Complete Adventurer.pdf
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Complete Adventurer, A Guide to Skillful Characters of All Classes
™
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Everyone Has Skill . . . . . . . . . . . . . . . . . . . . . . . . .4
What’s Inside . . . . . . . . . . . . . . . . . . . . . . . . . . .4
What You Need to Play . . . . . . . . . . . . . . . . . .4
Chapter 1: Classes . . . . . . . . . . . . . . . . . . . . . . . . . .5
Ninja . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Game Rule Information . . . . . . . . . . . . . . . . .7
Human Ninja Starting Package . . . . . . . . . .9
Scout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Game Rule Information . . . . . . . . . . . . . . . .11
Half-Elf Scout Starting Package . . . . . . . . .13
Spellthief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Game Rule Information . . . . . . . . . . . . . . . .15
Halfling Spellthief Starting Package . . . .20
Chapter 2: Prestige Classes . . . . . . . . . . . . . . . .21
Picking a Prestige Class . . . . . . . . . . . . . . . . . . .21
Animal Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Beastmaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Bloodhound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
Daggerspell Mage . . . . . . . . . . . . . . . . . . . . . . . . .31
Daggerspell Shaper . . . . . . . . . . . . . . . . . . . . . . . .36
Dread Pirate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
Dungeon Delver . . . . . . . . . . . . . . . . . . . . . . . . . .42
Exemplar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Fochlucan Lyrist . . . . . . . . . . . . . . . . . . . . . . . . . .47
Ghost-Faced Killer . . . . . . . . . . . . . . . . . . . . . . . .51
Highland Stalker . . . . . . . . . . . . . . . . . . . . . . . . . .54
Maester . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56
Master of Many Forms . . . . . . . . . . . . . . . . . . . .58
Nightsong Enforcer . . . . . . . . . . . . . . . . . . . . . . .60
Nightsong Infiltrator . . . . . . . . . . . . . . . . . . . . . .62
Ollam . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Shadowbane Inquisitor . . . . . . . . . . . . . . . . . . . .68
Shadowbane Stalker . . . . . . . . . . . . . . . . . . . . . . .70
Shadowmind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
Spymaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
Streetfighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
Tempest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Thief-Acrobat . . . . . . . . . . . . . . . . . . . . . . . . . . . . .83
Vigilante . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
Virtuoso . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
Wild Plains Outrider . . . . . . . . . . . . . . . . . . . . . .92
Chapter 3: Skills and Feats . . . . . . . . . . . . . . . .95
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Combining Skill Attempts . . . . . . . . . . . . . .95
Expanded Skill Descriptions . . . . . . . . . . . . . .97
Appraise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
Balance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
Climb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
Craft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
Decipher Script . . . . . . . . . . . . . . . . . . . . . . . .98
Diplomacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98
Disable Device . . . . . . . . . . . . . . . . . . . . . . . . .99
Escape Artist . . . . . . . . . . . . . . . . . . . . . . . . . .99
Forgery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Handle Animal . . . . . . . . . . . . . . . . . . . . . . 100
Heal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Hide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Open Lock . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Sense Motive . . . . . . . . . . . . . . . . . . . . . . . . 102
Survival . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Swim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Tumble. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Use Rope . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Appraise Magic Value . . . . . . . . . . . . . . . . 103
Ascetic Hunter . . . . . . . . . . . . . . . . . . . . . . . .105
Ascetic Knight . . . . . . . . . . . . . . . . . . . . . . . .105
Ascetic Mage . . . . . . . . . . . . . . . . . . . . . . . . . .105
Ascetic Rogue . . . . . . . . . . . . . . . . . . . . . . . . 106
Brachiation . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Brutal Throw . . . . . . . . . . . . . . . . . . . . . . . . . 106
Combat Intuition . . . . . . . . . . . . . . . . . . . . 106
Danger Sense . . . . . . . . . . . . . . . . . . . . . . . . 106
Death Blow . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Deft Opportunist . . . . . . . . . . . . . . . . . . . . 106
Deft Strike . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Devoted Inquisitor . . . . . . . . . . . . . . . . . . . 107
Devoted Performer . . . . . . . . . . . . . . . . . . . 107
Devoted Tracker . . . . . . . . . . . . . . . . . . . . . . 108
Disguise Spell . . . . . . . . . . . . . . . . . . . . . . . . 108
Dive for Cover . . . . . . . . . . . . . . . . . . . . . . . . 108
Dual Strike . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Expert Tactician . . . . . . . . . . . . . . . . . . . . . . 109
Extra Music . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Extraordinary Concentration . . . . . . . . . 109
Extraordinary Spell Aim . . . . . . . . . . . . . 109
Force of Personality . . . . . . . . . . . . . . . . . . 109
Goad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Green Ear . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
Hear the Unseen . . . . . . . . . . . . . . . . . . . . . .110
Improved Diversion . . . . . . . . . . . . . . . . . . .110
Improved Flight . . . . . . . . . . . . . . . . . . . . . . .110
Improved Swimming . . . . . . . . . . . . . . . . . .110
Insightful Reflexes . . . . . . . . . . . . . . . . . . . .110
Jack of All Trades . . . . . . . . . . . . . . . . . . . . . .110
Leap Attack . . . . . . . . . . . . . . . . . . . . . . . . . . .110
Lingering Song . . . . . . . . . . . . . . . . . . . . . . . .111
Mobile Spellcasting . . . . . . . . . . . . . . . . . . .111
Natural Bond . . . . . . . . . . . . . . . . . . . . . . . . .111
Obscure Lore . . . . . . . . . . . . . . . . . . . . . . . . .111
Open Minded . . . . . . . . . . . . . . . . . . . . . . . . .111
Oversized Two-Weapon Fighting . . . . . . .111
Power Throw . . . . . . . . . . . . . . . . . . . . . . . . . .111
Quick Reconnoiter . . . . . . . . . . . . . . . . . . . 112
Razing Strike . . . . . . . . . . . . . . . . . . . . . . . . 112
Staggering Strike . . . . . . . . . . . . . . . . . . . . . 112
Subsonics . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Tactile Trapsmith . . . . . . . . . . . . . . . . . . . . . 112
Versatile Performer . . . . . . . . . . . . . . . . . . . 112
Bardic Music Feats . . . . . . . . . . . . . . . . . . . . . . 113
Chant of Fortitude . . . . . . . . . . . . . . . . . . . 113
Ironskin Chant . . . . . . . . . . . . . . . . . . . . . . 113
Lyric Spell . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Wild Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Blindsense . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Climb Like an Ape . . . . . . . . . . . . . . . . . . . .114
Cougar’s Vision . . . . . . . . . . . . . . . . . . . . . . .114
Hawk’s Vision . . . . . . . . . . . . . . . . . . . . . . . .114
Savage Grapple . . . . . . . . . . . . . . . . . . . . . . . .114
Scent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Chapter 4: Tools and Equipment . . . . . . . . . 115
New Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Chapter 5: Spells . . . . . . . . . . . . . . . . . . . . . . . . . 137
Swift Actions and Immediate Actions . . . . 137
New Assassin Spells . . . . . . . . . . . . . . . . . . . . . 138
New Bard Spells . . . . . . . . . . . . . . . . . . . . . . . . 138
New Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . 139
New Druid Spells . . . . . . . . . . . . . . . . . . . . . . . 140
New Paladin Spells . . . . . . . . . . . . . . . . . . . . . . 140
New Ranger Spells . . . . . . . . . . . . . . . . . . . . . . 140
New Sorcerer/Wizard Spells . . . . . . . . . . . . .141
New Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142
Chapter 6: Organizations . . . . . . . . . . . . . . . . 159
Organization Name . . . . . . . . . . . . . . . . . . 159
Blacklock Loreseekers . . . . . . . . . . . . . . . . 160
The Bloodhounds . . . . . . . . . . . . . . . . . . . . .162
College of Concrescent Lore . . . . . . . . . . .165
Daggerspell Guardians . . . . . . . . . . . . . . . .167
Dragonblade Ninja Clan . . . . . . . . . . . . . . .169
Eyes of the Overking . . . . . . . . . . . . . . . . . 171
Grayhaunt Investigators . . . . . . . . . . . . . . 173
League of Boot and Trail . . . . . . . . . . . . . . .175
Nightsong Guild . . . . . . . . . . . . . . . . . . . . . 177
Order of Illumination . . . . . . . . . . . . . . . . 179
Shadowmind Guild . . . . . . . . . . . . . . . . . . . 181
Talespinners League . . . . . . . . . . . . . . . . . . 182
Building an Organization . . . . . . . . . . . . . . . .185
Step 1: Type . . . . . . . . . . . . . . . . . . . . . . . . . . .185
Step 2: Alignment . . . . . . . . . . . . . . . . . . . . .185
Step 3: Size . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Step 4: Population and Resources . . . . . 186
Step 5: Demographics . . . . . . . . . . . . . . . . 187
Step 6: Flesh out the Details . . . . . . . . . . . 189
Appendix: The Epic Adventurer . . . . . . . . . 189
Becoming an Epic-Level Adventurer . . 189
Epic-Level Prestige Class Characters . . 190
Sample Prestige Class Epic Progression:
Dungeon Delver . . . . . . . . . . . . . . . . . . . 191
Epic Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
Sidebars
Sudden Strike and Sneak Attack . . . . . . . . . . . .8
Spellthieves and Psionics . . . . . . . . . . . . . . . . . .20
The Pirate Code . . . . . . . . . . . . . . . . . . . . . . . . . . .41
Fochlucan Bandore . . . . . . . . . . . . . . . . . . . . . . . .48
The Fochlucan College . . . . . . . . . . . . . . . . . . . .49
Trick Capacity . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Exotic Weapons from
Complete Warrior
. . . . . . . . . . . . . . . . . . . . . .116
Using the Hexblade with
Complete Adventurer
. . . . . . . . . . . . . . . . . . . 139
Emphasizing an Organization
within a Campaign . . . . . . . . . . . . . . . . . . . 160
Adventurers and the League . . . . . . . . . . . . . .176
Option: Create an
Organizational Statistics Block . . . . . . . 188
Behind the Curtain:
Epic Levels and Prestige Classes . . . . . . 190
3
Introduction
Complete Adventurer
is a rules accessory for the
D
UNGEONS
& D
RAGONS
®
game. It is primarily a player resource
focused on skills and other game elements that charac-
ters of any class can use. It looks at nearly every aspect
of the D&D game with skills in mind, and it allows
characters with the proper number of skill ranks access
to new combat options, new spells, new equipment, and
new classes. DMs can also use this book as a resource for
creating or optimizing single creatures or even entire
campaign worlds.
Three new standard character classes—the deadly
ninja, the masterful scout, and the versatile spellthief—
provide players with new ways to approach highly skilled
characters, and each class has a unique approach to
combat as well.
The large number of prestige classes in this book is
deliberate. Every character class (and nearly every character
concept) is represented, each with a focus on skill use.
Whether you’re a spellcaster with a few levels of rogue or
ninja, a fighter feeling a lack of skill points, or a highly skilled
character looking to further specialize, you’ll find exciting
options and classes throughout these descriptions.
Many of the spells introduced in this book interact
with skills—opening up new uses, providing special
bonuses, or producing powerful effects for characters
with the right skills. In addition, many of the spells
focus on using existing abilities in unusual and inter-
esting ways. These spells allow spellcasters to occupy
a significant place in campaigns that emphasize skill
use and give advantages to those characters with a large
number of ranks in many skills.
The last chapter of this book provides information on
several organizations open to player characters. Some are
related to the prestige classes introduced earlier, while
others stand on their own. Each organization has guide-
lines for membership, benefits for joining, and realistic
reasons for adventurers to belong. Any one of these
organizations could become the focus of a campaign,
since each admits members from a diverse selection of
character classes and concepts.
EVERYONE HAS SKILL
What does it mean to be a skilled character? Really, the
term is just a matter of degree. Even a character who gets
a measly 1 skill point for each new level he attains can
become better at a particular skill than other characters
he might encounter (or travel with). Much of this book is
potentially relevant to any character—from new uses for
skills to new equipment that can help even an unskilled
character make a crucial skill check,
Complete Adventurer
provides exciting options even for characters with very
low levels or very few skill points.
WHAT’S INSIDE
Complete Adventurer
is structured similarly to its compan-
ion volumes
Complete Warrior, Complete Divine,
and
Complete
Arcane.
It provides the same kinds of game information,
emphasizing certain topics in a way that best suits the
theme of the book.
For instance, a full chapter in
Complete Adventurer
is
devoted to skills and feats, beginning with an extensive
discussion of new applications for existing skills—the
largest single expansion of the rules in Chapter 4 of the
Player’s Handbook
that we’ve ever published. The chapter
also includes a long list of new feats, many of which are
suited to characters with a large number of skill points
per level or a large number of ranks in a single skill.
WHAT YOU NEED TO PLAY
Complete Adventurer
makes use of the information in the
three D&D core rulebooks—
Player’s Handbook, Dungeon
Master’s Guide, and Monster Manual.
In addition, it includes
references to material in the
Epic Level Handbook,
the
Expanded Psionics Handbook,
Complete Warrior,
and
Complete
Arcane.
Although possession of any or all of these supple-
ments will enhance your enjoyment of this book, they
are not strictly necessary.
pqqqqqqqqqqqqqqqqqqqqrs
The changes we make to previously published material are
intended to create an improved version of that material—to help
out prestige classes that were formerly suboptimal choices, to
adjust feats or spells that were simply too good, or take whatever
steps the D&D v.3.5 revision made necessary for each individual
class, feat, spell, or item. Of course, if you’re playing with older
material and it’s working fine in your game, you shouldn’t feel
compelled to change.
pqqqqqqqqqqqqqqqqqqqqrs
4
SOURCES
This book includes material from other previously published
work, including
Dragon Magazine
and earlier supplements
such as
Defenders of the Faith
and
Song and Silence.
This mate-
rial has been picked up and revised to v.3.5 based on feedback
from thousands of D&D players comparing and debating
the strengths and weaknesses of characters and options at
gaming conventions, on message boards, on email lists, and
over the counters of their friendly local gaming stores.
ince its inception, the latest edition of the
D
UNGEONS
& D
RAGONS
roleplaying game has
been about options, not restrictions.
Complete
Adventurer
continues that theme, introducing
new uses for old skills, new feats and equipment,
and the new character classes presented in this chapter.
Although every class participates in adventures and is
worthy of the title “adventurer,” the classes discussed
here emphasize skill use and ingenuity, making them
particularly appropriate for this book’s emphasis on
skills and adventure.
The three classes described in this chapter—ninja,
scout, and spellthief—have access to a wide variety of
class skills and gain 6 or more skill points per level.
More important, however, is the way that these skills
and the abilities unique to each class change the way
an adventure feels. The scout and ninja both match the
rogue’s stealth and ability to find and bypass traps, but
each of these classes approaches combat in a new way.
The spellthief adds a modest progression of arcane spells.
Although these abilities are potent, the most intriguing
aspect of a spellthief is his ability to steal and replicate
the abilities of his foes.
Each of these classes has a unique set of abili-
ties, and each presents a new approach to a wide
range of adventuring situations. The ninja, scout,
and spellthief classes are especially interesting to
groups who want to play in a campaign focused on
espionage, politics, or intrigue.
NINJA
Ninjas move through the shadows, striking down
the unwary and vanishing again with ease. Ninjas
walk where others cannot. They blend their train-
ing in stealth and assassination with a focused
mind. Their rigorous preparation sharpens their
minds and bodies, giving them supernatural
abilities of stealth and making them phantoms
in the eyes of many. Although ninjas in battle
lack the staying power of martial characters
such as fighters or barbarians, they excel at
making combat occur on their terms—appear-
ing and disappearing seemingly at a whim.
Historically, ninjas came from clans of assas-
sins and guerrilla warriors in feudal Japan. In a
5
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