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Campaign Sourcebook February 10, 2007 597 CY

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Campaign Sourcebook February 10, 2007

597 CY

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Table of Contents CHAPTER 1 INTRODUCTION ...................................4 CHAPTER 2 CHARACTER CREATION ..................5

1. ABILITY SCORES .........................................................5 2. RACE ...........................................................................5 3. LANGUAGES ................................................................7 4. CLASS ..........................................................................7 5. ALIGNMENT ................................................................9 6. HIT POINTS..................................................................9 7. SKILLS .........................................................................9 8. FEATS ..........................................................................9 9. EQUIPMENT .................................................................9 10. HOME REGION ..........................................................9 FUTURE CHANGES ..........................................................9

CHAPTER 3 PRESTIGE CLASSES ......................... 10 OPEN PRESTIGE CLASSES ............................................ 10 OPEN PRESTIGE CLASSES WITH ADDITIONAL REQUIREMENTS............................................................ 10 CLOSED PRESTIGE CLASSES ........................................ 11 CLARIFICATIONS .......................................................... 11

CHAPTER 4 SKILLS................................................... 13 APPRAISE (INT) ........................................................... 13 BALANCE (DEX; ARMOR CHECK PENALTY) ............. 13 BLUFF (CHA)............................................................... 14 CLIMB (STR; ARMOR CHECK PENALTY).................... 14 CONCENTRATION (CON)............................................. 15 CRAFT (INT) ................................................................ 16 DECIPHER SCRIPT (INT; TRAINED ONLY) .................. 16 DIPLOMACY (CHA) ..................................................... 17 DISABLE DEVICE (INT; TRAINED ONLY) ................... 17 DISGUISE (CHA).......................................................... 17 ESCAPE ARTIST (DEX; ARMOR CHECK PENALTY).... 18 FORGERY (INT) ........................................................... 18 GATHER INFORMATION (CHA) ................................... 18 HANDLE ANIMAL (CHA; TRAINED ONLY)................. 19 HEAL (WIS) ................................................................. 20 HIDE (DEX; ARMOR CHECK PENALTY) ..................... 20 INTIMIDATE (CHA)...................................................... 21 JUMP (STR; ARMOR CHECK PENALTY)...................... 21 KNOWLEDGE (INT; TRAINED ONLY).......................... 21 LISTEN (WIS) ............................................................... 23 MOVE SILENTLY (DEX; ARMOR CHECK PENALTY) .. 24 OPEN LOCK (DEX; TRAINED ONLY) .......................... 24 PERFORM (CHA).......................................................... 24 PROFESSION (WIS; TRAINED ONLY) .......................... 25 RIDE (DEX).................................................................. 25 SEARCH (INT) .............................................................. 26 SENSE MOTIVE (WIS).................................................. 26 SLEIGHT OF HAND (DEX; TRAINED ONLY; ARMOR CHECK PENALTY) ........................................................ 26 SPEAK LANGUAGE (NONE; TRAINED ONLY).............. 26 SPELLCRAFT (INT; TRAINED ONLY) .......................... 27 SPOT (WIS) .................................................................. 28

SURVIVAL (WIS) ......................................................... 28 SWIM (STR; ARMOR CHECK PENALTY) ..................... 29 TUMBLE (DEX; TRAINED ONLY)................................ 29 USE MAGIC DEVICE (CHA; TRAINED ONLY) ............ 30 USE ROPE (DEX) ......................................................... 30

CHAPTER 5 FEATS .................................................... 31 REGIONAL FEATS EXPLAINED ..................................... 31 OPEN FEATS ................................................................. 37 CLOSED FEATS ............................................................. 41

CHAPTER 6 DESCRIPTION..................................... 43 PATRON GODS OF SASSERINE...................................... 43 SHRINES OF SASSERINE................................................ 43

CHAPTER 7 EQUIPMENT ........................................ 46 COINAGE ...................................................................... 46 WEAPON DESCRIPTIONS .............................................. 46 GEAR ............................................................................ 47 PURCHASING MAGIC ITEMS ........................................ 49 CREATING MAGIC ITEMS............................................. 49 REPAIRING MAGIC ITEMS ............................................ 49

CHAPTER 8 COMBAT............................................... 51 ACTIONS DURING COMBAT ......................................... 51 INJURY AND DEATH ..................................................... 51

CHAPTER 9 ADVENTURING .................................. 52 CARRYING CAPACITY .................................................. 52 ON THE WATER AND UNDERWATER........................... 52 HEAT............................................................................. 52 AFFILIATIONS............................................................... 52

CHAPTER 10 SPELLS ................................................ 53 OPEN SPELLS................................................................ 53 CLOSED SPELLS............................................................ 55 CLARIFICATIONS .......................................................... 57

CHAPTER 11 GREYHAWK GODS ......................... 58 CORE PC GODS ............................................................ 58 CORE NPC & MONSTER GODS ................................... 59 DWARF GODS ............................................................... 60 ELF GODS ..................................................................... 61 GNOME GODS............................................................... 63 HALFLING GODS .......................................................... 64 HUMAN GODS .............................................................. 65 BAKLUNISH HUMAN GODS.......................................... 66 FLAN HUMAN GODS .................................................... 67 OERIDIAN HUMAN GODS............................................. 68 OLMAN HUMAN GODS................................................. 70 SUEL HUMAN GODS..................................................... 71 TOUV HUMAN GODS.................................................... 72

CHAPTER 12 OUT-OF-PLAY SPELLS .................. 73

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Chapter 1 Introduction

The Savage Tide Adventure Path is a series of 12 adventures that are designed as a complete campaign, which will take characters from 1st through 20th level.

Adventure 1: There Is No Honor

Adventure 2: The Bullywug Gambit

Adventure 3: The Sea Wyvern’s Wake

Adventure 4: Here There Be Monsters

Adventure 5: Tides of Dread

Adventure 6: The Lightless Depths

Adventure 7: City of Broken Idols

Adventure 8: The Serpents of Scuttlecove

Adventure 9: Into the Maw

Adventure 10: The Wells of Darkness

Adventure 11: Enemies of My Enemy

Adventure 12: ??? (To Be Revealed Later)

Savage Tide is set in the World of Greyhawk, the original campaign world of First Edition Advanced Dungeons & Dragons. Remember those classic modules like A1: Slave Pits of the Undercity, L1: The Secret of Bone Hill, or S1: Tomb of Horrors? This is that world, and Savage Tide brings back many of those archetypal locations.

This campaign makes extensive use of material from the following sources:

• Player’s Handbook v3.5 (PH) • Dungeon Master’s Guide v3.5 (DMG) • Monster Manual v3.5 (MM) • Complete Adventurer (CAd) • Complete Arcane (CAr) • Complete Divine (CD) • Complete Warrior (CW) • Living Greyhawk Gazetteer (LGG) • Races of Destiny (RD) • Races of Stone (RS) • Races of the Wild (RW) • Spell Compendium (SpC) • Stormwrack (Sto)

Access to these books would be very helpful for players in this game. Additional material used in Savage Tide comes from the Book of Exalted Deeds (BE), Miniatures Handbook (MH), Dragon Magazine (D#), and the Living Greyhawk Journal (LGJ#)—originally published as stand-alone magazines, later appearing in Dragon Magazine, then Dungeon Magazine, and now only appear on the RPGA website.

This is a very nautical campaign full of swashbuckling adventure on the high seas. The characters start out in the tropical port city of Sasserine but before too long they find themselves “off the map” and beyond the edge of the known world. Characters oriented towards the outdoors like barbarians, druids, rangers & scouts will find many chances to shine; though the core classes of clerics, fighters, rogues & wizards will be just as useful as they are in any campaign. It is strongly recommended that the party contain a least one full divine spellcaster, and one full arcane spellcaster.

Please keep in mind that although there will be opportunities to walk the fine line between being a scoundrel and being evil if you desire, Savage Tide is ultimately a heroic quest-based campaign. The fate of the world will rest in your hands so Han Solo is a better role model than Anakin Skywalker.

Many books, television shows and movies are good sources of inspiration and background for this campaign, including: Lost, Master & Commander: The Far Side of the World, Raiders of the Lost Ark, King Kong, and the Pirates of the Caribbean movies.

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Chapter 2 Character Creation All players of the Savage Tide Adventure Path need a

copy of Player’s Handbook v3.5, a set of RPG dice and the latest version of this document. Additionally, a copy of Spell Compendium is recommended for spell casters. Please use the latest version of Kevin’s Exel-based character sheet for your character. The digital file must be emailed to the DM prior to the start of the first game, and an updated file must be emailed to the DM as your character advances to each successive level.

Table 2-1: Ability Costs

Cost Score Modifier — 6 -2 — 7 -2 0 8 -1 1 9 -1 2 10 +0 3 11 +0 4 12 +1 5 13 +1 6 14 +2 8 15 +2 10 16 +3 13 17 +3 16 18 +4 — 19 +4 — 20 +5

1. Ability Scores The Savage Tide Adventure Path uses the standard

point buy (25 points) method for ability scores (DMG 169).

Apply racial adjustments to ability adjustments after the base scores are determined. Humans will have ability scores in the range of 8-18, while nonhumans will have scores from 6-20. The point cost chart is included here to your convenience. (Table 2-1: Ability Costs)

2. Race You may choose any race from the PH, gray elf, wood

elf, mountain dwarf, tallfellow halfling, or deep halfling. Human PCs should choose one of the subraces of humanity, as explain in Chapter 2 of the Living Greyhawk Gazetteer. These subraces include Baklunish, Flan, Oeridian, Olman, Rhennee, Suloise and Touv. While very few humans are purebred, most do have a dominant ancestry that shows. (Table 2-2: Allowed Races and Subraces)

A PC may begin play at any age, height, or weight allowed for their race by page 109 of the PH. Age adjustments to ability scores are not used.

Human Humans are the most prevalent race in the Flanaess.

You may choose to be a mixed-blood human with without a dominant subrace. You would not have any kind of strong cultural background and you would only have access to regional feats based on your actual home region, not based on race. In all other ways you would be identical to the humans listed in the PH.

Table 2-2: Allowed Races and Subraces

Race Ability Adjustments Favored Class Trait Change Human None Any As human (PH 12) Human, Baklunish None Any As human (PH 12) Human, Flan None Any As human (PH 12) Human, Oeridian None Any As human (PH 12) Human, Olman None Any As human (PH 12) Human, Rhennee None Any As human (PH 12) Human, Suel None Any As human (PH 12) Human, Touv None Any As human (PH 12) Dwarf, Hill +2 Con, -2 Chr Fighter As dwarf (PH 14) Dwarf, Mountain +2 Con, -2 Chr Fighter As dwarf (PH 14) Elf, High +2 Dex, -2 Con Wizard As elf (PH 15) Elf, Gray -2 Str, +2 Dex, -2 Con, +2 Int Wizard As elf (PH 15) Elf, Wood +2 Str, +2 Dex, -2 Con, -2 Int Ranger As elf (PH 15) Gnome, Rock +2 Con, -2 Str Bard As gnome (PH 16) Half-Elf None Any As half-elf (PH 18) Half-Orc +2 Str, -2 Int, -2 Chr Barbarian As half-orc (PH 18) Halfling, Lightfoot +2 Dex, -2 Str Rogue As halfling (PH 19) Halfling, Tallfellow +2 Dex, -2 Str Rogue Yes (MM 149) Halfling, Stout (Deep) +2 Dex, -2 Str Rogue Yes (MM 150)

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Human, Baklunish The Baklunish are an ancient race whose empire was

destroyed by the Invoked Devastation. The closest real-world equivalent to the Baklunish would be Arabs. They are most numerous in the northwestern area of the Flanaess. They are quite rare in Sasserine. They are known as a very mercantile culture so there are certainly some in the city. More information on the Baklunish can found in the Living Greyhawk Gazetteer on page 5.

Human, Flan The Flan are the oldest race of humans in the Flanaess.

There is no perfect real-world match to the Flan, though perhaps ancient nomadic cultures like Native Americans of the Pacific Northwest, the Eskimos, or the Aborigines of Australia might be the closest. Most pure Flan were pushed to the far corners of the Flanaess during the early migrations of the Suloise and Oeridians and are therefore somewhat rare. However, the Scarlet Brotherhood makes use of a sizable Flan population as slave labor, which would be one possible explanation for their presence in Sasserine. Additional information on the Flan can be found in the Living Greyhawk Gazetter on page 5.

Human, Oeridian The Oeridians are a largely warrior-based culture that

moved into the Flanaess long after the original Suloise and Baklunish migrations, and quickly dominated much of the region. The ancient Romans would probably be the closest real-world parallel to the Oeridians. Oeridians are a distant second-most-common subrace in Sasserine. The Living Greyhawk Gazetter has more information on the Oeridians on page 6.

Human, Olman Thousands of years ago the Olman were masters of the

area of Sasserine, the Amedio Jungle, the Tivalnot Peninsula, Hepmonaland and farther south. Their civilization collapsed one thousand years ago, and the coming of the Suel and Oeridians into the region further marginalized them. Today most live primative lives in jungle villages, though some have “found civilization” and now make up some of the population in Sasserine. The Olman are very similar to the Aztecs, Maya and other pre-Columbian Mesoamerican cultures. The Living Greyhawk Gazetteer page 6 and The Scarlet Brotherhood pages 36-71 are good places to find more information about the Olman.

Human, Rhennee The Rhennee are relative newcomers to the Flanaess.

In fact their legends say they come from another dimension or planet called Rhop. They are essentially

water-based gypsies. They predominantly inhabit the lakes and rives of the central Flanaess so they are extremely rare in Sasserine. The Living Greyhawk Gazetteer has additional information on page 7. The Living Greyhawk Journal #2 has a good write up on them on pages 12-19.

Human, Suel The Suel had one of the most powerful empires on

Oerik until the Baklunish with the Rain of Colorless Fire destroyed it. Being predominantly blonde-haired and blue-eyed with pale skin, they closely resemble the Scandanavian people of the real world. However, their wicked and cruel empire of ancient times and the Scarlet Brotherhood of today are probably closer to the Nazi ideal of the Aryan race. The vast majority of Suel are normal people just like everyone else. Sasserine was founded in -124 CY by migrating Suel and so they make up the majority of the human population today. There are also uncivilized Suel living in primative villages in the jungle—decendents of the initial refugees from the Rain of Colorless Fire. The Living Greyhawk Gazetteer has additional information on page 8. The Scarlet Brotherhood also has information on pages 2-35. Most of it is specific to that organization though there is some general information on the Suel.

Human, Touv The Touv are the dark-skinned natives of

Hepmonaland. They most closely resemble Africans in the real world. Like the Olman and the uncivilized Suel, they live primative lives in small villages. They are fairly rare in Sasserine. Hepmonaland has opened up somewhat due to the dimished power of the Scarlet Brotherhood following the Greyhawk Wars. Touv are becoming very slightly more common in the area due to this. More information can be found in The Scarlet Brotherhood on pages 36-61.

Dwarf, Hill or Mountain Information on dwarves can be found in the Monster

Manual pgs. 91-93, Living Greyhawk Gazetteer pg. 9 and of course Races of Stone pgs. 5-30.

Dwarves may choose any of the cleric, fighter or sorcerer racial substitution levels from Races of Stone. Dwarf clerics that take the level 1 racial substitution level may not substitute giant smiting attempts for other powers granted by feats that use a turn attempt such as Divine Vigor. Dwarf clerics that take a prestige class that grants the turn undead ability like Sacred Exorcist do not gain additional smite giant attempts with each PrC level. They gain turn undead attempts. Unlike smite giant attempts, the turn undead attempts from a PrC may be substituted for a granted power from a feat such as Divine Vigor.

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Elf, High, Gray or Wood Information on elves can be found in the Monster

Manual pgs. 101-104, Living Greyhawk Gazetteer pgs. 8-9, and Races of the Wild pgs. 5-36.

Elves may choose any of the paladin, ranger or wizard racial substitution levels from Races of the Wild. Elf paladins must take the level 1 racial substitution level to gain ranged smite evil. If they take that level, they only have ranged smite evil. They do not have a normal smite evil. Every level after that when they would gain another instance of smite evil, they gain ranged smite evil instead.

Gnome, Rock Information on gnomes can be found in the Monster

Manual pgs. 131-133, Living Greyhawk Gazetteer pgs. 9-10 and Races of Stone pgs. 31-52.

Gnomes may choose any of the bard, illusionist or ranger racial substitution levels from Races of Stone. Gnome illusionists do gain the Scribe Scroll bonus feat at 1st level.

Half-Elf Information on half-elves can be found in the Monster

Manual pgs. 102-103, Living Greyhawk Gazetteer pg. 9 and Races of Destiny pgs. 33-42.

Half-Elves may choose any of the bard, fighter or ranger racial substitution levels from Races of Destiny.

Half-Orc Information on half-orcs can be found in the Monster

Manual pg. 204, Living Greyhawk Gazetteer pg. 11 and Races of Destiny pgs. 42-50.

Half-Orcs may choose any of the barbarian, druid or paladin racial substitution levels from Races of Destiny.

Halfling, Lightfoot, Tallfellow or Stout

Information on halflings can be found in the Monster Manual pgs. 149-150, Living Greyhawk Gazetteer pgs. 10-11 and Races of the Wild pgs. 37-64.

Halflings may choose any of the druid, monk or rogue racial substitution levels from Races of the Wild. Halfling rogues must take the level 1 racial substitution level to gain the sling and thrown weapon ranged sneak attack bonus and melee sneak attack penalty. A bonus of +1d6 is added to their standard ranged sneak attack when using a sling or thrown weapon and a penalty of -1d6 is added to their standard sneak attack. This means that at 1st level, a halfling rogue does +2d6 ranged sneak attack with a sling or thrown weapon, +1d6 ranged sneak attack with other ranged weapons and +0 melee sneak attack. A

3rd level halfling rogue does +3d6 ranged sneak attack with a sling or thrown weapon, +2d6 ranged sneak attack with other ranged weapons and +1d6 melee sneak attack.

3. Languages In addition to languages normally allowed for your

race, the following dialects are Open for all PCs: Ancient Baklunish, Flan, Old Oeridian, Ancient Suloise and Touv. Rhopan is Open for Rhennee. See the Speak Language skill in Chapter 4 for more information.

Ancient Flan and Flan are the same language; Ur-Flan is a unique language. Ancient Suloise and Suloise are the same language. Ancient Baklunish and Baklunish are the same language. Learning Druidic (for non-druids), Lendorian Elven, Rhopan or Ur-Flan requires permission from the DM.

4. Class You may choose any of the following as a base class:

barbarian, bard, cleric, druid, favored soul, fighter, hexblade, marshal, monk, paladin, ranger, rogue, scout, sorcerer, swashbuckler, warmage, or wizard.

A PC may have no more than 3 base classes total.

None of the alternate class features from PH2 are allowed.

Barbarian Since Sasserine is surrounded by a vast wilderness,

barbarians are common. Flan, Olman, uncivilized Suel and wood elves are the most common races for barbarians. Their use of light or medium armor is very ship and jungle-friendly.

Bard The bard’s extensive knowledge of legends, rumors &

stories will come in very handy in a campaign that is often beyond the edge of the known world.

Cleric A cleric must serve a specific non-evil deity from

among the patrons of Sasserine, the shrines of Sasserine or any other appropriate deity of the Flanaess. Clerics may face certain restrictions dictated by their deity. See Chapter 6 and Appendix 1 for more on Greyhawk deities. Olman clerics are the only exception to the non-evil deity rule. An Olman cleric may serve an evil deity as long as the cleric herself is not evil.

A cleric may add 2 spells per level from Open Spells in Chapter 10 to her spell list. She may also swap core PH spells for spells from the Open Spells list. Once they are chosen, the Open Spells may not be changed later.

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A strong healer is always important in any campaign. Their typical reliance on heavy armor leaves them a big disadvantage on the deck of ship. This can probably be offset with wisely chosen utility spells.

Druid A druid of the Flanaess often serves a specific non-

evil deity, though it is not required. Druids are typically Flan, Olman, uncivilized Suel or wood elves, though any race may be a druid.

A druid may add 2 spells per level from Open Spells in Chapter 10 to her spell list. She may also swap core PH spells for spells from the Open Spells list. Once they are chosen, the Open Spells may not be changed later.

An animal companion may be chosen from the list on page 41 of PH2 with the exception of any dinosaurs. The druid’s animal companion is a wild animal that will not wear barding nor work as a pack animal.

A druid is an excellent choice for this campaign. They will have many, many chances to make full use of their powers.

Favored Soul A favored soul must serve a specific non-evil deity

just as the cleric. They too may face certain restrictions from their deity. Chapter 6 and Appendix 1 have more information on Greyhawk deities. Olman favored souls may serve an evil deity as long as the favored soul is not evil.

Much like the cleric, a favored soul will find heavy armor is hinderance in the nautical areas of the campaign.

Fighter Fighters are very common in Sasserine as they are in

all cities of the Flanaess. Light-armored fighters are more common than heavy-armored ones.

Hexblade A hexblade may not add additional spells to her spell

list.

Marshal A marshal’s auras may be active at any time—not just

during combat.

Monk Monks are more common among the Olman and

members of the Scarlet Brotherhood than other races and affiliations.

Paladin A paladin of the Flanaess often serves a specific non-

evil deity, though it is not required. Paladins who do serve specific deities are described in LGJ#20 & LGJ#23. Some gain access to additional feats in Open Feats.

A paladin may add 2 spells per level from Open Spells in Chapter 10 to her spell list. She may also swap core PH spells for spells from the Open Spells list. Once they are chosen, the Open Spells may not be changed later.

A paladin will definitely find Savage Tide a challenging campaign; though it will hopefully be a fun challenge.

Ranger Rangers are very common in Sasserine. Their

wilderness abilities make them an excellent choice for the Savage Tide campaign.

A ranger may add 2 spells per level from Open Spells in Chapter 10 to her spell list. She may also swap core PH spells for spells from the Open Spells list. Once they are chosen, the Open Spells may not be changed later.

An animal companion may be chosen from the list on page 41 of PH2 with the exception of any dinosaurs. The ranger’s animal companion is a wild animal that will not wear barding nor work as a pack animal.

Rogue Sasserine is full of rogues of all types. A rogue will

find their many skills put to use often in this campaign.

Scout Scouts are common in Sasserine though perhaps not as

common as rangers. Much like rangers, their wilderness abilities make them a good choice for this campaign.

Sorcerer A sorcerer in Savage Tide will not face the issues that

a wizard will of having to find scrolls and spellbooks to increase her number of known spells. However, her few spells will mean she does not have many utility spells.

Swashbuckler The swashbuckler is probably the quintessential class

for the Savage Tide campaign. The light acrobatic fighter is equally at home on the deck of ship or in the jungles of a mysterious island.

Warmage A warmage may only use her advanced learning to

add additional spells to her spell list from Open Spells.

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Wizard A wizard will find that a campaign that takes place

predominantly off the map, like Savage Tide, will be a bit more of a challenge than an urban campaign. There will be access to spells but probably not as many as one may wish.

5. Alignment You must choose a non-evil alignment that meets all

requirements for your character’s class. Divine casters that do not require the worship of a specific deity, but that choose to worship a deity, must be within one step of their deity’s alignment. Olman characters may worship an evil deity as long as the character is not evil.

Alignment is extremely important in this game. Your actions can easily cause your alignment to shift. Even though evil alignments are forbidden in Savage Tide, evil acts are not forbidden. However, by committing an evil act your PC risks becoming evil. If your PC ever becomes evil, your PC immediately becomes an NPC and can never again be played as a PC.

If you voluntarily attack another PC with the intent to do serious or permanent harm, without the other player’s permission, your alignment is automatically shifted to evil. You are allowed to defend yourself as necessary, such as if another PC is dominated, but you may not use lethal force unless unavoidable, at the DM’s discretion.

6. Hit Points At first level, you receive maximum hit points for

your class. For each additional level, you receive half the maximum value for your new class +1 +/- CON modifier. For example, a PC with a 10 Con adds 3 hit points upon gaining a new level in the Sorcerer class.

7. Skills Characters spend their starting skill points on skills

listed in the PH taking into account the changes noted in Chapter 4.

Please note that skills will be very important in Savage Tide. There will definitely be times when challenges will only be overcome through the use of skills.

8. Feats You can choose any feat from the PH or from Open

Feats in Chapter 5 for which your PC meets the requirements. PCs of particular races, regions, districts of Sasserine or affliliations have access to additional feat options. See Chapter 5 for more details.

9. Equipment PCs receive maximum gold pieces for their starting

class. (Table 2-3: Starting Gold By Class)

During character creation, you purchase character equipment from the trade goods, weapons (small & medium sized), armor, and goods and services sections of Chapter 7 in the PH. You may also purchase equipment listed in Chapter 7 of this document.

The carrying capacity rule is used so track what your character is carrying and how much it weighs.

Table 2-3: Starting Gold By Class

Class Starting Gold Source

Barbarian 160 gp PH 24 Bard 160 gp PH 26 Cleric 200 gp PH 30 Druid 80 gp PH 33 Favored Soul 200 gp CD 6 Fighter 240 gp PH 37 Hexblade 240 gp CW 5 Marshal 200 gp MH 11 Monk 20 gp PH 39 Paladin 240 gp PH 42 Ranger 240 gp PH 46 Rogue 200 gp PH 49 Scout 200 gp CAd 10 Sorcerer 120 gp PH 51 Swashbuckler 240 gp CW 11 Warmage 120 gp CAr 10 Wizard 120 gp PH 55

10. Home Region All PCs start out in Sasserine. They may have

originally come from some other place, but they have lived in Sasserine long enough that it is considered their home region.

Sasserine is a city rich in cultural diversity. It is a large city of 15,650 people (77% human, 6% half-elf, 5% Halfling, 4% gnome, 4% dwarf, 2% elf, 1% half-orc, 1% other). The area has a cultural distribution similar to the Sheldomar Valley—Keoland and the Sea Princes in particular—stemming from the time when Keoland was the dominant naval power in Jeklea Bay. The human population breaks down like this: 74% Suel, 15% Oeridian, 5% Olman, 4% Flan, 1% Baklunish, 0.5% Rhennee, 0.5% Touv.

Future Changes As the campaign progresses new options for races,

skills, feats and spells will open up. If a PC dies and it is either not possible to bring the PC back or the player decides to not return her to life, a new PC can be created using the revised rules. The DM will determine the appropriate level, starting gold and available equipment for the new PC.

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Chapter 3 Prestige Classes Whenever your character meets the requirements, you

may choose to take one of the prestige classes listed below. Anything on the Open Prestige Class list is available with no questions asked. It would be nice to work the attainment of that prestige class into the storyline of the campaign, but it is not required.

Prestige classes on the Additional Requirements list are allowed in the game but the player MUST inform the DM many levels prior to actual qualification of his or her intention to take the class. These prestige classes are special and the attainment of them will be worked into the storyline of the campaign. There could also be additional requirements beyond those listed in the source book.

Any prestige class on the Closed list will never be allowed in the game. Please don’t ask.

There are a few prestige classes from allowed source books such as the Complete series that are not on any list. These may or may not be added into the game at a later point in time. The safe assumption is that they will not be.

There is always the possibility that additional special prestige classes will be added to the game at a later point in time. A player that would like to take one of these prestige classes and whose character does not qualify for the requirements should speak with the DM to see if arrangements can be made for qualification.

A PC must take all levels of a given prestige class before adding another prestige class. The same rules above apply to prestige classes beyond the first.

Open Prestige Classes Arcane Archer (DMG 176) Archmage (DMG 178) Duelist (DMG 185) Dwarven Defender (DMG 186) Exotic Weapon Master (CW 30) Gnome Giant-Slayer (CW 36) Halfling Outrider (CW 38) Highland Stalker (CAd 54) [Jungle Stalker, Zelkarune’s

Horns only] Menacing Brute (RD 123) Outcast Champion (RD 126) Thief-Acrobat (CAd 83)

Open Prestige Classes With Additional Requirements Alienist (CAr 21) Animal Lord (CAd 22) [Olman, Touv, Wild Suel, Wood

Elf only] Arcane Trickster (DMG 177)

Argent Savant (CAr 24) Battlesmith (RS 97) Bear Warrior (CW 16) [Touv] Beastmaster (CAd 26) Blade Bravo (RS 99) Bladesinger (CW 17) Bloodhound (CAd 28) Cavalier (CW 19) Champion Of Correllon Larethian (RW 113) Champion of Gwynharwf (BE 56) Consecrated Harrier (CD 28) Contemplative (CD 30) Cragtop Archer (RS 101) Daggerspell Mage (CAd 31) Daggerspell Shaper (CAd 36) Dark Hunter (CW 20)† Darkhagard (LGJ#2 13) [Male Rhennee only] Darkwood Stalker (CW 23) Deepwarden (RS 105) Dervish (CW 25) [Rhennee only] Divine Crusader (CD 33) Divine Oracle (CD 34) Divine Prankster (RD 107) Dragon Disciple (DMG 183) Dread Pirate (CAd 39) [honorable only] Drunken Master (CW 27) Dungeon Delver (CAd 42) Earth Dreamer (RS 110) Eldritch Knight (DMG 187) Elemental Savant (CAr 32) Enlightened Fist (CAr 34) [Scarlet Brotherhood] Exemplar (CAd 44) Fatespinner (CAr 37) Fochlucan Lyricist (CAd 47) Geomancer (CD 41) Geometer (CAr 39) Hierophant (DMG 188) Holy Liberator (CD 45) Horizon Walker (DMG 189) Hospitaler (CD 48) Hunter Of The Dead (CW 42) Invisible Blade (CW 44) [Zelkarune’s Horns] Justicar (CW 47) Knight Of Furyondy (LG PrC) Knight Of The Chase (LGJ#13 3) Knight Of The Chalice (CW 53) Knight Of The High Forest (LG PrC) Knight Of The Holy Shielding (LGJ#26 4) Knight Of Veluna (LG PrC) Knight Protector (CW 55) Loremaster (DMG 191) [Seekers] Mage Of The Arcane Order (CAr 48) [Witchwardens] Mask Of Johydee (LGJ#18 4) Master Of The Unseen Hand (CW 60) Master Thrower (CW 58) Mindspy (CW 62) Mystic Theurge (DMG 192)

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Nature’s Warrior (CW 63) Nightsong Enforcer (CAd 60) [Scarlet Brotherhood

only]† Nightsong Infiltrator (CAd 62) [Scarlet Brotherhood

only]† Ollam (CAd 66) Order Of The Bow Initiate (CW 68) Pious Templar (CD 50) [St. Cuthbert?] Radiant Servant Of Pelor (CD 52) Rage Mage (CW 72) Rainbow Servant (CD 54) [Quetzalcouatl] Reaping Mauler (CW 75) [Zelkarune’s Horns] Ruathar (RW 122) Sacred Exorcist (CD 56) Sacred Fist (CD 59) Sea Witch (Sto 68) Seeker Of The Misty Isle (CD 61) Seeker Of The Song (CAr 56) Shadow Dancer (DMG 194) Shadowbane Inquisitor (CAd 68) [Pholtus] Shadowbane Stalker (CAd 70) [Pholtus] Shadowcraft Mage (RS 120) Shining Blade of Heironeous (CD 63) Silent One (LGJ#4 18) [NOT Scarlet Brotherhood or

Seekers] Spellsword (CW 79) Spymaster (CAd 76) [Scarlet Brotherhood only] Streetfighter (CAd 79)† Stonelord (CW 81) Stormcaster (Sto 72) Stormlord (CD 65) [Procan, Hurakon] Tattooed Monk (CW 82) [Olman] Tempest (CAd 81) [Church of the Whirling Fury] Temple Raider Of Olidammara (CD 67) Veth (LGJ#2 16) [Female Rhennee only] Vigilante (CAd 85) [Bounty Hunter]† Virtuoso (CAd 89) War Chanter (CW 87) Warpriest (CD 74) Wayfarer Guide (CAr 65) Whisperknife (RW 135) Wild Mage (CAr 68) Wild Plains Outrider (CAd 92) [Zelkarune’s Horns] Wildrunner (RW 139) [Wood Elf]

Closed Prestige Classes Acolyte Of The Skin (CAr 19) Arcane Hierophant (RW 108) Assassin (DMG 180) Black Flame Zealot (CD 21) Blackguard (DMG 181) Blighter (CD 23) Blood Magus (CAr 26) Chameleon (RD 111) Church Inquisitor (CD 26) Dawncaller (RS 103) Effigy Master (CAr 30) Entropomancer (CD 36)

Evangelist (CD 39) Eye Of Gruumsh (CW 31) Frenzied Berserker (CW 34) Ghost-Faced Killer (CAd 51) Goliath Liberator (RS 112) Green Star Adept (CAr 41) Hulking Hurler (CW 40) Initiate Of The Sevenfold Veil (CAr 44) Iron Mind (RS 114) Kensai (CW 49) Knight Of The Pearl (Sto 52) Legendary Captain (Sto 56) Leviathan Hunter (Sto 61) Loredelver (RD 117) Luckstealer (RW 118) Maester (CAd 56) Master of Many Forms (CAd 58) Master Transmogrifist (CAr 51) Mindbender (CAr 54) Occult Slayer (CW 66) Peregrine Runner (RS 116) Purple Dragon Knight (CW 70) Ravager (CW 73) Red Wizard (DMG 193) Ronin (CW 77) Runesmith (RS 118) Scar Enforcer (RD 130) Scarlet Corsair (Sto 65) Shadow Sentinel (RD 137) Shadowmind (CAd 74) Skypledged (RW 126) Stoneblessed (RS 122) Stonedeath Assassin (RS 124) Stonespeaker Guardian (RS 127) Stormtalon (RW 131) Sublime Chord (CAr 60) Suel Archanamach (CAr 63) Thaumaturgist (DMG 196) Thayan Knight (CW 85) Ur-Priest (CD 70) Urban Soul (RD 141) Void Disciple (CD 72) Warshaper (CW 89) Wavekeeper (Sto 76)

Clarifications Darkhagard: Under class skills, replace Intuit

Direction and Knowledge (navigation) with Knowledge (geography) and Survival. Change the Uncanny Swim ability to, "Uncanny Swim (Ex): On a successful Swim check, a Darkhagard may swim his full speed (as a full-round action) or one half of his speed (as a move action), failure indicating no progress. Furthermore, members of the Darkhagard suffer normal armor check and encumbrance penalties to their Swim checks, rather than the double penalty most swimmers face."

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Mask of Johydee: Replace the class skills Innuendo and Read Lips with Sense Motive. Replace the spell change self with disguise self.

Silent Ones: Replace change self with disguise self.

Veth: Under requirements, replace Scry 8 ranks with Spellcraft 8 ranks. Under class skills, replace Innuendo, Knowledge (Nyr Dyv), and Scry with Bluff, Sense Motive, Knowledge (geography), and Knowledge (arcana). Remove all mention of the scry ability or scry checks; the base chance of success on the reading is 70% +1% per caster level, to a maximum of 90%.

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Chapter 4 Skills The following rules are used:

• Individual events (CAd 96) • Aid another expansion (CAd 96) [does not include attacks or AC in combat]

Appraise (INT) Appraise a performance (RS 129)

Item (Examples) DC Identify dwarvencraft or dwarven manufacture (RS 130) 10 Common Trade good (spices, food stuffs, raw materials, etc), mundane items, livestock

12

Quick Appraise Common (CAd 97) 15 Rare Fine clothing, precious metals (unworked), gems, artwork

15

Quick Appraise Rare (CAd 97) 20 Exotic Unusual gems (strange colorings, unusual to the region, unusually large or pure), spell components, jewelry, obscure religious items

20

Quick Appraise Exotic (CAd 97) 25 Unique Masterpiece artwork, royal jewels, crowns, or other adornments

25+

Quick Appraise Unique (CAd 97) 30+ Detect Magic 50

Balance (DEX; Armor Check Penalty) Resist Trip (CAd 97)

Surface DC1 Narrow surface 7-12 inches wide 10 Grease spell 10 Uneven flagstone 102 Hewn stone floor 102 Sloped or angled floor 102 Move through trees – dense forest (RW 145) 102 Unstable surface – loose gravel or wobbly bricks or stones (RW 146) 102 Heeling deck (Sto 83) 10 Sargasso, heavy mat (Sto 83) 10 Surf, light (Sto 83) 10 Narrow surface 2-6 inches wide 15 Move through trees – medium forest (RW 145) 15 Unstable surface – awning, dune face or snowdrift (RW 146) 15 Roll, heavy (Sto 83) 15 Surf, heavy (Sto 83) 15 Yardarm (Sto 83) 15 Unstable surface – top of vehicle taveling over a fairly smooth road (RW 146) 18 Narrow surface 1-2 inches wide 20 Unstable surface – top of vehicle traveling over a rough road (RW 146) 20 Green water (Sto 83) 20 Unstable surface – top of vehicle traveling over a poor road, trail, or unimproved surface (RW 146) 22 Move through trees – sparse forest (RW 145) 25 Unstable surface – ship’s deck in a storm, galloping horse, or top of a vehicle traving over rocks, potholes, logs or rubble (RW 146)

25

Sargasso, light mat (Sto 83) 30 Narrow surface up to 1 inch wide 40

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Hair-thin narrow surface 60 Liquid 903 Cloud 120

1. Add modifiers below as appropriate. 2. Only if running or charging. Failure by 4 or less means the character can’t run or charge, but may

otherwise act normally. 3. Includes any other surface that couldn’t support the character’s weight, such as a fragile branch.

Condition DC Underwater (Sto 84) -10 Two-handed brace (Sto 84) -10 One-handed brace (Sto 84) -7 Body brace (Sto 84) -5 Narrow, lightly obstructed +2 Narrow, lightly slippery +2 Narrow, sloped or angled +2 Moss, fungi, or slightly wet (RW 146) +2 Wet deck (Sto 84) +2 High winds (Sto 84) +2 Narrow, severely obstructed +5 Narrow, severely slippery +5 Move at full speed (per move action) +5 Snow or ice (RW 146) +5 Icy deck (Sto 84) +5 Severe motion (Sto 84) +5 Run on narrow surface (CAd 97) +20

Bluff (CHA) Heckle a performance (RS 130)

Uses DC Deliver simple secret message 15 Deliver complex secret message 20 Display false alignment 70 Disguise surface thoughts 100

Bluff DC Modifiers

Circumstance DC The target wants to believe you. -5 The bluff is believable and doesn’t affect the target much. +0 The bluff is a little hard to believe or puts the target at some risk. +5 The bluff is hard to believe or puts the target at significant risk. +10 The bluff is way out there, almost too incredible to consider. +20 Instill suggestion in target +50

Climb (STR; Armor Check Penalty)

Surface or Activity DC A slope too steep to walk up, or a knotted rope with a wall to brace against. 0 Grasping nearby branches to move along a branch too narrow or too steeply angled for normal walking. (RW 146)

0

A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell. 5 Anchor chain (Sto 84) 5 Ship’s rigging (Sto 84) 5 Climbing a tree with plenty of sturdy branches for handholds and footholds. (RW 146) 5

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A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging. 10 Rappel down a wall (RS 130) 10 Climbing a tree with few or fairly weak branches. (RW 146) 10 Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.

15

Climbing a tree trunk with no branches but small enough to clasp with the arms. (RW 146) 15 An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins.

20

Rappel with nothing to brace against (RS 130) 20 Ship’s hull (Sto 84) 20 Climbing a tree trunk with no branches and too large to clasp with the arms. (RW 146) 20 A rough surface, such as a natural rock wall or a brick wall. 25 An overhang or ceiling with handholds but no footholds. 25 A perfectly smooth, flat, vertical surface. 70 A perfectly smooth, flat, overhang or ceiling 100

Climb DC Modifiers

Condition DC1 Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls (reduces DC by 10).

-10

Climbing a corner where you can brace against perpendicular walls (reduces DC by 5). -5 Surface is slippery (increases DC by 5). +5 Accelerated climbing – half speed +5 Catch yourself or another when falling out of a tree (RW 146) +5 Catch yourself when falling on a slope +10 Catch a falling person while climbing +10 Accelerated climbing – full speed (CAd 97) +20 Catch yourself when falling on a wall +20 Retain Dex bonus to AC (CAd 97) +20

1. These modifiers are cumulative; use any that apply.

Concentration (CON) Resist heckling (RS 130)

Distraction1 DC Damaged during the action.2 10 + dmg Taking continuous damage during the action.3 10 + 1/2 dmg Distracted by nondamaging spell.4 Save DC Weather caused by a spell, such as storm of vengeance.4 Save DC Weather is a high wind carrying blinding rain or sleet. 5 Vigorous motion (on a moving mount, taking a bouncy wagon ride, in a small boat in rough water, belowdecks in a stormtossed ship).

10

Weather is wind-driven hail, dust, or debris. 10 Defensively cast a spell 15 Entangled. 15 Violent motion (on a galloping horse, taking a very rough wagon ride, in a small boat in rapids, on the deck of a storm-tossed ship).

15

Extraordinarily violent motion (earthquake). 20 Grappling or pinned. (You can cast only spells without somatic components for which you have any required material component in hand.)

20

Cast spell with somatic component while grappled. 50

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1. If you are trying to cast, concentrate on, or direct a spell when the distraction occurs, add the level of the spell to the indicated DC.

2. Such as during the casting of a spell with a casting time of 1 round or more, or the execution of an activity that takes more than a single full-round action (such as Disable Device). Also, damage stemming from an attack of opportunity or readied attack made in response to the spell being cast (for spells with a casting time of 1 standard action) or the action being taken (for activities requiring no more than a full-round action).

3. Such as from acid arrow. 4. If the spell allows no save, use the save DC it would have if it did allow a save.

Craft (INT) You must have at least 1 rank in a given Craft skill to be considered trained and to be able to practice your trade and

make money based on the rules in PH.

PCs may craft their own starting equipment if they have at least 1 rank in the required Craft skill and a set of appropriate artisan’s tools. You may take 10 on the check.

Many craft skills are required to fabricate various parts of a ship—carpentry for the hull and masts, blacksmithing for the iron fittings and nails, sailmaking for the sails, even ropemaking for the thousands of feet of hawsers, stays, and line necessary to rig the ship correctly. However, small craft such as canoes, rafts, and skiffs are all covered under Craft (boatbuilding).

Repair a damaged ship. (Sto 32)

Item Craft Skill Craft DC Acid Alchemy1 15 Alchemist’s fire, smokestick, or tindertwig Alchemy1 20 Antitoxin, sunrod, tanglefoot bag, or thunderstone Alchemy1 25 Armor or shield Armorsmithing 10 + AC bonus Crude raft (Sto 84) Boatbuilding 5 Dugout canoe (Sto 84) Boatbuilding 8 Coracle (Sto 84) Boatbuilding 10 Well-made raft (Sto 84) Boatbuilding 10 Skiff (Sto 84) Boatbuilding 12 Launch (Sto 84) Boatbuilding 15 War canoe (Sto 84) Boatbuilding 18 Pinnace (Sto 84) Boatbuilding 20 Longbow or shortbow Bowmaking 12 Composite longbow or composite shortbow Bowmaking 15 Composite longbow or composite shortbow with high strength rating

Bowmaking 15 + (2 × rating)

Crossbow Weaponsmithing 15 Simple melee or thrown weapon Weaponsmithing 12 Martial melee or thrown weapon Weaponsmithing 15 Exotic melee or thrown weapon Weaponsmithing 18 Mechanical trap Trapmaking Varies2 Very simple item (wooden spoon) Varies 5 Typical item (iron pot) Varies 10 High-quality item (bell) Varies 15 Complex or superior item (lock) Varies 20 Quick creation (CAd 97) All +10 or more

1. You must be a spellcaster to craft any of these items. 2. Traps have their own rules for construction.

Decipher Script (INT; Trained Only)

Usage DC Decoding a private cipher. (CAd 98) 10 + skill modifier

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Decipher simple message 20 Write a simple message in secret code. (RD 147) 20 Decipher standard text 25 Write a standard message in secret code. (RD 147) 25 Decipher intricate, exotic or very old writing 30+ Write a long or complex message in secret code. (RD 147) 30 Decipher a written spell without read magic. One try per day. 50 + (5 x spell level)

Diplomacy (CHA) Mediation (CAd 99)

New Attitude (DC to achieve) Initial Attitude Hostile Unfriendly Indifferent Friendly Helpful Fanatic Hostile Less than 20 20 25 35 50 150 Unfriendly Less than 5 5 15 25 40 120 Indifferent — Less than 1 1 15 30 90 Friendly — — Less than 1 1 20 60 Helpful — — — Less than 1 1 50

Attitude Means Possible Actions Hostile Will take risks to hurt you Attack, interfere, berate, flee Unfriendly Wishes you ill Mislead, gossip, avoid, watch suspiciously, insult Indifferent Doesn’t much care Socially expected interaction Friendly Wishes you well Chat, advise, offer limited help, advocate Helpful Will take risks to help you Protect, back up, heal, aid Fanatic Will give life to serve you Fight to the death against overwhelming odds, throw self in front of

onrushing dragon

Disable Device (INT; Trained Only)

Device Time Disable Device DC1 Example Simple 1 round 10 Jam a lock Tricky 1d4 rounds 15 Sabotage a wagon wheel Difficult 2d4 rounds 20 Disarm a trap, reset a trap Wicked 2d4 rounds 25 Disarm a complex trap, cleverly sabotage a clockwork device

1. If you attempt to leave behind no trace of your tampering, add 5 to the DC.

Condition DC Modifier Bypass a trap (CAd 99) +10 Rush disable – 1 round +20 Rush disable – move-equivalent action +50 Rush disable – free action +100

Disguise (CHA) Disguise an object’s function. (RD 147)

Disguise Modifier Minor details only +5 Disguised as different gender1 -2 Disguised as different race1 -2 Disguised as different age category1 -22 Change height and/or weight 11% to 25% -253 Change height and/or weight 26% to 50% -503

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1. These modifiers are cumulative; use any that apply.

2. Per step of difference between your actual age category and your disguised age category. The steps are: young (younger than adulthood), adulthood, middle age, old, and venerable.

3. Can be negated by any effect that can duplicate a height and/or weight change of this degree.

Familiarity Viewer’s Spot Check Bonus

Recognizes on sight +4 Friends or associates +6 Close friends +8 Intimate +10

Escape Artist (DEX; Armor Check Penalty)

Restraint DC Ropes Binder’s Use Rope check at +10 Net, animate rope spell, command plants spell, control plants spell, or entangle spell

20

Snare spell 23 Manacles 30 Tight space 30 Masterwork manacles 35 Grappler Grappler’s grapple check result Extremely tight space 80 Pass through wall of force 120 Quick escape (CAd 100) +10

Forgery (INT) Common forged documents (Sto 84)

Condition Reader’s Forgery Check Modifier

Type of document unknown to reader -2 Type of document somewhat known to reader +0 Type of document well known to reader +2 Handwriting not known to reader -2 Handwriting somewhat known to reader +0 Handwriting intimately known to reader +2 Reader only casually reviews the document -2 Forge document without sample +50

Gather Information (CHA)

Type DC General idea of a city’s major news items 10 Specific rumor, specific item, obtain a map, etc 15-25+ Avoid suspicion +20

Gain information about an organization (RD 148)

Organization DC Examples

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Public 10 Local governement, local guild Private 15 Private club, military Exclusive 20 Invitation-only club, local criminals Secretive 25 Espionage group, criminal cartel Unknown 30 Shadow government, underground cult

Handle Animal (CHA; Trained Only)

Task DC Handle an animal 10 “Push” an animal 25 Rear a wild animal 15 + HD of animal Teach trick: Ambush (RW 146) 20 Teach trick: Assist Attack (CAd 100) 20 Teach trick: Assist Defend (CAd 100) 20 Teach trick: Assist Track (CAd 100) 20 Teach trick: Attack 20 Teach trick: Bull Rush (RW 146) 20 Teach trick: Come 15 Teach trick: Defend 20 Teach trick: Disarm (RW 146) 20 Teach trick: Dive (Sto 84) 15 Teach trick: Down 15 Teach trick: Fetch 15 Teach trick: Guard 20 Teach trick: Heel 15 Teach trick: Hold (CAd 100) 20 Teach trick: Hunt (CAd 100) 15 Teach trick: Jump (Sto 85) 15 Teach trick: Mark (RW 147) 20 Teach trick: Overrun (RW 147) 20 Teach trick: Perform 15 Teach trick: Scent Fighting (RS 131) 20 Teach trick: Seek 15 Teach trick: Special Movement (RS 132) 20 Teach trick: Stalk (CAd 100) 20 Teach trick: Stay 15 Teach trick: Steal (CAd 100) 20 Teach trick: Subdue (CAd 100) 20 Teach trick: Swim (Sto 85) 15 Teach trick: Track 20 Teach trick: Warn (CAd 101) 20 Teach trick: Work 15 Train for purpose: Advanced Fighting (CAd 101) 20 Train for purpose: Combat riding 20 Train for purpose: Defensive Guarding (CAd 101) 20 Train for purpose: Fighting 20 Train for purpose: Fishing (Sto 85) 20 Train for purpose: Guarding 20 Train for purpose: Heavy labor 15 Train for purpose: Helpmate (RW 147) 20 Train for purpose: Herding (RW 147) 20 Train for purpose: Hunting 20 Train for purpose: Messanger (Sto 85) 15 Train for purpose: Performance 15 Train for purpose: Rescue (RW 147) 15 Train for purpose: Rescue, Water (Sto 85) 20

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Train for purpose: Riding 15 Train for purpose: Thievery (CAd 101) 20 Train for purpose: Underground Fighting (RS 132) 20

Reduce Teaching/Training to… DC Modifier 1 month +25 1 day +50 1 hour +75 1 minute +100

Task Time DC Rear magical beast 1 year 30 + HD of magical beast Train magical beast 2 months 40 + HD of magical beast Rear vermin 6 months 35 + HD of vermin Train vermin 2 months 50 + HD of vermin Rear other creature Varies 40 + HD of creature Train other creature 2 months 60 + HD of creature

Heal (WIS)

Task DC First aid 15 Long-term care 15 Treat wound from caltrop, spike growth, or spike stones 15 Quicken recovery 50 Perfect recovery 100 Treat poison Poison’s save DC Treat disease Disease’s save DC

Determine cause of death (CAd 101)

Cause of Death DC Physical Wounds 0 Environmental (fire, suffocation, etc.) 5 Spell with visible effects 10 Poison 15 Spell with no visible effects 20

Hide (DEX; Armor Check Penalty) Blend into a crowd (CAd 101)

Move between cover (CA 101)

Tail someone (CA 102)

Modifier DC Hiding after sniping -20 While attacking, running or charging -20 Size: Colossal -16 Size: Gargantuan -12 Size: Huge -8 Greater than ½ but less than normal speed -5 Size: Large -4 Up to ½ normal speed +0 Size: Medium +0 Size: Small +4 Size: Tiny +8

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Size: Diminutive +12 Size: Fine +16 Invisible and moving +20 Hide another +30 Invisible and unmoving +40

Intimidate (CHA) The DC to intimidate any creature whose attitude is fanatic is increased by +20.

Jump (STR; Armor Check Penalty) Swimming Long Jump (Sto 85)

Swimming High Jump (Sto 85)

Launch into Air (Sto 85)

Long Jump Distance DC1 5 feet 5 10 feet 10 15 feet 15 20 feet 20 25 feet 25 30 feet 30

1. Requires a 20-foot running start. Without a running start, double the DC.

High Jump Distance1 DC2 1 foot 4 2 feet 8 3 feet 12 4 feet 16 5 feet 20 6 feet 24 7 feet 28 8 feet 32

1. Not including vertical reach; see below.

2. Requires a 20-foot running start. Without a running start, double the DC.

Creature Size Vertical Reach Colossal 128 ft. Gargantuan 64 ft. Huge 32 ft. Large 16 ft. Medium 8 ft. Small 4 ft. Tiny 2 ft. Diminutive 1 ft. Fine ½ ft.

Knowledge (INT; Trained Only) Below are listed typical fields of study.

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• Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts) • Architecture and engineering (buildings, aqueducts, bridges, fortifications) • Dungeoneering (aberrations, caverns, oozes, spelunking) • Geography (lands, terrain, climate, people) • History (royalty, wars, colonies, migrations, founding of cities) • Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids) • Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin) • Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities) • Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead) • The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic

related to the planes) Information DC Really easy question 10 Basic question 15 Really tough question 20 to 30 Identify monster 10 + monster’s HD

Knowledge (architecture and engineering) is the skill used to build ships of Gargantuan or Colossal size. (Sto 85) If you have a good vantage point to view an enemy stronghold, a DC 20 Knowledge (architectre and engineering) check reveals a weak aspect of the defense. (CW 122)

Knowledge (geography) is used for navigation and piloting a ship. (Sto 86)

Course Setting DC Close and very familiar 5 Distant and very familiar 10 Close and studied carefully 10 Distant and studied carefully 15 Close and seen once 20 Distant and seen once 25 Close but uncertain 25 Distant and uncertain 30 Mythical or legendary 35

Modifier DC Excellent chart -2 Start point well known +0 Poor chart +2 Start point uncertain +5 Extremely poor chart +5 Start point only guessed at +10 False chart +10 Start point completely unknown +20

Piloting DC Very familiar coast in sight 5 Coast studied carefully in sight 8 Coast seen once in sight 13 Unknown coast in sight 15 Open ocean, clear weather 17 Open ocean, poor visibility 25 Open ocean, stormy weather 30 Open ocean, gale or hurricane 40

Modifier DC One previous missed check +2 Two previous missed checks +5

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Knowledge (history)

Information DC Basic army organization (CW 122) 15 Details of a historic battle in the vicinity. (CW 122) 20

Knowledge (local) is divided into many geographic areas. Every 2 ranks in Knowledge (local) give you an additional area assuming you have visited that area, or have some other means of gaining the knowledge. Knowledge (local) checks for identifying humanoids use the total of all of your Knowledge (local) ranks.

The following geographic areas are available to starting characters. Additional regions will become available as the game progresses.

• Amedio Jungle (includes Olman Islands) • Hepmonaland • Keoland • Sasserine (includes Cauldron, Hellfurnance Mountains, and Jeklea Bay) • Scarlet Brotherhood (includes Tilvanot Peninsula) • Sea Princes

A DC 10 Knowledge (local) check is sufficient to indentify a military unit or noble’s family by its heraldry in the geographic areas with which you are familiar. (CW 122)

Knowledge (nobility and royalty) can tell you about the heraldry of far-off lands.

Information DC Identify part of world, down to province or city, that heraldry is from (CW 122) 25 Indentify name of military unit or noble family by heraldry (CW 122) 30

Listen (WIS)

Sound DC A battle -10 People talking1 0 A person in medium armor walking at a slow pace (10 ft./round) trying not to make any noise. 5 An unarmored person walking at a slow pace (15 ft./round) trying not to make any noise 10 A 1st-level rogue using Move Silently to sneak past the listener 15 People whispering1 15 A cat stalking 19 Determine distance underground from echoes (RS 132) 25 An owl gliding in for a kill 30 Defeat illusion with auditory component 80

1. If you beat the DC by 10 or more, you can make out what’s being said, assuming that you understand the language.

Condition Listen DC Modifier Per 10 feet of distance +1 Per 20 feet of distance over water (Sto 87) +1 Per 30 feet of distance underwater (Sto 87) +1 Next booth in a tavern (RD 149) +2 Through a door +5 Listener distracted +5 Listener or sound in light sea or moderate river (Sto 87) +5 Bustling city street corner (RD 149) +5 Listener is asleep +10 Land creature underwater (Sto 87) +10 Listener or sound in light surf, moderate sea, or loud river (Sto 87) +10 Understant a conversation near you, but not at you (RD 149) +10

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Busy tavern (RD 149) +10 Through a stone wall +15 Listener or sound in heavy surf or thundering river (Sto 87) +15 Crowded market place +15 Riot +20 Pinpoint an invisible creature +20

Move Silently (DEX; Armor Check Penalty)

Conditions DC Modifiers Noisy surface (scree, shallow or deep bog, undergrowth, dense rubble) +2 Very noisy surface (dense undergrowth, deep snow) +5 Up to ½ normal speed +0 Greater than ½ but less than normal speed +5 While attacking, running or charging +20

Open Lock (DEX; Trained Only)

Lock DC Very simple lock 20 Average lock 25 Good lock 30 Amazing lock 40

Condition Modifier Quick lockpick – move-equivalent action +20 Quick lockpick – free action +50

Perform (CHA) Each of the nine categories of the Perform skill includes a variety of methods, instruments, or techniques, a small list of

which is provided for each category below.

• Act (comedy, drama, mime) • Comedy (buffoonery, limericks, joke-telling) • Dance (ballet, waltz, jig) • Keyboard instruments (harpsichord, piano, pipe organ) • Oratory (epic, ode, storytelling) • Percussion instruments (bells, chimes, drums, gong) • String instruments (fiddle, harp, lute, mandolin) • Sing (ballad, chant, melody) • Weapon drill (flashy movements of a weapon) [CW 121] • Wind instruments (flute, pan pipes, recorder, shawm, trumpet)

Performance DC Routine performance. Trying to earn money by playing in public is essentially begging. You can earn 1d10 cp/day.

10

Enjoyable performance. In a prosperous city, you can earn 1d10 sp/day. 15 Great performance. In a prosperous city, you can earn 3d10 sp/day. In time, you may be invited to join a professional troupe and may develop a regional reputation.

20

Memorable performance. In a prosperous city, you can earn 1d6 gp/day. In time, you may come to the attention of noble patrons and develop a national reputation.

25

Extraordinary performance. In a prosperous city, you can earn 3d6 gp/day. In time, you may draw attention from distant potential patrons, or even from extraplanar beings.

30

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The character can sway an audience’s attitude with his or her performance.

New Attitude Initial Attitude Hostile Unfriendly Indifferent Friendly Helpful Fanatic Hostile Less than 20 20 25 35 50 150 Unfriendly Less than 5 5 15 25 40 120 Indifferent — Less than 1 1 15 30 90 Friendly — — Less than 1 1 20 60 Helpful — — — Less than 1 1 50

Profession (WIS; Trained Only) Profession (sailor) [Sto 87]

Position Ranks Deckhand 1 or 2 Petty officers, officers, or technical experts 3 to 7 Expert shiphandler 8 or more

Steering a ship

Condition Modifier Less than full watch section +5 Less than half watch section +10 Less than quarter watch section +15

Foundering

Condition DC Strong winds or light surf 5 Severe winds 10 Windstorm/gale or heavy surf 15 Hurricane or very heavy surf 20 Dire gale 28

Sailing in High Winds

Condition DC Sail or row in severe winds 20 Sail or row in windstorm or gale 30

Steering in Fast Currents

Condition DC Steer in vigorous current 8 Steer in dangerous current 18 Steer in irresistible current 28

Ride (DEX)

Task DC Guide with knees 5 Stay in saddle 5 Fight with warhorse 10 Swim a horse (Sto 89) 10 Cover 15 Soft fall 15 Leap 15

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Spur mount 15 Leap into water (Sto 89) 15 Control mount in battle 20 Fast mount or dismount 201 Change horses in mid-stream (Sto 89) 25 Stand on mount 40 Unconscious control 50 Attack from cover 60 Ride aquatic mount underwater (Sto 89) +5

1. Armor check penalty applies.

Search (INT)

Task DC Ransack a chest full of junk to find a certain item 10 Notice a typical secret door or a simple trap 20 Find a difficult nonmagical trap (rogue only)1 21 or higher Find a magic trap (rogue only)1 25 + level of spell used to create trap Notice a well-hidden secret door 30 Sense magic 60 Find a footprint Varies2

1. Dwarves (even if they are not rogues) can use Search to find traps built into or out of stone.

2. A successful Search check can find a footprint or similar sign of a creature’s passage, but it won’t let you find or follow a trail. See the Track feat for the appropriate DC.

Sense Motive (WIS) Assess opponent (CAd 102)

Task DC Hunch 20 Sense enchantment 25 or 15 Discern partial alignment 60 Discern full alignment 80 Detect surface thoughts 100 Discern secret message Varies

Sleight Of Hand (DEX; Trained Only; Armor Check Penalty) Dagger surprise in combat (CW 122)

Hide spellcasting (RS 133)

Task DC Palm a coin-sized object, make a coin disappear 10 Lift a small object from a person 20 Lift a sheathed weapon from another creature and hide it on the character’s person. 50 Make an adjacent, willing creature or object “disappear” while in plain view. 80

Speak Language (None; Trained Only)

Language Typical Speakers Alphabet Abyssal Demons, chaotic evil outsiders Infernal Aquan Water-based creatures Elven Auran Air-based creatures Draconic Baklunish, Ancient Baklunish humans for religion, mythology, poetry, and government Baklunish

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Celestial Good outsiders Celestial Common Humans, halflings, half-elves, half-orcs Common Draconic Kobolds, troglodytes, lizardfolk, dragons Draconic Druidic Druids (only) Druidic Dwarven Dwarves Dwarven Elven Elves Elven Flan Remote humans like Tenha and Rovers of the Barrens Flan Giant Ogres, giants Dwarven Gnome Gnomes Dwarven Goblin Goblins, hobgoblins, bugbears Dwarven Gnoll Gnolls Common Halfling Halflings Common Ignan Fire-based creatures Draconic Infernal Devils, lawful evil outsiders Infernal Oeridian, Old Old Great Kingdom, Keoland & Nyrond Common Olman Olman humans Olman Orc Orcs Dwarven Rhopan Rhennee humans (only) Common Suloise, Ancient Scarlet Brotherhood, Suel natives of Amedio Jungle, Ice, Snow, Frost

barbarians Suloise

Sylvan Dryads, brownies, leprechauns Elven Terran Xorns and other earth-based creatures Dwarven Touv Touv humans Touv Undercommon Drow Elven

Spellcraft (INT; Trained Only)

Task Spellcraft DC Cast a spell underwater without the use of water breathing and freedom of movement. 10 + spell level When using read magic, identify a glyph of warding. No action required. 13 Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.) No action required. No retry.

15 + spell level

Learn a spell from a spellbook or scroll (wizard only). No retry for that spell until you gain at least 1 rank in Spellcraft (even if you find another source to try to learn the spell from). Requires 8 hours.

15 + spell level

Prepare a spell from a borrowed spellbook (wizard only). One try per day. No extra time required.

15 + spell level

When casting detect magic, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura is not a spell effect, the DC is 15 + one-half caster level.) No action required.

15 + spell level

When using read magic, identify a symbol. No action required. 19 Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.

20 + spell level

Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No action required. No retry.

20 + spell level

Decipher a written spell (such as a scroll) without using read magic. One try per day. Requires a full-round action.

20 + spell level

After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry.

25 + spell level

Identify a potion. Requires 1 minute. No retry. 25 Draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10 minutes. No retry. This check is made secretly so you do not know the result.

20

Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry.

30 or higher

Quick identification of alchemical substances and potions 50 Identify basic property of magic item 50 + caster level Identify all properties of magic item 70 + caster level

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Spot (WIS)

Task DC Read lips 15 Notice presence of active invisible creature 20 Notice vessal or object on water at base distance (Sto 89) 20 Notice presence of unmoving, living invisible creature 30 Notice presence of inanimate invisible object 40 Notice presence of unmoving, unliving invisible creature 40 Defeat illusion 80

Condition DC Modifier Per 10 feet of distance +1 Spotter distracted +5 Pinpoint invisible creature +20 Read lips while moving at up to full speed +20 Pronounce unfamiliar language +20

Object Observed Height of Eye In Water Small Boat Sailing Ship Hilltop or Peak Swimming 3d6 x 20 ft. 0.5 mile 1 mile 6 miles Deck 0.5 mile 2 miles 6 miles 12 miles Masthead 1 mile 6 miles 12 miles 25 to 50 miles Flying 1 mile 12 miles 25 miles 100 miles

Survival (WIS) Trailblazing (CAd 103)

Task DC Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.

10

Get along in an urban setting without paying for food or services. You can provide relatively clean water and fresh food for one other person for every 2 points by which your check results exceeds 10. (RD 149)

10

Gain a +2 bonus on all Fortitude saves against severe weather while moving up to one-half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.

15

Keep from getting lost or avoid natural hazards, such as quicksand. 15 Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance.

15

Locate a relatively warm and dry place to stay in for a 24-hour period. You must reroll this check every day. (RD 149)

15

Keep from getting lost in confusing streets with which you are not familiar. (RD 149) 15 Get along on the sea without provisions. Provide food and water for one other person for every 2 points by which your check result exceeds 20. (Sto 89)

20

Get along in the wild while moving at full speed. The character can provide food and water for one other person for every 2 points by which the check result exceeds 40.

40

Automatically succeed on all Fortitude saves against severe weather. The character can extend this benefit to one other character for every 2 points by which the check result exceeds 60.

60

Ignore overland movement penalties of terrain. The character and his or her mount can move at full overland speed regardless of terrain. The character can extend this benefit to one other character for every 5 points by which the check result exceeds 60.

60

Identify race/kind of creature(s) by tracks.1 60 Follow tracks (see the Track feat). Varies

1. Requires the Track feat

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Wherever the character is, he or she can determine the direction to a location on the same plane.

Familiarity with Location DC Very familiar 40 Studied carefully 60 Seen casually 80 Viewed once 100 Description only 120

Swim (STR; Armor Check Penalty)

Water DC Calm water 10 Rough water 15 Extra Breath (Sto 90) 15 Stormy water 201 Swim up waterfall 80

1. You can’t take 10 on a Swim check in stormy water, even if you aren’t otherwise being threatened or distracted.

Circumstance Modifier DC Accelerated swimming up to half speed +10 Speed swimming up to full speed +20

Diving (Sto 90)

Dive Height Min. Safe Depth DC Damage for Failed Dive 10 ft. 10 ft. 15 None 20 ft. 10 ft. 15 None 30 ft. 10 ft. 15 1d3 nonlethal 40 ft. 20 ft. 15 2d3 nonlethal 50 ft. 20 ft. 20 2d3 nonlethal + 1d6 60 ft. 20 ft. 20 2d3 nonlethal + 2d6 70 ft. 30 ft. 20 2d3 nonlethal + 3d6 80 ft. 30 ft. 20 2d3 nonlethal + 4d6 90 ft. 30 ft. 20 2d3 nonlethal + 5d6 100 ft. 30 ft. 20 2d3 nonlethal + 6d6 110 ft. 30 ft. 25 2d3 nonlethal + 7d6 120 ft. 30 ft. 25 2d3 nonlethal + 8d6 160 ft. 30 ft. 30 2d3 nonlethal + 12d6 210 ft. 30 ft. 35 2d3 nonlethal + 17d6 240 ft. 30 ft. 35 2d3 nonlethal + 20d61

1. Maximum falling damage

Tumble (DEX; Trained Only)

Task DC Treat a fall as if it were 10 feet shorter than it really is when determining damage. 15

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Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you provoke attacks of opportunity normally. Check separately for each opponent you move past, in the order in which you pass them (player’s choice of order in case of a tie). Each additional enemy after the first adds +2 to the Tumble DC.

15

Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. Check separately for each opponent. Each additional enemy after the first adds +2 to the Tumble DC.

25

Treat a fall as if it were 20 feet shorter when determining damage. 30 Free stand. 35 Treat a fall as if it were 30 feet shorter when determining damage. 45 Climb vertical surface. 50 Treat a fall as if it were 40 feet shorter when determining damage. 60 Ignore falling damage. 100

Condition DC Modifier Lightly obstructed (scree, light rubble, shallow bog1, undergrowth) +2 Sloped or angled +2 Lightly slippery (wet floor) +2 Severely obstructed (natural cavern floor, dense rubble, dense undergrowth) +5 Severely slippery (ice sheet) +5 Accerated tumbling up to full speed. +10 Sprinting tumble while running. (CAd 103) +20

1. Tumbling is impossible in a deep bog.

Use Magic Device (CHA; Trained Only)

Task DC Activate blindly 25 Decipher a written spell 25 + spell level Use a scroll 20 + caster level Use a wand 20 Emulate a class feature 20 Emulate an ability score See text Emulate a race 25 Emulate an alignment 30

Use Rope (DEX)

Task DC Tie a firm knot 10 Secure a grappling hook 101 Tie a special knot, such as one that slips, slides slowly, or loosens with a tug 15 Tie a rope around yourself one-handed 15 Splice two ropes together 15 Quick splicing 50 Tie unique knot 60 Animate held rope 80 Bind a character Varies

1. Add 2 to the DC for every 10 feet the hook is thrown; see below.

Condition Modifier DC Quick knot-tying +10

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Chapter 5 Feats You may choose feats from Chapter 5 of PH or the

Open Feats listed below. You may use the Feats and Weaponlike Spells rules from pages 72-73 of CAr. Weaponlike spells are divided into Ranged Spells and Touch Spells.

Regional Feats Explained Characters may select regional feats appropriate to the

region in which they begin play, as outlined on the Character Regions table. Characters also may select regional feats associated with their race, but characters can select racial feats associated with one race only. A human with Suel and Olman blood must choose which

racial strain is dominant, and cannot thereafter select feats from the non-dominant racial strain.

As characters travel, they may learn regional feats from new geographic regions. After 1st level, every 2 ranks in Knowledge (local) allow you to select feats from another region. Racial feats cannot he gained in this manner.

Since all characters come from Sasserine, they may choose a district feat based on the district of the city they are from: Water Rat, Arena Blood, Steadfast Loyalty, Suspicious Eye, Merchant’s Tongue, Academy Graduate, Knack For Magic, Child Of The Shadow, or Student Of Nature. See Savage Tide Player’s Guide for details.

Table 5-1: Character Regions

Race/Region Feat Dwarf, hill Dwarflore, Expert Dungeoneer, Mercantile Background, Mercenary Background,

Mountain Fighter Dwarf, mountain Deepseer, Dwarflore, Expert Dungeoneer, Mercantile Background, Mountain Fighter Elf, gray Companion Guard Style, Elflore, Faerie Mysteries Initiate, Tested, Well Read Elf, high Ehlonna's Way, Elflore, Faerie Mysteries Initiate, Tested, Well Read Elf, wood Ehlonna's Way, Faerie Mysteries Initiate, Tested Gnome, rock Gnomelore, Mercantile Background, Rapscallion, Rustic Charm Half-elf Elflore, Noble Soul, Rapscallion, Well Traveled Half-orc Badge of Bondage, Mercenary Background, Raider's Spirit, Rapscallion Halfling, lightfoot Halfling Lore, Mercantile Background, Noble Soul, Well Traveled Halfling, stout Deepseer, Halfling Lore, Mercantile Background, Well Traveled Halfling, tallfellow Elflore, Faerie Mysteries Initiate, Halfling Lore, Well Traveled Human, Baklunish Elemental Focus, Horselore, Jinnbound, Tongue of Mouqol Human, Flan Badge of Bondage, Horselore, Lays of the Northern Adepts Human, Oeridian Blooded, Exercises of Arnd, Noble Soul Human, Olman Atlan's Mark, Badge of Bondage, Jungle Fighter, Raider's Spirit Human, Rhennee Rapscallion, Rhennlore, Second Sight, Well Traveled Human, Suel Blood of Kord, Heir of Lendore, Pureblooded Suel, Well Read Human, Touv Blooded, Jungle Fighter, Noble Soul Sasserine Badge of Bondage, Blooded, Great Fervor, Jungle Fighter, Landless Nobility, Mercantile

Background, Sea Fighter, Spirit of the Sea, World Weary

Atlan's Mark [General] Every inch of your skin is covered in an elaborate

tattoo, a ritualistic marker of your status as chosen of the Underworld.

Region: Olman.

Benefit: You gain a +1 bonus on saving throws against energy draining and death effects. When dying, you have a 50% chance per round of becoming stable. Your tribal tattoos immediately identify you to most Olmans as a follower of Chitza-Atlan, evil undead Olman god of the Gateway to the Underworld.

Normal: You have a 10% chance per round of becoming stable when dying.

Badge of Bondage [General] Your experiences as a slave have made you more

resistant to torture and mental manipulation.

Prerequisite: Your body must bear some obvious sign of your former bondage-whip scars on your back, an owner's brand on the neck, or the like.

Regions: Ahlissa, Bandit Kingdoms, Flan, half-orc, Ket, Lordship of the Isles, North Kingdom, Olman, Onnwal, Pomarj, Sasserine, Scarlet Brotherhood, Sea Barons, Sea Princes, Tiger Nomads, Wild Coast. Yeomanry, Zeif.

Benefit: You receive a +1 insight bonus on all Fortitude and Will saves. You also receive a +2 competence bonus on Bluff checks.

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Blood of Kord [General] You're distantly related to the Suel god Kord, who

often takes a mortal woman as his lover. While Kord's immediate offspring develop a host of powers and abilities, the effects upon your blood are much more subtle.

Prerequisite: Ability to rage.

Region: Suel.

Benefit: When you rage, you gain a pool of 2 bonus damage points per character level, to be added to the damage of any successful melee attack made during your rage. Bonus damage to a single attack may not exceed half your character level (to a minimum of 1, even at 1st level), but the damage may otherwise be doled out from the pool in any increment of full damage points you desire. This bonus damage is not multiplied on a critical hit. Undesignated bonus damage is lost when your rage ends. You must declare the addition of the bonus damage after you hit but before damage is rolled.

Blooded [General] You know what it means to fight for your life, and the

value of quick wits and quicker reactions when blades are bared and deadly spells chanted. Enemies find it difficult to catch you off guard.

Regions: Bandit Kingdoms, Bissel, Bone March, Bright lands, Furyondy, Geoff, Gran March, luz, Ket, Nyrond, Oeridian, Onnwal, Paynims, Pomarj, Rovers of the Barrens, Sasserine, Scarlet Brotherhood, Sea Princes, Shield lands, Sterich, Stonehold, Tenh, Touv, Wild Coast, Wolf Nomads, Yeomanry.

Benefit: You get a +2 bonus on Initiative and a +2 bonus on all Spot checks.

Companion Guard Style [Fighter, General]

You've been trained in the combat style of the gray elven Companion Guard of Celene.

Prerequisites: Proficient with longsword, longspear, and bows; base attack bonus +4.

Region: Celene, gray elf.

Benefit: When fighting with a longsword or longspear, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you use a shield, its armor check penalty applies to your attack rolls. Additionally, you gain a +2 bonus on attack rolls made to confirm a critical hit with any bow.

Deepseer [General] You see exceptionally well underground.

Regions: Deep gnome, stout halfling, mountain dwarf.

Benefit: You gain darkvision with a range of 30 feet. If you already have darkvision, add 30 feet to your darkvision range.

Dwarflore [General] You've memorized a litany of family histories, battle

records, and foundry lore sacred to the dwarven people.

Regions: Hill dwarf, Irongate, mountain dwarf, Ulek States.

Benefit: You get a +1 bonus on all Knowledge skill checks and on checks using one Craft skill of your choice.

Ehlonna's Way [General] You share an intimate bond with the transcendental

spirit of Oerth's woodlands.

Regions: Celene, high elf, Highfolk, wild elf, wood elf.

Benefit: You get a +3 bonus on Hide and Survival checks made in woodland areas. You get a +4 bonus on attacks against enemies who have cover from trees or plants (essentially invalidating the target's cover bonus). You still cannot hit creatures with total cover.

Elemental Focus [General] The Baklunish folk have always enjoyed a close

relationship with the elements, and your skill with elemental spells continues a tradition that dates back hundreds of years before the Invoked Devastation.

Region: Baklunish.

Benefit: Add +1 to the Difficulty Class of all saving throws against spells you cast with the air, earth, fire, or water descriptors. This bonus stacks with the similar bonuses granted by the Spell Focus and Greater Spell Focus feats. It does not stack with the bonuses from Jinnbond.

Elflore [General] You've memorized the epic poems, histories, and

songs of the elven people, gaining insight into Oerth's history and magic.

Regions: Celene, gray elf, half-elf, high elf, Highfolk, Lendore Isles, Sunndi, tallfellow halfling, Ulek States, valley elf, Verbobonc.

Benefit: You get a +1 bonus on all Knowledge and Spellcraft checks.

Exercises of Arnd [Fighter, General] You follow the teachings of the legendary ancient

Oeridian general-priest Arnd of Tdon, practicing a

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rigidly defined set of physical exercises every day to maintain peak fighting effectiveness.

Prerequisite: Toughness.

Regions: Furyondy, Nyrond, Oeridian, Ratik.

Benefit: You practice a daily regimen of exercises that grant you special bonuses in combat. You choose which bonus you'd prefer before conducting your exercise, modifying your regimen slightly to achieve the desired effect. Granted effects last for 12 hours or until the next time you perform the exercises of Arnd, whichever is shorter.

Conducting exercises of Arnd require 8 hours of rest to clear the mind. You do not have to slumber for every minute of this time, but you must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If your rest is interrupted, each interruption adds 1 hour to the total amount of time you must rest in order to clear your mind, and you must have at least 1 hour of uninterrupted rest immediately prior to conducting the exercises of Arnd. If you do not need to sleep for some reason, you still must have 8 hours of restful calm before conducting the exercises.

Rite of Battle: You get a +1 morale bonus on melee attack rolls with a specific weapon you incorporate into your exercise.

Rite of Calm: You get a +1 resistance bonus on all saving throws.

Rite of Fitness: You gain +6 temporary hit points.

Expert Dungeoneer [General] Your experience and study of dungeons have given

you insight on common trapsetting techniques.

Regions: Blackmoor, deep gnome, Greyhawk, hill dwarf, mountain dwarf.

Benefit: You receive a +4 competence bonus on saving throws made against the effects of mechanical traps.

Faerie Mysteries Initiate [General] You know the timeless secrets and rituals of the Faerie

Mysteries, self-improving rites of grace and passion that have been handed down since the earliest days that form a fundamental pillar of elven culture.

Regions: Celene, gray elf, high elf, Lendore Isles, tallfellow halfling. Verbobonc, wild elf, wood elf.

Benefits: You and a partner with the Faerie Mysteries Initiate feat practice a 15-minute regimen of cultural rituals that grant you special bonuses on skill checks or combat rolls. You choose which bonus you'd prefer before conducting the exercise, modifying your regimen

slightly to achieve the desired effect. Both practitioners must agree upon the rite to be performed and receive the same bonus. Granted effects last for 12 hours or until the next time you perform the Faerie Mysteries, whichever is shorter.

The Faerie Mysteries require 4 hours of "trance" to clear the mind. If your rest is interrupted, each interruption adds 1 hour to the total amount of time you must trance in order to clear your mind, and you must have at least 1 hour of uninterrupted rest immediately prior to conducting the Faerie Mysteries. If you do not need to trance for some reason, you still must have 4 hours of restful calm before conducting the Mysteries.

Carols: You and your partner sing in beautiful harmony of the triumph of Corellon Larethian over Gruumsh One-Eye, extolling the virtues of elves and enumerating the evils of orcs and goblins. When fighting orcs or goblins, you gain a +1 competence bonus on damage rolls with melee attacks and with ranged attacks at ranges of up to 30 feet, and you act as if you had the Improved Critical feat for the weapon you are using. This benefit does not stack with the Improved Critical feat or other effects that increase critical threat range.

Frolics: You and your partner engage in a carefree, joyful gambol featuring hand claps and energetic kicks. At the end of the ceremony, both partners receive a +4 insight bonus on Perform (dance) and Tumble checks.

Gyres: You join your partner in a delicate, deliberate dance involving clasped hands and a rigidly timed orbit around a living flower. You gain a +1 resistance bonus on all saving throws.

Passions: You and your partner engage in an exuberant sensual act. The ritual leaves both partners invigorated, allowing you to use your Intelligence modifier instead of your Constitution modifier to determine bonus hit points.

Gnomelore [General] You've memorized a staggering array of trivia, jokes,

bawdy stories, and legends collected throughout the ages by gnomes and passed orally to each new generation.

Regions: Rock gnome, Ulek States, valley elf.

Benefit: You get a +1 bonus on all Perform checks and Knowledge checks.

Great Fervor [General] Your overwhelming religious zeal has caught the

attention of your deity. Sometimes, you seem to get a second chance in the face of catastrophe.

Regions: Ekbir, Pale, Sasserine, Scarlet Brotherhood, Tusmit, Veluna, Verbobonc.

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Benefit: Once per day, you may reroll a failed saving throw. Add your Wisdom modifier to the rerolled save. You must accept the result of the second save, even if it is lower than the original failed saving throw.

Halfling Lore [General] You've memorized countless recipes, wives tales,

folktales, and legends honored by the halfling people.

Regions: Lightfoot halfling, stout halfling, tallfellow halfling, Ulek States.

Benefit: You get a +2 bonus on all Knowledge (local) and Knowledge (history) checks, and a +4 bonus on all Profession (cook) checks.

Heir of Lendore [General] You are a descendant of the legendary migrations-era

Suel archmage Lendore, predictor of the Invoked Devastation, patron of The Lendore Isles, and creator of the City of Glass. Your eyes are milky white and bear no pupils, although you see normally.

Region: Suel.

Benefit: Add +2 to the Difficulty Class for all saving throws against divination spells you cast. This bonus stacks with those granted by the Spell Focus and Greater Spell Focus feats.

Horselore [General] You're good with horses.

Regions: Baklunish, Flan, Paynims, Rovers of the Barrens, Tiger Nomads, Wolf Nomads.

Benefit: You get a +3 bonus on Ride checks when riding a horse and on Handle Animal checks when dealing with horses. All horses have an initial attitude of friendly toward you.

Jinnbond [General] You are descended from the genies summoned to

Oerth by the ancient Baklunish in the dying days of the Suel-Baklunish wars. You might bear some physical or psychological mark of your ancestry, such as a fiery disposition thanks to an efreeti ancestor or uniformly blue eyes from the blood of a marid.

Region: Baklunish.

Benefit: Select one type of genie: dao (earth), djinni (air), efreeti (fire), or marid (water). The benefits of this feat vary by the type of your genie ancestor.

Dao: You receive a +4 bonus on saving throws against earth effects and Fortitude saves made to resist petrification. You also add +2 to the DC of saving throws for any spell with the earth descriptor that you cast as a sorcerer. This benefit stacks with the Spell Focus and

Greater Spell Focus feats if the spell you cast is from your chosen school.

Djinni: You receive a +4 bonus on saving throws against air effects and the following spells: acid fog, call lightning, cloudkill, stinking cloud, and storm of vengeance. You also add +2 to the DC of saving throws for any spells with the air descriptor that you cast as a sorcerer. This benefit stacks with the Spell Focus and Greater Spell Focus feats if the spell you cast is from your chosen school.

Efreeti: You receive a + 4 bonus on saving throws against fire effects. You also add +2 to the DC of saving throws for any spells with the fire descriptor that you cast as a sorcerer. This benefit stacks with the Spell Focus and Greater Spell Focus feats if the spell you cast is from your chosen school.

Marid: You receive a +4 bonus on saving throws against water effects and the following spells: acid fog, cone of cold, horrid wilting, ice storm, and sleet storm. You receive a + 2 bonus on Constitution checks made to resist drowning. You also add +2 to the DC of saving throws for any spells with the water descriptor that you cast as a sorcerer. This benefit stacks with the Spell Focus and Greater Spell Focus feats if the spell you cast is from your chosen school.

Special: You may only take this feat as a 1st-level character. The bonuses do not stack with bonuses from Elemental Focus.

Jungle Fighter [Fighter, General] You know how to make the most of terrain-inspired

advantages when fighting in a jungle.

Regions: Bandit Kingdoms, Lordship of the Isles, Olman, Sasserine, Scarlet Brotherhood, Sea Princes, Touv.

Benefit: When fighting in jungle terrain, you gain a +2 dodge bonus to AC.

Landless Nobility [General] You belong to a noble line that has utterly lost its

homeland due to war, incompetence, politics, or fate. Your status as a noble nonetheless grants you some measure of financial comfort, despite your lack of land.

Regions: Bone March, Geoff, Sasserine, Sea Princes, Shield Lands, Sterich, Tenh, Ulek States (Principality only).

Benefit: You receive 50% more starting gold for your class. (i.e. A fighter with the Landless Nobility feat would start with 360 gp instead of the standard 240 gp.) You also receive a +4 bonus on Charisma-based skill checks made against residents of your homeland (including expatriates).

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Special: You can take this feat only at 1st level.

Lays of the Northern Adepts [General]

You know the poems of ancient Ur-Flan sorcerers. These poems contain lost secrets that strengthen your protective magic.

Regions: Blackmoor, Flan.

Benefit: When someone attempts to dispel your abjuration spells, the dispel check DC is 13 + the spell's caster level.

Normal: The dispel check DC to dispel any spell is 11 + the spell's caster level.

Mercantile Background [General] You come from a family that excels at a particular

trade and knows well the value of any kind of trade good or commodity.

Regions: Bissel, deep gnome, Dyvers, Ekbir, Gran March, Greyhawk, Highfolk, hill dwarf, Irongate, Ket, lightfoot halfling, Lordship of the Isles, mountain dwarf, Onnwal, rock gnome, Sasserine, Sea Barons, Solnor Compact, stout halfling, Tusmit, Ulek States, Urnst States, Verbobonc.

Benefit: You gain a +2 bonus on all Appraise checks and a +2 bonus on skill checks in the Craft or Profession skill of your choice.

Mercenary Background [General] You've traveled across the Flanaess as a hired

mercenary, learning a smattering of local flavor on every mission in a foreign land. Because you've known so many fellow mercenaries from distant lands, you have little difficulty picking up foreign languages.

Regions: Bissel, half-orc, hill dwarf, Paynims, Perrenland, Stonehold, Tenh, Tusmit, Ull.

Benefit: Speak Language is a class skill for you. You receive a +2 bonus on all Knowledge (local) checks.

Mountain Fighter [Fighter, General] You know how to make the most of terrain-inspired

advantages when fighting in mountainous terrain.

Regions: Frost Barbarians, Geoff, hill dwarf, Ice Barbarians, Irongate, mountain dwarf, Perrenland, Pomarj, Ratik, Snow Barbarians, Sterich, Stonehold, Tusmit, Ulek States, Ull, Urnst States (Duchy only), valley elf, Valley of the Mage, Yeomanry.

Benefit: When fighting in mountainous terrain, you gain a +2 dodge bonus to AC.

Noble Soul [General] Your strength of spirit and forthrightness bolsters your

resolve and draws others toward you.

Regions: Deep gnome, Furyondy, half-elf, lightfoot halfling, Oeridian, Pale, Shield Lands, Touv, Ulek States, Veluna, Yeomanry.

Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Diplomacy checks.

Pureblooded Suel [General] Undiluted Suloise blood flows through your veins,

hearkening back to ancient empires and making you an attractive potential associate to pro-Suel Scarlet Brotherhood racists.

Region: Suel.

Benefit: Your notoriously short temper grants you a +1 bonus on Intimidate checks, while the resolve and magical aptitude of your ancestors grants you a +1 bonus on all saving throws against spells and spell-like effects. You also receive a +2 bonus on Charisma-based skill checks made against members of the Scarlet Brotherhood.

Special: You may select this feat only at 1st level.

Raider's Spirit [General] You're a fearless raider.

Regions: Bone March, Frost Barbarians, half-orc, Ice Barbarians, luz, Olman, Paynims, Pomarj, Rovers of the Barrens, Snow Barbarians, Stonehold, Tiger Nomads, Ull, Wolf Nomads.

Benefit: You get a +4 bonus on saves against fear effects and a +2 bonus on all Intimidate checks.

Rapscallion [General] Your stunning wit improves the credulity of your

frequent lies.

Prerequisite: Int 13+.

Regions: Bandit Kingdoms, Dyvers, half-elf, half-orc, Rhennee, rock gnome, Sea Barons, Urnst States (County only), Wild Coast.

Benefit: In addition to your Charisma modifier, add your Intelligence modifier on all Bluff checks.

Rhennlore [General] You've memorized oral histories of the Rhennee

tribes, learning of the places they've visited and the secrets they've uncovered. You've also trained in the gymnastic cultural dance of the bargefolk.

Regions: Dyvers, Greyhawk, Rhennee.

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Benefit: You get a +1 bonus on all Tumble checks and on all Knowledge checks.

Rustic Charm [General] Others tend to underestimate you due to your rural

upbringing.

Regions: Ahlissa, Furyondy, Keoland, Nyrond, rock gnomes, Sunndi, Urnst States, Veluna.

Benefit: You suffer no penalties on Diplomacy checks related to social class. Upper class NPCs tend to view you as a charming rube-no threat to them whatsoever. Others suffer a -2 penalty on Sense Motive checks made against you.

Sea Fighter [Fighter, General] You are used to holding your own in fights against (or

for) pirates on the high seas.

Regions: Bandit Kingdoms, Lordship of the Isles, Sasserine, Scarlet Brotherhood, Sea Princes.

Benefit: When fighting on or in a ship, you gain a +2 dodge bonus to AC.

Second Sight [General] You have the ancient gift of foresight, making you an

honored member of your bargefolk family.

Region: Rhennee.

Benefit: Once per day, you can cast augury as a 3rd-level cleric. This is a spell-like ability.

Spirit of the Sea [General] You're most alive on the deck of a ship at sea and

know all too well the dangers of open waters.

Regions: Ekbir, Lendore Isles, Lordship of the Isles, Sasserine, Scarlet Brotherhood, Sea Barons, Sea Princes, Wild Coast, Zeif.

Benefit: You get a +8 bonus on all Survival checks made while aboard a boat or ship.

Tested [General] You've passed through the Moonarch of Sehanine,

been tested by the gods, and have emerged with great insight. The process has granted you intense inner calm but it has instilled in you an aloofness many find off-putting. You and other People of the Testing share a desire to protect old forest lands, faerie folk, and areas secret and precious to elves. You strive to keep hidden evil banes, magic, and secrets. You see the world as it is meant to be seen. You know the things that were meant to be known, and your destiny is forevermore intertwined with that of the elven race.

Prerequisites: Faerie Mysteries Initiate, character level 10th.

Regions: Gray elf, high elf, wild elf, wood elf.

Benefits: You receive a +2 bonus on Charisma-based skill checks made against elves. This bonus increases to +4 on checks made against other elves with the Tested feat. Additionally, your ordeal in the Moonarch of Sehanine has granted you one of the following powers (choose when you select this feat).

Gift of Prophesy: The elven deities encountered during your Moonarch trial took an especial liking to you and have granted you the ability to communicate with their agents during your nightly trance. Once per day, while in trance, you can cast the commune spell as a 10th-Ievel cleric. This is a supernatural ability.

Gift of Sight: Your experience has granted you the ability to pierce magical obfuscation, seeing the world in terms of absolute truth. Once per day, you can cast true seeing as a 10th-level cleric. This is a spell-like ability.

Ye'Cind's Ear: Within the mysterious Moonarch, you encountered the elven demigod Ye'Cind, who increased your understanding of traditional elven music. Once per day, you may add a +6 bonus to your effective bard level for purposes of bardic music effects. For example, a 12th-level bard with Ye'Cind's ear and an 18 Charisma could use her bardic music to make a suggestion. The DC for the associated save would be 23 (DC 10 = 1/2 bard's level + bard's Cha modifier). The same bard attempting a song of freedom would be considered an 18th-level bard for purposes of determining the efficacy of the resulting break enchantment. This is a supernatural ability.

Tongue of Mouqol [General] You know your way around business negotiations.

Regions: Baklunish, Bissel, Ket.

Benefit: You receive a +3 bonus on Bluff checks and Diplomacy checks related to business dealings.

Well Read [General] Your readings have granted you extensive general

knowledge about a wide range of affairs.

Regions: Ahlissa, Celene, Dyvers, Ekbir, Furyondy, gray elf, Greyhawk, high elf, Irongate, Keoland, Lendore Isles, Lordship of the Isles, Nyrond, Solnor Compact, Suel, Urnst States, Valley of the Mage, Veluna, Verbobonc, Zeif.

Benefit: All Knowledge skills are considered class skills for you.

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Well Traveled [General] Your travels across the Flanaess have given you a

strong depth of local knowledge and a broad repertoire of far-flung tales.

Regions: Half-elf, lightfoot halfling, Rhennee, stout halfling, tallfellow halfling.

Benefit: You gain 2 ranks in the Knowledge (local) skill and can draw upon your experiences to influence those willing to converse with you. When dealing with a non-hostile creature that you can communicate with, you can use your Knowledge (local) skill in place of your Diplomacy skill.

World Weary [General] Your crushed spirit makes you difficult to scare or

intimidate.

Regions: Ahlissa, Bandit Kingdoms, Bone March, Geoff, Iuz, North Kingdom, Pomarj, Rovers of the Barrens, Sasserine, Scarlet Brotherhood, Sea Princes, Shield Lands, Sterich, Tenh.

Benefit: You receive a +4 competence bonus on saves against fear. Treat fear conditions as one rank lower, so an effect that would make you panicked instead makes you frightened, while an effect that makes you frightened merely leaves you shaken. Effects that make you shaken affect you as normal.

Open Feats Ability Focus (MM 303) Able Sniper (RW 148) Academy Graduate (STPG 10) Acrobatic Strike (PH2 71) [Church of the Whirling Fury

only] Active Shield Defense (PH2 71) [Seekers only] Adaptable Flanker (PH2 71) [Scarlet Brotherhood only] Aerial Reflexes (RW 148) Aerial Superiority (RW 148) Agile Athlete (RW 148) Agile Shield Fighter (PH2 74) [Seekers only] Ancestral Knowledge (RS 136) Anvil of Thunder (CW 112) Appraise Magic Value (CAd 103) Aquatic Shot (Sto 90) Arcane Accompaniment (PH2 74) Arcane Consumption (PH2 74) [Witchwardens only] Arcane Defense (CAr 73) Arcane Disciple (CD 79) Arcane Flourish (PH2 74) Arcane Mastery (CAr 73) Arcane Preparation (CAr 73) Arcane Strike (CW 96) Arcane Toughness (PH2 75) Arena Blood (STPG 4) Armor Specialization (PH2 75)

Arterial Strike (CW 96) Ascetic Hunter (CAd 105) Ascetic Knight (CAd 105) Ascetic Mage (CAd 105) Ascetic Rogue (CAd 106) Atlan’s Mark Augment Healing (CD 79) Axespike (RS 137) Axiomatic Strike (CW 96) Badge of Bondage Battle Caster (CAr 75) Battle Casting (RW 148) Battle Dancer (PH2 75)* Battle Hardened (RS 137) Bear Fang (CW 112) Blistering Spell (PH2 91) Blood of Kord Blood-Spiked Charger (PH2 92) Blooded Boar’s Ferocity (CD 79) Bonded Familiar (PH2 75) Born Flyer (RW 148) Born of Three Thunders (CAr 76) Bounding Assault (PH2 75) [Church of the Whirling

Fury only] Brachiation (CAd 106) Brutal Strike (PH2 76) [Zelkarune’s Horns only] Brutal Throw (CAd 106) Burrow Friend (RS 137) Cavalry Charge (CW 109) Celestial Sorcerer Aura (PH2 90) Celestial Sorcerer Heritage (PH2 90) Celestial Sorcerer Lance (PH2 90) Celestial Sorcerer Lore (PH2 90) Celestial Sorcerer Wings (PH2 91) Chain Spell (CAr 76) Channeled Rage (RD 150) Chant of Fortitude (CAd 113) Cheetah’s Speed (CD 79) Child of the Shadow (STPG 12) Clever Wrestling (CW 97) Climb Like an Ape (CAd 114) Close-Quarters Fighting (CW 97) Combat Acrobat (PH2 76) [Church of the Whirling Fury

only] Combat Brute (CW 110) Combat Cloak Expert (PH2 93) Combat Familiar (PH2 76) [Witchwardens only] Combat Intuition (CAd 106) Combat Panache (PH2 93) Combat Tactician (PH2 77) [Scarlet Brotherhood only] Cometary Collision (PH2 77) [Zelkarune’s Horns only] Communicator (CAr 76) Complementary Insight (RD 150) Companion Guard Style Confound The Big Folk (RW 153) Consecrate Spell (CD 79) Cooperative Spell (CAr 76)

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Coordinated Strike (RW 149) Cougar’s Vision (CAd 114) Craft Construct (MM 303) Crescent Moon (CW 113) Crossbow Sniper (PH2 77) [Seekers only] Crowd Tactics (RD 156) Crushing Strike (PH2 78) [Fighter only] Cunning Evasion (PH2 78) [Scarlet Brotherhood only] Curling Wave Strike (Sto 92) Cuthbert’s Smite (LGJ#20 8) Danger Sense (CAd 106) Dash (CW 97) Deadeye Shot (PH2 78) [Seekers only] Death Blow (CAd 106) Deepseer Defensive Archery (RW 150) Defensive Strike (CW 97) Defensive Sweep (PH2 78) [Fighter only] Defensive Throw (CW 97) Deft Opportunist (CAd 106) Deft Strike (CAd 106) Delay Spell (CAr 77) Destructive Rage (CW 97) Devoted Inquisitor (CAd 107) Devoted Performer (CAd 107) Devoted Tracker (CAd 108) Disciple of the Sun (CD 80) Disguise Spell (CAd 108) Dive For Cover (CAd 108) Divine Armor (PH2 88) Divine Cleansing (CW 106) Divine Damage Reduction (RS 137) Divine Justice (PH2 88) Divine Might (CW 106) Divine Resistance (CW 106) Divine Shield (CW 106) Divine Spellshield (RS 137) Divine Vigor (CW 107) Diving Charge (RW 150) Domain Focus (CD 80) Domain Spontaneity (CD 80) Double Wand Wielder (CAr 77) Draconic Breath (CAr 77) [Metallic Only] Draconic Claw (CAr 77) Draconic Flight (CAr 77) Draconic Heritage (CAr 77) [Metallic Only] Draconic Legacy (CAr 78) [Metallic Only] Draconic Power (CAr 78) [Metallic Only] Draconic Presence (CAr 78) Draconic Resistance (CAr 78) [Metallic Only] Draconic Skin (CAr 78) Dual Strike (CAd 108) Dwarflore Eagle Claw Attack (CW 97) Eagle’s Wings (CD 80) Earth Adept (RS 138) Earth Fist (RS 138) Earth Master (RS 138)

Earth Sense (RS 138) Earth Spell (RS 138) Earth’s Embrace (CW 97) Earth’s Warding (RS 139) Ehlonna’s Way Einhander (PH2 94) Elemental Focus Elemental Healing (CD 80) Elemental Smiting (CD 81) Elephant’s Hide (CD 81) Elf Dilettante (RW 150) Elflore Elusive Target (CW 110) Elven Spell Lore (PH2 78) Empower Spell-like Ability (MM 303) Empower Turning (CD 81) Enchanting Song (RS 139) Energy Admixture (CAr 78) Energy Substitution (CAr 79) Exercises of Arnd Expeditious Dodge (RW 150) Expert Dungeoneer Expert Swimmer (Sto 92) Expert Tactician (CAd 109) Explosive Spell (CAr 79) Extend Rage (CW 97) Extra Edge (CAr 79) Extra Music (CAd 109) Extra Rage (CW 98) Extra Slot (CAr 79) Extra Smiting (CW 98) Extra Spell (CAr 79) Extra Stunning (CW 98) Extra Wild Shape (CD 81) Extraordinary Concentration (CAd 109) Extraordinary Spell Aim (CAd 109) Eyes in the Back of Your Head (CW 98) Faerie Mysteries Initiate Fast Wild Shape (CD 81) Faster Healing (CW 98) Favored Power Attack (CW 98) Fiery Fist (PH2 79) [Scarlet Brotherhood only] Fiery Ki Defense (PH2 79) [Scarlet Brotherhood only] Fists of Iron (CW 99) Flash Frost Spell (PH2 91) Flay (PH2 79) Fleet of Foot (CW 99) Flick of the Wrist (CW 99 & RW 150) Flying Fish Leap (Sto 92) Flying Kick (CW 99) Focused Mind (RW 151) Force of Personality (CAd 109) Formation Expert (CW 110) Fortify Spell (CAr 80) Freezing the Lifeblood (CW 99) Giantbane (CW 111) Glorious Weapons (CD 82) Gnome Foe Killer (RS 140)

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Gnomelore Goad (CAd 109 & RS 140) Great Fervor Greater Heavy Armor Optimization (RS 141) Greater Kiai Shout (CW 99) Greater Resiliency (CW 99) Greater Two-Weapon Defense (CW 100) Green Ear (CAd 110) Grenadier (PH2 79) Grizzly’s Claws (CD 81) Halfling Lore Hammer’s Edge (CW 113) Hamstring (CW 100) Hawk’s Vision (CAd 114) Hear the Unseen (CAd 110) Heavy Armor Optimization (RS 141) Heir of Lendore High Sword Low Axe (CW 113) Hindering Opportunist (PH2 79) [Scarlet Brotherhood

only] Hold the Line (CW 100) Horselore Imbued Summoning (PH2 92) Improved Buckler Defense (CW 100) Improved Combat Expertise (CW 100) Improved Diversion (CAd 110) Improved Familiar (DMG 200 & CW 100) Improved Favored Enemy (CW 101) Improved Flight (CAd 110) Improved Mounted Archery (CW 101) Improved Natural Attack (MM 304) Improved Rapid Shot (CW 101) Improved Smiting (CD 82) Improved Swimming (CAd 110) Improved Toughness (CW 101) Improved Two-Weapon Defense (CW 101) Improved Weapon Familiarity (CW 101 & RS 141) Indomitable Soul (PH2 80) Innate Spell (CAr 80) Insightful (CAr 80) Insightful Reflexes (CAd 110) Inspire Spellpower (RS 141) Instantaneous Rage (CW 102) Intimidating Rage (CW 102) Intimidating Strike (PH2 79) [Zelkarune’s Horns only] Invoke The Cup And Talisman (LGJ#23 2) Ironskin Chant (CAd 113) Jack of All Trades (CAd 110) Jinnbond Jungle Fighter Karmic Strike (CW 102) Kiai Shout (CW 102) Knoack for Magic (STPG 10) Knight of Stars (BE 44) Landless Nobility Lays of the Northern Adepts Leap Of The Heavens (PH2 80) [Church of the Whirling

Fury only]

Lightfeet (RW 151) Lightning Mace (CW 113) Lingering Song (CAd 111) Lion’s Pounce (CD 82) Lunging Strike (PH2 80) Lurking Familiar (PH2 80) [Witchwardens only] Lyric Spell (CAd 113) Mad Alchemist (PH2 94) Mad Foam Rager (PH2 80) [Zelkarune’s Horns only] Magic Of The Land (RW 152) Mantle Of Freedom (LGJ#23 7) Master Manipulator (PH2 80) [Dawn Council only] Melee Evasion (PH2 81) [Scarlet Brotherhood only] Melee Weapon Mastery (PH2 81)* [Fighter only] Menacing Demeanor (RD 153) Mercantile Background Mercenary Background Merchant’s Tongue (STPG 8) Misleading Song (RS 142) Mobile Spellcasting (CAd 111) Monkey Grip (CW 103) Moradin’s Smile (RS 142) Mountain Fighter Mountain Warrior (RS 142) Natural Trickster (RS 143) Necropolis Born (CAr 81) Net and Trident (CW 114) Night Haunt (CAr 81) Noble Soul Nonlethal Substitution (CAr 81) Oaken Resilience (CD 82) Obscure Lore (CAd 111) Obtain Familiar (CAr 81) Old Salt (Sto 93) Open Minded (CAd 111) Oversized Two-Weapon Fighting (CAd 111) Overwhelming Assault (PH2 81) [Zelkarune’s Horns] Pain Touch (CW 103) Penetrating Shot (PH2 81) [Seekers only] Phalanx Fighting (CW 103) Pierce The Darkness (RS 143) Piercing Sight (RS 143) Pin Shield (CW 103) Plunging Shot (RW 152) Power Critical (CW 103) Power Throw (CAd 111) Practiced Spellcaster (CAr 82, CD 82) Profane Boost (CD 84) Prone Attack (CW 103) Pureblooded Suel Quick Reconnoiter (CAd 112) Quick Staff (CW 114) Quicken Spell-like Ability (MM 304) Quicken Turning (CD 84)* Raider’s Spirit Ranged Disarm (CW 103) Ranged Pin (CW 104) Ranged Spell Specialization (CAr 82)

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Ranged Sunder (CW 104) Ranged Weapon Mastery (PH2 82)* [Fighter only] Rapid Blitz (PH2 82) [Church of the Whirling Fury only] Rapid Spell (CD 84) Rapid Stunning (CW 104) Rapscallion Raptor School (CW 111) Razing Strike (CAd 112) Reach Spell (CD 84) Reckless Rage (RS 143) Reckless Wand Wielder (CAr 82) Repeat Spell (CAr 82) Rhennlore Righteous Wrath (BE 45) Roofwalker (RD 156) Roots Of The Mountain (RS 143) Roundabout Kick (CW 105) Rustic Charm Sacred Boost (CD 84) Sacred Healing (CD 84) Sacred Healing (PH2 89) Sacred Radiance (PH2 89) Sacred Steed (LGJ#23 3) Sacred Vengeance (CW 108) Sailor’s Balance (Sto 93) Sanctum Spell (CAr 82) Savage Grapple (CAd 114) Scalding Faith Of The Sun (LGJ#20 6) Sculpt Spell (CAr 83) Sea Fighter Sea Legs (Sto 93) Second Sight Serpent’s Venom (CD 84) Shadow Striker (PH2 94) Shared Fury (RW 152) Sharp-shooting (CW 105) Shield Charge (CW 105) Shield Maiden’s Grace (LGJ#20 4) Shield Slam (CW 105) Shield Sling (PH2 82) [Seekers only] Shield Specialization (PH2 82) [Seekers only] Shield Ward (PH2 82) [Seekers only] Shielded Axe (RS 144) Shielded Casting (RS 144) Ship’s Mage (Sto 93) Shock Trooper (CW 112) Short Haft (PH2 82) Slashing Fury (PH2 82) [Fighter only] Smatterings (RD 153) Smiting Spell (PH2 92) Sociable Personality (RD 153) Soul of the North (CAr 83) Spell Focus (Chaos, Evil, Good or Law) (CD 84) Spell Hand (CAr 83) Spellrazor (RS 144) Spinning Halberd (CW 114) Spirit of the Sea Split Ray (CAr 83)

Spontaneous Healer (CD 84) Spontaneous Summoner (CD 85) Spontaneous Wounder (CD 85) Staggering Strike (CAd 112) Stalwart Defense (PH2 83) [Scarlet Brotherhood only] Steadfast Loyalty (STPG 4) Steady Concentration (RS 144) Steady Mountaineer (RS 144) Steam Magic (Sto 93) Stone Form (RS 144) Stone Rage (RS 144) Stoneback (RS 144) Storm Magic (Sto 94) Student of Nature (STPG 14) Subsonics (CAd 112) Sun School (CW 112) Sunken Song (Sto 94) Suspicious Eye (STPG 6) Swarmfighting (CW 105) Swim Like a Fish (CD 85) Tactile Trapsmith (CAd 112) Tested Three Mountains (CW 114) Throw Anything (CW 105) Titan Fighting (RS 145) Tongue of Mouqol Toothed Blow (Sto 94) Touch Spell Specialization (CAr 83) Transdimensional Spell (CAr 84, CD 85) Trivial Knowledge (RS 145) True Believer (CD 86) Tumbling Feint (PH2 84) [Church of the Whirling Fury

only] Tunnel Fighting (RS 145) Tunnel Riding (RS 145) Twin Spell (CAr 84) Two-Weapon Pounce (PH2 84) [Church of the Whirling

Fury only] Two-Weapon Rend (PH2 84) [Church of the Whirling

Fury only] Underfoot Combat (RW 152) Urban Stealth (RD 154) Urban Tracking (RD 154) Versatile Performer (CAd 112) Vexing Flanker (PH2 85) [Scarlet Brotherhood only] Wandstrike (CAr 84) Water Rat (STPG 2) Weakening Touch (CW 106) Weapon Supremacy (PH2 85) Well Read Well Traveled Woodland Archer (CW 154) Wolfpack (RW 153) Wolverine’s Rage (CD 86) World Weary Yondalla’s Sense (RW 152) Zen Archery (CW 106)

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Closed Feats Able Learner (RD 150) Apprentice (DMG2 176) Arcane Thesis (PH2 74) Auspicious Marking (RS 136) Awesome Blow (MM 303) Blackwater Invocation (Sto 91) Blinding Wrath (LGJ#23 6) Breathing Link (Sto 92) Bright Sigil (RD 150) Business Savvy (DMG2 184) Catfolk Pounce (RW 148) Centaur Trample (RW 148) City Slicker (RD 150) Collegiate Wizard (CAr 181) Combat Awareness (PH2 86) Combat Defense (PH2 87) Combat Focus (PH2 87) Combat Stability (PH2 87) Combat Strike (PH2 87) Combat Vigor (PH2 88) Control Shape (MM 303) Companion Spellbond (PH2 77) Corrupt Spell (CD 79) Craft Contingent Spell (CAr 77) Dallah Thaun’s Luck (RW 149) Dampen Spell (PH2 78) Deep Vision (RS 137) Deflective Armor (RS 137) Diverse Background (RD 150) Divine Fortune (PH2 88) Divine Metamagic (CD 80) Divine Spell Power (CD 80) Divine Ward (PH2 88) Dread Tyranny (RD 154) Dwarven Armor Proficiency (RS 138) Earth Power (RS 138) Earthbound Spell (PH2 91) Energize Armor (RS 139) Enhanced Power Sigils (RD 152) Exotic Armor Proficiency (RS 139) Exotic Shield Proficiency (RS 139) Extra Invocation (CAr 79) Extra Silence (RS 139) Extra Spell Secret (CAr 80) Fade Into Violence (PH2 79) Favored In Guild (DMG2 227) Fling Ally (RS 139) Fling Enemy (RS 140) Flyby Attack (MM 303) Focused Shield (RS 140) Gnoll Ferocity (RW 151) Great Capitan (Sto 92) Guardian Spirit (CAr 80) Guildmaster (DMG2 228) Heavy Lithoderms (RS 141) Hextor’s Rage (LGJ#23 5) Hover (MM 304)

Human Heritage (RD 152) Improved Natural Armor (MM 304) Improved Rock Hurling (RS 141) Improved Sigil (RD 152-153) Indomitable Loyalty (LGJ#23 4) Infernal Sorcerer Eyes (PH2 91) Infernal Sorcerer Heritage (PH2 91) Infernal Sorcerer Howl (PH2 91) Infernal Sorcerer Resistance (PH2 91) Inside Connection (RD 153) Invest Armor (RS 141) Keen-Eared Scout (PH2 80) Ki Blast (PH2 80) Killoren Ancient (RW 151) Killoren Destroyer (RW 151) Killoren Hunter (RW 151) Knockback (RS 142) Landwalker (Sto 92) Leadership (DMG 106) Leap Attack (CAd 110) Mage Slayer (CAr 81) Markings Of The Blessed (RS 142) Markings Of The Hunter (RS 142) Markings Of The Magi (RS 142) Markings Of The Maker (RS 142) Markings Of The Warrior (RS 142) Mentor (DMG2 176) Metamagic Song (RS 142) Multiattack (MM 304) Multiweapon Fighting (MM 304) Persistent Spell (CAr 81) Pierce Magical Concealment (CAr 81) Pierce Magical Protection (CAr 82) Pious Defense (CD 86) Pious Soul (CD 86) Pious Spellsurge (CD 87) Powerful Wild Shape (RS 143) Precocious Apprentice (CAr 181) Profane Aura (PH2 89) Rampaging Bull Rush (RS 143) Rapid Swimming (Sto 93) Resourceful Buyer (RD 153) Ritual Blessing (PH2 86) Ritual Blood Bonds (PH2 86) Robilar’s Gambit (PH2 82) Rock Hurling (RS 143) Sacred Purification (PH2 89) Sahuagin Flip (Sto 93) Sanctify Water (Sto 93) Secret Of The Firebrands (LGJ#20 5) Serenity (LGJ#20 7) Shielded Manifesting (RS 144) Silencing Strike (RS 144) Snatch (MM 304) Spectral Skirmisher (PH2 83) Steadfast Determination (PH2 83) Subtle Sigil (RD 154) Swim-By Attack (Sto 94)

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Telling Blow (PH2 83) Trophy Collector (PH2 83) Truebond (DMG2 232) Turtle Dart (RS 145) Vatic Gaze (PH2 85) Wanderer’s Diplomacy (PH2 85) Water Adaptation (Sto 94) Whispered Secrets (RD 155) Winged Warrior (RW 153) Wingover (MM 304)

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Chapter 6 Description Every PC must have a written background. It does not

need to be very long or indepth if you don’t want. One paragraph will suffice. Try to answer the following questions:

• What is your PC like? • Who are her parents? • What significant events happened in your PC’s

past? • Who were important people in her past? • What drives your PC? • What goals does she have for the future? • How would you like to see your PC develop?

There are several sources to which you can refer to help you develop your character. Chapter 5 of PH2, Building You Identity, is an excellent source of ideas for personality, background and goals for your PC. Races of Destiny, Races of Stone and Races of the Wild all have

lots of useful information that will help bring your character to life, particularly non-human ones.

Human characters might be slightly easier to develop backgrounds for, but how do the various cultures like Baklunish and Suel figure into things? The Player’s Guide to Greyhawk has a chapter called Roleplaying in the Flanaess on pages 41 to 49 which cover many of the human subraces.

Patron Gods of Sasserine Each district of Sasserine has a patron deity.

• Azure District – Azure Cathedral (Osprem, Procan, Xerbo)

• Champion’s District – Kord • Cudgel District – St. Cuthbert • Merchant’s District – Fharlanghn • Shadowshore – Olidammara • Sunrise District – Pelor • Noble District – Wee Jas

Name Domains Rank Align Favored Weapon Portfolio Worshipers

Fharlanghn

Celerity1, Luck, Protection, Travel, Windstorm1

I N Quarterstaff Horizons, Distance, Travel, Roads

Humans (Oeridians)*

Kord

Chaos, Competition1, Courage1, Good, Luck, Nobility1, Strength

I CG Greatsword Athletics, Sports, Brawling, Strength, Courage

Humans (Suel)*

Olidammara Celerity1, Chaos, City2, Luck, Mind1, Trickery

I CN Rapier Music, Revels, Wine, Rogues, Humor, Tricks

Humans (Oeridian)*

Osprem Law, Protection, Travel, Water, Windstorm1

L LN Trident Sea Voyages, Ships, Sailors

Humans (Suel)*

Pelor Glory1, Good, Healing, Nobility1, Purification1, Strength, Sun

G NG Heavy Mace Sun, Light, Strength, Healing

Humans (Flan)*

Procan Animal, Chaos, Luck, Storm1, Travel, Water

I CN Trident Seas, Sea Life, Salt, Sea Weather, Navigation

Humans (Oeridians)*

St. Cuthbert Destruction, Domination1, Good, Inquisition1, Law, Protection, Strength

I LG Club, Mace Common Sense, Wisdom, Zeal, Honesty, Truth, Discipline

Humans*

Wee Jas Domination1, Inquisition1, Law, Magic, Mind1, Repose3

I LN Dagger Magic, Death, Vanity, Law

Humans (Suel)*

Xerbo Animal, Knowledge, Ocean1, Pact1, Water

L N Trident Sea, Sailing, Money, Business

Humans (Suel)*

1. Spell Compendium 2. Races of Destiny 3. Sandstorm

* Other worshipers

Shrines of Sasserine

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Name Domains Rank Align Favored Weapon Portfolio Worshipers

Bleredd Creation1, Earth, Fire, Strength

L N Warhammer Metal, Mines, Smiths

Humans (Oeridians), Dwarves, Gnomes*

Boccob Force1, Knowledge, Magic, Mind1, Oracle1, Rune1, Trickery

G N Quarterstaff Magic, Arcane Knowledge, Foresight, Balance

Humans*

Celestian Destiny2, Knowledge, Oracle1, Protection, Travel

I N Spear Stars, Space, Wanderers

Humans (Oeridians)*

Charmalaine Luck, Protection H N Heavy Mace Keen Senses, Narrow Escapes

Halflings*

Dalt Chaos, Good, Liberation1, Protection, Travel, Trickery

L CG Dagger Portals, Doors, Enclosures, Locks, Keys

Humans (Suel)*

Fortubo Community1, Earth, Good, Law, Mysticism1, Protection

L LG Warhammer Stone, Metals, Mountains, Guardianship

Dwarves, Humans (Suel)

Garl Glittergold

Community1, Creation1, Earth, Good, Liberation1, Protection, Trickery

G NG Greataxe Gnomes, Protection, Humor, Wit, Gemcutting, Jewelrymaking, Illusion

Gnomes

Geshtai Plant, Travel, Water, Windstorm1

L N Spear Lakes, Rivers, Wells, Streams

Humans (Baklunish)*

Heironeous Courage1, Glory1, Good, Inquisition1, Law, Nobility1, War

I LG Battleaxe, Longsword

Chivalry, Justice, Honor, War, Daring, Valor

Humans (Oeridians)*

Istus Celerity1, Chaos, Destiny2, Knowledge, Law, Luck, Mind1, Oracle1

G N Net Fate, Destiny, Divination, Future, Honesty

Humans (Baklunish)*

Kelanen Travel, War H N Any martial sword

Swords, Sword Skills, Balance

Humans*

Kuroth Chaos, Luck, Trickery H CN Dagger Theft & Treasure-Finding

Humans (Oeridians)*

Lendor Destiny2, Knowledge, Law, Mind1, Oracle1, Protection, Rune1

I LN Greatsword Time, Tedium, Patience, Study

Humans (Suel)*

Lirr Chaos, Good, Knowledge, Liberation1, Magic, Rune1, Travel

L CG Spear Prose, Poetry, Literature, Art

Humans (Oeridians)*

Llerg Animal, Chaos, Competition1, Courage1, Strength

L CN Battleaxe, Longsword

Beasts, Strength Humans (Suel)*

Lydia Good, Knowledge, Liberation1, Sun, Travel

L NG Spear Music, Knowledge, Daylight

Humans (Suel)*

Mayaheine Good, Law, Nobility1, Protection, War

D LG Bastard Sword

Protection, Justice, Valor

Humans (Flan, Oeridians)*

Moradin Creation1, Earth, Fire, Good, Law, Protection, Strength, War

G LG Warhammer Dwarves, Smithing, Engineering, Creation, War

Dwarves

Mythiss Community1, Domination1, Good, Healing, Protection

L NG Shortbow, Whip

Love, Romance, Beauty

Humans (Flan)*

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Norebo Chaos, Competition1, Courage1, Luck, Trickery

L CN Dagger Luck, Gambling, Risks

Humans (Suel)*

Ralishaz Chaos, Destruction, Liberation1, Luck, Madness1, Oracle1

I CN Quarterstaff Chance, Ill Luck, Misfortune, Insanity

Humans*

Rao Community1, Glory1, Good, Inquisition1, Knowledge, Law, Mind1, Pact1

G LG Light mace Peace, Reason, Serenity

Humans (Flan)*

Trithereon Chaos, Good, Liberation1, Mysticism1, Protection, Strength, Summoner1

I CG Spear Individuality, Liberty, Retribution, Self-Defense

Humans*

Yondalla Animal, Community1, Creation1, Good, Law, Mysticism1, Plant, Protection

G LG Longsword, Short Sword

Halflings, Protection, Fertility

Halflings

Zilchus City2, Knowledge, Law, Mind1, Pact1, Trickery

I LN Dagger Power, Prestige, Money, Business, Influence

Humans (Oeridians)*

1. Spell Compendium 2. Races of Destiny 3. Sandstorm

* Other worshipers

Hero-Gods – LGJ#3 pg 8-15

Gods of Oerth – LGJ#3 pg 16-19

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Chapter 7 Equipment While in Sasserine you may easily purchase anything

from the trade goods, weapons (small & medium sized), armor (small & medium sized), and goods and services sections of Chapter 7 in the PH. You may also purchase any weapons, gear and magic items listed below. Masterwork items, cold iron and alchemical silver are also readily available.

Coinage In the ten years since claiming its independence from

the rule of the Sea Princes, Sasserine has emulated many of the practices of the Free City of Greyhawk. Sasserine has adopted the standard Greyhawk coinage.

• Plate (pp) • Orb (gp) • Noble (sp) • Common (cp)

The older coins under the Sea Princes were as follows

• Highlord (pp) • Gold Admiral (gp) • Silver (sp) • Common (cp) [This coin looks different from

the Greyhawk Common.] Typically these names for coins are used when

referring to money rather than their type of metal. A merchant is much more likely to say, “I can sell you this fine longsword for a mere 15 orbs,” than he is to quote a price of 15 gold pieces.

Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Ranged Weapons

Blowgun 1 gp 1 1 x2 10 ft. 2 lb. Piercing Needles, blowgun (20) 1 gp — — — — — —

Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Light Weapons

Cutlass 15 gp 1d4 1d6 19-20/x2 — 3 lb. Slashing

Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Ranged Weapons

Darkha 4 gp 1d6 1d8 x3 30 ft. 4 lb. Piercing Harpoon 15 gp 1d8 1d10 x2 30 ft. 10 lb. Piercing

Weapon Descriptions Blowgun: This weapon is used to propel small

needles a long distance. It is silent, and its needles most often are used to poison foes.

Cutlass: A light slashing weapon especially favored by pirates and other nautical raiders, the cutlass is a heavy blade about 2 feet long with a curved edge. It is easy to wield in close quarters and can deal vicious gashes to an opponent. Its heavy basket hilt gives the wielder a +2 circumstance bonus on any checks to resist being disarmed.

Darka: The darkha is a two-pronged harpoon typically only used by the Rhennee. It is smaller and lighter than a normal harpoon. In all other respects it works exactly the same a harpoon below.

Harpoon: The harpoon is a broad-bladed spear forged with barbs. The shaft of the harpoon has a trailing rope attached, to control harpooned opponents. Though designed for hunting whales and other large sea creatures, the harpoon can be used on dry land.

If it deals damage, the harpoon lodges in an opponent who fails a Reflex saving throw (DC 10 + the damage dealt). A harpooned creature moves at only half speed and cannot charge or run. If you control the trailing rope

by succeeding on an opposed Strength check while holding it, the harpooned creature can move only within the limits that the rope allows (the trailing rope is 30 feet long). If the harpooned creature attempts to cast a spell, it must succeed on a DC 15 Concentration check or lose the spell.

The harpooned creature can pull the harpoon from its wound if it has two free hands and takes a full-round action to do so, but it deals damage to itself equal to the initial damage the harpoon dealt. A character who succeeds on a DC 15 Heal check can remove a harpoon without further damage.

Needles, Blowgun: These 2-inch-long iron needles are sold in small wooden cases of 20. A full case is so light that its weight is negligible. The tips of the needles are often coated with poison such as greenblood oil, bloodroot, blue whinnis, shadow essence, or deathblade.

Adventuring Gear Cost Weight Backpack, Waterproof 30 gp 4 lb. Bandoleer 5 sp ½ lb. Banner/standard 30 gp+ 10 lb. Cage

Diminutive 10 gp 13 lb. Tiny 15 gp 25 lb. Small 25 gp 75 lb. Medium 50 gp 100 lb.

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Large 75 gp 200 lb. Fishing Tackle 20 gp 5 lb. Game board, portable 2 gp+ 1 lb. Hammock 5 gp 1 lb. Holy text 10 gp+ 3 lb.+ Keg

Hand keg 5 sp 10 lb. Cask 1 gp 20 lb.

Leash and muzzle Diminutive 2 sp — Tiny 4 sp — Small 6 sp — Medium 8 sp —

Marbles 2 sp 2 lb. Money belt 4 gp — Pouch, Waterproof 20 gp 1 lb. Scroll Organizer 5 gp ½ lb. Sheath, boot 30 gp — Sheath, wrist 20 gp — Slate board 5 gp 1 lb. Tarp 5 gp 30 lb. Twine, roll (50 ft.) 1 sp —

Clothing Cost Weight Hat, bicorne 50 gp 1 lb. Hat, tricorne 15 gp 1 lb.

Tools and Skill Kits Cost Weight Animal Training Kit 75 gp 15 lb. Camouflage Kit 40 gp 5 lb. Forgery Kit 40 gp 5 lb. Sextant 250 gp 10 lb. Waterproof Spellbook +1000 gp

Mounts and Related Gear Cost Weight Saddle, flyer’s

Military 70 gp 25 lb. Pack 18 gp 15 lb. Riding 35 gp 25 lb.

Saddle, masterwork Military 210 gp 40 lb.

Riding 180 gp 30 lb.

Gear Animal Training Kit: This kit includes signal

whistles, a short hollow pole with a loop of rope threaded through it, savory treats, and other well-made items suited for the training of animals. This kit grants a +2 circumstance bonus on Handle Animal checks made for teaching animals tricks, training animals for a purpose, or rearing a wild animal. It does not grant a bonus for other uses of the Handle Animal skill.

Backpack, Waterproof: This stiff and heavy backpack holds as much as a standard backpack but it has been alchemically treated to make it waterproof. It has a special sealing flap, which keeps out water but also makes it difficult to get things in and out of the backpack. Removing an item from the backpack or stowing an item is a full-round action that provokes an attack of opportunity. The backpack will protect its contents from water as long as it stays closed.

Bandoleer: This leather belt has loops or pouches for carrying small items (up to dagger size). A pouch on the bandoleer can fit a scroll of up to 6 spells in length or a potion bottle. It is worn across the chest. It holds eight items. Removing an item from a bandoleer is a move action that does not provoke.

Banner/Standard: A banner is a large cloth emblazoned with a heraldic device. It is used to display a personal, family, or royal crest, or as identification on the battlefield. The price given is for a simple banner made from cotton and cheaper materials—the fancier the banner, the higher the cost. A banner grants a +2 circumstance bonus on Spot checks to be seen from a distance.

Cage: A typical cage consists of a solid metal or wooden top and bottom, solid metal bars equally spaced around the sides, and a door. It has a latch, but any lock must be purchased separately. The table below shows how many creatures can fit in each size of cage.

Number of Creatures Cage Size Large Med. Small Tiny Dim. Hardness HP Large 1 2 4 81 161 10 30 Medium 0 1 2 41 81 10 30 Small 0 0 1 2 4 10 30 Tiny 0 0 0 1 2 10 15 Diminutive 0 0 0 0 1 10 10 1 Creatures this size can move through the bars with no difficulty, unless the cage is designed with narrower bars.

Camouflage Kit: This bag contains face paints, dye, colored cloth, and other accessories appropriate for creating a camouflaged appearance. The kit is the perfect tool for hiding and provides a +2 circumstance bonus on

Hide checks. Gaining this bonus requires 1 minute of work. A camouflage kit is exhausted after ten uses.

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Fishing Tackle: More than a mere fishhook, this set includes birch poles, silk line, sinkers, hooks, lures, and tackle box. It grants a +1 circumstance bonus on Survival checks when gathering food around bodies of water that contain fish.

Forgery Kit: This small case holds a broad selection of paper types, pens, and several colors of ink. In addition, the kit contains samples of prominent family and national crests and the like. This kit is the perfect tool for attempting a forgery and grants a +2 circumstance bonus on Forgery checks. A forgery kit is exhausted after ten uses.

Game Board, Portable: This is a small foldable wooden board and pieces for games such as chess, checkers, backgammon, go, and the like. Higher prices indicate better quality for all the pieces.

Hammock: This portable sling is a favorite of sailors and rangers. It is hung up between two posts or trees to create a comfortable bed that is off the ground.

Hat, Bicorne: A bicorne is a semicircular hat usually worn by captains and admirals. It is braided and showy, the better to call out the high rank of its wearer.

Hat, Tricorne: A tricorne is the classic three-cornered hat. It is generally worn by the upper classes and can be both civilian and military garb. A tricorne can range from a simple leather or felt version to a very fancy silk item with feathers. The price given here is for a well-made felt tricorne.

Holy Text: This is a nonmagical religious text, containing scripture, stories, and teachings of a particular faith. The price given is for a very simple copy, with few, if any, illuminations. Fancier versions increase drastically in price.

Marbles: About two dozen assorted glass, flawed rock crystal, or clay spheres in a leather pouch. They are commonly used as toys but are also useful for checking the slope in a dungeon corridor (just set one down and see which way it rolls), or as a non-damaging alternative to caltrops. One bag covers an area 5 feet square. Creatures moving through or fighting in the area must make Balance checks (DC 15).

The DM judges the effectiveness of marbles against unusual opponents. Creatures that are Huge or larger tend to crush the marbles into dust, while those with multiple legs, like carrion crawlers, can scramble along without falling.

Money Belt: This cloth pouch is designed to be worn under clothing and can hold up to 50 coins. The Sleight of Hand check DC to take something from a money belt is +5 higher than normal.

Pouch, Waterproof: This stiff and heavy pouch holds as much as a standard pouch but it has been alchemically treated to make it waterproof. It has a special sealing

flap, which keeps out water but also makes it difficult to get things in and out of the pouch. Removing an item from the pouch or stowing an item is a full-round action that provokes an attack of opportunity. The pouch will protect its contents from water as long as it stays closed.

Saddle, Flyer’s: This specialized exotic saddle allows a properly strapped-in rider to stay safely on the back of a flying or climbing mount. The saddle includes a secure system of straps and buckles that hold the rider in place while minimizing the time it takes to get in and out of the saddle. Buckling yourself into a flyer’s saddle is a full-round action that provokes attacks of opportunity. Unbuckling the straps is a move action that does not provoke attacks of opportunity.

While strapped into a flyer’s saddle, a rider need not make Ride checks to stay in the saddle. The rider can break out of the straps as a standard action that requires a DC 20 Strength check and does not provoke attacks of opportunity. If its straps are broken, a flyer’s saddle functions only as a normal saddle until they are repaired.

The flyer’s saddle comes in three varieties: pack, riding, and military.

Saddle, Masterwork: This well-made piece of gear, which can be either a riding saddle or a military saddle, is more comfortable and more responsive than a normal saddle. Because of its excellent craftsmanship, a masterwork saddle grants a +1 circumstance bonus on Ride checks. If a masterwork saddle is also a military saddle, this bonus stacks with the +2 circumstance bonus that a military saddle provides to Ride checks relating to staying in the saddle (see Player’s Handbook, page 132).

Each masterwork saddle is tailored for a specific kind of creature. As such, it fits best on that kind of creature and thus provides its bonus only when used with that kind of creature. For example, a masterwork saddle made for heavy warhorses would provide its bonus if used on any heavy warhorse, but would not provide a bonus if used on a dragon (assuming the saddle was of an appropriate size for the dragon).

Scroll Organizer: This long strip of leather has an overlapping series of fifteen pockets sewn along one side, each large enough to hold a scroll of a single spell. When slipped into a pocket, only the top of the scroll shows, allowing you to scan the scrolls’ titles. Removing a scroll from the organizer is a move action that does not provoke.

Sextant: A sextant is a sophisticated device used to determine a vessel’s position by measuring the angle formed by the sun or stars and the horizon. It uses mirrors and carefully graduated scales to sight a heavenly body, whose position is compared to a listing in an almanac for the day and year of measurement. A sextant grants a +2 circumstance bonus on Knowledge (geography) checks to set and hold course (see that skill entry on page 86).

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Sheath, Boot: A boot sheath is easily concealed, making it useful for those who want to appear unarmed. Boot sheaths can hold only daggers, knives, kukri, wands, scrolls, potions, or other items of similar shape and size. Characters attempting to conceal an item in a boot sheath gain a +4 bonus on their Sleight of Hand check (opposed by either Spot or Search, depending on the situation). If the character using the boot sheath does not have ranks in Sleight of Hand, noticing the boot sheath requires a successful Spot or Search check DC 10. Concealing an item in a boot sheath or drawing an item from a boot sheath is a standard action that provokes an attack of opportunity.

Sheath, Wrist: This sheath fits along the inside of the forearm, allowing weapons stored inside it to be drawn quickly. A wrist sheath can hold one dagger, knife, kukri, wand, single spell scroll or potion. Drawing an item from a wrist sheath is a move action that does not provoke. Returning an item to a wrist sheath is a move action that does provoke.

Slate Board: This is a 1-foot-square piece of slate, used for writing on with chalk.

Tarp: This is a 10-foot-square piece of sturdy canvas with metal eyelets in the corners and edges.

Twine, Roll: A roll of sturdy twine. It has 0 hardness and 1 hp. When tightly wrapped around an object, it has the same strength as hemp rope (0 hardness, 2 hp per inch).

Waterproof Spellbook: The book is impervious to damage caused by immersion in or exposure to water.

Faint abjuration; CL 3rd; Craft Wondrous Item, endure elements; Price +1,000 gp.

Purchasing Magic Items Magic items are not exactly uncommon in Sasserine

but neither are they available in the equivalent of a Wal-Mart or Fry’s Electronics.

The following items can easily be found and purchased in Sasserine:

• Potions from DMG up to 750 gp • Scrolls from DMG up to 750 gp • Wands from DMG up to 750 gp • +1 to +4 enhancement bonuses for weapons • +1 to +5 enhancement bonuses for armor • +1 to +5 enhancement bonuses for shields • Amulet of Health +2, +4, +6 • Amulet of Mighty Fists +1, +2 • Amulet of Natural Armor +1 to +4 • Belt of Giant Strength +4, +6 • Boccob’s Blessed Book • Bracers of Armor +1 to +6 • Cloak of Charisma +2, +4, +6 • Cloak of Resistance +1 to +5

• Gauntlets of Ogre Power +2 • Gloves of Dexterity +2, +4, +6 • Headband of Intellect +2, +4, +6 • Heward’s Handy Haversack • Periapt of Wisdom +2, +4, +6 • Ring of Protection +1 to +4 • Vest of Resistance +1 to +5

It is possible that other items may be available at different times. Check with the DM.

Creating Magic Items You may craft magic items for which you meet the

crafting prerequisites following the standard rules of magic item creation.

• You can scribe scrolls, craft wands, brew potions, and craft staffs for spells that you can cast.

• Staffs must contain at least 2 spells. • Another PC may provide any necessary spells

for the creation of the magic item. They must prepare the spell or spells every single day of item creation, just as you would have to, and spend the entire 8 hours per day working with you on the item.

• Wondrous items may only be created with one power unless the item description contains more.

• Wondrous items that do not match the body slot affinity may not be created unless it is in the item description.

• You cannot create any item that would bestow a negative level on you, nor any item that would bestow a negative level on its bearer if they are good.

• Only standard magic armor, shields or weapons may be created. Specific named armor, shields or weapons such as Breastplate of Command, Winged Shield, or Lifedrinker may not be created.

• Magic armor, shield or weapons may only be created with special abilities from DMG. All are available.

• Only standard magic armor, shields or weapons may have secondary powers added to them.

• You may upgrade the abilities of a magic item if it is merely an improvement in the basic abilities of the item. Examples include a flaming weapon to a flaming burst weapon, ring of energy resistance (minor to major), and bracers of armor +2 to +4.

• Specific named armor, shields or weapons may not be upgraded.

Repairing Magic Items Damaged magical armor, weapons, rings, and

wondrous items may be repaired. The cost is the same as

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using the Craft skill to repair a normal item. A make whole spell will also work. Broken magical armor, weapons, rings, and wondrous items may be repaired for half the normal creation price in gold and XP, assuming all pieces are recovered.

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Chapter 8 Combat

Actions During Combat In addition to the standard rules for actions during

combat, the following rules apply:

Sheathing a weapon is a move action that provokes an attack of opportunity. A weapon can be sheathed as a free action as part of a move as long as you have BAB of +1 or higher.

Moving a bow or crossbow from your back to your hand or vice-versa is a move action that provokes.

Unstrapping a spear, polearm or double-bladed weapon from your pack is a move action that provokes. Strapping a spear, polearm or double-bladed weapon to your pack is a move action that provokes.

Removing anything from a backpack, sack or belt pouch is a move action that provokes an attack of opportunity. Stowing anything in one of those items is the same. The only exception is removing a material component from a spell component pouch while casting a spell is a free action.

PCs can talk to each other out of turn. Please remember that technically a round is 6 seconds. There is only so much information that can be conveyed during that time. Always be respectful of others.

A player must decide their actions prior to their PCs turn. Any PC not ready to take their action on their turn will automatically delay. They can come out of delay after the next person in initiative takes their turn.

Injury and Death Death occurs at the negative of your Constitution

score. For example, a PC with a Constitution of 14 would still be disabled at 0 hit points. From -1 to -13 hit points she would be unconscious and dying. Once her hit points drop to -14 or lower she would be dead. While a PC with a Constitution of 8 would be disabled at 0 hit points, dying from -1 to -7, and actually dead at -8 or lower. Obviously a higher Constitution score is more desirable.

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Chapter 9 Adventuring

Carrying Capacity In additional to the standard carrying capacity and

magic item body slot rules, the following rules apply. A PC may carry the following items:

• 3 sheathed weapons (Or wands, scrolls, or potions. Can substitute a quiver of 20 arrows or bolts)

• 2 wrist sheathed weapons (see Chapter 7) • 2 boot sheathed weapons (see Chapter 7) • 1 bow or crossbow • 1 quiver (40 arrows or bolts, or 5 javelins) • 1 backpack • 1 spear, polearm or double-bladed weapon

strapped to your pack • 1 sack (similar to an army duffel bag with

drawstring and a strap) • 2 belt pouches (or spell component pouch) • 1 bandoleer or scroll organizer • 1 slung shield

On The Water and Underwater The Savage Tide Adventure Path is a very nautical

campaign. Enough time will be spent near the sea, on a ship and even possibly underwater that it is important as a player to know a bit about the rules when dealing with these watery situations.

Chapter 1 of Stormwrack, Into the Maelstrom, has everything you need to know and more about water-based adventures. In addition, pages 92-93 of DMG has some rules for aquatic terrain.

Gear that has been submerged in water needs to be dried out and cared for or it will become ruined. Metal armor and weapons will rust. Leather goods and wood will rot. Ink will run and paper will eventually dissolve.

Bardic music does not work underwater except for percussion instruments. The feat, Sunken Song, allows the use of Perform (sing) for bardic music underwater.

Spellcasting is extremely tricky underwater. Under normal circumstances verbal components are impossible without a water breathing spell or effect. Likewise somatic components do not work without a freedom of movement spell or effect. Material components can easily be ruined with exposure to water. Someone who has studied magic can adapt the verbal and somatic components to an aquatic environment. By making a Spellcraft check (DC 10 + spell level), the caster is able to cast a spell with verbal and somatic components underwater without the use of water breathing and freedom of movement. Material components can still be ruined so care needs to be taken in that case.

Heat As if the aquatic dangers were not bad enough,

Sasserine is in a tropical zone and as the Savage Tide campaign progresses, the PCs will spend a lot of time in jungles near the equator.

Temperatures in these tropical regions can easily go above 90ºF, which can be hazardous to unprepared characters. Characters can take damage from such extreme heat, a condition generally referred to as heatstroke. A character who takes any nonlethal damage from heatstroke is considered fatigued.

A character with the Survival skill can receive a bonus on saving throws against heat and desiccation damage, and can apply this bonus to other characters as well. See the skill description, page 83 of PH.

Hot (91ºF to 110ºF): In this temperature band, unprotected characters must make successful Fortitude saving throws each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take –4 penalties on their saves.

Severe Heat (111ºF to 140ºF): In this temperature band, unprotected characters must make successful Fortitude saving throws once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take –4 penalties on their saves.

Treating Heatstroke Nonlethal damage from heatstroke (including the

accompanying fatigue) cannot be recovered until a character gets cooled off—by reaching shade, surviving until nightfall, getting doused in water, being targeted by endure elements, or the equivalent. Once the character is cooled or reaches a cooler environment (a temperature of 90 degrees or lower), the character responds normally to healing that removes nonlethal damage. When the character recovers the nonlethal damage taken from heatstroke, the fatigue penalties also end.

Affiliations Several affiliation options are available to PCs. In

Sasserine you may be a member of the Church of the Whirling Fury, Dawn Council, Scarlet Brotherhood, The Seekers, Witchwardens or Zelkarune’s Horns. More information about these affiliations is listed on page 14 of STPG. Players should discuss affiliation ideas with the DM. When choices have been made regarding affiliations, more information regard specific requirements and benefits will be given to each individual player.

Chapter 7 of PH2 has more information regarding affiliations and the benefits granted by association with these organizations.

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Chapter 10 Spells You may use the weaponlike spell rules from CAr.

See Chapter 5: Feats for more information.

Open Spells Absorption (SpC 6) Accelerated Movement (SpC 7) Accuracy (CAr 96) Aerial Alacrity (RW 174) Aiming At The Target (SpC 8) Allegro (SpC 9) Amanuensis (SpC 9) Anger Of The Noonday Sun (SpC 11) Animate City (RD 164) Animate Fire (SpC 12) Animate Water (SpC 13) Animate Wood (SpC 13) Anticipate Teleportation (SpC 13) Anticipate Teleportation, Greater (SpC 13) Arc Of Lightning (SpC 15) Arrow Mind (SpC 15) Arrow Of Bone (SpC 16) Arrow Storm (SpC 16) Augment Familiar (SpC 17) Backbiter (SpC 23) Balancing Lorecall (SpC 23) Bands of Steel (SpC 24) Beast Claws (SpC 25) Beget Bogun (SpC 26) Bestow Curse, Greater (SpC 27) Binding Winds (SpC 27) Blade Storm (SpC 30) Blades Of Fire (SpC 31) Bladeweave (SpC 31) Blast Of Flame (SpC 31) Blast Of Force (SpC 31) Blessed Aim (SpC 31) Blessed Sight (BE 92) Blessing Of Bahamut (SpC 31) Blink, Greater (SpC 32) Blistering Radiance (SpC 33) Blood of the Martyr (BE 92) Bloodhound (SpC 34) Boccob’s Rolling Cloud (D338 49) [Boccob] Body Of The Sun (SpC 35) Bolts Of Bedevilment (SpC 37) Bottle Of Smoke (SpC 37) Brain Spider (SpC 38) Brambles (SpC 38) Branch To Branch (SpC 38) Briar Web (SpC 39) Burning Blood (SpC 40) Cacophonic Shield (SpC 41) Caltrops (SpC 42) Camouflage (SpC 43) Camouflage, Mass (SpC 43) Castigate (SpC 44)

Chain Of Eyes (SpC 45) Choose Destiny (RD 164) City Lights (RD 164) City Stride (RD 164) City’s Might (RD 165) Cloak Of Bravery (SpC 47) Cloak Of Bravery, Greater (SpC 48) Cloak Of The Sea (SpC 48) Cloudburst (SpC 49) Cloud-Walkers (SpC 49) Cometfall (SpC 50) Commune With City (RD 165) Corpse Candle (SpC 53) Creeping Cold (SpC 55) Creeping Cold, Greater (SpC 56) Critical Strike (SpC 56) Crown Of Glory (SpC 56) Crumble (SpC 56) Curse Of Ill Fortune (SpC 56) Dance Of The Unicorn (SpC 58) Darkvision, Mass (SpC 59) Death Pact (SpC 60) Decomposition (SpC 61) Defenestrating Sphere (SpC 62) Deific Vengeance (SpC 62) Delay Death (SpC 63) Detect Favored Enemy (SpC 64) Discern Shapechanger (SpC 66) Disk Of Concordant Opposition (D338 48) [Boccob] Dispelling Screen (SpC 67) Dispelling Screen, Greater (SpC 67) Dissonant Chord (SpC 69) Distort Speech (SpC 69) Distract Assailant (SpC 69) Divine Agility (SpC 69) Divine Sacrifice (SpC 70) Doomtide (SpC 70) Dragon Breath (SpC 73) Dream Sight (SpC 74) Duelward (SpC 74) Dust To Dust (RW 174) Earth Glide (RS 162) Earth Hammer (RS 162) Earthen Grasp (SpC 76) Easy Climb (SpC 76) Easy Trail (SpC 76) Electric Jolt (SpC 78) Embrace The Wild (SpC 79) Emerald Flame Fist (SpC 79) Enduring Flight (RW 175) Energy Immunity (SpC 80) Energy Vortex (SpC 81) Enhance Familiar (SpC 82) Entangling Staff (SpC 83) Enveloping Cocoon (SpC 83) Exacting Shot (SpC 85) Expeditious Retreat, Swift (SpC 85) Eye Of Stone (RS 162)

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Familiar Pocket (SpC 88) Festival Feast (D342 41) [Olidammara] Fireburst (SpC 93) Fireburst, Greater (SpC 94) Fires Of Purity (SpC 94) Fist Of Stone (SpC 94) Flame Of Faith (SpC 95) Fly, Mass (SpC 96) Focusing Chant (SpC 96) Forestfold (SpC 98) Fortify Familiar (SpC 98) Freezing Fog (SpC 99) Friendly Face (RD 166) Ghostform (SpC 103) Ghost Harp (SpC 104) Glory of the Martyr (BE 99) Golden Barding (SpC 106) Golem Strike (SpC 106) Grave Strike (SpC 107) Guided Shot (SpC 108) Hail Of Stone (SpC 108) Harmonic Chorus (SpC 110) Haste, Swift (SpC 110) Hawkeye (SpC 110) Healing Lorecall (SpC 110) Healthful Rest (SpC 111) Herald’s Call (SpC 113) Hidden Lodge (SpC 113) Hindsight (SpC 114) Hound Of Doom (CW 117) Hymn Of Praise (SpC 117) Ice Dagger (SpC 118) Implacable Pursuer (SpC 120) Improvisation (SpC 120) Infestation Of Maggots (SpC 123) Insidious Rhythm (SpC 124) Insightful Feint (SpC 124) Insignia Of Alarm (RD 166) Insignia Of Blessing (RD 166) Insignia Of Healing (RD 166) Insignia Of Warding (RD 166) Instant Locksmith (SpC 124) Instant Search (SpC 124) Invisibility, Superior (SpC 125) Invisibility, Swift (SpC 125) Iron Silence (SpC 125) Joyful Noise (SpC 127) Languor (SpC 130) Launch Bolt (SpC 130) Launch Item (SpC 130) Lion’s Roar (SpC 133) Listening Coin (SpC 133) Listening Lorecall (SpC 133) Low-Light Vision (SpC 134) Maddening Scream (SpC 135) Maelstrom (SpC 135) Mage Armor, Greater (SpC 136) Mark Of The Hunter (SpC 138)

Master’s Touch (SpC 139) Mastery Of The Sky (RW 175) Miasma (SpC 141) Mindless Rage (SpC 142) Minor Disguise (SpC 142) Monstrous Thrall (SpC 142) Murderous Mist (SpC 145) Nature’s Avatar (SpC 145) Nature’s Favor (SpC 146) Naturewatch (SpC 146) Nightstalker’s Transformation (SpC 148) Nimbus Of Light (SpC 148) Obedient Avalanche (SpC 148) Olidammara’s Carapace (D342 50) [Olidammara] Omen Of Peril (SpC 149) Orb Of Acid (SpC 150) Orb Of Acid, Lesser (SpC 150) Orb Of Cold (SpC 151) Orb Of Cold, Lesser (SpC 151) Orb Of Electricity (SpC 151) Orb Of Electricity, Lesser (SpC 151) Orb Of Fire (SpC 151) Orb Of Fire, Lesser (SpC 151) Orb Of Force (SpC 151) Orb Of Sound (SpC 151) Orb Of Sound, Lesser (SpC 151) Pavilion Of Grandeur (SpC 153) Phantasmal Decoy (SpC 155) Phantasmal Disorientation (SpC 155) Phantom Bear (SpC 155) Phantom Guardians (RD 167) Phantom Stag (SpC 157) Phantom Threat (SpC 157) Phantom Wolf (SpC 157) Poison Thorns (SpC 159) Poison Vines (SpC 160) Prismatic Ray (SpC 162) Probe Thoughts (SpC 162) Programmed Amnesia (SpC 162) Protégé (SpC 163) Proud Arrogance (RD 167) Quill Blast (SpC 164) Raptor’s Sight (RW 175) Reaving Dispel (SpC 169) Recitation (SpC 170) Refusal (SpC 171) Rejuvenation Cocoon (SpC 172) Repair Critical Damage (SpC 173) Repair Light Damage (SpC 173) Repair Minor Damage (SpC 173) Repair Moderate Damage (SpC 173) Repair Serious Damage (SpC 173) Resonating Bolt (SpC 174) Resurgence (SpC 174) Revenance (SpC 175) Righteous Wrath Of The Faithful (SpC 177) Ring Of Blades (SpC 177) Rooftop Strider (RD 167)

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Sacred Haven (SpC 178) Sandblast (SpC 180) Scent (SpC 180) Scholar’s Touch (RD 167) Servant Horde (SpC 182) Shadow Binding (SpC 182) Shadow Form (SpC 183) Shadow Guardians (RD 168) Shadow Landscape (SpC 184) Sign Of Sealing (SpC 189) Sign Of Sealing, Greater (SpC 190) Silent Portal (SpC 190) Skyline Runner (RD 168) Sniper’s Shot (SpC 194) Songbird (SpC 195) Sonic Snap (SpC 195) Sonic Whip (SpC 195) Spectral Weapon (SpC 197) Spikes (SpC 202) Spiritual Chariot (SpC 202) Spiritwall (SpC 203) Stalwart Pact (SpC 204) Standing Wave (SpC 204) Steed Of The Seas (Sto 122) Stick (SpC 206) Stone Fist (RS 163) Stony Grasp (SpC 209) Storm Of Elemental Fury (SpC 209) Storm Tower (SpC 210) Stormrage (SpC 210) Summon Devoted Roc (RW 175) Summon Dire Hawk (RW 175) Summon Elemental Monolith (SpC 214) Sun Father’s Face (D346 30) [Pelor] Sunmace (D346 50) [Pelor] Surelife (Sa 123) Swim (SpC 217) Sword of Conscience (BE 109) [Champion of

Gwynharwf only] Sword Of Deception (SpC 217) Tactical Precision (SpC 218) Telepathic Bond, Lesser (SpC 219) Thornskin (SpC 219) Tidal Surge (SpC 220) Tortoise Shell (SpC 221) Touch Of Madness (SpC 221) Train Animal (SpC 221) Transfix (SpC 222) Transmute Rock To Lava (SpC 222) Traveler’s Mount (SpC 223) True Creation (SpC 224) True Domination (SpC 224) Unbinding (SpC 225) Unluck (SpC 227) Unseen Servant, Mass (RD 168) Unyielding Roots (SpC 228) Urban Shield (RD 168) Valiant Fury (SpC 228)

Vigor (SpC 229) Vigor, Greater (SpC 229) Vigor, Lesser (SpC 229) Vigor, Mass Lesser (SpC 229) Vigorous Circle (SpC 229) Vine Mine (SpC 230) Vine Strike (SpC 230) Visage Of The Deity (SpC 230) Visage Of The Deity, Greater (SpC 231) Visage Of The Deity, Lesser (SpC 231) Vitriolic Sphere (SpC 231) Wail Of Doom (SpC 233) Wall Of Gloom (SpC 233) War Cry (SpC 236) Warp Destiny (RD 169) Waterspout (SpC 236) Weapon Of The Deity (SpC 237) Weather Eye (SpC 238) Whirling Blade (SpC 238) Whirlwind, Greater (SpC 239) Winding Alleys (RD 169) Winged Mount (SpC 240) Withering Palm (SpC 241) Wood Rot (SpC 241) Wood Wose (SpC 242) Woodland Veil (RW 176) Wracking Touch (SpC 243) Zeal (SpC 244) Zealot Pact (SpC 244)

Closed Spells Absorb Weapon (SpC 6) Abyssal Army (SpC 7) Aid, Mass (SpC 8) Align Fang, Mass (SpC 9) Align Weapon, Mass (SpC 9) Alter Fortune (PH2 101) Animalistic Power (PH2 101) Animalistic Power, Mass (PH2 101) Apparition (CAr 97) Ashstar (Sa 111) Assay Spell Resistance (SpC 17) Avascular Mass (SpC 19) Avasculate (SpC 19) Awaken, Mass (SpC 21) Awaken Construct (SpC 21) Awaken Sand (Sa 111) Awaken Undead (SpC 21) Barghest’s Feast (SpC 24) Bite Of The King (SpC 28) Bite Of The Werebear (SpC 28) Bite Of The Wereboar (SpC 28) Bite Of The Wererat (SpC 28) Bite Of The Weretiger (SpC 28) Bite Of The Werewolf (SpC 29) Black Sand (Sa 111) Blackfire (SpC 29) Blackwater Taint (Sto 113)

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Blackwater Tentacle (Sto 114) Blade Brothers (PH2 103) Bleakness (PH2 104) Bodak’s Glare (SpC 34) Body Of War (SpC 35) Body Outside Body (CAr 100) Brilliant Aura (SpC 39) Brilliant Blade (SpC 40) Burrow, Mass (SpC 41) Channeled Divine Health (PH2 106) Channeled Divine Shield (PH2 106) Channeled Pyroburst (PH2 106) Chasing Perfection (PH2 106) Cloak Of Dark Power (SpC 48) Cloud Chariot (CAr 100) Clutch Of Orcus (SpC 49) Cobra’s Breath (CAr 101) Commune With Greater Spirit (CAr 101) Commune With Lesser Spirit (CAr 101) Condemnation (PH2 107) Consumptive Field (SpC 51) Consumptive Field, Greater (SpC 51) Contagion, Mass (SpC 51) Contagious Fog (SpC 52) Contagious Touch (SpC 52) Corporeal Instability (SpC 53) Creeping Darkness (CAr 102) Crown Of Clarity (PH2 107) Crown Of Grace (PH2 107) Crown Of Might (PH2 108) Crown Of Protection (PH2 108) Crown Of Smiting (PH2 108) Crown Of Veils (PH2 108) Curse Of Lycanthropy (SpC 57) Cursed Blade (SpC 57) Cutting Hand (SpC 57) Dancing Blade (CAr 102) Dark Tide (Sto 114) Death Dragon (SpC 60) Decapitating Scarf (CAr 102) Demonhide (SpC 63) Dimension Hop (PH2 110) Dimension Shuffle (PH2 110) Dimension Step (PH2 110) Dirge Of Discord (SpC 66) Discern Bloodline (RD 165) Divine Insight (SpC 70) Doom Of The Seas (Sto 115) Earthbolt (CAr 104) Effulgent Epuration (SpC 78) Elemental Burst (CAr 104) Elemental Ward (CAr 105) Energy Aegis (PH2 111) Energy Surge (PH2 112) Energy Surge, Greater (PH2 112) Energy Surge, Lesser (PH2 112) Entangling Scarf (CAr 105) Evil Glare (SpC 85)

Eyes Of The King (SpC 87) Fangs Of The Vampire King (SpC 88) Favor Of The Martyr (SpC 89) Favorable Sacrifice (SpC 89) Field Of Ghouls (SpC 90) Field Of Resistance (PH2 113) Fiendform (SpC 90) Fiery Eyes (CAr 106) Finding The Center (CAr 106) Fire Breath (CAr 106) Fire Shield, Mass (SpC 92) Fire Shuriken (SpC 92) Fire Wings (SpC 93) Flensing (SpC 95) General Of Undeath (SpC 102) Ghost Light (CAr 109) Ghoul Gauntlet (SpC 104) Giant Size (CAr 109) Grace (SpC 107) Hand Of The Faithful (SpC 109) Heart Ripper (SpC 111) Hellish Horde (SpC 113) Hunters Of Hades (SpC 117) Ice Blast (CAr 110) Imbue Familiar With Spell Ability (SpC 120) Incorporeal Enhancement (SpC 121) Increase Virulence (PH2 115) Infernal Threnody (SpC 122) Infernal Transformation (SpC 122) Infernal Transformation, Lesser (SpC 122) Infernal Wound (SpC 122) Insight Of Good Fortune (PH2 115) Instant Refuge (SpC 124) Internal Fire (CAr 112) Invest Heavy Protection (PH2 115) Invest Light Protection (PH2 115) Invest Moderate Protection (PH2 115) Iron Scarf (CAr 112) Kiss Of The Toad (CAr 113) Know Greatest Enemy (SpC 129) Know Opponent (SpC 129) Know Vulnerabilities (SpC 129) Last Breath (SpC 130) Life’s Grace (SpC 131) Lightning Blade (CAr 113) Longstrider, Mass (PH2 117) Magic Miasma (SpC 137) Magnetism (CAr 114) Make Manifest, Mass (SpC 137) Mantle Of Evil (SpC 137) Mantle Of The Fiery Spirit (Sa 118) Melt (CAr 114) Metal Skin (CAr 115) Minute Form (CAr 115) Mystic Aegis (PH2 120) Nerveskitter (SpC 146) Night’s Caress (SpC 147) Nightshield (SpC 148)

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Otyugh Swarm (SpC 151) Pain (CAr 117) Plague (PH2 121) Plague Of Undead (SpC 158) Poison Needles (CAr 117) Protection From Charm (CAr 118) Pulse Of Hate (PH2 122) Rain Of Needles (CAr 118) Ray Of Stupidity (SpC 167) Reanimation (CAr 119) Rejuvenation Corpse (SpC 172) Resist Energy, Mass (SpC 174) Revive Undead (SpC 175) Revivify (SpC 176) Scales Of The Lizard (CAr 121) Secret Signs (CAr 121) Seeking Ray (PH2 124) Share Talents (PH2 124) Shield Of Faith, Mass (SpC 188) Skeletal Guard (SpC 191) Slime Wave (SpC 192) Slipsand (Sa 121) Smoke Ladder (CAr 122) Snake Darts (CAr 122) Snake’s Swiftness, Mass (SpC 193) Sniper’s Eye (SpC 193) Snowshoes, Mass (SpC 194) Spell Matrix (SpC 199) Spell Matrix, Greater (SpC 199) Spell Matrix, Lesser (SpC 199) Spell Resistance, Mass (SpC 199) Sphere Of Ultimate Destruction (SpC 200) Spirit Binding (CAr 123) Spirit Binding, Greater (CAr 123) Spirit Binding, Lesser (CAr 123) Spirit Needle (CAr 123) Spirit Self (CAr 123) Stand (PH2 125) Steam Breath (CAr 124) Stifle Spell (PH2 126) Summon Babau Demon (SpC 213) Summon Bearded Devil (SpC 213) Summon Undead I (SpC 215) Summon Undead II (SpC 215) Summon Undead III (SpC 215) Summon Undead IV (SpC 215) Summon Undead V (SpC 215) Summoning Wind (CAr 124) Surefooted Stride, Mass (SpC 216) Suspended Silence (SpC 216) Swim, Mass (SpC 217) Sword Of Darkness (SpC 217) Synostodweomer (SpC 218) Terra Cotta Lion (CAr 126) Terra Cotta Warrior (CAr 126) Toxic Weapon (PH2 126) Triadspell (SpC 224) Unholy Storm (SpC 227)

Veil Of Undeath (SpC 229) Vile Death (SpC 229) Visions Of The Future (PH2 128) Wall Of Bones (CAr 128) Wall Of Evil (SpC 233) Water To Posion (CAr 129) Wave Of Grief (SpC 236) Wither Limb (SpC 241) Wrack (SpC 243) Wraithstrike (SpC 243)

Clarifications Reincarnate: No modifiers to the roll or rerolls are

allowed. Reincarnate may only be cast on humanoid PCs or cohorts.

• If the roll is a “100”, the PC retains its current race. • If the result is a dwarf, roll again to determine

subrace: • 01-70: Hill dwarf • 71-100: Mountain dwarf

• If the result is an elf, roll again to determine subrace: • 01-70: High elf • 71-90: Wood elf • 91-100: Grey elf

• If the result is a halfling, roll again to determine subrace: • 01-60: Lightfoot halfling • 61-85: Stout halfling • 86-100: Tallfellow halfling

• If the result is a human, roll again to determine heritage: • 01-55: Mixed heritage (roll twice on this chart

to determine; if this result is rolled again, discard it)

• 56-65: Flan • 66-75: Oeridian • 76-85: Baklunish • 86-95: Suel • 96-97: Rhennee • 98-99: Olman • 100: Touv

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Chapter 11 Greyhawk Gods

Core PC Gods

Name Domains Rank Align Favored Weapon Portfolio Worshipers

Boccob Force1, Knowledge, Magic, Mind1, Oracle1, Rune1, Trickery

G N Quarterstaff Magic, Arcane Knowledge, Foresight, Balance

Humans*

Corellon Larethian

Celerity1, Chaos, Community1, Good, Liberation1, Magic

G CG Longsword Elves, Magic, Music, Arts & Crafts, War

Elves

Ehlonna Animal, Celerity1, Good, Plant, Purification1, Sun

I NG Longbow, Longsword

Forests, Woodlands, Flora & Fauna, Fertility

Humans, Elves*

Fharlanghn Celerity1, Luck, Protection, Travel, Windstorm1

I N Quarterstaff Horizons, Distance, Travel, Roads

Humans (Oeridians)*

Garl Glittergold

Community1, Creation1, Earth, Good, Liberation1, Protection, Trickery

G NG Greataxe Gnomes, Protection, Humor, Wit, Gemcutting, Jewelrymaking, Illusion

Gnomes

Heironeous Courage1, Glory1, Good, Inquisition1, Law, Nobility1, War

I LG Battleaxe, Longsword

Chivalry, Justice, Honor, War, Daring, Valor

Humans (Oeridians)*

Kord Chaos, Competition1, Courage1, Good, Luck, Nobility1, Strength

I CG Greatsword Athletics, Sports, Brawling, Strength, Courage

Humans (Suel)*

Moradin Creation1, Earth, Fire, Good, Law, Protection, Strength, War

G LG Warhammer Dwarves, Smithing, Engineering, Creation, War

Dwarves

Obad-Hai Air, Animal, Earth, Fire, Plant, Water

I N Quarterstaff Nature, Woodlands, Freedom, Hunting, Beasts

Humans (Flan)*

Olidammara Celerity1, Chaos, City2, Luck, Mind1, Trickery

I CN Rapier Music, Revels, Wine, Rogues, Humor, Tricks

Humans (Oeridian)*

Pelor Glory1, Good, Healing, Nobility1, Purification1, Strength, Sun

G NG Heavy Mace Sun, Light, Strength, Healing

Humans (Flan)*

St. Cuthbert Destruction, Domination1, Good, Inquisition1, Law, Protection, Strength

I LG Club, Mace Common Sense, Wisdom, Zeal, Honesty, Truth, Discipline

Humans*

Wee Jas Domination1, Inquisition1, Law, Magic, Mind1, Repose3

I LN Dagger Magic, Death, Vanity, Law

Humans (Suel)*

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Yondalla Animal, Community1, Creation1, Good, Law, Mysticism1, Plant, Protection

G LG Longsword, Short Sword

Halflings, Protection, Fertility

Halflings

1. Spell Compendium 2. Races of Destiny 3. Sandstorm

* Other worshipers

Core NPC & Monster Gods

Name Domains Rank Align Favored Weapon Portfolio Worshipers

Bahamut Air, Cold1, Dragon1, Good, Law, Luck, Protection

L LG Heavy Pick, Bite

Good Dragons, Wind, Wisdom

Dragons*

Erythnul Chaos, Evil, Greed1, Madness1, Mysticism1, Trickery, War

I CE Heavy Mace Hate, Envy, Malice, Panic, Ugliness, Slaughter

Humans (Oeridians)*

Gruumsh Chaos, Destruction, Domination1, Evil, Mysticism1, Strength, Tyranny1, War

G CE Spear Orcs, War, Territory

Orcs

Hextor Competition1, Destruction, Domination1, Evil, Law, Tyranny1, War

I LE Flail War, Discord, Massacres, Conflict, Fitness, Tyranny

Humans (Oeridians)*

Kurtulmak Competition1, Earth, Evil, Law, Madness1, Trickery, War

I LE Spear Kobolds, Trapmaking, Mining, War

Kobolds

Lolth Chaos, Destruction, Domination1, Evil, Oracle1, Pestilence1, Trickery

I CE Whip Drow, Spiders, Evil, Darkness

Drow

Nerull Cold1, Death, Evil, Mysticism1, Pestilence1, Trickery, War

G NE Scythe Death, Darkness, Murder, The Underworld

Humans (Flan)*

Tiamat Destruction, Dragon1, Evil, Greed1, Law, Trickery, Tyranny1

L LE Heavy Pick, Bite

Evil Dragons, Conquest, Greed

Dragons*

Vecna Destiny2, Dream1, Evil, Knowledge, Madness1, Magic, Mind1, Oracle1, Tyranny1

L NE Dagger Destructive and Evil Secrets

Humans (Flan)*

1. Spell Compendium 2. Races of Destiny

*Other worshipers

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Dwarf Gods

Name Domains Rank Align Favored Weapon Portfolio Worshipers

Abbathor Evil, Greed1, Luck, Madness1, Pact1, Trickery

I NE Dagger Greed Dwarves

Berronar Truesilver

Community1, Good, Healing, Inquisition1, Law, Protection, Purification1

I LG Heavy Mace Safety, Truth, Home, Healing

Dwarves

Bleredd Creation1, Earth, Fire, Strength

L N Warhammer Metal, Mines, Smiths

Humans (Oeridians), Dwarves, Gnomes*

Clangeddin Silverbeard

Competition1, Courage1, Good, Inquisition1, Law, Strength, War

I LG Battleaxe Battle, War Dwarves

Dugmaren Brightmantle

Chaos, Good, Knowledge, Magic, Mind1, Oracle1, Rune1

L CG Short Sword Scholarship, Discovery, Invention

Dwarves

Dumathoin Community1, Earth, Knowledge, Oracle1, Protection

I N Warhammer, Pick

Mining, Exploration

Dwarves

Fortubo Community1, Earth, Good, Law, Mysticism1, Protection

L LG Warhammer Stone, Metals, Mountains, Guardianship

Dwarves, Humans (Suel)

Gendwar Argrim

Destruction, Law, War H LN Dwarven Waraxe

Fatalism and Obsession

Dwarves

Jascar Earth, Glory1, Good, Law, Mysticism1, Protection

L LG Warhammer Hills, Mountains Humans (Suel), Dwarves

Laduguer Domination1, Earth, Evil, Law, Magic, Mind1, Protection

I LE Warhammer Duergar, Crafts, Protection, Magic, Magic Weapons, Artisans

Duergars

Moradin Creation1, Earth, Fire, Good, Law, Protection, Strength, War

G LG Warhammer Dwarves, Smithing, Engineering, Creation, War

Dwarves

Muamman Duathal

City2, Community1, Good, Protection, Travel

L NG Heavy Mace Expatriates, Urban Dwarves, Travelers, Exiles, Lightning

Dwarves

Ulaa Earth, Good, Law, Liberation1, Mysticism1, Protection, Summoner1

I LG Warhammer Hills, Mountains, Gemstones

Humans (Oeridians), Dwarves, Gnomes*

Vergadain Knowledge, Luck, Mind1, Pact1, Trickery

I N Longsword Wealth, Luck Dwarves

1. Spell Compendium 2. Races of Destiny

* Other worshipers

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Elf Gods

Name Domains Rank Align Favored Weapon Portfolio Worshipers

Aerdrie Faenya

Air, Animal, Chaos, Good, Liberation1, Sky4, Windstorm1

I CG Quarterstaff Air, Weather, Avians, Rain, Fertility

Elves

Corellon Larethian

Celerity1, Chaos, Community1, Good, Liberation1, Magic

G CG Longsword Elves, Magic, Music, Arts & Crafts, War

Elves

Deep Sashelas

Animal, Chaos, Creation1, Earth, Good, Protection, Water

I CG Trident Aquatic Elves, Oceans, Knowledge, Beauty, Water Magic

Aquatic Elves

Ehlenestra (Ehlonna)

Animal, Celerity1, Good, Plant, Purification1, Sun

I NG Longbow, Longsword

Forests, Woodlands, Flora & Fauna, Fertility

Humans, Elves*

Erevan Ilesere

Celerity1, Chaos, Domination1, Luck, Madness1, Trickery

I CN Short Sword Mischief, Change, Rogues

Elves

Fenmarel Mestarine

Animal, Chaos, Plant, Travel, Trickery

L CN Dagger Wild Elves, Outcasts, Scapegoats, Isolation

Elves

Gadhelyn Animal, Chaos, Plant H CN Longbow Independence, Outlawry, Feasting, Hunting

Elves

Hanali Celanil

Chaos, Community1, Domination1, Good, Magic, Nobility1, Protection

I CG Dagger Love, Romance, Beauty, Fine Arts, Artists

Elves

Keptolo Chaos, Domination, Evil, Knowledge, Travel

D CE Longsword Drow Males, Flattery, Intoxication, Rumor, Opportunism

Drow

Kiaransali Chaos, Death, Evil, Madness1, Pestilence1

D CE Dagger Drow, Slavery, Vengeance, Undeath

Drow

Labelas Enoreth

Celerity1, Chaos, Destiny2, Good, Knowledge, Mind1, Oracle1, Rune1

I CG Quarterstaff Time, Longevity, History

Elves

Lolth Chaos, Destruction, Domination1, Evil, Oracle1, Pestilence1, Trickery

I CE Whip Drow, Spiders, Evil, Darkness

Drow

Rillifane Rallathil

Celerity1, Chaos, Good, Mysticism1, Plant, Protection, Travel

I CG Quarterstaff Wood Elves, Woodlands, Nature, Druids

Elves

Sehanine Moonbow

Chaos, Dream1, Good, Knowledge, Oracle1, Repose3, Travel, Trickery

I CG Quarterstaff Mysticism, Dreams, Far Journeys, Death, Full Moons, Transcendence

Elves

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62

Solonor Thelandira

Animal, Celerity1, Chaos, Good, Plant, War, Windstorm1

I CG Longbow Archery, Hunting, Wilderness Survival

Elves

Vhaeraun Celerity1, Chaos, Evil, Mysticism1, Travel, Trickery

L CE Short Sword Drow Males, Thievery, Evil Surface Activity

Drow

Ye’Cind Chaos, Good, Knowledge, Magic, Travel

D CG Longsword Music, Magical Songs

Elves

Zinzerena Chaos, Luck, Trickery H CN Short Sword Drow, Deception, Humiliation, Ambush, Assassination

Drow

1. Spell Compendium 2. Races of Destiny 3. Sandstorm 4. Races of the Wild

* Other worshipers

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Gnome Gods

Name Domains Rank Align Favored Weapon Portfolio Worshipers

Baervan Wildwanderer

Animal, Celerity1, Good, Plant, Travel, Trickery

I NG Spear Forests, Nature, Travel

Gnomes

Baravar Cloakshadow

Good, Magic, Mind1, Protection, Trickery

L NG Dagger Illusions, Protection, Deception, Hatred of Goblinoids

Gnomes

Bleredd Creation1, Earth, Fire, Strength

L N Warhammer Metal, Mines, Smiths

Humans (Oeridians), Dwarves, Gnomes*

Callarduran Smoothhands

Community1, Earth, Healing, Protection, Summoner1

I N Greataxe Svirfneblin, Protection, Earth, Mining, Secrecy

Svirfneblin

Flandal Steelskin

Creation1, Earth, Fire, Good, Oracle1, Strength

I NG Warhammer Mining, Smithing, Fitness

Gnomes

Gaerdal Ironhand

Courage1, Good, Law, Nobility1, Protection, War

L LG Warhammer Protection, Vigilance, Combat

Gnomes

Garl Glittergold

Community1, Creation1, Earth, Good, Liberation1, Protection, Trickery

G NG Greataxe Gnomes, Protection, Humor, Wit, Gemcutting, Jewelrymaking, Illusion

Gnomes

Roykyn Evil, Madness1, Trickery H NE Spiked Gauntlet

Cruelty Gnomes

Segojan Earthcaller

Animal, Community1, Earth, Good, Mysticism1, Summoner1

I NG Heavy Mace Earth, Nature Gnomes

Ulaa Earth, Good, Law, Liberation1, Mysticism1, Protection, Summoner1

I LG Warhammer Hills, Mountains, Gemstones

Humans (Oeridians), Dwarves, Gnomes*

Urdlen Chaos, Destruction, Earth, Evil, Greed1, Madness1, Pestilence1

I CE Spiked Gauntlet

Greed, Bloodlust, Evil, Hatred, Blind Destruction

Gnomes

1. Spell Compendium * Other worshipers

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64

Halfling Gods

Name Domains Rank Align Favored Weapon Portfolio Worshipers

Arvoreen Courage1, Good, Law, Nobility1, Protection, Purification1, War

I LG Longsword, Short Sword

Protection, Vigilance, War

Halflings

Brandobaris Celerity1, Luck, Travel, Trickery

L N Short Sword, Dagger

Stealth, Thieves, Adventuring

Halflings

Charmalaine Luck, Protection H N Heavy Mace Keen Senses, Narrow Escapes

Halflings*

Cyrrollalee Community1, Good, Healing, Inquisition1, Law, Pact1, Protection

I LG Club Friendship, Trust, Home

Halflings

Sheela Peryroyl

Air, Celerity1, Earth, Plant, Windstorm1

I N Sickle Nature, Agriculture, Weather

Halflings

Urogalan Earth, Law, Protection, Repose2

D LN Flail Earth, Death, Protection of the Dead

Halflings

Yondalla Animal, Community1, Creation1, Good, Law, Mysticism1, Plant, Protection

G LG Longsword, Short Sword

Halflings, Protection, Fertility

Halflings

1. Spell Compendium 2. Sandstorm

* Other worshipers

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65

Human Gods

Name Domains Rank Align Favored Weapon Portfolio Worshipers

Boccob Force1, Knowledge, Magic, Mind1, Oracle1, Rune1, Trickery

G N Quarterstaff Magic, Arcane Knowledge, Foresight, Balance

Humans*

Earth Dragon Earth, Evil, Law, Protection, Windstorm1

D LE Pick Earth, Weather, Hidden Treasure

Humans, Evil Humanoids*

Ehlonna Animal, Celerity1, Good, Plant, Purification1, Sun

I NG Longbow, Longsword

Forests, Woodlands, Flora & Fauna, Fertility

Humans, Elves*

Elder Elemental Eye

Air, Chaos, Earth, Evil, Fire, Madness1, Water

I NE Dagger Elemental Evil Humans*

Heward Good, Knowledge, Travel H NG Quarterstaff Bards, Musicians Humans* Incabulos Death, Destruction,

Dream1, Evil, Hunger1, Madness1, Pestilence1

G NE Quarterstaff Plagues, Sickness, Famine, Nightmares, Drought, Disasters

Humans*

Iuz Chaos, Evil, Mind1, Trickery, Tyranny1

D CE Greatsword Deceit, Pain, Oppression, Evil

Humans*

Joramy Competition1, Destruction, Fire, War

L N Quarterstaff Fire, Volcanoes, Wrath, Anger, Quarrels

Humans*

Kelanen Travel, War H N Any martial sword

Swords, Sword Skills, Balance

Humans*

Keoghtom Good, Knowledge, Travel H NG Short Sword Secret Pursuits, Natural Alchemy, Extraplanar Exploration

Humans*

Ralishaz Chaos, Destruction, Liberation1, Luck, Madness1, Oracle1

I CN Quarterstaff Chance, Ill Luck, Misfortune, Insanity

Humans*

St. Cuthbert Destruction, Domination1, Good, Inquisition1, Law, Protection, Strength

I LG Club, Mace Common Sense, Wisdom, Zeal, Honesty, Truth, Discipline

Humans*

Tharizdun Chaos, Destruction, Dream1, Evil, Force1, Knowledge, Madness1, Rune1

I NE Dagger Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity

Humans*

Trithereon Chaos, Good, Liberation1, Mysticism1, Protection, Strength, Summoner1

I CG Spear Individuality, Liberty, Retribution, Self-Defense

Humans*

Tsolorandril Knowledge, Law, Oracle1 H LN Spiked Chain Wave Motions Humans* Wastri Animal, Law, Purification1,

War D LN Glaive,

Guisarme Amphibians, Bigotry, Self Deception

Humans, Bullywugs, Amphibian Races

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66

Zagyg Chaos, Knowledge, Madness1, Magic, Trickery

D CN Club Humor, Eccentricity, Occult Lore, Unpredictability

Humans*

1. Spell Compendium * Other worshipers

Baklunish Human Gods

Name Domains Rank Align Favored Weapon Portfolio Worshipers

Al’Akbar Community1, Good, Healing, Law, Protection

D LG Falchion Guardianship, Faithfulness, Dignity, Duty

Humans (Baklunish)*

Azor’alq Good, Sun, War H NG Scimitar Light, Purity, Courage, Strength

Humans (Baklunish)*

Daoud Magic, Travel H N Quarterstaff Humility, Clarity, Immediacy

Humans (Baklunish)*

Geshtai Plant, Travel, Water, Windstorm1

L N Spear Lakes, Rivers, Wells, Streams

Humans (Baklunish)*

Istus Celerity1, Chaos, Destiny2, Knowledge, Law, Luck, Mind1, Oracle1

G N Net Fate, Destiny, Divination, Future, Honesty

Humans (Baklunish)*

Mouqol Knowledge, Pact1, Travel, Trickery

L N Dagger Trade, Negotiations, Ventures, Appraisal, Reciprocity

Humans (Baklunish), Jann, Merfolk of Dramidj*

Xan Yae Knowledge, Mind1, Trickery, War

L N Falchion Twilight, Shadows, Stealth, Mental Power

Humans (Baklunish)*

Zuoken Celerity, Mind, Strength, War

D N Unarmed Strike

Physical & Mental Mastery

Humans (Baklunish)*

1. Spell Compendium 2. Races of Destiny

* Other worshipers

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67

Flan Human Gods

Name Domains Rank Align Favored Weapon Portfolio Worshipers

Allitur Community1, Good, Inquisition1, Knowledge, Law, Purification1

L LG Spear Ethics, Propriety Humans (Flan)*

Beory Animal, Creation1, Earth, Plant, Water, Windstorm1

G N Club Oerth, Nature Rain

Humans (Flan)*

Berei Community1, Creation1, Good, Plant, Protection

L NG Sickle Home, Family, Agriculture

Humans (Flan)*

Kyuss Death, Evil, Pestilence1 H NE Club Creation & Mastery of Undead

Humans (Flan)*

Mayaheine Good, Law, Nobility1, Protection, War

D LG Bastard Sword

Protection, Justice, Valor

Humans (Flan, Oeridians)*

Mythiss Community1, Domination1, Good, Healing, Protection

L NG Shortbow, Whip

Love, Romance, Beauty

Humans (Flan)*

Nerull Cold1, Death, Evil, Mysticism1, Pestilence1, Trickery, War

G NE Scythe Death, Darkness, Murder, The Underworld

Humans (Flan)*

Obad-Hai Air, Animal, Earth, Fire, Plant, Water

I N Quarterstaff Nature, Woodlands, Freedom, Hunting, Beasts

Humans (Flan)*

Pelor Glory1, Good, Healing, Nobility1, Purification1, Strength, Sun

G NG Heavy Mace Sun, Light, Strength, Healing

Humans (Flan)*

Rao Community1, Glory1, Good, Inquisition1, Knowledge, Law, Mind1, Pact1

G LG Light mace Peace, Reason, Serenity

Humans (Flan)*

Vathris Destruction, Law, War H LN Longspear Anguish, Lost Causes, Revenge

Humans (Flan)*

Vecna Destiny2, Dream1, Evil, Knowledge, Madness1, Magic, Mind1, Oracle1, Tyranny1

L NE Dagger Destructive and Evil Secrets

Humans (Flan)*

Zodal Community1, Good, Healing, Liberation1, Protection

L NG Unarmed Strike

Mercy, Hope, Benevolence

Humans (Flan)*

1. Spell Compendium 2. Races of Destiny

* Other worshipers

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68

Oeridian Human Gods

Name Domains Rank Align Favored Weapon Portfolio Worshipers

Atroa Air, Good, Plant, Sun, Travel

L NG Sling Spring, East Wind, Renewal

Humans (Oeridians)*

Bleredd Creation1, Earth, Fire, Strength

L N Warhammer Metal, Mines, Smiths

Humans (Oeridians), Dwarves, Gnomes*

Celestian Destiny2, Knowledge, Oracle1, Protection, Travel

I N Spear Stars, Space, Wanderers

Humans (Oeridians)*

Cyndor Destiny2, Law, Oracle1, Protection, Rune1, Travel

L LN Sling Time, Infinity, Continuity

Humans (Oeridians)*

Daern Earth, Law, Protection H LN Shortspear Defense, Fortifications

Humans (Oeridians)*

Delleb Good, Knowledge, Law, Magic, Mind1, Oracle1, Rune1

L LG Dart Reason, Intellect, Study

Humans (Oeridians)*

Erythnul Chaos, Evil, Greed1, Madness1, Mysticism1, Trickery, War

I CE Heavy Mace Hate, Envy, Malice, Panic, Ugliness, Slaughter

Humans (Oeridians)*

Fharlanghn Celerity1, Luck, Protection, Travel, Windstorm1

I N Quarterstaff Horizons, Distance, Travel, Roads

Humans (Oeridians)*

Heironeous Courage1, Glory1, Good, Inquisition1, Law, Nobility1, War

I LG Battleaxe, Longsword

Chivalry, Justice, Honor, War, Daring, Valor

Humans (Oeridians)*

Hextor Competition1, Destruction, Domination1, Evil, Law, Tyranny1, War

I LE Flail War, Discord, Massacres, Conflict, Fitness, Tyranny

Humans (Oeridians)*

Johydee Good, Mind1, Trickery H NG Short Sword Deception, Espionage, Protection

Humans (Oeridians)*

Kurell Chaos, Greed1, Luck, Madness1, Trickery

L CN Short Sword Jealousy, Revenge, Theft

Humans (Oeridians)*

Kuroth Chaos, Luck, Trickery H CN Dagger Theft & Treasure-Finding

Humans (Oeridians)*

Lirr Chaos, Good, Knowledge, Liberation1, Magic, Rune1, Travel

L CG Spear Prose, Poetry, Literature, Art

Humans (Oeridians)*

Mayaheine Good, Law, Nobility1, Protection, War

D LG Bastard Sword

Protection, Justice, Valor

Humans (Flan, Oeridians)*

Merikka Community1, Good, Law, Plant, Protection

D LG Sickle Farming, Agriculture, Home

Humans (Oeridians)*

Murlynd Good, Knowledge, Law, Nobility1

H LG Longsword Magical Technology

Humans (Oeridians)*

Olidammara Celerity1, Chaos, City2, Luck, Mind1, Trickery

I CN Rapier Music, Revels, Wine, Rogues, Humor, Tricks

Humans (Oeridian)*

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69

Pholtus Glory1, Good, Inquisition1, Knowledge, Law, Purification1, Sun

I LG Quarterstaff Light, Resolution, Law, Order, Inflexibility, Sun, Moons

Humans (Oeridians)*

Procan Animal, Chaos, Luck, Storm1, Travel, Water

I CN Trident Seas, Sea Life, Salt, Sea Weather, Navigation

Humans (Oeridians)*

Rudd Chaos, Competition1, Destiny2, Luck

D CN Rapier Chance, Good Luck, Skill

Humans (Oeridians)*

Sotillion Air, Chaos, Dream1, Good, Healing, Plant, Summoner1

L CG Net Summer, South Wind, Ease, Comfort

Humans (Oeridians)*

Stern Alia Inquisition1, Knowledge, Law, Protection

D LN Heavy Mace Oeridian Culture, Law, Motherhood

Humans (Oeridians)*

Telchur Air, Chaos, Cold1, Strength, Winter3

L CN Spear Winter, Cold, North Wind

Humans (Oeridians)*

Ulaa Earth, Good, Law, Liberation1, Mysticism1, Protection, Summoner1

I LG Warhammer Hills, Mountains, Gemstones

Humans (Oeridians), Dwarves, Gnomes*

Velnius Air, Travel, Water, Windstorm1

L N Spear Sky, Weather Humans (Oeridians)*

Wenta Air, Chaos, Creation1, Good, Liberation1, Plant

L CG Club Autumn, West Wind, Harvest, Brewing

Humans (Oeridians)*

Zilchus City2, Knowledge, Law, Mind1, Pact1, Trickery

I LN Dagger Power, Prestige, Money, Business, Influence

Humans (Oeridians)*

1. Spell Compendium 2. Races of Destiny 3. Frostburn

* Other worshipers

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70

Olman Human Gods

Name Domains Rank Align Favored Weapon Portfolio Worshipers

Camazotz Animal, Chaos, Destruction, Evil, Pestilence1, Protection

L CE Javelin Bats, Vampires, The Underworld

Humans (Olman)*

Chitza-Atlan Evil, Law, Pestilence1, Protection, Repose3

D LE Spear Centaurs, Guarding the Underworld, The Dead

Humans (Olman), Centaurs*

Huhueteotl Celerity1, Chaos, Destiny2, Destruction, Evil, Fire, Mysticism1

I CE Javelin Fire, Motion of Time

Humans (Olman)*

Hurakon Chaos, Destruction, Water, Windstorm1

D CN Spear Floods, Unrestrained Fury

Humans (Olman)*

Mictlantecuhtli Death, Destruction, Evil, Law, Mysticism1, Pestilence1, Tyranny1, War

G LE Dagger Death, Darkness, Murder, The Underworld

Humans (Olman)*

Quetzalcouatl Air, Animal, Domination1, Knowledge, Law, Protection, Sky4

G LN Dagger Air, Birds, Snakes Humans (Olman)*

Tezcatlipoca Air, Chaos, Evil, Mysticism1, Sun, Trickery, War, Windstorm1

G CE Longsword Sun, Moon, Night, Scheming, Betrayals, Lightning

Humans (Olman)*

Tlaloc Air, Evil, Law, Pestilence1, Plant, Water, Windstorm1

I LE Javelin Rain Humans (Olman)*

Tlazoteotl Animal, Community1, Earth, Plant, Water

I N Sickle Earth Mother, Agriculture, Nature

Humans (Olman)*

1. Spell Compendium 2. Races of Destiny 3. Sandstorm 4. Races of the Wild

* Other worshipers

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71

Suel Human Gods

Name Domains Rank Align Favored Weapon Portfolio Worshipers

Beltar Chaos, Earth, Evil, Mysticism1, Summoner1, War

L CE Unarmed Strike, Spiked Gauntlet

Malice, Caves, Pits

Humans (Suel)*

Bralm Animal, Community1, Law, Pact1, Strength

L N Quarterstaff Insects, Industriousness

Humans (Suel)*

Dalt Chaos, Good, Liberation1, Protection, Travel, Trickery

L CG Dagger Portals, Doors, Enclosures, Locks, Keys

Humans (Suel)*

Fortubo Community1, Earth, Good, Law, Mysticism1, Protection

L LG Warhammer Stone, Metals, Mountains, Guardianship

Dwarves, Humans (Suel)

Jascar Earth, Glory1, Good, Law, Mysticism1, Protection

L LG Warhammer Hills, Mountains Humans (Suel), Dwarves

Kord Chaos, Competition1, Courage1, Good, Luck, Nobility1, Strength

I CG Greatsword Athletics, Sports, Brawling, Strength, Courage

Humans (Suel)*

Lendor Destiny2, Knowledge, Law, Mind1, Oracle1, Protection, Rune1

I LN Greatsword Time, Tedium, Patience, Study

Humans (Suel)*

Llerg Animal, Chaos, Competition1, Courage1, Strength

L CN Battleaxe, Longsword

Beasts, Strength Humans (Suel)*

Lydia Good, Knowledge, Liberation1, Sun, Travel

L NG Spear Music, Knowledge, Daylight

Humans (Suel)*

Nazarn Luck, War H N Short Sword Formal & Public Combat

Humans (Suel), Half-Orcs*

Norebo Chaos, Competition1, Courage1, Luck, Trickery

L CN Dagger Luck, Gambling, Risks

Humans (Suel)*

Osprem Law, Protection, Travel, Water, Windstorm1

L LN Trident Sea Voyages, Ships, Sailors

Humans (Suel)*

Phaulkon Air, Animal, Chaos, Good, Sky3, War

L CG Longbow Air, Wind, Clouds, Birds, Archery

Humans (Suel)*

Phyton Chaos, Community1, Good, Plant, Sun, Water

L CG Scimitar Nature, Beauty, Farming

Humans (Suel)*

Pyremius Destruction, Evil, Fire, Madness1, Mysticism1

L NE Longsword Fire, Poison, Murder

Humans (Suel)*

Syrul Domination1, Evil, Knowledge, Mind1, Trickery

L NE Dagger Lies, Deceit, Treachery, False Promises

Humans (Suel)*

Vatun Air, Animal, Chaos, Cold1, Strength, Winter4

L CN Battleaxe Northern Barbarians, Cold, Winter, Artic Beasts

Humans (Suel)*

Wee Jas Domination1, Inquisition1, Law, Magic, Mind1, Repose3

I LN Dagger Magic, Death, Vanity, Law

Humans (Suel)*

Xerbo Animal, Knowledge, Ocean1, Pact1, Water

L N Trident Sea, Sailing, Money, Business

Humans (Suel)*

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72

1. Spell Compendium 2. Races of Destiny 3. Races of the Wild 4. Frostburn

* Other worshipers

Touv Human Gods

Name Domains Rank Align Favored Weapon Portfolio Worshipers

Berna Chaos, Courage1, Healing, Protection

D CN Club Passion, Forgiveness

Humans (Touv)*

Breeka Air, Animal, Earth, Plant, Water

I N Quarterstaff Living Things Humans (Touv)*

Damaran Animal, Evil, Pestilence1, Travel

D NE Javelin Vermin, Cowardice

Humans (Touv)*

Katay Destruction, Knowledge, Law, Oracle1, Repose2, Rune1

L LN Dagger Decay, Inevitability, Order, Time

Humans (Touv)*

Kundo Community1, Earth, Good, Law, Nobility1, Protection

L LG Short Sword Building, Noise, Music, Defense

Humans (Touv)*

Meyanok Animal, Destruction, Evil, Pestilence1, Trickery

L NE Dagger Serpents, Poison, Discord, Darkness, Famine

Humans (Touv)*

Nola Air, Fire, Glory1, Good, Healing, Sun

I NG Javelin Sun Human (Touv)*

Uvot Community1, Creation1, Good, Knowledge, Luck, Plant, Protection

G NG Scythe Prosperity Human (Touv)*

Vara Destruction, Dream1, Evil, Trickery

D NE Javelin Nightmares, Fear Humans (Touv)*

Vogan Air, Chaos, Good, Healing, Sky3, Water, Windstorm1

I CG Shortspear Weather, Storms Humans (Touv)*

Xanag Creation1, Domination1, Earth, Fire

L N Short Sword Metals, Beauty Human (Touv)*

1. Spell Compendium 2. Sandstorm 3. Races of the Wild

* Other worshipers

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Chapter 12 Out-Of-Play Spells Aboleth Curse (Sto 112) Acid Breath (SpC 7) Acid Sheath (SpC 7) Acid Storm (SpC 7) Air Breathing (SpC 8) Airy Water (Sto 113) Alarm, Greater (SpC 8) Align Fang (SpC 9) Amorphous Form (SpC 9) Amplify (SpC 10) Analyze Portal (SpC 10) Anarchic Storm (SpC 11) Anarchic Water (SpC 11) Angelskin (SpC 11) Animate Breath (SpC 11) Animate Snow (SpC 12) Anticold Sphere (SpC 13) Antidragon Aura (SpC 14) Antifire Sphere (Sa 110) Antimagic Ray (SpC 14) Anyspell (SpC 14) Anyspell, Greater (SpC 15) Appraising Touch (SpC 15) Armor Of Darkness (SpC 15) As The Frost (PH2 101) Ashen Union (Sa 110) Aspect Of The Earth Hunter (SpC 16) Aspect Of The Wolf (SpC 16) Astral Hospice (SpC 17) Attune Form (SpC 17) Aura Against Flame (SpC 18) Aura Of Evasion (SpC 18) Aura Of Glory (SpC 18) Aura Of Terror (SpC 18) Aura Of Vitality (SpC 18) Avoid Planar Effects (SpC 19) Awaken Sin (SpC 21) Axiomatic Storm (SpC 22) Axiomatic Water (SpC 22) Babau Slime (SpC 22) Backlash (SpC 23) Baleful Blink (PH2 102) Baleful Transposition (SpC 23) Ball Lightning (SpC 23) Balor Nimbus (SpC 24) Battering Ram (SpC 24) Battle Hymn (SpC 25) Beastland Ferocity (SpC 25) Belker Claws (SpC 26) Benign Transposition (SpC 27) Bigby’s Disrupting Hand (PH2 102) Bigby’s Helpful Hand (PH2 102) Bigby’s Striking Fist (PH2 103) Bigby’s Tripping Hand (PH2 103) Bigby’s Warding Hand (PH2 103)

Black Blade Of Disaster (SpC 29) Black Karma Curse (PH2 103) Blacklight (SpC 30) Blade Of Blood (PH2 103) Blade Of Pain And Fear (SpC 30) Blade Thirst (SpC 31) Blast Of Sand (Sa 112) Bless Weapon, Swift (SpC 31) Blessing Of The Righteous (PH2 104) Blinding Breath (SpC 31) Blinding Color Surge (PH2 104) Blinding Spittle (SpC 32) Blindsight (SpC 32) Blindsight, Greater (SpC 32) Blood Creepers (PH2 104) Blood Frenzy (SpC 33) Blood Sirocco (SpC 33) Blood To Water (SpC 33) Blood Wind (SpC 33) Bloodstar (SpC 34) Body Blades (SpC 35) Body Blaze (Sa 112) Body Harmonic (SpC 35) Bolt Of Glory (SpC 35) Bombardment (SpC 37) Bonefiddle (SpC 37) Bones Of The Earth (PH2 104) Breath Flare (SpC 38) Breath Of The Jungle (SpC 39) Breath Weapon Admixture (SpC 39) Breath Weapon Substitution (SpC 39) Bright Worms (PH2 105) Bristle (SpC 40) Buoyant Lifting (SpC 40) Burning Rage (PH2 105) Burning Sword (SpC 41) Burrow (SpC 41) Buzzing Bee (SpC 41) Cacophonic Burst (SpC 41) Call Kolyarut (SpC 42) Call Marut (SpC 42) Call Of Stone (PH2 105) Call Zelekhut (SpC 42) Capricious Zephyr (SpC 43) Cast In Stone (SpC 43) Celebration (SpC 44) Celerity (PH2 105) Celerity, Greater (PH2 105) Celerity, Lesser (PH2 105) Chain Dispel (PH2 105) Chain Missile (SpC 44) Charge Of The Triceratops (SpC 45) Cheat (SpC 46) Checkmate’s Light (SpC 46) Chill Of The Grave (SpC 46) Choking Sands (Sa 112) Circle Dance (SpC 46) Clarity Of Mind (SpC 46)

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Claws Of The Bear (SpC 47) Claws Of Darkness (SpC 47) Cloak Of Shade (Sa 112) Clear Mind (SpC 47) Climb Walls (SpC 47) Cloak Pool (SpC 48) Close Wounds (SpC 48) Cloud Of Bewilderment (SpC 48) Cloud Of Knives (PH2 107) Cloud Wings (SpC 49) Cocoon (SpC 49) Cold Fire (SpC 50) Cold Snap (SpC 50) Combust (SpC 50) Cone Of Dimness (SpC 50) Contingent Engery Resistance (SpC 52) Control Currents (Sto 114) Control Sand (Sa 112) Conviction (SpC 52) Conviction, Mass (SpC 52) Corona Of Cold (SpC 52) Corrosive Grasp (SpC 53) Countermoon (SpC 53) Crabwalk (SpC 53) Crawling Darkness (SpC 55) Creaking Cacophony (SpC 55) Create Magic Tattoo (SpC 55) Crushing Grip (PH2 109) Curse Of Arrow Attraction (PH2 109) Curse Of Ill Fortune, Mass (SpC 56) Curse Of Impending Blades (SpC 56) Curse Of Impending Blades, Mass (SpC 57) Cyclonic Blast (SpC 57) Daggerspell Stance (SpC 57) Dancing Blade (PH2 109) Dark Way (SpC 58) Darkbolt (SpC 58) Darkfire (SpC 59) Dawn (SpC 59) Dead End (SpC 59) Deadfall (SpC 59) Deafening Clang (SpC 59) Death Armor (SpC 60) Death Throes (SpC 60) Death Ward, Mass (SpC 61) Decoy Image (SpC 61) Deep Breath (SpC 61) Deeper Darkvision (SpC 62) Deflect (PH2 109) Deflect, Lesser (PH2 109) Dehydrate (SpC 62) Delay Disease (SpC 63) Delusions Of Grandeur (SpC 63) Demon Dirge (SpC 63) Depth Surge (Sto 115) Desert Binding (Sa 113) Desert Diversion (Sa 113) Desiccate (Sa 114)

Desiccate, Mass (Sa 114) Desiccating Bubble (SpC 63) Detect Ship (Sto 115) Detonate (PH2 109) Devil Blight (SpC 64) Diamondsteel (SpC 64) Dimension Door, Greater (SpC 64) Dinosaur Stampede (SpC 64) Dire Hunger (SpC 65) Dirge (SpC 65) Discolor Pool (SpC 66) Disguise Ship (Sto 115) Disguise Undead (SpC 66) Dispel Ward (SpC 67) Dispel Water (Sa 114) Dispelling Breath (SpC 67) Dispelling Touch (PH2 110) Displacer Form (SpC 67) Disquietude (SpC 68) Disrupt Undead, Greater (SpC 68) Dissonant Chant (SpC 69) Distract (SpC 69) Distracting Ray (SpC 69) Divine Interdiction (SpC 70) Divine Protection (SpC 70) Divine Retaliation (PH2 110) Dolorous Blow (SpC 70) Doom Scarabs (PH2 110) Down Draft (SpC 72) Draconic Might (SpC 72) Dragon Ally (SpC 72) Dragon Ally, Greater (SpC 72) Dragon Ally, Leaser (SpC 72) Dragonshape (PH2 111) Dragonsight (SpC 73) Dragonskin (SpC 73) Dream Casting (SpC 73) Drifts Of The Shalm (PH2 111) Drown (SpC 74) Drown, Mass (SpC 74) Earth Lock (SpC 75) Earth Reaver (SpC 75) Earthbind (SpC 76) Earthen Grace (SpC 76) Earthfast (SpC 76) Ebon Eyes (SpC 77) Echo Skull (SpC 77) Ectoplasmic Armor (SpC 77) Ectoplasmic Feedback (SpC 78) Electric Loop (SpC 78) Electric Vengeance (PH2 111) Electric Vengeance, Greater (PH2 111) Elemental Body (SpC 78) Energized Shield (SpC 79) Energized Shield, Lesser (SpC 79) Energy Ebb (SpC 80) Energy Spheres (SpC 80) Energy Transformation Field (SpC 80)

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Energy Vulnerability (PH2 112) Enervating Breath (SpC 82) Enhance Wild Shape (SpC 82) Enlarge Person, Greater (SpC 82) Enrage Animal (SpC 82) Entice Gift (SpC 83) Eradicate Earth (SpC 84) Essence Of Raptor (SpC 84) Ethereal Breath (SpC 84) Ethereal Chamber (SpC 84) Ethereal Mount (SpC 85) Etherealness, Swift (PH2 113) Evard’s Menacing Tentacles (PH2 113) Excavate (SpC 85) Explosive Cascade (SpC 85) Explosive Rune Field (PH2 113) Extend Tentacles (SpC 86) Extract Water Elemental (SpC 86) Eye Of The Hurricane (SpC 86) Eye Of Power (SpC 87) Faith Healing (SpC 87) False Gravity (SpC 87) Fantastic Machine (SpC 88) Fantastic Machine, Greater (SpC 89) Favorable Wind (Sto 116) Fearsome Grapple (SpC 90) Fell The Greatest Foe (SpC 90) Field Of Icy Razors (SpC 90) Fierce Pride Of The Beastlands (SpC 91) Find The Gap (SpC 91) Find Temple (SpC 91) Fins To Feet (SpC 92) Fire Spiders (SpC 92) Fire Stride (SpC 93) Firebrand (SpC 93) Fireward (SpC 94) Flame Dagger (SpC 94) Flame Whips (SpC 95) Flashburst (SpC 95) Flashflood (Sa 114) Flaywind Burst (Sa 115) Flesh To Salt (Sa 116) Flesh To Salt, Mass (Sa 116) Fleshshiver (SpC 95) Flight Of The Dragon (SpC 95) Floating Disk, Greater (SpC 96) Flowsight (Sto 117) Fly, Swift (SpC 96) Foebane (SpC 96) Force Chest (SpC 97) Force Claw (SpC 97) Force Ladder (SpC 97) Force Missiles (SpC 98) Forceward (SpC 98) Fortunately Fate (SpC 99) Foundation Of Stone (SpC 99) Freedom Of Breath (Sa 116) Freeze (SpC 99)

Friend To Foe (PH2 114) Frost Breath (SpC 100) Fugue (SpC 100) Fuse Arms (SpC 100) Fuse Sand (Sa 116) G’Elsewhere Chant (SpC 100) Gembomb (SpC 101) Gemjump (SpC 101) Ghost Touch Armor (SpC 102) Ghost Touch Weapon (SpC 102) Ghost Trap (SpC 103) Ghoul Gesture (SpC 104) Ghoul Glyph (SpC 105) Ghoul Light (SpC 105) Giant’s Wrath (SpC 105) Girallon’s Blessing (SpC 106) Glass Strike (SpC 106) Glowing Orb (SpC 106) Graymantle (SpC 107) Great Thunderclap (SpC 107) Guiding Light (SpC 108) Gutsnake (SpC 108) Haboob (Sa 117) Hailstones (SpC 109) Halo Of Sand (Sa 117) Halt (PH2 114) Hamatula Barbs (SpC 109) Hand Of Divinity (SpC 109) Hardening (SpC 109) Harmonize (RS 162) Harmonize, Greater (RS 162) Haunting Tune (SpC 110) Heal Animal Companion (SpC 110) Healing Spirit (PH2 114) Healing Sting (SpC 110) Healing Touch (SpC 111) Heart Of Stone (SpC 111) Heartfire (SpC 112) Heat Drain (SpC 112) Heatstroke (SpC 113) Heavenly Host (SpC 113) Heroics (SpC 113) Hesitate (PH2 114) Hide From Dragons (SpC 114) Hide The Path (SpC 114) Hiss Of Sleep (SpC 114) Holy Mount (SpC 115) Holy Spurs (SpC 115) Holy Star (SpC 115) Holy Storm (SpC 115) Holy Transformation (SpC 116) Holy Transformation, Lesser (SpC 116) Horrible Taste (SpC 116) Howling Chain (Spc 116) Hungry Gizzard (SpC 117) Hunter’s Eye (PH2 114) Hunter’s Mercy (SpC 117) Hurl (SpC 117)

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Hydrate (Sa 117) Hypothermia (SpC 118) Ice Axe (SpC 118) Ice Claw (SpC 118) Ice Flowers (SpC 119) Ice Gauntlet (SpC 119) Ice Knife (SpC 119) Ice Lance (SpC 119) Illusory Feast (SpC 120) Illusory Pit (SpC 120) Impede Sun’s Brilliance (Sa 117) Imperious Glare (SpC 120) Incite (SpC 121) Incite Riot (PH2 115) Incorporeal Nova (SpC 121) Indomitability (SpC 121) Inevitable Defeat (PH2 115) Inferno (SpC 123) Inhibit (SpC 123) Inky Cloud (SpC 123) Interplanar Message (SpC 124) Interplanar Telepathic Bond (SpC 125) Iron Bones (SpC 125) Ironguard (SpC 125) Ironguard, Lesser (SpC 125) Ironguts (SpC 126) Ironthunder Horn (SpC 126) Jagged Tooth (SpC 126) Jaws Of The Moray (Sto 117) Jaws Of The Wolf (SpC 127) Jig Of The Waves (Sto 117) Junglerazer (SpC 127) Jungle’s Rapture (SpC 128) Kelgore’s Fire Bolt (PH2 116) Kelgore’s Grave Mist (PH2 116) Kelpstrand (SpC 128) Kiss Of The Vampire (SpC 128) Knight’s Move (SpC 129) Kuo-Toa Skin (Sto 118) Land Womb (SpC 130) Lawful Sword (SpC 131) Lay Of The Land (SpC 131) Legion Of Sentinels (PH2 116) Lifebolt (SpC 131) Life Ward (SpC 131) Light Of Lunia (SpC 132) Light Of Mercuria (SpC 132) Light Of Venya (SpC 132) Lightfoot (SpC 132) Lightning Ring (SpC 132) Linked Perception (PH2 117) Lionheart (SpC 132) Lion’s Charge (SpC 133) Lively Step (SpC 133) Living Prints (SpC 134) Living Undeath (SpC 134) Locate City (RD 166) Locate Water (Sa 117)

Love’s Lament (SpC 134) Loyal Vassal (SpC 134) Lucent Lance (SpC 134) Luminous Assassin (PH2 117) Luminous Assassin, Greater (PH2 117) Luminous Assassin, Lesser (PH2 117) Luminous Gaze (SpC 135) Maddening Whispers (SpC 135) Mage Armor, Mass (SpC 136) Mage Hand, Greater (SpC 136) Magic Convalescence (PH2 118) Magic Fang, Superior (SpC 136) Malevolent Miasma (SpC 137) Make Manifest (SpC 137) Mana Flux (PH2 119) Mantle Of Chaos (SpC 137) Mantle Of Good (SpC 137) Mantle Of The Icy Soul (SpC 138) Mantle Of Law (SpC 138) Manyjaws (SpC 138) Mark Of Doom (PH2 119) Mark Of Judgement (PH2 119) Mark Of The Outcast (SpC 138) Marked Object (SpC 139) Master Air (SpC 139) Master Earth (SpC 139) Master’s Touch (PH2 119) Maw Of Chaos (SpC 140) Maw Of Stone (SpC 140) Mechanus Mind (SpC 140) Megalodon Empowerment (Sto 118) Melf’s Unicorn Arrow (PH2 119) Melt Metal (SpC 140) Memory Rot (SpC 140) Mephit Mob (Sa 118) Mesmerizing Glare (SpC 140) Meteoric Strike (PH2 120) Miasma Of Entropy (SpC 141) Mind Poison (SpC 141) Mirror Image, Greater (PH2 120) Miser’s Envy (SpC 142) Moment Of Clarity (SpC 142) Moon Blade (SpC 143) Moon Bolt (SpC 143) Moon Lust (SpC 143) Moon Path (SpC 143) Moonbeam (SpC 144) Moonbow (SpC 144) Moonfire (SpC 144) Mordenkainen’s Capable Caravel (Sto 119) Mountain Stance (SpC 144) Mudslide (Sto 119) Mummify (Sa 118) Nature’s Balance (SpC 145) Nature’s Rampart (SpC 146) Nauseating Breath (SpC 146) Negative Energy Aura (SpC 146) Net Of Shadows (SpC 147)

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Nightmare Lullaby (SpC 147) Nixie’s Grace (SpC 148) Olidammara’s Bard Spell (D342 50) [Olidammara] One With The Land (SpC 149) One Mind (SpC 149) One Mind, Greater (SpC 149) One Mind, Lesser (SpC 149) Ooze Puppet (SpC 150) Opalescent Glare (SpC 150) Overwhelm (PH2 120) Owl’s Insight (SpC 152) Panacea (SpC 152) Parching Touch (Sa 118) Perinarch (SpC 153) Perinarch, Planar (SpC 154) Persistent Blade (SpC 154) Phantasmal Assailants (SpC 154) Phantasmal Thief (SpC 155) Phantom Battle (PH2 120) Phantom Foe (SpC 156) Plague Of Rats (SpC 157) Planar Bubble (SpC 158) Planar Exchange (SpC 159) Planar Exchange, Greater (SpC 159) Planar Exchange, Lesser (SpC 159) Planar Navigation (Sto 119) Planar Tolerance (SpC 159) Plane Shift, Greater (SpC 159) Plant Body (SpC 159) Portal Alarm (SpC 160) Portal Alarm, Improved (SpC 160) Portal Beacon (SpC 161) Positive Energy Aura (SpC 161) Pressure Sphere (Sto 120) Primal Form (SpC 161) Prismatic Eye (SpC 161) Prismatic Mist (PH2 121) Protection From Dessication (Sa 119) Protection From Negative Energy (SpC 163) Protection From Positive Energy (SpC 163) Puppeteer (SpC 163) Quick March (SpC 164) Quick Potion (SpC 164) Quickswim (Sto 120) Quillfire (SpC 164) Radiance (PH2 122) Radiant Assault (SpC 164) Raging Flame (SpC 164) Rainbow Beam (SpC 165) Rainbow Blast (SpC 165) Raise From The Deep (SpC 165) Ram’s Might (SpC 166) Rapid Burrowing (SpC 166) Rapture Of The Deep (Sto 120) Ray Of Clumsiness (SpC 166) Ray Of Deanimation (SpC 166) Ray Deflection (SpC 166) Ray Of Dizziness (SpC 166)

Ray Of Entropy (SpC 167) Ray Of Flame (SpC 167) Ray Of Ice (SpC 167) Ray Of Light (SpC 167) Ray Of Sickness (SpC 167) Ray Of The Python (PH2 122) Ray Of Weakness (SpC 168) Razorfangs (SpC 168) Reality Maelstrom (SpC 168) Rebuke (SpC 170) Rebuke, Final (SpC 170) Rebuke, Greater (SpC 170) Rebuking Breath (SpC 170) Reciprocal Gyre (SpC 170) Red Tide (SpC 170) Reduce Person, Greater (SpC 171) Reflective Disguise (SpC 171) Reflective Disguise, Mass (SpC 171) Regal Procession (SpC 172) Regroup (PH2 122) Rejection (SpC 172) Remove Scent (SpC 173) Renewal Pact (SpC 173) Revewed Vigor (PH2 123) Replicate Casting (SpC 173) Resist Planar Alignment (SpC 174) Resistance, Greater (SpC 174) Resistance, Superior (SpC 174) Restoration, Mass (SpC 174) Resurgence, Mass (SpC 175) Returning Weapon (RW 175) Reveille (SpC 175) Reverse Arrows (SpC 175) Revive Outsider (SpC 175) Rhino’s Rush (SpC 176) Righteous Aura (SpC 177) Righteous Burst (PH2 123) Righteous Fury (SpC 177) Roar Of The Waves (Sto 121) Rouse (PH2 123) Ruby Ray Of Reversal (SpC 177) Ruin Delver’s Fortune (SpC 178) Rushing Waters (SpC 178) Rust Ray (SpC 178) Safe Clearing (SpC 179) Safety (SpC 179) Saltray (SpC 179) Sanctuary, Mass (SpC 179) Sandform (Sa 119) Sandstorm (Sa 119) Sarcophagus Of Stone (SpC 180) Scalding Mud (Sa 120) Scale Weakening (SpC 180) Scales Of The Sealord (Sto 121) Scattering Trap (PH2 123) Scatterspray (SpC 180) Scimitar Of Sand (Sa 120) Scintillating Scales (SpC 181)

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Scintillating Sphere (SpC 181) Scorch (SpC 181) Scourge (SpC 181) Scramble Portal (SpC 181) Seal Portal (SpC 181) Searing Exposure (Sa 120) Second Wind (SpC 182) Seek Eternal Rest (SpC 182) Sense Heretic (SpC 182) Sensory Deprivation (SpC 182) Serene Visage (SpC 182) Shadow Cache (SpC 183) Shadow Hand (SpC 183) Shadow Phase (SpC 185) Shadow Mask (SpC 185) Shadow Radiance (SpC 185) Shadow Spray (SpC 186) Shadow Well (SpC 186) Shadowblast (SpC 186) Shadowfade (SpC 186) Shadowy Grappler (SpC 186) Shard Storm (SpC 187) Share Husk (SpC 187) Sharptooth (SpC 187) Shatterfloor (SpC 187) Sheltered Vitality (SpC 188) Shield Of Warding (SpC 188) Shieldbearer (SpC 188) Shifting Paths (SpC 188) Shock And Awe (SpC 189) Shroud Of Flame (SpC 189) Shroud Of Undeath (SpC 189) Sign (SpC 189) Silverbeard (SpC 190) Sink (SpC 190) Sirine’s Call (Sto 121) Sirine’s Grace (SpC 191) Skin Of Cactus (Sa 120) Slapping Hand (SpC 191) Slashing Darkness (SpC 191) Slashing Dispel (PH2 125) Sleep Mote (Sa 121) Slide (SpC 191) Slide, Greater (SpC 192) Slow Burn (SpC 192) Smell Of Fear (SpC 193) Snake’s Swiftness (SpC 193) Snakebite (SpC 193) Snowball Swarm (SpC 194) Snowshoes (SpC 194) Solipsism (SpC 194) Sonic Blast (SpC 195) Sonic Rumble (SpC 195) Sonic Shield (PH2 125) Sonic Weapon (SpC 195) Sonorous Hum (SpC 196) Soul Of The Waste (Sa 121) Sound Lance (SpC 196)

Spark Of Life (SpC 196) Spawn Screen (SpC 197) Speak To Allies (SpC 197) Spectral Touch (SpC 197) Speechlink (SpC 198) Spell Engine (SpC 198) Spell Enhancer (SpC 198) Spell Flower (SpC 198) Spell Immunity, Lesser (SpC 199) Spell Vulnerability (SpC 200) Spider Curse (SpC 200) Spider Plague (SpC 201) Spider Poison (SpC 201) Spider Shapes (SpC 201) Spiderform (SpC 201) Spiderskin (SpC 202) Spirit Worm (SpC 202) Spiritjaws (SpC 202) Splinterbolt (SpC 203) Spontaneous Search (SpC 204) Stabilize (SpC 204) Stalking Brand (SpC 204) Starvation (SpC 206) Stay The Hand (PH2 126) Steeldance (SpC 206) Sticky Fingers (SpC 206) Sticky Saddle (SpC 206) Sting Ray (SpC 206) Stolen Breath (SpC 207) Stone Body (SpC 207) Stone Bones (SpC 208) Stone Shape, Greater (SpC 208) Stone Shatter (SpC 208) Stone Sphere (SpC 209) Stone Spiders (SpC 209) Stonehold (SpC 209) Storm Mote (Sa 121) Stormrunner’s Ward (Sto 122) Stormwalk (Sto 122) Strategic Charge (SpC 210) Strength Of Stone (SpC 211) Stretch Weapon (PH2 126) Stun Ray (SpC 211) Stunning Breath (SpC 211) Stunning Breath, Greater (SpC 211) Submerge Ship (SpC 211) Subvert Planar Essence (SpC 211) Sudden Stalagmite (SpC 213) Summon Bralani Eladrin (SpC 213) Summon Desert Ally I (Sa 122) Summon Desert Ally II (Sa 122) Summon Desert Ally III (Sa 122) Summon Desert Ally IV (Sa 123) Summon Desert Ally V (Sa 123) Summon Desert Ally VI (Sa 123) Summon Desert Ally VII (Sa 123) Summon Desert Ally VIII (Sa 123) Summon Desert Ally IX (Sa 123)

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Summon Elementite Swarm (SpC 214) Summon Elysian Thrush (SpC 214) Summon Golem (PH2 126) Summon Greater Elemental (SpC 214) Summon Hound Archon (SpC 214) Sunstroke (Sa 123) Suppress Breath Weapon (SpC 216) Suppress Glyph (SpC 216) Sure Strike (PH2 126) Surefoot (SpC 216) Surefooted Stride (SpC 216) Swamp Lung (SpC 216) Swamp Stride (SpC 217) Symbol Of Spell Loss (SpC 218) Symbol Of Thirst (Sa 123) Symphonic Nightmare (SpC 218) Targeting Ray (SpC 219) Telepathic Aura (SpC 219) Tern’s Persistence (Sto 123) Thalassemia (Sto 123) Thunder Field (PH2 126) Thunderhead (SpC 219) Thunderlance (SpC 220) Thunderous Roar (SpC 220) Tiger’s Tooth (SpC 221) Tojanida Site (Sto 123) Tormenting Thirst (Sa 124) Towering Oak (SpC 221) Transcribe Sigil (SpC 221) Transcribe Symbol (Sa 124) Transformation Of The Depths (Sto 123) Translocation Trick (SpC 222) Transmute Sand To Glass (Sa 124) Transmute Sand To Stone (Sa 124) Transmute Stone To Sand (Sa 125) Treasure Scent (SpC 223) Tremor (SpC 223) Tremorsense (SpC 224) Trollshape (PH2 127) Tsunami (SpC 224) Tunnel Swallow (SpC 225) Turbidity (Sto 123) Undead Bane Weapon (SpC 226) Undead Lieutenant (SpC 226) Undead Torch (SpC 226) Undeath’s Eternal Foe (SpC 226) Undermaster (SpC 227) Undersong (SpC 227) Unearthly Heat (Sa 125) Updraft (SpC 228) Urchin’s Spines (Sto 124) Veil Of Shadow (SpC 228) Vertigo (PH2 127) Vertigo Field (PH2 128) Vipergout (SpC 230) Viscid Glob (SpC 231) Vision Of Glory (SpC 231) Vitrify (Sa 125)

Voice Of The Dragon (SpC 232) Vortex Of Teeth (SpC 232) Vulnerability (SpC 232) Wake Trailing (Sto 124) Walk The Mountain’s Path (RS 163) Wall Of Chaos (SpC 233) Wall Of Dispel Magic (SpC 233) Wall Of Gears (SpC 233) Wall Of Good (SpC 233) Wall Of Greater Dispel Magic (SpC 234) Wall Of Law (SpC 234) Wall Of Light (SpC 234) Wall Of Limbs (SpC 234) Wall Of Magma (Sa 126) Wall Of Salt (Sa 127) Wall Of Sand (SpC 235) Wall Of Smoke (SpC 235) Wall Of Water (SpC 235) Warning Shout (SpC 236) Waste Strider (Sa 128) Water To Acid (Sto 124) Wave Blessing (Sto 125) Weapon Of Energy (SpC 236) Weapon Of Impact (SpC 237) Weapon Shift (SpC 237) Webfoot (Sto 125) Weighed In The Balance (SpC 238) Whelm (PH2 128) Whelm, Greater (PH2 128) Whelming Blast (PH2 128) Whispering Sand (Sa 128) Wild Runner (SpC 239) Wind At Back (SpC 239) Wind Tunnel (SpC 239) Wingbind (SpC 240) Wings Of Air (SpC 240) Wings Of Air, Greater (SpC 240) Wings Of The Sea (SpC 240) Winter Chill (SpC 241) Winter’s Embrace (SpC 241) Wither (Sa 128) Word Of Balance (SpC 242) Word Of Binding (SpC 242) Wounding Whispers (SpC 242) Wrack Earth (PH2 128) Wrathful Castigation (SpC 243) Xorn Movement (SpC 244) Zone Of Respite (SpC 244) Zone Of Revelation (SpC 244)