Player's Handbook Supplement Table of Contents Introduction...... 1 Races...... 1 Sub-Races of the Realms...... 1 Humans...... 1 Dwarves...... 1 Elves...... 2 Gnomes...... 2 ...... 2 New Races...... 2 Centaur...... 2 Half-...... 3 New Classes...... 3 Monk...... 3 Alleviator (Specialist Priest of Ilmater)...... 4 New Rules...... 5 Martial Arts ...... 5 Arctic Endurance Rating...... 6 New Equipment...... 7 Barding...... 7 Outdoors Equipment...... 7

Introduction The following information is intended as a supplement to the Player's Handbook, for the Pelvurian Conquest campaign. Players may use material found solely in the Player's Handbook and this supplement for the purpose of character creation. The information in this supplement has been collected from the , Complete Book of Humanoids, Complete Fighter's Handbook, Arms & Equipment, Warriors & Priests of the Realms, Skills & Powers, The Bloodstone Lands, Aurora's Whole Realms Catalog and The Great Glacier. Although these books have been used to compile this appendix, all other materials (including all kits) from those supplements are unavailable during character creation. Races Humans Humans of every normally­found ethnicity exist in the realms, and function in the same roles that they do Sub­Races of the Realms elsewhere. They are the most­prominent species in the The Player Races from the Player's Handbook are Realms. available in Forgotten Realms. Below is a condensed explanation of the role of each in Forgotten Realms, along with a description of sub­races where those differ Dwarves from the sub­races found in the Player's Handbook There exist four sub­races of dwarves in the Realms: (most­notably for the Elves and Dwarves). This Mountain, Hill, Wild and Deep Dwarves. The Mountain, information is condensed from information provided in or Shield Dwarves, are the most­commonly the Forgotten Realms Campaign Setting. encountered, living and working in their mountain homes, sometimes integrating into larger human societies. Hill, or Gold Dwarves are a race more aloof from others, proud and haughty. The Wild Dwarves hail from the jungles of Chult and are believed to be vicious New Races savages. Deep Dwarves, or Duergar, are an evil race that lives within the (and are unavailable as In addition to the races available in the Player's player­characters). Handbook, Centaur and Half­ are available Race selections for characters hailing from the Bloodstone Lands. The following entries are from the Complete Elves Book of Humanoids, with racial background information from The Bloodstone Lands. The five common varieties of found in the Realms are the Gold, Moon, Wild, Aquatic and Dark Elves. The Gold Elves, also known as Sunrise Elves or High Elves, Centaur are an aloof race who have mostly retreated to the fabled island of Evermeet. They have bronze skin and Ability Score Adjustments: The initial ability scores are black, golden or copper hair with like­colored eyes. modified by a +1 bonus to Constitution and Wisdom, Moon elves, also known as Silver or Gray Elves, are the and a ­2 penalty to Dexterity. most cosmopolitan species of elf. They have pale or Ability Score Range white skin with blue features, and silvery, white, black Ability Min Max or blue hair (although occasionally having human­ Strength 11 18 colored hair, as well) and blue, gold or green eyes. Dexterity 3 16 Known variously as Wild, Green, Forest or Wood elves, Constitution 11 18 these reclusive people have copper­ish skin with green Intelligence 3 16 hues and hair and eyes matching woodland colors. Wisdom 4 18 Wood elves are the least­organized elves and have no Charisma 3 18 nations or cities of their own. Sea Elves, or Aquatic or Class Maximum Level Water Elves, can be found in the major seas and oceans, Fighter 12 often off the coast of major cities where they will have Ranger 10 their own enclaves. Sea elves have skin, eyes and hair in Mage 12 blue and greenish tones, with paler skin and more Druid 14 vibrant colors in their hair. Dark elves, also known as Bard 12 the or Night Elves, are a black­skinned, evil race Hit Dice: Player character centaurs receive hit dice by of elves living in the Underdark (and are unavailable as class. In addition they receive 4 bonus hit points at first player­characters). level. Alignment: Centaurs tend toward neutral or chaotic good. PC centaurs may be any alignment, but are It is important to note that there are no sizable Elf usually neutral or chaotic good. populations within the Bloodstone Lands. Any elves or Natural Armor Class: 5. half­elves are likely to have arrived from else­where. Special Advantages: Centaurs can make three melee attacks in a round: once with their weapons and twice Gnomes with their front hooves. Hooves cause 1­6 points of damage each. Though common throughout the realms, Gnomes have Centaurs armed with lances can charge for no history or place within them. They have no double damage, but cannot attack with their hooves in civilizations or even a written language, and are a that same round. common­sense people integrated into broader Special Disadvantages: Centaurs take damage as large communities. creatures. They have difficulty negotiating underground settings and cannot climb as bipedals are able to. Because of their particular body­shape, Centaur Halflings cannot wear normal armor, and must purchase both The halflings are divided into the typical Hair­Feet, animal barding and humanoid armor. Because Stout and Tall­Fellow sub­races found on other worlds. humanoid armor need only cover the top­half of their Halflings of the realms tend to be well­adapted to body, armors that include a lower half (such as full human civilizations, and are often merchants and plate) may be purchased at 80% of the normal cost. farmers, with small communities near larger human Barding must be purchased at full coast, as for a mount. settlements. The Centaur receives a 50% bonus from the total of all pieces of armor, rounding up (so armor granting a bonus of 1 provides no protection, but if both the humanoid and barding armor each provided a bonus of 1, the centaur has a total bonus of 2, granting a 50% the people of the region—certainly the men and bonus of 1). This 50% modifier affects both barding and dwarves here have no love for orcs!—half­orcs are humanoid armor so, to receive bonuses from full plate, generally tolerated as a fact of life in every province and for instance, a centaur must have a suit of humanoid every city. In mountain settlements such as Tomrav and full plate as well as a suit of full plate barding. Sudrav, half­orcs live among the humans and act as Background: Centaurs are not normally thought of as gobetweens. Their efforts smooth humans’ relations one of the goodly races, usually being relegated to a with the goblinoids of the surrounding mountains. description as “monsters.” The centaurs of Damara have Without the efforts of these half­breeds, these nevertheless played an important role in the recent settlements might not have survived. events of the region, though their numbers are few. The breed has evolved one step further, with Fast and stealthy, the centaurs of Bloodstone half­orc marrying half­orc. Thus, they are developing a Valley provided the Bloodstone army with field culture independent of conventional orcish heritage. In communication runners and an effective contingent of the blasted ruins of the Vaasan city of Palishchuk, half­ archers. This centaur group is presently led by Kiros, orcs are carving out their own independent community, Chief of the Council of Elders, and cannot be taken and they live in harmony with their neighbors in lightly when examining the delicate balance of affairs in Damara. Amazingly, these civilized half­orcs carry on this region. The centaurs have the allegiance of the good relations with the dwarves across the Galenas in halflings living in the Warren below them, and of the Ironspur. dwarves who control the Bloodstone Mines. Languages: Orc, goblin, hobgoblin, ogre, common. A second group of centaurs inhabits the edge of Half­orcs speak orc and receive common as a bonus Rawlinswood, just beyond the fields of Tellerth in the language. province of Polten. They are led by the Prancer. The Prancer has a reputation as an unpredictable, and some say dangerous, centaur with a definite distaste for the humans who have come to the edges of his domain. He New Classes exhibits tolerance only for the druids of Rawlinswood. Two additional Priest classes are available in the Languages: Centaur, elvish, common. Bloodstone Lands: Monk and Alleviator. The Monastic Order of the Yellow Rose trains martial priest, while the Alleviator is the specialized Priest of Ilmater (the locally Half­Orc most­prominent deity). The Monk Class is from Player's Option: Skills & Powers, while the Alleviator is from Ability Score Adjustments: +1 Str, +1 Con; ­2 Cha Warriors & Priests of the Realms. Ability Score Range Ability Min Max Strength 6 18 Monk Dexterity 3 17 Constitution 13 19 Ability Requirements: Intelligence 3 17 Wisdom 15 Wisdom 3 14 Intelligence 14 Charisma 3 12 Constitution 13 Minimum Prime Requisites: Wisdom, Intelligence Class Maximum Level Races Allowed: Human Figher 10 The monk is a priest who belongs to a cloistered Cleric 4 or monastic order, where he withdraws from the Thief 8 everyday affairs of the world around him to Hit Dice: Player character orcs and half­orcs receive hit contemplate his faith. Powers of philosophy, thought, dice by class. and scholarship are commonly represented by monks, Alignment: Half­orcs tend toward true neutral. PC half­ as well as any deity that is not normally worshiped by orcs may be of any alignment. the common people of an area. Monks must be lawful in Natural Armor Class: Half­orcs have natural armor alignment, although they can be lawful good or lawful classes of 10. neutral Special Advantages: 60' infravision. Monks believe that rigorous training of body, Special Disadvantages: Monstrous Appearance. mind, and spirit leads to enlightenment. Consequently, a Background: Half­orcs fare better and are more character must have high Intelligence and Constitution plentiful in the Bloodstone Lands than in most areas of scores to qualify for this class. Wisdom and Intelligence the Forgotten Realms. Though not especially favored by are the prime requisites of the monk, and a monk with scores of 16 or better in these two abilities gains a 10% bonus to the experience points he earns. Monks also Even those with no love for the monastery are advance in level as clerics do. careful to keep clandestine any activities directed While monks do not attempt to minister to the against the monks, and thus, Helmont had no choice masses or gather followers for their patron deity, they but to accept them with a facade of cooperation. believe in demonstrating the qualities of their faith by Generally, the monks of the Bloodstone Lands do not try example. A monastery or abbey is a place of learning to force their beliefs on anyone. In this, they are like the and strength that is open to any person who requires clerics and paladins of the region, going about their shelter, advice, or assistance. Other monks choose to business secure in their faith. Wandering monks leave the abbey and travel widely, setting an example traveling in the region will usually receive the same among the people they meet and help. Monasteries high respect given to the Order of the Yellow Rose. That devoted to evil powers are sinister places where is, unless they act in a way un­befitting one of their knowledge and wealth are hoarded for the use of the station! order, regardless of whom may need it. Evil monks have never been a factor here. The The monk brings a variety of skills to the Grandfather of Assassins would nevertheless be adventuring party. He is somewhat like the bard in that delighted to get someone in his court who could he is a jack of all trades and master of none. A monk is infiltrate the Monastery of the Yellow Rose! not a front­rank warrior, but he can be a very capable infiltrator and skirmisher. The monk’s selection of spells allows access to some of the most unusual and versatile Alleviator (Specialist Priest of priest spells, even if his spells tend to be short on sheer Ilmater) combat power. Like other priest characters, the monk’s principle role is to support and guide the party. Bonus Proficiencies: Endurance Monks do not wear armor, since the training of Overview: Ilmater, the crying god, represents suffering, the body requires quickness, agility, and discipline; endurance, and martyrdom. The priestly order of monks see armor and other ironmongery as crutches for alleviators was started not by Ilmater but by the priests a person of weak spirit. To compensate, monks are themselves. Rather than passively accept the pain of trained to avoid blows through misdirection and others, this new faction within Ilmater’s church chose to positioning, and their base Armor Class improves by one teach people how to cope with pain and suffering. point at every even level (AC 9 at 2nd level, AC 8 at 4th Description: The alleviators live very simply, and most level, AC 7 at 6th level, and so on) to a maximum base of them are commonly clad in simple gray robes with a Armor Class of 2 at 16th level. Note that a monk must length of rope for a belt. Each wrist has a leather thong see the attack coming in order to use this benefit— tied around it, in honor of Ilmater, although the priest’s backstabs, ambushes, or missile attacks from behind the wrists are not tied together. Alleviators shun armor and monk will strike him as if he were unarmored. shields, and can only use a staff as a weapon. Monks may employ any Type B weapon, just Role­Playing: The important thing to remember is that like the cleric, but they have exceptional skill in alleviators are not responsible for removing people’s unarmed combat. When a monk makes an unarmed suffering; they help people endure their sufferings. The attack against an armed opponent, he disregards the alleviators are aware that there is much evil and Weapons in Defense rule, since he is trained in dealing suffering the world, so they emphasize that coping with with armed enemies. (Normally, this rule allows the it makes a person stronger than opposing the pain and armed character to attack first with a +4 on attack and losing. damage rolls when another character makes an There are alleviators, however, who will try to unarmed attack against him.) In addition, a monk alleviate suffering where it is found, or be an advocate begins play with a free weapon proficiency which may for the rights of the common man. This group of be used to specialize in unarmed combat. alleviators are viewed as radicals within the church. Only one order of monks exists in the Special Abilities: Due to their abilities to withstand Bloodstone Lands, the disciples of St. Sollars. High up in suffering, alleviators can remain active until they reach the Earthspurs, the Monastery of the Yellow Rose is a a negative hit point total equal to their base hit point massive fortress housing as many as 750 monks. The total. They can only use this ability in melee if they are brothers of this monastery receive the greatest respect protecting someone else from getting hurt. Thus, an wherever they travel, even among the Nars in Narfell. alleviator with 23 hit points will not drop until he is They are known to all as loyal allies and deadly reduced to ­24 hit points. When a melee encounter enemies. Delicate matters are routine to the monks. A concludes, the alleviator must be brought to at least 1 contingent of brothers from the monastery traveled to hit point within two rounds or he will die. Carmathan to examine the authenticity of Helmont the Special Disadvantages: Alleviators must give 70% of 15th’s claims of royal lineage. their treasure to the church of Ilmater. Also, they cannot turn undead. listed from the maneuver plus any bonus from his Strength score. If the attack roll is successful, the attacker New Rules consults the table below for the result of the attack. If, The Martial Arts ability is available as a weapon for instance, the character rolls a 13 on his attack roll, proficiency and specialization for Monks and Single­ the result is a Body­Punch, doing 1 point of damage Class fighters. It is taught by the Order of the Yellow (plus the attacker's Strength bonus for damage). Rose in Damara and, while not a common fighting style Martial Arts Results Table throughout the Realms, is common to the region (From the Complete Fighter's Handbook). Arctic Endurance Attack Martial Arts % Rating is a rule introduced in the Great Glacier setting Roll Maneuver Dmg KO for Forgotten Realms, which accounts for over­land 20+ Head Punch 3 15 travel in freezing conditions. 19 High Kick 2 10 18 Vitals­Kick 2 8 Martial Arts 17 Vitals­Punch 2 5 The Martial Arts described in this section aren't 16 Head Bash 2 5 any real­world fighting style; they're a combination of 15 Side Kick 1 3 "generic" martial­arts maneuvers in the tradition of 14 Elbow Shot 1 1 martial­arts movies. 13 Body­Punch 1 2 These Martial Arts are only available in a campaign if the DM decides that the art is available for 12 Low Kick 1 1 characters to learn. He must first decide if he wants 11 Graze 0 1 characters to be able to use these maneuvers in his 10 Body­Punch 1 2 campaign, which will tend to give the campaign a more 9 Low Kick 1 1 oriental flavor; then, if he wishes to use them, he needs to establish a history for these combat abilities. 8 Body­Punch 1 2 Customarily, they've been developed by some distant 7 Knee­Shot 1 3 civilization, and recent trade with that culture has 6 Side Kick 1 5 brought some practitioners and teachers of the art to 5 Head Bash 2 10 the player­characters' society. 4 Vitals­Punch 2 10 To learn Martial Arts at its basic level, the character spends one Weapon Proficiency slot on 3 Vitals­Kick 2 15 Martial Arts. Once he has spent that slot, he can use 2 High Kick 2 20 Martial Arts in the same way that other people use 1* Head Punch 3 30 Punching and Wrestling, as we'll describe immediately * Or less below. Martial Arts Results Descriptions of the Maneuvers At its basic level, Martial Arts skill is used just Body­Punch: This is a straightforward punch into the like Punching and Wrestling. Martial Arts combat occurs target's stomach or chest. when a character attacks with his bare hands, feet, and Elbow Shot: With this maneuver, the attacker plants his even head. No weapons are used. (A character can hold elbow into the target's chest, side, or stomach. a weapon in one hand and nothing in the other, Graze: This could have started out as any sort of attacking with his weapon one round and with his maneuver, but it merely grazed the target; it wasn't Martial Arts skill in the next.) landed firmly. As with Punching, damage from Martial Arts is Low Kick: The attacker kicks the target in the leg or handled in a slightly different fashion. The damage thigh. from any bare­handed Martial Arts attack is broken into Head Bash: The attacker slams his forehead into the two parts: 25% of the damage from the attack is normal target's face, which is a stout maneuver. damage, while the remaining 75% is "temporary" Head Punch: This is a good, strong blow with the fist to damage. The Player's Handbook page 98, discusses this the enemy's head, particularly his jaw. temporary damage, as does this chapter, in the section High Kick: The attacker kicks the target in the upper on "Recovery," below. body somewhere: Stomach, chest, back, or shoulder. When attacking with Martial Arts skill, the Knee­Shot: The attacker brings his knee up into the character makes a normal attack roll against the normal target's stomach or thigh. Armor Class of the target. If he hits, he does the damage Side Kick: With this maneuver, the attacker has time to prepare and launch a very powerful sideways kick Arctic Endurance Rating (which may be at the end of a cinematic leap). Vitals­Kick: The attacker kicks his target at some In the freezing temperatures encountered in Pelvuria, vulnerable point: Groin, kidney, neck, solar plexus, etc. new rules regarding the weather come in to play. These Vitals­Punch: The attacker puts his fist into one of the are taken from the Great Glacier supplement. vulnerable points mentioned immediately above. Freezing: Not surprisingly, the frigid temperatures of Specializing in Martial Arts the Great Glacier present the most insidious threat to The same Specializing rules apply to Martial travelers. Thanks to their unique physiology and Arts: Once the character has Proficiency in Martial Arts survival techniques, Ulutiuns rarely suffer from (by spending one Weapon Proficiency slot), he can exposure. But visitors to the region may freeze to death Specialize in it (by spending another). any time and anywhere; the bitter winds of upper When the character becomes a Martial Arts Nakvaligach can freeze a man solid in mid­step. A Specialist, he gains the following benefits: character’s Constitution helps some, common sense He gains a +1 bonus to all his attack rolls with measures such as wearing the right clothing help a lot, Martial Arts; but ultimately, travelers are at the mercy of the He gains a +1 bonus to all damage with Martial thermometer’s whims. Arts; He gains a +1 chart bonus with all Martial Arts Arctic Endurance Rating (AER): A character’s base attacks; AER is 100%, modified as follows: Prevailing He gains one additional Martial Arts attack per temperature, including effects of wind chill (apply one combat round (both hands must be free, holding of the following): nothing, for the character to gain this benefit); and Very cold (30 to 0 degrees) No modifier He may pull his attack just as Punching and Bitterly cold (­ 1 to ­ 30 degrees) ­20 Wrestling characters do, and when he pulls his attack, Intensely cold (­ 31 degrees and below) ­50 he can also refuse to do the +1 damage that Character’s protection (apply one of the following): Specialization gives him. Well­protected (wearing thick furs or bulky So if he rolls a 15 to attack, and the attack hits, woolen clothes, insulated boots and gloves sheltered he has performed a Side Kick. If he uses his +1 chart in a warm cave or insulated building) +25 bonus, he can change that into an Elbow Shot or a Head Moderately protected (wearing typical winter Bash. He'll probably choose to change it to a Head Bash clothes but taking no exceptional precautions; for the improved damage and improved chance of sheltered in a drafty cave or poorly constructed knockout. building) ­20 It is possible for a Monk to continue to improve Poorly protected (thick garments, but no special his Martial Arts abilities: See "Continuing precautions for frigid weather; no protective Specialization," below. shelter) ­40 Continuing Specialization Character’s Constitution (apply one of the following): If the Monk continues to devote Weapon Each point of Constitution above 14 +5 Proficiency slots to an unarmed combat style after he is Each point of Constitution below 11 ­5 already specializing in it, he gets the following benefits. Character’s activity level (apply one of the following): At third level, when he receives another slot, he may Stationary or inactive (sleeping) +10 devote it then to improve his Specialization. Normal activity 0 For each additional slot devoted to his art: Strenuous activity (brisk hiking, no rest) ­10 He gains a +1 bonus to all his attack rolls with Fatigued, but not at rest ­20 his combat style; Character is wet ­20 He gains a +1 bonus to all damage with his No AER can be less than 5. An AER above 100 is combat style; and treated as 100. He gains a +1 chart bonus with all attacks in that combat style. With chart bonuses of +2 or more, For every two hours that a character is exposed to the character can choose any maneuver within the temperatures of 30 degrees or less, an AER check range of maneuvers covered by his chart bonus (the should be made by rolling percentile dice. If the roll is bonus provides a range of selection on the chart, so a less than or equal to the AER, the character suffers no bonus of +2 allows the player to choose any maneuver damage. If the roll is greater than the AER, the within two slots of the rolled maneuver, so a roll of 15 character suffers 1­4 points of damage from exposure. allows a choice of moves between 13 and 17). Characters with AERs of 100 or more aren’t required to make checks. Note that these aren’t rigid rules but general suggestions, and the DM is encouraged to modify them as she wishes. For instance, she may Ring 2 80 800 require AER rolls only a couple of times per day, and Studded Leather 2 80 800 may double or triple the amount of damage to account Chain 3 70 500 for the fewer number of checks. She may increase the Banded 4 85 1,750 amount of damage or the frequency of checks in Splint 4 85 1,750 especially harsh weather, or do away with them Plate 5 85 2,000 temporarily if the weather is nice and the characters are Field Plate 6 90 5,000 prudent. Characters recover from exposure damage a Full Plate 7 90 8­20,000 bit differently from normal damage (presuming, of course, that the character hasn’t yet died from exposure). If such a character rests in an area where the Outdoors Equipment temperature is above 30 degrees (such as beside a fire The following outdoors­man's equipment is popular in inside an insulated building, or in a land south of the the frigid climates of Damara, Vassa and the Great Great Glacier with a warmer climate), he recovers hit Glacier. This equipment is taken from Aurora's Whole points lost to exposure at a rate of one point per hour. Realms Catalog. Otherwise, he recovers damage normally. Frostbite: If a character suffers at least 6 points of Hatchet 3gp damage from exposure to the cold, he also risks 1d4+1/1d4+1, Wt 3, St S, Tp S, Spd 4. The hatchet is a frostbite, a condition where the flesh actually freezes. small axe intended for wood­cutting. Ordinarily, only areas of exposed flesh are susceptible to Body Sleigh 8gp frostbite, such as the face or wrists (when there’s a gap A durable canvas sleigh with leather straps that cross between gloves and coat), though feet and hands can the chest and sholders of the bearer. Weighing 8 pounds become frostbitten if snow gets inside and melts. After when folded in a rucksack, it can be brought out to suffering 6 points or more of exposure damage, the wrap a fallen comrade or hunting trophy. Can carry up affected character must make a normal Constitution to L creatures. The user may haul 10 times their Str at check whenever he’s required to make an AES check. 3/4 their movement rate, 20 time Str at 1/2 movement Regardless of whether his AES check is successful, a rate, and 25 time Str at 1/4 movement. Can pull the failed Constitution check means he’s frostbitten, and sleigh for a number of rounds equal to Con before suffers an additional 1­2 points of damage. This damage exhaustion. should be counted as additional exposure damage. Equipment Frame 10gp When the character’s exposure damage total falls below A backpack frame that centers weight on the hips, 6 points, he no longer has to check for frostbite. rather than the shoulders, and can have other Frostbite damage heals like exposure damage. Contrary containers attached to it. Shifts encumbrance down one to popular belief, rubbing snow on a frostbitten area category when used (e.g. From severe to heavy). Not doesn’t help in the least; in fact, friction may actually useful for Centaurs. worsen the damage (at the discretion of the DM, a Climbing Gear* character rubbing snow on a frostbitten area or Ascenders 15gp applying any other type of friction increases the amount Carabiniers 10gp of damage by 1 point). Descenders 15gp Harness 20gp Ice Axe 10gp New Equipment This climbing gear, when purchased together, forms a complete, individual set. A character climbing with the proper gear cannot fall from their rope even when Barding failing a climb roll. When climbing with ascenders, Barding is important for Centaur, who require carabiniers and harness, a climber cannot fall along the this specialized mount­armor to receive the full benefit path of an already placed rope. With descenders, of armor. This information is taken from Arms & carabiners and harness, a character cannot fall when Equipment. descending an already­placed rope. With pitons, It is important to note that barding cannot be caribinier and harness, a character cannot fall beneath equipped by a centaur without assistance. his last piton, when leading a climb. Ice Axes allow Barding Ac Wt Cost climbers to climb icy surfaces without suffering a Leather 1 60 150 negative modifier. Padded 1 60 150 Horse Blanket and Hood 3gp Scale 2 75 1,000 A horse blanket with a buttoning hood to fully cover a Brigandine 2 70 1,000 horse in cold climates. +20 AER (arctic endurance rating).