Sei sulla pagina 1di 98

500G AOD 5ILEOCE

A Guidebook to Bards and Rogues


Credjts
Design: DAVlD NOONA.~ AND JOH~ D. RATEllFF
Additional Design and Development: SKIP WILLIAMS
Editor: PENNY WILLIAMS
Creative Director: ED STARK
Cover Illustration: Toon LOCKWOOD
Interiorlllustrations: DAVID ROACH, WAYNE REYNOLDS
Cartography: Tonn GAMBLE
Typography: ERIN DORRJES
Graphic Design: CYN"lHIA FLIEGE
Art Director: DAWN MUIUN
Business Manager: ANTHONY VALTER.Rl\
Project Manager: JUSTIN ZIRAN
Production Manager: CJ:-IA.~ DELONG
Playtesters: Rich Baker, Jennifer Clarke Wilkes, Andy Collins, Monte Cook, Bruce R. Cordell,
Marleon Cumpston, Cameron Curtis, Christopher Dauer, Jesse Decker, Dale Donovan, David Eckelberry,
Jeff Grubb, Nathan Keller, Brandon Kelly, Sean Kelly, Gwendolyn F.M. Kestrel, Kevin Kulp, Toby Latin,
Duane Maxwell, Will McDermott, Lorean Murphy, Jon Oraguro, Rich Redman, Andrew Rothstein, Steve Schubert,
Ed Stark, Tim J. Stellmach, John Sussenberger, Chris Thomasson, JD Wiker, Penny Williams, Skip Williams

This Wizards of thl' Coast game product contains no Open Came Content. No portion of this work may be
reproduced in any form without written permission. To learn more abom the Open Gaming License
and the d20 System License, please visit www.wizards.com/d20.

Based on the original Dt :N<.EONS & DRAGON~'® rules created by Gary Gygax and Dave Arneson, and the new
DUNG!.< r..:s & DRAGO>:s game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

U S , CANADA. ASIA, fUROPEAN HEADQUARTfRS


PACIFIC, & LATIN AM~RICA W12ords of the Coast, llelg1um
Wi,ard~ of the Coast, Inc. PB. 2031
P.O. Box 707 2600 Berchem
Ronton WA 9&057 0707 Bdg1um
(Quo.Hoo,?) 1-&0<H24-~96 •32-70-23-32-77
620-T11857-001-£N
9876S4321

Dv..ctoos & Duco..s. o&o. Dungoon Mutor, and ttw, Wizard' of th• Coast logo aro rogistered tradomarks 0W11ed by Wizards of the Co~>~ • •ub>id ary of Hasbro. Inc.~ d20 System
lo-go as a tr.adt-mark ofWi1ards of the Cout All Wizards characteri, th .. r•cttr n.ames, and the d1st1rw1.1vc l1k~~'ses thereof are trad<".m.-1kll ownf'd by Wizards of the Co11i.t. Inc.
Di~tr1hutrd to the hobby, toy, and conuc trad,. '"the United St~tes and Canada by regional d1stnbutors.
D1stnbuted In the Unoted State> to the book trad• by Holtzbnnck Publ"h1ng Distributed 1n Canada to the book tr.do by fenn Ltd
DistribuLcd worldw1dt by Wizards of the Co.ast, Inc. 11nd rt'g1onal distributors
This m11ttr1al 1s protected under the copyr1Kht l.1ws of the United States of Atr1<·rit,. Any· reproduction or una1.1thor11cd u~e of the material or artwork cont~11ned herein 1s proh1b1tcd without
t!w t.)l;prcs\ written perrmss1on of Wizard .. o( the Coast. Inc. This product Is a work of fiction. Any "m1lar1ty to actual people, org<1mzat1ons, places, or t'vcnts •S. pun~ly co1nc1dent.al
C2001 W1urds of the Coast, Inc M•ctt 1n tht USA
V.sn our ..-.bs re at www.wlzarda.com/dnd
TABLE OF CONTENTS

TABLE OF CONTENTS Step 5: Craft the Trap ..................................30


Repairing and Resetting Mechanical
Traps ............................................................ 30
Introductjon ..................... 4 Variant: Helpful "Traps" .................................31
What This Book Is And Is Not ....................... .4
90 Sample Traps .........................................32
How to Use This Book ....................................4
Variant: What Disabling a Device Means ..... .32
New Ways to Use Skills .................................. 36
Chapter l: Prestige Classes ... . .... 5 The Fine Art of Hiding ................................ 36
Dread Pirate ....................................................5
Concealed Weapons .................................... 37
Requirements .............................................. 5
Variant: Tougher Tumble Checks ............... .37
Class Skills ..................................................6
Feats .................................................................38
Class Features .............................................6
Acrobatic .....................................................38
Dungeon Delver ............................................. 7
Alluring ........................................................ 38
Requirements ..............................................?
Arterial Strike ..............................................38
Class Skills ..................................................7
Athletic ........................................................38
Class Features .............................................8
Charlatan .....................................................38
Fang of Lo Ith ...................................................8
Chink in the Armor ..................................... 38
Requirements ..............................................8
Dash ............................................................38
Class Skills ..................................................9
Disguise Spell ............................................. 38
Class Features .............................................9
Expert Tactician ........................................... 38
Fang Scarab .................................................1 o Extra Music ................................................. 39
Outlaw of the Crimson Road .........................10
Fleet of Foot ................................................ 39
Requirements .............................................. 11
Flick of the Wrist ......................................... 39
Class Skills .................................................. 11
Green Ear ................................................... .39
Class Features ............................................. 11
Hamstring .................................................. .39
The Outlaw's Code ..................................... 12
jack of All Trades ........................................ .40
Royal Explorer ................................................. 13
Lingering Song ........................................... .40
Requirements ..............................................13
Multicultural ................................................40
Class Skills ..................................................13
Obscure Lore ..............................................40
Class Features .............................................13
Persuasive ...................................................40
The Minutes of the Royal Explorers
Pyro ..............................................................40
Society ......................................................13
Quicker Than the Eye ..................................40
Spymaster .......................................................14
R~quiem ......................................................40
Requirements ..............................................14
S adow ........................................................40
Class Skills ..................................................l 5
Snatch Weapon .......................................... .40
Class Features .............................................1 5
Subsonics ................................................... .40
Temple Raider ofOlidammara ....................... 16
Trustworthy ................................................. .40
Requirements ........ ................... ................... 17
Class Skills .................................................. 17
Chapter 3: Bard and Rogue
Class Features ............................................. 17 Equ1pment
. .............. . .... . 41
Thief-Acrobat ..................................................18
Bards and Their Instruments ........................ .41
Requirements ..............................................18
Variant: Vocalists and Instrumentalists ...... .41
Class Skills ..................................................19
Types of Instruments ..................................41
Class Fe atu res .............................................19
Un dead Bards .................................................42
Vigilante ..........................................................20
Weapons ......................................................51
Requirements ..............................................21
New Weapons ............................................. 51
Class Skills ..................................................21
Thief Gear .......................................................53
Class Features ............................................. 21
Magic Items ................................................55
Virtuoso ..........................................................22
Requirements ..............................................23 Chapter 4: Organizations for Bards
Class Skills ..................................................23 and Rogues .................. 59
Class Features ............................................. 23 Ten Thieves' Guilds ........................................ 59
The Traditional Thieves' Guild ................... 59
Chapter 2: SkBls and Feats ........ 25 The Mob ......................................................61
A Primer on Poisons ...................................... 25
Neighborhood Gang ................................... 63
Do-lt-YourselfTraps ........................................ 25
Assassins' Guild .........................................64
Step 1: Figure Out the Concept .................25
Thieves Behind the Throne ........................ 66
Step 2: Determine the Trigger and Reset .....26
Spy Network ................................................67
Step 3: Figure Out the Numbers .. .............28
Smuggler Cartel ..........................................67
Other Ways to Beat a Trap ......................29
Thieves' War! ...............................................68
Step 4: Figure Out the Cost ........................ 30
TABLE OF CONTENTS

Monster-Based Guild .................................. 69


Remnant Guilds and New Guilds .............. 70
Bardic Colleges ............................................... 71
College of Concrescent Lore ...................... .71
Talespinners' League .................................. 72
College of Arcanobiological Studies ......... .73
Lamenters' Order ........................................ 73
Watchers for the Coming Sunset ............... 74
Ranks of the Watchers for the
Coming Sunset .................................... 74
Conservatory of the Ineffable Chord ......... .75
League of Boot and Trail ............................. 75
Explorers and the League ........................ 76

Chapter 5: You and the World


Around You ......... . . . . . . . . . 77
The Rogue ...................................................... 77
Role in the Campaign ................................ .77
Role in the Game ....................................... .78
Motivation .............................................. 78
Relations with Other Classes ..................... 80
The Bard .......................................................... 81
Role in the Campaign .................................81
Role in the Game ........................................ 82
Motivation ................................................... 82
Relations with Other Classes .....................83
Special Combat Options ................................84
Unusual Flanking Situations ......................84
Sneak Attacks .............................................. 86
Garrote Attacks ........................................... 86

Chapter 6: Spells ....... . ........ 88


New Assassin Spells ...................................... 88
New Bard Spells ............................................ 88
New Spells ...................................................... 89

TABLES
Table 1- 1: The Dread Pirate .............................. 5
Table 1-2: The Dungeon Delver ........................ 7
Table 1-3: The Fang of Lolth .............................9
Table 1-4: The Outlaw of the Crimson Road .... 12
Table 1-5: The Royal Explorer ............................ 14
Table 1-6: The Spymaster .................................. 15
Table 1-7: The Temple Raider of
Olidammara ..................................................... 17
Table 1-8: The Thief-Acrobat ............................. 20
Table 1-9: The Vigilante ..................................... 21
Table 1-11: The Virtuoso ................................... 22
Table 2-1: Craft (Poisonmaking) DCs ............... 25
Table 2-2: Base Cost and CR Modifiers for
Mechanical Traps ............................................ 26
Table 2-3: Raw Materials Cost and CR
Modifiers for Magic Device Traps ................. 28
Table 2-4: CR Modifiers by Poison Type ........... 29
Table 2-5: Craft (Trapmaking) DCs ................... 30
Table 3-1: Weapons ........................................... 51
Table 3-2: Thief Gear ......................................... 53
INTRODUCTION

IDfRODUCtlOf) Manual. Nothing here supersedes or replaces the mies or


information presented there, except where noted.
Call them the skilled gentlemen and ladies. This book provides options rather than resu;ctions for
Some prefer to keep to the silence and the shadows, play. Take and use what you like, modify anything you
avoiding attention while plying their trade. Others wish, and ignore the rest. Players should ask their
love to display their talents, basking in the adoration of Dungeon Masters (DMs) about incorporating elements
the public. They are rogues and bards, and they o&en of this book into existing campaigns before making any
make the difference between success and failure for changes to their player characters (PCs). DMs can also
their companions. use the rules, classes, and magic items presented here to
As one of these highly skilled individuals, you have develop interesting nonplayer characters (N PCs).
a special place in any adventuring party. Let the fight-
ers, barbarians, rangers, and monks charge into com-
bat when danger threatens. let the wizards and HOW TO USE THIS BOOK
sorcerers hang back to cast their spells Sottg and Silence provides a variety of tools for customiz-
from a safe distance. Let the cler- ing yom bard or rogue character. New prestige classes,
ics, paladins, and druids keep the new feats, new equipment, and new organizations let
party in line and provide the heal- ,. ,· • you personalize your characters and enhance their roles
ing that keeps everyone going. · in adventuring groups.
Your approach is subtler and All this information pertains equally to PCs and
more oblique. Ifyou're a rogue, NPCs, so both players and DMs can make
you know how to set up the full use of it. IU1y place names mentioned
best possible shot- a surgical here are drawn from the
strike that leaves your foe in D&D world as defined in
a world of hurt. If you're a the D&D Gazetteer; DMs
bard, you thrive as a using other campaign
jack-of-all-trades - settings can simply re-
you have good com- place these names with
bat skills, a nice array others of their choice.

~-, W
of spells, a knack for '-~ Chapter 1 presents
{
getting along with ~ ten new prestige classes
others, and special ~ ir:t. ·.especially appropriate
powers that improve '1~,......,._.w. for rogues and bards.
the talents of your com- Each class offers a unique
panions. Quite simply put, those who adventure ""'ith- direction for character devclopmenr.
out a rogue in their midst tend to have a lot of traps Chapter 2 features an array of new feats that expands
blow up in their faces, while those in a party with a bard the capabilities of any bard or rogue. Also presented here
become better at whatever it is they do. are some new ways to use existing skills.
Chapter 3 details a plethora of new equipment for rogues
and bards, from musical instruments to new magic items.
WHAT THIS BOOK IS Chapter 4 describes thieves' guilds and bardic colleges.
AND IS NOT Membership in one of these groups can provide a bard or
This book examines rogues and bards in depth and offers rogue with allies as well as other benefits.
new ways to develop them. AIL this material pertains to Chapter 5 places your character in context with the rest
the new edition of the OUNCEONS & DRAGONS$/ game. of the campaign world. It also offers hints on utilizing
Here you will find new feats, rules, and prestige classes, as special combat maneuvers, such as flanking and sneak
well as useful advice for getting rhe most out of your attacks, to best advantage.
rogue or bard. Finally, Chapter 6 lists new spells for bards and assas-
This supplement is designed ro mesh with the rules sins. Besides enhancing their regular abilities, these spells
system presented in the three core D&D rulebooks: the help to set those classes apart from others.
Player's Handbook, DUNGEON MASTER'S Guide and Monster
CHAPTER I: PRESTIGE CLASSES

CHAPtER 1: A dread pirate's lifestyle fits most rogues to a tee, for


the job requires a number of skills that members of

PR€5fIGE other classes don't have t:he time or inclination to learn.


However, the class is also attractive for some spellcastcrs,

"Hoiv do you 1fo tltatt


CLASSES who can use magic ro conceal their ships or incapacitate
a prize vessel's crew.
Hit Die: d6.
- Regdar
"!f's all 111 tlt1• wmt, JU1t •.. like ... am!" Requirements
- Lidda To quahfy for the dread pirate prestige class, a character
must fulfill all the following criteria.
Rogues and bards, the game's ultimate skill-users, are Alignment: Any nonlawfuL
ideal candidates for advancement into prestige classes. Base Attack Bonus: 1-4.
The ten classes presented here arc of particular
interest to rogues and bards, although any char-
acter who meets the requirements is welcome to
adopt one.
I

TABLE 1- 1: THE DREAD PIRATE


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
l st .. l +O t2 +0 Fight with two weapons
2nd +2 +O +3 +O Fearsome reputation +2
3rd +3 +l +3 +l Rope swing, wind at your back
4th +4 +l t4 +l Fearsome reputation +4
5th +5 +1 +4 +1 Leadership +2, shifting deck
6th +6 +2 +5 +2 Come about, fearsome reputation +6
7th +7 +2 •5 +2 Concealed weapon attack, leadership t4
8th +8 +2 +6 +2 Fearsome reputation +8, hoist the black flag
9th +9 +3 +6 +3 Leadership +6
10th +10 +3 +7 +3 Fearsome reputation +10, scourge of the seas
CHAPTER I: PRESTIGE CLASSES

Skills: Appraise 8 ranks, Profession (sailor) 8 ranks, swings through the desired area but provokes attacks
Swim 5 ranks, Use Rope 5 ranks. of opportunity normally. Rope swing can be used on
Feats: Quick Draw, Weapon Finesse (any). land as well-in a room with a tapestry or chandelier,
Special: The character must own a ship worth at least for example.
10,000 gp. The method of acquisition-purchase, force of Players using the variant rules for Tumble (see Chapter
arms, or skullduggery-makes no difference, as long as 2) should apply the same variant to rope swing.
he can freely opera re it on the high seas. Wind at Your Back: Ar 3rd level, the dread pirate has
become a master at eking every bit of propulsion out of
Class Skills the prevailing winds. Any ship he captains moves 1 mile
The dread pirate's class skills (and the key ability for each per hour faster than normal.
skill) are Appraise (Int), Bala11ce (Dex), Bluff(Cha), Climb Leadership Bonus: At 5th level, the dread pirate
(Srr), Craft (Int), Gather Information (Cha), Innuendo gains a +2 bonus to his character level for the purpose
(Wis), Intimidate (Cha), Intuit Direction (Wis), Jump of acquiring cohorts with the leadership feat. Every
(Str), Listen (Wis), Pick Pocket (Dex), Profession (Wis), two dread pirate levels thereafter, this bonus il1creases
Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), by+2.
Tumble (Dex), and Use Rope (Dex). See Chapter 4 of the Shifting Deck: As a free action, a dread pirate of 5th
Player's tfandbook for skill descriptions. level or higher can attempt a Balance check (DC 15).
Success negates any penalties for uneven grou11d, such as
Skill Points at Each Level: 6 + Int modifier. a ship's deck in rolling seas, and any higher-ground
bonuses that opponents might otherwise have. The DM
Class Features may set a higher DC for checks involving particularly
All the following are class features of the dread pirate uneven or dangerous ground.
prestige class. The Difficulty Class (DC) for any required Come About: The dread pirate's ability to maneuver a
skill check is included where appropriate. vessel is legendary. At 6th level, he gains a +4 insight
Weapon and Armor Proficiency: A dread pirate is bonus on Profession (sailor) checks.
proficient with simple and martial weapons and with Concealed Weapon Attack: A dread pirate often
light and medium armor. If he is wearing light, hides small daggers up his ~leeves or in his boots. At
medium, or no armor, he can fight with two weapons as 7th level, a dread pirate who does11't already have the
if he had the feats Ambidexterity and Two-Weapon sneak attack ability gets it uow at a +2d6 damage
Fighting. A dread pirate most often figbts with a rapier bonus, but he can use it only to make sneak attacks
and either a short sword or a dagger in his offhand. l f he with concealed weapons. rf the character does have the
has no magical means of swimming in armor, he usually sneak atlack ability from a previous class, the damage
goes unarmored, at least while aboard ship. bonuses stack only for sneak aLLacks made with
Fearsome Reputation: At 2nd level, the dread concealed weapons.
pirate is developing a reputation on the high seas. At Hoist The Black Flag (Sp): The unique insignia of a dread
this point, be must decide whether to adopt the honor- pirate of 8th level or higher is so well known that when
able pirate\ code (avoid undue bloodshed and focus 011 it is displayed on a flag or banner, every ally within 50 feet
cargo, not mayhem) or take the more bloodthirsty, of it gains a +2 morale bonus on attacks. This bonus lasts
dishonorable approach. Unless he is going incognito, for 10 rounds after the flag is revealed, or until it b
the dread pirate gains a +2 circumstance bonus on destroyed or lowered, whichever occurs first. Hoist the
Diplomacy checks (if honorable) or lntimi<late checks black flag may be used three times per day, and the dread
(if dishonorable). Every two dread pirate levels there- pirate must either hoist the flag personally or hand it to
after, this bonus increases by +2. Failure to live up to his an ally who then hoists it.
reputation at any point may (at the DM's discretion) Scourge of the Seas: A I 0th-level dread pirate's
negate tbese bonuses. exploits have become so legendary that hundreds of
Rope Swing (Ex): If a number of overhead ropes or able sailors are willing to sign on as his crew for no
booms are nearby (and on a ship, they almost always compensation other than a share of the booty. High-
are), a dread pirate of 3rd level or higher can grab one levcl dread pirates can use this influx of sailors to crew
and swing up to 20 feet in a straight line as a move- pirate fleets of up to a dozen ships. Any small city's dock
equivalent action or as the movement portion of a district has enough sailors (1st-level warriors and
charge action. Jf the dread pirate makes a successful experts) to crew a single ship, and a larger city can
Use Rope check (DC 15), this movement doesn't provide the crew for an entire fleet. This ability is sepa-
provoke attacks of opportunity for moving through rate from the Leadership feat; crew members acquired
threatened squares. A successful Use Rope check (DC with the scourge of the seas ability don't count as cohorts
25) allows the character to move up to 20 feet through or followers.
occupied squares without provoking attacks of oppor-
tunity. Failure in either case means the dread pirate
CHAPTER I: PRESTIGE CLASSES

DUNGEON DELVER
In many ways. the dungeon delver is rhe ultimate expres-
sion of the adventuring rogue. He's skilled at moving
stealthily through all types ofdungeon terrain, detecring
and disarming inconvenient traps, bypassing locks,
locating treasure, and filching protected items.
The typical dungeon delver has forsaken people skills
to concentrate on the nuts and bolts of dungeon explo-
ration and treasure rt•trieval. Rogues make excellent
dungeon delvers, as Jo the rare hards and rangers who
choose Lo pursue this Lrack. (Most bards would miss their
admiring audiences, howl•ver, and rangers might find it
difficuh to acquirl' all the nl·ccssary skills.)
Since a dungeon delver frequently works alone, he
must learn to think :ind act independently, relying
upon no one hut himself. Even when exploring a
dungeon in the company of other adventurers, he often
keeps to himself-scouting ahead, disarming traps a
safe distance from the group, or seeking treasure while
the others arc distracted.
The best dungeon dclvt'rs become legends and are
sought aftt~r by anyone with a particularly inaccessible
treasure Lo recover. St>ml' even accept regular stipends
from ,·arious nobles to leave their treasures alone. Only
the best dungeon delvers survive to make names for
themselves, however. Those who lack the necessary skill
and savvy perish anonymously on unsuccessful expedi-
tions, leaving behind their bones for some luckier ment to the next level <For example, a 7th-level
compatriot to discover. character must earn 3, SOO XP on such a solo run )
Hit Die: d6. The character must complete the venture in one
week, though he may leave the dungeon and return
Requirements as often as desired during rhac time.
To qualify as a dungeon delver, a characrer musL fulfill all • Survival of a cave-in or other collapse (sec Cave-
the following criteria. lns and Collapses in Chapter 4 of the 0U1'iGFOI\'
Skills: Climb 10 ranks, Craft (stoncmasonry) 5 ranks, MAsn .R's Gr11d1•).
Disable Device 10 rnnks, Hide 5 ranks, Move Silently 5 • Living for a year without seeing the light of the sun,
ranks, Open Lock 10 rwks, Search 10 ranks. usually among underground deniLens such as the
Feats: Alertness, Blind ·fight. deep dwarves or drow.
Special: To become a dungeon delver, a character must
first survive a great trial underground. This usually takes Class Skills
one of three forms: The dungeon delver's class skills (and the key ability for
• A solo dungeon expedition that cam~ the character each skill) are Appraise (Inc). Balance (Dex), Climb (Srr),
one-half of the experience points m•cdcd for advance- Craft (Inc), Disable Device (lnt), Hide (Dex), Intuit

TABLE 1-2: THE DUNGEON DELVER


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
l st +0 ·2 +2 +0 Danger sense +2/+4, traps
2nd +l +3 +3 +O Blindsight 20 ft.
3rd +2 +3 +3 +1 Stonecunning
4th +3 t4 +4 +1 Reduce
5th ...3 +4 +4 +1 Darkvision
6th +4 +S +5 +2 Danger sense +4/+6
7th +S +S +5 +2 Treasure sense
8th +6 +6 +6 +2 Blindsight 40 ft.
9th +6 16 +6 +3 Find the path
10th +7 +7 +7 +3 Phase door
CHAPTER I: PRESTIGE CLASSES

Direction (Wis), Jump (Ser), Listen (WisJ, Move Silently He does not know the exact composition or nature of the
(Dex), Open Lock (Dex), Search (Int), Spot (Wis), Swim treasure rhus located, only its direction and distance from
(Strl. Tumble (Dex). Use Magic Device (Cha), and Use him (with a 10-foot margin of error). All valuables within
Rope (Dex See Chapter 4 of the Player's Handbook for 10 feet of a given point count as a single treasure, so two
skill descriptions. piles of gold pieces separated by 5 feet would register as
one treasure, nor rwo. Treasure sense always locates the
Skill Points at Each Level: 8 .,. Jnt modifier. treasure with chc greatest market value if more than one
accumulation is within range. This abiliry does not grant
Class Features any knowledge about the safest path (if any) between the
All the following are class features of the dtmgeon delver dungeon delver and the treasure; it merely provides
prestige class. direction and distance.
Weapon and Armor Proficiency: Dungeon delvers Find the Path (Sp ): Three times per day, a dungeon
are proficient with all simple and martial weapons, as well delver of 9th level or higher can find his way into and out
ns with light nrmor. of the most confounding mazes and dw1geons. This abil-
Dan ger Sen se: The dungeon delver possesses au ity functions like a find the path spell cast by a 16th-level
uncanny intuition thnt warns him of impending danger. sorcerer, except that it affects the user only.
Tl11s grants him a +2 insight bonus on Reflex saves to Phase Door (Sp): Ar 10th level, the dungeon delver gains
avoid rraps, a +2 dodge bonus ro AC against attacks by the ability to create a phase door once per day. This
craps, and a +4 insight bonus on Spot checks made to spot enables him ro bypass cave-ins, walk through dead ends
creatures at rhe beginning of an encounter (see the and immovable obstructions (such as a portcullis welded
Encounter Distance rules in Chapter 3 of the DuNGW"' into place), and make quick escapes through walls. This
MA~rn's Guide). Ar 6th level, these bonuses increase to +4, abiliry funccions exactly like a phase door spell cast by an
+4, and +6, respectively. 18rh-levcl sorcerer, except that the dungeon delver can
Traps: At 1st level, rhc dungeon delver acquires the create an ethereal passage through any nonliving
traps abiliry if he does not already have it from a previ- substance, nor just wood, plaster, and stone.
ous class (see rhe Rogue section in Chapter 3 of the
Plnycr·~ Handbook ).
Blind sight (Ex): Ar 2nd level, the dungeon delver FANG OF LOUH
gains acute sensitivity to sounds, smells, movement, and Many bards and rogue~ study ways to "trick" magic items
other disrurbances within 20 feet. This enhanced spatial inro working withottt their usual requirements. Sometimes,
sense enables him to maneuver and fight as well as he can though, the curious gee more than they bargained for.
under normal conditions, regardless of the ambient light- Worshipers of Lolrh occasionally create a magic item
ing. l nvisibility is irrelevant, though the character cannot called a famg scarab rhat gives spiders an attack bonus.
sense ethereal creatures. Blindsight docs not replace Such an item is ordinary enough-until a bard or rogue
normal vision. Activating this ability is a standard action, makes a successful Use Magic Device check to trick it
and the effect lasts for 10 minutes. This ability is not into working for her. Though she does gain the benefit of
dependent upon hearing, so deafness and similar effects do the fang srarab, it also fuses to her neck, beginning a meta-
not negare ic. At Srh level, the dungeon delver's blind- morphosis rhac could eventually tum her into a half
s1ght range increases to 40 feet. spider abomination.
Ston ecunnin g (Ex): A 3rd-level dungeon delver Some fight this transformation, continuing their
g:11ns the sronecunning ability. This ftmctions exactly as adventuring careers normally with only a few outward
it does for dwarves (see Dwarf in Chapter 2 of the Player\ manifestations of spiderlike qualities. Others embrace
Hnndbook ), except chat rhc check modifiers are compe- the metamorphosis and earn levels in che fang of Lolch
tence bonuses rather than racial bonuses. prestige class, giving over their bodies to the image of che
Reduce (Sp): Ar 4th level, the dungeon delver can Demon Queen of Spiders. Regardless of cheir attitudes
squeeze through narrow crevices, half-collapsed passages, toward this new legacy, those who have fused with fang
prison bars, and ocher tight spots that would normally srnmbs eventually learn that death is the only way to sepa-
block a character of his size and bulk. This ability, usable rate che items from their bodies.
three times a day, works exactly like a reduce spell cast by Clerics and other agents of Lolth know about this aspect
a 5rh level sorcerer. of fang scarabs, so they spare no effort to bring anyone who
Darkvis1on (Sp ): At 5th level, the dungeon delver gains has fused with one into Lolth's service. Most NPC fangs
the ability to use clnrkvision at will, with a range of 60 feet. of Lolth work for clerics of the Spider Queen, but a few
If he already has darkvision as a class feature or racial abil- renegades exist who want the power of the spider but
ity, the ranges do not stack. aren't willing to bow to Lolth. Agents of the Spider Queen
Treasu re Sense (Su): At 7th level, the dungeon delver constantly hound such characters, intent on either bring-
can sense an accumulation of treasure worth 1,000 gp or ing them into Lolth's service or killing them to recover the
more within a range of200 feet per dungeon delver level. fnng scambs.
L

CHAPTER I: PRESTIGE CLASSES

Because fang:. of Lolth begin their careers


by unlocking the secrets of the fang scamb. they
must be able to rrick the itt•m into treating them
as spiders. That limitation leaves this class open
only to characters with ranks in the Use
Magic Device skill. Even the most power- "'-
fol wizards and sorcerers try in vain to get
fang scarabs to work in this manner; it =-:--.~s;..;~"':
takes the intuitive guesswork (and luck) of ] . ~
one who knows how to trick magic items. jf ... --
Hit Die: d6. ~

Requirements
To qualify as a fa11g of Lolth, a character must
fulfill all the following criteria.
Alignment: Any nonlawful and nongood.
Base Attack Bonus: t S Weapon and
Skills: Use Magtc Oevicl' t 0 ranks. Armor Proficiency:
Special: The character must acquire a fang Fangs of Lolth gain no
srnmb and get it to function with a successful Use new weapon or armor
~fagic Device check ( DC 25). This grants her the ' proficiencies.
benefits of the item (see sidebar) and fuses it Skill Bonuses: As an
permanently to her neck. extraordinary ability, the
fang of Lolth gains a +2
Class Skills competence bonus on Climb
The cla~s skills for the fang of Lolth (and the key abil- and Jump checks. ln addi-
ity for each skill) are Balann• (Ol·x), Climb (Str), Craft tion, the whispers of Lolth
(Int), Decipher Script ( Int), Disable Oev1ce (Int), provide her with subcon-
Gather Information (Cha), llide ( Oex), Intimidate scious hints about how magic works, giving her a +4
(Cha), Jump (Str), Listen (Wis), Move Silently (Dex), insight bonus on Use Magic Device checks. This bonus is
Profession (Wis), Search (Int), Sense Mottve (Wis), Spot a supernatural ability.
(Wis), Swim (Str), rumble (Dex), Use Magic Device Sneak Attack: The fang of Lolth gains the sneak attack
(Cha), and Use Rope ( DC'x). St•c Chapter 4 of the Player's ability (sec the Rogue section in Chapter 3 of the Player's
Handbook for skill descripttons. Handbook) at 2nd level 1f she docs not already have it. She
gains+ I d6 damage with this attack initially, but this rises
Skill Poiuts at Each Level: 6 t Int modifier. to +2d6 at 5th level and to t 3d6 at 8th level. lf she already
has the sneak attack ability from a previous class, the
Class Features damage bonuses stack
All the following are class features of the fang of Lolth Spider Bite: The fang of Lolth can unhinge her jaw
prestige class. and bite with her razor-sharp teeth as an attack action.

TABLE 1-3: THE FANG OF LOLTH


Class Base Fort Ref Will
level Attack Bonus Save Save Save Special Physical Changes
1st +O .Q ·2 ·O Skill bonuses Skm darkens
2nd +1 +O +3 +0 Sneak attack +1d6 limbs lengthen
3rd +2 +1 +3 +1 Spider bite Jaw unhinges to allow bite attack
4th +3 +1 +4 +1 Climb speed 20 ft. Eyes enlarge and become multifaceted
5th +3 +1 +4 +1 Sneak attack +2d6 Fingers and toes lengthen
6th +4 +2 +5 +2 Natural armor +2, Tufts of coarse, black hatr cover
spider vision body, eyes develop spider vision
7th +5 +2 +5 +2 Summon swarm Back hunches
8th +6 +2 +6 +2 Sneak attack +3d6 Smallest finger or toe on each
limb atrophies away harmlessly
9th .+6 t·3 +6 +3 Spider limbs Grows extra spiderlike limbs
10th +7 +3 +7 +3 Natural armor +4, Insect chitin covers skin
vermin type
CHAPTER I: PRESTIGE CLASSES

Her bite is a natural attack that deals 1d6 Small. The fang of Lolrh can acqmre the Multiartack,
Fang Scarab points of damage if she is Medium size, or Multidexterity, and Multiweapon Fighting fears if she
A fang-shaped crystal dangles 1d4 points of damage if she is Small. This wishes to use her claws more effectively or wwl<l weap-
from a loop of fine ly wrought attack does not provoke an attack of oppor- ons in multi pit' limbs.
silver chain in the center of this tunity from the fang of Lolth's foe. If she At 10th level, the fang of Lolrh's spider limbs grow long
spiderweb medallion. When the uses a full attack action, she can make and sturdy enough to propel her forward. If she dt>vores
chain is used to wrap the fang normal weapon attacks and use her bite as two of her spider legs entirely to locomotion, her land
scarab around the juncture of a a secondary natural attack at the standard and climb speeds each increase by 20 feet.
monstrous spider's cephalo- -S penalry. Vermin Type (Ex): Ar 10th level, the fang of Lolrh's
thorax (head) and abdomen, Climb Speed 20 Feet (Ex): At 4th l<.>vel, creature type changes to vermin, though she retains her
the creature can hear Lolth 's the fang of Lolrh can climb walls and ceil- previous Imelligencl' score, Hit Die type, and abilitic .... As
dark whispers in its subcon· ings at a speed of 20 feet, just like the a vermin, she becomes immune to minJ-inOuencing
scious. This gives it an instinc· monstrous spider she's slowly lwrnming. effects (charms, compulsions, phantasms, patterns, and
tive knowledge of what the next This ability grants her a +8 racial bonus on morale effects).
moment will bring, which man· Climb checks. Physical Changes: With each fang of Lolrh level she
ifests as a +l insight bonus on Natural Armor: At 6th level, the charac- attains, the ch:iracter's bodv undergoes a metamorpho-
attack rolls. ter's skin toughens, granting her a +2 natural sis. With the exception of the unhinged pw and the
Because the fang scarab is annor bonus. At 10th level, her skin hardens extra spidt>r limbs (both of which allow special Jttacks
designed for spiders, it's not into a chitinous carapace, increasing her as detailed abo\•e), all these changes are merely cosmetic,
useful to most adventurers. A natural armor bonus to +4. bur they arc permanent. These spiderlike features do
nonsp1der can make a fang Spider Vision (Ex): At 6th lcvrl, the fang not alter the fang of Lolth's Charisma score or inu•rper-
scarab function with a success- of Lolth gains increased visual acuity in the sonal skills, but the D.M may choose to impose a
fu I Use Magic Device check form of a ·-4 competence bonus on both Spot circumstance p(•nalty on any checks involvmg int1.•rac-
(DC 25), but this a lso fuses it <md Search checks. She also gains <larkvision tion with creatures that find such changes frightening.
with a range of 60 feet. If she already has A clever fang of lolth may avoid this issue by wearing a
permanently to its user's neck,
near the throat. Nothing short
darkvision as a class feature or racial ability, hat of d1sg11rse or employing some other magic that alters
the ranges Jo not stack. her appearance.
of the wearer's death can then
Summott Swann (Sp): Three times a day, a
remove it.
fang of Lolth of 7th level or higher can
Though the fang scarab
summon and direct an army of normal OUTLAW OF THE
grants its wearer the same
attack bonus that it would to a
spiders to do her bidding. This ability works CRIMSON ROAD
exactly like a mmmon sw1mn spell cast by a Ifs often said that you don't choose the crimson road, 1t
spider, it also initiates a ter-
druid of a level equal to the character's fang chooses you. "The crimson road" is how folklore often
rible metamorphosis that
of Lolth level, except that the swarm is refers to the outlaw's life because it is bloody and danger-
changes the wearer into a half- always composed of spiders. The fang of ous. But while you may come to outlawry through no
spider abomination over time. Lolth can spend a move-eqmvalent action fault of your own, most outlaws unquestionably bnng
When the scarab first attaches to direct the swarm, which moves at a speed that fare upon themselves.
itself, the wearer's canine of 30 fccr The outlaw of the crimson road is totally cut off from
teeth enlarge, and coarse Spider Limbs (Ex): At 9th level. the normal society. Anyon~ is free to kill him wtthout le~al
black hair appears on the back fang of Lolth actually grows two more pairs reprisal, for a writ of outlawry has already revoked his
of her neck. No further changes of limbs, which emerge from her back or rights to rrial and due process. Whether or not he's
occur until she attains levels the sides of her torso when needed and are truly guilty of the crimes attributed to him, therc"s a
in the fang of Lolth prestige fully n.•rractable. Extending or retr;icting reward for putting his head on a pike or hanging him
class (see Physical Changes, the spider limbs is a move-equivalent anion at a crossro:ids.
at right). that does nor provoke a1tacks of opportu- An outlaw of tht· crimson road might be a foiled
Caster Level: 5th; Prerequi· nity. The fang of Lolrh's spider legs are revolutionary, a loyol supporter of some depose<l rnler,
sites: Craft Wondrous Item, div· tipped with simple claws that can hold or merely an ordinary individual who angered the
ination; Market Price: 3,500 gp; weapons and other items normally, though wrong person at the wrong time. With a scntl'nce of
Weight~-. the}' are incapable of the fine manipulation death hanging over his head, he has taken to living
required for spellcasting or using DextNity- ourside society's laws, robb111g all who pass excepr
based skills ~uch as Open lock and Pick Pocket. those under his special protection (sec The Outlaw's
Despite her extra limbs, the fang ofLo!th is still ltmitl'd Code sidebar).
to one standard action per round. She can, however, Character.., of many classes may find thcmsdves
make a secondary natural arrack with each clawed outlaws, but some take to it better than others. Rogues
spider leg at the standard -5 penalty as part of a full excel at stealth and rangers at woodcraft-both handy
attack action. ller claws deal 1d4 points of d:image if skills for planning ambushes. Bards, on the other band,
she is Medium-size or ld3 points of damag<' if she is rely primarily on their reputations anti the legends
about their exploits to make travelers pare peaceably (Int), Sense Motive (Wis), Spot (Wis), Swim (Str),Tumble
with their good~. A lone monk drummed our of his (Dex), Use M:igic Device (Cha), Use Rope (Dex), and
order could be a highly effective outlaw, as could a Wilderness Lore (Wis). See Chapter 4 of the Playcr·s Hand-
paladm who has fallen afoul of a corrupt administration book for skill descriptions.
and taken to the woods as a final. desperate way of
righting wrongs. Barbarians usually lack the subtlety ro Skill Points at Each Level: 6 +Int modifier.
make a living this way.
Hit Die: d6. Class Features
All the following are class features of the outlaw of the
Requfrements crimson roaJ prestige class.
To become tln outlaw of the crimson road, a character Weapon and Armor Proficiency: An ouclaw of the
must fulCill all the following criteria. crimson road is proficient with simple weapons, one
Base Attack Bonus: +4. martial weapon of choice, and one exotic weapon ([he
Skills: Bluff 5 ranks, Disguise 5 ranks, Gather Infor- nee), as well as with light armor.
mation 5 ranks, Intimidate 5 ranks, Ride 5 ranks. Ambush: During a surprise round, the outlaw can
Feats: Expertise, Improved Initiative. make an attack against any target who hasn'c yet acted.
Special: An appropriate legal authority must pro- If successful, such an attack by a 1st· level outlaw of the
nounce a writ of outlawry upon the character, though he crimson road deals +ld6 points of extra damage. This
need not actually be guilty of any of the crimes named amount increases by + 1 d6 points for every two addi-
therein. In addition, the character must swear to abide by tional outbw levels the attacker ha~. Creatures immune
the Outlaw's CoJe (see sidebar). to sneak attacks (such as undead, constructs, oozes, and
plants) arc likewise not vulnerable to this special
Class SkHls damage. A ranged attack delivers the extra damage only
The class skills for the outlaw of the crimson road (and if the target is within 30 feet. If the charncrer already
rhe key ability for each skill) are Appraise (Int), Balance has the sneak anack ability from a previous class, the
(Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy extra damage for an ambush stacks with his sneak
(Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int}, attack damage, bur only if conditions are also right for a
Gather Informarion (ChaJ. Hide (Dex), Innuendo (Wis), sneak attack.
Inrim1date (Cha}, lntlllt Direction (Wi~). Jump (Str), Life on the Crimson Road: The outlaw has learned
Listen (Wis), Move Silently (Dex), Ride (Dex), Search much from his time on the wrong side of the law. At
CHAPTER I: PRESTIGE CLASSES

TABLE 1-4: THE OUTLAW OF THE CRIMSON ROAD


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
~
1st +O +2 +2 +O Ambush+ ld6
2nd +1 +3 +3 +O Life on the crimson road
3rd +2 +3 +3 +l Ambush +2d6, evasion
4th +3 +4 +4 +1 Fugitive's luck, Leadership
5th +3 +4 +4 +1 Ambush +3d6, life on the crimson road
6th +4 +5 +5 +2 Fugitive's luck, improved evasion
7th +5 +5 t5 +2 Ambush +4d6, ranged disarm
8th +6 +6 +6 +2 Legend
9th +6 +6 +6 +3 Ambush +5d6, fugitive's luck
10th +7 +7 +7 +3 Cheat death

2nd level and again at 5th level, he may take one of the Doing so doesn't provoke an attack of opportunity from
following bonus feats: Alertness, lmproved Disarm, rhe defender unless a normal ranged atrnck would (if
Improved Trip, Mounted Archery, Mounted Combat, rhe outlaw and the target are adjacent, for instance).
Quick Draw, Ride-By Attack, Spirited Regardless of che ranged weapon the outlaw is using, it
Charge, Trample, Weapon Finesse, or Whirl- counts as a one-handed, Medium-size weapon for the
The Outlaw's Code wind Attack. Prerequisites apply normally opposed disarm check. The outlaw cannot lose his own
Each outlaw of the crimson
for chese choices. weapon during such an attempt.
road must choose a group
Evasion: At 3rd level, the outlaw gains the Legend: At 8th level, the character's reputation gains
(subject to the DM's approval) evasion ability (see the Rogue section in him a +4 circumstance bonus on Bluff, Diplomacy,
that is immune to his depreda· Chapter 3 of the Player's Handbook) if he does Gather Information, and Intimidate checks. This bonus
tions. For example, the Pirates nor already have it. applies only when he is interacting openly with others
of Penzance refused to rob Fugitive's Luck: Ac 4th levd, the outlaw who know his reputation, not when he is in disguise or
orphans, while Robin Hood of rhe crimson road gains a +1 luck bonus otherwise unknown to those with whom he is dealing.
spared the poor. Some outlaws on all saving throws and a +2 luck bonus on Furthermore, the outlav.:'s status as a legend counts as
refuse to steal from members Escape Anise checks. These bonuses increase "great prestige" for purposes of acquiring cohorts and
of the opposite sex, of their ro +2 and +4 at 6th level, and to +3 and i 6 at followers with the Leadership feat.
own race, or of the clergy. In 9th level. Cheat Death (Ex): At 10th level, an outlaw of the
return, the group granted this Leadership: Also at 4th level, the outlaw crimson road gains the extraordinary ability to avoid a
immunity idolizes the outlaw gains Leadership as a bonus feat and begins fotal blow. This reflects the difficulty inherent in bring-
and aids him 1n times of dis- to attract a band of like-minded cohorts and ing 1he career of any truly remarkable highwayman Lo
tress. For example, members of followers. These may range from people h<.' its final close. The cheat death ability functions exactly
the chosen group might pro- spared in an earlier encounter (see The like the rogue's defensive roll (see the Rogue section m
vide a hiding place or send pur· Outlaw's Code sidebar) to would-be lieu- Chapter 3 of the Player's Hondbook). except that any
suers in the wrong direction. tenants drawn by his growing reputation source of dam<Jge (including spells and traps) can be
An outlaw who knowingly harms among rhe homeless commoners he pro- avoided, and the ourlaw need not be aware of the atlack
a member of his chosen group tects. Some of these cohorts and followers beforehand. Once per day, he can make a Reflex save
must atone for his misdeeds may join rhe outlaw in his hideout and (DC = damage dealt) to take half damage from an
(see the atonement spell in the operate openly at his side, while others attack, spell, or effect that would otherwise reduce him
Player's Handbook). Until he might help by providing safe houses, alibis, to 0 or fewer hit points. If the effect directed at him
has completed his penance, he supplies, and possibly even cover identities allows a Reflex save for half damage, the outlaw\
loses all class features from when needed. After all, an outlaw who improved evasion ability comes into play as it normallr
the prestige class except for enters a town where there's a price on his would, but improved evasion does not otherwise help
weapon and armor proficiencies. head has a better chance of maintaining his him cheat death.
cover if he has a good disguise and some Of course, an unscrupulous outlaw who knows that
innocent-looking companions. someone is about to storm his hideout might use his
Improved Evasion: At 6th level, the outlaw gains Disguise skill to switch clothes with a flunky. Then all
the improved evasion ability (see the Rogue section in he has to do is feign death from some relatively minor
Chapter 3 of the Player's Handbook) if he does not injury (one that dealt enough damage to kill the flunky)
alrt>ady have it. and make a quiet exit as soon as his "killers" are occupied
Ranged Disarm: At 7th level, the outlaw can use elsewhere Ruses such as this often help to extend an
ranged attacks ro disarm opponents within 30 feet. outlaw's career.
CHAPTER 1: PRESTIGE CLASSES

ROYAL EXPLORER society's review council. Such a report


Keoland monarchs enJOY learning of other lands and should include, at minimum, a detailed map The Minutes of the
cultures, but pressing matters of state often keep them of the area explored, descriptions of native Royal Explorers Society
tied to their throne rooms. So for years, they have spon- flora and faunu, a narrative of encounters Because they're map-intensive
sored crack t<~ams of explorers who travel the length with the area's inhabitants, and a signifi- and hand-scribed, copies of the
and breadth of the world, then return to deliver reports cant relic (preferably magical) brought back Minutes of the Royal Explorers
on faraway wonders. Accordingly, the royal library of for rhe society's museum. Society are rare. Thus, they are
Keoland has the best selection of maps in the world, as terrific finds for characters
well as a fascinating series of Journals known as the Class Skills seeking adventure (and treas·
M11111trs of lltr Royal Explorers Society. The class skills for the royal explorer (and ure). Each bimonthly issue
Because the Mi1111les are often used in geography the key ability for each skill) are Appraise contains at least one lengthy
lessons, many a noblc's child lies awake at night, dream- (Int), Climb (Ser), Craft (Int), Decipher report on a far-off land. typi
ing of climbing mountains along with Ahn Balic or Script (Int), Diplomacy (Cha), Disable cally written as a series of JOUr·
hunting albino dire wolves with Istai Sunblessed. Device (lnt), Gather Information (Cha), nal entries. Relevant maps are
However, the <'ntrance examinations for the Royal Handle Animal (Cha), Intuit Direction included, as is other data col-
Explorers Society are rigorous indeed. 'fo be accepted, (Wis), Jump (Str), Knowledge (geogra- lected during the exploration.
an applicant must not onJy demonstrate a thorough phy) (Int), Listen (Wis), Profession (Wis), Shorter reports on explorations
knowledge of geography and possess impeccable carto- Speak Language {None), Ride (Dex), Search in progress appear in a sepa-
graphic skills, but also impress the society's admissions (Int), Sense Motive (Wis), Spot (Wis), rate "Correspondence from
committee with verifiable tales of a particularly note- Swim (StrJ, Use Magic Device (Cha), Use Afield" section.
worthy exploration. Rope (Dex), and Wilderness Lore (Wis). The most interesting parts of
Academic geographers tend not to survive explo- Sec Chapter 4 of the Player's Handbook for the Minutes, however, are near
rations Ln the w1ld, so most royal explorers are former skill dcscnptions. the back of each issue. The
bards or rogues. Adventurers in the midst of their own "Annotations" sec ti on offers
explorations sometimes encounter NPC royal explor- Skill Points at Each Level: 6 +Int modifier. lively debate as explorers query,
ers, who may either seek advice or offer it. ln addition,
dispute, or praise reports from
many of them hire bands of adventurers co deal with Class Features previous issues. The "Order of
the more dangerous denizens of the areas they're All the following are class features of the the Cautionary Tale" section
exploring. Royal explorers also pay top coin for copies royal explorer prestige class.
always offers a firsthand account
of any map~ adventurers may have made of previously Weapon and Armor Proficiency:
of some misadventure, comic
unexplored regions. The royal explorer gains proficiency with
or tragic, suffered by a royal
Hit Die: dt>. one exotic weapon of choice. He gains no
explorer. The Order of the Cau·
other weapon or armor
tionary Tale isn't a real krnghtly
Requirements proficiencies.
order, of course, but many royal
To become a royal explorer, a charac· Bonus Lan-
explorers take a curious pride
ter must fulfill all the following --~guage: At 1st
criteria. - level and each in attaining membership. After
Skills: Decipher Script 5 odd-n um be red all, an explorer has to survive to
ranks, Intuit D1recnon 8 royal explorer tell a cautionary tale....
ranks, Profession (cartog- level thereafter,
rapher) 8 ranks, Wil- the character gains one bo-
derness Lore 5 ranks. nus language of choice from
Feats: Alertness, Table 4-6 in the Player's
Endurance. Hand hook.
Special: Explorer Lore: A royal
The charnc- explorer has a chance to
ter must be ad know almost anything,
mitted to the either from his own
Royal Explor- ,,
1
7_;, experience or from
ers Society. ~- the tales of fellow
This requires "'or--.~-.~~ explorers. This abil-
fulfilling all ~~ ity functions exactly
the require· - '/. .. I "(_A-:_ like bardic knowledge
ments listed ~ Ni~
--~~-:::] (see the Bard section in
above and also s- ~~~:t Chapter 3 ofthe Player's r rand-
submitting a verifiable · ,...._~ ~~ ~·- 1 book). except chat the check
~-
report of a significant exploration to th~ ""5 ~-...... modifier equals the character's
CHAPTER I: PRESTIGE CLASSES

TABLE 1-5: THE ROYAL EXPLORER


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +O +2 +2 +O Bonus language, explorer lore
2nd +1 +3 +3 +O Explorer check (Diplomacy), Track
3rd +2 +3 +3 +1 Bonus language, brave
4th +3 +4 +4 +1 Explorer check (Sense Motive)
5th +3 +4 +4 +1 Bonus language, Search bonus
6th +4 +5 +5 +2 Explorer check (Gather Information), never lost
7th +5 +5 +5 +2 Bonus language, skill mastery
8th +6 +6 +6 +2 Explorer check (Disable Device)
9th +6 +6 +6 +3 Bonus language, fearless
10th +7 +7 +7 +3 Explorer check (Use Magic Device)

royal explorer level + his Tntelligence modifier. Bard public scrutiny. To allay suspicions, she often maintains a
levels stack with royal explorer levels for the purpose of cover identity by pretending to be a member of some
determining this modifier. other character class-typically the one in which she
Explorer Check: The royal explorer makes a Knowl- began her career.
edge (geography) check (DC 15) once per month or whe11- Spymasters are rarely popular, but as long as nation
ever he travels Lo a new culture. Success means he can use distrusts nation, there will be work for those who can
his knowledge ofthe culture he is visiting to his advantage, gather information that others wish to keep hidden.
gaining a +4 circumstance bonus on certain skill checks. At Many a niler who publicly claims to abhor spymasLers
2nd level, this bonus applies only to Diplomacy checks. For secretly employs a stable of them, if only to protect his
every two royal explorer levels thereafter, the bonus also own secrets from the spymasters of other nations. The
applies to one additional skill, as shown on Table 1- 5. He secrecy inherent in Lhe profession and its high fatality
reLains these circumstance bonuses until his next Knowl- rate make it impossible to determine how many
edge (geogrnphy) check. For particularly isolated or far-off spymasters are acLive in a setting at any given time.
cultures, the DM can raise the DC of the Knowledge (geog- Rogues make excellent spymasters because of their
raphy) check to 20 or higher. generous skill allotments and their propensity for stealth.
Track: At 2nd level, the royal explorer gains Track as a Likewise, rangers have an edge when operating as spy-
bonus feat. masters in outdoor smroundings. In truth, however, char-
Brave: A royal explorer of 3rd level or higher gains a +4 acters of any class may become spymasters- the more
morale bonus on Will saves against fear effects. unlikely the combinaLion may seem, the better the cover
Search Bonus: AL 5Lh level, a royal explorer gains a +2 it provides. Some wizards and sorcerers use their spell-
competence bonus on Search and Wilderness Lore craft as a cover for subterfuge, and some barbarians are
checks made to find a path, including checks for secret far more subLle than they may seem. Spymasters may
doors and for following tracks. also be of any alignment. They range from self-serving
Never Lost: A royal explorer of 6th level or higher information brokers who sell their services to the high-
automatically succeeds at Wilderness Lore and Intuit est bidder to high-minded moles who penetrate and
DirecLion checks made to avoid being lost, and maze destroy corrupt organizations.
spells don'L atiect him. It's important for spymasters to keep personal emotions
Skill Mastery: At 7th level and higher, a royal explorer distinct from professional attachments. They must be
can use his skills reliably even under adverse conditions. ready ro liquidaLc even someone close to them without a
When he first qualifies for this ability, select a number of moment's thought if so ordered. Betrayal is their business,
skills equal to 3 +his lntelligence modifier for mastery. and their loyalty is always to their mission, not to the
When making a check wirh one of these skills, the char- people encountered while carrying that mission out.
acter may take 10 even if sttess and distractions would Occasionally, spymasLers find it expedient to infiltrate
normally prevent him from doing so. adventuring parries heading for the area where the real
Fearless (Ex): A royal explorer of 9th level or higber is mission lies.
immune to fear effects. Hit Die: ds.

Requirements
SPYMASTER To become a spymasrcr, a character must fulfill all the
Some adventurers glory in their reputations- the wider following criLeria.
their exploits are known, the happier they are. By contrast, Base Attack Bonus: +5.
the spymasLer prefers to avoid attention. Sbe does her Skills: Bluff 5 ranks, Gather Information 5 ranks,
work quietly and in p1ivate, keeping well away from Innuendo 5 ranks.
CHAPTER I: PRESTIGE CLASSES

Feat: Skill Focus (Bluff). opponents to underestimate the spymaster until it is too
Special: The character must have 5 ranks in each of late. Al 1q lrvel, a spy.master establishes one specific
two skiUs from the following list: D1plomacy, Disguise, cover identity (such as Murek the tailor from .Sumber-
Forgery, and Sense Motive. ton). While operating in that identity, she gains a +4
circumstance bonus on Disguise checks und a +2 circum-
Class SkHls stance bonu~ on Bluff and Gather Information checks. At
The spymaster's class skills (and tbe key ability for each 4rh levd and again at 7th level. the spymastt•r can main-
skill) arc Appraise I Int), Balance (Dex), Bluff (Cha), tain one additional cover idenriry that provides the same
Climb IStr '• Decipher Script (Int), Diplomacy (Cha), circumstance bonuses as the first.
Disable Device (Int), Disguise (Cha), Escape Artist Should the spymasrer wish to "retire~ a cover identiry
(Dex), Forgery (Int), Cather Information (Cha), Hide and develop a new one, she must spend one week rigor-
(Dex), Innuendo (Wis), lntim1date (Cha;, Jump (Str), ously practicing subtle vocal intonations and body
Listen (Wis), Move Silently (Dex), Open Lock (Dex), language bt•fore she earns the bonuses. Cover identi-
Pick Pockt•t (Dex), Read Lips (Int), Scry (lnr), Search ties do nor in themselves provide th(' spymaster with
(Int), .Senst• Motive (Wis), Speak Language, Spot (Wis), additional skills, proficiencies, or class features that
Swim (Str),Tumble (Dex), Use Magic Device (Cha), and ochers might expecr of the
Use Rope~ Dex) Sec Chapter 4 of the Piaya·~ .Handbook professions pretended,
for skill descnpuons ; though required ranks
J. (sec below} can bolster

Skill Points at Each skills in the chosen


mod1f1er. areas. l lowever, the
spymaster must be
Class Features carefu I to choose
All the following are identities that can
class features of the withstand regular
spymastcr prestige _ / scrutiny.
class. 'wrf/ I Required Ranks:
Weapon and Ax- A spymaster makes it
mor Proficiency: a point to know what
J\ spymasll'r b she's doing while she's
proficient with pretending to be someone
light and medium else. At C\'ery spymaster level,
armor and with all " she must spend at least two skill
simple and martial points on a Craft, Profession, or
weapons. Knowledge skill relating to
Cover Identity: A typi- one of her chosen rnver iden-
cal spymaster wishes to keep
her true profession secret, so
she pretends to be a simple L
rogue, ranger, or the like.
In addition to allaying her spymaster gains the
companions' suspicions, main- sneak attack ability (see
taining a cover identity also leads 1...1....- - the Rogue section in

TABLE 1-6: THE SPYMASTER


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +0 +O ·2 +2 Cover identity, required ranks, sneak attack+1d6
2nd +1 +O +3 +3 Required ranks, undetectable alignment
3rd +2 +1 +3 +3 Quick change, required ranks, uncanny dodge (Dex bonus to AC)
4th +3 +1 +4 +4 Cover identity, required ranks, sneak attack +2d6
Sth +3 +1 +4 +4 Required ranks, slippery mind, spot scrying
6th +4 +2 +S +S Required ranks, uncanny dodge (can't be flanked)
7th +S +2 +S +S Cover identity, required ranks, sneak attack +3d6
8th +6 +2 +6 +6 Deep cover, hear subharmonics, required ranks
9th +6 +3 ·6 +6 Detection damper, reactive body language, required ranks
10th +7 +3 +7 +7 Mind blank, required ranks
CHAPTER 1: PRESTIGE CLASSES

Chapter 3 of the Player's Handbook) ac 1st level if she does weaker than they normally would. For example, a strong
not already have it. She gains +1d6 damage with this aura becomes faint, and faint or dim auras become com-
attack initiaUy, but this rises to +2d6 at 4th level and to pletely undetectable.
+3d6 at 7th level. lf she already has the sneak attack abil- Reactive Body Language (Ex): Also at 9th level, the
ity from a previous class, the damage bonuses stack. spymaster learns the silent language of subconscious
Undetectable Alignment (Ex): The web of different body movements. By mimicking the body language of
identities and agendas inside the spymascer's mind makes those with whom she intetacts, she gains a +2 insight
it impossible to detect her alignment via any form of bonus on Bluff and Disguise checks.
divination once she reaches 2nd level. This ability func- Mind Blank (Sp): At 1 Oth level, the spymaster can
tions exactly like an undelectable alignment spell, except become immune to all mind-affecting spells and divina-
that it is always active. Only divinations are confounded; tions by rigorously silencing her mind. Using mind blank
spells that function only against certain alignments, is a standard action, and the spy master can do it a number
such as protection from evil and hol.y smite, affect the spy- of times per day equal to 3 + her Intelligence modifier.
master normaUy. This ability works exactly like a mind blank spell cast by a
Quick Change (Ex): By 3rd level, the spymaster has 15th-level sorcerer, except that it affects the spymaster
become adept at quickly switching from one identity to only and its duration is 10 minutes.
another. She now can don a disguise in one-tenth the nor-
mal time (1d3 minutes) and put on or take off armor in
one-half the normal time.
TEMPLE RAIDER
Uncanny Dodge (Ex): Also at 3rd level, the spy- OF OLIDAMMARA
master gains the uncanny dodge abiliry (see the Rogue Olidammara's worshipers don't have many temples of
section in Chapter 3 of the Player's Handbook) if she did their own, but some of them spend a great deal of time in
not already have it. She gains additional benefits of this the temples of other deities- robbing them of every
ability as her spymaster level increases (see Table 1-6 on valuable that's even remotely portable. The temple
page 15). If she already had uncanny dodge from one or raiders are an eHte cadre of thieves who worship the
more previous classes, levels of those classes stack with Laughing Rogue and specialize in stealing valuables and
spymaster levels for the purpose of determining the secret lore from the temples of other deities. Few enter-
benefits, but she continues to progress in the abiliry prises are as dangerous as breaking into a temple, so
along whichever track she was originally using for it. olidammara grants limited spellcasting abilities to
For example, if a rogue becomes a spymaster, add temple raiders in his service.
together her levels of spymaster and rogue, then refer to Temple raiders usually work in small teams, using
Table 3-t 5: The Rogue in che Player's Handbook to deter- stealth, disguise, or magic to infiltrate a rival temple
mine the benefits of uncanny dodge at her new, secretly. Once inside, rhey plunder the treasury, steal reli-
combined level. gious relics, and abscond with any secrets the clerics of
Slippery Mind (Ex): At 5th level, the spymaster the rival temple cared to write down. If all goes well, they
gains the slippery mind ability (see the Rogue section slip out um1oticed, but they're not above fighting their
in Chapter 3 of the Player's Handbook) if she does not way to freedom. They know that the penalty for stealing
already have it. from a temple is usually death, so they're quick to draw
Spot Scrying (Ex): Also at 5th level, the spymaster blades when capcure seems imminent.
notices the magical sensor created by arcane eye, scrying, Temple raiders arc always listening for news of great
a crystal ball, or the like with a successful Spot check riches or dark secrets at the temples of other deities,
(DC 20). and they eagerly chase down rumors of hidden shrines
Deep Cover (Ex): At 8th level, the spymaster can and half-buried temples from bygone ages. However,
quiet her mind and completely immerse herself in her they typically have plenty of time between raids for
cover identity at will. While she is in deep cover, divina- normal adventuring, which they undertake frequently
tion spells detect only information appropriate for her with their deity's blessing. After all, dungeon adventur-
cover identity; they reveal nothing relating to her spy- ing hones the skills that the temple raider needs for
master persona. special missions-such as liberating the war-booty that
Hear Subharmonics: Also at 8th level, the spymaster the clerics of St. Cuthbert's temple are now bringing
can determine the true motives of others by listening home for safekeeping.
carefully to the subtle inflections of their voices. Her ears Clerics who venerate other deities consider temple
are so well trained that she gains a +3 insight bonus on raiders a menace, so most of the latter pose as rogues,
Sense Motive checks. bards, or even clerics of Olidammara instead. Rogues
Detection Damper (Su): At 9th level, the spymaster and bards usually have the skills a temple raider
can subconsciously create interference that hampers needs, whereas only a few rare clerics-even those of
detect magic spells. The aura strengths for all magic items Olidammara- can pick a lock or sabotage a trap well
she holds, carries, or wears register as two categories enough to meet the temple raiders' standards. Player
CHAPTER I: PRESTIGE CLASSES

c}.iaracters may encounter SkiU Points ac Each


NPC temple raiders fleeing Level: 4 +Int modifier.
from town wich their latt•st
victims on their heels, or in Class Features
the midst of planning a raid. All the following are class
Hit Die: d6. features of the temple
raider of Olidammara pres-
Requj rements tige class.
To quahly as a temple raider Weapon and Armor
of Olidammara, a character Proficiency: A temple
must fulfill all the following raider is proficient with all

~
criteria. simple weapons and with
Alignment: Any chaotic the rapier. In addition, he is
Base Attack Bonus: +S. l'D,'H1f.l.Wllil1DH proficient with both light
Skills: Disable Device 4
ranks, Open Lock 4 ranks,
Search 8 ranks. I~
/, 1-

, '/J
. 11 and medium armor.

~i/, Traps: At 1st level, a


temple raider gains the traps
Special: The charac- l,1 'li' l,t ability (see the Rogue section
ter must worship Olidam j/,'~~ '''(//J in Chapter 3 of the Player's
/!;A// I/ ,~;'1/ lla1'.dbool<)ifhedoesnotalready
mara and be invited to join
the ranks of the temple
raiders by ar least three
, lj.
1(i .1' I!/
1
1 /j 1 f have It.
Spells: A temple raider can cast
current members of that 1llrii~ r I /, I a small number of divine spells. His
prescige class. ~ spells are based on Wisdom, so casting
I any given spell requires a Wisdom score
Class SkHls _... of at least 10 + the spell's level. The DC for saving
The temple raider's class ~-~ throws against these spells is 10 +spell level+ the
skills (and the key ability .~I temple raider's Wisdom modifier. When the table
for each skill) are Appraise -. ·. ~i n<lica tes that the temple raider is en tilled to O spells
(Int), Clunb (Str), Craft (Int), ~' of a given level (such as 0 1st-level spells at 1st level),
Disable Device (Int), I li<le ,p he gets only those bonus <>pells that his Wisdom
( Dex), Jump (Str ), Li seen score allows.
(Wis), Move Silently (Dex), ~ ~~ ' -~Like a cleric, a temple raider can prepare
Open Lock (Dex), Search ~~ ne domain spell at each spell level in addi-
(Inc), Spot (Wis), Tumble (Dex), ' \ ;:'. tion to his regular allotment. Atthe time he
Use Magic Device (Cha), and Use "- ~ · becomes a temple raider, the character
Rope (Dex). See Chapter 4 of the ' \.', . · must choose two domains from the
Playa's Handbook for skill descriptions. '\;.' ~ ' three over which Olidammara holds

TABLE 1-7: THE TEMPLE RAIDER OF 0LIDAMMARA


\
Class Base Fort Ref Will - - S p ells per Day*- -
Level Attack Bonus Save Save Save Special 1st 2nd 3rd 4th
l st +O +0 +2 +2 Traps 0+1
2nd +l +0 +3 +3 Sneak attack +ld6 1+1
3rd +2 t 1 +3 +3 Uncanny dodge 1+ 1 0+1
(De~ bonus to AC)
4th +3 +1 +4 +4 Save bonus + l 1+1 1+1
5th +3 ~1 +4 +4 Sneak attack +2d6 l+l 1+1 0+1
6th +4 +2 +5 +5 Uncanny dodge 1+1 1+1 1+ 1
(can't be flanked)
7th +5 +2 +5 +5 Save bonus +2 2+1 1+1 1+1 0+1
8th +6 +2 +6 +6 Sneak attack +3d6 2+1 1+ 1 l+l 1+1
9th +6 +3 +6 +6 Uncanny dodge 2+1 2+1 1+1 1+1
(+ 1 aga,nst traps)
10th +7 .3 +7 +7 Save bonus +3 2+1 2+1 2+1 1+1
*In addition to the stated number of spells per day for 1st- through 4th-level spells, a temple raider gets a domain spell for each
spell level The"+ l" on this list represents that. These spells are in addition to any bonus spells for having a high Wisdom.
CHAPTER I: PRESTIGE CLASSES

bonus on all saving throws. This bonus tises from +1 at


4th level to +2 at 7th level to +3 at toth level.

Temple Rajder Spell List


Temple raiders choose their spells from the following list:
1st Level-cure light wounds, detect chaos, detect evil,
detecL good, detect law, deteci secret doors, end tire elements,
entropic shield, inflict light wounds, invisibility to undead,
obscuring misi, protection from evil, protection from good,
protection from law, random action, remove fea1; sanctuary,
shield of faith, spider climb.
2nd Level-augury, cat's grace, cure moderate wounds,
darkness, darkvision, delay poison, fog cloud, hold person,
inflict moderate wounds, knock, lesser restomtion, misdirec-
tion, resist elements, silence, undetectable aligmnent.
3rd Level-hlmdness/deafness, cure serious wounds,
dispel magic, inflict serious wounds, locate object, mag1e circle
against evil, magic circle against good, magic circle agairist law,
magtc vestment, negative energy protection, protection from
~~!~~~~~~=~elements, remove curse.
Ill 4-th Level-air walk, cure crrtrcal wo1111ds, freedom
of movement, mfhct critical wounds, n.eutralrze poison,
sway (Chaos, Luck, and Trickery). He thus has access to restoration, spell immunity.
two domain spells at each spell level and may prepare one
or the other each day in his domain spell slot.
A temple raider must spend 1 hour each night in quiet THIEF-ACROBAT
contemplation and supplication to Olidammara to regain Like any large guild, a thieves' guild has many specialists
his daily allotment of spells. Time spent resting has no '-'<ithin its ranks-pickpockets, burglars, swindlers, and
effect on whether he can prepare spells. even highway robbers. None of these, however, have rhe
Unlike clerics, temple raiders do not channel energy to prestige of a thief-acrobat-the superlative second-story
turn or rebuke undead, nor can they spontaneously cast burglar who is infamous for daring escapades across the
cure or inflict spells. They also gain no granted powers for city's rooftops.
their domains. The thief-acrobat excels at getting into and out of
Sneak Attack: The temple raider gains the sneak places no one else can. If every street-level entrance to the
attack ability (see the Rogue section in Chapter 3 of the Jewelers' Gui.ldhouse is locked and well guarded, the
Player's Handbook) at 2nd level if he does not already thief-acrobat simply jumps atop the building from the
have it. He gains +1d6 damage with thi.s attack initially, roof ofa nearby inn, throws a grappling hook to the high-
and this rises by +1d6 per three temple raider levels est minaret, runs up the attached rope to a shuttered
thereafter. If he already has the sneak attack ability from window, and quickly picks the lock. Should her escape go
a previous class, the damage bonuses stack. awry once she bas the goods, her gymnastic combat style
Uncanny Dodge (Ex): At 3rd level, the temple raider keeps her out of harm's way.
gains the uncanny dodge ability (see the Rogue section Most thief-acrobats began as rogues and worked their
in Chapter 3 of the Player's Handbook) if he did not way up through the guild's ranks. Members of other
already have it. He gains additional benefits of this abi.1- classes- particularly the barbarian and illusionist-
ity as his temple raider level increases (see Table 1- 7). If often find the acrobatics and climbing skills of the thief-
he already had uncanny dodge from one ot more previ- acrobat prestige class quite attractive as well.
ous classes, levels of those classes stack with temple Adventuring parties often encounter an NPC thief-
raider levels for the purpose of determining the bene- acrobat in the midst of some crime. Sometimes, however,
fits, but be continues to progress in the ability along a thief-acrobat hires adventurers to help with particu·
whichever track he was originally using for it. For larly dangerous capers, or even to create di.versions while
example, if a rogue becomes a temple raider, add she works.
together his levels of temple raider and rogue, then HitDie:d6.
refer to Table 3- 15: The Rogue in the Player's Handbook
to determine the benefits of uncanny dodge at his new, Requirements
combined level. To become a thief-acrobat, a character must fulfill all the
Save Bonus: A little bit of Olidammara's luck has following criteria.
rubbed off on the temple raider in the form of a luck Alignment: Any nonlawful
CHAPTER l: PRESTIGE CLASSES

_Skills: Balance 8 ranks, Climb 8 ranks, Jump B ranks,


Tumble 8 ranks.
Special: The character muse have the evasion ability
and be a member in good standing of the local thieves'
guild.

Class SkHls
The thief-acrobat's class skills (and the key ability for each
skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft
(Wis), Disable Device (Int), Escape Artist (Dex), Hide
(Dex), Innuendo (Wis), Jump (Srr), Move Silently (Dex),
Open Lock (Dex), Perform (Cha), Search (Int), Tumble
(Dex), and Use Rope (Dex). See Chapter 4 of the Player's
Handbook for skill descriptions.

Skill Points at Each level: 6 +Int modifier.

Class Features
All che following are class fearures of the thief-acrobat
presrige class.
Weapon and Armor Proficiency: Thief-acrobats are
proficient with all simple weapons. With the exception of
sneak attacks, the thief-acrobat cannot use any of her class
features while wearing am1or bulkier than light.
Kip Up (Ex): A thief-acrobat can stand up from a prone
position as a free action.
Unbounded Leap (Ex): A thief-acrobat's height does
not limit her jumping distance (horizontal or vertical).
Fast .Balance (Ex): At 2nd level, the thief-acrobat gains
the ability to balance easily on a precarious surface. A
successful Balance check (for DCs, see the Balance skill
description in Chapter 4 of the Player's Handbook) allows
her to move her speed rather than half her speed under
such conditions.
Improved Trip: Ar 2nd level, the thief-acrobat gains
Improved Trip as a bonus feat, even if she does not have
the Expertise feat prerequisite.
Improved Evasion (Ex): At 3rd level, the thief-acrobat
gains improved evasion (sec the Rogue section in Chapter
3 of the Player's Handbook) if she does not already have it.
Slow Fall (Ex): At 3rd level, the thief-acrobat also gains
the slow fall ability (see the Monk section in Chapter 3 of
the Player's Handbook). Initially, she takes falling damage
as though each fall were 20 feet shorter than it actually is.
The falling distance that she can ignore increases by 10
feer for every three thief-acrobat levels she gains. If the
character already has rhe slow fall ability from a previous
class, the distances do nor stack.
Defensive Fighting .Bonus: The fact that the thief-
acrobat is perpetually whirling and spinning makes her a
difficult target to hit When fighting defensively, she
gains a +4 dodge bonus to AC rather than the normal +2
bonus or the +3 bonus for having 5 or more ranks in
Tumble. When executing the total defense standard
action, she gains a +8 dodge bonus to AC rather than the
usual +4 bonus or the +6 bonus for having 5 or more
ranks in Tumble.
CHAPTER I: PRESTIGE CLASSES

TABLE 1-8: THE THIEF-ACROBAT


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special
l st +O +O +2 +O Kip up, unbounded leap
2nd +l +O +3 +O Fast balance, Improved Trip
3rd +2 +l +3 +l Improved evasion, slow fall (20 ft.)
4th +3 +l +4 +l Defensive fighting bonus, sneak attack+ 1d6
5th +3 +l +4 +l Cartwheel charge, fast climb
6th +4 +2 +S +2 Prone defense, slow fall (30 ft.)
7th +5 +2 +S +2 Defensive roll
8th +6 +2 +6 +2 Move anywhere
9th +6 +3 +6 +3 Slow fall (40 ft.), sneak attack +2d6
10th +7 +3 +7 +3 Fight anywhere

Sneak Attack: The thief-acrobat gains the sneak on a precarious surface or climbing. In either case, she
attack ability (see the Rogue section in Chapter 3 of the moves her speed with each move-equivalent action
Player's Handbook) ar 4th level if she does not already and can even run if desired, as long as she does so in a
have iL She gains +1 d6 damage with this attack initially, straight line. Furthermore, she can take lO on all
but this rises to +2d6 al 9th level. If she already has the Climb and Balance checks unless she's engaged in
sneak attack ability from a previous class, the damage mclee combat.
bonuses stack. Fight Anywhere (Ex): By 10th level, the thief-acro-
Cartwheel Charge: By somersaulting and cart- bat can fight normally even while climbing or balanc-
wheeling in a straight line toward a foe 1 O feet or more ing on something. This means, for example, that a thief-
away, the thief-acrobat of at least 5th level can make an acrobat could climb a few steps up a nearby wall to earn
unusual charge attack, gaining rhe standard +2 bonus on the attack bonus for higher ground while engaged in
attack rolls and -2 penalty co AC for a charge. Executing melee. She must, however, keep at least one hand free
the cartwheel charge requires a Tumble check (DC 20). to climb.
Success means that the thief-acrobat deals sneak attack
damage to her target on a successful hit; failure means she
achieves the normal results of a charge but does not get VIGILANTE
sneak attack damage. One vigilante may have suffered personally at the hands
Fast Climb (Ex): By 5th level, the thief-acrobat is an of criminals and be bent on revenge. Another might have
expert at climbing. A successful Climb check allows lost loved ones to knives in a dark alleyway. Still another
her to move her full speed rather than half her speed in could be atoning for the time he himself spent on the
any situation that would wrong side of the law. Whatever the cause, a vigilante has
normally require such a a burning desire
check. Fast climb counts to solve crimes
as a miscellaneous fulJ- and bring crim-
round action. inals to justice.
Prone Defense: By
6th level, the thief-acro-
bat is accustomed to
rolling and spinning on
the ground. Opponents
who attack her while she's
prone don't ger the +4
attack bonus that they ordi-
narily would receive.
Defensive Roll: ---...i
At 7th level, the thief_""="i==;=;;::::==~
acrobat gains the defen-
sive rolJ ability (see the
Rogue section in Chapter 3
of the Player's Handbook) if she
does not already have it.
Move Anywhere (Ex): By 8th level,
a thief-acrobat can move normally even while balancing
TABLE 1-9: THE VIGILANTE
Class Base Fort Ref Will --Spells per Day--
Level Attack Bonus Save Save Save Special 1st 2nd 3rd 4th
l st ·O -0 +2 +2 Detect evil 0
2nd +l +0 +3 +3 Search for dues,
streetwise +2
3rd +2 +1 +3 +3 Incredible luck l /day 0
4th +3 +l +4 +4 Streetwise +4, Shadow
5th +3 +l +4 +4 Punish the guilty 1/day 1 0
6th +4 +2 +5 +5 Streetwise +6 2
7th +S +2 +S +5 Incredible luck 2/day, 2 0
punish the guilty 2/day
8th +6 +2 +6 +6 Streetwise +8 2 2
9th 16 +3 +6 +6 Slippery mind 2 2 2
10th ~7 +3 +7 +7 Punish the guilty 3/day 3 2 2 2

The vigilante combines magical and mundane investiga- Class Features


tive techniques to assess a crime scene. He's adept at finding All the following arc class features of the vigilante pres-
out "the word on the street" about a crime, analyzing clues, tige class.
and identifying likely suspects. Once he's on the trail. he Weapon and Armor Proficiency: Vigilantes are
relentlessly tails, apprt>ht.>nds, and interrogates a suspeet proficient w1th all simple and marrial weapons, plus che
until the truth comes out. One vigilante could work for net. They gain no new armor proficiencies.
the local ruler or the city guard, but another might be an Spells: Beginning at lst level, a vigilance can cast
independent detective-for-hire. A third might even take arcane spells just as a sorcerer does. To case a particular
to the streets by night to stop crimes in progress-or keep spell. the vigilante must have a Charisma score of at least
would-be criminals from striking in the first place. 10 + the spell's level. The character gains bonus spells
A bard or rogue can pick up the variety of skills a vigi- based on his Charisma score, and the DC for the saving
lante needs very quickly. Rangcrs also tend to find the throws against his spells is 10 + rhe spell's level+ rhe vigi-
class appealing, for it allows them to engage in urban lante's Charisma modifier. Like a sorcerer, a vigilante
hunts with criminals as tht.>ir prey. need not prepare his spells ahead of time.
An NPC vigilante might turn up just in time co save the Detect Evil (Sp): Once per day per vigilante level, the char-
player characters from becoming crime victims them- acter can detecl evil just as a paladin does (see the Paladin
selves. However, if they break the law on a vigilante's section in Chapter 3 of the Player·~ Handbook).
home turf, the heroes may find themselves under his Search for Clues: A vigilante of 2nd level or higher
unwelcome scrutiny. who merely passes within 5 feet of a clue to a crime is
HitDie:d6. entitled to a Search check to notice it as if he were
actively looking for it. The vigilante must be aware that a
Requirements crime has occurred, but 11eed not know che specifics. The
To qualify as a vigilante, a character must fulfill all the clue cannot be more than a week old.
following critena. Streetwise: Select one city to be the vigilante's
Alignment: Any nonevil. "home turf." While in that city, he gains a circumstance
llase Attack Bonus: +4. bom1s on lnnuendo and Gather Information checks.
Skills: Gather Information 8 ranks, Intimidate 8 ranks, This bonus is initially r2 at 2nd level, bur it increases
Search 8 ranks, Sense Motive 8 ranks.
Feat: Alertness. TABLE 1-10: VIGILANTE SPELLS KNOWN
Vigilante
Class Skills Level 1st 2nd 3rd 4th
The vigilantes class skills (and the key ability for each 1st 2
skill) are Balance (Dex), Climb (Str), Craft (Wis), Disable 2nd 2
Device (Int), Disguise (Cha), Escape Artist (Dex), Hide 3rd 3
(Dex), Innuendo (Wis), Intimidate (Cha), Jump (Str), 4th 3 2
Move Silently (Dex), Open Lock (Dex). Perform (Cha), Sth 4 2
Search (Int), Sense Motivc (Wis), Tumble (Dex), and 6th 4 3 2
Use Rope (Dex). Sec Chapter 4 in the Player's Handbook 7th 5 3 2
for skill descriptions. 8th 5 4 3 2
9th 5 s 4 2
Skill Points at Each Level: 6 + Int modifier. 10th s s 4 3
CHAPTER I: PRESTIGE CLASSES

with class level as given on Table 1-9. Jf be moves ro Vigilante Spell List
anorher city, he must spend a month gerting acquainted Vigilantes choose their spells from the following list.
with the new area before he ca11 use this ability there. 1st Level-rnu~c fcnr, ch1111ge self, detect magrc, detect secret
Incredible Luck: This ability, available to vigilantes doors, identify, light, obscunng mist.
of 3rd level or higher, allows you to reroll any roll you 2nd Level-dorkvmo11, dayl1ghl, detect thot1ghts, locate
have just made after learning the result but before ir objec~ scare, see invmb1l1ty, zone of truth.
has taken effecr. The rerolled result must be kept. 3rd Level-cla1raud1ence/clairvoyance, discern lie>. dispel
Although this ability is usable more than once per day magic, emotion, m11gu cmle against evil, speak with 1lead,
at higher levels, a vigilante can't use it more than once tongues.
for a given check. 4th Level-arcane t'yt', detect scrying, dm1em101111I cinchor,
Shadow: At 4th level, the vigilante gains Shadow as fear, locate creature, m·ying.
a bonus feat. (See Chapter 2 of this book for this feat's
description.)
Punish the Guilty (Su): If VIRTUOSO
a vigilante of srh level or The roar of the crowd, the praise of spectators after a
higher personally wit- -'~"""'="' great performance, the showers of gifts from
nesses someone com- attractive :idmirers-why would anyone trade all
mitting an action that chat for sleeping in the woods or poking around
the laws of his home in smelly old dungeons? The virtuoso leaves
turf define as a crime, creeping down dark corridor:; and matching
he can attempt to wits against deadly rraps to others. Her place
punish the miscreant. is on the stage, surrounded by adoring
To do so, he makes fans. Forcunately for her, every place
f
one normal attack ,/ r~ ,.. she goes becomes a stage, and as long
Y/. /; '//
and adds his Cha- ~ "",;)'~/ as there's anyone around for her to
risma bonus (if any) ~,.fjf,. impress, she's in the spotlight.
to the attack roll, ~...../ ~ The typical vinuoso is outgoing,
along with any other • ;;· charismatic, and gregarious. She
modifiers that would ~h; loves to be around people
normally apply. If ~ fo-:"' and is quick to win
the attack is success· ~~~ friendswithhercharrn·
'4i' ..
ful, it deals I cxrra
point of damage per
vigilante level. This
special attack must
occur within three
days of the crime;
otherwise the bonuses her pre~ence
no longer apply. Punish Many vinuosos
the guilty is usable are musicians; other~ are
once per day at 5th accomplished dancers or
level, twice per day at actors. Still others choose to
7th level, and three ~- specialize in obscure and unusual
times per day at 10th
level. The vigilante can
use this ability :i~ many
--
~ forms of entertainment, such as stage
- - magic or juggling.
Since entertainers are often on the road, a virtu·
times as desired against the same miscreant and in oso can travel wherever she likes, incorporating as
response to the same incident, as long as all such uses much adventuring into her journeys as she wishes.
occur w1thin the time limit. Should the vigilante mis· Because of her talent for winning admirers, she usually
takenly try to punish someone who is not actually remains above suspicion should anything underhanded
guilty of the crime witnessed, the bonuses do not apply, occur in a place she is visiring on tour.
but the attempt still counts against the number allowed Bards are most often drawn to this prestige class,
per day. although rogues, illusionists, and multiclass combina-
Slippery Mind (Ex): At 9th level, the vigilante gains tions of both can also excel in it. Bards tend ro perform
the slippery mind ability (see the Rogue section. in as musicians or actors, illusionists as stage magicians, and
Chapter 3 of the Player's IIandbook) if he does not rogues as dancers, n1mblers, or sleight-of-hand artists.
already have it. Characters of most other classes are either not ourgoing
CHAPTER I: PRESTIGE CLASSES

TABLE 1-11: THE VIRTUOSO


Class Base Fort Ref Will Spells per Day/
Level Attack Bonus Save Save Save Special Spells Known
1st +O +0 +O +2 Bardic music, virtuoso performance +l level of existing class
{sustaining song)
2nd +l +0 +0 +3 +l level of existing class
3rd +l +l +l +3 Virtuoso performance (calumny) + l level of existing class
4th +2 +l +l +4 Virtuoso performance Garring song) + l level of existing class
5th +2 +l +l -14 Virtuoso performance (sharp note) + 1 level of existing class
6th +3 +2 +2 +S Virtuoso performance (mindbending +1 level of existing class
melody)
7th +3 +2 +2 +S Virtuoso performance (greater +l level of existing class
calumny)
8th +4 +2 +2 +6 Virtuoso performance (magical +1 level of existing class
melody)
9th +4 +3 +3 +6 Virtuoso performance (song of fury) +1 level of existing class
10th +S +3 +3 +7 Virtuoso performance (revealing + 1 level of existing class
melody)

enough to enJOY being virtuosos, or they find other chan- class she has, then determines spells per day, casrer
nels for their exrrovertism. level, and spells known (if formerly a bard or sorcerer)
Hit Die: d6. accordingly. If the character had more than one spell-
casting class before becoming a virtuoso, she must
Requirements decide to which class she adds each level of virtuoso for
To qualify as a virtuoso, a character must fulfill all the purposes of spells per day and spells known.
following criteria. Bardic Music: At 1st level, the virtuoso gains the
Skills: Perform 10 ranks, Intimidate or Diplomacy 6 bardic music ability if she did not already have it from
ranks. a previous class. All the bardic music effects (councer-
Spells: Able to cast 0-level arcane spells (camrips). song, fciscmate, inspire competence, inspire courage,
inspire greacness, and suggestion) become available to
Class Skills her immediately, subject to their usual Perform skill
The virtuoso's class skills (and the key ability for each requirements (see the Bard secuon in Chapter 3 of the
skill) arc Balance (Dex), Bluff (Cha), Concentration Player's Handbook ). Countersong requires either a
(Con), Craft (Wis), Diplomacy (Cha), Disguise (Cha), musical or a poetic performance; all others can be
Escape Artist (Dex), Gather Information (Cha), Intimi- produced with any performance type. Each bardic
date (Cha), Jump (Str), Perform (Cha), Spellcraft (Int), and music effect except suggestion requires one daily use of
Tumble (Dex). See Chapter 4 in the Player's llandbooh for either the virtuoso performance ability (see below) or
skill descriptions. the bardic music ability. Suggestion does not require
any uses, but the subject must first be fasw1atcd.
Skill Point~ at Each Level: 4 + Int modifier. Virtuoso Performance: With an impassioned solil-
oquy or a haunnng melody, rhe virtuoso can create
Class Features magical effects beyond even the capabilities of bardic
All the following are class features of the virtuoso pres- music. Virtuoso performance can be used once per
tige class. virtuoso level per day. If the virtuoso bas bard levels,
Weapon and Armor Proficiency: Virtuosos gain no those stack with virruoso levels to determine uses per
new weapon or armor proficiencies. day. Many virtuoso performance effects require more
Spells per Day/Spells Known: Since the virtuoso than one of the ability's allortcd daily uses Although
often ust•s magic to enhance her performances, it's many of the names refer to musical performances, the
important for her to maintain her magical studies. Thus, virtuoso isn'r actually so limited-for example, an actor
whenever she gains a new virtuoso level, she gains new could perform a "sustaining soliloquy" rarher than a
spells per day and spells known as if she had gained a sustaining song.
level in a ~pellcasting class she belonged to before As with bardic music, the virtuoso can usually fight
adding the prestige class. She does not, however, gain while using this ability but cannot cast spells or acrivare
any other benefit a character of that class would have magic items by either spell completion or command
gained (metamagic or item creation feats, new familiar word. cf the performance forces any target to make a Will
abilities, and so on). This means that she adds her new save, the only other action the virtuoso can take in the
level of virtuoso to the level of some other spellcasting same round is a 5-foor step.
CHAPTER 1: PRESTIGE CLASSES

Sustaining Song: A 1st-level virtuoso with at least 11 mindbending melody requires two daily uses of virtu-
ranks in Perform can sustain her unconscious allies, oso performance and is a spell-like, mind-affecting,
language-dependent, cha1-m ability.
.
II' .
negating their need for stabilization checks during ber
performance. Because they're not making stabilization Greater Calumny (Su): A 7th-level virtuoso with al least
checks, the affected allies are neither stabiliz.ing nor 17 ranks in Perform can whip her audience inlo a frenzy
losing hit points. A sustaining song lasts for 5 minutes or of loathing. Greater calumny functions exactly like
until the virtuoso stops performing, whichever comes calumny, except that the audience's attitude is shifted two
first. Sustaining song is a supernatural ability. categories (indifferent to hostile, for example), and each
Calumny (Su): A 3rd-level virtuoso with at least 13 affected audience member gains a +4 morale bonus on all
ranks in Perform has mastered the fine art of slander and opposed social interaction checks with the targeL. Greater
can deliver a performance that makes a specific character calumny is a supernatural, mind-affecting, language-
or group (class, race, nationality, or the like) appear in dependent ability.
the worst light possible. Each member of the audience Magical Mel.ody (Su): An 8th-level virntoso with al least
must make a Will save with a DC equal to the virtuoso's 18 ranks in Perform can empower allied spcllcasters,
Perform check result. Success negates the calumny raising their effective caster level~ by +1 each for the
effect; failure sh ifts that individual's attitude toward the purposes of spell effects and spell resistance checks. This
target by one category- that is, from friendly to indif- effect lasts as long as the performance does. Magical
ferent, from indifferent to unfriendly, or from melody requires two daily uses of virtuoso performance
unfriendly to hostile (see Table 5-4: Influencing NPC per minute maintained. It is a supernatural ability.
Attitude in the DUNG.EON MASTER'S Guide). Furthermore, Song of .Fury (Su): A 9th-level virtuoso with al least 19
each affected creature gains a +2 morale bonus on all ranks in Perform can enrage her allies. This ability func-
opposed social interaction checks against the target. tions exactly like barbarian rage on all willing allies
Calumny lingers in the minds of affected audience within 20 feet, and it lasts as long as the virtuoso contin-
members for 24 hours per daily use of virtuoso perform- ues her performance. Song of fury requires three daily
ance applied to the calumny attempt. For example, a uses of performance per round maintained. 1L is a super-
7th-level bard/3rd-level virtuoso could apply seven natural, mind-affecting ability.
daily uses of virtuoso performance to a song of anti- Revealmg Melody (Sp): A 10th-level virtuoso with at least
duergar sentiment. All who heard it and failed their 20 ranks in Perform can reveal all things as they actually
Will saves would be affected for a week, and the virtu- are. All those who hear the revealing melody are affected as
oso would have three virtuoso performance uses left if by a trne seerng spell cast by a '17th-level sorcerer. The
that day. Calumny is a supernatural, mind-affecting, effect lasts as long as the song does. Revealing melody
language-dependent ability. requires two daily uses of virtuoso performance per
Jarring Song (Su): A 4th-level virtuoso with at least 14 round maintained and is a spell-like, divination ability.
ranks in Perform can inhibit spellcasti.ng.
Anyone attempting to cast a spell during
a jarring song must make a Concentra-
tion check (DC 15 + the spell level).
Success allows normal completion of the
spell; failure means it is lost. A jarring song
requires three daily uses of virtuoso perform-
ance and is a supernatural, sonic ability.
Sharp Note (Sp): A 5th-level virtuoso with
at least 15 ranks in Perform can sharpen the
blades of all piercing and slashing weapons
within a 10-foot radius. The affected weapons ~.
function as if a 6th-level sorcerer had cast a keen .~
edge spell on them, except that the effect lasts only
10 minutes. Sharp note requires three daily uses of
virtuoso performance and is a spell-like, transmu-
tation ability.
Mindbendrng Melody (Sp): A 6th-level virtuoso
with at least 16 ranks in Perform can dominate a
humanoid that she has already fascmated. This
ability functions exactly like a dominate person
spell cast by a 9th-level sorcerer. The target can
make a Will save (DC 15 + the virtuoso's
Charisma modifier) to negate the effect. A
CHAPTER 2: SKILLS AND FEATS

CHAPt€R ~: available; even where Lhcy are legal, their purchase often
brings unwelcome scrutiny. Thus, it behooves those who

5KILL5 AOD would make frequent use of poisons to brew their own.
Refining raw materials into effective poisons requires

F€Af5 both patience and care. A specia I subcategory of rhe Craft


skill. Craft (poisonmaking), provides the necessary
This chapter opens with two new categoril'S of the Craft expertise. DC s to create usable poisons from the
skill-Craft (po1sonmaking) and Craft (trapmaking). substances listed in Chapter 3 of the Du.... <.:W.'1 MASTER'S
The next section derails new ways of using 1.•x1sting Guide are given in Table 2-1, below. Making poisons with
skills. The final section introduces new feats particularly the Craft (poisonmaking} skill follows the rules in the
usefu 1to rogues and bards. Player's Hondbool~ for making items with the Craft skill,
with the followmg exceptions.
1. The cost of raw materials varies widely depending on
A PRIMER ON POISONS whether the character has access to the active ingredient-
A surreptitious dose of poison can bnng an e1wmy down that is, the venom or plant that actually provides the poison.
without the risk of a prolonged battle. Assassins routinely If a supply is readily available, the raw matem1ls cost one-
make use: of poisonous concoctions, and 1.•ven some sixth of the market pnce, not one-third. Otherwise, the raw
rogues and bards are willing co accept the risks involved in materials cosr at least three-quarters of the marker price-
using such sub~tances. Bue poisons are not always readily assuming that rhe substance in question is for sale at all.
2. To 11.gure out how much poison you.re able to create
TABLE 2-1: CRAFT (PorsoNMAKINC) DCs in a week, makl.' a Craft (poisonmaking) check al the end
DC to Market Price of the week. l f the check is successful, multiply the check
Poison Type Create per Dose result by the DC for the check. That result is how many gp
Arsenic Ingested DC l3 15 120 worth of poison you created that week. When your total
Black adder venom Injury DC 12 15 120 gp created equals or exceeds the market price of one dose
Black lotus extract Contact DC 20 35 4,500* of the poison, that <lose is finished. (You may sometimes
Bloodroot Injury DC 12 15 100 be able co create more than one dose in a week, depending
Bluewhinms Injury DC 14 15 120 on your check n·~ult and the market price of the poison.)
Burnt othur fumes Inhaled DC 18 25 2,100 If you fail the chcck, you make no progress that week,
Carrion crawler Contact DC 13 15 200 and ifyou fail the check by a margin of 5 or more, you ruin
brain JUiee half the raw materials and have to buy them again.
Dark reaver powder Ingested DC 18 25 300
Deathblade Injury DC 20 25 1,800
Dragon bile Contact DC 26 30 1,500 DO-JI-YOURSELF TRAPS
Giant wasp poison Injury DC 18 20 210 Traps have long been part of the DM's arsenal, bur with
Greenblood oil Injury DC 13 15 100 clever application of the Craft (trapmaking) skill, player
Id moss Ingested DC 14 15 125 characters can employ them to improve Lhe defenses of their
Insanity mist Inhaled DC l 5 20 1,500 hideouts an<l fortresses. DMs can also make use of these
Large scorpion Injury DC 18 20 200 rules to defme the traps they plan to spring on unwary PCs.
venom The following steps are guidelines for making do-it-
Lich dust Ingested DC 17 20 250 yourself traps. Your own sense of fair play should trump
Malyss root paste Contact DC l 6 20 500 these formulas if a conflict exists. If these guidelines
Medium size Injury DC 14 15 150 don't cowr rvrrything about a particularly interesting
spider venom trap you want to create, simply extrapolate as needed.
Nitharit Contact DC 13 20 650
Oil oftaggit Ingested DC 15 15 90 Ste p l: Figu re out the Concept
Purple worm poison Injury DC 24 20 700 This step drives all the other decisions you're going to
Sassone leaf residue Contact DC 16 20 300 make. It's the most important, but also Lhe simplest step
Shadow essence Injury DC 17 20 250 just decide what you want the rrap to do.
Small centipede Injury DC 11 15 90 Types of Traps: A trap can be either mechanical or magi-
poison cal Mechanical rraps include pits, arrow trap~. foiling blocks,
Striped toadstool Ingested DC 11 15 180 water-filled rooms, whirling blades, an<l anything else that
Terinav root Contact DC 16 25 750 depends on a mechanism to operate. Ma~>ic traps are further
Ungol dust Inhaled DC 15 20 1,000 divided into spdl and magic device categories. Spell traps
Wyvern poison Injury DC 17 25 3,000 are simply spdl~ that themselves function as traps, ~1lch as
*This 1s the revised pnce. It supersedes the price given in fire tmp or glyph of wardmg. Magic device traps initiate spell
the DUNGEON MASTER'S Guide. effects when acrivaced, just as wand~. rods, rings, or ocher
CHAPTER 2: SKILLS AND FEATS

TABLE 2-2: BASE COST AND CR MODIFIERS FOR MECHANICAL TRAPS


Feature Base Cost Modifier CR Modifier
Trigger Type
Location
Proximity (mechanical) +l ,000 gp
Touch
Touch (attached) -100 gp
Timed +1,000 gp
Reset Type
No reset -500 gp
Repair -200 gp
Manual
Automatic +500 gp (or 0 if used with timed trigger)
Bypass Type
Lock +100 gp + 200 gp/+5 increase above 30
to Open lock DC
Hidden Switch +200 gp + 200 gp/+5 increase above 25
to Search DC
Hidden Lock +300 gp + 200 gp/+5 increase above 30
to Open Lock DC, +200 gp/+S increase
above 25 to Search DC
Search DC
15 or below -100 gp/-1 decrease below 20 -1
16-19 -100 gp/-1 decrease below 20
20
21-24 +200 gp/+l increase above 20
25-29 +200 gp/+ l increase above 20 +l
30+ +200 gp/+l increase above 20 +2

magic irems do. The rules for cost, CR, and construction need not be standing in a particular square. Creatures that
differ depending on the rype of trap you intend to make. are flying can spring a trap with a proximity trigger bur
Elements ofa Trap: All traps-mechanical or magical- nol one with a location trigger. Mechanical proximity
must have the following elements: trigger, reset, Search tnggers :ire extremely sensitive to the slightest change in
DC, Disable Device DC, attack bonus (or saving throw or the air. This, of course, makes them useful only in places
onset delay), damage/effect, and Challenge Rating. Some such as crypts, where the air is unusually still.
of these elements may be more or less imporrant than The alarm spell functions as a proximity trigger for
others, and some traps may also include optional magic device traps. You can volunrarily reduce the area of
elements, such as poison or a bypass. the 5pell to make it cover a smaller area.
Some magic device traps have special proximity trig-
Step 2: Determine the Trigger and gers that activate only when certain kinds of creatures
Reset approach. To build such a trigger, add an appropriate spell
Now that you have a general idea of what you want your (usually a divination) to rhe trap so that it can differenti-
trap to do, you can start defining the specifics. The choices ate among approaching creatures. for example, a detect
you make here may result in adjusrmenrs co the CR and cost good spell can serve as a proximity trigger on an evil alcar,
of the trap, as given on Tables 2-2 and 2-3. Keep a running springing the arrached trap only when someone of good
total of these adjustments: you'll need them in Step 4. alignment gets close enough to H.
Sound: This magic trigger springs the trap when ir
Trigger detects any sound. A sound trigger functions like an ear
The tngger element determines how the trap is sprung. and has a · 15 bonus on Listen checks. Silent movement,
Each trigger type is described in derail below. magical silence, and other effects that would negate hear-
Location: A location trigger springs a trap when someone ing defeat it. To build a sound trigger, add clairaud1e11ce co
stands in a panicular square. For example, a covered pit trap the trap you're building.
typically activates when a creature steps on a certain spot. I h b Visual: This magic trigger works like an actt1al eye,
is the most common type of trigger for mechanical traps. springing the trap whenever it "sees" something. To incor-
Proximity: This trigger activates the trap when a crea- porate a visual trigger inro your trap, add one of the spells
ture approaches within a certain distance of it. A proximity listed on the following table. Sight range and the Spot
trigger differs from a location trigger in that tht creature bonus conferred depend on the spell chosen, as shown.
CHAPTER 2: SKILLS ANO FEATS

TABLE 2-2 (CONTINUED)


Feature Base Cost Modifier CR Modifier
Disable Device DC
15 or below -100 gp/-1 decrease below 20 -1
16- 19 -100 gp/-1 decrease below 20
20
21-24 +200gp/+1 increase above 20
25 - 29 +200gp/+1 increase above 20 +1
30t +200gp/+1 increase above 20 +2
Pit or Other Save-Dependent Trap
Reflex Save (DC 19 or below) -100 gp/-1 decrease below 20 -1 /-5 decrease below 20
Reflex Save (DC 20)
Reflex Save (DC 21+) +300gp/+1 increase above 20 +l /+5 increase above 20
Ranged Attack Trap
Attack bonus +9 or below -100 gp/ -1 decrease below +10 - l /-5 decrease below +10
Attack bonus +l 0
Attack bonus + 11 or higher +200 gp/+ 1 increase above+ 10 +1/+5 increase above +10
Mighty damage +100 gp/+1 damage (max +4)
Melee Attack Trap
Attack bonus +9 or below -100 gp/- 1 decrease below+ 10 -1 /-5 decrease below +10
Attack bonus + l 0
Attack bonus+ 11 or higher +200gp/+1 increase above+ l 0 +1 /+S increase above +10
Mighty damage +l 00gp/+1 damage (max +8)
Damage/Effect
Average damage + 1 /7 points of average damage 1<
M 1scellaneous Features
Alchemical device Spell level of spell effect mimicked
Gas
Never-miss +1,000 gp
Multiple target + 1 (or 0 if never-miss)
Onset delay (1 round) +3
Onset delay (2 rounds) +2
Onset delay (3 rounds) +1
Onset delay (4+ rounds) -1
Poison CR of poison used~'*
Pit spikes +1
Touch attack +1
Water +5
Extra Costs (Added to Modified Base Cost)
Poison Cost of poison usedt (x20 if automatic reset)
Alchemical device Cost of item from Table 7-9 in the Player's Handbook {x20 if automatic reset)
*Rounded to the nearest multiple of 7 (round up for an average that lies exactly between two numbers). For example, a
trap that deals 2d8 points of damage (an average of9 points) rounds down to 7, while one that does 3d6 points of damage
(an average of 10.5) rounds up to 14.
'~*See Table 2 4. tSee Table 2-1.

Spell Sight Range Spot Bonus Touch: A couch trigger, which springs the trap when
arcane eye Line of sight (unlimited range) +20 touched, is generally the simplest kind to construct. This
clairvoyance One preselected location +ls trigger may be physically attached to the part of the
true seeing Line of sight {up to 120 ft.) +30 mechanism that deals the damage (such as a needle that
springs out of a lock), or it may not. You can make a magic
If you want the trap ro "see" in the dark, you must either couch trigger by adding alarm ro the trap and reducing
choose the lrnc 1ceing option or add darkvmon to the trap the spell's area ro cover only the trigger spot.
as well. (DarJ~visl()n limits the trap's sight range in the Timed: This trigger periodically springs the trap after a
dark lo 60 feet.) If invisibility, disguises, or illusions can certain dLtration has passed. A sharpened pendulum that
fool the spell being used, they can fool the visual trig- sweeps across a hallway every 4 rounds is an example of
ger as well. a limed trigger.
CHAPTER 2: SKILLS AND FEATS

TABLE 2-3: RAW MATERIALS COST ANO CR MODIFIERS FOR MAGIC DEVICE TRAPS
Feature Raw Material Cost Modifier~' XP Cost Modifier-:"~ CR Modifier
Highest-level spell (one-shot) 50 gp x caster level 4 XP x caster level Spell level or+1/7 points of
; x spell level x spell level average damage per round"'
Highest-level spell (automatic reset) 500 gp x caster level 40 XP x caster level Spell level or+ 1/7 points of
X spell level x spell level average damage per round*
Alarm
Other spell effect (one-shot) 50 gp x caster level 4 XP x caster level
x spell level x spell level
Other spell effect (automatic reset) 500 gp x caster level 40 XP x caster level
x spell level x spell level

Extra Costs (Added to Raw Materials Cost}


Material Components Cost of all material components used (xlOO if automatic reset)
XP Costs 5 x XP cost (xl 00 if automatic reset)
'~Rounded to the nearest multiple of 7 (round up for an average that lies exactly between two numbers). For example, a
trap that deals 2d& points of damage (an average of 9 points) rounds down to 7, while one that does 3d6 points of damage
(an average ofl0.5) rounds up to 14.
'~*These formulas are correct. Those given in the Creating Magic Traps section in Chapter 4 of the DUNGEON MASTER'S
Guide are incorrect.

Spell: All spell traps have this type of trigger. The Step 3: Figure out the Numbers
appropriate spell descriptions in the Player's Handbook Now that you've figured out the trigger, reset, and bypass
explain the trigger conditions for each of these traps. elements, it's time to define the trap itsel£ You need DCs
for Search and Disable Device, plus attack/saving throw
Reset and damage/effect information. Keep your list of cost and
A reset element is simply the set of conditions under CR. adjustments running; many of these elements also
which a trap becomes ready to trigger again. The available change those factors.
types are explained below.
No Reset: Short of completely rebuilding the trap, Search and rnsable Device DCs
there's no way to trigger it more than once. Spell traps The huilder sets the Search and Disable Device DCs for a
have the no reset element. mechanical trap. For a magic trap, the values depend on
Repair Reset: To get the trap functioning again, you the highest-level spell used.
must repair it Mechanical Trap: The base DC for both Search and
Manual Reset: Resetting the trap requires someone Disable Device checks is 20. Raising or lowering either of
to move the parts back into place. It's the standard reset these affects the base cost and CR as shown on Table 2-2.
for most mechanical traps. Magic Trap: The DC for both Search and Disable Device
Automatic Reset: The trap resets itself, either imme- checks is equal to 25; spell level of the highest-level spell
diately or after a timed interval. Magic device traps get Lised. Only characters with the traps ability can attempt
this feature at 110 cost. either check. These values do not affect the trap's cost or CR.

Bypass (Optional Element) Attacks/Saving Throws


lf you plan to move past a trap yourself, it's a good idea to A trap usually either makes an attack roll or forces a
build in a bypass mechanism-something that temporar- saving throw to avoid it. Consult one or more of follow-
ily disarms the trap. Bypass elements are typically used ing sections to determine which option is appropriate for
only wirh mechanical lr-.ips; spell traps usually have built- your trap, based on its type. Occasionally, a trap uses both
in allowances for the caster to bypass them. The check DCs of these options, or neither (see Never-Miss, page 29).
given below are minimums; raising them alters the base Pits: These are holes (covered or not) that characters can
cost as shown on Table 2-2. fall into and take damage. A pit needs no attack roll, but a
Lock: A lock bypass requires an Open Lock check successful Reflex save (DC set by the builder) avoids it. Other
(DC 30) to open. save-dependent mechanical traps also fall into this category.
Hidden Switch: A hidden switch requires a Search Ranged Attack Traps: These traps fling c.larts, arrows,
check (DC 25) to locate. spears, or the like at whoever activated the trap. The
Hidden Lock: A hidden lock combines the features builder sets the attack bonus.
above, requiring a Search check (DC 25) to locate and an Melee Attack Traps: These traps include sharp blades
Open Lock check (DC 30) to open. that emerge from walls and stone blocks rhat foll from
ceilings. Once again, che builder sets the attack bonus.
CHAPTER 2: SKILLS AND FEATS

TABLE 2-4: CR MODIFIERS BY POISON TYPE throw has a save DC equal to 10 +spell level
Poison Type CR Modifier +caster's relevant abilny modifier. Other Ways to Beat
Black adder venom +l Magic Device Traps: These traps pro- a Trap
Black lotus extract +8 duce the effects of any spells inclu<lcd, as It's possible to rU1n many traps
Bloodroot +l described m the apprnpriate entries 1n the without using Disable Device,
Blue whinnis +l Playcr"s Handbook. lf the spell in a magic of course.
Burnt othur fumes +6 device trap allows a saving throw at all, its Ranged Attack Traps: Once
Carrion crawler brain juice +l saw DC equals 10 ~spell level x 1.5. Some you know the trap is there,
Death blade +S spells make attack rolls instead. the obvious way to disable it
Dragon bile +6 Special: Some traps have miscellaneous is to smash the mechan1sm-
Giant wasp poison +3 features that produce special effects, such as assuming you have access to it.
Greenblood oil +l drowning for a water trap or ability damage Failing that, you can plug up the
Insanity mist +4 for poison. Saving throws and damage de- holes from which the projectiles
Large scorpion venom +3 pend on the poison (see Table 2-1) or are emerge. This option gives you
Malyss root paste +3 set by the builder, as appropriate. total cover relative to the trap,
Medium-size spider venom +2 and it also prevents the trap
Nitharit +4 Miscellaneous Trap Features from firing unless its ammuni-
Purple worm poison +4 Some traps include opuonalfeatures that can tion does enough damage to
Sassone leaf residue +3 make them considcrnbly more deadly. The break through the plugs.
Shadow essence +3 most common such features are listed below. Melee Attack Traps: You can
Small centipede poison +l Alchemical Device: Mechanical traps disable these devices by smash-
Terinav root +5 may incorporate alchemical devices or ing the mechanism or blocking
Ungol dust +3 other special substances or items, such as the weapons, as noted above.
Wyvern poison +S tanglefoot bags, alchemist's fire, thunder- Alternatively, if you study the
stoncs, and the like. .Some such items trap as it triggers, you might be
Damage/Effect mimic spell effects. For example, the effect able to time your dodges just
The effect of a trap is simply what happens to those who of a tanglefoot bag 1s similar to that of an right to avoid damage. If you
spring it. Usually this takes the form of either damage or rnlanglc spell, and the effect of a rhunder- are doing nothing but studying
a spell effect, but some traps have special effects. stone is similar to that of a deafnm spell. the trap when it first goes off,
lf your trap does hit point damage, calculate the average lf th<' item mimics a spell effect, it increases
you gain a +4 dodge bonus
damage fora successful hit and round rharvalue to the near- the CR as shown on 'fable 2-2.
against its attacks 1f you trigger
est multiple of7. (O:image from poisons and pit spikes does Gas: With a gas trap, rhe danger is in the
it again within the next minute.
not count toward this value, but mighty damage and extra inhaled poison it delivers. Traps employ-
Pits: Disabling a pit trap gen-
damage from multiple attacks docs. for example, if a trap ing gas usually have the never·miss and
erally ruins only the trap door,
fires td4 darts at each target, the average damage is the aver- onst'l delay feanircs.
making it an uncovered pit. Fill-
age number of darts x the average damage per dart, rounded Never-Miss: When the entire dungeon
ing in the pit or building a
to the nearest multiple of 7, or 2.5 darts x 2.5 points of wall moves to crnsh you, your quick reflexes
makeshift bridge across it is an
damage = 6.25 points, which rounds to 7.) Consult Table won't help, since the wall can't possibly miss.
application of manual labor, not
2-2 co determine the CR bonus. A trap with this featurl' has neither an auack
Disable Device. You could also
Pits: Falling into a pit deals l<l6 points of damage per bonus nor a saving throw to avoid, but it
disable any spikes at the bottom
10 foet of depth. docs have an onset delay (see below). Most
water and gas traps arc also never-miss. of the pit by attacking them-
Ranged Attack Traps: These traps deal whatever
damage their ammunition norm:illy would. A trap that Multiple-Target: Traps with this feature they break just like daggers do.
fires longbow arrows, for ex:imple, deals td8 points of can affect more than one character. Magic Traps: Dispel magic
d:image per hit. You can also build nughty traps that deal Onset Delay: An onset delay is the works wonders here. If you suc-
extra damage. For example, a mighty (+4 Str bonus) amount of time between when the trap is ceed at a caster level check
ranged attack trap that fires shortspcars could deal up to sprung and when It inflicts damage. A against the creator's level, you
td8+4 points of damage per successful hit. never· miss trap always has an onset delay. suppress the trap for ld4
Melee Attack Traps: These traps deal the same damage Poison: Traps that employ poison arc dead- rounds. This works only with a
as the melee weapons they "wield." In the case of a falling lier than their nonpoisonous COLLntcrparts, targeted dispel magic, not the
stone block, you can assign any hi udgeoning damage you so they have correspondingly highc•r CRs. area version.
like, bur remember chat whoever resets rhe trap has to life fo determine the CR modifier for a given
that srone back inro place. You can also build might}' traps poison, consult Table 2-4, above. Only injury, contact, and
thar deal extra damage. inhaled poisons are suitable for traps; ingested types arc not.
Spell Traps: Spell traps produce the spell's cffen as Some traps (such as a table covered with contact poison)
described in the appropriate e11try in the Player's Handbook. simply deal the poison's damage. Others, such as poisoned
Like all spells, each spell-based trap chat allows a saving arrows, deliver ranged or melee attacks as well.
CHAPTER 2: SKILLS AND FEATS

Pit Spikes: Treat spikes at the bottom of a you've added to the trap to get the modified base cosr.
Repairing and Resetting pit as daggers, each with a +10 attack bonus. The market price is the modified base cost x the Chal-
Mechanical Traps The damage bonus for each spike is +1 per 1O lenge Rating + extra costs. The minimum market price for a
Repairing a trap requires a Craft feet of pit depth (to a maximum of +5). Each mechanical trap is 100 gp per +1 CR.
(trapmaking) check against a character who falls into the pit is attacked by After you've multiplied the modified base cost by the
DC equal to the one for build- 1d4 spikes. Pit spikes do not add to the average Challenge Rating, add the price ofany poison or alchem-
ing it in the first place. The cost damage of the trap (see above), nor do their ical devices you incorporated into the trap. If the trap
for raw materials is one-fifth of damage bonuses constitute mighty damage. uses one of these elements and has an automatic reset,
the trap's original market price. Pit Bottom: If there's something other multiply the poison or alchemical device cost by 20 to
To calculate how long it takes than spikes at the bottom of a pit, it's best to ensure an adequate supply.
to fix a trap, use the same cal- treat that as a separate trap (see multiple traps, Multiple Traps: Ifa trap is really t\VO or more connected
culations you would for build- below) with a location trigger that activates traps, detenuine the market price of each separately, then
ing it, but substitute the cost of on any significant impact, such as a falling add those values together. This holds for both dependent
the raw materials required for character. Possibilities for pit bottom traps and independent traps.
repair for the market price. include acid, monsters, or water (which
Resetting a trap usually takes reduces the falling damage; see the Obstacles, Magic Device Trap
only a minute or so-you just Hazards, and Traps section in Chapter 4 of the A one-shot magic device trap costs 50 gp X caster level x
have to lever the trapdoor back DUNGEON MASTERS Guide). spell level + extra costs plus 4 XP x caster level x spell
into place, reload the crossbow Touch Attack: This feanire applies to any level. Magic traps with the automatic reset feature cost
behind the wall, or push the trap that needs only a successful touch attack 500 gp x caster level x spell level+ extra cosrs plus 40 XP
poisoned needle back into the (melee orranged) to hit. x caster level x spell level. If the trap uses more than one
lock. For a trap with a more dif- Water: Any trap that involves a danger of spell (for instance, a sound or visual trigger spell in addi-
ficu It reset, such as Baltoi's drowning (such as a locked room filling with tion to the main spell effect), you must pay for them all
boulder, the DM should set the water or a patch of quicksand that characters (except alarm, which is free).
time and manpower required. can fall into) is in this category. Traps employ- These costs assume that you are casting the necessary
ing water usually have the never-miss and spells yourself. If you are hiring an NPC spellcaster to
onset delay features (see above). cast them, see the Special and Superior ltems section of
Chapter 7 in the Player's Handbook for costs.
CR for the Trap Magic device traps take one day to build per 500 gp cost.
To calculate the CR for a nap, add all the CR modifiers
collected above to the base CR value for the trap type. Spell Trap
Mechanical Trap: The base CR for a mechanical A spell trap has a cost only ifyou hire an NPC spellcaster
trap is 0. If your final CR is 0 or below, add features to cast it. See the Special and Superior Items section in
until you get a CR of 1 or better. Chapter 7 of the Player's Handbook for these costs.
Magic Trap: For a spell or magic device trap, the base CR
is 1. Only the highest-level spell used modifies the CR. Step S: Craft the Trap
Multiple Traps: lf a trap is really two or more Now that you're finished with the design, it's time to build
connected traps that affect approximately the same the trap. Depending upon the components, this may require
area, determine the CR of each one separately. purchasing raw materials, using the Craft (trapmaking) skill,
Multiple Dependent Traps: If one trap depends on the casting spells, or some combination of these steps.
success of the other (that is, you can avoid the second trap
altogether by not falling victim to the first), they must be Mechanical Traps
treated as two separate traps. Building a mechanical trap is a three-step process. You
Multiple TndependentTraps: If two or more traps act inde- must first calculate the DC for the Craft (trapmaking)
pendently (that is, neither depends on the success of the check, then purchase the raw materials, and finally
other to activate), use their CRs to determine their com- make a Craft (trapmaking) check every week until the
bined Encounter level as though they were monsters, construction is finished.
according to Table 4-1 in the Du.'.'-ICEON MASTER'S Guide. The The Craft Check DC: The base DC for the Craft (trap-
resulting Encounter level is the CR for the combined traps. making) check depends on the CR of the trap, as given in
Table2-5.
Step 4: Figure out the Cost
Cost depends on the type of trap. Calculations are given TABLE 2-5: CRAFT (TRAPMAKINc) DCs
below for the three basic types. Trap CR Base Craft (Trapmaking) DC
1-3 20
Mechanical Trap 4-6 25
The base cost of a mechanical trap is 1,000 gp. Apply all 7-10 30
the modifiers from Table 2- 2 for the various features
CHAPTER 2: SKILLS ANO FEATS

Modifier to Craft Step 2 (Trigger, Reset, and Bypass): Baltoi has had
Additional Components (Trapmaking) DC bad luck with flying intruders, so she wants a proximily
Proximity trigger +S trigger-a very sensitive apparatus that starts rhe rock
Automatic reset +5 rolling upon the slightest disturbance in the air. A manual
reset sounds just fine to her, even though
Add any modifiers from the second part of the table to the it'll take all her guards to roll the boulder Variant Helpful "Traps"
base value obtained in the first pan. The result is the Craft back into posinon. For a bypass, Baltoi opts You can use the rules for magic
(trapmaking~ DC. for a well-hidden rnitch (Search DC 30 to device traps to construct items
Buying Raw Materials: Raw material., (including locate).The proximiry trigger adds .,.1,000 gp that help you rather than hurt
weapons, poison, and incidental items) typically cost a ro the base cost and the bypass switch adds you. Build such a device just as
total of onr third of the rraps market price. At the DM's another +400 gp. The manual reset doesn't you would a magic trap, but
discretion, however, unusual traps may require raw mate- change the cost. None of these components use a helpful spell rather than a
rials that aren't available where the trap is being con- change the CR. Base cost modifier so far:+ 1,400
harmful one.
structed. This forces the builder to either undertake a gp. CR mocltficr 50 far. +O.
For example, Mialee could
journey to obtain them or pay a higher cost. For example, Step 3 (Numbers): Trying to save some
build a sickbed that improves
giant scorpion venom may not be readily available to a money, 13altoi doesn't spend too much
the Constitution of anyone who
character who's fortifying a polar ice castle. effort hiding the big hole in the ceiling
lies in it. It's a location-trigger,
Making the Checks: To figure out how much progress through which the boulder drops. She
automatic-reset, magic "trap"
you make on rhe trap each week, make a Craft (rrapmaking) reduces the Search DC to 16, thus shaving
that casts endurance on anyone
check. If it is successful, multiply the check result by rhe 400 gp from the base cost. But as a point of
who lies down on it. Endurance
DC for the check. The result is how many gp worrh of pride in dwarven sronecraft, she leaves the
is a 2nd-level spell, so the
work you accomplished that week. When your total gp Disable Device DC at 20. Base cost modifier
completed equals or exceeds the market price of the trap, it's so far: -t 1,000 gp. CR modifier so far: +O. device costs Mialee 500 gp x 3
x 2 ~ 3,000 gp in raw materials
fimshed. If you foil rhc check, you make no progress rhat The rolling boulder is a melee attack, and
week, and ifyou foil the check by a margin of 5 or more, you Baltoi wants to make sure it connects. There- and 40 XP x 3 x 2 = 240 XP. It
ruin half the r:iw materials and have to buy them again. fore, she decides to increase its attack bonus takes her six days (one per 500
Chech Mod1frm: You need artisan's tools to build a proper to +15, which adds +1,000 gp to the base cost gp of cost) to craft the magic
trap. Using improvised tools imposes a - 2 circumstance and increases the CR by +1. Base cost modrfier bed. If a spy wanted to sabo-
penalry on the Craft (trapmaking) check. bm masterwork so far; +2,<XX>gp. CR modifier so far. ~L tage such a device, the DC for
anisan's tools provide a+2 circumstance bonus. In addition, Baltoi picks a boulder big enough to do the Disable Device check would
dwarves get a +2 racial bonus on Craft (trapmaking) checks 6d6 points of damage. lts average damage be 27 (25 + 2).
for building traps rhar involve stone or metal. is 21 points ( +3 CR for high average Beneficial devices have no
Asmtancc· If rhe trap requires construction work, it helps damage), and it's wide enough to hit two CRs because they aren't chal-
to have another set of hands available, even if they're intruders standing abreast ( +1 CR for lenges. It's certainly fair for the
unskilled. Unless the trap is so small that only one person multiple targets). Base cost modifier 50 far: DM to mandate that they be
can effectively work on it at a rime, the help of one or more +2,000 gp. CJl modifier so far: +5. stationary, though this is not
assistants speeds the work along. As long as you have the Step 4 (Cost): The base cost is 1,000 gp. absolutely necessary.
optimal number of assistants (DM's Adding the base cost modifier of +2,000 gp
decision as ro how many that is) -- ..:---r:~.Jt:I
~. ~"'
gives Baltoi a modified base cost of 3,000 gp. Multiplying
helping you, you accomplish =:~ : . , • r that by the final CR value (5) gives the market price of the
double the gp cquiva- ,_ ~~~ trap: 15,000 gp.
lent of work each :..'":-~-- t
I Step 5 (Craft): Table 2-5 gives the base DC for a
week that you -:~~ 1 I I CR 5 trap as 25. Adding the +5 modifier for the
could have alone. · · proximiry trigger gives a final Craft (trap-
making) DC of 30. Baltoi buys 5,000 gp
Exam,P,le Trap: worth of raw materials (one-third of the
Balto1's Rolling trap's market price) and gets to work
Boulder Oaltoi normally has a Craft (trapmaking)
bonus of +19. For the purpose of this crap, she
gets an additional
+2 for being a
dwarf working
with stone and
another +2 for
using master-
work tools, giv·
ing her a total
CHAPTER 2: SKILLS AND FEATS

Craft (trapmaking) bonus of +23. Her first roll is a 15. multiple targets (first target in each of two adjacent 5-ft.
Adding 23 gives her a check result of 38-success~ Multi- squares); Search (DC 20); Disable Device (DC 23). Market
plying 38 by the DC for the check (30) results in 1,140 gp Price: 1,300 gp.
worth of work completed the first week. The Doorknob Smeared with Contact Poison: CR 1;
DM says that five assistants would be usefol mechanical; touch trigger (attached), manual reset; poison
Variant: What Disabling building such a trap, and she easily has that (carrion crawler brain juice, Fortitude save [DC 13J
a Device Means many helpers ro call upon in her complex. Her resists, paralysis/o); Search (DC 19); Disable Device (DC
So you've made your Disable
assistants double the amount of work com- 19). Market Price: 900 gp.
Device check against a trap. Fusillade of Darts: CR 1; mechanical; location trigger;
pleted, giving her a first-week total of 2,280 gp.
What does that do to it? It Building such a trap is no easy task, it seems! manual reset; Ack+10 ranged (1d4+1, dart); multiple targets
depends on the amount by A~suming average rolls, it'll take Ilaltoi another (fires 1d4 darts at each target in two adjacent 5-ft. squares);
which you beat the DC. Check seven weeks to complete the trap. Maybe the Search (DC 14); Disable Device (DC 20). Market Pru;e: 500 gp.
the paragraph below that corre- proximity trigger was a poor choice.... Poisoned Dart Trap: CR 1; mechanical; location trig-
sponds to your margin of suc- ger; manual reset; Atk +8 ranged (1d4 plus poison, dart);
cess for the res uIts. Magic Traps poison (bloodroot, Fort save [DC 121 resists, 0/1d4 Con+
0-3: The next time the trigger Building a magic trap is a simpler process 1d3 Wis); Search (DC 20); Disable Device (DC 18). Markt't
would spring the trap, it doesn't. than constructing a mechanical one. Costs Price: 700 gp.
After that, however, the trigger are as noted in Step 4, above. Razor-Wire across Hallway: CR 1; mechanical; location
operates normally, and another Magic Device Traps: Building these traps trigger; no reset; Ark +10 melee (2d6, wire); multiple targets
Disable Device check is required doesn't involve the Craft (trapmaking) skill at (first target in each of two adjacent 5-ft. squares); Search (DC
to disarm it again. all. Instead, it requires the Craft Wondrous 22); Disable Device (DC 15). Market P11ce: 400 gp.
4-6: You messed it up. It ftern feat-magic device traps are, after all, Rolling Rock Trap: CR 1; mechanical; location trig-
won't work again until it's reset. essentially stationary wondrous items, though ger; manual reset; Atk +10 melee (2d6, rock); Search (DC
If it's a trap that resets automat- they cost more to create than wondrous items 20); Disable Device (DC 22). Market Price: 1,400 gp.
ically, use the next result below. do. lf you have that feat and can cast the spells Swinging Block Trap: CR 1; mechanical; touch trig-
7-9: You really broke it. It required ro build the trap, success is auto- ger; manual reset; Ark +5 melee (4d6, stone block); Search
won't go off again until some- matic. The rime required is one day per 500 gp (DC 20); Disable Device (DC 20). Market Pnce: 500 gp.
one repairs it using the Craft spent on raw macerials. Wall Blade Trap: CR 1; mechanical; touch trigger;
(trapmaking) skill. This repair Spell Traps: All you need to do to place automatic reset; hidden switch bypass (Search [DC 25));
costs 1 d8 x l 0% of the trap's this trap is actually cast the spell. No other Atk +10 mclee (2d4/X4, scythe); Search (DC 22); Disable
to ta I construction cost. If you checks are required. Device (DC 22). Market Pnce: 2,500 gp.
don't wish to destroy the trap
mechanism, you can voluntarily 90 Sample Traps CR2
reduce the repair cost required. The following traps use the construction Box of Brown Mold: CR 2; mechanical; touch trigger
10+: You can either break the rules above and are suitable for protecting a (opening the box); automatic reset; 5-ft. cold aura (3d6,
trap as above or add a bypass dungeon, merchant guildhouse, or military cold subdual); Search (DC 22); Disable Device (DC 16).
element. This latter option en· complex. The costs listed for mechanical traps Markel Price: 3,000 gp.
ables you to either get past the are marker prices; those for magic device traps Bricks from Ceiling: CR 2; mechanical; touch trigger;
trap without triggering it or are raw material costs. Caster level and class repair reset; Atk +12 melee (2d6, bricks); multiple targets
avoid its effect. For example, for the spells used to produce the trap effects (all targets in two adjacent 5-ft. squares); Search (DC 20);
you could disable a narrow path are provided in the entries for magic device Disable Device (DC 20). Market Pnce: 2,400 gp.
through the pressure plates that and spell traps. For all other spells used (in Burning Hands Trap: CR 2; magic device; proximity trig-
trigger poison darts from the triggers, for example), the caster level is ger (alarm); automatic reset; spell effect (burning hands, 1st-
assumed to be the minimum required. level wi;r.ard, Reflex save fDC 11) half damage, 1d4 fire);
wall, or note the tiny niche in
Search (DC 26); Disable Device (DC 26). Cost: 500 gp, 40 XP.
the wall that provides refuge
from the rolling boulder.
CRl Camouflaged Pit Trap: CR 2; mechanical; location
Basic.ArrowTrap: CR 1; mechanical; prox- trigger; manual reset; Reflex save (DC 20) avoids; 20 ft.
imity trigger; manual reset; Atk +10 ranged deep (2<l6, fall); multiple targets (first target in each of
( 1 d6/X3, arrow); Search (DC 20); Disable Device (DC 20). two adjacent 5-fr. squares); Search (DC 24); Disable
MarkeL Price: 2,000 gp. Device (OC 19). Market Price: 3,400 gp.
Camouflaged Pit Trap: CR 1; mechanical; location Inflict Light Wounds Trap: CR 2; magic device; touch
trigger; manual reset; Reflex save (DC 20) avoids; 10 ft. trigger; automatic reset; spell effect (inflict light wounds, 1st-
deep (1d6, fall); Search (DC 24); Disable Device (DC 20). levcl cleric, Will save [DC 11] half damage, 1d8+1); Search
Markel Price: 1,800 gp. (DC 26); Disable Device (DC 26). Cost: 500 gp, 40 XP.
Deeper Pit Trap: CR 1; mechanical; location trigger; Javelin Trap: CR 2; mechanical; location trigger;
manual reset; hidden switch bypass (Search [DC 25)); manual reset;Atk +16 ranged (td6+4,javelin); Search (DC
Re.flex saving throw (DC 15) avoids; 20 ft. deep (2d6, fall); 20); Disable Device (DC 18). Markel Price: 4,800 gp.
CHAPTER 2: SKILLS ANO FEATS

.Poisoned Needle Trap: CR 2; mechanical; touch trig- venom, Fonin1de save[ DC 18] resists, 1d6 Str/ I d6 $tr); Search
ger; repair reset; lock bypass (Open Lock IDC 301); Atk +17 (DC 19); Disable Device (DC 15). Market Pncc: 2,900 gp.
melce (1 plus poison, needle); poison (blue whinnis, Foni- Spiked Pit Trap: CR 3; mechanical; location trigger;
tude save [DC 141n•sists,1 Con/u11co11sciousness); Search manual reset; Reflex save (DC 20) avoids; 20 ft. deep (2d6,
(DC 22); Disable [)(•vice (DC 17). Marhl't Prru: 4,720 gp. fall); multiple targt•ts (first target in each of two adjacent
Spiked Pit Trap: CR 2; mechanical; location trigger; 5-ft. squares); pie spikes (Atk +10 melce, 1d4 !->pikes per
automatic res<'l; Reflex save (DC 20) avoids; 20 ft. Jeep (2d6, target for 1d4+2 each); Search (DC 21); Disable Device
fall); multiple targt't' (first target in each of two adjacent 5- (DC 20). M11rh·I Price· 3.600 gp.
fc. squares); pit spikt•s (Atk +10 melee, 1d4 spikes per target Stone Blocks from Ceiling: CR 3; mechanical; loca-
for td4+2 each); Search {DC 18); Disable Device (DC 15). tion trigger; repair reset; Atk +10 melce (4d6, stone
.Marl~rt Prnt•: 1,600 gp. blocks); Search (DC 25); Disable Device (DC 20). Marhet
Tripping Chain: CR 2; mechanical; location uigger; auto- Price: 5,400 gp.
matic reset; multiple traps (tripping and melec attack); Ark
+15 mclee tou< h (trip), J\tk +15 melee (2d4+2, spiked chain); CR4
Search (DC 15); Disable Device (DC 18). Murlu:I Pticc: 3,800 gp. Bestow Curse Trap: CR 4; magic devic('; touch trigger
Nole: This trap is really one CR 1 trap that trips and a (detect chaos); automatic reset; spell effect (licstow rune,
second CR I trJp that attacks with a spiked chain. If the 5th-level cleric, Will save [DC 14] negates); Search tDC
tripping attack succeeds, :i +4 bonus applies to the spiked 28); Disable Devict· (DC 28). Cost: 8,000 gp, 640 XP.
chain attack becaus<' the opponent is prone. Camouflaged Pit Trap: CR 4; mechanical: location
Well-Camouflaged Pit Trap: CR 2; mechanical; loca- trigger; manual reset; Reflex save (DC 20) avoids; 40 ft.
tion triggt•r; n·pair reset; Reflex save (DC 20) avoids; 10 ft. deep (4d6, fall); multiple targets (first target in each of
deep (1d6, foll); Search (DC 27); Disable OevtC(.' (OC 20). two adjacent 5.ft. squares); Search (DC 25); Disable Device
Market Pncc: 4,400 gp. (DC 17). Market Price: 6,800 gp.
Collapsing Colwnn: CR 4; mechanical; touch trigger
CR3 (attached); no reset; Atk +15 melee (6d6, stone bl<x·ks); Search
Burnittg 1rands Trap: CR3; magic device; proximity trigger (DC 20); Disabl'-' Device (DC 24). Mc1rl<d Price: 8,800 gp.
(al!lnn); automatic r._·sct; spell effect (bunung '1c11uk 5th-level Glyph of Warding (Blast): CR 4; spell; spe II trigger; no
wizard, Rdlt•x saw {DC 11] half damage, 5d4 fire); Search reset; spell effect (glnih of warding [blastl, 5th· level cleric,
(DC 26); Disablt• Device (DC 26). Cost: 2,500 gp, 200 XP Reflex save [DC 14J half damage, 2d8 acid); multiple
Camouflaged Pit Trap: CR 3; mechanical; location targets (all targl'ts within 5 fr.); Search (DC 28); Disable
trigger; manual reset; Reflex sa,·ing throw (DC 20) avoids; Device (DC 28). Cost: 350 gp to hire NPC spdlcaster.
30 ft. deep (3d6, foll); multiple targets (first target in each Lightning Bolt Trap: CR 4; magic device; proximity trig-
of two adjacent squares); Search (DC 24); Disable Device ger (alarm), auromacic reset; spell effect (11ghln111g bolt,
(DC 18). M1irb·t Pncr: 4,800 gp. 5th-level wizard, Reflex save [DC 14J half damage, 5d6
Ceiling Pendulum: CR 3; mechanical, rimed rrigger; electrical); Search (DC 28); Disable Device (DC 28). Cost:
automatic reset; t\tk 1 15 melee (1d12+8/X3, greataxe); Search 7,500 gp, 600 XP.
(DC 15); Disable Device (DC 27). M'1rket !'rice 14,100 gp. Poisoned Dart Trap: CR. 4; mechanical; location trig-
Fire Trap: CR 3; spell; spell trigger; no reset; spell effect ger; manual reset; Atk +15 ranged (1d4+4 plus poison,
(fire trar, ~rd-level druid, Reflex save lDC 13] half damage, dart): multiple targets ( 1 dart pertarget in a 1o-fc. by Io-ft.
1d4+3 fire); Search (DC 27); Disable Device (DC 27). Cost: area): poison (Small centipede poison, Fortitude save [DC
85 gp to hire NPC spellcaster. 11) resists, td2 Dex/t<l2 Dex1; Search (DC 21); Disable
Extended Bane Trap: CR 3; magic device; proximity Device (DC 22)..\forkct Pnce: 12,090 gp.
trigger(tldccf good); automatic reset; spell effect (extended Sepia Snake Sigil: CR 4; spell; spell triggl.'.'r; no reset; ~pell
bam'. 3rd·level cleiic, Will save LDC 13J negates); Search effect (scpra snclf:e s1g1l, 5th-level wizard, Reflex save LDC
(DC 27); Dis<1ble Device (DC 27). Cost: 3,500 gp, 280 XP. 14J negates); Search (DC 28}; Disable Device (DC 28).
Ghoul Touch Trap: CR 3; magic device; touch trigger; Cost: 650 gp to hire NPC spcllcaster.
automatic reset, spell effect (ghoul Louch. 3rd level wizard, WaJl Scythe Trap: CR 4; mechanical; location trigger;
Fortitude [DC 13] negates); Search (DC 27); Disable automatic reset; Atk +20 melee (2d4+8/X4, scythe); Search
Device (DC 27). Cost: 3,000 gp, 240 XP. (DC 21); Disable Device (DC 18). Marht•t Pnce: 17,200 gp.
Melf's Acid Arrow Trap: CR 3; magic device; proximity Water-Filled Room: CR 4; mechanical; location trigger;
trigger (alarm); automatic reset; Atk +2 ranged touch; automatic reset; multiple targets (all targets in :i 1~ft. by 10-
spell effect (A!df'~ aod 1moH', 3rd-level wizard, 2d4 acid/ ft. room); never-miss; onset-delay (5 rounds); water. Search
round for 2 rounds); Search (DC 27); Disable De\'icc (DC (DC t 7); Disable Device (DC 23). Marnt't Prra: 11 ,200 gp.
27). Co~t: 3,000 gp, 240 XP. Wide-Mouth Spiked Pit Trap: CR 4; mechanical;
Poisoned Arrow Trap: CR 3; mechanical; touch trigger; location trigger; manual reset; Reflex save (DC 20) avoids;
manual resc.'.'r; lock bypass (Open lock [DC 30[); Atk +12 20 ft. deep (2d6, fall); multiple targets (first targl't in each
ranged (1tl8 plus poison, arrow); poison (Large scorpion of two adjacent 5-ft. squares); pit spikes (Atk +10 melee,
CHAPTER 2: SKILLS AND FEATS

ld4 spikes per target for 1d4+2 each); Search (DC 18); targets (all targets in a 10-fr. by 10-fr. area); Search (DC
Disable Device (DC 25). Market Price: 7,200 gp. 14); Disable Device (DC 16). Market Pnce: 15,000 gp.
Compacting Room: CR 6; mechanical; timed trigger;
CRS automatic reset; hidden switch bypass (Search [DC 25]);
Camouflaged Pit Trap: CR 5; mechanical; location walls move together (12d6, crnsh); multiple targets (all
trigger; manual reset; Reflex saving throw (DC 20) avoids; targets in a 10-fr.-by-10-ft. room); never-miss; onset delay
50 fr. deep (5d6, fall); multiple targets (first target in each ( 4 rounds); Search (DC 20); Disable Device (DC 22).
of rwo adjacent 5-ft. squares); Search (DC 25); Disable Market Price: 25,200 gp.
Device (DC 17). Market Price: 8,500 gp. Flame strike Trap: CR 6; magic device; proximity trigger
Doorknob Smeared with Contact Poison: CR 5; (detect magic); automatic reset; spell effect (flame strilw, 9th-
mechanical; touch trigger (attached); manual reset; poison level cleric, Reflex save [DC 17] halfdamage, 9d6 fire); Search
(nitharit,Fortitude save [DC 13] resists, 0/3d6 Con); Search (DC 30); Disable Device (DC 30). Cost: 22,750 gp, 1,820 XP.
(DC 25); Disable Device (DC 19). Markel Price: 9,650 gp. Fusillade of Spears: CR 6; mechanical; proximity trig-
Fire Trap: CR 5; spell; spell trigger; no reset; spell effect ger; repair reset; Ark +21 ranged (1d8, spear); multiple
(fire trnp, 7th-level wizard, Reflex save [DC 16) half targets (1d6 spears per target in a 10 ft. by 10-ft. area); Search
damage, 1d4+7 fire); Search (DC 29); Disable Device (DC (DC 26); Disable Device (DC 20). Market Price: 31,200 gp.
29). Cost: 305 gp to hire NPC spellcastcr. Glyph of Warding (Blast): CR 6; spell; spell trigger; no
Fireball Trap: CR 5; magic device; touch trigger; auto- reset; spell effect (glyph of 1,vardrng [blast], 16th-level cleric,
matic reset; spell effect (fireball, 8th-level wizard, Reflex Reflex save [DC 14] half damage, sds sonic); multiple
save [DC 14] half damage, Sd6 fire); Search (DC 28); targets (all targets within 5 ft.); Search (DC 28); Disable
Disable Device (DC 28). Cost: 12,000 gp, 960 XP. Device (DC 28). Cost: 680 gp to hire NPC spellcaster.
Fusillade of Darts: CR 5; mechanical; location ttigger; Lightning Bolt Trap: CR 6; magic device; proximity trig-
manual reset; Ark +18 ranged (1d4+ L, dart); multiple ger (nlarm); automatic reset; spell effect (lightning bolt,
targets (1d8 darts per target i.n a 10-ft.-by-1 o-ft. area); Search 10th-level wizard, Reflex save [DC 141 half damage, 1Ud6
(DC 19); Disable Device (DC 25). Markel Price: 18,000 gp. electrical); Search (DC 28); Disable Device (DC 28). Cost:
Moving Executioner Statue: CR 5; mechanical; loca- 15,000 gp, 1,200 XP.
tion trigger; automatic reset; hidden switch bypass Spiked Blocks from Ceiling: CR 6; mechanical; loca-
(Search [DC 25J); Atk +16 melee (ld12+8/X3, greataxe); tion trigger; repair reset; Ark +20 melee (6d6, spikes);
mulciple targets (both arms attack); Search (DC 25); multiple targets (all targets in a HJ-ft. by 10-ft. area); Search
Disable Device (DC 18). Market Price: 22,500 gp. (DC 24); Disable Device (DC 20). Market Pnce: 21,600 gp.
Phantasmal Killer Trap: CR 5; magic device; proximity nig- Whirling Poisoned Blades: CR 6; mechanical; timed
ger (alarm covering the entire room); automatic reset; spell trigger; automatic reset; hidden lock bypass (Search LDC
effect (phantasmal killer; 7th-level wizard, Will save [DC 16] 25], Open Lock [DC 30]);Atk +10 melee (1d4+4/19-20 plus
for disbelief and Fortitude save [DC 16] partial); Search (DC poison, dagger); poison (purple worm poison, Fortitude
29); Disable Device (DC 29). Cost 14,000 gp, 1,120XP. save [DC 241resists,1d6 Str/1d6 Str); multiple targets (one
Poisoned Wall Spikes: CR 5; mechanical; location target in each of three preselected 5-ft. squares); Search (DC
trigger; manual reset; Atk +16 me lee (1d8+4 plus poison, 20); Disable Device (DC 20). Market Pnce: 30,200 gp.
spike); multiple targets (closest target in each of two adja- Wide-Mouth Pit Trap: CR 6; mechanical; location
cent 5-ft. squares); poison (Medium-size spider venom, trigger, manual reset; Reflex save (DC 25) avoids; 40 ft.
Fortitude save [DC 14] resists, td4 Str/1d6 Str); Search deep (4d6, fall); multiple targets (all targets within a 10-ft.-
(DC 17); Disable Device (DC 21 ). Market Price: 12,650 gp. by-10-fr. area); Search (DC 26); Disable Device (DC 25).
Spiked Pit Trap: CR 5; mechanical; location trigger; Market P1i.ce: 28,200 gp.
manual reset; Re.flex save (DC 25) avoids; 40 ft. deep (4d6, Wyvern Arrow Trap: CR 6; mechanical; proximity
fall); mulriple targets (first target in each of two adjacent trigger; manual reset; Ark +14 ranged (1d8 plus poison,
5-fr. squares); pit spikes (Atk +10 melee, 1d4 spikes per arrow); poison (wyvern poison, Fortitude save [DC 17]
target for 1d4+4 each); Search (DC 21); Disable Device resists, 2d6 Con/2d6 Con); Search (DC 20); Disable
(DC 20). Market Price: 13,500 gp. Device (DC 16). Market Pnce: 17,400 gp.
Ungol Dust Vapor Trap: CR 5; mechanical; location
trigger; manual reset; gas; multiple targers (all targets in a CR7
10-fr. by 10-ft. room); never-miss; onset delay (2 rounds); Acid Fog Trap: CR 7; magic device; proximity trigger
poison (ungol dust, Fortitude save [DC 15) resists, 1 (nlarm); aucomatic reser; spell effect (acid fog, 11th-level
Cha/1d6 Cha + 1 Cha [penmnent drain]); Search (DC wizard, 2d6/round acid for 11 rounds); Search (DC 31);
20); Disable Device (DC 16). Markel Price: 9,000 gp. Disable Device (DC 31). Cost: 33,000 gp, 2,640 XP.
Blade Barrier Trap: CR 7; magic device; proximity trig-
CR6 ger (alarm); automatic reset; spell effect (blade barric1;
Built-to-Collapse Wall: CR 6; mechanical; proximity 11th-level cleric, Reflex save [DC 191 negates); Search
trigger; no reset;Atk +20 melee (8d6, stone blocks); multiple (DC 31); Disable Device (DC 31). Cosl: 33,000 gp, 2,640XP.
CHAPTER 2: SKfLLS ANO FEATS

.Burnt Othur Vapor Trap: CR 7; mechanical, location Insanity Mist Vapor Trap: CR 8; mechanical, location
trigger; repair reset, gas; multiple targets (all targets in a trigger; repair reset; gas; never-miss; onset delay (1
10-ft.-by-to-[1. room); never-miss; onset delay (3 rounds); round); poison (insanity mist, Fortitude save LDC 15]
poison (burnt other fumes, Fortitude save [DC 181 resists, resists, 1d4 Wis/2d6 Wis); multiple targets (all targets in
1 Con [permanent drain)/3d6 Con); Search (DC 2 l ); a 10-ft. by 10-ft. room); Search (DC 25); Disable Device
Disable Device (DC 21) Market Pnce: 17,500 gp. (DC 20). Markel Price: 23,900 gp.
Chain lightning Trap: CR 7; magic device; proximity trig- Melf's Acid Arrow Trap: CR 8; magic device; visual trig·
ger (alann); automatic reset, spell effect (c'111111 l1ghl11ing, ger (true s1•erng); automatic reset; multiple rraps (two
11th-level wizard, Reflex save [DC 19] half damage, t td6 simultaneous Melf's acid arrow traps); Ark +9 ranged
electrical to target nearest center of trigger area plus 5d6 touch, Atk +9 ranged touch; spell effect (Melf's aC1d arrow,
electrical to each of up to eleven secondary targets); Search 18th-level wizard, 2<l4 acid damage for 7 rounds); Search
(DC 31); Disable Device (DC 31). Cost: 33,000 gp, 2,640 XP. (DC 27); Disable Device (DC 27). Cost: 83,500 gp, 4,680 XP.
Evard's Black Tentacles Trap: CR 7; magic device; prox- Note: This trap is rea Uy two CR 6 Melf's aetd arrow traps
imity trigger (alarm); no reset; spell effect CCvard's black that fire simultaneously, using the same trigger and reset.
le11tades, 7th-level wizard, 1d4+7 tentacles, Atk +7 melee Power Word, Stun Trap: CR 8; magic device; touch trig-
r1d6+4, grapple]); multiple targets (up to six tentacles per ger; no reset; spell effect (potver worcf, stun, 13th-level
target in each of two adjacent 5-ft. squaresJ, Search (DC wizard), Search (DC 32); Disable Device (DC 32). Cost:
29): Disable Device ( DC 29) Cost: 1,400 gp, 112 XP. 4,550 gp, 364 XP
Fusillade of Greenblood Darts: CR 7; mechanical; Prismatic Spray Trap: CR 8; magic device; proximity
location trigger manual reset; Atk +18 ranged (td4+1 trigger (alann), automatic reset; spell effect (pnsmahc
plus poison, dart); poison (greenblood oil, Fortitude save spra}; 13th-level wi1.ard, Reflex, Fortitude, or Will save
[DC 13) resists, t Con/ 1d2 Con); multiple targets (1d8 fDC 201 depending on effect); Search (DC 32); Disable
darts p<•r target in a to-ft.-by-10-ft. area); Search (DC 25); Device (DC 32). Cost: 45,500 gp, 3,640 XP.
Disable Device (DC 25). Market Price: 33,000 gp. Reverse Gravity Trap: CR 8; magic device; proximity
Lock Covered in Dragon Bile: CR 7; mechanical; trigger (alarm, Io-ft. area); automatic reset; spell effect
touch trigger (attached); no reset; poison (dragon bile, (reverse gm111ty, 13th-level wizard, Reflex save LDC 20]
Fortitude save [DC 26] resists, 3d6 Str/O); Search (DC 27); avoids damage, 6d6 fall Lupon hitting the ceiling of rhe
Disable Device (DC 16). Market Pme: 11,300 gp. 60-ft.-high room], then 6d6 fall [upon fallmg 60 fr. to the
Summon Monster VI Trap: CR 7; magic device; proxim- floor when the spell ends]); Search (DC 32); Disable
ity trigger (al11nn}; no reset; spell effect {summon monster Device (DC 32) Cost: 45,500 gp, 3,640 XP.
VI, 11th-level wizard), Search (DC 31); Disable Device Well-Camouflaged Pit Trap: CR 8; mechanical; loca-
(DC 31). Cc11I: 3,300 gp. 264 XP. tion trigger; repair reset; Reflex save (DC 20) avoids; 100
Water-Filled Room: CR 7; mechanical; location Lngger; ft. deep (10d6, foll); Search (DC 27); Disable Device (DC
manual reset; multiple targets (all targets in a tO-ft.-by-10- 18). lviarkt'! Price: 16,000 gp.
ft. room); never-miss; onset delay (3 rounds); water; Search Word of Chaos Trap: CR 8; magic device; proximity trig-
(DC 20); Disable Device (DC 25). Markel Price: 21,000 gp. ger (dett'd law); automatic reset; spell effect (word of chaos,
Well-Camouflaged Pit Trap: CR 7; mechanical; loca- 13th-level cleric); Search (DC 32); Disable Device (DC
tion tngger; repair reset: Reflex save (DC 25) avoids; 70 ft. 32). Cost: 46,000 gp, 3,680 XP.
deep (7d6, fall); multiple targets (first targer in each of
two adjacent 5-ft. squares); Search (DC 27); Disable CR 9-10
Device (DC 18). .\ftlrkcl Plice· 24,500 gp. Crushing Room: CR 10; mechanical; location trigger;
automatic reset; walls move together ( 16d6, crush); mulri-
CR8 ple targets (all targets in a 10-ft.-by-1 o-ft. room); never-
Deathblade Wall Scythe: CR 8; mech:imcal; touch miss; onset delay (2 rounds); Search (DC 22); Disable
trigger; m<111ual reset; Atk +16 melee (2d4+8 plus poison, Device (DC 20). Marlwt Price: 29,000 gp.
scythe); poison (deathblade, Fortitude save [DC 20] Drawer Handle Smeared with Contact Poison: CR
resists, td6 Con/2<l6 Con); Search (DC 24); Disable 9; mechanical; touch trigger (attached); manual reset;
Device (DC 19). Markel Price: 31,400 gp. poison (black lotus extract, Fortitude save roe 20J resists,
Destrnction Trap: CR 8; magic device; touch trigger 3d6 Con/3d6 Con); Search (DC 18); Disable Device (DC
(alarm); automatic reset; spell effect (1iestrncl11m, 13th-level 26). Markel Price: 21,600 gp.
cleric, Fortitude ~ave [DC 20] partial); Search (DC 32); Dropping Ceiling: CR 9; mechanical; location trigger;
Disable Device (DC 32). Cost: 45,500 gp, 3,640 XP. repair reset; ceiling moves down ( t 2d6, crush); mulriple
Earthquake Trap: CR 8; magic device; proximity trigger targets (all targeh in a 10-ft. by 10-ft. room); never-miss;
(,ilarm); automatic reset; spell effect (carthqu11lu, 13th- onset delay ( 1 round); Search (DC 20); Disable Device
level cleric, ReOex save [DC 15 or 20, depending on (DC 16). Markel Prtec: 12,600 gp.
terrain], 65·ft. radius); Search (DC 32); Disable Device Energy Dram Trap: CR 10; magic device; visual trigger
(DC 32). Co\I: 45, SOO gp, 3,640 XP. (true seeing); automatic reset; Atk +8 ranged touch; spell
CHAPTER 2: SKILLS ANO FEATS

effect (energy drain, 17th-level wizard, Fortitude save [DC a sniper, and even improve your chances of avoiding
231negates,2d4 negative levels for 24 hours); Search (DC detection while invisible.
34); Disable Device (DC 34). Cos!: 124,000 gp, 7,920 XP. A Hide check is opposed by an opponent's Spot check.
.
l<
Incendiary Cloud Trap: CR 9; magic device; proximity Therefore, the first requirement for a successful attempt
trigger (alarm); automatic reset; spell effect (incendimy is someplace to hide. No matter how good you are at
cloud, 15th-level wizard, Reflex save [DC 221 half damage, hiding, you cannot hide in the open unless you have
4d6/round for 15 rounds); Search (DC 33); Disable some special ability that allows you to do so (such as the
Device (DC 33). Cost: 60,000 gp, 4,800 XP. shadowdancer's hide in plain sight ability; see Chapter 2
Forcecage and Summon Monster VII trap: CR 1 O; magic of the DUNGLOJ\ MAsnis Guide). Otherwise, you need
device; pro:ll.imity trigger (alarm); automatic reset; multi- some sort of cover. Anything chat gives you at least one-
ple traps (one forcerage trap and one summon monster VTT ha If concealment can serve as a hiding place-a piece of
trap that summons a hamatula); spell effect (forcecage, furniture, a bush, or even a deep shadow is sufficient.
13th-level wizard), spell effect (summon monster VII, 13th-
level wizard, hamatula); Search (DC 32); Disable Device Spedal Hiding Situations
(DC 32). Cost: 241,000 gp, 7,280 XP. The standard use of the Hide skill assumes that you find
Nole: This trap is really one CR 8 trap that creates a forcc- someplace to hide and stay put until you decide to leave.
cage and a second CR 8 trap that summons a hamatula in ln the larger sense, however, hiding is the art of remain-
the same area. If both succeed, the hamamla appears inside ing unseen, and you can make use of that in many ways.
rhe forcecage. These effects are independent of each other. For example, your Hide skill can help yOlt stay out of
Poison ed Spiked Pit Trap: CR 10; mechanical; location sight at the beginning of an encounter (sec the Hiding
trigger; manual reset; hidden lock bypm (Search [DC 25), and Spotting section in Chapter 3 of the Dlll'GI:Ot.
Open Lock fDC 30]); Reflex save (DC 20) avoids; 50 ft. deep MASTLRs Gwde). You can also try any number of special
(5d6, fall); multiple targets (first target in each of two adjacent n·icks with the Hide skill, such as those detailed below.
5-ft. squares); pit spikes (Atk +1Omelee, 1 d4 spikes per target Tail Someone: Since the Hide skill allows for move-
for 1d4+5 plus poison each); poison (purple worm poison, ment, you can use it as a move-equivalent action or pan: of
Fortitude save [DC 24] resists, 1d6 Str/1d6 Str); Search (DC a move action if desired. This means you can try to follow
16); Disable Device (DC 25). .Markel Price: 19,700 gp. someone while making periodic Hide checks to remain
Wail of the Banshee Trap: CR IO; magic device; proxim- unseen. How often you need a Hide check depends on
ity trigger (alarm); automatic reset; spell effect (wail of the the distance at which you follow. lf you stay at least 60
banshee, 17th-level wizard, Fortitude save fDC 231 negates); feet away from your quarry, you can get by with a Hide
multiple targets (up to 17 creatures); Search (DC 34); check once every 10 minutes, provided rhar your quarry
Disable Device (DC 34). Cost: 76,500 gp, 6,120 XP. doesn't suspect you're following and that you do nothing
Wide-Mouth Pit Trap: CR 9; mechanical; location but maintain the tai I. At distances ofless than 60 feet, you
trigger; manual reset; Reflex save (DC 25) avoids; 100 fr. must make a Hide check each round.
deep (10d6, fall); multiple targets (all cargets within a 1o- Of course, you still need appropriate concealment to
ft.-by-10-fr. area); Search (DC 25); Disable Device (DC 25). succeed at Hide checks while tailing, but often many
Market Price: 40,500 gp. options are available. If you're trying to tail someone on a
Wide-Mouth Spiked Pit with Poisoned Spikes: CR city street, for example, you can duck behind passersby-
9; mechanical; location trigger; manual reset; hidden lock though in that case, you wouldn't be hidden from rhe
bypass (Search lDC 25], Open lock lDC 30]); Reflex save people you're using for cover, just from your quarry. If
(DC 20) avoids; 70 ft. deep (7d6, fall); multiple targets (all the street is fairly crowded, using passersby as concealment
targets within a 10-ft. by 10-ft. area); pit spikes (ALk +1 O imposes no penalty on your Hide check, though you might
melee, 1d4 spikes per target for 1d4+5 plus poison each); still suffer a penalty for your movement (see the Hide skill
poison (giant wasp poison, Fortitude save [DC 181 resists, description in Chapter 4 of the .Player's Handbook).
ld6 Dex/1d6 Dex); Search (DC 20); Disable Device (DC If you don't have moving people to hide behind, you
20). Market Price: 11,910 gp. can instead move from one hiding place to another as you
follow your quarry. Distance is a factor, though-this
option works only as long as your next hiding place is
NEW WAYS TO USE SKILLS within 1 foot per Hide ra11k you possess of your current
This section offers novel uses of the Hide and Pick Pocket hiding place. (If you have a magic item that helps you
skills, plus variant rules for using Disable Device andTmnble. hide, such as a cloak ofeleven kind or a robe of blending, add 1
foot to your limit per point of Hide bonus it provides.) Jf
The Fine Art of Hidjng you try to move any greater distance than rhar between
If you're a rogue, hiding is probably a significant part of hiding places, your quarry spots you. In addition, a move-
your typical adventuring routine. But you can do much ment penalty may apply to your Hide check if you dash
more with this skill than just stay our ofsighc. You can tail from one hi.ding place to the next at more than half your
a quarry, sneak up on someone, blend into a crowd, act as normal speed.
CHAPTER 2: SKILLS ANO FEATS

.Even if you fail a Hide check while tailing someone or Pick Pocket
are spotted while moving coo grear :t distance between Modifier Condition
hiding places, you can attempt a BluIT check opposed by -4 For each size category of the weapon
your quarry·s Sense Motive check to look innocuous. greater than Small
Success means your quarry sees you, bm doesn't realize +4 Tiny weapon
you're tailing; failure alerts him or her chat you're actually +2 You're wearing a cloak, coat, or other
following. A modifier may apply to rhe Sense Motive check, heavy clothing
depending on how suspicious your quarry is. The table +4 You have a concealable scabbard or other
below lists Sense Motive modifiers for particular situations. pockets/straps that aid in concealment
+6 The weapon is concealed inside something
Your Quarry ... Modifier specially designed for this purpose (a sword
Is sure nobody 1s following -5 cane, for example)
Has no reason to suspect anybody is following +O +O You want to be able to draw the weapon
Is worried about being followed +10 normally as a standard action
Is worried about being followed and knows -2 You want to be able to draw the weapon as
you're an enemy +20 a move-equivalent action or as part of a
move-equivalent action
Sneak up on Someone: You can sneak up 011 someone -4 You want to be able to draw the weapon as
using I tide checks, but you mu~t move from hiding place a free action witli the Qu1Ck Draw feat
to hiding place to do so. Use the procedure in che Tail
Someone section (above) for rhis. If your last hiding place Spot/Search
1s wuhin 1 foot per Hide rank you possess of your quarry, Modifier Condition
you can sneak up and attack before he or she ~ees yoLL -1 Per 10 feet of distance between observer
Blend into a Crowd: You can use rhe Hide skill to and observed
blend into a crowd, but doing so conceals you only from -5 Spotter distracted
someone scanning the area to find you. You remain visible
to everyone around you, and if they happen to be hostile, modifiers on the table apply, including chose Lhat would
they"re likely to point you out. Even ifyou fail a Hide check normally modify the Pick Pocket check Simply change
while skulking in a crowd, you can still attempt a Bluff the signs of any applicable Pick Pocket modifiers listed
check to look innocuous (see T:til Someone, above). above and apply them to the base DC of the Search or
Sniping: If you've already successfully hidden at least Spot check instead.
1O feet from your target, you can make one ranged arrack,
then immediat<:ly hide again as a move action. You suffer Variant: Tougher Tumble Checks
a -20 nrcumstance penalty on your Hide check to For those who would like a more complex(and more severe)
conceal yourself after the shot. way to treatTumble checks in combat, here are rwovai;ants:
I:IidingWhile Invisible: You can evade detection by a circumstance penalties and opposed wmble checks.
spell such as s1·1· 111vrS1!>1/rty with a successful Hide check. Circumstance Penalties: In this variant, the base DCs
provided you have a proper hiding place. for tumbling around an opponent and for LUmbling
Lhrough an occupied square remain rhe same (DC 15 and
Concealed Weapons 25, respectively). I !owever, in less rhan perfect condi-
The description of the Pick Pocker skill notes that ic can tions (such as those in a typical dungeon), bad lighting
be useful for hiding items on your person. Bue what if and uneven ground can make Tumble checks more diffi-
that item is a dagger? cult than normal. Consult the following chart for appro-
In general, a Pick Pocket check to hide a weapon is priate penalties.
opposed by someone else's Spot check (if you're being
casually observed) or Search check (if you"re being frisked). Circumstance Penalty
Under the'e circums"tatKes, a Search check gees a +4 bonus Bad lighting (torches or s1m1lar light sources) -2
becau~e it'<: usually not coo hard ro f1nd a weapon when Dusty or uneven floor -2
you.re fri~kmg someone. Additional modifiers may also Light debris (occasional pebbles or trash) -2
apply to both checks, :ls given on chc cable ac cop right. Wet floor -4
Untrained Concealment Attempts: The Pick Pocket Crumbling floor -4
skill cannot be used untrained. lf a character without Moderate debris (strewn across floor) -4
that skill tries to conceal a weapon, it's no longer an Tumble begins or ends in darkness -4
opposed check. Instt.>ad, anyone observing the characcer Unworked stone/natural cavern -6
wirh the concealed weapon gets a Spor check, and Standing water/deep puddles -6
anyone frisking that character gets a Search check. The Heavy debris (trash pit, for example) 6
base DC for each Spot or Search check is 1 O, and all the Pitch black --6
CHAPTER 2: SKILLS ANO FEATS

Circumstance penalties stack as long as they represent rive blood loss-thar is, two successful arterial strikes do
different circumstances, so add any applicable entries an additional 2 points of damage per round. Blood loss,
from the above list together. For example, if a dusty floor whether from one such wound or several, stops when the
(-2) also has bones scattered across it (-4), apply a -6 victim receives one successful Heal check, any cure spell,
circumstance penalty on the Tumble check. or any other form of magical healing. Creatures not
This variant makes tumbling in combat more difficult. subject to sneak attacks are immune ro this effect.
Nevertheless, it does not prevent high-level characters with
the rumble skill from tumbling rings around their foes. Athletic [General]
Opposed Tumble Checks: It's logical that it would be You're physically fit and adept at outdoor sports.
tougher to tumble around an experienced combatant than a Benefit: You get a +2 bonus on Climb and Swim checks.
weaker foe Rather than allow a successful Tumble check to
eliminate the chance for anacks of opportunity altogether, Charlatan [General]
allow the defender to make a Reflex save (DC equal to the You're adept at fooling people. You know how to tell them
Tumble check result). lf the tumbler is actually moving just what they want to hear.
through the defender's space, a +10 bonus applies to this Benefit: Yougeta+2 bonus on Bluffand Disguise checks.
Rdlcx save. A defender who makes the save may make an
auack of opportunity against the nunbling character; failure Chink in the Armor [General]
means no arrack of opporrunity is allowed. Failed rumble You are an expert ar slipping a weapon between annor
checks generate macks of opportunity normally. plates or into seams.
Note. This variant is more detailed than the "Counter Prerequisite: Expertise.
Tumble" variant given in Chapter 4 of Sword and I-ist: A Benefit: If you take a standard action to study an oppo-
Gu1dd1ook lo fighters and Monks. Dungeon Masters with nent, you can ignore half of his or her armor bonus
access to both books c;hould choose which variant they (rounded down) during your next single attack. Only
prefer and inform their players of the choice made. bonuses from accual armor (including natural armor) are
Speeding Combat: A character with a Tumble skill halved, nor those from shields, enhancement bonuses to
modifier of+ 14 or higher need not make Tumble checks armor, or magic items that provide an armor bonus.
co move pasc opponents anymore.
Dash [General]
You move faster rhan normal for your race.
FEATS Benefit: If you are wearing light armor or no armor
Feats are an exciring element of the D&D game. This and are carrying a light load, your speed is 5 feet faster
section presents new feats designed with bards an<l than it nom1ally would be.
rogues in mind, though of course any character who
qualifies can take them. Disguise Spell [Metamagic]
You can cnst spells without observers noticing.
.. Acrobatk [General] Prerequisite: Bardic music ability, 12+ tanks in Perform.
You have excellent body awareness and coordination. Benefit: You have mastered rhe art of casting spells
Benefit: You get a +2 bonus on all Jump and Tumble unobrn1sively, mingling verbal and somatic components
checks. into your performances so skillfully that others rarely
catch you in the act. Like a silent, stilled spell, a di~gtrise<l
Alluring [General] spell can't be identified through a Spellcraft check. Your
Others have an inexplicable urge to believe your every performance is obvious to everyone in the vicinity, but
word. the fact rhar you are casting a spell isn't. Unless the spell
Prerequisite: Persuasive, Trusrworchy visibly emanates from you or observers have some other
Benefit: You get a +2 bonus on Diplomacy checks means of determining its source, they don't know where
and add +2 to the save DCs of all your mind-affecting, the effect came from. A disguised spell uses up a spell sloe
language-dependent spells. one lewl higher than the spells actual level.

Arterjal Strjke [General] Expert Tactician [General]


Your sneak attacks target large blood vessels, leaving \our tactical skills work to your advantage.
wounds that cause massive blood loss. Prerequisites: Dex 13+, base attack bonus +2, Combat
Prerequisite: Base attack +4, sneak attack ability. Reflexes.
Benefit: If you hir with a sneak arrack, you may choose Benefit: You can make one extra melee attack (or do
to forgo ~ td6 points of extra sneak attack damage to anything that be can done as a melee attack or a me lee
deliver a wound that won't stop bleeding. Each wound so touch attack, including artempts to disarm, trip, or make
inflicted does an additional 1 point of damage per round. a grab to start a grapple) against one foe who is within
Wounds from multiple arterial strikes result in cumula- me lee reach and denied a Dexterity bonus against your
CHAPTER 2: SKILLS AND FEATS

m.clee attacks for any reason. You cake your extra attack Flick of the Wrist [General]
when ir's your tum, either before or after your regular With a single motion, you can draw a light weapon and
action. If several foes arc within mclcc reach and denied make a devastating arrack.
Dexterity bonuses against your accacks. you can use rhis Prerequisite: Dex 17,., Quick Draw.
fear against only one of them. Benefit: If you draw a light weapon and make a me lee
Note: This feat first appeared in Swonf <lnd Fist. This attack with it in the same round, you catch your oppo-
version supersedes the one originally printed there. nent flat-footed (for the purpose of rhis mack only). This
feat works only once per combar.
Extra Music [General]
You can use your bardic music more often than you Green Ear [General]
otherwise could. Your bardic music and virruoso performance affect plants
Prerequisite: Bardic music abiliry. and plant creatures.
Benefit: You can use your bardic music four extra Prerequisite: llard1c music ability, 10+ ranks in Perform.
rimes per day. Benefit: You can alter any of your mind-affecting
Normal: Bards without the Extra Music feat can use bardic music or virtuoso performance effects so that they
bardic music once per day per level. influence plants and plant creatures in addirion to any
Special: A character may gain this fear multiple rimes. other creatures they would normally affect.
Normal: Plants arc normally immune to all mind-
fleet of Foot [General] influcncing effects.
You run so nunbly that you can rurn corners withom
losing momenmm. Hamstring [General]
Prerequisites: Dex 15+, Run. You can wound an opponents' legs, hampering his or her
Benefit: When nmning or charging, you can make a movement.
single direction change of <lO degrees or less. You can't use Prerequisite: Base attack +4, sneak arrack abiliry.
this feat while wearing medmm or heavy armor, or if Benefit: lf you hit with a sneak attack, you may choose
you're carrying a load heavier than light. to forgo +2d6 of your sneak attack damage to reduce
Normal: Without this fear you can nm or charge only your opponent's land speed by half. Other forms of move-
in a straight line. ment (fly, burrow, and so forth) aren't affected. The speed
CHAPTER 2: SKILLS AND FEATS

n•<lucuon ends when the targec receives healing (a Quicker Than the Eye [General]
:.uccessful Heal check, any rnre spell, or other magical Your hands can move so quickly that observers don't see
ht>almg) or afcer 24 hours, whichever comes first . A whar you've done.
hamstring arrack does not slow creatures that arc Prerequisite: Dexcerity 19+.
immune to sneak attack damage or those that have citht>r Benefit: While under direct observation, you can
no legs ar all or more than four legs. It cakes two success- make a Bluffcheck as a move-equivalent action, opposed
ful hamsrring artacks to affect a quadruped. by rhe Spot checks of any observers. If you succeed, your
misdirection makes them look elsewhere while you take
Jack of All Trades [General] a partial action. lf your partial action is an attack against
You've picked up a smattering of even the most obscure ~omrone who failed the opposed check, that opponent is
skills. dl'nied a Dexterity bonus to AC.
Prerequisite: Character level 8th+.
Benefit: You can use any skill untrained, even thos(• Requiem [General]
tha1 normally require training and those that arc cxclu- Your bardic music affects undcad creatures.
siw to classes you don't have. You cannot, however, gain Prerequisite: Bardic music ability, 12+ ranks in Perform.
ranks in a skill unless you are allowed to select it. Benefit: You can exrend your mind-affecting bardic
music and vim1oso performance effects so that they mflu·
Lingering Song [General] ctKl' even the undead. All bardic music effects on undead
Your bar<l1c music stays with the listeners long after tht• crc:mires have only half che duration they nom1ally would
last notl' has died away. against the living.
Prerequisite: Bardic music abilicy. Normal: Undead arc usually immune to mind-
Benefit: If you use bardic music co inspire compe- influencing effects.
tence, inspire courage, or inspire greatness. chc cfft.'Cts
lasr twice as long as they otherwise would. Shadow [General]
Normal: Inspire courage and inspire greatness last as You are good at following someone surreptitiously.
long as rhe bard sings, plus an additional 5 rounds thcn·- Benefit: You gain a +2 competence bonus on Hide and
afrer. Inspire confidence lases 2 minutes. Spot checks made while following a specific person.

Multicultural [General] Snatch Weapon [General]


You blend in well with members of another race. You can disarm an opponent, then pluck the weapon
Prerequisite: Speak Language (your chosen race). from midair.
.Benefit: Choose any one humanoid race ocher than your Prerequisite: Improved Disarm.
own. Whem·ver you meet members of that race, they arc Benefit: If you succeed in disarming an opponent and
lilu•ly to rreat you as one of their own. You gain a +4 bonus you have a free hand, you can grab the weapon yourself
on Ch:uisma checks made to alter the allimdc of your instead of letting it fall. lf you can wield that weapon in
chosen race (according to the NPC Artitudes section in one hand, you can immediately make a single attack with
Chapt(•r 5 of the DuNaUN MAsrH's Curclt). it, though you suffer the usual penalties for a second
attack with an off-hand weapon.
Obscure Lore [General] Normal: After a successful disarm attempt. the weapon
You arc a treasure trove of lirtle-known information. winds up at the defenders' feet, unless you attempted the
Prerequisite: Bardic knmvledge abilicy. disarm attack while unarmed.
Benefit: You gain a +3 bonus on checks using your
bardic knowledge ability. Subsonics [General]
Your music can affect even those who do nor consciously
Persuasive [General] hear it.
You could sell a rindertwig hat to a troll. Prerequisite: Bardic music ability, 10+ ranks in Perfom1.
Benefit: You gain a +2 bonus on all Bluff and Intimi- Benefit: You can pby so softly that opponents do not
date chl·cb. notice it, yet your allies still gain all the usual benefits from
your bardic music. Similarly, you can affect opponents
Pyro [General] within rangl' with your music, and unless they can sec you
You're good at lighting objects and opponents on fire. performing or have some other means of discovering it,
Benefit: If you set something or someone on fire by they cannot dl'terminc the source of the effect.
any mrans (alchemist's fire, for example), the flames <lo
an extra 1 point of damage per die, and the Reflex save DC Trustworthy [General]
co \'Xtinguish the flames increases by +5. Others feel comfortable telling you their secrets.
Normal: Fire generally does td6 points of damage. A Benefit: You gain a +2 bonus on all Diplomacy and
successful Reflex save (DC 15) extinguishes it. Cather lnfonnation checks.
CHAPTER 3: BARD & ROGUE EQUIPMENT

CHAPf€R CS: • Finally, your instrument is a reflection


on you. It should have a sen'ic of style Variant: Vocalists and

BARD AOD an<l c:onvey something about your


personality. A halfling bard who carries
Instrumentalists
Traditionally, bards activate

ROGU€ a fine ol<l mandolin sends a very differ-


ent message than does one who sports
their bardic music abilities
through a combination of

€Q U I P<D€Dt a jaunty banjolele. Find <tn instrument


that matches the image you have of
singing and instrumental music.
For variety, however, you can
yourself-popular entertainer artiste, introduce bards who specialize
What would a bard be without his instrument? Or a passionate performer/ composer, or in only one or the other. Such
rogue without her lockpicks? Like a fighter's Wl'apon of carefree wanderer- and use it to characters have full access to
choice, these items go beyonJ merely useful-they're the convey that image to others. bard abilities; they simply exer-
means by which a charactl'r achieves a key class function. cise them in slightly different
This chapter offers a<lJitional mundane equipment to Types of Instruments ways. No bard should have a
supplement the lists in ( h:ipter 7 of the Plnvcrs HanJbook, This secuon presents a wide variety of disadvantage compared to
as well as new mag1r items to expan<l the options mundane mstrumenrs-primarily wood- other bards because of the way
presenred in Chapter 8 of the OU!'.CLOI-. 1'.fA.;iu's Gwdc. winds. horns, strings, and pl·rcussion he chooses to use his bardic
No om• character is likely to use all these items, but any types Not all these instruments exist in music abilities. For instance, an
bard or rogue should finJ so ml' of them extremely u'dul, the real world, and many of the ones that instrumentalist (see below) 1s
and occasionally even lif,•-saving. do have been altered to create more inter- no less accomplished at using
esting options for play. Bec:iuse each bardic music just because he
instrument is handcrafted, no two are
BARDS AND THEIR exactly alike- thus the size, the number
docs not sing in addition to
INSTRUMENTS of hole~ or strings, and other features can
playing an instrument.
Accompanied Singer: This is
An instrnment provide, a hxus for rhe bard's art and vary even between two examples of the
the standard bard, who both
hdps distinguish him from a mere street minstn..l It's same instrument.
plays and sings to achieve
also an important part of his self-image. The choic'' of an Although each bard usually has a favor-
bardic music effects. He uses
unusual signature instrument marks a bar<l as someone ite instrument, there's nothing other
an instrument that leaves his
our of the ordinary- different even from othl'r members than his carrying capacity to prevent him
mouth free for singing. such as
of his profession. from carrying around several different
a lute, lap-harp. or fiddle.
When choosing an instrument, consider the following ones. Then he can always choose the
Vocalist: This bard eschews
points. instrument that's most appropriate for any
instruments altogether. His
If rhe insm1menr isn't portable. you can't carry it along given occasion.
bardic music effects stem from
1m your advenmres. A pi pt• organ may be qulle impres-
Instrument Descriptions singing alone, without accompa-
sive, but a lute or harp is likdy to do you far mon· good
m the long run. Each ol the following entries offers a brief niment. His voice is a delicate
• Your mstrument should be durable enough to weather description of an instrument and notes instrument with enough range,
rough handling. Aftl'r all, you never know when on what races or creature l}'pes favor it. expression, and force to move
you're going co run into a music critic intent on Because of their easy availability and wide audiences and even achieve
reducing your belovl'<l instrumem to so much range of notes. the three prime bardic sonic effects without any aid.
kindli11g. It may b,· a good idea to have the rn.-niling instruments are the fiddle, the lap-harp, Instrumentalist: A master of
spell in your repertoire - or at rhe very ll·ast, to keep and the lute. Player character bards can, of his instrument, this bard need
a scroll with that spell on it tucked in among your course, rhoose any instrumt•nts they are not say a word to bring the
sheet music. Besi<lt>s, n11·11dmg is always good for capable of playing. NPC barJs and musi- most hard-hearted of listeners
maintaining the immaculate appearance that helps cian,, however, usually choose the rvpes to rears (with a successful Per-
you captivate an audience. rherr races favor. A few races have physical form check, of course). He can
• Your instrument can't be one of a kind. In addition to limitatiom that prevent chem from play- convey all the emotion and
the normal wear and tl'ar that adventuring inflins on ing certain instrument3. Lizardfolk, for subtlety required through his
items, you might wdl lose your favorite pipes through exampk, lack the necessary lips and instrument alone, without
a dimensional vortex or in a close call wirh :i Jis1trtl'f{lllft! tongue:> shape for woodwinds and pipes, adding words.
spdl. Loss of a signature instrument is a saJ event for and tlH ir fingers are neithl'I' d,•Jicare nor
any b;ird, just as it would be for a fighter who lost a dexterous enough ro pluck strings. Dragons haw similar
favorite sword. Bur if you don't want it to cripple you limitations, '50 they rarely play instruments other than
from thar day forward, you had better be able to n·place water-pipes except in shapechanged form. Dragons in
your insrnunem. Common insrrumems (lutl',, lap-harps, humamiid form tend to prefer complicated, subtle insrru-
and thl' like) are much easier co replace than more mcnrs such as pipe orgam, lutes, or harps, though they
exotic instruments are. arc capable uf playing anyth111g they wish.
CHAPTER 3: BARO & ROGUE EQUIPMENT

Each of these instruments also provides a A few societies prize bagpipes for their distinctive
Undead Bards special enhancement to bardic music in the qualities, though their music is definitely an acquired
Undead bards face special prob· hands of anyone w ith that ability. Some of taste. The instrument is very stren uous to play because
lems that their living counte r- these enhancements alter particular bardic the piper must keep the bag supplied with enough air to
parts can hardly imagine. Skele· music effects; others affect the listeners in fill all four pipes at once. Therefore, a musician who can
tons lack the lips and tongues new ways. If the enhancement alters an play long pieces on it wins the grudging respect of his or
necessary to play most horns existing bardic music effect, only the stated her fellows, whatever their feelings toward bagpipes in
and woodwinds, while zombies aspects change; all else pertaining to that rhe abstract.
don't have enough breath to effect remains the same. For new effects, Bardic Mime: The musician can produce an unearthly
sound pipes, woodwinds, and unless otherwise stated, the li;teners are all wail that imposes a - 1 morale penalty on the listeners'
horns. An immaterial undead those who can hearrhe mtts1c, and the effect saving throws agamst fear effects. This is a supernarural,
can't touch instruments at a ll , lasts as long as the performance does. Musi- mind-affecting ability.
except for those that have some- cians without the bardic mtts1c ability Banjolele: This instrument has a tambourinelike,
how fol lowed their owners into cannot achieve these special effects at all, circular bo<ly with vellum stretched tightly across it to
the afterlife many tales tell of and even bards get the bardic music benefit act as a sounding board. Five metal strings span the
spectral drummers, ghostly only with masterwork versions of the body of the instrument, secured by pegs at the end of
pipers, and the like. instruments. For each performance with the long, straight neck. A typical banjolele is about 18
Any bard who single-mindedly such an instrument, a bard can choose inches in length.
pursued his craft in life is likely either the special benefit or the +2 bonus on A favorite of halfling bards, this inscrum(•nt is other-
to do the same in death, even Perform checks that a masterwork mstru- wise rare. Some find its music jaunry and uplifting; others
though the effects of an undead ment ordinarily grants. maintain that it combines all che worst characterisrics of
bard's music may be anything Alphorn: A favorite of the more sophisti- a banjo and a ukulele.
but wholesome. Ghostly bards
cated giant races, the alphorn (or white horn) Bardic Mime: When played to inspire courage, this
is a long, straight, wooden pipe with an cheerful instrument increases the morale bonus on
may, of course, use their songs
or instruments to achieve bardic
upturned bell at the very end. The pipe is saving throws ag:nnst fear effects from +2 to +3 for listen-
typically 12- 20 feet long and wound with ers allied with the musician.
music effects, just as living
birch bark, which gives the instrument its B ell, H anging: A hanging bell is a larger-scale
bards can . But a bard who has
pale color and distinctive hollow tone. To version of a handbell (see below). Hanging bells are
become a ghost can also mani-
play an alphorn, the musician rests the bend usually made of bronze or some ocher mcral, though
fest one or more of his undead
of the instrument on the ground and blow-; stone versions arc also known. They have no handles;
abilities through the ghastly,
into the mouthpiece. Since alphorns have no instead, they hang from pivots mounted on frames.
haunting music he produces.
fingerholcs for altering the pitch, each can Hanging bells are quite large (up to several feet high)
Thus, it comes as no surprise
produce only one note. and often weigh more chan a ton each. The typical
that frightful moan is a favorite
An alphorn's sound carnes for great hanging bell has a metal rod called a clapper suspended
ability choice for bard ghosts. distances, so some isolated giants use it to w:ithin it.
Other undead musicians, of communicate wit b their distant neighbors. The performer usually plays a hanging belt by swing-
course. ore another matter. An unfriendly critic once compared Lhc ing or tugging on a rope attached to the clapper rather
Necromancers with macabre result to wolves baymg at the moon, bul his than by moving the bell itself The rare hanging bell
tastes may use their spells to heirs issued a lavish posthumous apology that has no clapper can be played by striking the
make skeletons or zombies pro- after che offended giants showed him che outside with a mallet. Each of these instruments
vide musical entertainment- error of his ways. produces only one note-the larger the bell, che lower
such creatures certainly have the Banl1e Music: The alphorn's deep pitch its pitch.
wherewithal to play simple tunes camcs lts sound to a distance of 1d10 miles. The sound of a hanging bell can carry for miles, espe-
on lutes, harps, fiddles, and per- This Jllows the use of inspire greatness, cially when it is mounted higb in a bell tower. Thus,
cussion instruments. When adju- counlersong, and inspire courage effects this instrument can be used to raise an alarm, pass
dicating the matter. consider the even when grear distances separate the musi- along signals, mark special occasions, denote specific
physical and mental limitations cian from his or her listeners. time periods (the hours of the day, the changing of the
of the performers, the effect Bagpipes: A set of bagpipes consists of a guard, the time to pray, and so forth), or simply make a
desired, and the overall impact cloch or skin bag fitted with three reeded joyous noise.
such a performance would have pipes (drones), plus a blowpipe <ind a chanter .&1rd1c Music: When played to inspire courage, a hang-
on the scene. (melody pipe). The piper inflates che bag ing bell weighing at least 1 ton increases the morale
through the blowpipe, then squeezes the air bonus on allies' saves against fear and chann effect'> from
out through the ocher four pipes to produce the sound. +2 to +3. The music also imposes a - 1 morale penalty on
Fingerholes in the chanter allow it to produce a wide foes' saves agamst rhose same effects.
range of notes. Meanwhile, each of the drones emits a Bon es: Despite their name, these percussion instru-
single, low-pitched, buzzmg tone. Together, these provide ments are acwally small wooden blocks, typically dark-
harmony for the chanter's tune. colored and highly polished. A complete set consists of
CHAPTER 3: BARO & ROGUE EQUIPMENT

twelve to thirty pieces, all different lengths. Each is Soft and silvery in tone, the clavichord allows great
tapered in the middle for easy insertion between che variety ofexpression. The volume varies slightly according
fingers. When struck, each "bone" gives off a hollow, co che force with which the keys arc struck, but the
reverberating sound at a particular pitch. instrument is never particularly loud. Clavichords are
The bones are played by striking pairs of pieces particularly popular in orchestral arrangements and as
together in succession, thus creating combinations of showpieces in the homes of well-to-do merchants.
tones. A dexcerous performer can achieve a wide range Bardic Mime: A musician using a clavichord can main-
of effects by varying which pieces connect and how tain only a single bardic music or virtuoso performance
long each vibrates, as well as how hard and how often effect at a time. Because of its soft tone, the clavichord
rhey hit. imposes a -1 circumsrance penalty on Perform checks
Kobolds in particular love ch1s form of percussion. In for countersong attempts, bur it grants a +2 circum-
fact, it is not uncommon for a kobold minstrel to manip- stance bonus on Perform checks for f11mnate or sugges-
ulate two or more pieces m ench hand, switching them tion. It also grants a +1 circumstance bonus on Lhe musi-
off with the remaining pieces at dazzling speed-almost cian's Diplomacy and Cather lnformarion checks made
as if he were juggling ns well as playing. Audiences often against audience members for I d6 hours after the
admire the speed of the performer's hand gestures as performance ends.
much as the music 1tself Crumhorn: The true cnunhorn is a criple-recd instru-
Bardic Musrc: The bollow, eerie, ranling of the bones ment created by and favored by treant musicians, buc quite
imposes a -2 morale pennlty on listeners' saving throws unplayable by most humanoids. A rrue crumhorn is a
against fear effects. Creating this effect is a supernatural, straight tube about 6 feet long wich six co eight fingcrholes
mind-affecting ability. and a slightly flared bell. A small wooden cup containing
Clavichord: The clavichord, an ancestor of the the reeds serves as the mouthpiece. The human version,
modern piano, borrows che pipe organ's keyboard but about 3 feet long, produces a reedy, nasal sound quite
subscituces horizoncal strings for its pipes. Pressing a unlike the ma1estic timbre of the rrne crumhorn.
key causes an attached metal piece to strike a string or Though treants are rhe primary players of crum-
pair of strings inside the instrument, sounding the note. horns, dryads are also exceptionally fond of rheir music.
A clavichord looks like a flat, rectangular or oblong box Most other forest denizens find the crumhorn melodic
about 1 foot wide and a bit more than 3 feet long. The but melancholy.
musician typically places it on a table or similar flat Bardic Music: A crumhorn of any type grants the musi-
surface for a performance. cian a +1 circumstance bonus on all Perform checks

•OOOOO

Lap-Harp
- - -----------------------~----

CHAPTER 3: BARD & ROGUE EQUIPMENT

when the listeners arc sylvan folk other than dryads. deeper its tone). Because of their weight, kettle drums
Every such listener also incurs a -4 circumstance penalty are not portable.
on saving throws made to resi.st the performer's famnate By striking multiple drums in rapid succession, the
or sugge1tton e[ects. These modifiers double for dryad drummer can produce a rapid, multitone sound that
listeners. Producing the savmg throw penalty is a super- reverberates for several moments. This effect combined
narural, mmd affecting ability. with a mounting crescendo provides a rousmg finale for
Drum: Possibly the oldest ofall instruments, rhe drum any musical performance.
exists m types without number. Drums range from Kettle drums ate quire popular among gnolls, who
simple hollow trees pounded with sticks to a celebrated have developed highly sophisticated rhythms wirh them.
magic lake named lrontick, which a musician can ~play" Most gnoll timpani concerts end with the audience rush-
by jumping up and down on its rigid surface. ing to attack any convenient targets.
A typical drum consists of skin, parchment, or some Banltc Music: See drnm.
similar material stretched Lightly over the opening of Dulcimer, Hammered: This instrument has a Oat,
a hollow wooden <;ylinder or pot. This covered open- trapezoidal soundbox with several pairs of strings
ing is called the drumhead. Some drums have only stretched horizonrnlly across it. Because of its size
one drumheJd; others have two or more. Stnking rhe (about 30 inches by 18 inches), it is usually set on a
drumhead wich sucks, mallets, or even the hands stand at an angle rather chan held on the lap. The musi-
produces the sound. cian plays this unusual instrument by striking the
Drums are popular with almost every race and culrure strings in rapid succession with tiny hammers, one
for their abilicy to stir the emotions, establish a back· held in each hand.
ground beat for dancing, :ind provide counterpoint for Barclir Mm1c: See zirher, below.
a melody produced by some other instrument. The rare Fiddle: An ancestor of the modern violin, rhe fiddle
exceptions include celestials, who consider drum is a small, portable, scringed instrument with a body
rhythms pnmitiw, and elves, who find them vaguely shaped rather like an hourglass. Four or five strings
disrurbing and extremely annoying (a prejudice rein- made of gut or sinew stretch across the body, anchored
forced, perhaps, by the cnchusiasm with which m:my of by pegs at the end of a long, chin neck. A separate piece,
their enemies embrace them). Half-ores, lizardfolk, called the bow, is :i long, rhin piece of wood strung with
rroglodytes, trolls, ogres, an<l the more dim-witted giants fine strands of animal hair. Fiddles vary in length
are the races most likely to enjoy simple drum music. between 2 feet (for Medium-size fiddlers} and 1S inches
Demons, of course, love an unholy din. so they not only {for Small fiddlers). To play the fiddle, the musician
enjoy drums but also prefer co play several differenr holds it hori7.ontally, typically with the base tucked
kinds at once. under his or her chin, and draws the bow back and
Burd1c A1lrnc: \X!hen played to inspire courage, drums forth across the srrings.
boost the morale bonus on saves against fear effects from The fiddle is popular among bards who preter lively
+2 to +4, but decrease the morale bonus on saves against dance music (reels or Jigs) over serene but detached
charm effects from +2 to +0. "pure" music. Though ir is welcome almost anywhere,
Drums, Bongo: These small drums always come in the fiddle is the favorite instrument of kobolds, whose
sets of two. One drum of each pair is about 5 inches in clever hands mastered irs fingerings ages ago. (They
diameter; the other is about 7 inches. The bongo player insist that they invented rhe fiddle, but other races find
can either set rhe drums down to play them or carry rhem cha1 claim dubious.) Kobold minstrels and halfling bards
on a strap. Bongos are played by rapidly tapping 1he typically e<1per about while playing, showing their audi·
drumheads with the fingertips, and a skilled dmmmer ence an example of the lively dancing their music
can create very complex rhythms by rapidly swi1ching encourages. Musicians of other races usually sit or stand
between the two drums. to play the fiddle.
Goblms are quite fond of the bongos, which they play Bardic Mrrn<: Like the other two prnne bardic instnt·
for entertainment, to call together war parties, and to ments, the lute and the lap-harp, the fiddle enables the
transmit messages ch rough complex rhythms. All these performer to maintain one bardic music or virtuoso
applications tend LO c;ound the same to members of perfom1ance effect while initiating another. Thus, a
other races. bard cou Id maintarn a countersong effecc on one
Bardic Mu11C: See drum. listener while in.spiring courage in others.
Drums, Kettle: Also called timpani, kettle drums Flute: The flu re is 1he highest pitched of all the wood-
are large, heavy, metal pots 2-3 feet high with skin or winds. Unlike the recorder-flute, from which it derives,
parchment drumhcads. The drummer plays them by the flute is held :it a righr angle to the musician's mouth,
pounding on che drumheads with special mallets so that air blown into ir bends to the side.
swathed in cloth. Kettle drums come in sets of ar lease Flutes range from 8 inches tO about 2 feet long. The
two and sometimes up to five individual drums, each a shortest type is often called a piccolo. Each fiuw has
different size and pitch (the larger the drnm, the six holes (or, more rarely, eight), plus a thumbhole
CHAPTER 3: BARO & ROGUE EQUIPMENT

that, when covered, lowers each of the other notes by Bnrd1c Music: A handbell grants the performer a +1
an octave circumstance bonus on Perform checks made for coun-
Flutes have a reputation for producing gentle, idyllic tersong attempts. Additional handbells do not mcrease
music, but they can also create more martial t•ffects or this bonus.
distorted wailing sounds. Abyssal ilutes always have an Harmonica: A la1er refinement on pan pipes (see
odd number of fingerholes, and they conform to no scale below), the harmonica substitutes metal rubes for rhe
or key used by humanoid bards. Particularly in the hands reeds and encloses them in a small, rectangular casing.
of demon pipers, they produce "music" that sounds to The musician simply blows into the top of the harmonica
mortal ears like a disharmonic combinatton of sharps, at various points to produce a range of notes. This ins1ru-
flats, and bizarre, minor-key effects. ment's high, buzzing sound is popular among some
Bnrdrc .'1,.fm1c: See recorder-flute, below. halflings and gnomes.
Gong: A gong is a large, gently curved plate, rather Bardic M11w: Harmonica music warm~ the hearts of
like a single, huge cymbal. The typical version 1s made commoners and other folk of humble statio11. Thus, a
of bronze and has a distinct, curved-in rim and a boss, successful Perform check in such compa11y granrs the
or slightly raised knob, in the center Gongs usually musician a +4 circumstance bonus on Bluff, Diplomacy,
hang suspended from wooden frame~ to ensure that Disguise, and Calher Information checks involving any
they can reverberate freely. Both the frames and the of those listeners for 1d6 hours after the performance
gongs themselves can be as simple or as highly deco- ends. In addition, ic shifts the attitude of the lisceners
rated as desired. by one category in the performer's favor (for example,
The sound of a gong never fails to get attention. To from friendly co helpful-see the NPC Ani1udes
play it, the musician simply strikes the boss with a large section in Chapter 5 of the DL'NGL01' M11s1 LR'$ C11idr).
mallet, which is usually covered with rither felt or However, it also imposes a -4 circumstance penalty on
cloth. Each gong can produce only a singk• note, but it Intimidate checks made against such listeners for the
is audible to a considerable distance and reverberates same period. Producing these effects is a supernatural,
for 5 rounds after each strike. So impressive is the mind-affeccing ability.
sound that enthusiasts claim no other instrument can Harp: Far less portable than its smaller cousin the lap-
match it. harp, a standing harp is often 5 or even 6 feet in height. lts
Stationary gongs usually weigh sevl'ral hundred forty-six strings give it an astonishing range oi more than
pounds each, so 1hey are not suitable for advl·nruring. five oc1aves. An optional pedal attachment allows the
However, they are quite popular for ceremonial music musician to raise (sharpen) or lower (flatten) the notes,
and as warning signal devices. Primitive races often hang thus generating an even wider range.
circubr metal shields on their walls to serve .1s makeshift Despite their size, harps are rather delicate and easily
alarm gongs damaged. This tends to restrict harp performances ro
Rrml1C Mrt\I(. While it reverberates, the gong ad<ls +5 indoor settings, typically theaters or residences of arisro-
ro the DC for each Concentrat10n check made by a crats rich enough to own these instruments.
listener (mcluding the performer). Creating this effect Connoisseurs of harp music maintain that it is even
is a supernarural, sonic ability. When played as part of a more ethereal and elegant than the music of a hp-harp,
countersong :irrempt, the gong gives the user a +5 although champions of the latter hold their iMtruments
circumstanCl' bonus on the Perform check required for to be richer in tone. Harps are particularly popular
that effect. among celestials and elves, but humans also find rheir
Handbell: The handbell is a hollow, beehive-shaped music pleasing.
instrument with a clapper inside and a handle at the top. Bardic .Mum: By playing the harp, the musician can
Handbells are usually cast from bronze or some other impose a -2 morale penalty on the listeners' saves
sturdy metal. A handbell is small enough (typic.illy 2-12 against drn nn effects. This is a supernaturnl, mind-
inches long) to he used in one hand. To play one, the affecti ng ability.
performt•r rwed only swing it back and forth, causing the Harpsichord: Though it features one or more
clapper to strike the sides repeatedly. Each hanJbell keyboards, the harpsichord is essentia II y an enclosed
produce" a singk', ringing note-the larger che bell, the harp. Pressmg the keys causes the in~trumenr's mternal
deeper its tone mechanism to pluck the strings rather than strike them,
I landbells are usually grouped together for musical as the clavichord does. The harpsichord's music is louder
performann•s. When played in specific sequences by than that ofa clavichord, but the musician cannot con1rol
experts, they can produce highly complex chords and the volume.
melodic~. J lumans, elves, and celestials are especially The harpsichord has a delicate sound esteemed by
fond of handbdl music. some as waterlike and derided by others as tinkly. Like
A magic handbrll can be played only if it has the the pipe organ, it is a stacionary, indoor instrument. Thus,
correct clapper, which may or may not be present upon it is usually found only in great cities or in the homes of
its discovery. music loving nobles.
CHAPTER 3: BARD & ROGUE EQUIPMENT

Bardic Mime: A performer using the harpsichord can Bardic Music: SheD horns produce the same effects as
maintain only a single bardic music or virtuoso natural horns do (see above), but only when the listeners
performance effect at a time. In lieu of a standard bardic are aquatic or marine creatures.
music effect, however, the musician can impose a -1 Lap-Harp: A lap-harp typically has seventeen strings;
circumstance penalty on saves against charm effects there can be as few as twelve on a smaller instrument
and a -2 circumstance penalty on saves to resist the or as many as twenty-four on a larger one. Silver wires
sleep spell for nonallied listeners. This is a supernatural, are the most common choice for strings, and other
mind-affecting ability. materials are occasionally used. Lap-harps are usually
Hautbois: A softer-toned variant of the shawm (see made of wood, though some artisans carve them from
below), the hautbois has extra fingerholes (a total of bone or ivory. Whatever their material, most lap-harps
ten or more), keys, and sometimes a cupped bell at the are highly polished and elaborately decorated with
end. The keys increase the number of possible finger- carvings. The finest rank as works of art in their own
ing combinations, and the bell-shaped end gives the right, quite apart from their status as instruments. Most
instrument a softer, more resonant sound than its are between 2 and 3 feet in height and half as wide as
cousin the shawm. A hautbois uses narrower reeds they are tall.
than does a shawm. Second only to the lute in popularity, the lap-harp is
Bardic Music: See shawm, below. especially favored by elven bards for its light, soothing
Horn, Natural: Originally these horns were, as the sound and gentle, rippling notes. Elven lap-harps are
name indicates, actual horns taken from bulls or more often handed down from generation to generation, and
exotic beasts. A natural horn consists of a narrow tip many eventually acquire names and legends of their own.
connecred to a wider, circular orifice by a hollow, often Any character with the bardic knowledge ability who
curved shaft. examines an elven lap-harp automatically gains a +5
The musician plays a natural horn by simply blowing bonus on his or her bardic knowledge check to identify
into the small end. Unless the instrument has fingerholes the instrument and its bearers.
in the shaft, however, it can produce only a single note. Bardic MuSJC: One of the three prime bardic instru-
Natural horns come in all sizes, but those used by ments, along with the lute and the fiddle, the lap-harp
Medium-size creatures are typically '1-2 feet in length. enables a performer to maintain one bardic music or
Larger humanoids favor dire horns, which are made virtuoso's performance effect while initiating another.
from the horns of dire creatures. Legend holds that Thus, a bard could maintain a fascmate effect on one
minotaurs use horns made from the severed horns of listener while inspiring courage in another.
their own kind who suffered defeat in one-on-one Lur: This large horn is about 8 feet long and weighs
contests of honor. approximately 50 pounds. It is curved rather like a
Most magic horns of chis type are made from the horns mammoth's tusk and culminates in a flat, bronze disk some
of unnatural creatures, such as demons or devils. An old 3 feet across. An engraving of a monstrous face usually
legend relates that several members of a noted bardic adorns this disk. Lurs come in pairs, each pair consisting of
college once sought to make a magic horn out ofone shed one right-handed and one left-handed instrument.
by the dreaded tarrasque. Though they succeeded, they The lur is a favorite instrument of those few giants
quickly discovered that playing it attracted the attention who take music seriously-primarily cloud giants and
of the creature itself, which promptly destroyed horn and storm giants. Since lurs produce music that is at once
bards alike. solemn, grand, and melancholy, they are often played on
Natural horns are popular in primitive societies of all ceremonial occasions.
kinds. Hobgoblins and ores in particular enjoy these Bardic Music: When played to inspire courage, the lur
instruments for their loud, stirring, martial sound. raises the morale bonuses on attack and weapon
Bardic Mime: When played to inspire courage, a natural damage from +1 to +2 for all giant listeners allied with
horn raises the morale bonus on attacks and weapon the performer.
damage from +'1 to +2. The morale bonus on saves against Lute: This ancestor of the guitar has a pear-shaped
charm effects, however, drops from +2 to +O. bowl and a distinctive bent neck with frets for fingering.
Horn, Shell: This instrument is typically made from a Between four and eight strings stretch between the base
conch shell. When winded, it gives off a distinctive groan of the bowl and the top of the neck. Lutes vary between
that can vary only in volume, 11ot in pitch. 30 and 36 inches in length, with the bowl taking up some
A shell horn makes an excellent signal device- two-thirds of that total. The musician either strums or
particularl y underwater, since sound travels much plucks the strings to produce music.
faster in water than in air. Some aquatic races such as A highly versatile instrument because of its wide
merfolk and kuo-toa collect a variety of such shells in range of notes and inflection, the lute is accessible to the
different sizes and play them in harmony, in sequence, beginner but capable of great subtlety in the hands of a
or both. The music of these seashell orchestras can master. The deep bowl gives it a rich, full sound unlike
achieve a deep, haunting grandeur. that of any other stringed instrument. It is by far the
CHAPTER 3: BARO & ROGUE EQUIPMENT

m<?st popular instrument with bards, especially half-elf number ofstrings it holJs-from four co six pairs (eight
and human ones. co rwelve strings total) or even more. A mandolin is typi-
Bardic Musi<: The most popular of rhe three prime cally played with a pick, both to protect the musician's
bardic instruments. the lute enables a performer to main- fingers and because the strings are too close cogether co
tain one bardic music or virruoso performance effect pluck accurately by hand.
while initiating another. Thus, a bard could maintain The mandolin has a sweeter sound than the lute and,
inspire competence on one listener while using suggestion because of its shorter strings, a higher pitch as well. Ics
on another. great range of tone and expression have made it a favorite
Lyre: A simpler ancestor of the lap· harp, a lyre typically of Small bards, especially gnomes and halllings, who
has a body made out of a turtle shell, plus two curved champion it as superior even to the lute.
arms and a crossbar to hold its four to six (or more rarely, Bardic Music: Sec lute, above.
eight) gut or sinew strings taut. To play the lyre, the musi- Organ, Pipe: Huge, heavy, and always stationary, the
cian holds it in one hand while stnimming or plucking pipe organ is the most complex of all musical insrru-
the strings with the other. ments. Each has hundreds of pipes, ranging from as shorl
The very simplicity of a lyre is its ch:irm, since even a as 1 inch to as long as 32 feet. Most of these pipes are
novice can strum one to credible effect. Because of this vertical metal tubes, but a few upright wooden shafts
and the fact that they're easy to make, lyres :ire popular (typically square rather than circular) provide additional
among the sylvan fey (especially satyrs) and counrryfolk tonal depth. Agreat bellows pushes air through the pipes
in general. On occasion, however, a rrue mascer (such as ro produce the sound. A typical orga11 has two to five
the legendary Orpheus) :idopcs ir as a signature insrru· keyboards (one for the feet and one or more for rhe
ment. producing astonishing effects. hands), each of which can be set to sound like a different
Bardic Mm1C: While playing a lyre, the musician gains a instrument or combination of instruments. A panel of
.;.2 circumstance bonus on Perform checks for counrer- knobs (called stops) controls which pipes sound-
song, fas<mat1·, or suggc~tro11 :irremprs when rhe listeners pulling a knob into the "open" position allows rhe forced
are fey. air from the bellow~ to enter a particular pipe or set of
Mandolin: Essentially a smaller version of the lure, a pipes when the correct key is depressed.
mandolin is usually between 20 inches :ind 2 feet long. To play a pipe organ, the performer sets rhe stops to
It has a straighter neck than does rhe hue-che end at direct air into the desired pipes, then depresses combi-
which the pegs secure the strings tilts back only nations of keys to generate the sound. The pipes must
slightly, if at all. The mandolin is unusual for the be continuously supplied wnh air throughout the

Herald's Trumpet Lur

I ' :

,. ,. . ,., .,/,<: . <~ ((\l)l{l{(l\\~~~l\)Jl(U(~1lllll~lll~l~~

Shell Horn

Shawm,
Hautbois,
Whist/e-'Pipea11d
Recorder-Flute
CHAPTER 3: BARD & ROGUE EQUIPMENT

inspiring courage. Tben, with a successful Concentra-


tion check (DC 20 musician's Perform modifier), he
could start a countersong while maintaining the
inspire courage effect. Finally, with another successful
Concentration check (DC 25 - musician's Perform
modifier), he could attempt to fascinate a character
while still maintaining both of the other two effects.
Failure at either Concentration check ends one earlier
'Pipe Organ effect (the one that has been operating the longest)
because of the performer's distraction.
Pipes, Pan: A set of pan pipes is a series of hollow
reeds or wooden tubes of varying lengths bound
together in a row, from smallest to largest. To play them,
the musician blows into the tops of the tubes, produc-
ing a sound much like that of several tiny wooden
flutes. By moving the pipes from side to side, the piper
can play different notes. Switching rapidly among
notes creates the sweet, rippling effect for which the
instrument is known.
Simple yet evocative, pan pipes are favorites of satyrs
and other sylvan fey. Humans and some elves also find
their music pleasing.
Bardic Music: Pan pipes grant the musician a +1 circum-
stance bonus on all Perform checks when the listeners are
animals or fey.
Psaltery: The psaltery looks like a zither (see below)
without its fretted fingerboard. It has only one set of
strings, and its music is similar to that of a harp. A psaltery
is played by plucking the strings with fingers, quills, or
performance. A musician playing a small pipe organ tiny hooks.
can "feed" rhe instrument personally by working the Celestials are particularly fond of psaltery music.
bellows with a foot pump Playing a large organ, I lumans and some elves also find it spiritually uplifting.
however, usually requires at least one assistant to pump Ba1·dic Music: See zither, below.
the bellows. The volume depends solely on the amount Recorder-F)ute: This ancient instrument originated
of air entering the pipes, so all notes sound equally loud as a simple, hollow tube that produced a single reso-
or soft. nant note when air was blown through it. The addition
The pipe organ represents the pinnacle of instrument- of six to eight fingerholes enabled the musician to vary
crafting technology. Its huge array of different-sized pipes the tone, and an optional thumbhole near the upper
gives it a truly incredible range of sound. The smaller the opening made it possible to lower the notes by an
pipe, the higher-pitched the sound it produces and, octave. These alterations resulted in the instrument
conversely, the larger the pipe, the lower its pitch. Occa- called the recorder-flute. Recorder-flutes come in
sionally, an organ's complement of pipes includes a few many sizes, but the most common lengths are j 2
so large that their notes are beyond the lower limit of inches (for Small musicians) and 18 inches (for
human hearing (although they can still help to create Medium-size musicians).
subsonic effects) or so tiny that only animals can hear The fact that recorder-flutes are very simple to play
their sounds. The keyboards permit the musician to and relatively easy to construct makes them popular
create full, multi.note chords by striking two or more among those who cannot afford or master more
keys simultaneously. complex instruments. Some bards have found this very
Human societies in particular prize the sound of the simplicity a benefit- they claim that recorder-flutes
pipe organ and its relatives, the clavichord and the harp- soothe an audience and enhance the performer's ability
sichord (see above). Because of their size, expense, and to cast enchantment spells such as sleep, charm person,
immobility, pipe organs are typically found only in cathe- and the like successfully.
drals and palaces. Bardic Music: By playing a recorder-flute, the musician
Bardic Musrc: Because of its multiple keyboards, a can impose a - 1 circumstance penalty on listeners' saving
pipe organ enables the musician to maintain up to throws against charm and compulsion effects, including
three bardic music or virtuoso's performance effects at the bardic .tnusic effects fascmate and suggestion. This is a
once. For example, a performing bard could begin by supernatural, mind-affecting ability.
CHAPTER 3: SARO & ROGUE EQUIPMENT

.Shawm: This double-reed precursor to the oboe looks races for sending signals, raising alarms, and motivating
a bit like an inverced sceprer. Some shawms are highly troops. Muskians who play complex versions with finger-
decorated, which increases Lhcir resemblance to scepters holes can produce exceptionally beautiful melodies. Devils
even more. The rypical shawm measures about 26-28 are also very fond of trumpers-the louder :md more
inches in length and has seven or eight fingerholes. discordant tht• sound, the better.
Shawms were developed for open-air performances; Barclrc Mime: See horn, natural (above).
thus their music rends co be very loud. Many aristo- Water-Pipe: The water-pipe, or hookah. is widely
cratic amateur musicians have adopted the shawm as known among some human culcures, but its properties as
their instrumenr of choice, since it is nor only anracrive a musical instrument were developed at the behest of a
to the eye, but also quire distinctive in sound. Treants bronze dragon who wanted an instrument he could play
adore the sound of any son of shawm, though they are withouL assuming anthropomorphic form. Many other
most partial ro rhe crumhorn (sec above). dragons hav(• since adopted this unusual instrument as
B11rd1c Mum: A shawm bestows a certain prestige on rheirown.
anyone who can play it properly. Thus, a successful Like a smoking hookah, the musical water-pipe works
Perform check made in an aristocratic setting granrs by filtering smoke through waler held in a large, vaselike
the performer a +4 circumstance bonus on Bluff, Diplo- vessel. Instead of cooling the smoke for inhalation,
macy. Disguise, and Cacher Information checks made however, the 111srrument version uses various special
against listeners for 1d6 hours after the performance additions to enhance the sound of the bubbling warer.
ends. Ir also ~hifts rhe animde of such li..teners by one Some water-pipes contain riny crystal beads that tinkle
category in rhe performer's favor (for example, from against the sides of the vessel each time a puff of smoke
indifferent to friendly-see the N PC Attitudes section stirs Lhe water. Others have chimes or even tiny cymbals
in Chapter 5 of the Dt•.\ IGEO\I MA4'Trn·~ \.urdr). However, hung inside, which strike one another and ring softly
it also imposes a -4 circumstance penalty on Intimidate whenever air moves within the vessel.
checks against rhose listeners for the same period. Dragons have seemingly boundless enthusiasm for
Creating the above effecLs is a supernatural, mind- Lhe water-pipe and its music. In fact, dragon musicians
affecting ability. sometimes spend years contemplating possible im-
Tabor: This small instrument has a diameter of about 1 provements and refinemenLs. Most humanoids find
foot, a thickness of up Lo 2 feet. and a drumhead on each water-pipe music soothing. but not particularly inter-
end. The tabor is light enough to wear on a bandoleer, esting. Occasionally, however, a humanoid sorcerer or a
belt, or sash draped around che drummer's neck. Perfecr kobold takes up the water-pipe to stress his or her affiniry
for martial music and for setting marching rhythms, this wich dragons
instrument gets irs distinctive raule from tht• hands of gut Barilrc .Mum: When played to inspire courage, the
strung ;ilong its lower head, which vibraH• when the water-pipe raises the morale bonus on saving throws
upper head is srruck. againsL fear effects from · 2 to +4 for the perfom1er's allies.
Dwarves in particular enjoy Lhc music of the tabor, However, it also reduces the bonus on saving throws
with its strong martial sound. Not only do they play it for againsL charm effects from +2 LO +o for all such listeners.
entertainment, they also use iL to kt·ep cadence while Because the music of this instrument is so soft, it affects
marching to war. only targets within 30 feet.
BarJic Mum: See drum, above. Whistle-Pipe: Neither a horn nor a iluce, the whistle-
Trumpet, Herald's: In rime, natural horns gave way to pipe is made of metal but played like a woodwind. Ir
metal horns made of gold, silver, bronze, brass, and occa- consisLs ofa straight metal tube smdded with fingerholes.
sionally e\·en more exotic metals. These metal trumpets The musician plays ir by blowing directly through the
quickly beomc popular in human and a few humanoid length of the pipe while covering combinations of holes
societies, primarily because they could be made to to produce different notes. A whistle-pip(• b a small
specific sizes and shapes. instrument, typically about 1 foot in lengLh and only an
A herald's trllmpet looks like a sLraighL tube made of inch in diameter.
brass or bront(' rhar flares out into a bell shape at the end. The whistle-pipe produces a high-piLched sound that
lt is among the loudest instruments available b(•cause its some consider quite piercing. Gnomes particularly enjoy
volume is limited only by Lhe windpower of the its mu~ic, however. and many gnome bards adopt it as
performer. The typical herald's trumpet is 3- 5 feer long their instrument of choice.
and depends on rhe musician's tongul' and breath to Barilll Mmic: A whistle-pipe grants the mu~ician a +5
produce variations in cone. A more complex version has circumstann· bonus on Perform checks for counrer-
chrcc or morl' fingerholes on rhe shafL. By covering these song auempts.
in difft•i-.•nt combinations, che musician can play differ- Zither: A zither looks like a flartened lute with its neck
ent notes on the same horn. snapped off and gilled into a new position along the left
Since herald's trumpets produce wry clear, very loud side of thr instrument. It has a flat soundbox~- usually
notes, they are popular among humans and humanoid rectangular, though other shapes are known. The zither
CHAPTER 3: BARD & ROGUE EQUIPMENT

has two sets of gut or metal strings-one stretched across the chosen material, all the same length, hanging paral-
the soundbox and the other along the fretted fingerboard lel to one another from a support. A more complex cype
at the side. uses strips of different lengths, but they still hang paral-
A zither is usually either held on the lap or laid flat on lel about one-half inch apart. The most sophisticated of
a table. To play it, the musician uses a pick mounted on a all wind chimes, the chromatic chime, consists of acrual
thumb ring to pluck a melody on the fingerboard strings tubular bells, each tuned to a different note and care-
while strumming the other set of strings (often with a fully arranged to create a harmonious scale. Individual
quill or small stick) to provide background harmony. chimes of any type can be as short as a few inches or as
The zither is popular with humans and gnomes. lts long as 8 feet.
light, lilting tones and the intricacy of melodies that its Wind chimes are hung in a place where the wind can
two sets of strings can produce make it a favorite of some easily reach them. When a strong enough breeze blows,
bards as well. the pieces knock together and chime. If all the pieces
Bardic Music: When played to inspire courage, a zither are tl1e same length, the instrument can sound only one
boosts the morale bonus on saves to resist charm and fear note, though its rhythm is random. Wind chimes with
effects from +2 to +3. However, it also reduces the morale pieces of different lengths produce different notes,
bonus on weapon damage rolls from +1 to +0. depending upon exactly which pairs of chimes come
into contact.
Self-Played Instruments The most common type of magic wind chimes grants a
Once set in place, self-played instruments need no +1 morale bonus on listeners' saving throws against chann
further intervention-they simply make music when- and fear effects for as long as it sounds.
ever the conditions are right.This makes them very good Harp, Aeolian: Although it looks more like a dulcimer
triggers for certain magi.cal effects. When the condition than a harp, the aeolian harp (somecimes called a wind
that causes rhe instrument to play occurs, the music acti- harp) sounds very similar to a true harp. A typical aeolian
vates the spell effect. harp is 3 feet long but only about 5 inches wide and 2
Magical versions of the preceding instruments inches thick. Its ten to twelve strings are all the same
might also have the ability to play themselves. These, length, though they vary in thickness.
however, are magically enhanced normal instruments, An aeolian harp is usually hung oucdoors. When the
not classes of instrume11ts specifically created for that wind blows over it, the changing air pressure causes one
purpose. or more of the strings to quiver, starting with the thinnest
Chimes, Wind: Wind chimes can be made of wood, and lightest. This produces a tone just as though a musi-
metal, or crystal. The simplest type consists of strips of cian had plucked the string. The stronger the wind, the

Wind
Stone
Clavichord

~Hammered
'IJulcimer
Aeolian Harp
CHAPTER 3: BARD & ROGUE EQUIPMENT

more notes sound. The music of the harp continues for as WEAPONS
long as the wind <loes. This section details unusual mundane weapons that
Some find the music of an aeolian harp eerie; others bards, rogues, a11d assassins find especially useful.
consider it ethereal. It is popular among elves and
humans. New Wea pons
Many a bard has created a magic aeolian harp that Some uncommon weapons lend themselves particularly
produces a counrersong effect, which lasts for as long as well to the battle strategies that rogues and bards prefer.
the music does. Such an instrument functions as a bard This section lists a few such items that DMs may wish to
with the same bard level and the same Perform skill make available in their campaigns.
modifier as its creator had when he made it. Bayon et: Sometimes a bard finds himself in a situa-
Ston es, Wind: ~aturally occurring stones sometimes tion that requires self-defense at a few seconds' notice.
have holes, grooves, or ridges through which the wind That's when an instrumenr-mounred bayonet comes
whistles or moans when it blows strongly enough from in handy.
the right direction. Lt was only a matter of time before A bayonet (a long, thin dagger) affixed to the neck of a
intelligent creatures decided to imitate and, if possible, lute or other instrument can be used to fend off an
improve upon nilture. "Wind stone" is a general term for attacker, or even to inflict respectable damage if set to
the result of such experimentation- a rock outcropping receive a charge. However, some risk of damage ro the
that has been bored, altered, or placed in such a way as to instrument exists from the sudden impact (see the Arrack
create music when the wind blows. Each wind stone has an Object section in Chapter 8 of the Player's Himdbooh).
a single distinctive whisper, wail, or groan rhat lasts from Crossbow, Covered Hand: Rogues often find them-
a few seconds to several minutes. selves hanging from ropes, clinging to walls, and in other
The sound of a wind stone is often disquieting to positions that make normal missile fire impo~sible.
human or halfling listeners, though dwarves and gnomes However, a covered hand crossbow, in which a thin sheet
find it pleasant enough. Other races tend to either ignore of wood holds the bolt in its firing groove, can be fired
these sounds altogether or imagine them to be the from any position without the bolt slipping out. This
voices of invisible creatures that must be appeased with device is very similar ro the cut-down repeating crossbow
periodic sacrifices. in appearance, except that it lacks a clip. The covered
Occasionally, a bard creates a magic wind stone that hand crossbow loads from the rear and holds only one
imposes a - 4 morale penalty on listeners' saving throws bolt at a time.
against ft'•lf effects while it sounds and for id6 minutes Crossb ow, Grapple-Firing: This device helps adven-
thereafter. The creator is immune to this effecr. tures scale unclimbable walls, bridge chasms, escape down
CHAPTER 3: BARD & ROGUE EQUIPMENT

TABLE 3-1: WEAPONS


Weapon Cost Damage Critical Range Increment Weight Type Hardness Hit Points
Simple Weapons-Ranged
Medium-size
Crossbow, grapple-firing 70 gp ld3 120 ft. 12 lb. Piercing 10 10
Bolts, grapple (10) 200gp 8 lb. 10 l

Martial Weapons-Melee
Small
Bayonet 5 gp ld4 19-20 2 lb. Piercing 10

Exotic Weapons-Melee
Small
Garrote, cord 1 sp 1d6>~ 19-20 l/lOlb. Bludgeoning 0 2
Garrote, locking 100 gp ld8* 18-20 3 lb. Slashing 7 4
Garrote, wire 10 gp ld8* 18-20 l lb. Slashing 7 3
Sleeve, weighted** S sp ld4 21/2lb. Bludgeoning 5 20
Medium-size
Sleeve, weighted** 5 sp 1d6 2 1/2 lb. Bludgeoning s 30

Exotic Weapons-Ranged
Small
Crossbow, covered hand 125 gp ld4 19-20 30 ft. 4 lb. Piercing 10 5

1'Damage is per round of successful grappling.


1
'*All data is per sleeve. Cost is for weights only; add the price of the clothing type desired to determine final cost.

sheer cliffs, and the like. A grapple-firing crossbow is a Garrote, Locking: This nasty variant of the wire
heavy crossbow modified to fire a special, grapple-headed garrote comes with a pair of metal grips, each of which
metal bolt attached to 100 feet of thin, light rope. contains one portion of a locking mechanism. Once
A successful shot at an appropriate target (see the the garrote has begun to deal damage after a garrote
Attack an Object section in Chapter 8 of the Ph1yer's arrack, the atlacker can link the two ends and twist the
Handbook) indicates that the grapple has hooked onto grips into their locked position. This maintains stran-
something, ancho1;ng the rope firmly enough for a gling pressure on the victim even after the attacker lets
character to ascend it with a successful Climb check go. The victim continues to make grapple checks (each
(DC 15). Failure brings one of three results: that the one opposed by the last attack roll the attacker made)
grapple simply failed to snag anything, that it has until freed or unconscious.
lodged but is not secure enough to support a character's The DC for the Disable Device check to free a victim
weight, or that there's simply nothing up there for it to from a locked garrote is 1 O if the character attempting
catch. ln the first case, the user can simply recoil the the task has Exotic Weapon Proficiency (locking
rope and try again. In the second case, a successful Use garrote), or 25 otherwise. lf someone other than the
Rope check (DC 15) made before anyone tries to climb victim makes the attempt, a -5 circumstance penalry
reveals the instability. The user cannot free that grapple applies to the check unless the victim is held, uncon-
but may try to fire another. (Should anyone try to climb scious, or otherwise kept from moving. A character
the unstable rope, the grapple gives way after the auempting LO remove a locking garrote from his or her
climber has progressed 1d10 feet. Dete1111ine damage own neck suffers the same penalty on the Disable
normally for rhe resulting fall.) In the tbitd case, retries Device check, this time for working blind. Naturally,
automatically fail. it's impossible for any character to take 10 or take 20 on
A character can easily anchor a grapple-bolt by hand in this check unless the victim trapped in the device is
a niche or use pitons to secure it on smooth stone. This already dead. Smashing the locking garrote leaves it
provides the same aid for descent without the need to fire frozen in the locked position.
the weapon. Garrote, Wire: This weapon is nothing bur a thin wire
Garrote, Cord: This type of ganote is a simple cord set into a pair of wooden grips. Like the cord version, it is
used to strangle an opponent. Using this weapon requires used ro strangle an opponent. The grips protect the
a special garrote attack (see Chapter 5). An experienced attacker's hands from the wire. A character using a wire
strangler can also use scarves, sashes, vines, and the like as gan-ote without grips or some other form of hand protec-
impromptu cord garrotes. tion takes I d3 points of damage per round from the wire.
CHAPTER 3: BARD & ROGUE EQUIPMENT

Using this weapon rc4uircs a special garrote attack (see Double-Sided Clothes: This specially made set of
Chapter 51. clothing is useful for allaying suspicion and throwing off
Sleeve, Weighted: Subtlt• weapons often used for pursuit. A bard who has been spotted lea\ing an assigna-
self-defense, weighted sleeves arc usually found only tion, a spymaster who is trymg to throw off a tail, or a
in lands where long, loose sleeves are fashionable. A thief who wants to establish an alibi- any of these can
weighted sleeve consists of one or mon• metal weights benefit greatly from this relatively simple item.
sewn into a sleeve hem. Tailors who incorporate these Each piece of cloching in the sec is reversible, and the
weapons into finely made garments take care to spread nvo sides differ markedly in color, style, and general
out the weight so that the clothing hangs normally. In appearance. Neither side rescmblc.!s the other in any way,
simpler peasant versions, a small pocket just inside the and most often the nvo ensembles even correspond to
cuff of each sleeve holds a single metal ball weighing different social stations. Thus, the wearer can take pains
about 1 pound. Typically, both or a garment's sleeves to be seen wearing one outfit, then duck bdefly out of
are weighted. sight and emerge looking so different that only the most
To use this weapon, tht• wearer first swings the sleeve suspicious observer would connect him or her with the
around to build momentum, much as if it were a sling. person who vanished a few moments before. ~ lowever, it
Instead of releasing a misstle, however, the user simply would behoove the suit's owner not to use it too many
clubs the target with the weight. Building up sufficient times in the same town, lest some bnght citizen make a
momentum is a rnove·equivalent action, so only one blow connection between the disappearance of one person
with each sleeve is normally pos-;ible in a round. Attack- and the appearance of the ocher.
ing with both sleeves simultaneously incurs the standard Jt takes 2 minutes to reverse the cl•>thing and alter
pt:nalties for fighting with two weapons. The wielder other details (such as hairstyle, Jewelry, and so forth)
might also alternate between the left and right sleeves, appropriately. A characccr who completes the change
striking with one and building up speed with the other gains the standard +5 bonus on Disguise checks for alter-
during one round, then striking with the st•cond sleeve ation of minor details. If che wearer attempts any addi-
and building momentum with the first on the following tional changes (such as using spells or a disguise kit, or
round. This tactic incurs the standard penalty for using a appearing as a different gender, race, or class), apply the
weapon in the off hand each round. corresponding check modifiers (sec the Disguise skill
Wearing a garment with weighted sleeves as part of a description in Chapter 4 of the Pl11ycr's Handbook) and
disguise is a favorite trick of assassins. Once the assassin extend the time required appropriatdy.
has carried out his mission, he can simply discard the Expandable Pole: This scurdy but hollow bamboo rod
weights in the nearest convenient dustbin or pond and is 1 foot long and capped at each end. By removmg the
continue posing as an unarmed servanc or guest m the caps, the user can slide out up ro five additional sections
house, even i.f a search is conducted. from each tip. When extended and rotated into "locked"
position (a move·equ ivalent action), each of these sections
adds 1 foot to the total length of the rod. Since each end
THIEF GEAR can produce the same number of extensions, the pole can
The standard kit of th1c.!ves' tools described in the be set at any 1-foot increment up to 11 feet. The usual
Player's Ilandbool< contains all the basics needed to
disarm traps, pick locks, and the like. Experienced TABLE 3-2; THIEF GEAR
rogues, however, often find themselves wishing for Item Cost Weight
special tools that would enable them to carry out some Automated footpad 30 gp 1/2 lb.
of these same tasks with less personal risk. This section Double-sided clothes 50 gp 8 lb.*
presents several such tools designed to make a rogue's Expandable pole 5 gp 1 lb.
life easier-and perhaps longer. These range from Gorget (plain) 10 gp 5 lb.
special thieves' tools to useful everyday devices. There Gorget (spiked) 20 gp 5 lb.
are also a few items specifically targeted against rogues. Leather collar (plain) 2 gp 2-3 lb.
Coses and weighcs for all these items are given in Table Leather collar (decorated) 5 gp 2-3 lb.
3-2: Thief Gear. Longreach tongs 20 gp 5 lb.
Automated Footpad: A gnome creation, this device Long-spoon thieves' tools (set) 70 gp 3 lb.
looks like a small, win<l·up toy. When wound and set in Mechanical burglar (Type I) 2,000 gp 3 lb.
motion, it heads off in a straight line, making distinct, Mechanical burglar (Type 11) 2,500 gp 3 lb.
audible footsteps cwry fow seconds. Its chief purpose is Mechanical burglar (Type 111) 3,000 gp 3 lb.
to distract guards' attention by making it Sc.!cm that some- Mechanical burglar (Type IV) 4,000 gp 3 lb.
one is walking down a corridor, though it can also make a Reverse Lock 100 gp l lb.
useful trap-detection tool. If the user makes a successful Waterproofing 30 gp 1 lb.
Disable Device check (DC 25), the device can set off a *This item weighs one·quarter this amount when made
touch- or proximity-triggen•d trap. for a Small character.
CHAPTER 3: BARO & ROGUE EQUIPMENT

settings are 5 feet, 7 feer, 9 feet, and 11 feet. Collapsing the Leather collars must be custom-made fot their wearers,
pole back ro irs original 1-foot length requires twisting and fashion-conscious owners often have them deco-
each section ro unlock it, then sliding it back inside the rated with stitching, scuds, or dye.
next larger piece (a move-equivalent action). While less resrricrive than the gorger, the leather collar
The primary function of rhis device is to bridge holes also makes long periods of exertion difficult. This item
or gaps and anchor ropes for descent inro pits and shafts. imposes a -2 circumstance penalry on any checks made
How far the pole is extended determines how much to perfonn physical actions that extend over a period of
weight it can bear: It can hold 150 pounds at 5 feet, 120 time (srunning, swimming, breath-holding, and so on).
pounds at 7 feet, 100 pounds at 9 feet, or 50 pounds at 11 Longreach Tongs: Though this versatile tool has a
feet. J lalflings and gnomes in particular find this a useful mu I titude of potential uses, rogues typically employ it for
piece of dungeoneering equipment. removing items from shelves, cabinets, chests, or other
Gorget: This metal collar offers superior protection receptacles without directly endangering their hands.
for the neck, providing a +10 armor bonus against The tongs do not permit fine manipulation, but the
ga1Tote attacks. The typical gorger consists of rwo semi- owner can use them to lift an object weighing up to 5
circular metal plates held in place with a metal pin. It is pounds, tug aside a curtain, grip a doorknob or latch, or
typically worn as part of a set offull plate, though it can perform some similar activity. Some sets of tongs have
also be worn alone or as part of a helmet. Adding spikes wooden handles to insulate the user against electrical
to a gorget <loubles the cost and may make certain shocks or ocher unpleasant effects. A typical set of
opponents reconsider attacking the wearer's throat, but longreach tongs can extend to a length of 10 feet.
this fcatme adds nothing to its armor bonus. A gorger Long-Spoon Thieves' Tools: Each of these items is a
has a hardness of 10. specially modified version of a standard lockpicking tool
Becau~e it can restrict breathing, long-term exertion is mounte<l on a long, thin handle. These tools enable the
difficulc for the gorger wearer. The item imposes a -4 user to manipulate a latch, tinker with a lock, or probe a
circumstance penalty on any checks made to perform trap from a position up to 5 feet away and well to the side
physical actions that extend over a period of time of the target device. A 1-inch-diameter mirror mounted
(running, swimming, brearh-holding, and so on). on a similar handle gives the user a good view of the situ-
Leath er Collar: This simple piece of gear protecrs ation. Though some traps have sufficient range to inflict
che neck, providing a +4 armor bonus against garrote harm even at that distance, these tools make it possible
attacks. The typical version is between 2 and 4 inches for a wary rogue to avoid most common hazards, such as
wide, has a hardness of 3, and is held in place by laces. poisoned needles or spurting acid.

Automated
Jumping Caltmpi· M11cha11ical Footpad
IJ11rgl11r
CHAPTER 3: SARO & ROGUE EQUIPMENT

·Using these cools is more nme-consummg and less Magk Items


accurate than raking the direct approach; thus, long- This section features many wondrous items, and even a
spoon tools add 2 rounds to the time required and impose magic sworJ and shield designed especi<illy to appeal to
a -2 circumstance penalry on any check for which they rogues and bards.
are used. Note, however, that rhe masterwork bonus for a
finely made set offsets this latter penalty. Magic Weapons and Armor
Mechanical Burglar: Another gnome invention, the Rogues and bards can usually hold their own in combat,
mechanical burglar is a tiny, clockwork device that auto- but some additional help in the form of magic weaponry
matically picks mechanical locks. (It cannot bypass magic or armor is always welcome One of the following items
locks.) The device is a sophisticated mechanism in which is designed especially for bards; rhe other is useful to
springs extend and retract tiny metal probes to manipu- any character.
late a lock's inner workings. Barricade Buckler: The correct command word
To use the mechanical burglar, the owner simply winds transforms this +1 buckler into a tower shield. Like any
it up and inserts it into the lock where the key would other rower shield, it does not modify AC directly;
normally fir. The device is nor silent; it ticks, whirs, and rather, it provides up to total cover for any one character
pings the whole time it is working. A mechanical burglar behind it. A second command word shrinks the bam-
takes 1dl0 rounds to pick a lock. cade buckler back ro Its original size.
The quality of rhe device determines how complex a Caster uvel: 5th, Prerequisites: Craft Magic Arms and
lock it can open, according to the following table. Armor, cnl.irgc, Marl~el Price: 4,165 gp; Weight· 5 lb. in
buckler form, 45 lb. in tower shield form.
Type Lock Complexity Singing Sword: This intelligent t2 dancing longsword is a
I Very simple (DC 20) umque weapon that has been passed from bard to bard over
II Very simple (DC 20) or average (DC 25) the cenrunes. Ir loves rwo things to the exclusion of all
Ill Very simple (DC 20), average (DC 25), or good others: singing and fighting. lf its owner doesn't display a
(DC 30) passion for both of those activities. a personallty conflict
IV Very simple (DC 20), average (DC 25), good occurs (see the Items Against Characters section in Chapter
{DC 30) or amazing {35) 8 of the DuNGl.01'." /viAsTER's Guide). Should that occur, che
sword demands that its owner either actively share its inter-
To mamtain the device, the owner must keep ic dry, oil ests (by gaining ranks in Perform and perhaps even raking
it occasionally, and protect it from impacr. Failure to up the bard class) or rum it over to a more suitable owner.
take proper care of the mechanical burglar causes it to In the hands of a bard who enjoys battle, however, the
cease funccioning unril repaired, which costs half of its s111gmg ~word truly shines. Noc only is it a formidable
original cosc. The mechanical burglar only works on weapon in combat, but it can also harmoni1.e with its
traditional key locks and padlocks. owner, granting him a +6 enhancement bonus on any
Reverse Lock: This tricky little device protects the Perform checks thar involve singing.
contents of a room or container by frustrating burglars For the first few weeks after acquiring a suitable new
until they give up an<l go away. When first encountered, owner, the smgmg swonI is content and cager to please. Over
the reverse lock appears to be locked but actually is not. If time, however, personaUry conflicts can occur if other char·
a character makes a successful unlocking attempt-an acters (c~-p<:cially lawful ones) prevent the bard from singing
Open Lock check, an open or knock spell, or anything else or fighting.The smgmg stvord always urges its owner forward
that accomplishes the same purpose-the device rhen into combat and up onto the stage at every opponuniry.
locks itself but appears unlocked. A second successful The si11g111g sword has 10 ranks in Sense Motive, which,
attempt to open the lock by any means causes ir to unlock combined with its Wisdom modifier, give it a total bonus
and agam appear locked. of +14 on Sense Motive checks. In addition, the sword
Waterproofing: This useful compound comes in the can delecl law, and it grams its wicl<lcr free use of the
form of a thick paste or polish in a tin container. When Bllnd-Fight feat. finally, it can cast haste (duration 10
rubbed on wooden, leather, paper, parchment, or metal rounds) on its wielder once per day. The m1gmg sword is
items, it protects them from all water damage for up to 24 chaotic neutral, with Int 11, Wis 19, Cha t5, and Ego 19.
hours An item so created suffers no harm from any type It speaks Common and can communicate telepathically
of water exposure-be it dampness, a brief shower, or with any creature that has a language.
even complete immersion. One application covers an Casler Level: 12th; Prerequisites: Craft Magic Arms and
ob1ect che size of a lute or a pair of boots and lasts for Armor, animate objects, detect law, haste; .\farket Pnre:
seven days or until exposed to water. A rin of water· 127,855 gp; Weight: 4 lb.
proofing contains enough polish for ten applications.
Bards in particular find this item useful for protecting Potions
their precious instruments from inclement weather and This unusual potion is a favorite of assassins, rogues, and
sudden dunkings. members of the lamenters' Order (see Chapter 4).
CHAPTER 3: BARO & ROGUE EQUIPMENT

Vial of the Last Gasp: This potion is actually the Flute of the Snake: The music of this flute, which is
necromantically preserved last breath of some famous made from an exotic type of dark wood, affects snakes of
figure, crapped in a vial. A vial of the last gasp allows the all kinds. This is a sonic, mind-affecting compulsion
user to draw strength and knowledge from the dead effect that works like an ammal trance spell, except that it
creature. Anyone who unstoppers the vial and inhales affects only ~nakes.
its vapors gains 1d8 temporary hit points, a +2 enhance· By playing a droning sequence of notes for 1 full round,
ment bonus to Strength, and a +4 insight bonus on a musician with at least 5 ranks in Perform can summon
checks using one Craft, Knowledge, or Profession skill td4+ t Medium-size vipers. These snakes appear wherever
possessed by the deceased. The creator specifies the the flutist designates, within a radius of 30 feet from the
skill ro which the bonus applies upon creating the flu re. They fight on the musician's behalf, attac:king on his
porion, but it is usually the area of the deceased's great· or her wrn, and remain for 9 rounds or unril killed.
est experrise (This does not allow u11trained use of The flute can put snakes into a trance three times per
trained only skills. If the potion enhances a Knowledge day and summon snakes once per day.
Ol Profession skill that the user does not already have, Cmll'r Level: 9th; Prerequisites: Craft Wondrous ltem,
rhis benefit is useless.) furthermore, the fumes i11crease anrnial tmnce. mmmon nitture's ally V; Marh·t Price: 15,400
the user's effective caster level by +I. All these effects gp; Weight: I lb.
l:ist for 10 minutes. Harp of the Immortal Maestro: This pinnacle of
Caster Lt•vel: 4th; Prerequisiles: Brew Potion, dcoth frndl; i11s1rumcnt design functions best in the hands of a musi-
Market Plire: 6,200 gp. cian with at least 15 ranks in Perform. Such a user can,
simply by strumming the harp, generate the following
Wondrous Items effects once per day each: cure cntirnl wounds, il1splaccmrnt,
Perhaps more so than any ocher classes. rogues and bards and sum111011 mo11sler V. The harp also grants us owner a +6
rend to use wondrous items. The ones presented here are enhancement bonus on Perform checks made while
designed eirher for the use of rogues and bards, or to using it. ln addition, the harp of the rmmorlal macslro has
prorect items or characters from their particular talents. the following command-word abilities, each usable once
Breaker Bottle: Potion bottles have an unfortunate per day: levitale, magic circle agamst evil, and forlmrmo (see
tendency co break at the wrong times. A breaker bottlt-, Chapter 6).
however, is designed to break only upon command. It Cnslt'r Level: 9th; Prcrequmtes: Craft Wondrous Item,
looks like an ordinary bottle of wood, metal, or very forlirnmo, wre crihrnl wounds, d1splcueme11I, levilatc, magu
heavy glass, hue ics outside is inscribed with an attractive Clrdt: 11gmnsl evil, mmmon monster V; .Market P11cc: 69,580 gp;
latticework design. The bocrle has been imbued with a W1e1ght: 3 lb.
shat1er spell that activates by spell trigger. Thus, when Horn ofTriumph: This silver trumpet is prized on the
dropped, it simply bounces. When thrown across a room, batdefield, for its music can significantly improve
it typically survives intact. But when the proper trigger soldiers' combat prowess. When a character with the
word is spoken, it flies apart into shards along the bardic music ability plays the hom of tnumph, each willing
inscribed lines, scartering its contents. ally wtlhin 15 feet receives a +2 morale bonus on all
Hrt•al1cr bottles protect potions and other liquids frorn saving throws, attack rolls, ability and skill checks, and
harm, yet chey can also serve as excellent grenadelike weapon damage rolls. Furthermore, every affected crca-
weapons, or even crap components. For example, a char· nire gains a +2 morale bonus to both Strength and Consti-
acter could simply line up a row of breaker bottles filled llltion (which improves attack bonuses and fortitude
with acid or alchemist's fire atop a high shelf, wait for a saves accordingly) but suffers a -1 morale penalty to AC.
foe to pass near chem, speak the trigger word, and The instrument compels all affected creatures to fight,
watch the contents rain down upon the unfortunate heedless of danger.
target's head. The effects of the horn last as long as the mmician
Casta L·11el: 3rd; Prereqwsites: Craft Wondrous ltem, concinucs to play and the affected creatures remain
1lrnttrr; .Market Price: 150 gp; W1e1ght: 1/ 10 lb. wirhin 15 feet. Moving out of range ends rhe effect for the
Eyes of Dark Aura: When placed over the eyes, these creature that did so, but others still within the radius
ebony lenses allow normal vision and reveal the state of retain the benefits. The horn can produce this magical
health of all creatures visible to the wearer within 25 fanfan• twice a day. It functions as a normal trumpet if its
feer. The t'yt'~ of dark aura indicate whether each is dead, user docs not have the bardic music ability.
fragile (3 or fewer hit points left), fighti11g off death Casler l.cwl: 7th; Prerequmtes: Craft Wondrous Item,
(alive with 4 or more hit points), undead, or neither w1otron; Marfwt Price: 35,380 gp; Weight: 3 lb.
alive nor dead (a construct, for example). Members of Jumping Caltrops: These unusual items arc actually
the Lamenrers' Order (see Chapter 4) are particularly Diminutive animated objects. When released from their
fond of this item. bag, t ht•y begin hopping around the 5-foot square in
Castt'r Level: 3rd; Prerequisites: Craft Wondrous Item, which they land. When someone tries to move rnto,
dcothw11tcl1; Market Pnce: 2,000 gp. through, or within the square on foot, the ]Umping caltrops
CHAPTER 3: BARO&. ROGUE EQUIPMENT

immediately try to scurry under the interloper's feet. owner with at least t 5 ranks in Perform can use crescendo
They can move at a speed of up to 50 feet, though they (see Chapter 6), emotion, and dommate person, each once
cannot leave their square. per day, by playing the correct notes. The musician also
The number of caltrop attacks a creature suffers while gains a +4 enhancement bonus on any Perform checks
within rhe affected area depends on its speed: four for made while playing the mandol111 of the msp1ri11g musc.
normal speed, two for half speed, and none for one-quar- The mandolin also has the following command-word
ter speed. (One-quarter·speed movement assumes that abilities, each usable once per day: levitate, magic cmle
the creature is shuffling forw3rd without picking up its against evil, and fortrsmno (see Chapter 6).
feet at all.) The target's shield, armor, and deflection Caster Level· 9th; Prcreq1m1ks: Craft Wondrous Item,
bonuses don't count against these attacks. A target that is fortissimo, crescrndo, dominate person, emotion, levitate, magic
wearing shoes or other footwear, however, gets a +2 circle agaimt evil; Market Pncc: 53,920 gp; Weight: 3 lb.
armor bonus to AC. The speed of any target tbat takes Nondescript Box: A nondmnpt box is perfectly ordi-
damage from a caltrop attack is reduced by one-half nary in appearance, and it always seems to fit in with its
because of the foot injury until the victim receives one surroundings. in fact, it fits in so well that it is very diffi-
successful Heal check, any wre spell, or any other form of cult to notice. The eye seems to skip over it, and the mind
magical healing. forgets its presence immediately. Characters walk around
jumping rnltrops continue ro move for 11 rounds, a nondescript box without eve11 realizing they have done so,
though the owner ca11 order them back into the bag and observers find nothing strange about such detours.
before the duration expires if desired. l lowever, they can Search attempts always fail to locate this item, and it radi-
move only on their first use; thereafter, they become ates no magic. However, a successful Spot check (DC 25)
normal caltrops. enables the mind to pierce the box's protections and see it
'I Jumping Caltrop: CR 1/ 4; Diminutive construct; HD clearly. Once someone has poinred it our, others can see
1/ 4 d!O; hp l; lnit +3; Spd 50 fr.; AC 17 (touch 17, flat- it as well. So well is it protected, however, that a character
footed 141; Ark . 7 melee ( 1, impale); Face/ Reach 1/ 2 ft. by who does find it must make a successful Will save (DC
1/ 2 fr./Oft., SQ Construct traits, use Dex instead ofStr for 25) or forget to take it along upon deparrure. The non-
melee attacks; AL N ; SV Fon -1 0, Ref +3, Will - 5; Str 6, descnpt box becomes a normal box in every way once its
Dex 16, Con -, Int -, Wis 1, Cha 1. contents are removed.
Construct Traits: Immune to mind-influencing Those who can afford nondr5mpt boxes typically use them
effects and to poison, slt'rp, paralysis, stunning, disease, to stash valuables, incriminating documenrs, or ocher
death effects, necromantic effects, and any effect that items that they wish to keep others from finding. A typical
requires a Fort save unless It also works on objects; nondescript box is about the size of a small coffer- 18 inches
cannot heal damage; not subject to critical hits, subdual long by 1 foot deep by 1 foot high.
damage, ability damage, ability dram, or energy drain; Caster Level: 13th; Prerequisites: Craft Wondrous Item,
not at risk of death from massive damage, but destroyed sequester; Market Pnce: 4,552 gp; Wc1g'1t: 10 lb.
when reduced to 0 or fewer hit points; cannot be raised Possum Pouch: Also known as a false stomach, a
or resurrected; darkvision 60 fr. possum pouch is a small, flat, circular bag about 10-12
Caster Level: 1 I th; Pracc1111srtrs: Craft Wondrous Item, inches in diameter and up to 2 inches thick. When placed
a111mate ob1cct; Mu rlwt Pncr: 150 gp; Wi•1ght: 2 lb. against a humanoid's abdomen and sealed there with a
Lute of the Wandering Minstrel: This finely wrought command word, it blends in unobtrusively with the
instrument functions as a masterwork lute with minor surrounding skin, requiring a successful Search check
magical effects m the hands of someone with fewer than (DC 30) to detect. Spies and couriers find these items
10 ranks in Perform. By speaki11g the correct command useful as bidden diplomatic pouches, while nobles and
words, such a musician can utilize fort1mmo (see Chapter wealthy merchants sometimes use them as superior
6), lrv1t.ltc, and mag1C circle aga1ml evil once per day each. money belts. Assassins and sneak-thieves love possum
A musician with 10 or mort' rank$ in Perfonn, however, pouches because they make it easy to smuggle poisons and
can coax even greater magical effech from this instrument. small valuables into or out of well-guarded houses.
By playing single chord on the lurt', such a performer can Caster Level: 3rd; Prcreqllislfes: Craft Wondrous Item,
generate an exprd1trous rl'lm1t, haste, or phantom steed effect. change self; Market Price: 1,800 gp; Weight: 1 lb.
Each of these spells is usable once per day. Furthermore, Safe Box: This reinforced box keeps anything inside
the lute of tl1t• 1111mdm11g n11mtrel grants its owner a +2 it safe from damage by most ourside forces. Made of 2-
enhancement bonus on any Perform checks made while inch-thick adamantine, it has a hardness of 40 and has
playing it. 80 hit points. In addition, it ignores the first 12 points
Caster Le11el: 5th; Prcrrqtrnrlt'~: Craft Wondrous Item, of damage from fire and acid, and any direct attack
fo1tiss1mo, exprd1lrom retreat, haste, lrvitale, magi( circle agaimt against it has a 50% miss chance.
evil, phantom steed; Marh·I Prrre: 39,500 gp; Weight: 3 lb. Safe boxes can come ma range of sizes and shapes, from
Mandolin of the Inspiring Muse: Bards and other scroll cases to large boxes. Though they are very expen-
musicians prize this carefully crafted mandolin. An sive, people with irreplaceable items 10 protect consider
CHAPTER 3: BARD & ROGUE EQUIPMENT

them well worth the price. Bards in particular prize safe in them (not every newly discovered set of strings is
boxes highly as instrument cases. fully charged).
Caster Level: 5th; Prereqwsites: Craft Wondrous Item, Caster Level: 7th; Prerequisites: Craft Wondrous Item,
displacement, protection from elements; Market Price: 77,500 imbue with spell abilily; Market Price: 48,600 gp; Weight:
gp; Weight: 10 lb. 1/2 lb.
Spool of Endless Rope: Some adventurers never Thief Catcher (Hungry Book): This insidious item is
seem to have enough rope. The spool of endless rope the bane of thieves everywhere. lt appears to be an ordi-
contains 300 feet of the finest silk rope, yet the whole nary book, bur, in fact, it is a trap. A successful Search
weighs only 10 pounds. The spool comes with a belt loop check by a rogue or other character with the traps ability
so that it can hang conveniently at an adventurer's side. reveals the presence of a magic trap. Delee! magic used in
One end of the rope is attached so firmly inside the spool conjunction with a successful Spellcraft check (DC 15)
that a sharp tug would pull the owner over before it reveals only abjuration magic.
would break the connection. The book is locked with an arcane lock spell, so it
To use it, the owner feeds out as little or as much rope refuses to open until that is bypassed, suppressed, or
as desired, up to a maximum of 300 feet. When finished negated by any of the usual means (see the spell descrip-
with the rope, the owner can simply wind it back onto the tion in the Player's Handbook). The owner of the book can
spool. (Rewinding requires 1 round per 50 feet fed out, freely bypass the lock. Any other attempt works as it
rounded up.) normally would, but also primes the trap. A Search
If some of the rope is cut off, the rest remains attached check (DC 30) made by a character with rhe traps ability
to the spool and works as before, though its total length is after an attempt to bypass the arcane lock reveals that a
shortened by the amount removed. Extra lengths can be trap is still in place.
tied onto the rope to extend its length beyond 300 feet, Once the trap is primed, the first character who
but that extra length cannot be wound into the spool. opens the thief catcher is sucked into the book, which
Some owners of spools of endless rope like to use them in promptly slams shut. It then holds that prisoner indef-
conjunction with grapple-firing crossbows (see New initely in stasis-the victim is conscious of his or her
Weapons, page 51). surroundings but unable to move, speak, or activate any
Caster Level: 9th; Prerequisites: Craft Wondrous ltem, powers or abilities.
Leomunds secret chest, 5 ranks of Use Rope; Market Price: Once it has a prisoner, the book becomes harmless to
2,000 gp; Weight: LO lb. others, and Search checks reveal no more traps. Anyone
Strings of Spell Storing: This set of six catgut strings else who opens the book sees a lifelike illustration of the
for a lure, mandolin, or other stringed instrument has up prisoner as its frontispiece. The text is a series of stories
ro six levels of spells stored within it. By playing the about thieves who came to bad ends, and the prisoner's
proper sequence of notes (a standard action) on an instrn- name appears in red as the unfortunate protagonist of
ment strung with these and making a successful Perform each tale. Each of these sto1ies ends with a pious moral
check (DC 10), a musician can unleash the desired spell. about the vinue of leaving others' property alone. When
As with a wand, the user need not provide any material the book is in this state, detect magic used in conjunction
components or focus and pays no XP cost to cast rhe spell. with a successful Spellcraft check (DC 15) reveals trans-
No arcane spell failure chance exists because the musi- mutation magic.
cian doesn't need to gesture. The trapped character can be retrieved only with a
A spellcaster with at least one rank in Perform can cast limited wish or a spell of equivalent power. If the book is
any spells into the srrings, as long as the total spell levels burned, any prisoner inside dies, leaving behind life-
do not add up to more rhan six. To store each spell, the sized bones among the ashes. A thief catcher can be used
caster must make a successful Perform check (DC 1 O + only once; if a trapped character is freed, the text
spell level). Failure causes the spell ro fizzle. For example, remains, but the frontispiece is gone, and the book is no
a bard could cast protection from good and cure moderate longer magical.
wounds into the strings, then give them to a wizard with Thief catchers are extremely rare. It is rumored that their
the Perform skill, who could cast fireball into them. Any crearor was an archwizard who bad lost one too many
character with the Perform skill could then cast all three precious magic items to daring rogues. Because this item
spells from the strings. is not stationary like the typical magic device trap, it is
Treat a randomly generated set of strings of spell storing treated as a wondrous item.
as a scroll to determine what spells are stored within it. Casler Level: 15th; Prerequisites: Craft Wondrous Item,
If you roll a spell that would pu _the set over its six-level arcane loc:k, Nystul's magic aum, trap the soul; Market Pnce:
limit, ignore that roll; those strings have no more spells 32,250 gp; Weight: 3 lb.
- CHAPtER 4: specialty-based leaders. Though this abundance of
leaders increases the guild's level of control, it also adds

ORGAOIZAfI005 significantly to its overall bureaucracy. Boch types


operate efficiently for the most part, with rheir leaders

FOR BARD5 conferring regularly and assembling interdisciplinary


reams for specific missions.

ADD ROGUE5 The leaders in charge of the various specialties and


neighborhoods typically form :i ruling council for the
guild as a whole. Some councils decide all major guild
Nearly every cay of any size has an organized band of issues by vote, while others serve as advisory bodies to a
thieves-it's a fantasy staple. Some large dries also have single, overall guildmaster.
bardic colleges, where bards can learn music from the Information generally spreads quickly through such
masters and exchange songs, tnles, and expertise. This an organizarion, but now and then a traditional guild
chapter offers detailed descriptions of ten thieves' guilds has so many ranks and subgroups that one section
nnd seven bardic colleges thar you can eirher use as doesn't know what another is doing. Because this type
presented or modify for your campaign. of guild takes organizational issues very seriously,
however, its leaders usually deal with communication
problems quickly.
TEN THIEVES' GUILDS Gu ild Rules: Control is tighr in a traditional guild.
Each thieves' guild is unique the product of a particular Members must ask permission to ply their trades in
city, time, and set of leaders Some guilds are powerful certain areas or against specific targets, ~o as not to
organizations of highly placed characters who pull endanger any lucrative deals or interfere with the
strings from the shadows. Orhers consist mainly of missions of ocher members. Those who refuse to follow
thieves, thugs, and brigands who are always just one step guild rules face severe punishment or expulsion from
ahead of the law ·or at each other's throats. Regardless of the guild.
its type, however, any thieves' guild is bound to have Advancement Opportunities: Advancement in a
rogues of every stripe as members. traditional guild happens quickly at first. The organi-
This section presents ten thieves' guilds, ranging zation is a meritocracy at lower levels, so the most capa-
from the stereotypical to the unusual. Each description ble members tend to get the most lucrative jobs. Some
includes a rundown of the structure, rules, methods of guilds built on the specialty structure go as far as to
advancement, locations, assets, organizational goals, and assign job ranks and titles wirhin each specialty, so a
potential conflicts, as well as a set of adventure hooks that member might be able to advance from apprentice co
you can use to get PCs involved. Don't feel constrained by journeyman pickpocket, or from burglar second-class
the individua I details, though; it's easy to combine two or to burglar captain. A few even offer formal training
more of these concepts. classes and a series of exams as parr of this promotion
Keep in mind that not every thief is a rogue, and not process. Advancement to leadership positions tends to
every thief belongs to a guild. Any guildmastcr worth her be more difficult and less structured than gaining
salt realizes what an asset a smooth-talking bard, powerful ranks in a specialty, and comperition for such posrs is
wizard, or tough-as-nails fighter is to her organization. fierce. Often, the only way to move up is to bring some-
Also, independent or freelance thieves abound in any one else down.
fantasy setting -plenty of con artists and burglars aren't Locations: A traditional guild is likely to have a
keen on rurnmg a percentage of their profits over to a central. permanent meecing place of some kind-
guild hierarchy. often a building, catacomb, or other sturdy structure.
The guildhouse is guarded around rhe clock, and
The Traditional Thieves' Guild thieves come and go at all hours co drop off the
This thieves' guild is organized the same way that guilds evening's take, make reporrs. or rrain for promorion.
for artisans and merchants are. Though its members oper- The gui.ldhouse is usually either hidden or disguised
ate beyond the law, its internal structure would be famil- with a "front~ business. Particularly brazen guildmasters
iar to any professional in a more mundane field This is in cities where law enforcement is casual maintain
the most common type of thieves' guild. official guildhouses among their craft- and trade-union
Organization: Traditional thieves' guilds subdivide counterparts. Even in towns where the thieves' guild
their members by either specialty (pickpocket, second- has a more discreet arrangement, however, it usually
story burglar, mugger, and the like) or location. Ln both isn't difficult for visiting rogues to make contact with
cases, a separate leader oversees each subgroup-that is, guild representatives.
one guildmastcr regulates each criminal specialty, or If a traditional guild has been very successful of late,
one "block boss" controls each neighborhood. The the guildhouse itself may be the juiciest target for a
largest traditional guilds have both neighborhood- and daring PC thief. Although the rewards inside guild
CHAPTER 4: ORGANIZATIONS FOR BARDS & ROGUES

coffers may be spectacular, however, stealing from guild thieves to a lucrative target or antagonizing law
thieves is unbelievably dangerous. They know all the enforcement agencies, which may then ctack down on
usual tricks because they use them every night. Expect everyone. Finally, guild thieves tend to accept the stric-
a fiendish array of traps combined with alert guards, plus tures of the organization better if they know that going
a quick response to any alarm. freelance means living on the run-and perhaps dying
A guild of this type usually maintains an array of very early.
subordinate locations, including safe houses and Conflicts: Trying to ruin a well-organized thieves'
places to hold clandestine meetings. These satellite guild can be a frustrating experience for the city's law
locations may be permanent or temporary, depending enforcers. Some watch captains simply give up and
on how worried the guild is about the local law accept guild stipends in exchange for looking the
enforcement agencies. other way, but others soldier on, catching criminals as
Assets: Although it's not easy to get criminals ro best they can. Often the only way lo keep the guild's
follow rules, organization is this guild's greatest asset. thieves from targeting a particular neighborhood or
By coordinating crimes, the guild leaders can keep law committing a certain type of crime is to make it prohib-
enforcement officials guessing. By matching appro- itively difficult-and thus no longer cost-effective-
priate guild members to each task, they can ensure to succeed.
that crimes are both successful and lucrative. Sharing Concerted opposition to guild activities can also come
information also increases the effectiveness of all from merchants and nobles, who typicaUy use their own
guild members. When a rogue is planning a getaway resources to guard their wealth. Merchants fortify their
after a robbery, it's good to know the rooftop escape buildings, and nobles often hire bodyguards. Business
route that the burglars have been using for weeks, or owners in particular understand the mindset of the
which city guard sergeants are "in the pocket" of the thieves' guild leaders-they're running similar (though
guild's smugglers. legal) businesses, after all. Some may even agree to pay
A traditional guild tends to amass significant wealth the guild "protection" money for the privilege of being
because it collects a percentage of the take from each of left alone.
its members' crin1es. The structured nature of such a Hooks: Many rogues receive their initial training
guild makes it more difficult to "freelance" or to underre- from more experienced thieves. SLtch characters may
port income than it is in less organized operations. But return ro their old stomping grounds when they wam
the expenses of a traditional guild are high as well-care- more training, information, or some other kind of
ful planning often entails bribes, specialized equipment, assistance.
and other significant payouts. Adventurers who steal inside a city with a well-
Goals: The purpose of this guild is enrichment- organized thieves' guild draw less than friendly atten-
either of the guild as a whole or of its highest-ranking tion. The guild's leaders may mark them for death, send
members. A traditional thieves' guild usually supports the thieves to steal their loot, or dispatch enforcers to
status quo in the city where it operates. Its leaders have threaten them with unpleasant consequences if they
spent too much time organizing their operations and fail to leave town or join the guild immediately.
creating a niche for the guild within the local economy to Characters who flaunt their wealth are inviting atten-
welcome any significant changes. tion from the local thieves' guild. Whether its members
The guild leaders themselves are intimately familiar decide to hold the adventurers up at knifepoinl, pick
with the law enforcement and justice systems in their their pockets on the street, or burglarize their rooms at
city, and they've probably infiltrated them. They keep the the inn, they take the time to study their targets' move-
city watch officers off-balance but allow them to catch ments and plan the crime well. Though they're accus-
enough small-time thieves to preserve the status quo. tomed ro raking risks, guild thieves aren't suicidal; they
Likewise, the guild leaders keep a careful watch on the quickly retreat if their plans go awry.
nobles and merchants they target. After all, tuining a Enterprising adventurers might also want to do some
merchant through relentless thefts and assaults tends to business with the local guild. Most thieves' guilds have
impoverish the city as a whole- not only is that efficient networks of fences who are willing to purchase
merchant gone, but other merchants may think twice unusual goods. Alternatively, the characters might wish
before opening new businesses there. Thus, the guild's to buy something chat only the guild can provide, such
leadership tries to leave victims with enough working as a map of the lord's castle or safe passage through the
capital to recover their fortunes-which can then be city's sewers.
plundered anew.
The guild's enforcers aggressively hunt down any Example: The Rockroost Thieves' Guild
freelancer wbo tries to make a dishonest living within The bustling Free City of Rockroost has an equally
the city. Nonguild thieves represent lost revenue bustling thieves' guild. The more than three hundred
because they aren't contributing to the guild's coffers. thieves, con artists, and thugs who make up its member-
Freelancers also can ruin carefully laid plans by beating ship rule many neighborhoods after nightfall.
CHAPTER 4: ORGANIZATIONS FOR BARDS & ROGUES

About one hundred guild members have skill desig- Organization: It's no accident that these guilds are
nat10ns, such as second-story burglar, caravan-jacker, or often called families. Though the bulk of such an organi-
con artist Most are rogues, although many of the con zation is just hired muscle and talent, HS leaders are
artists have bardic training, and most of the burglars who usually bound by blood and marriage, just as noble fami-
specialize in armed robbery have spent time as fighters. lies arc.
The other members are musclebound thugs of indifferent A typical mob guild has a single patriarch or matri-
ability but solid discipline. arch, a handful of senior leaders, most of whom are
One of the most sought-after titles in the Rockroost related in some way, and a few dozen trusted "made
Guild is that of thief-acrobat. The guildmaster, Maurid chieves." Unlike hired hands, who arc disposable, made
Attelayan, (human Rog5(fhief-Acrobatt O/Wiz3) rose rhievcs can rely on the guild to gee them out of prison,
through the ranks of the chief-acrobats himself I !e's not protect their families in troubled times, and perhaps
as nimble as he once was, but he keeps a cadre of capable even provide living expenses when their thieving days
thief-acrobats as l11s personal guard. are over.
Any character who commits a burglary or other crime Titles vary widely among mob guilds, but they almost
in Rock.roost gets a visit from a "recruiter." After maintain- never sound businesslike. Some leaders fovor family
ing surveillance for a time, the recruiter approaches the titles, with a single "grandfather" or "grandmother" at the
target and explains rhe benefits of guild membership- top, "uncles" and "aunts" in the upper ranks, and "broth-
and the focr that it's mandatory. If rebuffed, the recruiter ers" and ''sisters" in the lowest levels. Hire<l thugs are
smiles and departs-only co n:tum later with an army of called "children" in this arrangement, of course. Other
thugs to makt' the point more forcefully. guilds use more esoteric tides. One such guild, for
~Recruiter Garell: Female half-elf Rog4/Ftr1; CR 5; example, is led by an "eagle· assisted by several "hawks."
Medium size humanoid (elf); HO 4d6 plus td10; hp 22; The bulk of that organization's members arc ··falcons,"
lnit +.); Spd 30 fi.; AC 17 (couch t 3, flat-footed 17); Atk +7 "sparrows," an<l other small birds.
melee (ld6+1/18-20, masterwork rapier) or 19 ranged Guild Rules: The glue that binds this guild to-
(1d6-11/X3, masterwork mighty [+I Str bonusJ composite gether is a rigid code of loyalty. Mob codes typically
shortbow with masterwork arrows); SA Sneak attack include respect for superiors, silence in the face of
+2d6; SQ Evasion, half-elf traits, traps, uncanny dodge; inrerrogation, and uns\verving loyalrv to the family.
AL N; SV Fort +4. Ref +8, Will +1. Str 12. Dex 16, Con 11, There may be a feudal aspect as wel 1- low-level
Int 14 Wis 8 , Cha 12. rhieves pledge their services (and often their lives) in
Skill~ 11t11I fr11ts: Appraise +9. Balance +5, Climb +5, exchange for protection from the authorities, better
Disable Device +9, Hide -10, Jump +3, Listen 17, \iiove lifestyles than they would otherwise have, and a vari-
Silently ·t-10, Open lock +10, Search +10, Spot +7, ety of other favors.
'tumble ~ t 0, Use .Magic Device +8, Dodge, Mobility, The entire culture of this organization revolves around
Weapon Focus (rapier). demonstrations of loyalty in the face of peril and tempta-
Half-Jilf Tmds: Immune co magical sleep spells and tion. To reveal a secret is to welcome death. Even the
effects; 12 rncial bonus on Will saves against enchant- lowest thug knows that those who talk to the authorities
ment spells or effects; low-light vision (can sec twice as are inevirably silenced (permanently). In fact, large guilds
fa1-as a human in low-lighr conditions),+ I racial bonus on of rhis type employ killers who do nothing but enforce
Listen, Spot, and Search checks (already figure<l into the the code. Thus, members of a mob guild usually take great
statht1cs given above}. pains to demonstrate their "family·· loyalty to superiors
Uncanny Dodge (Ex): Carel! retains her De.xteriry and outsiders alike
bonus to AC when flar-foored. Advancement Opportunities: Many of the thugs
Possessions: Masrerwork studded leather armor, and rogues who form the lower echelons of a mob guild
masterwork buckler, masrerwork rapier, masterwork hope to impress their leaders enough to become made
mighty ( t 1 5rr bonus) composite shortbow, 20 master- thieves. Advancement within the upper ranks happens
work arrows, dc)(ll~ of resistance +1, bag of f1olding I, 2 much the same way-the trick is to display enough tn lent
poltons of rnrc light wounds, potion of jump, potwn of spider to impress one's superiors, yet not enough to be perceived
cl11nli, potion of darlwrsion. as a threat. Aspiring to a high rank in such a guild is risky,
for although the bonds are right, rivalries arc fierce. In the
The Mob end, after all. only one guild member can rise all rhe way
The leader' ofsome thieves' guilds stress personal loyalty to the top.
over structure and organization. Often the members of Assets: Since a mob guild focuses on vice crimes
such guilds focus on vice rather than property-related rather than on theft, its income tends to be much steadier
crimes. These "mob~ guilds are tightly knit networks of than that of a traditional thieves' guild. Rather than
thieves who operate a variety of illegal businesses, includ- hoping for a "big score," the leaders of a mob guild run
ing underground gambling rings, illicit goods traffic, and their rackets like businesses, protecting their existing
protection rackets. lltrf while remaining alert for new opportunities.
CHAPTER 4: ORGANIZATIONS FOR BAROS & ROGUES

A steady stream of gold enables guild leaders to live in Conflicts: This type of guild is always in conflict with
luxury, and they tend to flaunt their wealth. A wealthy law enforcement agents intent on breaking up the vice
lifestyle is an excellent recruiting tool because it shows rackets that are rhe mob's bread and butter. The mob's
would-be members the rewards that await them if they code of silence, however, makes ir hard to pin anything
work hard and remain loyal. In addition, many a high- on rhe higher-ups in the organization.
ranking mobster eventually develops a peculiar craving The mob's besr defense against law enforcement
for legitimacy, and the trappings of nobility can help ro (aside from rhe usual array of bribes and intimidation
provide that. tactics) is the fact that the leaders always take pains to
Locations: Mob leaders typically conduct guild busi- cover their own tracks. Thus, the city watch might know
ness out of their own manor homes. A great feast or parry that a particular guild leader is responsible for a crime
can be the backdrop for the delivery of a dire threat or bul be unable ro prove it. In cities where the burden of
the clinching of an important deal. During quieter proof is low or nonexistent, mob leaders and their guilds
moments, a leader may ponder guild member reports or are much more secretive, and many leaders are known
discuss an upcoming mission with underlings in an only by nicknames.
opulent gallery or sitting room. Well-trained bodyguards Hooks: One or more of rhe characters worked as low-
are always present, though they may be disguised or level muscle for a mob guild before raking up the adven-
hidden by magic. High-ranking mobsters are accus- turer's life. Now the mob wants a favor.
tomed to periodic eruptions of violence during social A character was born into a mob family but wants no
events, so they're always prepared. part of that lifestyle. Some guild members resent the
On the street, mob guilds operate networks of safe character for "letting the family down," while others are
hottscs and meeting places, but the locations change more sympathetic. After all, in the chess game that deter-
frequently. Low-level thugs typically receive orders to mines who the next matriarch or patriarch will be, even
show up at a particular warehouse and await instructions. a family member who has rejected the mob life may be
Higher-ranking guild operatives, however, try not to a useful pawn.
remain too well hidden-after all, a certain degree of visi- lf the characters utilize any of a city's typical vice
bility and access is necessary to keep the guild's many rackets (an illicit casino, for example), they may run
rackets operating smoothly. For example, everyo11e in afoul of a mob guild. They may simply be customers in
the neighborhood might know that Durank, a falcon in the wrong place at the
the Cathra family, takes dinner once a week in the back wrong time, or they
room of the Pepperpot Inn. may have somerhing
Goals: A mob wants its rackets to provide steady, lucra- lhe guild wants. Alter-
tive income, so its leaders generally support the status natively, the mayhem
quo in their city. Most mob bosses also want to that player characters
leave strong organizations as legacies to their often leave in their
children-whether by blood or by oath. Thus, it wake may draw the
is preservation, not merely profit, that drives the mob's ire. It's never a
typical mob guild. good idea to burn
Some mob leaders eventually grow tired of down the inn that
walking on the far side of the law and try ro the local mob was
make their organizations legitimate, which using as a safe house.
requires dropping the lucrative mob A lawful character
rackets in favor of less exciting may receive a man-
mercantile opportunities. da re to "clean up lhe
This is a difficult road to town," or may even
take on that mantle
voluntarily after a
bad experience. Break-
ing a mob guild is no
easy lask, however-
such an organization
may not believe has wealth, extreme
that the effort member loyally, and
is genuine- organization on its
and even if side.
they do, some ·-· ~-
probably bear
old grudges.
CHAPTER 4: ORGANIZATIONS FOR BARDS & ROGUES

Example: The Gathra Mob them) in charge. A particularly large gang may have
The Cathra family controls most of the smuggling, lieutenants who help the leader manage the others, bur
gambling, and other vice crimes in a large cicy. Some forry this is rare.
years ago, luto Cathra assumed the leadership of what 111 a large city, a network of limited alliances may
was then a tradttional thieves' guild. By changing its focus spring up among the street gangs. Allied gangs can rely
from muggings and burglaries to less risky rackets, he on each other for help in a fight or gee unmolested access
made the guild wealthy. Now it has its tendrils in almost through each other's territories. Such alliances aren't
e\'ery part of society. terribly strong, and they shift &equently as new gangs
It's not easy to stay on top, though. The mob has been emerge and old ones betray each other.
successful, but its current eagle, Nenosino Gathra, is Guild Rules: The leader's word is law for everyone in
beset with problems. His cousm has been steadily build- a gang. Beyond that, gang members form a hierarchy of
ing influence withm the family m preparation for a toughness· Each member can give orders to anyone he or
takeover. rhe church of Heironeous has just announced she can physically dominate.
a crusade to "rid the ciry of evildoers." And Neno's own Advancement Opportunities: Gang members can
daughter, Zaleya, has chosen the life of an advenrurer move up in the toughness hierarchy by improving their
aga111st her father's wishes. She left the family compound physical prowess. To become leader, however, a challenger
five days ago after an argument with Neno and hasn't must topple the current leader, usually by violence.
been seen ~ince. Assets: The residents of a gang's neighborhood know
Thus, Ne no is ready for trouble. He keeps a hand cross- all its member::; well. That notoriety is in itself a strange
bow loaded with a poisoned bolt in a glovt' of stonng, and kind of asset, for ir buys the reluctant cooperation of
with his Quick Draw feat, he usually gets the drop on foes those who don·r want to fighr the whole gang.
who have crossed him. Neno has two goals in a fight: to Members of a gang also have unparalleled knowledge
be the one who starts it, and to be the one who finishes of the neighborhood chey call home. They know every
it-by either winning or escaping. blind alley, open basement window, and catwalk across
~Chotcli Nenosino Gathra: Male human Ari5/Rog9; the rooftops. They know also, for example, that Sacnu rhe
CR 13, Medium-~ize humanoid; HD 5d8+5 plus 9d6+9; hp cooper is willing to do anything if you threaten his
61; lmt 5; Spd 30 ft.; AC 16(touch11, flatfooted 16); Atk daughter. and thar Kril Ironbeard holds a grudge against
~11/+6 mclee (ld4t1/19-20, masterwork dagger) or +13 the militia. Thus, fighting a gang on its home rurf-or
ranged ( l d4+ 3 plus deathblade poison/19-20, +1 hand getting any cooperation from neighborhood residenrs-
crossbow with +2 bolt5); SA Poison, sneak artack T5d6; SQ can be a daunting prospecr_
Evasion, traps. uncanny dodge; AL LE; SV Fort +5, Ref +8, Locations: Gangs rend to use simple hideouts, such as
Will +11. Str 12, Dex 12, Con 13, Int 14, Wis 15, Cha 19. abandoned buildings, dingy taverns, and rhe like.
Skills and fcaf\: Appraise +11, Bluff +23, Craft (poison- However, there's rarely anyone at a hideout, since gang
making) +11, Diplomacy +27, Forgery +19, Gather Infor- members spend most of their time patrolling their turf or
mation +23, Innuendo +21, Intimidate +25, Read Lips collecting protection money from neighborhood shops.
+11, Sense Motive -t 19, Spot +11; Exotic Weapon Profi- Goals: Though they differ in structure and outward
ciency (hand crossbow), fmproved Initiative, Iron Will, appearance from traditional thieves' guilds, gangs
Persuasive, QL1ick Draw, Trustworthy. perform almost exactly the same functions. Most focus
Poison (Ex): Oeathblade poison on crossbow bolts. on muggings, "smash-and-grab" property crimes, and
Fon save DC 20, l d6 Con/2d6 Con. protection rackets, although particularly gifted gang lead-
Uncanny Dodge (Ex): Neno retains his Dexteriry ers sometimes branch out into subtler crimes.
bonus to AC when flat-footed and can't be flanked. Conflicts: Gang conflicts are nearly always physical
Possrn1om: +2 glnmcrcd studded lcatl1cr, masterwork dagger, fights involving one of three groups: victims, other gangs,
+1 ltand crosshow, 5 +2 bolts coated with deathblade poison, and law enforcement officials.
mtg of mmd sl11cldi11g, cloak of Chansmo +2, glove of stonng. Fights with crime victims tend to be brief. Usually a
store owner or the target of a mugging gives in to the
Neighborhood Gang threat of v10lence (or the first punch), and the crime
Not every city has a well-organized criminal network. procee<l$ quickly. But if the mugging victim turns out to
Many, in fact, have nothing but neighborhood based be a powerful wizard, or the store owner has hired
gangs. each of which controls the criminal activity in an adventurers as bodyguards, gang members usually
area no larger than a few ciry blocks. Members of such flee- few are actually willing to put their lives on the
gangs run local protection rackets, commit crimes, and line for a few coins.
war over turf with other nearby gangs. Gang fights tend to be all-out street brawls, with lirrle
Organization: A neighborhood gang rarely has quarter a~ked or given. In this rype of conflict, morale
more than fifty active members. These street toughs tends to be high. Running away from a muggi11g gone
organize th(•msclvcs in a sort of pack structure, with a awry is just good sense, bur ninning from a scrap with the
single dominant leader (generally the toughest among Wharf Rat gang is the worst kind of cowardice.
CHAPTER 4: ORGANIZATIONS FOR BARDS & ROGUES

Gang members don't fight the city guard unless hand, tend to be rich with intrigue. Here, conflict occurs
victory is certain. Eluding the law by fleeing through beneath a civilized. law-abiding veneer. In this sort of
the back alleys of the neighborhood is much easier rhan environment, anyone with a vendetta co carry out or
fighting well-armed soldiers. Often, neighborhood resi- someone to eliminate is willing co pay for an assassin's
dents actually rip off members of the gang thar a guard poisoned blade.
contingent is on the way, giving them extra rime to Organi1:ation: Assassins' guilds are strncrured much
melt into the shadows. like traditional thieves' guilds. Typically, each has one
Hooks: Someone in the neighborhood who needs overall leader, and large ones may have several subleaders
protection from a particularly violent streec gang hires 10 charge of certain specialties. However, assassins' guilds
the characters to guard a store, or simply to wipe out the rend to be much smaller than their thieves' guild coun-
gang. If ic's a large gang, the adventurers might have co terparts, and almost no one outside the organization
infiltrate il first. knows who is actually in charge-or indeed, who might
In a corrupt city ruled by evil leaders, che neighbor- be a member.
hood gang is the only authority on which the residents Most members of an assassins' guild work from the
can rely. Gang members still collect protection money, shadows, carrying out their missions of death without
but in return they actually protect local people from the ever revealing their own faces or names. To do any
oppression of a capricious despot. business, however, the guild must have a way for
A character who once belonged to a gang left the city potential customers to contact guild representatives.
rather than face the ire of the angry leader. Alrerna- Often, some individual or group (such as a thieves'
tivcly, a character might return to his or her childhood guild or a particular merchant) serves as an intermedi-
neighborhood only to find it infested with streer gangs. ary for the a~sassins' guild. Though no direct affiliation
In the eyes of the city guard, of course, chere's nor exists, the assassins do tend to protect any conduics
much difference between a group of advemurers and a they have for new business. The intermediary puts
street gang. interested customers in contact wilh an agent of the
assassins' guild, who draws up the concracr, decides
Typical Street Gang Member upon a price, and presents che contracr to the guild.
Ibis half-ore thug and others like him give his neighbor- (Occasionally an agent allows an established customer
hood its reputation. Active mostly at night, he commies a to pay only part of the price up from-assassins make
variety of muggings, burglaries, and robberies, which enthusiastic bill collectors, so a problem rarely occurs
produce just enough money to let him survive. Some- with overdue payments.) Like the assassins rhem-
cirnes he has a stroke ofluck and someone else (perhaps a selves, glllld agents never reveal either their faces or
member of a traditional thieves' guild) hires him for his their names to customers.
imposing presence and brawn. After all, it's inherently The gui l<lmasters then assign each job to either a single
scarier when a half-ore asks for one's coin pouch than it is assassin or a team, depending on the difficulty of the
when a haliling does. target. If a11 goes well, the assassination occurs, the assas-
~Street Gang Member: Male half-ore Ftr1/Rog1; sin escapes, and the agent is already contracting new
CR 2; Medium-size humanoid (ore); HD 1d10+2 plus targets for the guild.
1d6+2, hp 12; Init - 1; Spd 20 ft.; AC 12 (touch 9, flat- Although assassins' gltilds specialize in murder, some
footed 12); Atk +4 melee (1d10+4, greatclub or 1d613 also accept other types of jobs-shakedowns, espionage,
subdual, sap) or +O ranged ( 1 d4+3/19-20, boot dagger); or high-profile thefts, for example. After all, the skill set
SA Sneak attack .,.1d6; SQ Darkvision 60 ft., traps; Al of an assassin len<ls itself to many uses.
Cb; SV fort +4, Ref +1, Will-2; Stt 16, Dex 8, Con 14, Inr Guild Rules: Like a traditional thieves' guild, an
5. Wis 6, Cha 8. assassins guild takes a percentage of each concract. In
SIHllS and feats: Climb +4, Intimidate +6; Power Arrack, return, the organization arranges new conrracrs and
Skill Focus (Intimidate). provi<ll'S trainmg, resources, and shelter for its
Possessions: Hide armor, greatclub, sap, boot dagger, 4 sp. members. The only other rule common to all assassms
gui Ids is the code of silence: Revealing anything about
Assassjns' GuHd the guild results in an automatic death sentence,
Although they operate far outside rhe Law, assassins· c:irned out by exr•·rts in rhe field.
guilds most often establish themselves in lawful cities. Advancement Opportunities: Occasionally, guild-
Though this seems a paradox, it's a Logical result of the masrers retire and pass the leadership co qualified succes-
way people who live in such communities behave. ln a sors. Most of the nme, however, transfers of power within
city swept by chaos, conflict is om where everyone can an assassms' guild occur in the expected way-through
see it. It's easy for people to tell who their enemies are assassmation of higher-ranking members.
Lhey're the ones attacking them. No one needs an assassin Assets: The biggest asset an assassins' guild has is rhe
lo eliminate the competition in a lawless city-a wizard frightening prowess of the membership itself .P..il assas
or fighter docs the job just fine. Lawful cities, on the other sins are capable foes, and what they lack in numbers they
CHAPTER 4: ORGANIZATIONS FOR BARDS & ROGUES

guilds, however, have their own polirical agendas.


Members of these organizations refuse to accept as
targets any public figures they support, :ind in some
cases they even assassinate enemies of their political
allies with neither contracts nor payments. Most
would-be rulers, however, are reluctant to accept an
assassins' guild as an ally because they fear the conse-
quences of betrayal.
Conflicts: The primary conflicts involving assassins'
guilds are, of course, those between assassins and their
victims. In these fights, the assassins typically have the
advantage. They get plenry of time to study their
victims' habits, and they can choose the time, place, and
method of assassination. The toughest part is getting
away dean afterward while bodyguards, soldiers, and
assorted hangers-on are combing the sue in search of
the killer.
A guild member who takes on a broader array of jobs
might also come into conflict with law enforcement, or
with merchants' or thieves' guilds fearful of competition
for their territories. Leaders of most organizations,
however, think twice about making an enemy of the
assassins' guild.
Hooks: The most obvious hook is the simplest:
Enemies hire an assassin to eliminate one of the charac-
ters. Whether or not the attempt succeeds, the characters
might seek vengeance against the guild as a whole, or
they might at1ack the headquarters to find out who hired
make up for in fighring ability, unparalleled stealth, and the assassin in the first place.
access to exotic poisons, weapons, and magic. The mere Characters interested in the assassin prestige class
threat of retaliation by assassins is enough to discourage might conract the guild seeking to join, or simply to
many would-be foes. purchase deadlv poisons or other tools of the rrade.
A second asset is secrecy. Because they would surely ln a politics oriented adventure, hiring an assassin
face capital punishment if unmasked as assassins, guild to eliminate a pesky foe might be the simplest path to
members take great pains to conceal their operations. victory.
Elaborate passwords, blind drops, an<l hi<lden bases are The assassins' guild might contact the characters,
part of rhe standard operating procedures, and real seeking their help in infiltrating a fortress or luring a
names are never spoken-either to customers or even target. The assassins don't reveal their true professions
to fellow ml•mbers. Guild leaders scrutinize potential or interests, of course, bur that shadowy patron in the
new members with extreme care to minimize the risk corner of the tavern might have a very good reason for
of infiltration. remaining hidden.
Locations: The location of the guild's headquarters is
the biggest secret of all. Assassins take elaborate measures Assassins' Guildhouses
to ensure that no one follows them back to their base, Unlike thieves, whose guildhouses tend to have a lot of
which could be anything from an underground fortress to traffic, assassins often establish their headquarters in
an invisible tower outside of town. Even ifsomeone should remote locatiollS. If the characters want to visit an assas-
find the assassins' guild, getting inside is no easy task. sins' guildhouse-whether to invade it or to conduct
Designed by people for whom infiltration is a way oflifc, it more peaceful business-here are some places they
boasts incredible defenses (see Assassins' Guildhouses, might have to go.
below). Guild agents and members occasionally use other Mountaintop: Imagine a dungeon populated entirely
meeting placrs and safe houses, but they never meet in the by assassins and their minions. An underground
same location more than once. Assassins know firsthand complex is a narural for assassins, who are usually quite
what a liability predictable movements can be. knowledgeable about traps, poisons, and orher staples
Goals: Since most assassins guilds are completely of that environment. In fact, the real-world organiza-
mercenary operations, their goals are simply to main- tion that gave assassins their name in the eleventh
tain the v<'il of secrecy, enrich their members, and century was based in a mountain fortress and led by an
ensure the future survival of their operations. A few "Old Man of the Mountain."
CHAPTER 4: ORGANIZATIONS FOR BARDS & ROGUES

City Sewers: In larger cities, the sewers provide a the person who controls the dry guard. In addition, the
second network of streets for those who wish to remain backing of the thieves' guild makes it much easier for
unseen. If the assassins have hollowed out a fortress that thief to function as mayor. With a word to the
underneath part of the city, accessing it may be as guildmasrer, the mayor can make crime in a particular
simple as sliding aside a street grate and following a district disappear overnight, or increase it so much that
map through the maze of tunnels-meanwhile avoid- commerce grinds to a halt. ln addition, the guild's espi-
ing the deadly traps and overcoming the protective onage activities can produce enough blackmail infor-
magic, of course. mation on the mayor's political enemies to keep them
Inn: People from all walks oflife patronize inns, so it's at bay indefinitely.
easy for assassins to "check in" and "check out" as they Guild Rules: The rank-and-file members of this guild
receive new orders. Those needing the guild's services operate under the same mies as those who belong to
need only ask the right question of the barkeep or request traditional guilds. Members who are part of the infiltra-
a specific room to make contact. However, patrons who tion operations often draw additional tasks-and
are not sure they've earned the assassins' trust would be commensurate rewards.
well advised not to ear the stew. Advancement Opportunities: Positions in the infil-
Church/Temple: In libertine cities, people worship trated power structure may appear even more enticing
deities such as NeruU and Wee Jas openly, and their than leadership in the guild itself to ambitious guild
temples may also be borne to assassins' guilds. Because members. Promotion to an infiltrative position requires
people come and go at all hours, it's easy to slip il1 and impressing not only superiors within the main guild, but
make contact with the guild. also the infiltrators themselves.
Another Guildhouse: Perhaps the assassins' guild Assets: What the guild gets out of this arrangement
has adopted a cover organization and is posing as some depends on what kind of power structure it infiltrates.
other type of guild. An undertakers' guild provides an Thieves who infiltrate the army can find out about
excellent cover, as the guild's real jobs help to keep the planned troop movements and gain access to the city's
front organization in business. Alternatively, the cover armories. Infiltration of the justice system ensures that
guild could be a completely unrelated one, such as a guild members avoid punishment for their crimes-
cobblers' guild. As long as a suitable number of the and that their rivals are locked up for good. Finally,
assassins in such a guild take ranks in the Craft those who infiltrate the merchants' guilds know just
(cobbling) skill, the guild should have no trouble what to steal, how to steal it, and how to pin the blame
retaining its cover. on others.
Caravan: Sometimes the best way to avoid detection Locations: Infiltrator guilds begin with rhe same
is to stay on the move. Therefore, many assassills' guilds types of locations as traditional thieves' guilds use. Grad-
disguise their operations as trade caravans. Because uaUy, however, more and more guild activity occurs wher·
headquarters are useful only when they're available, ever the i11filttated organization does its ordinary work.
such guilds typically restrict their travels to a few Eventually, guild members may become bold enough to
• nearby cities. Mobile headquarters are especially popu· hold meetings in city ha II after hours or fence their goods
lar among halfling assassins, who tend to lead nomadic at a mariners' guild warehouse.
lifestyles anyway. Goals: As the thieves' guild starts to enjoy the benefits
of secretly controlling some power structure, its
Thieves behjnd the Throne members devote more and more of their energy to two
Sometimes a thieves' guild grows so powerful that its efforts: keeping that control secret and strengthening the
members move beyond bribing the aurhorities and other organization.
begin infiltrating, then controlling, entire power struc- Conflicts: The essential conflict in a "power behind
tures. The leaders of a guild that controls the mayor's the throne" situation is one of resources. How much of
office, a few councilors, or the city guard often find the guild's wealth and manpower should go toward
themselves straddling the line between crimil1als and maintaini11g the infiltrated power structure, and how
upstanding citizens. much toward continuing traditional thieves' guild
Organization: At first, the organization of these activities? At some point, controlling a power structure
infiltrator guilds mirrors that of their more traditional from the shadows is likely to put a crimp in a guild's
counterparts. Eventually, however, the small groups regular activities. For example, when the guild-affili-
assigned to illfiltrate a particular power structure gaill ated mayor shuts down crime in a particular area to
significant influence within both the guild and the win over an important ally, the thieves who normally
other organization. work there lose income. The fact that they can't even
For example, suppose the thieves' guild manages to retaliate can foment a conflict that throws the entire
get one of its members elected mayor. That thief guild into disarray.
suddenly gains a great deal of power within the guild, Another type of conflict may occur between the guild
since any rivals are likely to think twice about crossing and the city's remaillil1g power groups, especially those
CHAPTER 4: ORGANIZATIONS FOR BAROS & ROGUES

that are more resistant to infiltration, such as churches. a divergent membership. Many of its members begin
Whether the leaders of such organizations know that as rogues, then later adopt the spymaster prestige
thieves are secretly running the show or not, they often class. Wizards and sorcerer!> can find steady work here
end up blocking the guild's carefully laid plans. too, as can the occasional silver-tongued bard. In addi-
Hooks: Perhaps a thieves' guild has controlled the tion, a typical spy network has beggars, merchants,
mayor's office for so long that it now devotes nearly all its priests, and even nobles in its ranks. Because most of
effons to running the city and almost none to thieving. its members don't fit the traditional mold of thieves,
Such a city, with a thieves' guild that has gradually "gone they are unlikely to come under suspicion should
legit," is rife for the formation of a second thieves' guild. trouble arise.
Anyone who actually tnes to build one, though, is in for a Locations: Informat10n is useless if it doesn't reach
tough fight. the right ears. Therefore, this organization builds an
An alderman or watch captain might hire the char- elaborate network of meeting places and letter drops to
acters to find out who's really pulling the strings in the ensure that all information gathered reaches the guild
city. Alternatively, the leaders of the thieves' guild may leadership. Every member know~ a half dozen secret
ask the characters to play a role in the actual infiltra- alcoves, passworJ-protecte<l rooms at inns, and
tion process. midnight rendezvous points and when to use each
One of the characters worked for an infiltrator guild in one. The guildhouse itself is often in some secret loca-
the past but grew frustrated with its political maneuver- tion within the city- either underground or disguised
ing and left for a life of adventure. with a cover business.
Goals: An information-oriented guild needs frequent
Spy Network shakeups in the city's status quo to thrive. After all, infor-
In some dues, the most valuable commodity is infor- mation is valuable only if it represents a change from
mation. And who can provide that better than a group what's generally known. Few are willing to pay just to
of stealthy, skilled individuals with utter contempt for have their beliefs confirmed.
privacy? Conflicts: This guild comes into conflict with anyone
Organization: fhieves' guilds that focus on selling who has a secret-and in a large city, that's almost any-
informa1:1on often build their internal srructures around one with power. Guild leaders rarely take such conflicts
their sources. For instance, one division of such a guild seriously, however, since they routinely sell secrets to
might focus on mfiltrating noble households, while the same groups from which they've stolen others.
another concentrates on merchants' guildhouses. Each Hooks: A player character involved with city politics
division has a leader, who in turn serves on a council that may get a tip that the thieves' guild is the place to go for
either advises an overall guildmaster or administers the "dirt" on a rival. In exchange for this information, the
guild as a group. thieves' guild may wanl cash, information in rrade, or a
High-level guild members <lo very little information- service, such as an unusual infiltration job.
garhering. Instead, they collate and analyze the data If the characters have wputations of their own, the
that junior members have acquired, then sell their guild may try to learn information about them. Imagine
conclusions to the parties most likely to profit from the the adventurers' surprise when they discover that one of
knowledge. For example, one team might uncover the their hirelings is nowhere to be found, and the enemy
fact that a particular merchant has been gambling a lot knows every spell in the wizard's spellbook.
lately, while another might discover a series of unusu- Bard and rogue characters may have rrained within
ally vague customs declarations on that same merchant's a spy network, then left the city in search of greater
shipping documents. The analyst who sees both scraps secrets, such as the ones buried in long-lose combs and
of information then rushes to the merchant's rival to sell dungeons
a tale about a bad gambler who's turned to smuggling to
pay off debts. Smuggler Cartel
Guild Rules: The most important rule for an informa- Some cities restrict trade in certain goods for social, polit-
tion-gatherer is full disclosure. Members ofa spy network ical, or religious reasons. Wine, magic icems, weapons, or
must report every detail that seems out of place-no even the written word might be forbidden within a
matter how minor-in the places they monitor. particular city's walls. But wherever a demand exists,
Advancement Opportunities: Guild leaders assign someone always steps up to provide a supply: In many
new members to teams based on their aptitudes and cases, the local thieves' guild is that supplier.
interests. Although it's possible to switch reams, most Organization: A smuggler carrel typically has rhrce
thieves stick with their original placements. Those wish- divisions: acquisitions, trafficking, and sales. Those in
ing to become analysts must spend a set amount of time acquisitions work outside the city walls to obtain illicit
in the field first. goods. Accomplishing this may be as simple as purchas-
Assets: Information is, of course, the biggest asset ing the desired merchandise in anorhcr area or as
this guild has, but the organi7.ation also benefits from complex as ma11ufacruring it in secret or acquiring it
CHAPTER 4: ORGANIZATIONS FOR BARDS & ROGUES

illegally. The traffickers then move the merchandise weapons to guild representatives. Even the most effi-
inside the city walls. These are the classic smugglers, who cient network can't turn a profit if there's no contraband
hide their wares in barrels with false bottoms or sneak to be had.
them into the city through long-forgotten sewer tunnels. Hooks: The local cartel hires the characters to smug-
finally, the sales division sets up "black markets" to sell gle cargo into the city-or arranges for them to do so
the contraband. It's a tricky task to let customers know unwittingly.
where they can buy illegal goods without telling law If the characters need contraband goods, they must
enforcement agents as well. find the carrel, convince its representative that they aren't
Each of these divisions has a leader and one or more undercover agents, and complete the transaction without
subleaders. These upper-level operators ensure the alerting the local law enforcers. If they need lo sneak
smooth transfer of goods from one division to another something else (perhaps even themselves) into or out of
and work together to address any complications. The the city, the smuggler cartel may be the best ally they
carrel may or may not have an overall leader. could hope for.
Guild Rules: Members of a smuggler cartel are The characters may have some connection with a
assigned tasks, but they generally have considerably cartel's suppliers outside the city. For example, suppose
more freedom in how to proceed than their coLtnterparts a merchant friendly wirh the characters has a problem
in other guilds do. As long as they don't interfere with getring herb shipments safely to their destinations. Upon
other parts of the operation, rhe end result is what investigation, the party discovers that a dread pirate in the
counts-not the means. pay of the cartel is stealing them, then smuggling them
Advancement Opportunities: New members can into a strict jurisdiction.
usually choose a division to join, but transfers are
common. Promotion to the upper ranks requires innova- Random Contraband
tion, such as discovering a new and cheaper source of the You've just defeated the smuggler. When you open the
desired goods. crates he was raking through the city sewers, what do
Assets: A strong network of smugglers that can you find?
circumvent the authorities at every turn is this guild's The following table represents rypical types of
strongest asset. lf rhc network is efficient and safe, the contraband that might be smuggled into a lawful good
guild thrives, but if its operations become costly and or lawful neutral city. Many of the substances here
risky, smuggling may become a losing proposition. aren't forbidden so much as taxed and controlled. The
Access to the contraband itself can also be an asset if the black marketeers sell to those who wish to avoid the tax
illegal items are particularly useful In a city that prohibits burden and official scrutiny char acquiring these goods
magic, for example, the smugglers who sell magic items legally would entail.
are powerful indeed, since they have more magic at their
disposal than anyone else does. d% Contraband
Locations: Unlike most thieves' guilds, smuggler 01-10 Alcoholic beverages and similar substances
cartels do much of their business outside the city 11-20 Weapons
limits. Therefore, their bases tend to be scattered over 21-25 Armor
wide areas. However, such a guild does need at least 26-30 Poison
one base within the city-a "front" shop, midnight 31-35 Magic items
bazaar, or nondescript warehouse, perhaps-for sell- 36-45 Chaotic and/or evil religious items
ing the illicit goods. 46-50 Slaves
Goals: Smugglers are always looking for new 51-60 Fugitives/ refugees
sources of contraband and new ways to sneak it into 61-65 Political tracts
the city. Even if they have reliable channels, they still 66-80 Stolen .goods
need backups to ensure that they won't be out of busi- 81-90 Dangerous monsters
ness if something goes awry. Furthermore, black 91-95 Dead bodies for necromantic research
markets rely on monopoly pricing, so the leaders of a 96-100 Artworks depicting forbidden subjects
smuggler cartel work aggressively to eliminate any
rival bootleggers. The exact composition and actual value of the smuggled
Conflicts: This guild's primary conflict is with law goods should depend on the challenges overcome to
enforcement. The city guard may interrogate captured acquire it-just as it does in any other encounter.
smugglers to uncover all the links in a supply chain, or
even send undercover agents to buy goods in a "sting" Thieves' War!
operation. Why have one thieves' guild when you can have two or
Smuggler carrels can also face unusual problems with more? In some cities, the thieves have split into several
suppliers. Perhaps a grape blight threatens the guild's factions, each with its own guild. Of course, peaceful
lucrative wine smuggling, or the dwarves refuse to sell coexistence among multiple thieves' guilds is unlikely.
CHAPTER 4: ORGANIZATIONS FOR BARDS & ROGUES

Each guild equips special teamc; of thieves to hunt Characters might not realize that there's more than one
down members of the rival organization, which results faction of thieves ma city. When they describe the habits
in ongoing battles from shadow to shadow and rooftop of one thief to a member of a rival guild, they might
to rooftop. unwittingly ignite a new battle in the thieves' war-and
Organization: Each guild in this type of conflict has find themselves in the crossfire.
its own structure, which mimics one of the other rypes A beginning character might decide to adopt the life of
detailed m this section. It's unlikely that two parallel an adventurer after her menrors find themselves on the
thieves' guilds would evolve in the same city at the same losing end of a thieves' war.
time, so the warring guilds arc usually of different types.
Two similar guilds arc possible, however, if a leadership Monster-Based Guild
struggle in a monolithic thieves' guild has resulted in the Thieves' guilds operate from the shadows, and their lead-
breakup of the organiz.ation. ln that case, the factions ers rarely sec the light ofday. That makes guild leadership
would start our with the same protocols and styles but a perfect vehicle for a spectrr (or any other monster wish-
quickly diverge. ing to influence city dwellers) to use in accomplishing its
Guild Rules: Loyalty is the most important element in goals. Another such guild is the type dominated by
a guild war. Even when members arc under constant members of one humanoid race. Like all guilds, a
scrutiny, betrayals arc common. monster-based guild typically takes on the characteristics
Advancement Opportunities: Advancing in rank is of its members.
often easier in this situation than it is when a town has Organization: A guild dominated by a particular
only one guild. War causes attrition in both guilds' ranks, racial or monster type has either a traditional guild
so openings arc common. Of course, some thieves try to structure or one that reflects the society of the creatures
advance by switching sides and offering the enemy infor- involved. Dwarf-dominated thieves' guilds, for example,
mation, but this is particularly risky-no one really rrusts are organized into "clans" with hereditary leaders. A
a trattor. thieves' guild run by mind flayers, on the other hand,
Assets: The primary asset for either side in an ongoing might rely on enthralled slaves and have an illithid
thieves' war is armament. Every thief on the street must elder brain for a gmldmaster.
be better armed than in peacetime, or the profits from Guild Rules: The activities stressed or forbidden by a
jobs may never make it back to the guildhouse. Not only guild of this type reflect the nature of the dominant
must thieves hide their activities from law enforcers, but members and the ultetior motives (if any) of its leaders.
also from members of the rival guild, who would be more Advancement Opportunities: As with most other
than happy to raise an alarm, ruin a job, or even attack if guilds, moving up in the ranks requires impressing the
they spotted their enemies at work. leaders. What exactly that cnt:nls depends on the goals of
Locations: If the guilds are truly separate, each has the the creatures involved.
same sorts of bases it otherwise would. lf a single thieves' Assets: The key assets for this guild are the unusual
guild has split into warring facrions, however, most of the abilities of irs members. Shadows, for example, are totally
splinter groups quickly establish their own small, secret silent, so rhcy can glide into almost any building and
bases and hideouts. eavesdrop. (They leave the actual thieving to other guild
Goals: Most factions in a thieves' war share one goal: members, however, since they can't pick up solid objects.)
Wipe out the other factions and become the only thieves' An all-kobold thieves' guild might have a number of
guild in the city. However, small factions may simply sorcerers in its ranks, anJ an elven guild would approach
want to survive, or a losing faction might wanr to move to its political moves with the patience of thieves who can
another city where the pickings are easier. (Of course, afford to case a location for decades.
such a relocation could result in conflict with the thieves' Locations: Because few c1tiel> have large populations
guild in the new city.) of unusual creatures, the leaders of a monster-based
Conflicts: The primary conflicr each guild faces in this thieves' guild take extra pains to provide a safe haven
situation is with nval guilds, of course, bur all the usual where members can live when not actually thieving.
pressures are still present as well. Law enforcement Many monsters favor underground locations, although
doesn·t stop just because the thieves are killing each any secret place works. Some creatures (doppelgangers,
other, and merchant~ and nobles remain just as commit- for example) don't require anything special in terms of a
ted to protecting their riches. Finally, a thieves' guild that hideout because hiding is part of their nature. A guild
splintered once can certainly do so again. Just because a dominated by a single race, on the other hand, usually has
thieves' war is raging doesn't mean that every guild locations that fit its members' heritage. J Ialfling guilds,
member has put away all grudges and rivalries. for example, arc more mobile than their traditional
Hooks: The characters find themselves allied (on counterparts, so their leaders often disguise their guild
purpose or through circumstance) with one faction in headquarters as trade caravans.
a thieves' war. This, of course, draws attacks from the Goals: Most monster-based thieves' guilds have the
other factions. same goals as their human-centered counterparts: Get
CHAPTER 4: ORGANIZATIONS FOR BARDS & ROGUES

rich, avoid detection, and strengthen the membership. Assets: These guilds lack many of the resources
Occasionally, however, a guild is just part of some larger that established guilds have. Their leaders aren't rich,
effort. For example, forming a thieves' guild of wererats they don't have extensive contacts in the community,
might be the first step in a dark plan to infect an entire and they don't have the personnel to carry out big jobs.
ciry with lycanthropy. But sometimes small size is an asset. Small groups
Conflicts: A monster-based guild faces great danger if have an easier time hiding than large ones, and trust
its true namre is revealed. While an active thieves' guild is comes more easily when leaders know every guild
an annoyance to city leaders, a thieves' guild nm by a member personally.
beholder is a grave threat-even if the guild itself isn't as Locations: A new guild usually can't afford a secret
strong as a craditional one. headquarters, so the members often meet in a tavern,
A guild dominated by a single race, on the other hand, private residence, or abandoned building instead. As
faces pressure from that race's enemies. A drow-based the guild grows, its leader expends some effort to
thieves' guild, for example, might find itself beset by acquire and equip a proper hideout. A remnant guild
magically disguised driders eager to kill all the drow they may still have access to all the structures the former
can find. guild had, although its members must be careful about
Hooks: The characters have received several Lucrative using them-many of the old hideouts aren't as secret
jobs from the local thieves' guild, only co learn that it's led as they once were.
by a clan of vampires. They must turn the tables on the Goals: Recruiting new members is a major goal for
guild before they wind up as meals. remnant and new guilds. Since they are too small to use
Characters who come into conflict with monsters in "join or die" recruiting tactics effectively, most offer
the wilderness might discover that their opponehts have incentives of sotne type. Typically, the leader of such a
been receiving aid from a nearby cicy. Investigation guild reduces the required percentage of the take to
reveals the truth about the thieves' guild leadership. make membership more attractive, then gradually
A monster PC has learned to interact better with "civi- increases it as the guild's ranks grow. Some also offer to
lized" races by operating as an agent of a monster-based help experienced freelancers with jobs. The guild's assis-
thieves' guild. tance earns it a portion of the take, spreads the word of
its existence in the underworld communiry, and might
Remnant Guilds and New Guilds even convince the freelancer to join.
Sometimes law enforcement wins. Running a thieves' A small guild spends what money it earns to buy influ-
guild is a high-risk operation, and occasionally it doesn't ence and favors from law enforcement and the justice
succeed. Even if the authorities do manage to stamp out a system. Rather than building a vast underground fortress,
thieves' guild, however, a small remnant of it usually its leaders bribe watch sergeants and pay for blackmail
remains at large. In those rare cases when destruction is information against judges. The money spent on such
total, someone from outside the city eventually moves in efforts ensures that a city guard crackdown won't put the
to set up a new guild. entire guild membership in jail.
Orga11ization: Remnant and new guilds typically Conflicts: Remnant and new guilds have to struggle
consist of one leader with as many followers as he or she mightily against law enforcement just to keep their
can personally direct. These small guilds rarely take on members' heads out of nooses. Guild members may
rnore than one or two projects at once, and many heists wind up fighting the city's freelance thieves, who see an
involve the entire membership. Depending on how the organized group as unwelcome competition. Even
guild was formed, it may or may not have a criminal worse, personality conflicts among the founders tend to
specialty. If only the deep-cover thieves survived a destroy more new guilds than even the most zealous
purge, the remnant guild might focus exclusively on city guard can.
espionage and information brokering. Members of a Hooks: Characters eager to earn their reputations
totally new guild, on the other hand, might have a more might seek to found a new thieves' guild in a ciry chat's
or less random assortment of skills and try a number of temporarily without one. Alternatively, city leaders
different crimes. might hire them to stamp out a rapidly growing
Guild Rules: Remnant and new guilds are generally thieves' guild.
more permissive than their better-established counter- When the thieves' guild in an important city was
parts. Overall, however, their rules are similar to those of crushed, some of its secrets died with it. Characters in
established guilds with the same business models. search of answers to a particularly vexing problem or
Advancement Opportunities: In a small guild, addi- puzzle may have to find the remnant thieves' guild and
tional leadership is welcome only when membership get the truth out of its members-one way or another.
expands enough to warrant it. Therefore, those who A new character is the sole survivor of the local guild.
aggressively recruit new members are the best candi- Now she's on the run from the law and always looking
dates for advancement. over her shoulder.
CHAPTER 4: ORGANIZATIONS FOR BARDS & ROGUES

BARDIC COLLEGES All significant member findings, from new discoveries


Though thieves' guilds hold sway within the walls of ro the results of long term studies, are circulated to
individual cines, bards often form organizations that colleagues with relevant specialties. Thus, a Concrescent
transcend local and national boundaries. Some such Lorist who specializes in Krcidikan history might
bardic colleges establish centers of learning in major receive field notes from an expedition to a newly discov-
cities so that experienced bards can impart their knowl- ered Krcidikan ruin, a translation of a poem rhat
edge to interested students in formal, acade mic mentions a Krcidikan sorcerer-king, and a fragment of
settings. More loosely organized colleges favor simple, the fow1tc11n of blood spell that Kreidikan mages favor, all
master-apprentice relationships for passing along lore. in the same month. Exacdy who receives the results of
Whatever the format, however. colleges enable bards particularly important research is currently the sub1ecr
who arc inrcrestcd in a particular area of study to of bitter debate, however- some researchers are livid
discuss new business, debate contested topics, and because they did not receive copies of studies they
unveil new discoveries. thought were vital to their own research. The college also
Of course, not every bard is a member of a college, and has a strict policy that prohibits sharing research results
no college restricts its membership to bards alone. But with anyone outside the college. Cenruries ago, this "no
many bards received at least their initial training from eyes but the learned" policy caused a split in the organi-
someone affiliated with a college. and bards make up the zation rhat led to the formation of the Talespinners'
governing bodies of most colleges. League (see below).
Distinctions: MUnril we accumulate infimty" is the
College of Concrescent Lore collegesmocro. Concresc:ent Lorises wear dark robes with
This b<1rdic college, one of the largest in existence, red stripes encircling the upper sleeves.
focuses on the acquisition of hidden lore, particularly Admission: Candidates for membership must pass a
of the historical or magical variety. Its members series of ex<1minations to gain admission. Each resr is
eagerly page through dusty tomes, seeking to uncover unique, composed of quesrions posed by collegians with
secrets abour long-dead societies, strange magical ritu- specialties similar to the one rhe candidate has requested.
als, and orher unusual topics. Because rhose who contribute ro rhe test tend ro be
Area of Study: History and magical lore arc the wjdely scattered, it can take months for the college to
bread and butter of this college. Many of the world's prepare an exam and even longer for the contributors
gre<1test historians arc at least adjunct members, and to grade it. Those who contributed rest questions have
severnl powerful wizards have joined the college to the sole authority to a<lmH the candidate, and particularly
gain access ro its texts on magic. The study of hisrory petty collegians have been known to create unthinkably
here has an archeological bent, and members diftlculr questions just to keep new blood out of their
focus on understanding the languages, favorite disciplines.
architecture, rituals, and leaders of lost ~~~~~~~ Passing a typical examination requires
civilizations. ~o~ specific knowledge of one's spe-
Organization: A council of three Q ~~ ~I. cialty. The applicant must make
administrators runs this college. Each ~"'1~"f'l-<'>"~~l 6> l~ . If three successful skill checks:
has been a member for at least ten -- 0
I. z Knowledge (arcana) (DC 25),
years and embraced at least three ~ \ Knowledge (history) (DC
fields of study during that time '> 25), and either Knowledge
these three no longer do active (architecture) or Knowledge
research; instead, they review (geography) (DC 15). In addi-
others' findings, distribute tion, the candidate must be able
reports, and maintain the to read and write at least one
membership list. obscure language. Retries are
Activities: Each mem· allowed, but only to apply for a
her chooses an area of different specialty.
knowledge (such as 'The The initial membership fee is 500 gp,
Second Empire of Qirtai<i" which goes to pay for rhe creation and
or "Vordhavian Dea th grading of the test.
Magic") as a specialty upon Membership Benefits: The greatest
entering rhe college, but this advantage to membership in this college is
choice can be changed as ~~ access ro rhc volumes of research its members
often as once a year The ad ~ produce each year. Unless they've ~omehow
minisrrators update the list of members and specialties made enemie" among rheir colleagues, mem-
annually and circulate that document, called a "yearbook," hers can count on receiving advance word of every
to the current membership. discovery made in their fields.
CHAPTER 4: ORGANIZATIONS FOR BARDS & ROGUES

Members with specific questions also have the right


to query members outside their own specialties for
information. Answering such a query is rarely a high
priority, however, especially if no reason is given for
the requesr.
Dues: Annual dues are 250 gp, but active collegians
spend much more chan this on their research, corre-
spondence with other members, and occasional regional
meetings.
Relations: The College of Concrescent Lore main-
tains a friendly rivalry with the College of Arcano biolog-
ical Studies and a not-so-friendly rivalry with the Tale-
spinners' League. However, Concrescent Lorises give the
cold shoulder to wizards "who just want to copy down our
books for the spells, not to learn anything."

Talesp1nners' League
Centuries ago, some members of the College of
Concrescent Lore objected on philosophical grounds to
the organization's secretive approach to information.
Their desire to share information with outsiders liter-
ally tore the college in two. The disaffected members
formed the Talespinners' League, a college devoted to
the free flow of information. Since that time, League
members have honed their performance skills and
branched out beyond the history and arcana srudies
that Concrescent Lorises favor. Many Talespinners are
bards, but occasional arcane spellcasters are also Distinctions: The League's motto is: "The heart of the
welcome-especially if they are members of the virtu- talc is in the telling." Talespinners don't wear robes, but
oso prestige class. many add blue and white tassels to their clothing.
Area of Study: The Talespinners' League collects every Admission: Because the Ta lespi nners' League is nothing
kind oflore imaginable. Not as academic as the Concres- more than chains of masters and apprentices, the only
cent Lorists, Talespinners study down-to-earth topics prerequisite for membership is gaining a mentor who is a
such as the everyday traditions of various cultures. member of the League. To achieve this, the candidate must
Organization: The Talespinners' League is based on tell the prospective mentor three tales, making a successful
the master-apprentice relationship. New sn1dents learn Perfotm check (DC 25) for each. One story must be about
lore from masters and eventually become masters them- the candidate, one about a stranger, and the third about one
selves. The masters in each region meet once or twice a of the candidate's friends. Choosing tales particularly suited
year and make any necessary decisions by a simple major- to the listener (DM's discretion) is worth a +2 circumstance
ity vote. (Usually there aren't many pressing issues bonus on the check. A candidate who fails to impress one
because League members tend not to involve themselves mentor can rry again with another if desired.
with politics.) Once that part is over, other invited Once the candidate is accepted, the apprenticeship
members arrive, and the meeting becomes a grand exer- proceeds entirely at the mentor's whim. The process typi-
cise in tale-swapping. Each member who attends is cally lasts for several months and involves learning new
expected as a matter of courtesy to share (via a tale) any tales and performance techniques. The apprentice earns
new lore uncovered since the last meeting. Keeping the title "MasterTalespinner" at the mentor's discretion.
secrets is against the League's code of conduct, but the Only a Talespinner who has been a master for at least five
only penalty for doing so is a lack of tales to tell at the years can take on apprentices.
regional meeting. Secretive or troublesome Talespinners Membership Benefits: The biggest benefit to
are rarely booted out of the League-they just don't get membership is access to the college's treasure trove oflore.
invitations to future meetings, and the rest of the college It's free for the asking, because Talespinners love nothing
learns to ignore them. more than to exchange stories of far-off lands, arcane
Activities: Members spend time collecting all kinds of enigmas, and mysterious creatures. Unlike their academic
lore. Rather than relying on academic reports to disperse rivals, however, Talespinners lack any organized means of
it, the League embeds its lore within historical or ficti- cataloging their lore. Thus, an apprentice's query about
tious tales. Any member is free to specialize if desired but a particular item might produce the following sort of
can change specialties at a moment's notice. reply: "A few years back, someone at the northern meeting
CHAPTER 4: ORGANIZATIONS FOR BARDS & ROGUES

mentioned such a 1ade statue. But l can'c recall who it work from nobles and rulers who wane to know more
was. Kardalius over in Baselton might remember who about the creatures within their lands. For example, a
cold such a tale.. . ." noble might want to know how to drive off wyverns in
Talespinners tend to travel more than their more the nearby forest without arousing their ire, or why the
academic counterparts, and they eagerly swap rales and cattle in the Southern Dale keep disappearing. The
render assistance to fellow collegians, recognizing them regents field such requests, negotiate paymenr, then
by the blue and white tassels they wear. Clever inn- assign Arcano biologists of the appropriate specialties to
keepers look for the tassels, too, :mJ many offer discounts do the work. Most Arcanobiologists ger at least one
to Talespmners who arc willing to spin yarns by the fire. project a year this way.
Dues: The Talespinm•rs' League has no official admis· Distinctions: The college's motto is "To know them is
sion fee. I lowevt•r, llll'ntors have been known ro hint to know ourselves," although mosr members of the
that a suitably expensive gift speeds the application college would be hard-pressed ro remember it. An
process along. Arcanobiologist is likely to wear a brass armband
Relatio11s: Talespinners regard the Concrescent festooned with a few scales, a feather, or a patch of fur
lorises with contempt for wanting "to keep the most from the creature he or she studies.
interestmg irems 111 the world locked up for their private Admission: To be accepted into the college, a candi-
little club." Because they travel a great <lea!, Talespinners date must pass a written exam char covers the field
are generally cordial toward members of the League of broadly but does not delve mto specifics. A successful
Boor and Trail. ln addition, the}' love to quiz adventurers Knowledge (nature) check (DC 20) passes rhe rest. A 250·
about the perils they've faced. gp fee is required to rake the rest, which is offered once a
year in the spring. A new Arcanobiologisc may work
College of Arcanobiological Studies under a mentor for the first two years if desired.
Unlike the !alt-spinners League, the College of Membership Benefits: As with many of the other
Arcanobiological Stu<lil'S has a narrow focus: the srndy colleges, the primary asset this one has is its collected
of the monsters that inhabit the world's vast wilder· knowledge. Collegians are generally forchcoming about
nesses. Whether they work from the confines of their their discoveries, but they're sticklers for proper attribu-
laboratories or the expanse of unmapped territories, tion. If Orized the Younger first observed how dragons
Arcanobiologists are dl•tcrmineJ to learn all they can sharpen theu claws, it's considered a breach of protocol
about the strangest creatures the world has co offer. not to mention him by name when discussing the topic.
Area of Study: Though this college considers any Rivalnes sometimes emerge between two Arcanobiolo-
nonhumano1d monster worthy o[ study, each member gists who both claim rhe same discovery, but that's
tends to focus on either one kind of crearnre (such as another problem for the regents to settle.
nagas or sphinxes) or one aspect of monsters in general Dues: Each member must pay annual dues of 500 gp.
(such as internal anatomy or lair selection). Some Relations: In general, Arcanobiologists ger along well
Arcanobiologists spend their time in laboratories, dissect- with members of other academic colleges, such as the
ing specimens and breeding creatures in captivity. Others College of Concrescent Lore and the Conservatory of the
go our into the field to track and observe crearures in Ineffable Chord. Intelligent crearures who are the
their natural habitats. subjects of an Arcanobiologist's study react with attitudes
Organization: The College o[ Arcanobiological Stud- that range from amusement to enmity. For example,
ies consists of many schools, each devoted ro a particular phasms find the attentlon flattering, but lamias want to
specialty, but there's no rhyme or reason to rhese divi- "dissect the dissectors."
sions. Some schools focus on all aspects of a certain crea-
ture type while other~ study behaviors common ro Lamenters' Order
many creatures. Thus, two different researchers-one The members of th1S college study death: hO\v people
from the school of chimeras and one from rhe school of prepare for it, what occurs at the momenc it happens, and
reproducuon-mighc both have reason to observe a how the survivors grieve afterward. Some L1menters are
mother chimera\ lair. passive observers, awaiting their own opportunities to
Fourteen regents attempt co make sense of chis srudy life's greatest mystery. Orhers do more active
college's dozcm of schook These former researchers research by hastening the end for those they would study.
administer the college's t'ntrancc examinations, decide on Understandably, such lamenters have given the enrire
promotions and tran~fcrs, and seek funds from nobles college an unsavory reputation.
and kings to continue research. Turnover among the Area of Study: This college began as a musical one
regents is high-after a few years of management, most devoted to the creatlon and performance of funeral
regents are cager to get back co their laboratories and music. Its members were sought out to provide dirges
field-blinds. and tribute-songs for funerals in many lands. Eventually,
Activities: Unlike many of the other colleges, the lamentcrs began to study the nature of death itself,
College of Arcanobiological Studies actively solicits hoping that a greater unJerstan<lmg of it would provide
CHAPTER 4: ORGANIZATIONS FOR BARDS & ROGUES

inspiration for their music. In time, however, rhese necromantic magic. All members receive training in
studies eclipsed the musical aspect of the college. Thus, poison use, so they never accidentally poison them-
some of the college's current members have no musical selves (see the Poison section in Chapter 3 of the
skills at all. DUNGEON MASTER'S Guide).
Organization: Because outsiders distrust them so Members of the college spare no effort to have a
much, Lamenters keep the identities of their leaders colleague who has died through accident or misadven-
secret. A shadowy figure called the Lord of Shrouds ture raised from the dead, so that others can learn from
runs the college. Several regional Lords of Ash provide the death experience of rheir colleague.
assistance by distributing news, jobs, and new songs to Dues: Lamenrers must give 20% of the fees they
local members. Reporting to the Lords of Ash are four collect for commissioned songs to the college. In addi-
other levels of Lamenters. Ranked from highest to tion, each Lamenrer occasionally receives an assignment
lowest, these are Mercybringers, Shrouders, Grievers, from a senior member. This can be as innocuous as
and Comforters. These ranks matter only for tasks commissioning a song or as sinister as performing an
assigned by senior Lamenters (see below). assassination. Successfully carrying out the assignment
Each Lord of Ash also has several under- earns the Lamenter a promotion within rhe ranks of the
Ranks of the Watchers lings who field commissions for memorial college and payment from the senior Lamenter; failure
for the Coming Sunset ballads and dirges from wealthy patrons. means expulsion.
The following are the names of These requests are passed on to individual Relations: Most organizations hold Lamenters at
the ranks within the Watchers Lamentets, who negotiate payment on arm's length. This college has ties with clerics and
for the Coming Sunset college. their own. necromancers, of course, and its members often know
They are listed from lowest to Activities: Members of the college can how to contact assassins.
highest. undertake whatever studies they wish.
Most Lamenters are keenly interested in Watchers for the Comjng Sunset
Calm amid the Storm how different people react at the moment Members of this college study one rather esoteric subject:
Proof against Mayhem of deatb, and how a person's passing affects apocalypses. They seek out signs that the end of the world
Planter of the New Seed friends, famiJy, colleagues, and enemies. is coming and pore over ancient prophecies in search of
Guardian of the Day to Come Thus, Lamenters go to great lengths to be ways to prevent certain doom.
Candle amid the Darkness present when someone notable passes Area of Study: The Watchers began as an academic
Beholder of the Infinite away, and many are eager to accompany group studying various cultures' myths about the end of
Doom bane soldiers, adventllrers, and others who face the world. from there, its researchers branched out into
Bringer of Solace death on a daily basis. Some Lamenters examining the demise of past civilizations, the role of
Denier of Fate even go as far as to betray or poison some- deities in the end of the world, and how powerful magic
Shield to the Unknowing one just to observe the moment of death. could result in vast destruction.
Flower among the Ruins Others seek to part the veil of death itself in Organization: Fifteen ranks exist within the college
Craver of Tomorrow search of immortality ot a way to bring of the Watchers for the Coming Sunset (see sidebar).
Walker of the Mystery-Path back a lost loved one. These ranks rarely have specific duties attached to them;
Shepherd to All Distinctions: The motto of the Lamenters' they merely establish hierarchy and accord status.
He (or She) Who Does Not Yield Order is simple: "We watch." Members receive promotions by bringing new apocalyp-
Admission: To join the Lamenters, a tic lore to light or helping to stave off cataclysms.
character must pass one of three exams. To A remote mountain citadel serves as the organization's
pass the Test of Consolation, which involves writing worldwide headquarters. There, a group of five hooded
and singing an original dirge, the candidate must make members known as the High Council provides guidance
a successful Perform check (DC 30). The Test of Icy on significant issues and settles matters of policy. Because
Pallor requires the applicant to survive an injection of the headquarters is so remote, however, the Watchers
wyvem poison without magical aid. To pass the Test of handle mundane issues on a regional basis.
the Unending Stare, which involves describing in Activities: The Watchers for the Coming Sunset do
detail the physiological effects of J.eath, the candidate more than just study how the world might end; they
needs a successful Heal check (DC 30). Rumors actively n·y to prevent civilization-destroying events. A
abound of a fourth test requiring the assassination of a decade ago, a group of Watchers destroyed the Key of
public figure, but no Lamenter has ever admitted that Churik-Va, which could have unleashed a world-eating
such a test exists. plague of extradimensional insects. Currently, one group
Each test costs 1,500 gp to ta t <!. Retries are permitted of Watchers is studying ancient scrolls that speak of an
without restriction at the same cost. ''unquenchable black-flame wave," and another is hunt-
Membership Benefits: Lamenters have access to ing for the eleven vampiric unicorns destined to slay the
the organization's death lore and relics, including a last living elf-child.
number of remarkably deadly spells and magic items. Recently, a secret splinter group has formed within the
They also have ready access to various poi&ons and Watchers. Irs members believe that a coming apocalypse
CHAPTER 4: ORGANIZATIONS FOR SARDS & ROGUES

will bring rebirth in the wake of ruin. Therefore, they A successful Perform check at the appropriate level (DC
seek co hasten, rather than prevent, cataclysms. Success 30 for minstrel. 35 for muse, 40 for maestro, or 45 for
with such an effort would doubrless cause a schism virtuoso) earns a promotion to that rank. Members may
within the remaining membership. not skip tanks, though there is no minimum amount of
Distinctions: The motto of the Watchers for the time they must spend at any level before auditioning for
Coming Sunset is "Ir Shall Nor Unravel." Watchers tend the next. Members of the college can audition once per
to be secretive, so they use code phrases, sign language, year in each city where the Conservatory maintains a
and secret handshakes to identify each other. campus, so failure on any one of the above skill checks
Admission: Candidates for membership must present usually means more practice and a long journey.
themselves before the High Council at the mountain Conservatory members who've retired from active
citadel for testing. Finding the place is difficult enough, composition and performance serve as mstrucuonal staff
but getting there is also a challenge because the surround- for the college's campuses in return for sizable stipends.
ing wilderness is full of monsters and other dangers. Most of these teachers live on campus.
Those who attain the citadel must pass an oral examina- Activities: Every troubadour must study both compcr
tion in arcana, history, the planes, or religion. A success- sition and performance. A bard who is accomplished at
ful Knowledge check (DC 20) in the appropriate area the lute but unable to pen his own songs is quickly shown
earns admission. the door, as is a songwriting prodigy who can't sing like
Membership Benefits: All Watchers are expected to an angel. Most members eventually discover that compo-
take an active part in defendmg their region and world sition studies improve their playing and singing, and rhe
from coming apocalypses. This common cause creates an hours they spend pracricing for performances sometimes
unusual camaraderie among the collegians, so even the inspire new songs.
newest member can expect assistance above and beyond Distinctions: The Conservatory's motto is "In harmony
the call of ducy from another Watcher. with the pnmal rhythm." ~embers wear light blue robes
Members also have access to the ultimate collection of trimmed with a second color that reflects rank: white for
apocalyptic Lore. Acquisition of new lore earns promotion troubadours, gray for minstrels, dark blue for muses, silver
within the ranks as well as handsome remuneration. for maestros, and gold for virtuosos.
Dues: Each Watcher pays dues of 1,000 gp per year. Admission: Anyone who pays the 100-gp testing fee
Relations: The Watchers for the Coming Sunset can audition for entrance. A successful Perform check
have cordial, if somewhat distant, relations with most (DC 25) earns entrance to the Conservatory at trouba-
other bardic colleges. They can call on a number of dour level. Those who fail the audition can rry again
powerful clerics, wizards, and political leaders if the after one year.
situation is urgent -and given their line of work, it Membership Benefits: Members can lodge free of
usually is. charge at any Conservatory campus for as long as they
wish. Most use this privilege to save the price of a room at
Conservatory of the Jneffable Chord the inn while they study or collaborate with other musi-
Some bards are exceptional performers; others are great cians. In addition, nearly every campus has a concert hall
composers. Members of this college are both. Students that members can reserve for their own performances-
of music everywhere dream of studying at the Conser- again at no charge.
vatory of the Ineffable Chord, for it is said that its Maestros and virtuosos have access co the conserva-
teachers write songs too moving to sing and play notes tory's collection of magic instruments, famous odes
coo sweet to hear. and ballads, and bits of musical Lore. Rumor has it that
Area of Study: Music composition and performance they also have access to "cldritch songs"-compositions
are the twin passions of this college's members, and its of surpassing power and magic.
ranks include masters of every conceivable instrument Dues: Each member who holds a concert within a cicy
and musical style. Recently, the college has also begun to that has a Conservatory campus must donare 10% of the
accept members who specialize in the recitation of epic proceeds to the college.
poems, although many of the musicians don't consider Relations: The Conservatory of the Ineffable Chord
such performers "real" members. maincains good relations with all the other bardic colleges.
Organization: The Conservatory of the Ineffable The public at large admires Conservatory members
Chord awards five ranks of expertise: troubadour, because of their performance skills, though some travel-
minstrel, muse, maestro, and virtuoso. New members ing bards regard them as unbelievably "'snoocy."
enter at the troubadour level. They quickly discover,
however, that Conservatory members are very status- League of Boot and Trail
conscious, and most consider troubadours little better Members of this college regard every road as a classroom
rhan street rabble. and every inn as a laboratory. Devoted to travel for its own
Moving up to the next rank is as simple as passing an sake, they accumulate little lore but see much of the
audition before higher-ranking conservatory members. world-and worlds beyond as well.
..
CHAPTER 4: ORGANIZATIONS FOR 8ARDS & ROGUES

Explorers and the Area of Study: Anything of interest to tattoo on each League member's left forearm. Though
League travelers is of interest to the League. The wearing actual red boots is not required, most members
The League of Boot and Trail college offers no formal, academic studies, do put red trim on their boots. In addition, every member
counts many royal explorers but its members are renowned guides and carves two small notches in each boot heel so as to leave
scouts. They know, for example, the locations distinctive tracks.
among its members. Some of
of toll booths, the best way to cross rhe Admission: To join the League of Boot and Trail, a
the world's most legendary
Midnight Desert, and which church now prospective member must present three gifts, all otigi-
adventurers recruit for their
rules rhe province of Aramador. nating from at least 300 miles away, to a station head. One
expeditions by posting offers of
Organization: Because its members are of these gifts must be a case of liquor worth at least 250 gp,
employment on the walls of
rarely in the same place for long, the one must be an object of art worth at least 300 gp, and the
League station common rooms.
League of Boot and Trail has little formal last must be a riding horse or warhorse. lf the gifts meet
After a ll, anyone heading
organization and no central leadership. all the requirements, rhe candidate is tattooed with the
beyond the edge of the world
Nearly every ciry of any size has a League red boor and accepted as a member after a riotous party.
should have some seasoned
station, where members can file reports on Memb ersh ip Benefits: The most significant benefit
travelers along. A typical their travels, conduct research for future to membership in the League of Boot and Trail is access
League station might have the journeys, and share drinks and tales of rhe ro the reports of previous travelers. A League station's
following postings: road. A senior member serves as station informacion about travel hazards, monsters, and current
• Travel with Karil Minick to the head ar each such location. If a crisis affects events isn't always up-to-date, of course, but when it is,
mirrored ice caves of Suskana. the college as a whole, as many station it's highly reliable.
Hiring experienced guards, heads as possible meet somewhere and Any member can use the spartan accommodations at a
scouts, healers, and arcanists. reach a solution by consensus. League station free ofcharge. Many League stations oper·
Pays 10 gp/day +a share of Activities: Each League member must ate general stores that sell adventuring gear for 20% less
treasure gained, after help to run a League station for one month than rhe going rate and horses for half price to those bear-
expenses. Assemble here at out of every year. The most senior League ing the red rarroo. In addition, merchants and innkeepers
summer's end. member of a given month's working group along importanr trade routes often offer discounts to trnv-
• Missing: Ahn of Azath, some- scrves as station head. elers wirh red boot tattoos, hoping for good reviews on
where along NW portion of Each member who scops at a League the next set of League reports.
Griever's Trail. 5,000 gp station musr file a report describing his or Dues: Dues are 500 gp per year, payable at the time of
reward. her travels since the last station stop. The the member's one-month service at a station.
•Are you brave enough to enter report should include hazards, weather Relations: For the most part, the League of Boot
the Valley of Mostarek? I, conditions, encounters, and any other and Trail has few dealings with other bardic colleges.
Duncan Sameth, offer only information that might prove useful to However, its members gladly swap stories with any
your fair share of glory-the other travelers. ~ members of the Talespinners' League they happen ro
chance that your name will Occasionally, League ,.~ "-._,_
~ encounter. Those who make their livings cater·
appear in the epics sung by members band to· · ~· ~ -........~. '. ing to travelers treat League mem-
minstrels yet unborn. Meet me gether to -~ ~' '"- bers well in the hope that more
here on the 13th of Flockt1me. ~ring ro jus- • .,\ ~ ~ red-booted bu~iness will
· Auction: The survivors of ttce anyone come their way.
Vinto Uredsky's expedition to who displays
Yezelri have returned. Their 1
a League tat- ~ ,/ 11111111111" , ..,,...,,m11
treasures from this wondrous (sec be- I!/
~~:l,~;·: ~:·~:
too I'
land will be auctioned here on 1
18 Flocktime, along with sur- 11!1 //I/
plus expedition gear. Lots can I
ber. The League ~ 11 j i ut~'ll/1'~111
be viewed at dawn, with bid- pays handsomely
ding to begin at noon. for such service
• Royal-commissioned explorer out of its own coffers, '
seeks guides and guards for bur most members
one-month exploration to would take on ~~~~
undisclosed location. Top such tasks even
•Nithout pay to protect
wages guaranteed.
the League's reputation.
Distin ctions: The
League of Boor and Trail has no I
~~~k,- ~,...,,__...,,c_
motto, but each of its stations ~ ...-...•=-
bears a red boot symbol. This
same symbol also appears as a
CHAPTER 5: YOU AND THE WORLD AROUND YOU

CHAPf€R ~: ear-to-the-ground information that monarchs need ro


maintam their power bases, and Sense Motive is invalu-

\fOU ADD fH€ able for dealing with leaders of other power groups-be
they local guildmasters or foreign ambassadors. Read

IDORLD Lips, Decipher Script, and Use Magic Device can reveal
information that others think is secure, while Forgery,

@ROUOD \fOU used sparingly, can provide needed authorizations or


expose the false credentials of others. A rogue who
chooses to concentrate on such interactive skills can
"The world I\ my oyster. Tl just doesn ·1 know l'vc already hocked embark on the road to wealth and power withouc ever
the pearl." stepping into a dungeon.
-Lidda That said, however, it's in dungeon situations that a
rogue's talents really shine. Search and Disable Device
This chapter explores the roles of bards and rogues in allow her to find and disarm traps before her party
their campaign worlJs and their relationships with blunders into them. Spot and listen provide warning
other characters. In addition, expanded discussions of when guards arc nearby, and Move Silently and Hide
special combat options that these two classes favor are ensure that they don't notice her. Open lock gets her
presented. into places that others want secure, and Pick Pockets
lets her retrieve items from those who might other-
wise object. Balance, Climb, Swim, Jump, and Use
THE ROGUE Rope ensure that the rogue can get almost anywhere,
Rogues tend to have a wider diversity of skills than any while Escape Artist and Tumble help her get out of
other characters in a campaign. This gives them amazing sticky spots.
flexibility for development and endless ways to The fact that her party's survival may depend on her
contribute to an adventuring party's success. talents places a heavy burden of responsibility on the
rogue. She must be self-reliant when scouting ahead,
Role jn the Campajgn yet keep the group's interests in mind. She must keep a
Some think of rogues as outcasts who live on the fringes sharp eye out during combat to take advantage of
of society. Although some rogues may pretend this to be sneak attack opportunities. Finally. she must use her
the case, nothing could be farther from the truth. In interpersonal skills when needed to persuade NPCs to
fact, a few cultures (~uch as that of halflings) openly cooperate.
honor the mix of quickness, cleverne~s, and luck that When a rogue rakes these responsibilities seriously, her
makes for a successful career as a rogue. Aside from that, companions learn to cruse her completely. Sometimes
however, any advenLUrer soon learn~ to respect compa- this trust bleeds over into other aspects of adventuring as
triots who arc very, very good at what they do- ·as most well, and she ends up as party leader a situation that
rogues are. happens more often than one might expect. A greedy or
In a world filled with adventurers, a rogue need never self-serving rogue, on the other hand, is unlikely to
lack for employmenr. Somebody always needs a trap become a leader. If a rogue refuses to pull her own
disarmed, a lock opened, or an item retrieved from an weight, objects ro scouring for the group, hangs back in
inconvenient location. Some such activities may be ille- combat, or gets caught pocketing valuables she didn'r tell
gal, but a rogue doesn't have to operate on the wrong her comrades about, they won't trust her as far as rhey can
side of the law to make a good living. For example, advis- throw her. And should those pocketed valuables turn our
ing clients on how to "burglarproof" their homes and to be Hems pilfered from her party, she might find om
goods can be quite lucrative. ln fact, a surprising just how far that is.
number of rogues wind up as mayors, town elders, or To sum up, any adventurer with enough brains to
advisers to monarchs. Such careers spring from the keep his or her ears apart knows just how valuable a
rogue's characteristic ability to analy:t.c a situation rogue can be- especially one who has earned her place
quickly and resolve ic by the most efficient- though in the group. Or as Master Nuth, a rogue legendary for
not necessarily mosc direct-means. Rogues also tend his daring exploits, put it, "Fighters, barbarians, and
to keep chcir eyes and ears open for opportunities- monks see combat as the obvious way to resolve situa-
anocher good quality for a leader. tions because chat's what they do best. Clerics, paladins,
Many of the rogue's class skills lend themselves espe- and druids (and, co a lesser extent, rangers) are always
cially well to scarecrafr. Rulers need Diplomacy to say tempted to put rhe cause they serve ahead of the party's
the right thing at rhe right time, Perform to give stir- interests. Wizards naturally resort to spellcasting when
ring, persuasive speeches, Bluff and Intimidate to cow in doubt, while bards and sorcerers sometimes hesitate
the opposition, and Innuendo to convey more than they between negotiation and spelkasting. Your role, young
actually say. Gather lnformation provides the kind of rogue, is LO sec the picture as a whole, to plan for
CHAPTER 5: YOU AN D THE WORLD AROUND YOU

contingencies, and to strike when the moment is right. in the same round. In this situation, both rogues gain
Thus may you prosper." flanking and sneak arrack bonuses, and neither is adja-
cent to the foe.
Role in the Game Nuth's Law #5: Work with a partner whenever
With her sneak attacks and light armor, a rogue deals out possible. True, you get to keep all the profits from your
considerable damage in the right situarion but suffers a exploits when you work alone, but there's no one to pull
world of hurt if a foe catches her off-guard. Unlike you out of trouble.
combat-oriented characters, she cannot just pound away If you team up with a combat specialist, your partner
at her foes, hoping she can batter her way past their can engage the foe while you circle around for a sneak
defenses before they penetrate her own. Instead, she attack. A spellcasting partner can give you lots of useful
must plan ahead to maximize her results. If a fighter's magical enhancements, such as invisibility, stoneskin,
russle with a foe is like checkers, then a rogue's approach endun· elements, remt elements, spider climb, fly, and aid. A
is more like chess-maneuvering rather than direct ranger shares some of your stealth skills, but also offers
attack brings success. wilderness savvy to complement your expertise with
This section offers some pointers on strategy and a few locks and traps. Perhaps the best option of all, though, is
specific tactics to help a rogue make the most of her teaming up with another rogue. Imagine your foe's
combat options. The eight axioms listed here are known surprise when, after he or she has maneuvered to make
collectively as Nuth's laws. sure you cant flank, your partner sneak attacks! The
Nuth's Law #1: Develop a fine sense of when to thought of two rogues delivering sneak attacks from
exercise caution and when to take a calculated risk opposite directions should make anyone break out in a
and try to make all your risks calculated ones. Planning cold sweat. Be wary, though-foes who have seen this
ahead and playing the odds helps you avoid many a trick before may prepare for it by rushing first one
nasty scrape. rogue and then the other.
Nuth's Law #2: Don't be the first to enter a melee Nuth's Law #6: Tumble early and often. The more
against multiple foes-the last thing you want is to be attacks that miss you, the better off you are. If you're so
surrounded. Though you may often have the chance to nimble that your foes give up in frustration and attack
acr before anyone else, resist the impulse to charge in. Let other targets, all the better (for you, anyway).
the fighters, barbarians, and monks pin down the enemy Nuth's Law #7: Maneuverability is key to being in the
in melee first, so you can see where the flanking positions right spot at the right time. Magic items exist that can
are. Then JUst tumble past and deliver your sneak attack. enhance your speed and maneuverability. Get them, by
If rhat doesn't dispatch the foe, tumble away ifnecessary- fair means or foul, at the earliest opportunity.
you certainly don't want co be flanked yoursel£ For the Nuth's Law #8: Don't be afraid to break off combat
rest of the battle, just keep moving into flanking positions and retreat. Those who run away can take on or crack
and striking home with those sneak attacks. .Holding down the same foe later, when the odds are more in
your action until your foe has used up his or her attack of their favor. Those who stay and die when they could
opportunity against a better-armored opponent is also a have gotten away are just martyrs to stubbornness.
wise move. Should you ever find yourself trapped with nowhere
Nuth's Law#3: Beware of reach weapons-the bane of to run (what were you thinking?), don't forget that
many an inexperienced rogue. Two good options exist for surrender may be an option-remember those ranks in
dealing with a foe who has such a weapon. Remember Escape Artist you no doubt took? Finally, if you're
that most opponents with reach weapons are like knighrs trapped by an implacable foe and there's no way out,
in chess-they can attack only targets not adjacent to hurt hirnor her as badly as you can before you fall. Who
them. Ifyou think you can tumble past the reach of your knows? You may get lucky, and at least that foe will
foe's weapon and get in dose, go for it. Better still, stand think twice about trying that again.
back and pepper the fool with bolts from your crossbow.
With a ranged weapon, you can still get sneak attack Motivation
damage from up to 30 feet away- well beyond rhe range It's a dangerous job, scouting down dungeon corridors,
of any standard reach weapon. finding and disabling traps, and rumbling into combat
Nuth's law #4: Try using a reach weapon yourself for wearing only light armor (if any;. What motivates
a sneak attack. Whenever you threaten a foe in melee people to become rogues-to bet their lives that their
and have an ally directly opposite you, you get sneak skills, agility, and wits can overcome any obstacles or
attack and flankmg bonuses. A reach weapon lets you foes in their way? As many answers exist as there are
extend the range of that threat (see Flanking in Chapter rogues in the world, but one or more of the following
8 of the Player's Handbook), and most foes won't realize factors is pan of almost any rogue's motivation.
they're flanked if there's no one standing right next to The Thrill of the Game: This rogue takes pride in
them. A particularly nasty trick is for two rogues to attack her work like the artist she is. It's the challenge that
with reach weapons from opposite sides of an opponent draws her into dungeon after dungeon-the thrill of
CHAPTER 5: YOU AND THE WORLD AROUND YOU

marching her skills against che best chis place can through grass-roots movements. A rogue who hears of
rhrow against her. The very thought of encountering a the idea decides to put it into practice locally, then
new kind of lock, a unique trap, or an unsolved mystery another rogue who's JUSt passing through learns of her
is an irresistible lure. Some who do not share this feel- efforts and decides to duplicace chem in his own home
ing liken ir to an addiction for danger, but that -;nap region. Since distriburism spreads so randomly, law
judgmenc misses the point. This rogue feels alive only enforcement agencies find it very difficult to snuff out.
when she's using all her skills to overcome the odds, (The hapless sage whose ideas g3ve rise to the philosophy,
just as a master chess player lives to match wits against however, was burned our of bis tower by furious not-
the best. If that means placing her life in mortal danger quite-as-wealthy-as· they-had-been victims of Distrib-
on a regular basis, so be it. utists. But a rogue stole the deed to :mother tower and
Moral Imperative: Adventuring is just a means to an presented it to him shortly thereafter.)
end-this rogue has a greater goal in mind. Perhaps she A Disttibutist rarely advertises her belie(s, since that
intends to take back the ill-gotten goods of someone who could cause wealthy properry owners to put a hefty
once wronged her family-a pocketful at a time, if neces- price on her bead. Instead, she singles out the ostenta-
sary. Perhaps she sends all her 100110 the poverty-stricken tiously wealthy as targets and passes along the bulk of
village where she was born to pay for badly needed food her booty to deserving locals. Unless her loot comes in
and supplies. Or perhaps she's a once-greedy thief who the form of cash, she takes care to fence it first, lest any
had a change of heart and now seeks to make amends for recogmzable items get the recipients in trouble v.ith
her previous crimes. the law later. A Distnbutist usually makes her dona-
Some rogues have gone beyond personal motives tions anonymously, both out of innate caution (recipi-
and adopted a philosophy called distributism. As first ents can't give her away to authorities if they don't know
formulated by a sage named Orlogue, it~ first and only who she is) and to avoid self-aggrandizement (it's not
tenant was, "Some people have too much and others about building up a repucation, it's about doing the
not enough" To this, the rogue Ashmore Tuck later right thing). Naturally, Distributists arc very popular
added a moral imperative, "And I'm going to do some- with those who benefit from their generosity and
rhing about it!" Adherents of this philosophy are equally unpopular with those who become unwilling
called Distributists. donors to their causes.
Disrributists do not form organizations to acquaint Greed: Diametrically opposed co a Oistributist is the
ochers with their beliefs; instead, their ideas spread rogue who is in it for the money. Born with a keen
CHAPTER 5: YOU AND THE WORLD AROUND YOU

appreciation of the finer things in life, she finds a rogue's Barbarians: The barbarian rends robe impatient with
abilities ideally suited to acquiring those things. your instinctive caution. It isn't that he's hostile-it's just
For this rogue, there's simply no such thi11g as too that the two of you sometimes rub each other the wrong
much treasure, and she begrudges every copper piece her way. If you're an outdoors-oriented rogue (such as a
group has ro leave behind. She routinely pockets valuable scout), you can get along with a barbarian better than
trifles she comes across while scouting ahead, for in her your dungeon-delving brethren can. Nevertheless, even
mind, she simply called "dibs" on them first. She may you prefer the ranger's studied, stealthy approach over
even lift particularly desirable items frotn her advenhir- the barbarian's headlong charge into every melee. Stay
ing associates if she can find a suitable scapegoat on out of the way of the barbarian's bull rush and use his
whom to pin the blame. foolhardiness to distract opponents while you move in
Nevertheless, a greedy rogue can be an asset to a party for the kill.
as long as her interests run parallel to those of her team- Bards: You have a lor in common with the group's bard,
mates-she wants to reach that final treasure room so so it's easy to get along. Like you, he benefits by encour-
badly that she gladly pulls her weight through all the aging opponents to underestimate him, and he can be
encounters between here and there. Those who are aware qLLite deadly when he uses his skills properly. The main
of her obsession can maintain a long-term, working rela- difference is that he likes the limelight more you do. Just
tionship with her by holding out the endless lure of ever- make sure the bard knows when to sing and when to be
grearer treasures that await in future adventures. Those silent and you'll get along fine.
who fail to take her motivation into account inevitably Clerics: Every time a trap blows up in your face or a
wake one day to find her gone, along with a few choice sneak attack attempt goes horribly wrong, your group's
items of party treasure. cleric becomes your best friend. Make sure you're on
Cultural Bias: Some rogues took up the profession good enough terms with him that he's willing Lo come
simply because they grew up listening to tales of Uncle at a run when you need him. And if the dungeon turns
Odo's exploits under Bone Hill, or Cousin Tananger's out to be full of undead, stick to the cleric like glue.
exploration of Acererak's tomb. Halflings in particular Just don't let him get the idea that he has the right to
embrace thievery as an honorable and rewarding lecture you about morality. Insist that he respect your
career choice. Of course, it helps that halfling rogues skills as you do his.
steal primarily from other races and only rarely from Druids: The druid's abilities are nothing at all like
their own. yours, though both of you respect each other's strengths.
Children of other races may also grow up with highly Your interests rarely coincide, but by the same token,
positive attitudes toward rogues. The heads of some rhey rarely cross. This tends lo make for a cordial, but
human families, for example, consider one or more of the distanL, relationship. Ifyour adventures take you into the
various rogue professions to be the family business and wilderness, though, partner up with a druid ifyou can-
expect succeeding generations to carry on the tradition. her plant lore and knowledge of wilderness hazards can
Members of such families often try to make their marks save your life. Likewise, if you run into animated plants
by pulling off notable capers, or challenge their offspring that you can't sneak arrack, let the druid handle them
to best their achievements. while you watch her back.
The residents of some villages consider finely trained Fighter: What's not ro love about a fighter? He mans
rogues their local export. Young rogues leave to seek their the front line so you can sneak around and deliver your
fortunes when they come of age, but those who survive sneak attacks. He soaks up damage that otherwise would
ofren return home to retire once their adventuring come your way. He bashes down doors on those rare
careers are over. Their wealth enriches the town, a11d occasions when you can't finesse them open. And he
their children begin the cycle again. comes ro the rescue when you run into more trouble
Conversely, a few cultures and religions disapprove than you can handle while scouting ahead. Your life
of rogues on principle. Of course, most rogues who would be a lor harder without your party's fighter, and
encounter such prejudice go out of their way to use an occasional pat on the back softens up the big lug
their skills against those who disapprove of them, and shows him you appreciate it. Now if only he didn't
thereby perpetuating the cycle. Sometimes, however, a make so much noise!
nonconformist from such a society embraces the Monk: By your standards, that monk is just downright
rogue's lifestyle as a form of rebellion against her weird. Her abilities should mesh well with yours, but the
upbringing. rwo of you are divided by a deep lack of understanding.
As far as you can tell, she's not in it for either the loot or
Relatjons with Other Classes the thrills. With her movement and melee skills, she
Individuals differ, but some elements hold true for most, could be a great rogue, but she turns her attention inward
if not all, members of a class. If you're playing a rogue, you rarher than tmvard all the neat items she could steal. A
may find some good advice in the following paragraphs monk can be handy to have around, but you just never
about getting along with your fellow adventurers. know where you stand with her.
CHAPTERS: YOU AND THE WORLD AROUND YOU

of treasure. You can ha\'c a


great working relationship
with your party\ paladin as
long as you set the ground
rules right away. Let herri
know you're a free agent
ai1d not under her Juris-
diction-unless you
are, of course. In
that case, _--r,rri"AW"::
~~~
you must be very c:ireful anynme you
need to do something your paladin
friend wouldn·t arprove o(
Ranger: You probably have more in
common with your party's ranger than with
anyone else in the group. You both appreciate the
need for stealth, the value of scouting, and the neces- THE BARD
sity of purring discretion ahead of glory at times. Perhaps -That r~wi11ds tttt' of 11 song- it goes ~0111ell11ng lilu llm.
all that divides you is the fact that he never minds rough- -Devis
ing it, while you have a keen appreciation for the finer
things in life. Nevertheless, you can trust the ranger to Role in the Campaign
get the job done, no matter what. Everybody's friend, the bard is rhe most approachable
Sorcerer: .Sorcerers are fun to be around but of all the arcane spellcasrers-less isolated than a
tricky-· -you never know when they have hidden agen- wizard and less threatening than a sorcerer. Though he
das. Some arc trustworthy and others aren't, but they·re shares many skills with rogues, he does nor share their
all so slick that you nt>ver know until it\ too late. Make criminal stigma. Most people either welcome him with
sure any sorct>rt>r in your group gets clear and frequent open arms as a talemed entertainer or ar rhe very least
demonstrations of why lw's b(•tter off with you alive tolerate him as reasonably harmless. The bard is one of
than not. EnJOY his company, let your group benefit the few characters who can move freely rbrough all
from his powers, but don't trust him any more than you levels of society and among nearly all humanoids. His
have co. lute and flamboyant clothing are passports to any place
Wizards: ln tt>rms of aJvcnturing style, the wizard where the people enjoy good music, from an elven
is your polar opposite. While you·re out ahead, risking forest to a goblin warren.
your life to scout for information, she's snug in the This wide acceptance makes rhe bard an excellent
safest spot in the marchmg order. You're in the messenger, for he can collecr and distribute news wher-
dungeon to find loot, but she\ there to feed her craving ever his wanderings take him. Only a fool or a madman
for more magic. Without wizards and all the magic would kill a bard without first finding our what he
traps they create, your job wouldn't be nearly as t0ugh, knows. Once given the chance to talk, ofcourse, any bard
but chere wouldn't be nearly as much interesting loot worth hb salt can not only convince bis captors to spare
available, either. The one thing you have in common him, but get them to relate their life stories as well! Natu-
with your party's w11ard b a keen sense of strategy. rally, a bard must be very careful not to abuse chis kind of
Both of you look for ways to maximize your contribu- trust. If bandits spare his life, he had best not try to slit
tions in a fight- you wtth a well-placed sneak attack, their throats by uight or lead the local militia co their lair.
and she with the right spell at the nght time. The two To do so would endanger all bards, for such talcs have a
of you work very well together, and you can comple- way of ~preading.
ment one another's strengths. For just this reason, bards take great pains to circulate
Storie~ about the good fortune that comes to rhose who
treat bards well. Many a troll has heard the ballad abotlt
one of his brethren who got a terrible stomachache and
CHAPTERS: YOU AND THE WORLD AROUND YOU

died after eating a bard, jusc as most ogre~ know a tale cleric, a fighter, a rogue, and a wizard. This composition
about a captive bard who was ransomed for a princely ensures the group access to healing, combat ability,
sum. Some of the dimmer humanoids might foil to scouting skills, and arcane artillery. Should such a
connect the harp-holding man whose head they're bash- group wish to add a fifth member, a bard would be the
ing in with the "bards" mentioned in such stories, but wisest choice. True, a barbarian or a monk would make
every little bit helps. Thus, bards everywhere continue to the party stronger, and a sorcerer would enhance the
make a concerted effort to keep alive the myth that bards group's arcane spellcasting ability. A paladin could join
bring good luck. rhe fighter on thl' fronc line and provide some healing,
In mosr campaigns, the bard is either a lighthearted a ranger would add both combac ability and wilderness
entertainer or a trusted go-between. It's not unusual to skills, and a druid could offer wilderness skills and
find bards serving a~ nobles' heralds or even ambassadors, healing. Only a bard, however, shares the skills of all
since they make such good spokesmen. Its rare, but not four basic oJventurer types (or ''the four basic mon~tcr
unheard of, for a bard co wind up as the ruler of a city, food groups," :is bards sometimes put it). r le has arcane
often simply bt'C:lLtse he's che best-k110wn and best-liked spells like a wizard, stealth skills like a rogue, combat
ofirs citizens. Bards generally prefer to avoid such tics, for ability like a fighter, and healing skills like a cleric.
responsibilities restrict their wanderings and keep them Each of those characters is better than the bard in his or
from meeting nt•w people. And when it comes to visiting her own field of expertise, bur the bard can provide
new .often very out-of-the-way) places and meeting backup for everyone. To be the second-best wizard, the
different kinds of people, nothing beats adventuring. second-best scout, the second-best healer, and a reason-
able fighter all at the same time is no mean feac-and
Role jn the Game ir"s one that no other class can march.
By his very nature, the bard is a jack-of-all-trades. He truly For this same reason, bards also excel at ~olo adven·
shines in noncombat situations, but he can also acquit tures. Each of the four basic characters specializes in one
himself well in a fight, especially if he take~ the Weapon area at the expense of the others, bur the bard shares 111 all
Finesse feat and concentrates on light, quick weapons. their strengths. !'his is another reason he makes a good
If you're a bard, your besc combat strategy is to keep a messenger· ·a bard traveling alone has a much better
low profile and never look like an immediate threat. chance of completing his mission than any other charac-
Intelligent foes usually carget whoever they think poses ter of the same level does.
the greatest danger, so make sure they pick someone On top of his bardic music and his wide range of
else-rhe wizard or sorcerer to shur down spcllcasting, class abilities, thl' bard has one ocher trick all hi~ own.
the cleric to srop replenishment of hit points, the fighter, Bardic knowledge can provide key information for
barbarian, paladm, or monk to reduce the d:image dealt, solving whatever mystery or dilemma the group face!'.
or even the rogue to prevent those nasty sneak attacks. Of course, the characters need ro follow up on infor-
While the opponencs have rheii- attention focused on mation gained in this manner-the DM can'c be
your comrades, you're more tban pulling your own expected to give away che whole plot of the adventure
weight. Your bardic music boosts yoiir teammates' in i-esponse to a couple of successful bardic knowledge
morale, wreaks havoc with the enetnies pany coherence, checks. Instead, the bard should become adept al pick-
and prevents any ~onic effects from harming your ing up on clues, examining them from different angles,
friends. In addition, your counterspells could well save and figuring om how they fit together with other
your party's bacon. Should you need to join the fight, of events in the game.
course, you have qulle respecrable combat and ~pellcast· Bardic knowledge checks are also a convenient way for
ing abilities to contribute. the DM to toss out adventure hooks. However, rhc bard
Make no mistake about it-a party is always better off himself can also spark new swrylines by asking the right
with a bard than without one. His bardic music improves kinds of questions. An observant DM can use such clues
everyone's talents by providing morale bonuses in to -determine what kind of adventures the players would
combat, compecence bonuses for exploring, forewarn· most enjoy.
ings and clues from bardic knowledge- the list goes on
and on. In addition, the bard can serve as swingman in Motjvation
the group. I !is arcane spells beef up the ar~enals of the Adaptability h the bard's grearest strength. He is
wizard and sorcerer. His combat skills help during nasty welcome an7•where, from the poshest castle to the lowe~t
melees. His bardic knowledge and information-gather- dive, and he fits right in wherever he happens to be.
ing skills supplemenc clerical divinations. Though he's Everywhere he goes, he listens to new songs, trie~ out
not skilled with locks and traps, he makes a credible the local instruments, interviews chose who wirnessed
scout, should someone need to sneak Ltp and find out notable events (whether last week or two generations
what's become of the rogue. ago), and, in a word, mingles. Afterward, he folds all this
To pur it another way, conventional wisdom holds knowledge into his repertoire, which continues to grow
that a srandard advcnwring party should consist of a throughout his life. Critics might dismiss a bard as "a
CHAPTER 5: YOU AND THE WORLD AROUND YOU

mile wide and an inch deep,~ but char assessment misses A performer bard is, of course, monstrously conceited,
the point-he genuinely likes people, and most people but often in such a disarmingly open way that others
like him right back. find it easy to forgive his excesses. (The fact that he's
Some bards view themselves as heirs ofa fine rradition. remarkably charismatic often helps, ofcourse.) His every
They seek to collect and preserve old songs, so that the deed is calculated to gain him what he desires most:
works of bygone ages may survive and find new audi- more attention .
ences. Other bards are composers ar heart, ever on the .Many such bards are very talented indeed, and well
lookout for new grist to grind in their creative mills. Still they know it. Some are happy in their megalomania and
others use their music primarily as a way to open doors firmly convmced that they'r.- really the most imporrant
and meet new people with fascinating stories to tell. The people in the world. Others are insecure, temperamental,
following paragraphs examine each of these motivations and constantly in need of praise. The one true virtue that
in more detail. they all share is absolutt' devotion to their talent. Perform-
Composer: For this bard, music is a form ofexpression- ers can be a nightmare to adventure with, for they refuse
an art that connects people of all backgrounds, races, and to do anything they consid<·r "beneath" them, but there's
cultures. Through the universal language of music, he no denying their talent or commitment.
can show everyone in this deeply divided world just Gossip: Most adventuring bards foll into this category.
how much they all share. Most nonbards rhink Gossip may not be a term they would apply to them-
composers arc self-centered, interesred only in broad- selves, but it's nevertheless an accurate description of
casting their mncrmosc feelings to all wirhin earshot. what they do.
Nothing could be farther from rhe mirh-if a composer A gossip makes friends quickly. Within a day of arriv-
looks inward, it's only to seek common ground with ing in a new town, he knows more about what"s going
others. He's alwar looking for ways ro share the music on there than some of the lifelong residents do. People
char delights him. find themselves confiding in him both because he
A composer sceks to leave the world richer than he really wants to know what their lives are like and
found it-a rare moll\'ation indeed for an advenrurer. He because he freely volunteers information about himself
adventures because it brings him into conrnct with new as well. By matching their concerns with mood pieces
people and exposes him to cheir music. It pains and from his repertoire, the gossip ll•ts his listener5 know
baffle:, him to find an unsympathetic audience, but he that others have gone through the same troubles that
never gives up looking for others who feel the way he they're now experiencing. This gives them a sense of
docs about music. connection with those who have gone before and those
Scholar: A seeker and collecror oflost music, this bard who will come after.
is always on the lookout for songs he's never heard The gossip's bardic knowl(•dge tends to he a grab-bag-
before. Upon visiting a new area, he immediately gets it's very specific when appli(•d to areas he's passed
the locals to sing him all the songs they know. Some- through but sporadic Olltsidc those regions. However, he
times he can piece together a lost ballad from several can usually draw parallels between the situation before
partial versions remembered in different regions. him and other similar cases, whether those were a month
History in the making is also of interest to the scholar, so or a thousand vears before
he frequently creates new songs to preserve the details of Sharing the confidence of so many people makes
recent events for poscerity. gossips shrewd Judges of character.They are also surpris-
A sort of peripatetic sage who holds his library in his ingly close-mouthed about matters they've been asked to
head, the scholar is unmatched in his ability to rerrieve keep secret, for the flip side of inviting confidences is
information. His bardic knowledge is wide and deep, respecting them . The wandering bardic lifesryle lets
covering everything from che evencs thar inspired a gossips meet new people and run into old friends again
recent lampoon about rhe Duke of Kroten to the final on a regular basi-i.
words of the last Sue! empress before she perished in the
Rain of Colorless fire. There's no end to what he can Relations with Other Classes
dredge up, and few lengths ro which he would not go to Individuals differ, but some elements hold true for most,
learn some new song or recover a lost epic. if not all, member~ ofa class. If you·re a bard, you may find
Unlike a sage, however, a scholar bard does not hoard some good advice in the following paragraphs about
knowledge-rather, he seeks 10 share it with everyone he getting along with your fellow adventurers.
meets. It is as though he is so full of songs that they Barbarians: The barbarian has a keen appreciation
bubble over at the least provocation. In the words of one of music, especially battle-chants, long laments, and
poet describing such a bard, "gladly would he learn and epic tales about heroes of old. All this is good, but he
gladly teach." also tends to be impatient witb people of other cultures.
Performer: Of course, some bards simply glory in This means he may rush to engage a group of strangers
attention. rhcy arc stars, at least in their own eyes, and before you even have a chance to exchange greetings
they're always "on stage" wherever they go. with them.
CHAPTER 5: YOU AND THE WORLD AROUND YOU

Clerics: liturgical music and hymns are key parts of personality, though you prefer to think of it as charm. lt
nearly every cleric's faith. Your cleric friend, however, seems, though, that some sorcerers arc just as happy ro
often seems to think that this glorious music is somehow be feared as liked, and that seems a pity. Still, you approve
a secondary or peripheral aspect of religion- all tight in of sorcerers-if the unthinkable happened and you
its place, but not essential. You strive to show by example couldn't be a bard anymore, sorcerer might be an attrac-
that this is not rhe case. tive career choice.
Druids: Nature is full of marvelous musi.c, from bird- Wizards: The wizard has the most wonderful
song of every variety to sounds such as the rustle of powers, but she pays far too high a price for them. All
leaves, the howl of the wind, rhe rumble of distant thun- that planning, all that study, all the spontaneity she has
der, and the pounding of the waves on the shore. The to give up- it would drive you crazy! You respect her
simpler you keep your music, the more your druid friend expertise-she knows more spells than you ever will-
likes iL Although her view of the world fascinates you, bnt pity her limitations. Just make sure you never
her path and yours have little in common. show it.
Fighters: Fighters are the salt of the earth. You'd be
dead many limes over-and your precious instrument
smashed-if nor for them. Fighters are simple souls who
SPECIAL COMBAT
face the same thankless tasks day after day, dungeon after OPTIONS
dungeon. To show your appreciation, you play tbeir favor- This section explores three combat options used
ite songs over and over. frequently by rogues and assassins: flanking, garrote
Monks: The party's monk fascinates you, but you don't anacks, and sneak attacks. The rules for garrote attacks are
understand her at all. Ir's as though instead of music in new; those for the other options arc expansions of the
her head, she hears a silence that actually helps her focus material in the Player's Handbook.
her inner spirit. Instead of turning to other people for
connections, she withdraws deeper into herself Still, Unusual Flanking Situations
you draw her out rhe best you can, for what songs you Usually, flanking is simple-just get two characters on
could write if she would only tell you about her home- opposite sides of an enemy. But what if the enemy occu-
land and relate the legends of her order! pies more than one square, or one attacker is using a reach
Paladins: Don't paladins ever take a day off? They're weapon? The following diagrams explain some of rhe
the nicest, friendliest, prettiest, and all-around most nuances of the flanking mle.
impressive people you've ever met- outside of other Characters who LLse reach weapons make the situation
bards, of course-but they have no sense of propor- a little more complicated. First, you musl figure out
tion! Eternal vigilance is all very well, but even a which square the attack is actually coming from-
paladin should get a weekend pass for a little rest and namely, the intervening square between the anacker and
recreation now and then. Until that bappens, though, the defender. This is usually obvious, but you can draw a
it's up to you to lighten your paladin friend's load when straight line betvveen the attacker's centerpoint and the
you can with one of those catchy, smite-'em-all, match- defender's centerpoinl if it's unclear. Then determine
ing tunes. flanking as if the attacker were actually in that interven-
Rangers: Woods are all very well in their place, but ing square.
you'd go crazy if you had to spend your whole hfe rherel
The druid at least has the excuse that she has to be near Finding the Center Point
her plant and animal charges, but the ranger just plain lf you're using a grid for combat, the easiest way to
likes living out in the weeds. Sure, you respect him- figure oul whether two characters flank an opponent is
some of your best friends are rangers- but he must have to connect the centerpoinr of your square with that of
a screw loose somewhere, poor fellow. your ally's square. If that line passes through opposite
Rogues: Buddy! Jf you're not lucky enough to be a sides of the creature you're attacking, you flank it. If the
bard, then the next best class to rake up is rogue. You have line emerges from two adjacent sides of the enemy,
a lot in common with your rogue pal, such as a knack for however, you don't. For example, the rogue in position
stealth and a keen appreciation of the fact thar it's beuer Rl on the map labeled Finding the Center Point flanks
to avoid fighting when you can. Granted, you've never the centaur if there's an ally in position Al because the
mastered that sneak-attack thing she does, but she doesn'L line that connects those two positions passes through
have your spells, music, or good looks. Clearly, the two of both long sides of the centaur's token. But if the ally is
you are a winning combination. You're glad to adventure standing in position B 1, no flanking occurs. The line
with her, anytime, anyplace-she can get you into more that connects those rwo positions passes through one
interesting situations (and trouble) than the rest of the long side and an adjacent short side {the rear) of the
party combined. centaur's token.
Sorcerers: In some ways, you and the party sorcerer Ordinarily, if you wanl to flank your opponent,
are two peas in rhe proverbial pod. You both rely on there's only one place your ally can stand. If your foe
CHAPTER 5: YOU AND THE WORLD AROUND YOU

standing in positio11 A2 or B2, because both connecting


lines pass through opposite sides of the enemy. For the
purposes of flan king, both squares arc considered
"directly opposite" from the rogue.

Flanking Big Creatures


Its much easil'r to flank big creatures than little ones. The
rogue next to the bulettc in position Rt on the map
labeled Flanking Big Creatures is flanking if she has an
ally in position At, 131, C1, or Dt. Better still, allies in all
those spots get flanking bonuses from the rogue; thus,
one ''backstop" character can give flanking bonuses to
multiple al hes.
lf you or your ally take up more than one square, the
same principl<.> applies-simply draw your line from the
centerpoint of the whole character, not the center of an
individual square. The centaur rogue in position R2 does
not flank the bulette with the centaur in position A2, but
he doe~ wuh the centaurs in positions B2, C2, and D2.
None of thl· centaurs arc tracing their line~ from the
centers of any squares-their centerpoints are actually on
grid lines. That's fine.

Flanking with Reach Weapons


On the map labeled Flanking with Reach Weapons, the
fighter with a glaive in position A 1 clearly provides a
flanking bonus for one of the three rogues in positions
takes up more than one square on the grid, however, Rl, R2, and R3 - but which one? To figure it out, draw
your ally has more options. The rogue in position R2 on a line between the ccntcrpoinr of the fighter at Al and
che map is Oanking the centaur whether an ally is the centerpoint of the target. (You aren·t drawing lines
CHAPTER 5: YOU AND THE WORLD AROUND YOU

rogue flanks the target." Below are some specific condi-


tions that would give you that extra damage.
• It's a surprise round, and your foe either isn't acting this
round or hasn't acted yet.
• Tt's the first round of combat, and your foe hasn't
acted yet.
• You're flanking your opponent.
• You're invisible and your foe has no means to see you.
• Your foe is blind.
• Your foe is grappled by someone other than you.
• Your foe is climbing, walking a tightrope, or otherwise
off balance.
• Your foe is running.
• Your foe is stunned.
• One of your foe's ability scores has been reduced to 0.
(lf it's Constitution, of course, you can forget sneak
attacking; he's already dead.)
• Your foe is cowering.
• Your foe is paralyzed or held.
• Your foe is sleeping, bound, or unconscious.

Keep i11 mind that if your foe is immune to sneak attacks


by virtue of creature type or some other condition, all
your machinations are for naught. Even if one of the
above conditions applies, you still don't get the extra
sneak attack damage. Many of these conditions still grant
the attacker other benefits, however.
to your allies yet.) Then look at where the line enters
the enemy's square. The square adjacent to that point is Garrote Attacks
where the fighter's attack is corning from. Now just A garrote is more difficult to use than most weapons
follow the usual rules for determining who's .flanking because the attack must be carefully set up to have a
whom, using that square for the fighter's position. In reasonable chance of success. A garrote attack uses the
this case, the rogue at R3 gets the flanking bonus, and grappling rules from Chapter 8 of the Player's Handbook,
the other two don't. with a few additions.
Attack of Opportunity: You provoke an attack of
Diagonal Corners and Flanking opportunity from the target you are trying to garrote. If
If the line between two allies passes through opposite the atcack of opportunity deals you damage, your garrote
corners of an enemy's area, the allies flank that creatme. atrack fails.
For example, on the map labeled Diagonal Corners and Getting the Garrote into Place: To attack with a
Flanking, the characters at Ai and Bi flank the drider garrote, you first need to loop the weapon over your
because the line that connects their centerpoints passes opponent's head and work it into place around his or her
through che left front and righl rear comers of its area. neck. To accomplish this, you must be able to reach the
Here's an even stranger application of the opposite target's hea<l. This means you cannot garrote an opponent
sides and corner rules. The ally standing at position A2 is two or more size categories latger than yourself unless
giving flanking bonuses to the rogues at positions R1, R2, that opponent is sitting or lying down, or you are attack-
and R3. She helps the rogues at R1 and R3 flank because ing from overhead.
the line connecting her with each passes through oppo- If you can reach the target's head, you must make a
site sides of the enemy's area. She helps rogue R2 flank successful melee touch attack to grab him or her.
because the line between them connects opposite Unlike a normal melee touch attack, this does not
corners of the enemy's space-actually the upper left allow you to ignore all your opponent's armor. If your
corner and lower right corner. foe's neck is protected, you might not be able to place
the garrote properly. To determine the opponenc's
Sneak Attacks Armor Class against a garrote attack, use his or her size
The general nile for the sneak attack ability states that a modifier (see Combat Statistics in Chapter 8 of the
rogue gets bonus sneak attack damage "any time the rogue's Player's Handbook), plus any of the following special
target would be denied his Dexterity bonus to AC (whether armor modifiers that apply.
he actually has a Dexterity bonus or not), or when the
CHAPTER 5: YOU ANO THE WORLD AROUND YOU

Target's AC modifier against provokes attacks of opportunity from threatening


Armor Type Garrote Attack enemies, but nol from your rarger.
Natural armor Provides normal protection (equal to Maintaining a Garrote Attack: Once you have a
the bonus of the natural armor) cord garotte or a wire garotte in place, have won the
Full plate Provides a +4 armor bonus grapple check, and have moved into your opponent's
Leather collar Provides a +4 bonus space, you <.an continue to deal garrote damage with
Gorget Provides a+l 0 bonus successful grapple checks as often as you are entitled to
attempt them. If you have multiple attacks. you can
If you foil co hie with your melee touch attack, your attempt multiple grapple checks each round to deal
garrore :mack fails . rf you are entitled ro multiple attacks damage. Each time you succeed with a grapple check,
in a round, you can attempt to place che garrote multiple you deal garrote damage, modified as above by your
times ar successively lower base attack bonuses. Strength modifier. The garrote remains in place until
Strangle: Make a grapple check (see Grapple in you release your opponent or until he or she escapes by
Chapler 8 of the Player's Handbool~). If you succeed, you breaking your hold (see Grapple in Chapter 8 of the
have srarred co strangle your opponenr. You immedi- Player's Tlcrndbooh).
ately deal td6 or Jds points of damage, depending on Unless you used a locking garotte ro make your attack,
the rype of garotte Your Strength modifier applies to you and your opponent are considered grappled while
chis damage, and if that modifier is a bonus, you get one you maintain a garrote attack. You cannot attempt to pin
and one-half rimes that bonus because you're using your opponent during your garrote arrack, nor can you
both hands for the attack. arrack with another weapon.
lf you fail rhe grapple check you don'r start strangling While You're Being Garroted: Being garroted ts JUSt
or deal damage Your opponent slips free of the garrote like berng grappled, except that you suffer normal
and ts no longer considered grappled. You do not auto- damage. You can attempt to escape the garrote by making
matically lose the grapple check if your opponent is two a successful grapple check on your tum. Jf you're allowed
or more size caregories larger than you are, as you would multiple atlacks, you can attempt to escape multiple
with a normal grapple check Your opponent is consid- times. You can also attack with a light weapon. Spellcasl-
ered grappled if you succeed. ing is difficult, since no verbal (V) or somatic (S) compo-
Move In: Unless you used a locking garotte ro make nent is possible. You may cast spells requiring only mate-
your arrack, you must move inro the rarger's space in rial componenrs or focuses only if you have them in
order ro maintain the strangle. Moving, as normal, hand. If rhe spell is one you can cast while being stran-
gled, you must still make a Concentration check (DC 20 +
spell level) ro avoid losing it.
Curring a garrote from your own lhroat 1s possible
using the Attack an Object action, but it's difficult. Since
a garrote is a Small weapon, it has an Armor Chis~ of 11;
however, since it's buried in your neck, il gels a +10 cover
bonus to Armor Class, for a total Armor Class of 21. In
addicion, you mcur a -4 circumstance penalty on your
arrack because you have to avoid damaging your own
neck in the process. You cannot use the disarm action
against an arracker who has a garrote wrapped around
your neck.
Strategy: The garrote is a good weapon for one-on-one
surprise arracks, when there's a good chance of laking the
target unaware. l lence, this weapon is a fovoriw among
assassins, spies, and sneak thieves. It makes~ poor melee
weapon against multiple opponents, srnce Its wielder is
vulnerable to attacks from the target's friend~ while hold-
ing the garrore m posinon and waiting for the victim to
die. Locking garrotes, while rare, are good for causing
maJOr distracrions, since friends of the victim typically
break off pursuit of the attacker to save their companion
from the garrote.
CHAPTER 6: SPELLS

CHAPf€R 6: 2nd-Level Bard Spells


Crescendo. Grants increasing bonus on attack rolls.

5P€LL5 Fortissi.Ino. Doubles volume of sound; +2 on save DCs


and +1d6 damage for sonic attacks.
Music is so much a part of a bard's life that he weaves it Harmonize. Pools talents of multiple bards to grant one
through everything he does. Thus, it should come as no of them extra temporary ranks in Perform.
surprise that many of the new bard spells presented in Summon Instrument. Conjures one instrument of the
this chapter are musical in both name and nature. type the caster favors.
Members of the assassin prestige class, on rhe other
hand, tend to see spellcasting in a more utilitarian way 3rd-Level Bard Spells
Their spells are tools, just like their garrotes, poisons, and Blunt Weapon. Halves base damage of slashing or pierc-
blowguns. The new assassin spells in this chapter make ing weapons.
excellent additions to the assassin's toolkit. Healthful Slumber. Doubles narnral healing rate.
Hymn of Praise. Grants +1 caster level £O good-aligned
divine spellcasters.
NEW ASSASSIN SPELLS InfernalThrenody. Cran ts+ 1 caster level to evil-aligned
divine spellcasters.
1st-Level Assassin Spells
Spring Sheath. Automatically draws a weapon. 4th-Level Bard Spells
Allegro. Doubles speed and mind.mum jumping distance.
2nd-Level Assassin Spells Choir. Creates illusory accompanists; +2 on Perform
Getaway. Causes pursuers to go astray 50% of the time. checks.
Follow the Leader. Causes 1 HD/level of creatures to
3rd-Level Assassin Spells follow.
Absorb Weapon. Hides a weapon inside your arm. Harmonic Chorus. Increases save DCs of target's spells
by 1d4+1 and damage dealt by such spells by +1/die.
4th-Level Assassin Spells Listening Coin. Allows remote eavesdropping.
Sniper's Eye. Grants darkvmon, ranged sneak attacks to Spectral Weapon. Creates a quasi-real weapon.
60 feet, death arrack with ranged weapon, and +15 Zone of Silence. Keeps eavesdroppers from overhearing
bonus on Spot checks. conversations.

5th-Level Bard Spells


NEW BARD SPELLS Improvisation. Applies +2 points/level ofluck bonuses
to selected checks or attacks.
0-Level Bard Spells (Cantrips) Otto's Resistible Dance. Makes listeners dance; -2
Easy Math. Allows instant counting and distance calcu- penalty to AC, Will saves, Concentration checks, and
lation. Spellcrafr checks.
Fine-Tuning. Makes an instrument masterwork; +2 on Song of Discord. Forces targets to attack each other.
Perform checks. Wail of Doom. Forces target to flee; 1d4 damage per
Percussion. Creates illusory drum accompaniment. caster level, -2 penalty on saving throws.

1st-Level Bard Spells 6th-Level Bard Spells


Ambient Song. Masks bardic music effects as other Fanfare. Smns and deafens targets; deals 4d6 damage to
sounds. creatures and 2d6 damage to objects.
Focusing Chant. Improves concentration; +1 on attack Insidious Rhythm. Implants melody in subject's mind;
rolls or selected checks. -4 penalry on Intelligence-based skill checks, requires
Joyful Noise. Negates magical silence. Concentration check for spellcasting.
Lullaby. Makes subject drowsy;-2 on Spot checks, listen Protege. Grants another creature bardic abilities.
checks, and Will saves against sleep. Sympathetic Vibration. Inflicts t<l10 <l.amage/roun<l
on a freestanding structure.
CHAPTER 6: SPELLS

NEW SPELLS Target: You


The spells in this section are presented in alphabetical Duration: I minute/level (D)
order. SavingThrow: Will disbelief
Spell Resistance: No
Absorb Weapon
Transmutation Ambient song transforms the sounds needed to produce
Level: Asn 3 any bardic music effect into background noise. Those
Components: V, S who hear bardic music masked in this way remain
CastingTime: I actton unaware of its true nature, though ir srill has its normal
Range: Touch effects. For example, you could use this spell ro make a
Effect: One touched weapon not in another creature's song intended to mspire competence sound like the
possession chirping of crickets, the ruscling ofleaves, or the crack-
Duration: I hour/level (D) ling of the campfire.
SavingThrow: Will negates (object) You choose what your ambient song sounds like, but it
Spell Resistance: Yes (object) should be a noise that's in harmony with the immediate
environment./\ subject who makes a successful Will save
You can harmlessly absorb any light weapon you touch realizes that the sound has been altered and can hear its
(even a poisoned one) into your ann, as long as it is not in true nature.
another creature's possession. The absorbed weapon Material Component: A small bir of whatever naturally
cannot be felt under the skin and doesn't restrict your makes the sound you're trying to mimic. For example, a
range of motion in any war An absorbed weapon cannot cricket's leg, a dried leaf, or a charred twig would produce
be detected with even a careful search, although a detect the amli1cnt song effects mentioned above.
m11g1c spell n•veals the presence of a magical aura. The
only evidl•ncc of the weapon is a faint blotch on the skin Blunt Weapon
that's shaped vaguely like the weapon. When you touch Transmutation
rhe spot <:in action equivalent to drawing a weapon), or Level: Brd 3
when the spdl duration expires, the weapon appears in Components: V, S
your hand and the spell ends. An intelligent magic CastingTime: 1 action
weapon gl'ts a saving throw against this spell, but ocher Range: Medium ( 100 ft. + 10 fr/level)
weapons do not. Area: All piercing and slashing weapons within a 20-ft.-
radius burst
Allegro Duration: I mmute/level
Transmutation Saving Throw: 1-ortitude negates
Level: Brd 4 Spell Resistance: Yes
Components: V, S, M
CastingTime: 1 action .1:!luntwec1po11 reduces the effectiveness of certain weapons
Range: 10 ft. by rendering them semisubstantial. Affected weapons
Area: Cn•atures within a 10-ft.-radius burst, centered appear shimmery or shadov.ry when examined closely,
on you but the wielder must specifically examine the weapon {a
Duration: 1 minute/level move-equivalent action) to notice rhe effect. An affected
Saving Throw: Fortitude negates (harmless) weapon retains its full enhancement bonus and magical
Spell Resistance: Yes abilities (if any), but its base damage is reduced by half.
The strength bonus of the wielder still applies normally
This spell makes you and your companions extraordi- ro attacks and damage.
narily fleet of foot by doubling each subject's speed and A weapon carried by a crearure uses that creature's
maximum jumping distance (treated as an cnhance- Fortitude saving throw. A magic weapon gets a bonus
menr bonus to both). Affected creatures retain these equal to its enhancement bonus on this save.
effects for thl• duration of rhe spell, even if they leave Only manufactured piercing and slashing weapons
rhe original an•a. are affected by blunt weapon. It has no effect 011 natural
Mc1t1•n.1I Componrnl: A rail feather from a bird of prey. weapons. Arrows and other projectile weapons affected
bv the spell remain blunted even after they leave the
Ambient Song spell's area.
Illusion (C.lamcr)
Level: Brd I Choir
Components: V. S, M Illusion (Pattern) [Mi nd-Affccting]
CastingTime: I action Level: Brd 4
Range: Personal (see text) Components: V, S, F
CHAPTER 6: SPELLS

CastingTime: 1 action Duration: 1 round


Range: Close (25 ft.+ 5 ft./2 levels) SavingThrow: No (see below)
Effect: Three illusory performers Spell Resistance: Yes (harmless)
Duration: Concentration + 4 rounds
SavingThrow: Will disbelief(see below) This minor magical effect makes counting and calcu-
Spell Resistance: No lating a breeze. You can estimate the number of gold
pieces in a pile, the distance of a gap you might have to
This spell creates spectral accompanists. They appear leap, the number of foes rushing toward you, or the
to be normal performers of any humanoid race (caster's like-all in a flash. To make such an estimate, make a
choice) who back up the bard's performance by play- Perform check (DC 15). Success means your guess is
ing, dancing, singing, or any other means the caster within 1 0% of the true figure; failure means it is off by
desires. They can also interact with others on a limited 20% or more. The exact extent of such a miscalculation
basis-smiling, nodding, responding to quesrions is up to the OM.
with a few stock phrases, serving as dance partners,
and the like. These illusory performers grant the caster Fanfare
a +2 circumstance bonus on Perform checks for the Evocatjon
spell's duration. Level: Brd 6
Choir is a Pattern, not a Figment-creatures that Components: V, S, .M
become aware of the accompanists' spectral nature can Casting Time: 1 action
still see them. However, not only does a successful Will Range: 1 00 ft.
save negate the bard's bonus on Perform checks with Area: Cone
respect to that creature, it also imposes a -2 circum- Duration: instantaneous
stance penalty on those checks for the remainder of the Saving Throw: Fortitude negates
spell's duration. Spell Resistance: Yes
Focus: The caster's instrument.
Fanfare creates a trumpet blast so loud that it can shake
Crescendo the foundations of buildings or stop an army in its tracks.
Evocation Every creature within the area must make a Fortitude
Level: Brd 2 save. Success means the creature is stunned for 1d4
Components: v; S rounds and deafened for twice as many rounds; failure
CastingTime: 1 action means the creature takes 4d6 points of damage in addi-
Range: 30 ft. tion ro suffc1;ng those effects. Any object made of glass,
Targets: The caster and all allies within a 30-fr. sphere wood, sronc, or metal within the cone takes 2d6 points of
Duration: 4 rounds damage, ignoring hardness.
SavingThrow: None Material Compo11enL: A small, tin horn.
Spell Resistance: Yes (harmless)
Fine-Tuning
This spell creates a martial fanfare that slowly builds in Transmutation
volume, inspiring you and your comrades to ever-greater Level: Brd O
combat prowess. During the first round of rhe spell, the Components: V, S, F
horns and drums can be heard fainrly, but no other effect CastingTime: 1 round
occurs. On the second round, as the music becomes Range: Touch
louder and more inspiring, each affected creature gains a Target: One instrument
+1 morale bonus on attack rolls. This bonus increases to Duration: 1 minute per level
+2 in the third round, then to +3 in the fourth round as Saving Throw: None
the music gets louder and louder. Spell Resistance: Yes (harmless)
Allies who move more than 30 feet away from you lose
the bonus, bur they regain it at its then-current level if This spell enables the caster to make an ordinary instru-
they later step back within range. ment perform as if it were of masterwork quality. For the
duration of the spell, the instrument grants the user a +2
Easy Math circumstance bonus on Perform checks, or an alternate
Transmutation effect as described in Chapter 3 for that instrument type,
Level: Brd 0 if desired. Fine-tuning has no effect if cast upon an instru-
Components: v; S ment already of masterwork quality.
Casting Time: 1 action Focus: The target of the spell.
Range: Personal
Target: You
CHAPTER 6: SPELLS

Focusing Chant
AbJuration
Level: Brd 1
Components: V
CastingTime: 1 action
Range: Personal
Target: You
Duration: Up to 5
rounds/level (D)
SavingThrow: None (harmless)
Spell Resistance: Yes (harmless)

You can use fonmng chant to


block out distractions from
the task at hanJ. Upon cast-
ing the spell, you gain a +1
circumstance bonus on
atrack rolls or on dice arc the first to be
on<.! rype of skill or affected. Once you have
ability check for as ~· reached your limit of crea-
long as you continue to -. " · rures, the music does not affect any others. Crea-
do the same thing ~ tures thus captivated can defend themselves but do not
every round. You can · · · -· . ~":~ · initiate attacks. If you lead your followers directly into
attcnJ to the task without • · danger, each is allowed another Will ~ave to avoid walk-
concentrating on focusing chant, but no , ing off a cliff, stepping into deep water, or the like.
speech is possible because you must ·~ rows: The caster's instrument.
continue to mutter the syllables of che chant
to maintain the spell. If you spend a round doing Fortissimo
anything else, the spell ends. Evocation
For example, you coulJ use fornsmg chant to gain a +1 Level: Brd 2
circumstance bonus on Climb checks just before you Components: V, S
scare climbing a tall cliff or on Decipher Script just before CastingTime: 1 action
you begin deciphering ancient runes. In combat, you Range: Medium (100 fr.+ 10 ft./level)
can gain the bonus on your attack rolls as long as you Target: One creature or item
continue to attack rhe same opponenr with the same Duration: 1 minute/level
weapon every round. You can still move freely and SavingThrow: None
change tactics-for example, you could charge a monster Spell Resistance: No
one round, attempt ro disarm it with your rapier the
second round, and simply attack it on the third round. Fort1ssm10 doubles rhe volume of one source of sound
But if you attack a different monster, switch weapons, or specified by the caster. Bards often use this spell to help
spend a round doing something orher than attacking, rhe their music carry ro larger audiences-or just be heard
benefit is lost. over rhe din of a noisy tavern.
When casting fortissimo on a creatllre, the caster may
Follow the Leader specify items that rhe creature is wearing or carrying for
Enchantment (Compulsion) [Mind-Affecting, Sonic] inclusion in the effect. For example, castingforhmmo on
Level: Br<l4 a singer and including her lute would make both her
Components: V. S, F song and her accompaniment twice as loud.
Casting Time: 1 full round If che affected crearure or item can generate a sonic or
Range: Medium ( 100 ft.+ to ft./level) language-based attack, such as a conmumd spell, a harpy's
Area: Living creatures with fewer than 5 HD song, the fascinate effect of bardic music, or a horn of blast-
Duration: Concentration, up to 1 minute/ level ing, rhe saving throw DC against that attack increases by
Saving Throw: Will negates +2. If a sonic attack deals damage (like a shout), the spell
Spell Resistance: Yes increases that damage by +ld6 points.
fortissimo counters and dispels stlmce and is countered
Like the legendary piper, you can play a tune so beguil- and dispelled by it. lf cast at a target affected by silence, it
ing that those who hear it feel compelled to follow negates the effect for that creature or item only.
along behind you, dancing merrily. You can lure up to
CHAPTER 6: SPELLS

Getaway This spell enables rwo to four bards to pool their talents
Enchantment (Mind-Affecting) by performing in a group. The caster designates one
Level:Asn 2 bard to be the lead performer, and the rest provide
Components: V, S, M backup. Harmonize grants the lead performer a circum-
CastingTime: 1 action stance bonus on Perform checks equal to +1 per three
Range: Personal bard levels of the backup performers for the duration of
Area: Up tot city block/level the spell.
Duration: 10 minutes/level roms: The caster's instrument.
Saving Throw: Will negates
Spell Resistance: Yes Healthful Slumber
Conjuration (Healing)
This speU helps you elude pursuers by causing them to Level: Brd 3
run down blind alleys, make wrong turns at intersec- Components: V, S, F
tions, and bypass obvious directional indicators during CastingTime: 10 minutes
a chase. Any pursuer who loses sighc of you and fails a Range: Close (25 ft.+ 5 fr./2 levels)
Will save has a 50% chance of making a wrong curn or Targets: Living creatures within range
heading in the wrong direction, even in the face of Duration: 1 day
physical evidence (such as a dangling rope or an open Saving Throw: Will negates (harmless)
door) as to your true path. Spell Resistance: Yes (harmless)
Material Component: A fox's tail.
Healthful slumber doubles the subjects' natural healing
Harmonic Chorus rate. Each affected creatme regains twice the hit points it
Transmutation otherwise would have during that day, depending on
Level: Brd 4 activity level.
Components: V, S, M Foms: The caster's instrument.
CastingTime: 1 action
Range: Close (25 ft.+ 5 ft./2 levels) Hymn of Praise
Target: One living creature Evocation [Good, Sonic]
Duration: Concentration, up to 1 round/level (D) Level: Brd 3
Saving Throw: Will negates (harmless) Components: V, S, F
Spell Resistance: Yes CastingTime: 1 round
Range: Medium (100 ft.+ 10 fr/level)
Harmonic chorus lets you improve the spellcasting ability Area: A sphere with a radius equal to the range, centered
of another spellcaster. For the duration of the spell, the on you
save DCs for all spells chat the subject casts increase by Duration: 1 round/level
I d4+1. If such a spell deals damage, thac damage increases Saving Throw: Will negates
by +1 point per die. For example, if you cast harmonic Spell R.esistance: Yes (harmless)
chorus on a 9th-level wizard who in turn casts fireball, the
DC of the fireball's Reflex save would increase by td4+1, You can strike up a rousing, inspirational spiritual that
and the spell would deal 9d6+9 points of fire damage. temporarily boosts the effective caster level of each
Other variable aspects of the spell (range, duration, and so good-aligned divine spellcasrer within range by+ 1. This
forth) remain unchanged. increase does not grant access to additional spells, but it
The benefits of multiple harmonic chorus spells stack does improve all spell effects that are dependent on
only when they are cast by different casters. caster level. In addition, hymn of praise mimics the effect
Material Component: A tuning fork. of a hallow spell with respect to turning or rebuking
undead. Within the spell's area, each good-aligned
Harmonize divine spellcaster gains a +4 sacred bonus on Charisma
Evocation checks to turn undead, and each evil-aligned divine
Level: Brd 2 spellcaster incurs a -4 sacred penalcy on Charisma
Components: v; S, F checks to rebuke undead.
Casting Time: 3 rounds Focus: The caster's instrument.
Range: Touch
Targets: Up to 4 bards (including the caster), none of whom ImprovisatJon
can be more than 10 feet from the nearest other target Transformation
Duration: t round/level Level: Brd 5
Saving Throw: Will negates (harmless) Components: V, S, M
Spell Resistance: Yes (harmless) CastingTime: 1 action
CHAPTER 6: SPELLS

Range: Personal level. In addition, 111fernal threnody mimics rhe effect of


Target: You an unhallow spell with respect to turning or rebuking
Duration: 1 round/level umlead. Within rhc spell's area, each evil-aligned divine
spellcaster gains a +4 profane bonus on Charisma
lt11f1rov1satwn makes available a floaring "pool" of bonus checks ro rebuke undcad, and each good-aligned divine
poi nrs that rhc caster can use as desired to improve his or spellcasrer incurs a -4 profane penalty on Charisma
her odds of success at vanous tasks. This bonus pool checks to turn undead.
consists of 2 pomts per level, which the caster can divide rows: The caster's instrument.
as desired among attack rolls and skill or ability checks.
The caster must declare any bonus· point usage before the Insidious Rhythm
appropriate rolls are made Used points disappear from .Enchantment (Compulsion) [Mind-Affecting]
the pool, and any points remaining when the ~pell ends Level: Brd 6
are wasted. Thl'se points count as luck bonuses for Components: V, S, F
purposes of stackmg. Casting Time: 3 rounds
For example, a 14th-level bard pauses from chasing a Range: Medium (100 fr.+ 10 ft./lcvel)
pickpocket to cast 1mprov1s11hon. Over the next 14 rounds, Target: One creature
he could add · 8 to :t Spot check, +6 ro a Climb check, and Duration: 1 hour per level
+7 to cwo ofh1s attack rolk Saving Throw: Will negates
Matc11al Componmt: A pair of dice. Spell Resistance: Yes

Infernal Threnody The caster plays a c.archy, silly. Urtlc rune that sticks in rhe
Evocation [Evil '-lonicj mind of any subJeCc who fails a Will save. The endlessly
Level: Brd3 recycling melody make~ it very difficult for the subject ro
Components: V, S, F case spells, disarm Lraps, or perform any other action that
CastingTime: l round requires mental focus. Thus, the subject incurs a -4
Range: Medium (100 ft.+ to ft/level) circumstance penalty on all skill checks based on Intelli-
Area: A sphere wirh a radius equal ro rhe range, centered gence and must make a Concentration check (DC= 111s1d-
on you ious rhythm's save DC+ level of the spell being attempted)
Duration: 1 round11evel for each spel1casting attempt.
SavingThrow: Will negates J'orn~: The caster's instrument.
Spell Resistance: Yes (harmless)
Joyful Noise
You can strike up a pulsing, powerful rhythm that Abjuration
temporarily boosts rhe effective caster level of each Level: Brd 1
evil-aligned divim• spellcaster within range by~ 1 This Components: S, F
increase does not grant access to more spells, but it does CastingTime: l round
improve all spell l'ffects thar arl' dependent on caster Range: 10 ft.
Area. 10-ft.-radius emanation centered on you
Duration: Concentration (see text)
SavingThrow: None
Spell Resistance: Yes (harmless)

13y making a strumming, drumming, or whistling


ge~rure, you negate any magical s1leticc in the area rhis
zone of negation moves with you and lasts as long as you
continue the pe1fonnance.
The silence is not dispelled but simply held in abeyance;
it remains in effect outside the area of the 1oyf11I 1101se.
Thus, this spell is usually used to move a group out of
range of a silence effect.
foms: The caster's instrument.

Listening Coin
Divination
Level: Brd 4
Components: V, S, M
Casting Time: 1 action
CHAPTER 6: SPELLS

Range: See text You can play a tune so foot-tappingly appealing that
Effect: Magical sensor everyone who hears it wants to jump up and dance. In
Duration: 1 hour/level fact, unless your target makes a successful Will save to
SavingThrow: None resist, that's exactly what happens. A dancing creature
Spell Resistance: No suffers a -2 circumstance penalty to its Armor Class, Will
saves, Concentration checks, and Spellcraft checks for as
You can rum two ordinary coins into magic listening long as you keep playing.
devices-one a sensor and the other a receiver. After Focus: The caster's instrument.
casting the spell, you simply give the sensor coin away,
either surreptitiously or overtly. By holding the Percussion
receiver coin up to your ear and making a successful Illusion (Figment)
Listen check, you can hear whatever is transpiring near Level: Brd 0
the sensor. If the sensor coin is in a pockeL, pouch, or Components: V, S, M
sack, the DC for the Listen check increases by +5 for all CastingTime: 1 action
bur the most obvious sounds. Range: Close (25ft. + 5 ft./2 levels)
The coins continue to function no matter how far Effect: Illusory sounds
apart they are, although they fall silent if they're on Duration: 5 minutes/level (D)
different planes. Lead sheeting or magical protection Saving Throw: Will disbelief (if interacted with)
(such as antimagic field, mind blank, or nondetection) Spell Resistance: No
blocks the transfer of sound.
Any creature with an Intelligence score of 12 or higher Percussion fills the immediate area with the sounds of
can norice that a coin has a magical sensor by making a drums, chimes, and other percussive instruments. The
successful Scry (or Intelligence) check (DC 20). The music can range from the gentle tapping of a single
sensor can be dispelled. tom-tom to the thunder of a squad of drummers. Upon
casting the spell, you set the tempo of the drums and
Lullaby the rhythm they repeat. Thereafter, you can change the
Enchantment (Compulsion) [Mind-Affecting] tempo, rhythm, or volume simply by concentrating for
Level: Brd 1 1 round.
Components: V, S, F Bards often use this spell to provide background
CastingTime: 1 action accompaniment for their own music and songs. The
Range: Medium (100 ft.+ 10 ft/level) sounds produced are no louder than real drums would be,
Area: Living creatures within a 15-ft.-radius burst but the effect is realistic enough to fool anyone who can't
Duration: Concentration (see tex.'1:) plus 1 round/level see that no drummers are present.
Saving Throw: Will negates Maten al Component: Two smooth wooden sticks, which
Spell Resistance: Yes you must touch together to cast the spell.

The caster play a gentle melody that lulls the senses of Protege
chose who hear it. Any creature within the area that fails Evocation
a Will save becomes drowsy and inattentive, suffering a Level: Brd 6
-2 circumstance penalty on Spot and Listen checks and Components: V, S, F
a -2 circumstance penalty on Will saves against sleep CastingTime: 3 rounds
while the lullaby is in effect. Range: Touch
Many bards use this spell in conjunction with either Target: Creature touched
ambient song or a silent or disguised spell to improve the Duration: 1 minute per caster level
odds against anyone noticing such a ruse . Saving Throw: Will negates (harmless)
.Focus: The caster's instrnment. Spell Resistance: Yes (harmless)

Otto's Resistjble Dance You can briefly grant bardic abilities to a creature of
Enchantment (Compulsion) [Mind-Affecting] your choice. The subject of the spell can then function
Level: Brd 5 as a bard of half your current bard level with respect to
Component: V, S, F bardic music and bardic knowledge. However, protegc
CastingTime: 1 round imparts no spellcasting ability and does not grant
Range: Close (25 ft.+ 5 ft./2 levels) access to spells not normally available to the subject.
Targets: One living creature per level For Perform checks and bardic music prerequisites, the
Duration: Concentration (see text) creature uses its own ranks in Perform or half of yours,
SavingThrow: Will negates whichever is better.
Spell Resistance: Yes Focus: The caster's instrument.
CHAPTER 6: SPELLS

Sniper's Eye Spectral Weapon


frammutation Illusion (Shadow)
Level: Asn4 Level: Brd 4
Components: V. S, M Components: v; S, f
CastingTime: 1 accion CastingTime: 1 action
Range· Touch Range: Personal
Effect: Personal Effect: One weapon
Duration: 1 round/level Duration: Up to 1 round/level
Saving Throw: None SavingThrow: None
Spell Resistance: Yes (harmless) Spell Resistance: No

This spell magically enhances your senses, Using material from the Plane of Shadow, you can
making you deadly with ranged weapons. fashion a quasi-real weapon of any type you arc profi-
When you cast ~niper's eye, you gain the foUow- cient with This spectral weapon appears in your
ing benefits: hand and behaves as a normal weapon of its rype,
with one exception: Any foe who makes a
• Dmnvision as a spell-like abiliry, lasting for the duration successful Will save recognizes its shadowy
of miper's eye. nature and thereafter takes only one-fifth
• The ability to make a ranged sneak attack against normal damage from it. The weapon
anyone within 60 feet, rather than che usual 30 feet. has the gho~t touch ability and is
• The ability to make a death atcack with a ranged C•11'1'-.... +1 for every 5 levels of rhe
weapon within 30 feet. bard casting rhe spell.
• A + 15 competence bonus on Spot checks. You can maintain only one
spectml weapon at a time, and
S1uper'~ eye attunes you completely to the vantage point only you can wield it 'fbe weapon dissipates when you let
you have when you cast the spell You understand the go of it or when the spell's duration expires, whichever
nuances of the breeze and every angle and shadow- comes first.
from that spot. If you move more than 5 feet from there, forns: The caster's instrument.
you lose the benefits of sniper's eye until you return within
the spell's duration. Spring Sheath
Material Component: A magnifying glass lens. Transmutation
Level: Asn 1
Song of Discord Components: v; S
Enchantment (Compulsion) [Mind-Affecting] Casting Time: 1 action
level: Brd 5 Range: Touch
Components: V, S Effect: One sheath, buckle, or strap
CastingTitne: I accion Duration: 10 minuccs/ level
Range: Medium (100 ft.+ to ft./level, Saving Throw: Will negates (harmless, object)
Area: Creatures within a 15-fr.-radius sphere Spell Resistance: Yes (harmless, object)
Duration: t round/level
Saving Throw: Will negates You can use this spell to turn an ordinary weapon sheath
Spell Resistance: Yes into a helpful magic device. Any quick hand motion in
front of the affected weapon-holding device (a free
This spell causes chose ·within rhe area to turn on each action) causes the weapon inside to shoot forth of its own
other rather than arrack their foes. Each affected crea- volition and settle into your hand. The overall effect is the
ture has a 50~o chnnce ro attack the nearest target each same as that of the Quick Draw feat.
round. (Roll to determine each creature's behavior Although this spell is usually cast on a sword sheath, it
every round at the beginning of its turn.) A creature also works on the straps, buckles, and pockets that hold
thac does nor attack its nearest neighbor is free co act other weapons. You could, for example, cast spnng sl1eatl1
normally for that round. on 1he strap of chc backpack chat usually holds your long-
Creatures forced by a song of discord to attack their bow to make that weapon fly into your hand.
fellows employ all methods at their disposal, choosing
rheir deadliest spells and most advantageous combat Summon Instrument
tacrics. They do nor, ho"''ever, harm targets that have Conjuration (Summoning)
fallen unconscious. Level: Brd2
Components: V, S
CastingTime: 1 action
CHAPTER 6: SPELLS

Range: Personal hillside, the surrounding stone dissipates rhe effect and
Effect: One musical instrument no damage occurs.
Duration: Concentration plus 1 round/level (D) Sympathefic vibration cannot affect living crearures. A
Saving Throw: None structure gets no saving throw, bur a consLruct gels a Will
Spell Resistance: No save to resist the effects.
MaLerial Componenl: A tuning fork.
This spell conjures one instrument of Lhe type the caster
typically favors. The quality of this summoned instru- Wail of Doom
ment can vary widely (roll 1d6): poor(1), average (2-5), or Evocation [Sonic]
masterwork (6). Only one instrument appears per cast- Level: Brd 5
ing, and it cannot be exchanged for another. The caster Components: V
can, however, reject the instrument simply by dismissing CastingTime: 1 action
the spell. Range: Close (25 ft.+ 5 ft./2 levels)
This is a real i.11strume11t temporatily borrowed from Area: Cone
elsewhere, not a figment or creation. For that reason, it is Duration: Instantaneous (see text)
considered good form to deposit a small fee inside the SavingThrow: Will negates
instrument before it returns whence it came. Spell Resistance: Yes

Sympathetic Vibration Anyone caught in the cone of this spell suffers excruci-
Evocation lSonic] ating pain and is disheartened and demoralized besides.
Level: Brd 6 Each creature that fails its Will save takes 1d4 points of
Components: V, S, M damage per caster level, suffers a -2 morale penalty on
Casting Time: 10 minutes saving throws for 1 round per caster level, and flees
Range: Touch from the caster for the same period. A fleeing creature
Target: One freestanding structure has a 50% chance to drop whatever it's holding. It
Duration: Up to 1 round per level chooses a random path of flight away from Lhe casler
SavingThrow: Will negates (sec text) and flees any other dangers that confront it as well. If
Spdl Resistance: Yes cornered, the affected creature cowers instead of flee-
ing (see Condition Summary in Chapter 3 of the
By actuning yourself to a freestanding structure such as DUNGWN MASTER'S Guide).
a building, bridge, or dam, you can creace a damaging
vibration within it. Once it begins, the vibration deals Zone of Silence
2d10 points of damage per round co the targec struc- Illusion (Glamer)
ture. You can choose at the rime of casting to limit the Level: Brd4
duration of the spell; otherwise it lasts for 1 round/level. Components: V, S, F
If cast upon a target that is not freestanding, such as a CastingTime: I round
Range: 5-ft. radius
Area: 5-ft.-radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

By casting wne of silence, you can manipulate sound


. waves in your immediate vicinity so that you and
{ tJ those within the spell's area can converse normally,
" '' yet no one outside can hear your voices or any
other noises from within. This effect is centered on
A Guidebook to Bards and Rogues

Finesse and Versatility


~· ....
Make Powerful Allies
Bards and r~gues rely on a stunning array of skills and
abilities to give them an edge over any adversary. Packed with
new ways to customize even the most artful characters, this
book includes:
• New feats, prestige classes, weapons, spells, magic
items, and equipment.
• Complete guidelines for trapmaking, including 90
sample traps.
• Descriptions of a wide range of thieves' guilds and
bardic colleges.
• Detailed rules for flanking opponents in combat.

Dungeon Masters and players who want to add a


new dimension to their bards and rogues will
find a wealth:of indispensable material within
these pages:.

To use this accessory, a Dungeon Master


also needs the Player's Handbook, the
DUNGEON MASTER'S Guide, and the Monster Manual.
A player needs only the Player's Handbook.

ISBN 0-7869-1857-8
5199 5
-Visit our website at
www.wizards.com/dnd

9 7 8 07 8 6 9 18 577
U.S. $19.95 CAN $27.95
Made in the U.S.A. WTC11857

Potrebbero piacerti anche