Savage Coast

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Savage Coast Campaign Book Characters of the Savage Coast Based in part on the "Princess Ark" series by Bruce Heard and partially derived from the work of Merle and Jackie Rasmussen. Copyright © 1996 TSR, Inc. All Rights Reserved. Made in the U.S.A. ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, D&D, DRAGON, DUNGEON MASTER, AD&D, MYSTARA, MONSTROUS COMPENDIUM, and RED STEEL are registered trademarks owned by TSR, Inc. MONSTROUS MANUAL, SAVAGE COAST, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork printed herein is prohibited without the express written permission of TSR, Inc. TSR, Inc. TSR Ltd. 201 Sheridan Springs Road 120 Church End Lake Geneva Cherry Hinton WI 53147 Cambridge, CB1 3LB U.S.A. United Kingdom 2521XXX1501 ISBN 0-7869-0379-1 Table of contents Player Characters ................................................. 3 Basic Effects of the Curse ................................. 58 Character Races ................................................... 3 Origins of the Curse ......................................... 58 New Character Races .......................................... 5 Removing the Red Curse ................................. 61 Creating a Character ........................................... 9 The Magical Substances .................................... 62 Character Kits ................................................. 14 Effects of the Red Curse ................................... 64 Chapter Overview ............................................. 14 The Legacies ....................................................... 69 Kits for Multiple Classes .................................. 16 Legacy Descriptions ........................................... 72 Warrior Kits....................................................... 26 Proficiencies .................................................... 94 Wizard Kits ........................................................ 36 Weapon Proficiencies........................................ 94 Priest Kits........................................................... 40 Nonweapon Proficiencies ............................... 102 Thief Kits ........................................................... 44 Equipment and Economics ............................111 Bard Kits ............................................................ 47 Money .............................................................. 111 Kits by Culture and Race ................................. 53 Special Materials.............................................. 112 Using Other Kits ............................................... 55 New Weapons.................................................. 114 Switching Kits ................................................... 56 Magic ............................................................. 120 Playing Without Kits ........................................ 57 Existing Spells ................................................. 120 The Curse and the New Spells ....................................................... 122 Legacies ....................................................... 58 Magical Items ................................................... 124 Credits Design: Tim Beach and Bruce Heard Additional Design: David Gross, Cindi M. Rice, and Ed Stark Editing: Cindi M. Rice Editorial Assistance: Tony Bryant, Jonatha Ariadne Caspian, and Lester Smith Project Coordination: Karen S. Boomgarden Art Coordination: Bob Galica Cover Painting: Paul Jaquays Cartography: John Knecht and Diesel Graphic Design: Heather Le May Playtesting and Review: Many people at WarCon, Hurricon, and Concentric; Carrie A. Bebris; Anne Brown; Steven Brown; Bruce Cordell; Miranda Horner; Mike Huebbe; Kevin Melka; Sean Reynolds; and Ed Stark Special Thanks to the following, without whom this would have been a lesser product: Rich Baker, Wolfgang Baur, Tim Brown, Angela Clay, William W. Connors, David "Zeb" Cook, Patty Corbett, Flint Dille, Dan Donelly (and the Society of the Grand Gauche), Cathy Griffin, David Gross, Jeff Grubb, Andria Hayday, Bruce Heard, Dori Hein, Gordon Hookailo, Gwendolyn Kestrel, Brad Lavendar, Julia Martin, Colin McComb, Dominic Messinger, Bruce Nesmith, Faith Price, John Rateliff, Thomas Reid, Marshall Simpson, Bill Slavicsek, Lester Smith, Dave Sutherland, Audra Timmer, Sue Weinlein, Skip Williams, David Wise, and Phi Mu Alpha Sinfonia (especially John Cereso and Ky Hascall) Editor and Typographer: aia (avatar of the Spam Overlord) PDF Version: 1.0 June 2006 2 Savage Coast Campaign Book Player Characters Creating a player character for a Savage Coast categories—goblinoids, demihumans, near-humans, campaign involves some special considerations. In and unhumans—fall under the general heading addition to the standard AD&D game races (with the “humanoids.” exception of gnomes), players can choose from several The Savage Coast is a racially mixed area; members new races, a number of new character kits, and the of most races are fairly common, or at least known, magical Legacies granted by the Red Curse. This and have their own civilizations and settlements. As a chapter details the PC races available for natives of consequence, most people do not find it especially the Savage Coast and provides notes regarding notable to see a lupin walk down the street, though a characters from nearby lands. cayma or gurrash might raise a few eyebrows. Members of most other races are considered normal people, and thus do not usually draw any special attention, positive or negative. This is not to say that the Savage Coast is entirely Character Races free from prejudice. Indeed, many of the area’s wars are related to racial prejudice and conflict: Lupins and First, some definitions are in order. The traditional rakastas have border conflicts, rakastas generally dislike definition of humanoid includes only goblins and their shazaks, and gurrash hate them. However, a lupin relatives—kobolds, orcs, hobgoblins, gnolls, and ogres. would not find it unusual to meet a rakasta on the The preferred definition, however, describes a road, and the two might even cooperate if necessary. humanoid as any intelligent being with one head, two How a particular member of a race is treated depends arms, and at least two legs. largely on the individual and the circumstances. Alternately in the SAVAGE COAST setting, Following are brief descriptions of the character kobolds, goblins, orcs, hobgoblins, gnolls, ogres, and races available in a SAVAGE COAST campaign. their close relatives are referred to as “goblinoids.” Classes available to each race are covered under Elves, half-elves, halflings, dwarves, and gnomes are “Choosing a Character Class” subsection later in this referred to collectively as “demihumans.” Other player chapter. Kits are covered in detail in the “Character character races—lupins, rakastas, tortles, and lizard kin Kits” chapter. (shazaks, caymas, and gurrash)—are known as “near- humans.” Araneas are called “unhumans.” All of these Characters of the Savage Coast 3 Standard Character and succeeds on a “chance to learn Races spells” roll, the character can later resist the effects of that spell by successfully Most of the standard character races are available passing another “chance to learn spells” roll when it on the Savage Coast, with the exception of gnomes. is cast. The number of spells the character can resist is Dwarves and elves also have an expanded choice of limited both by Intelligence (per the “Maximum character classes in this setting. The most important Number of Spells per Level” rule) and the bard’s spell alteration is that demihuman races do not have their progression. Thus, a 2nd-level dwarf Skald can attempt own cultures on the Savage Coast.For instance, while to resist one 1st-level spell per day, provided the elves do live along the coast, they have no distinctly character has “learned” the spell previously. “elven” culture. The demihumans who live in the area are integrated into other cultures. In areas where human culture is dominant, it often has elements of Elves demihuman culture. One consequence of this Like dwarves, elves have no culture of their own on absorption of the demihuman races is that their the Savage Coast. They are common in Robrenn, languages are extremely rare; demihuman characters Eusdria, Bellayne, Renardy, and Herath, and they make may not know their traditional tongue. up the majority of the population of Torreón. Note that because of the Red Curse, most humans Elves conform to the cultural norms of the states and demihumans native to the Savage Coast have a in which they live, even in regard to allowed character reddish cast to their skin. This varies by region, so red classes. An elf born and raised in Robrenn can be a skin is common and somewhat dark in the Savage druid but can advance only to 13th level. Even if the Baronies, while it is progressively less common and DM allows characters with high scores in their prime lighter in hue in countries farther west. requisite abilities to exceed normal level limits, an elf The various
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