Player's Handbook Supplement Table of Contents Introduction

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Player's Handbook Supplement Table of Contents Introduction 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 Halflings...........................................................................................................................................2 New Races.............................................................................................................................................2 Centaur..............................................................................................................................................2 Half-Orc............................................................................................................................................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 Forgotten Realms Campaign Setting, 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 normally-found ethnicity exist in the realms, and function in the same roles that they do Sub-Races of the Realms elsewhere. They are the most-prominent 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 sub-races where those differ Dwarves from the sub-races found in the Player©s Handbook There exist four sub-races of dwarves in the Realms: (most-notably 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 most-commonly 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 Underdark (and are unavailable as In addition to the races available in the Player©s player-characters). Handbook, Centaur and Half-Orcs 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 Elf 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 like-colored 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 copper-ish skin with green Intelligence 3 16 hues and hair and eyes matching woodland colors. Wisdom 4 18 Wood elves are the least-organized 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 Drow or Night Elves, are a black-skinned, 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 player-characters). 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. half-elves are likely to have arrived from else-where. Special Advantages: Centaurs can make three melee attacks in a round: once with their weapons and twice Gnomes with their front hooves. Hooves cause 1-6 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. common-sense 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 body-shape, Centaur Halflings cannot wear normal armor, and must purchase both The halflings are divided into the typical Hair-Feet, animal barding and humanoid armor. Because Stout and Tall-Fellow sub-races found on other worlds. humanoid armor need only cover the top-half of their Halflings of the realms tend to be well-adapted 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 regionÐcertainly the men and bonus of 1). This 50% modifier affects both barding and dwarves here have no love for orcs!Ðhalf-orcs 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, half-orcs 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 ªmonsters.º The centaurs of Damara have Without the
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