattoo artists)
  20. Sasserine Whaling
  21. The Drunken Dolphin (whaler tavern)
  22. Whaler's Guildhall
  23. Red Sea Whaling
  24. Fishmonger's Guildhall
  25. Azure Lighthouse
Deities

Osprem
LN lesser goddess of sea voyages, ships, and sailors
Osprem is a generally benign goddess, revered by the Suel people as the protector of those who travel on the water. She is more compassionate than her occasional companion Xerbo, yet she is not averse to punishing those who offend her or disobey her laws. She is shown as a beautiful gowned woman, a dolphin, a barracuda, or a sperm whale; the latter two are interchangeably used as her holy symbol. She wears no armor but is protected by a ring carved from a whale's tooth, given to her by the grandfather of all whales.
Domains: Law, Protection, Travel, Water
Weapon: trident

Procan
(The Storm Lord, Sailor of Sea and Sky)
CN intermediate god of seas, sea life, salt, sea weather, and navigation
Procan is the father of the Oeridian wind gods (Atroa, Sotillion, Telchur, and Wenta) and the sky-god Velnius. He usually ignores other gods save those who rival his control of the sea (Osprem and Xerbo). Typically worshiped for his aquatic aspect, a few inland peoples revere him as a weather god. He is greedy, tempestuous, and mercurial, rarely keeping the same mood for more than an hour. His trident Undertow is made of coral and gold and finds sunken treasure; this weapon over a cresting wave is his holy symbol.
Domains: Animal, Chaos, Storm, Travel, Water, Weather
Weapons: longspear and trident

Xerbo
(The Sea Dragon)
N lesser god of the sea, sailing, money, and business
Xerbo is a stern and indifferent god. He is shown as a large man with matted kelplike hair, wearing dragon turtle armor and shield. His trident, Murky Deep, enchants and grants him dominion over all ocean life and can enchant his opponents. Xerbo is also a mercantile god, where his stern demeanor represents the drive for a hard bargain. Most revere him as a merchant's god and placate him as a sea god. He avoids other gods except his estranged wife Osprem, battles Procan regularly, and sulks whenever Zilchus encroaches on his followers. His symbol is a dragon turtle.
Domains: Animal, Knowledge, Water
Weapon: trident

Warrior Classes

Barbarian

From the frozen wastes of the north and the hellish jungles of the south come brave, even reckless, warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These "barbarians", however, have proven their mettle and their value to those who would be their allies. To enemies who underestimated them, they have proved their cunning, resourcefulness, persistence, and mercilessness.

Each barbarian tribe dedicates itself to a different totem creature:
  • Ape Totem
  • Bear Totem
  • Boar Totem
  • Dragon Totem
  • Eagle Totem
  • Jaguar Totem
  • Lion Totem
  • Serpent Totem
Player's Handbook II Barbarian

The decision of when to rage is one of the toughest faced by a barbarian. Selecting the berserker rage class feature instead of rage removes the need for this often complicated tactical decision, replacing it with an automatically activated boost to your combat prowess and durability. In short, when the going gets tough, you get tougher.

Unearthed Arcana Barbarian

A barbarian who prefers crafty hunting over pure ferocity might chose to exchange his rage ability for certain ranger class features.

Crusader

Devoted knight, divine agent, instrument of vengeance, peerless fighting machine - the crusader is a warrior dedicated to good, evil, law, chaos, or some other cause. She seeks out and destroys the enemies of her chosen faith. Strengthened by prayer or absolute devotion to a principle, armored by unshakable faith, and driven by her convictions, a good crusader is a mighty weapon against injustice and malice. An evil crusader, on the other hand, is a cruel and fearsome warrior of darkness.

A crusader who embraces a religion or holy faith is similar to a paladin in that she commands a number of holy (or unholy) powers. However, a crusader has no skill with divine spellcasting; she is a martial adept whose maneuvers are unpredictable gifts of divine power. Trusting in the power of her chosen deity, she allows faith and intuition to guide her through battle. Many crusaders receive the call to their cause early in life, but never study formally at a temple or monastery. These warriors are gifted with a natural ability to channel the divine energies of their cause, but in a raw, untamed manner. A crusader has absolute faith in her ability to draw on the source of her power; but she never quite knows how that power will manifest.

Dragon Magic Crusader

Any warrior knows that skill in battle isn't enough; you must also guard against the attacks of your enemies. A well-forged suit of armor can mean the difference between life and death, but a warrior whose very body is his armor has an immediate advantage. Those who have the blood of dragons running in their veins can gain this benefit.

Duskblade

The duskblade blurs the line between spellcaster and warrior, marrying the power of magic with hand-to-hand combat prowess.

A student of ancient elven spellcasting techniques, the duskblade combines arcane spellcasting with the combat skills of a fighter. While the ability to cast arcane spells in armor originated with the elves, over the millennia the secrets of the duskblade have been disseminated to the other races, and today members of any race can become a duskblade.

If you find you can't choose between being an arcane spellcaster who zaps your enemies with powerful spells and a nimble, powerful front-line melee character who lays them low with a sword, the duskblade is the perfect class for you. Combining arcane magic with melee prowess, you're prepared in any situation. Enemies who underestimate you never get a second chance, since you don't even have to switch back and forth between hands-on combat and spellcasting; you can do both simultaneously.

Dragon Magic Duskblade

Any warrior knows that skill in battle isn't enough; you must also guard against the attacks of your enemies. A well-forged suit of armor can mean the difference between life and death, but a warrior whose very body is his armor has an immediate advantage. Those who have the blood of dragons running in their veins can gain this benefit.

Dwarf Paragon

Known for their skill in warfare, their ability to withstand physical and magical punishment, and their great love of stone and stonework, dwarves grow as strong as their mountain homes. Dwarf paragons exemplify this strength, gaining a deeper intuitive understanding of stone and stonework, building upon their already proven toughness, and promoting the crafts and strengths of their people whenever possible.

Dwarf paragons are doughty warriors, and powerful paragons often take the lead in battles as well as diplomatic engagements.

Fighter

The questing knight, the conquering overlord, the king's champion, the elite foot soldier, the hardened mercenary, and the bandit king - all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land's best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain, or even for sport. Fighters who are not actively adventuring may be soldiers, guards, bodyguards, champions, or criminal enforcers. An adventuring fighter might call himself a warrior, a mercenary, a thug, or simply an adventurer.

Dragon Magic Fighter

Any warrior knows that skill in battle isn't enough; you must also guard against the attacks of your enemies. A well-forged suit of armor can mean the difference between life and death, but a warrior whose very body is his armor has an immediate advantage. Those who have the blood of dragons running in their veins can gain this benefit.

Half-Elf Fighter

Lacking the bonus feat of humans and the high Dexterity of elves, half-elf fighters are not particularly common. Those who do take up a life of the blade often become talkative swashbucklers who blend quick swordplay with a sharp tongue. They seek to confuse and demoralize foes, rather than overcoming them with brute force.

Dwarf Fighter

The prototypical image of dwarfhood is the heavily armored fighter. Many dwarves pursue this class, and most multiclass dwarves have at least a single level of fighter to augment their abilities.

The dwarf fighter gives up versatility to specialize in the arts of war most needed in dwarf communities. He focuses on traditional fighting styles and takes advantage of the dwarf's lack of mobility.

Thug

The thug is a street fighter, a survivor who learns to mix brute force with a bit of craftiness. He has most of the fighter's strengths, along with some additional skills to help keep him alive on the mean streets. Despite the name, not all thugs are mere hooligans - many are crafty veterans who use their knowledge of the streets to gain an advantage against their opponents.

Most thugs are nonlawful, though sometimes gangs of thugs with a lawful streak band together.

Unearthed Arcana Fighter

Some fighters prefer stealth and cunning over martial skill. This variant can also be combined with the thug variant described above.

Half-Orc Paragon

Half-orc paragons differ from other racial paragons in that they rarely have large populations of other half-orcs promoting and supporting their views of their race. Rather, most half-orc paragons find the strength to champion their heritage overcoming the challenges of a unique and sometimes isolating background. Powerful warriors, half-orc paragons combine the innate ferocity of their orc heritage with the quick thinking and adaptability of humanity.

Hexblade

Combining the dynamic powers of martial prowess and arcane might, the hexblade presents a deadly challenge to opponents unused to such a foe.

Knight

A knight is a proud, skilled melee combatant who fights in the name of honor and chivalry. A knight relies on more than a sharp sword and a stout suit of armor to defeat her foes. Her drive, determination, and fighting spirit allow her to control the battlefield in ways that others cannot match. A knight can challenge an opponent to a duel, calling upon the foe's pride and ego to force his hand. The knight's talent with heavy armor, shields, and defensive tactics grant her the ability to disrupt her foe's plans. Only the most talented rogues and monks can slip past a knight's defenses to strike at her allies. An adventuring group with wizards, sorcerers, and other lightly armored members thrives with the assistance of a knight. While the knight keeps enemies occupied, her allies can use their talents or abilities without fear of attack or harassment.

The knight class is a great choice if you want to play a tough, durable melee combatant whose strong personality allows you to manipulate your foes. Weaker foes cower in fear before you, while stronger foes move to strike you rather than your allies when you play on their egos and challenge them to duels. Your expertise in using armor and carrying a shield allows you to form an impregnable defensive line. Once you engage a foe, he has difficulty moving away to threaten your allies. If you want to be a front-line melee combatant who defends the rest of the party and manipulates opponents, the knight is a good choice.

Dragon Magic Knight

Any warrior knows that skill in battle isn't enough; you must also guard against the attacks of your enemies. A well-forged suit of armor can mean the difference between life and death, but a warrior whose very body is his armor has an immediate advantage. Those who have the blood of dragons running in their veins can gain this benefit.

Paladin
  • Paladin of Freedom: The paladin of freedom is chaotic good, dedicated to liberty and free thought.
  • Paladin of Honor: The compassion to pursue good, the will to uphold law, and the power to defeat evil - these are the three weapons of the paladin. Few have the purity and devotion that it takes to walk the paladin's path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished.
  • Paladin of Slaughter: The paladin of slaughter is a brutal champion of chaos and evil who leaves only destruction trailing in his wake.
  • Paladin of Tyranny: The paladin of tyranny is a lawful evil villain bent on dominating those weaker than she.

Dragon Magic Paladin

Any warrior knows that skill in battle isn't enough; you must also guard against the attacks of your enemies. A well-forged suit of armor can mean the difference between life and death, but a warrior whose very body is his armor has an immediate advantage. Those who have the blood of dragons running in their veins can gain this benefit.

Half-Orc Paladin

At first glance, the concept of a half-orc paladin seems contradiction in terms. But those rare half-orcs with the necessary dedication to law and goodness become the most zealous protectors of righteousness.

Elf Paladin

Though elves typically tend towards chaos and freedom over law and order, an elf paladin can become a beacon of righteousness. He gives up some of his single-minded dedication in exchange for abilities that work well with his racial aptitudes.

Unearthed Arcana Paladin

The paladin who takes an active role in hunting her foul enemies must give up her defensive powers.

Ranger

The forests and hills are home to fierce and cunning creatures, such as bloodthirsty owlbears and malicious displacer beasts. But more cunning and powerful than these monsters is the ranger, a skilled hunter and stalker. He knows the woods as if they were his home (as indeed they are), and he knows his prey in deadly detail.

Half-Elf Ranger

Not all rangers spend their entire lives in the untamed wilds of the forests and hills. Some half-elves find a mix of rural and urban life to their taste, and temper their wilderness lore with the ability to interact well with a wide range of individuals. The half-elf ranger is the ultimate investigator and bounty hunter. She finds social skills just as important for survival as fighting prowess.

Gnome Ranger

Hampered to some extent by her size, the gnome ranger learns to play off her other strengths. By embracing her connection to burrowing animals, the gnome ranger can attract an animal companion that can support her in combat. Against her favored enemies, she favors tactics of stealth more than interaction, and she truly shines when she chooses the traditional foes of her race as favored enemies. Her magic likewise draws on her racial abilities, allowing her to cast illusions unavailable to most rangers. The combination of these abilities makes the gnome ranger a fearsome ambusher who fights with the ferocity of the badger.

Elf Ranger

The elf ranger combines sylvan grace with deadly skill, moving effortlessly through the wilds in search of his prey. He isn't quite as tough as a typical ranger but enjoys extra bonuses against his race's favored enemies and can befriend a powerful elven hound.

Urban Ranger

The urban ranger stalks the treacherous streets of the city, relying on his knowledge of alleyways and underworld contacts to keep him alive.

Unearthed Arcana Ranger

A ranger might forgo training in weapon combat in exchange for the ability to take animal form and the ability to move swiftly through the woodlands.

Samurai

Known for their matchless bravery and strict code of honor, the samurai were the noble soldiers of feudal Japan. In a fantasy setting, the samurai brings that courage and honor to the service of a lord, general, or other leader. The reputation of samurai for being tenacious in combat often precedes them in battle, and their mere presence is often enough to make dishonorable enemies slink away in the darkness.

Dragon Magic Samurai

Any warrior knows that skill in battle isn't enough; you must also guard against the attacks of your enemies. A well-forged suit of armor can mean the difference between life and death, but a warrior whose very body is his armor has an immediate advantage. Those who have the blood of dragons running in their veins can gain this benefit.

Soulborn

As a soulborn, you use incarnum to enhance your natural combat ability. You can also share the power of incarnum with your allies, making you a valuable member of any adventuring group. You have the ability to shape soulmelds, though you have less shaping power than an incarnate or totemist.

Dragon Magic Soulborn

Any warrior knows that skill in battle isn't enough; you must also guard against the attacks of your enemies. A well-forged suit of armor can mean the difference between life and death, but a warrior whose very body is his armor has an immediate advantage. Those who have the blood of dragons running in their veins can gain this benefit.

Dwarf Soulborn

A dwarf soulborn has a strong link to the souls of his ancestors and gains special benefits from their knowledge. Unlike most soulborns, the dwarf soulborn pays particular homage to a deity - in this case, Moradin Soulforger, the god of the dwarves. Believing that incarnum is a precious gift from Moradin, a dwarf soulborn prefers to wield the same weapon as his deity and is rewarded for this choice.

Elf Soulborn

To those who do not recognize her special gift, an elf soulborn might appear unnaturally tranquil and patient. Her special contact with the souls of her people perpetually reminds her of the value of a long-term outlook. Even if she fails in her tasks, she knows that her soul will inform those who come after her of what has come before. As befits their heritage, they tend to be keen-eyed archers.

Swashbuckler

The swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making her a versatile character indeed.


Warblade

The warblade was born for conflict. Swift, strong, enduring, and utterly confident in his martial skills, he seeks to test himself against worthy foes. Battle is beautiful to him - a perfect moment in which life hangs suspended on the bright edge of a sword. Sheer combat skill is important to a warblade, so he trains intensely with his chosen weapons. But even more important are his athleticism, endurance, daring, recklessness, and joy in the hour of danger. Warblades, often called sword princes, live for the chance to test themselves in battle - the stronger the foe, the greater the glory once an enemy is defeated.

Versatile Classes

Ardent

No two places in the multiverse are exactly alike. Creatures teem across a multitude of terrains, forming infinitely diverse ecologies. Despite the amazing variety displayed, however, some elements - or, as some call them, philosophies - persist. These fundamental concepts about the way things function have a basic truth to them that transcends any physical, emotional, or ideological boundary.

Some enlightened individuals have found that by acknowledging these concepts, they can tap a reserve of great power. These ideas, they believe, are the only constants throughout the multiverse; as such, they hold the potential to empower anyone who tries to understand them. Through the strength of their minds, these individuals can master these constants, and the great power they offer. They are known as ardents.

The philosophies ardents pursue include aspects such as life, death, annihilation, and fate, among others. Each ardent chooses a philosophy that seems the most powerful to her, personally, based on her experience and mental and emotional leanings. As a result, an ardent develops a unique understanding of her philosophy and approach to the pursuit of power.

An ardent gravitates towards a set of philosophical concepts suitable to her heritage, upbringing, and life experiences. Many mistake an ardent for a cleric or paladin, because she is often as enthusiastic about her personal philosophies as any divine missionary could be. Unlike a divine spellcaster who gains her power through a deity, an ardent directly taps the concept the deity represents, bypassing any connection to a conscious higher power.

An ardent's pursuit of these cosmic philosophies gives her access to psionic power in a unique way: through psionic mantles. Each mantle is tied to one of the universal true concepts that the ardent so admires, and is represented by a specific list of psionic powers and abilities. An ardent gains access to new mantles as she gains levels, representing her growing awareness of the interconnected nature of core truths and a growing understanding of how the multiverse works.

All ardents focus on two mantles, known as their primary mantles. These concepts are those that an ardent finds most appealing or that possess the most potential power in her eyes. All other mantles are considered secondary mantles - philosophies certainly powerful and worthy of study, but not considered as central to the universe as the character's primary philosophies. Mantles are described more fully on page 66 of Complete Psionic.

Dragon Magic Ardent

Any warrior knows that skill in battle isn't enough; you must also guard against the attacks of your enemies. A well-forged suit of armor can mean the difference between life and death, but a warrior whose very body is his armor has an immediate advantage. Those who have the blood of dragons running in their veins can gain this benefit.
  
Bard

It is said that music has a special magic, and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with his music, and living on the gratitude of his audience - such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts, and spies.

A bard's magic comes from the heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music, and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an enemy of the state, cunningly evading capture and raising the spirits of the oppressed. But music can spring from an evil heart as well. Evil bards forego blatant violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences "willingly" give.

Dragon Magic Bard

Though occasionally derided as the "weak cousin" of the sorcerer, a bard can tap into a fragment of the same draconic power that fuels sorcerer magic. A bard who learns this ability no longer inspires courage in his allies, but instead creates fear in those who oppose him.

Player's Handbook II Bard

Wandering bards learn more mundane skills and less esoteric knowledge on their travels. If you select this class feature, you have done a little bit of everything; maybe you spent a few months as a wilderness guide, and you also had a cousin in an ambassador's retinue who regaled you with tales of courtly intrigue.

The bardic knack class feature makes you more capable of accomplishing simple tasks with a wide variety of skills. You don't need to dabble in noncritical skills (unless you want to be considered trained in their use), freeing up your skill points to focus on a small range of crucial skills.

Half-Elf Bard

Blessed with a smooth grace and demeanor that many find appealing, the half-elf bard is a common sight. The half-elf bard gives up some of her performance abilities to become more well versed in social interaction and negotiation.

Gnome Bard

Weavers of illusion and subtle masters of the sentient mind, gnome bards focus their talents towards abilities related to their racial strengths. Their magic includes access to more illusions than other bards can master, and their bardic music is able to inspire or negate fear, as well as bolster allies' minds against outside influence.

Bardic Sage

The bardic sage focuses his efforts on learning, research, and the power of knowledge.

Divine Bard

Not all bards are arcanists; some derive their special powers from a divine tradition. In many primitive cultures, the divine bard takes the place of the adept or the cleric as the guide of the people's religious beliefs.

Savage Bard

The savage bard is a warrior at heart, though his arcane powers strike fear into the enemies of his tribe. Savage bards often multiclass as barbarians to improve their combat prowess.

Unearthed Arcana Bard

A rare bard might display a rare link to nature and the mysterious world of the fey. Such characters tend to be more aloof and less inspiring than standard bards.

Binder

Between mortality and godhood, beyond life and undeath, souls exist in a place both forgotten and inaccessible. Mortals too strong-willed to pass into the afterlife, dead outsiders too powerful to be absorbed into their planes, the dreams of slain deities put to rest eons before the current age - these are the beings called vestiges. A seal forms the door between these beings and reality, and knowledge is the key to opening it.

Only the binder possesses that key, because only he knows the vestiges' special seals and the rituals by which they can be called from the void beyond reality. By drawing their seals and speaking the words of power, he summons these strange entities, bargains with them, and binds them to his service.

Cleric

The handiwork of the gods is everywhere - in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries - their clerics. Good clerics heal, protect, and avenge. Evil clerics pillage, destroy, and sabotage. A cleric uses the power of his god to make his god's will manifest. And if a cleric uses his god's power to improve his own lot, that's to be expected, too.

Dragon Magic Cleric

Any warrior knows that skill in battle isn't enough; you must also guard against the attacks of your enemies. A well-forged suit of armor can mean the difference between life and death, but a warrior whose very body is his armor has an immediate advantage. Those who have the blood of dragons running in their veins can gain this benefit.

Though the destruction (or control) of undead is common to many divinely oriented characters, the deities also recognize the ancient power of the dragons as a primal force. Some reward their followers with the ability to instill such creatures with awe or command them as minions.

Player's Handbook II Cleric

After a while, clerics can start looking very similar. Even with a variety of domains to choose from, domain spells take up such a small portion of the average cleric's repertoire that they don't have much effect on the average feel of the character. With spontaneous domain casting, though, your domain choice becomes a more important element of your character. You won't be able to provide as much healing to your party as a typical cleric, but the ability to prepare cure or inflict spells in your domain spell slots keeps you from falling too far behind in that area.

Dwarf Cleric

The dwarf cleric dedicates herself to her clan and the forge. She takes an active role in defending her people, often serving to the front lines of a battle. In exchange for greater martial ability and power when casting spells of the earth, the cleric gives up her ability to turn or rebuke undead and some of her spellcasting prowess.

Cloistered Cleric

The cloistered cleric spends more time than other clerics in study and prayer and less in martial training. He gives up some of the cleric's combat prowess in exchange for greater skill access and a wider range of spells devoted to knowledge (and the protection of knowledge).

Most cloistered clerics are nonchaotic, since they believe that a disciplined lifestyle lends itself better to learning.

Unearthed Arcana Cleric

Some clerics prefer to be champions of good (or evil), standing at the forefront of the battle against the enemy.


Divine Mind

A divine mind is a psionic character who channels the power of the divine through psionic talent instead of faith. While a cleric or paladin must make do with whatever powers and abilities a deity decides to provide, a divine mind chooses among the domains of his deity for the ability he most requires to accomplish his goals, whether they are divinely inspired or not. Divine minds can also call upon a list of psionic powers as they grow in faith and mental strength.

One of a divine mind's most noted abilities is his capacity to mentally distill a particular essence of his chosen deity and wear that essence as a mantle (see Complete Psionic page 11). Wearing this divinely fashioned mantle in a framework of mental desire is but one part of the divine mind's strength - he can also direncly channel the beneficence of his deity into a mantle power.

Dragon Magic Divine Mind

Any warrior knows that skill in battle isn't enough; you must also guard against the attacks of your enemies. A well-forged suit of armor can mean the difference between life and death, but a warrior whose very body is his armor has an immediate advantage. Those who have the blood of dragons running in their veins can gain this benefit.

Dragon Shaman

Empires crumble, eons pass, and even gods wither and die, but dragons remain. Mortal but eternal, the races of true dragons weather the roll of the ages because of their unsurpassed might. Few creatures can match a dragon in its full fury, whether in a combat of arms or battle of wits. Dragon shamans recognize this fact and see true dragons as more than powerful beings. To a dragon shaman, the passing shadow of a dragon flying overhead isn't a sign that invokes fear; it's a blessing that reveals you to be in the presence of greatness.

Dragon shamans respect true dragons as power incarnate. Some worship dragons, but most simply aspire to gain dragons powers for themselves. In assuming the abilities and the likeness of a dragon, a dragon shaman seeks to emulate that might and embody that power within himself.

If you gaze at dragons with awe and aspire to share their power and majesty, then the dragon shaman is the class for you. By choosing a totem dragon, you partake of a true dragon's power and take on aspects of a particular kind of dragon.
 
Druid

The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear - all these and more are at the druid's command. The druid, however, claims no mastery over nature. That claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature but by being at one with it. To trespassers in a druid's sacred grove, and to those who feel her wrath, the distinction is overly fine.

Dragon Magic Druid

A druid who adventures in regions rich with draconic influence can gain an alternative animal companion, a phynxkin (see page 116), that serves him as loyally as any other animal companion would.

Player's Handbook II Druid

By selecting the spontaneous rejuvenation alternative class feature, you can provide the party with plenty of healing without trampling on the cleric's role.

Taking the shapeshift alternative class feature means you can focus on your actions in combat (rather than worrying about your animal companion) while still unleashing nature's fury upon your foes.

Half-Orc Druid

While most orcs revere their primary deity, Gruumsh, others are drawn to the primal brutality of nature. Half-orc druids are noted for their brute strength and force of will, summoning animals that are more powerful than normal and fighting with impressive physical prowess.

Halfling Druid

The halfling druid often follows a more pragmatic approach in exploring his link to the natural world. He gives up some of his innate ability to summon allies, while strengthening his bond with his animal companion (which is commonly used as a mount by the otherwise slow-moving halfling). His expanded skill selection allows him to serve as a capable scout.

Druidic Avenger

The druidic avenger channels her inner fury to wreak vengeance upon those who injure the natural world. This comes at a price, however, since the avenger must give up some of her own sensitivity to nature.

Unearthed Arcana Druid

The druid might choose to give up her wild shape ability in exchange for becoming a swift and deadly hunter.

Elf Paragon

Accomplished with both spell and blade, elves move through the world at a pace removed from that of shorter-lived races. Long-standing champions of good, the elf race is storied beyond telling and peopled by heroes beyond counting. As mighty as the elf race can be, it is not often that elves turn to warfare or combat, preferring instead the paths of poetry, dance, song, and lore. With their long lifespans and many talents, elves excel in numerous areas and classes, but a few exemplify to an even greater degree the complex and powerful nature of their race.

Favored Soul

The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study; to her, it comes naturally. Scholars wonder if favored souls have traces of outsider blood from unions, holy or unholy, centuries ago and generations removed. Others suggest that divine training of the proper kind awakens the ability, or that favored souls are simply imbued with their gifts by their gods when they begin the cleric's path. In any case, favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues.

Gnome Paragon

Curious, intelligent, and likable, gnomes move easily through the societies and communities of other races. They enjoy a strong sense of loyalty to clan as well as the pull of new experiences offered by adventure. While these sometimes opposing motivations get some adventuring gnomes into trouble with family and clan, gnome paragons successfully blend both aspects of their race's nature. They serve as an example to others of how to promote and protect their community and clan while at the same time constantly searching the world for new and interesting opportunities.

Half-Elf Paragon

Although their mixed heritage rarely leaves half-elves embittered, many can find it difficult to call any community home. Humans and elves move through the world at very different paces and have extremely divergent tastes and habits, and neither quite fits a half-elf's innate preferences and attitudes. Half-elf paragons are those half-elves who reconcile these two sides of their nature and create an outlook that is wholly their own.

Halfling Paragon

Clever and capable, halfling paragons love travel, and they embody the curiosity and easygoing ways of the halfling people. Despite their curiosity and good-natured outlook, halfling paragons are the most capable members of their race. They are survivors, cunning and resourceful enough to survive in a world filled with large, dangerous creatures. When halfling paragons travel through communities and countries populated by other races, they are quick to make friends and often end up at the center of traveling or adventuring groups.

Human Paragon

Human inventors, explorers, and others who push the boundaries of knowledge and experience may become human paragons. They turn adversity into opportunity by finding new ways to apply their skills, discovering new techniques to solve problems, and challenging entropy by constantly seeking out ventures they have not yet mastered. Humans, and the paragons who rise from among them, balance strength with agility and temper knowledge with intuition.

Lurk

A lurk is a psionic character who has honed her mental talents to a deadly focus. With her extraordinary ability to perceive an enemy's weaknesses, a lurk can take advantage of the slightest distraction to make vicious attacks with her chosen weapon.

A lurk's ability to lie in wait until just the right moment, as well as her talent for avoiding detection and lethal attacks, makes her a changeable hunter of those whose time is past. It is her profession to bring those unfortunate individuals to their awaited end without remorse and as efficiently as possible.

Because a lurk has access to a variety of psionic feats and powers, she is more effective than a simple killer or assassin. She also holds to a purer morality - a lurk doesn't kill indiscriminately, only bringing death to those who have outlived their time. In her mind, those who meet their end at the end of her blade truly deserved to die.

Marshal

Sometimes it is not enough to be a conquering warrior, a champion of all that's right, an experienced sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers and situations. Sometimes the circumstances demand a marshal.

Marshals inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with those under their command. With a look, they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A marshal has a tactician's mind, a cartographer's overview of the disputed landscape (or dungeon warren), and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out.

Dragon Magic Marshal

Any warrior knows that skill in battle isn't enough; you must also guard against the attacks of your enemies. A well-forged suit of armor can mean the difference between life and death, but a warrior whose very body is his armor has an immediate advantage. Those who have the blood of dragons running in their veins can gain this benefit.


Monk

Dotted across the landscape are monasteries - small, walled cloisters inhabited by monks who pursue personal perfection through action as well as contemplation. They train themselves to be versatile warriors skilled at fighting without weapons or armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasant clothes, monks can travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles unawares. In contrast, the residents of monasteries headed by evil masters rule the surrounding lands by fear, as an evil warlord and his entourage might. Evil monks make ideal spies, infiltrators, and assassins.

An individual monk is unlikely to care passionately about championing commoners or amassing wealth. She cares primarily for the perfection of her art and, thereby, her personal perfection. Her goal is to achieve a state that is beyond the mortal realm.

Dragon Magic Monk

Monks who follow the way of the Draconic Fist seek to harness their inner ki just as dragons harness their innate magical ability. While you give up versatility in combat, the ability to add energy to your unarmed strikes makes them more potent against a wide range of foes.

Player's Handbook II Monk

Flurry of blows can be exciting to use - just look at all the attack rolls you can make - but in practice it can lead to a flurry of misses. The decisive strike alternative class feature turns your typical combat maneuver from a whirl of action into a methodical and devastating attack.

Halfling Monk

Monk seems a counterintuitive selection for the halfling at first glance, since the halfling incurs significant penalties to her ability to deal damage in melee because of her Small size. A halfling monk, however, can learn to focus on mobility and eventually even neutralize some of the larger creatures' advantages over her.

Cobra Strike

Monks of the Cobra Strike School specialize in agility and defense. By making herself hard to pin down, the Cobra Strike monk forces the enemy to fight on her terms.

Denying Stance

The Denying Stance monk seeks to neutralize the opponent's maneuvers, thwarting him at every turn until he becomes so frustrated that he makes a crucial error.

Hand and Foot

Students of the Hand and Foot style learn to use their appendages for both offense and defense.

Invisible Eye

Monks of the Invisible Eye rely on their senses, particularly hearing, to aid them in combat.

Overwhelming Attack

A monk trained in the overwhelming attack style always presses the advantage, preferring a showy display of all-out offense to defense.

Passive Way

The Passive Way focuses on making your opponent overreach himself or underestimate your skill.

Sleeping Tiger

The Sleeping Tiger style mixes smooth motions with powerful strikes. It favors a quick, first-strike approach, preferably from a position of ambush.

Undying Way

Monks of the Undying Way believe in patience above all else. They work to outlast their opponents by means of superior endurance.

Ninja

Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Ninjas walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms - appearing and disappearing seemingly at a whim.

Historically, ninjas came from clans of assassins and guerrilla warriors in feudal Japan. In a fantasy setting, they blend a gift for stealth and infiltration with devastating surprise attacks and supernatural means of avoiding blows. Although the specific abilities of the class differ from those attributed to the historical ninja, they mirror the ninja's fearsome reputation as a spy, assassin, and martial artist.

Psychic Warrior

One who turns the mind's potential to the warrior's art is known as a psychic warrior. Where psions devote themselves wholly to the development of mind-engendered abilities, psychic warriors give emphasis to the development of the body. With mental and physical energy working in union, the psychic warrior strives towards martial perfection.

The sword, axe, and bow are physical tools that psychic warriors embrace along with their psionic abilities. Well trained in both physical and psionic matters, the psychic warrior is a formidable adversary.

Dragon Magic Psychic Warrior

Any warrior knows that skill in battle isn't enough; you must also guard against the attacks of your enemies. A well-forged suit of armor can mean the difference between life and death, but a warrior whose very body is his armor has an immediate advantage. Those who have the blood of dragons running in their veins can gain this benefit.

Rogue

Rogues have little in common with one another. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money.

Halfling Rogue

A halfling takes to life as a rogue as if born to it - a claim with which many other races would readily agree. A halfling rogue gives up some of her prowess in melee combat in exchange for increased talent with thrown weapons and an extra touch of halfling luck.

Wilderness Rogue

The wilderness rogue prefers to put her skills to use in the great outdoors, rather than in cramped alleys and dungeon corridors. In many ways, she is similar to the traditional ranger, though with less combat savvy and with none of the ranger's divine link to the natural world.

Unearthed Arcana Rogue

The rogue who favors martial training over stealth and cunning can profit if she chooses her fights carefully.

Scout

Any force on the move, whether it's an army or an adventuring group, needs information about what's ahead and what's behind and, more important, time to prepare for battle. A scout can navigate difficult terrain at good speed, and she specializes in seeing her foe before the opponent ever detects her presence. In a dungeon or in the wild, a scout is seen only when she wants to be.

Soulknife

A soulknife recognizes his own mind as the most beautiful - and the most deadly - thing in all creation. With this understanding and through extended practice, a soulknife learns to forge his mental strength into a shimmering blade of semisolid psychic energy.

Each soulknife's personal blade, referred to as a mind blade, differs in color and shape according to his personality, mental strength, and even mood. Although no two mind blades look alike, all share the same lethal qualities. Because soulknives turn the power of their minds to such weaponry, they are notorious for their violence.

Spellthief

Spellthieves use skill and arcane magic to drain the abilities of their opponents and turn their foes' own powers against them. Spellthieves love the challenges that adventure brings, and they rellish finding unique and inventive ways to use their abilities. Because they have such a wide variety of abilities, spellthieves can adapt themselves to overcome nearly any challenge, but they have neither the overpowering arcane might of wizards nor the brute force of fighters. Spellthieves never cast two spells when one will do, and they excel at using misdirection and deception to overcome seemingly stronger opponents.

Good spellthieves use their skills and magic to entertain themselves, protect those less gifted than themselves, and occasionally serve a cause or nation as a spy. Evil spellthieves use their versatile skills to trick and deceive, or plague large cities as daring cat burglars.

Spirit Shaman

Master of the spirit world, the spirit shaman follows a different divine tradition than the cleric or the druid. Her world is filled with powerful, living spirits, some helpful and some malign. By bargaining with these spirits, the spirit shaman gains power over the natural world and mighty divine magic with which to aid her comrades or smite her enemies.

Swordsage

A master of martial maneuvers, the swordsage is a physical adept - a blade wizard whose knowledge of the Sublime Way lets him unlock potent abilities, many of which are overtly supernatural or magical in nature. Depending on which disciplines he chooses to study, a swordsage might be capable of walking through walls, leaping dozens of feet into the air, shattering boulders with a single touch, or even mastering the elements of fire or shadow. Whatever his specific training, a swordsage blurs the line between martial prowess and magical skill.

Totemist

A mask representing a basilisk, a mantle of the displacer beast, boots of the landshark - these are the hallmarks of the totemist. You channel the soul energy of magical beasts to make your soulmelds and claim them as your totems to acquire a share in their power.

Halfling Totemist

A halfling totemist is a bit of an outsider, even among her own people. She tends to avoid social interaction with other people, preferring instead the quiet solitude of her spiritual link with the souls of the beast world. When she or her people are threatened, however, she becomes a fierce defender. Though not as physically tough as a typical totemist, the halfling is more athletic and agile than others of her class.

Truenamer

Truenamers study the words that comprise the fabric of existence. They seek to unravel and comprehend the mysteries of the multiverse by learning the truenames of as many of its components as possible. A truenamer learns new truenames as he progresses in level, which he can use as utterances to manipulate the world around him. All truenamers know the basic words of Truespeak that allow them to describe creatures that they encounter, so the new words they learn enable them to alter those creatures in very specific ways. As they continue to advance, they also learn to describe - and thus affect - inanimate objects and even places, which are more difficult to describe using truenames.

If you want to understand the secret language of the universe, the truenamer class is for you. By delving into the truenames of everything that surrounds you, you can reshape reality itself. You will speak words of power so potent that the cosmos will rearrange itself to match their meaning.

Warlock

Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers or wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. By harnessing his innate magical skill through fearsome determination and force of will, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of eldritch power.

Wilder

The psion draws his psionic ability from strict mental discipline and intellectual development. Not so the wilder - for her, raw emotion is the source of psionic power.

Emotion-triggered psionic ability is not a science, but a passion. The zeal with which the wilder pursues her psionic ability is so extreme that she can occasionally trigger a surge of power far beyond her normal capabilities. But with this ability comes a price: by exceeding her limits, the wilder may injure herself with psychic feedback.

Friday, December 6, 2013

Magic Classes

Archivist

An archivist is a wielder of divine magic, similar to a cleric only in the type and nature of the magic at his command. Indeed, the archivist has more in common with the wizard than he does with the standard servant of the divine, due to the scholarly way in which he collects and maintains his spell selection. Archivists seek out esoteric sources of divine lore, wherever those sources might be, securing those secrets for themselves and their fellow scholars.



Beguiler

Some hold truth to be the greatest virtue, but it can do more damage than fiction. Everyone lives in a constant state of deception. White lies, false smiles, and secret thoughts keep society running smoothly. Honesty is a virtue only up to a certain point. Beguilers understand these ideas better than anyone, and they use deception, misunderstanding, and secrets as skillfully as a soldier employs weapons of war.

Beguilers see lying and manipulation as tools. Just as a hammer can be used to build a house or crack a skull, deceit and the ability to control others can be used for good or ill. A lie whispered in the right ear can ruin lives, but a dishonest smile and honeyed words can open doors, turn foes into friends, and even end wars. Beguilers have reputation as rakes, thieves, spies, and puppet masters, but they can also be diplomats, peacemakers, or heroic leaders who give hope in desperate situations.

If you delight in manipulating others, either to their disadvantage or for their own good, then the beguiler is the class for you. More than any other kind of character, you rely on Charisma-based skills to change the reactions of others, while your other class abilities enable you to catch others off-guard with devastating spell-based attacks.


Dragonfire Adept

Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, dragonfire adepts are imposing figures who command the magic of dragonkind. Able to call upon a dragon's fiery breath and augment themselves with spell-like abilities, dragonfire adepts have access to powers normally beyond the reach of humanoids.

Dragonfire adepts have no arcane or divine magic, nor are they masters of martial prowess. Instead, they draw upon a direct link with the nature of draconic existence, infusing their soul with the raw magic of dragons. The most obvious incarnation of this link is their breath weapon, but as they gain experience, dragonfire adepts learn powerful invocations that allow them to access different draconic abilities. Cunning, hearty, and learned, dragonfire adepts can be warleaders or sages with equal ease.

A dragonfire adept is a student devoted to understanding the ways of dragons and emulating them. Evil dragonfire adepts are cruel tyrants who impose their will on others, seeking to control land, build strongholds, and amass vast treasures. Good dragonfire adepts are champions of justice and freedom, using their powers to aid others. Like a sorcerer, a dragonfire adept gains new powers automatically as she rises in level, tapping ever deeper into the draconic magic in her soul. Unlike a sorcerer, however, a dragonfire adept manifests this magic not in the form of spells, but as invocations that emulate draconic powers.

Dread Necromancer

A specialist wizard who calls himself a necromancer or a cleric with the Death domain has significant power over undead and the forces of negative energy, but a dread necromancer is their true master. A practitioner of vile and forbidden arts, the dread necromancer roots about in graveyards, searching out moldering components for her obscene spells. She calls upon restless, tormented spirits of the dead, seeking their arcane secrets. She might be a consummate villain, or perhaps a tortured hero whose obsession with death leads her along questionable moral paths.







Healer

The hurts of the world are manifold. Minor accidents are common, and usually easily dealt with. However, when conflict and all-out warfare occur, they leave misery and hurt in their way that can stagger the imagination. While good-aligned clerics are called upon to heal, their complex obligations and abilities often get in the way of pure solace and remediation. Not so the healer. One of the healer's great purposes in life is to provide protection, and failing that, healing, to all good people who require her aid.

Empathetic, a healer is adept both at detecting the alignment of allies and understanding the coarse, unruly thoughts of beasts. Her way with animals wins her friends among otherwise savage creatures of the wild.



Incarnate

Incarnum is a tool you can use to manipulate the physical manifestations of moral and ethical forces and wield them in righteous pursuit of an ideal. Whether you are holy and righteous or corrupt and evil, you literally come to embody one cause or alignment, adding the distilled essence of good, evil, law, or chaos into your soulmelds.

Gnome Incarnate

A gnome incarnate is a righteous and cunning servant of the cause of good. Often dedicated to Garl Glittergold, the god of gnomes, a gnome incarnate is a living testament to the traditions of the race. His link to the souls of gnomes past, present, and future gives the gnome incarnate a special place of honor among their people, which he holds quite sacred.





Psion

The striking fist or flashing sword pales beside a psion's focused stare. Psionic powers arise from a regimen of strict mental discipline developed over months and years of self-scrutiny and subconscious discovery. Those who overcome their personal demons, fears, and other pitfalls of intense self-reflection learn to call upon an internal reservoir of psionic power.

Psions depend on a continual study of their own minds to discover an ever wider range of mental powers. They meditate on memories and the nature of memory itself, debate with their own fragment personalities, and delve into the dark recesses of their minds' convoluted corridors. "Know thyself" is not just a saying for the psion - it's the road to power.

Erudite

An alternative to the standard psion class, the erudite is a psionic character who follows a scholarly and self-reflective road to power, instead of a merely self-conscious path like the psion follows. An erudite's psionic powers stem from a schedule of austere study and continual practice. Those who can master the teachings of erudite lore eventually call upon an internal reservoir of psionic power.

An erudite's strength lies in his array of powers. His mental abilities are the result of hard work and prolonged study. As with the psion, an erudite's aggressive powers do not freely scale like the spells of arcane and divine casters (though they can be augmented), but he enjoys supreme flexibility in accessing those powers with power points.

Unlike a psion, an erudite does not choose a discipline in which to focus; his ability to learn select discipline powers is somewhat restricted. In addition to the powers he learns for free when gaining a new level, an erudite can learn powers as he comes upon them, which means his potential variety of powers is much broader than a psion's. Additionally, an erudite can seed a crystal or gem with a fragment of his personality, creating a psicrystal as a class feature. A psicrystal has special abilities that are helpful to an erudite.




Shadowcaster

All things fall into shadow, even light. Shadows do not represent the absence of light; they show the presence of darkness. Thus, shadow and darkness are not death or diminishment; they are the fundamental state of the universe, the constant that existed before, that exists now, and that will exist when all other things are snuffed out. So it is with the Plane of Shadow, that dark mirror to the Material Plane and many other realities. Shadowcasters tap into this most fundamental of forces and planes to work their dark wills. By tying themselves to the Plane of Shadow, they maintain a tenuous link to the ultimate force of existence.

The shadowcaster understands the true, primal power of darkness, attunes herself to the Plane of Shadow, and learns great shadow mysteries the equal of any mundane spell. These dark casters are workers of alien magic, possessing an occult understanding of the world and magic that even other spellcasters find disturbing. They are masters of a dark power - and perhaps, as some worry, its servants as well.

Shugenja

A class inspired by the mythologies of Asian cultures, the shugenja is a divine spellcaster who casts spells by attuning himself to the primal energies around him and focusing such energy through his body to produce magical effects. Like the samurai (described in Complete Warrior), shugenjas are often members of the noble class, though they are not as bound by honor and the code of bushido as their martial counterparts.

Sorcerer

Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories - just raw power that they direct at will.

Some sorcerers claim that the blood of dragons courses through their veins. That claim may be true in some cases - it is common knowledge that certain powerful dragons can take humanoid form and even have humanoid lovers, and it's difficult to prove that a given sorcerer does not have a dragon ancestor. It's true that sorcerers often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage. Others hold that the claim is either an unsubstantiated boast on the part of certain sorcerers or envious gossip on the part of those who lack the sorcerer's gift.

Dragon Magic Sorcerer

Arcane spellcasters, even those who don't claim the blood of dragons as their own, often have a special link with dragonkind. One manifestation of this link is the caster's familiar, which can take on draconic characteristics.

Player's Handbook II Sorcerer

With a limited selection of spells at his fingertips, it's natural for a sorcerer to turn to metamagic feats to gain flexibility in effects. If the idea of playing a sorcerer who efficiently twists his spells into new shapes and sizes excites you, the metamagic specialist alternative class feature is the way to go. Though you must forgo the benefits of a familiar to pursue this path, some sorcerers relish of not having to keep track of such a vulnerable accessory.

Dwarf Sorcerer

In most dwarf communities, sorcerers are relatively rare. Dwarves don't tend to have the force of personality required for top-notch sorcerers; thus they often prefer wizardry instead. However, a dwarf sorcerer can tap into other reservoirs of power - including the very earth itself - to enhance his arcane aptitude. To do this, he gives up some of his versatility, but the power gained is substantial.

Battle Sorcerer

The battle sorcerer is no weak arcanist, hiding behind the fighters. Instead, she is a capable physical combatant who mixes magical prowess with fighting skill.

Unearthed Arcana Sorcerer

A sorcerer might desire a more durable companion to accompany him on excursions into the wilderness.







Warmage

Some spellcasters care for only one thing: war. They dream of steel and mighty blasts of devastating magic, the march of troops, and the unleashed destruction found on battlefields everywhere. Graduates of special arcane war colleges, those known as warmages are drilled only and utterly in the casting of spells most useful for laying down destruction, confusing an enemy, or screening an allied action. The utilitarian spells used by wizards and sorcerers have little importance to a warmage's way of thinking. What are support casters for, after all? A warmage cares only for success on the battlefield, or, in some cases, in the series of smaller campaigns favored by adventuring companies.

Wizard

A few unintelligible words and fleeting gestures carry more power than a battleaxe, when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spellbook preparing each spell for casting, and the years before than spent in apprenticeship to learn the arts of magic.

Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can. For a wizard, magic is not a talent but a difficult, rewarding art.

Dragon Magic Wizard

Arcane spellcasters, even those who don't claim the blood of dragons as their own, often have a special link with dragonkind. One manifestation of this link is the caster's familiar, which can take on draconic characteristics.

Player's Handbook II Wizard

Other than having a single additional spell of each spell level, a specialist wizard functions like any other wizard. Your evoker's fireball spell deals as much damage as that of a conjurer, diviner, or necromancer, and doesn't look any different. By taking the immediate magic alternative class feature, you gain a useful trick that sets you apart from other specialists. Though giving up your familiar is a hardship, it means you have one less thing to worry about in a fight.

Gnome Illusionist

Gnomes are inherently drawn to the magic of illusion, and most gnome wizards choose to specialize in that school. As a gnome illusionist advances in level, her intimate familiarity with illusions allows her to cast certain illusion spells more easily than other wizards, to cast illusions that last longer than normal, and to make her spells harder to detect and dispel. These abilities make gnome illusionists the subtlest of all their kind and - some would argue - the most effective.

Elf Wizard

Elves are naturally enthralled by the study of magic, and many of history's most famous wizards were elves. Elf wizards typically prefer a general approach to magic, recognizing the value in versatility.

Domain Wizard

A wizard who uses the arcane domain system (called a domain wizard) selects a specific arcane domain of spells, much like a cleric selects a pair of domains associated with his deity. A domain wizard cannot also be a specialist wizard; in exchange for the versatility given up by specializing in a domain instead of an entire school, the domain wizard casts her chosen spells with increased power.

Some of the arcane domains described in Unearthed Arcana have the same name as a divine domain. Regardless of any apparent similarity, these domains have no connection to one another.

Unearthed Arcana Wizard 1

A wizard might desire a more durable companion to accompany him on excursions into the wilderness.

Unearthed Arcana Wizard 2

Some wizards trade their knowledge of magic and craft to improve their combat prowess.

Abjurer

Masters of protective magic, abjurers can fill many roles in a campaign, from bodyguard to battlemage to adventurer. Although it lacks offensive options, the school of abjuration provides some of the most effective combat spells in the game. An evoker or transmuter might find it easier to bring down large groups of foes, but an abjurer is much more likely to bring herself and her companions through a fight alive.

Conjurer

One of the most versatile schools of magic, conjuration offers its disciples an effective solution to nearly any task: simply summon the appropriate monster and let it solve the problem. In combat, high-level conjurers fight from behnind wave after wave of summoned foes, and in most battles they simply direct their summoned allies into the conflict. In addition to these vaunted summoning powers, conjuration provides effective combat spells and access to teleportation magic.

Diviner

Seekers of knowledge, hoarders of lore, and master spies, diviners are perhaps the most underrated specialist wizards. Because they must give up access to only one other school of magic, they are also the most versatile specialists. More than any other specialists, diviners excel at gathering information, and an adventuring party that includes a diviner is much more likely to prepare properly for an adventure.

Enchanter

Charmer, schemer, deceiver, pacifist: an enchanter can be all these and more. As a practitioner of one of the more subtle schools of magic, an enchanter might charm a guard into opening a well-defended gate that fifty warriors couldn't take by force. Good-aligned enchanters use their power to seek out truth and encourage others onto the path of good, while their evil counterparts bend others' minds at their whim and gather personal power as rapidly as possible.

Evoker

Masters of the raw power of magical energy, evokers can turn the tide of battle with a single powerful spell, leveling groups of foes faster than any other practitioner of magic. Where some wizards focus on careful spell preparation and protective spells to survive combat encounters, evokers simply blast away with powerful energy attacks. Their prodigious offensive abilities ensure that evokers become the center of an adventuring group's battle plan.

Illusionist

Illusionists control their surroundings by shaping, distorting, and deceiving the perceptions of others. To some their abilities seem weak, because they only distort and disguise rather than affecting true change, but those affected by an illusionist's spells know better, understanding that their own senses can be turned against them at any time.

Necromancer

Wrapped in mystery and burdened by reputations of evil, necromancers control dangerous energies that rob the living of strength and grant unlife to the dead. The most powerful necromancers command dangerous undead minions that threaten towns, cities, and sometimes even entire kingdoms with their power. Although necromancers make excellent villains and nemeses for a group of adventurers, neutral- and good-aligned necromancers who view themselves as the shepherds of the living and guardians of the dead can also prove valuable allies.

Transmuter

Masters of change, transmuters are among the most varied and versatile specialists. Transmutation spells, by their very nature, can change the environment and allow the spellcaster to solve nearly any problem.


Wu Jen

Wu jen are spellcasters with mysterious powers. They command the elements, spirit forces, and the powers of nature. They are seldom found living with the rest of human society. Instead, they live as hermits in the wilderness, purifying their bodies and minds to contact the various natural and supernatural powers of the world. From these entities they learn their spells - magical means to control the invisible forces of the world.

Monday, December 2, 2013

Races


Humans

Most humans are the descendants of pioneers, conquerors, traders, travelers, refugees, and other people on the move. As a result, human lands are home to a mix of people - physically, culturally, religiously, and politically different. Hardy or fine, light-skinned or dark, showy or austere, primitive or civilized, devout or impious, humans run the gamut.

Half-Elves

Humans and elves sometimes wed, the elf attracted to the human's energy and the human to the elf's grace. These marriages end quickly as elves count years because a human's life is so brief, but they leave an enduring legacy - half-elf children.

The life of a half-elf can be hard. If raised by elves, the half-elf seems to grow with astounding speed, reaching maturity within two decades. The half-elf becomes an adult long before she has had the time to learn the intricacies of elven art and culture, or even grammar. She leaves behind her childhood friends, becoming physically an adult but culturally still a child by elven standards. Typically, she leaves her elven home, which is no longer familiar, and finds her way among humans.

If, on the other hand, she is raised by humans, the half-elf finds herself different from her peers: more aloof, more sensitive, less ambitious, and slower to mature. Some half-elves try to fit in among humans, while others find their identities in their differences. Most find places for themselves in human lands, but some feel like outsiders all their lives.

Halflings

Halflings are clever, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. Depending on the clan, halflings might be reliable, hard-working (if clanish) citizens, or they might be thieves just waiting for the opportunity to  make a big score and disappear in the dead of night. Regardless, halflings are cunning, resourceful survivors.

Gnomes

Gnomes are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound.

Dwarves

Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade.

Elves

Elves mingle freely in human lands, always welcome yet never at home there. They are well known for their poetry, dance, song, lore, and magical arts. Elves favor things of natural and simple beauty. When danger threatens their woodland homes, however, elves reveal a more martial side, demonstrating skill with sword, bow, and battle strategy.

Half-Orcs

In the wild frontiers, tribes of humans and orc barbarians live in uneasy balance, fighting in times of war and trading in times of peace. Half-orcs who are born in the frontier may live with either human or orc parents, but they are nevertheless exposed to both cultures. Some, for whatever reason, leave their homeland and travel to civilized lands, bringing with them the tenacity, courage, and combat prowess that they developed in the wilds.

Introduction

The City of Sasserine lies perched on the edge of the known world, the last stop before the endless expanse of the Amedio Jungle. It is a hub for trade and home to more than 15,000 souls - a bastion of civilization in a realm plagued by piracy, disease, violent weather, and monsters.

Sasserine itself is ruled by a group of seven noble families called the Dawn Council, each representing one of the city's seven districts. Likewise, each district has a common faith shared by many of its citizens. When you create your character, you should bear the nature of your district's nobility and religions in mind, although you are not required to pick the same deity or ally your interests with those of your Council representative.

Sasserine is in every way a city of industry. All seven districts feature large arrays of shops ranging from simple groceries to specialized buildings like potion shops, and magic item bazaars. There is little that cannot be purchased openly somewhere in Sasserine with the exception of hard drugs, dangerous monsters, slaves, and other criminal services. Someone who seeks illegal wares can still find them for sale in the city's seedier sections, but this generally requires a Gather Information check to learn the location of the city's numerous black markets.

Races: human (77%), half-elf (6%), halfling (5%), gnome and dwarf (4% each), elf (2%), half-orc (1%)

Standard Classes: archivist, ardent, barbarian, bard, beguiler, binder, cleric, crusader, divine mind, dragonfire adept, dragon shaman, dread necromancer, druid, duskblade, favored soul, fighter, healer, hexblade, incarnate, knight, lurk, marshal, monk, ninja, paladin, psion, psychic warrior, ranger, rogue, samurai, scout, shadowcaster, shugenja, sorcerer, soulborn, soulknife, spellthief, spirit shaman, swashbuckler, swordsage, totemist, truenamer, warblade, warlock, warmage, wilder, wizard, wu jen (including Complete Psionic, Complete Warrior, Dragon Magic, Magic of Incarnum, Planar Handbook, Player's Handbook II, Races of Destiny, Races of Stone, Races of the Wild, Stormwrack and Unearthed Arcana variants)

Books: Book of Exalted Deeds, Complete Adventurer, Complete Arcane, Compete Divine, Complete Psionic, Complete Warrior, Dragon Magic, Dragonomicon, Dungeon Master's Guide I & II, Expanded Psionics Handbook, Fiendish Codex I, Frostburn, Heroes of Battle, Heroes of Horror, Libris Mortis, Lords of Madness, Magic of Incarnum, Miniatures Handbook, Planar Handbook, Player's Handbook I & II, Races of Destiny, Races of Stone, Races of the Dragon, Races of the Wild, Sandstorm, Spell Compendium, Stormwrack, Tome of Battle, Tome of Magic, Unearthed Arcana and Weapons of Legacy