Sample file

620_88292000_Ch1.indd 1 8/31/05 3:16:06 PM DESIGNERS: Thomas M. Reid, Sean K Reynolds ADDITIONAL DESIGN: Eric L. Boyd, Brian Cortijo DEVELOPER: Andy Collins EDITOR: John Thompson EDITING MANAGER: Kim Mohan DESIGN MANAGER: Christopher Perkins DEVELOPMENT MANAGER: Jesse Decker SENIOR ART DIRECTOR RPG R&D: Stacy Longstreet DIRECTOR OF RPG R&D: Bill Slavicsek PRODUCTION MANAGERS: Josh Fischer, Randall Crews ART DIRECTOR: Mari Kolkowsky COVER ARTIST: Tomás Giorello INTERIOR ARTISTS: Kalman Andrasofszky, , Jason Engle, Ralph Horsley, , Warren Mahy, William O’Connor, Lucio Parrillo, Wayne Reynolds, Francis Tsai GRAPHIC DESIGNER: Dee Barnett CARTOGRAPHER: Christopher West GRAPHIC PRODUCTION SPECIALIST: Angelika Lokotz IMAGE TECHNICIAN: Bob Jordan

Some material in this book was taken from or derived from the following products: by James Wyatt, Christopher Perkins, and Darrin Drader; Magic of Faerûn by Angel McCoy, Duane Maxwell, and Sean K Reynolds; II by Ed Bonny, , Rich Redman, , and Steve Winter; Races of Faerûn by Eric Boyd, Jason Carl, Matt Forbeck, James Jacobs, and Sean K Reynolds; Player’s Guide to Faerûn by Richard Baker, Travis Stout, and James Wyatt; by Bruce R.Sample Cordell and Gwendolyn file F.M. Kestrel; and Expanded by Bruce R. Cordell. Based on the original DUNGEONS & DRAGONS® rules created by and and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This product uses updated material from the v.3.5 revision. It is designed for use with the FORGOTTEN REALMS® Campaign Setting by , Sean K Reynolds, Skip Williams, and Rob Heinsoo. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.

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9 8 7 6 5 4 3 2 1 First Printing: November 2005 ISBN: 0-7869-3697-5 620–88292720–001–EN ISBN-13: 978-0-7869-3697-7

DUNGEONS & DRAGONS, D&D, , FORGOTTEN REALMS, d20, d20 System, WIZARDS OF THE COAST, Champions of Valor, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc., and regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fi ction. Any similarity to actual people, organizations, places, or events is purely coincidental. ©2005 Wizards of the Coast, Inc. Printed in the U.S.A.

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620_88292000_Ch1.indd 2 8/31/05 3:16:13 PM TABLE OF CONTENTS

Introduction...... 4 Knight of Tyr’s Merciful Sword ...... 33 Weapon Special Abilities ...... 60 What You Need to Play ...... 4 Mark of the Triad ...... 33 Homeland Champion ...... 60 How to Use This Book in Your Campaign. . . .5 Overcome Shadow Weave...... 33 Sacrifi cial Smiting ...... 60 Timeline...... 5 Paladin of the Noble Heart ...... 33 Magic Items ...... 60 Silver Blood...... 33 Albruin...... 60 Chapter 1: The Valorous Hero...... 6 Silver Fang ...... 33 Chalsembyr’s Heart ...... 61 Good and Evil in Faerûn...... 6 Smiting Power ...... 33 Dornavver ...... 62 Rewarding Valorous Behavior...... 6 Sword of the Arcane Order ...... 34 Dukar Hand Coral...... 63 How to DM for Valorous Heroes ...... 7 Sun Soul Monk ...... 34 Faith Token...... 64 Creating Valorous Challenges ...... 8 Substitution Levels ...... 34 Flying Hunt Armor ...... 65 Valiant Hero Archetypes...... 9 Berronar Valkyrie (Paladin)...... 35 Glassteel ...... 65 The Imperfect Champion of Good...... 10 Broken One (Monk)...... 36 Hadryllis ...... 65 How Do You Atone? ...... 13 Claw of the Sun and the Ankh (Paladin). . 36 Harper Token ...... 66 Vengeance versus Compassion ...... 14 Crescent Moon Knight (Paladin) ...... 37 Oath-Hammer ...... 67 Kill or Capture? ...... 14 Darksong Knight (Fighter) ...... 38 Reluctant Four ...... 67 Character against Character ...... 15 Dukar (Wizard) ...... 38 Ring of Truth-Telling ...... 69 Good versus Good: When Beliefs Collide . . . 15 Eternal Order (Paladin) ...... 39 Storm Armor ...... 69 Law versus Chaos...... 15 Fangshields Barbarian ...... 40 Tabard of the Nimbral Herald ...... 69 Neutral versus Others...... 16 Fangshields Druid ...... 40 Zundaerazylym’s Nevertokens ...... 70 Law versus Law ...... 16 Fangshields Ranger ...... 41 Crown of Narfell ...... 71 Chaos versus Chaos ...... 16 Golden Cup (Paladin) ...... 42 Redeemed Items ...... 72 Races from Other Supplements ...... 17 Golden Lion (Paladin)...... 43 Goliaths ...... 17 Holy Judge (Paladin) ...... 44 Chapter 3: Valorous Organizations...... 73 Illumians ...... 17 Lion Legionnaire (Paladin)...... 44 What Makes an Organization Valorous? . . . 73 Raptorans ...... 17 Mystic Fire Knight (Paladin) ...... 45 Not Every Organization Qualifi es ...... 74 Valorous Racial Archetypes ...... 18 Noble Heart (Paladin)...... 46 Valorous Organizations ...... 74 50 Things for Valorous Characters to Do . . 19 Phoenix Disciple (Monk) ...... 46 Organization Format ...... 74 The Druids of Tall Trees ...... 75 Chapter 2: Character Options ...... 21 Purple Staff (Cleric) ...... 47 Fangshields ...... 78 Regional Backgrounds...... 21 Red Falcon (Paladin) ...... 48 Fellowship of the Purple Staff ...... 80 Bardic Tutelage...... 21 Ruby Rose Knight (Paladin) ...... 49 Guardians of the Weave...... 82 Bastard of Azoun...... 22 Shadow Sword (Ranger) ...... 49 Knights of the Flying Hunt ...... 85 Celestial-Attended Birth ...... 22 Shooting Star (Ranger)...... 50 The Knights of Imphras II...... 88 Child of the Unicorn...... 22 Vigilant Eye of Helm (Paladin) ...... 51 The Knights of the North...... 92 Chosen-Born ...... 22 Wary Swordknight (Paladin) ...... 51 The Soft Claws...... 96 Church Acolyte...... 23 Spells ...... 52 Minor Organizations ...... 99 Circle-Born ...... 23 Sanctifi ed Magic ...... 52 Enlightened Student ...... 23 Animate with the Spirit ...... 52 Chapter 4: Prestige Classes ...... 106 Harper Protégé...... 23 Benign Projection...... 53 Knight of the Flying Hunt...... 106 Holy Realm...... 23 Celestial Fortress ...... 53 Knight of the Weave ...... 111 Knight Squire ...... 24 Convert Wand...... 53 Moonsea Skysentinel ...... 117 Martyr’s Progeny...... 24 Create Lantern Archon ...... 54 Triadic Knight ...... 123 Monastery Orphan ...... 24 Dawn shroudSample ...... file ...... 54 Mulhorandi Royal ...... 24 Disk of Solar Vengeance...... 54 Chapter 5: Places of Valor ...... 127 Orphan of the Yellow Rose ...... 24 Dispel Silence ...... 54 Cave of Brother Luiman...... 127 Secret Moondancer ...... 25 ’s Moonfi re...... 55 Chapel of Resounding Justice ...... 129 Selûnite Foundling...... 25 Favor of Tymora ...... 55 Cullrin Fields ...... 131 Ward of the Triad ...... 25 Faith Healing Wand ...... 55 Darkmaiden’s Leap...... 133 Feats...... 26 Fleeting Fortune ...... 55 Planar Touchstones...... 133 Broken One’s Sacrifi ce...... 28 Golden Dragonmail ...... 55 Mholor Durinhal ...... 135 Carmendine Monk...... 28 Holy Fire Shield...... 55 Teumyshaaril ...... 137 Defender of the Homeland ...... 28 Horrible Taste...... 56 The Weeping Garden ...... 140 Detect Shadow Weave User ...... 28 Invisibility, Swift ...... 56 Chapter 6: Agents of Good...... 142 Druuth Slayer ...... 29 Lionheart ...... 56 NPCs ...... 142 Duerran Metaform Training ...... 29 Love Bite...... 56 Bakra Hispul...... 142 Duerran Stealth Training ...... 29 Portal Well ...... 56 Brenvol Whitebrow ...... 144 From Smite to Song ...... 29 Rend Shadow Weave ...... 57 Breyarg Stonebreaker ...... 145 Initiate of Anhur ...... 30 Runic Marker ...... 57 Dalthyria ...... 146 Initiate of Arvoreen ...... 30 Shard Blessing Aura ...... 57 Dorgafal Shiverock ...... 147 Initiate of Baravar Cloakshadow ...... 30 Silver Dragonmail ...... 57 Kerri Talindras...... 148 Initiate of Eilistraee ...... 30 Skin of the Steel Dragon ...... 58 Ramas-Teth Ankh ...... 149 Initiate of the Holy Realm ...... 30 Spellsong ...... 58 Rindon Wasatho...... 150 Initiate of Horus-Re ...... 30 Spellsong, Lesser ...... 58 Sarade Gedreghost ...... 151 Initiate of Milil ...... 31 Spiderbind ...... 58 Stormwing...... 152 Initiate of Nobanion ...... 31 Stars of Arvandor ...... 58 Monsters ...... 152 Initiate of Torm ...... 31 Stars of Mystra ...... 59 Battle Effi gy...... 153 Initiate of Tymora ...... 32 Stars of Selûne ...... 59 Equines...... 153 Knight of the Red Falcon ...... 32 Stormvoice...... 59 Knight of the Risen Scepter ...... 32 Thunderstroke...... 59 Knight of Tyr’s Holy Judgment ...... 32 Vision of Punishment ...... 59

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620_88292000_Ch1.indd 3 8/31/05 3:16:21 PM adventurers in Faerûn than neutral or evil ones, not just because of divine infl uence but because Faerûn calls out for good heroes. From the earliest version of the setting to the latest incarna- tion, FORGOTTEN REALMS books assume that player characters are usually good and will sometimes do things just because it’s the right thing to do, not for a reward. However, it is unfair to hampions of Valor is for players and Dungeon expect the PCs to always behave this way; part of the enjoyment CMasters who want to incorporate great heroism of playing D&D is seeing your character become more powerful, into their campaigns. This is more than simply and when the rewards are lacking it detracts from the experience. a list of good deeds and good traits, for a lowly peasant can do One of the goals of this book is to provide DMs ways to motivate good deeds or embody good traits, intentionally or accidentally. valorous characters and reward them in atypical ways. The use of the word “valor” in the book title is signifi cant; it If you’re a DM, use this book for ideas on how to encourage means “courage and boldness,” “the qualities of a hero,” and your players to play valorous PCs, create valorous adventures for “exceptional courage when facing danger.” Compare these means those PCs, and build a campaign based on heroic deeds. You can to the contextual meaning of the word “good;” a thiefSample might be even file use this material to guide the behavior of your villains and good at picking a pocket, an assassin good at murder, and a black- villainous organizations, for one of the pinnacles of valor is chal- guard good at cowing his enemies, but none of those things are lenging your evil opposite with the fate of the world at stake. valorous or heroic. This book is about valorous characters—those If you’re a player, this book presents you with new options who might be good or in some cases merely neutral, but are for your characters, whether you want them to have humble great and heroic in facing down the greatest dangers of Faerûn. beginnings and aspire to great heroism of be born destined for Most valorous characters are good, but a signifi cant fraction of greatness and aware of it from the very start. Read this book and them are indifferent to good and evil, and a rare few are evil talk to your DM about what he expects from valorous heroes; but recognize that some evils must be challenged (even the mad this book can help establish common ground so your character Halaster has battled on Mystra’s behalf). doesn’t stumble in mid-campaign over confl icting perceptions of It’s worth noting that if you look at the ratio of good, neutral, what is valorous behavior. and evil deities in Faerûn, there are a disproportionate number of good-aligned deities compared to neutral or evil deities. You see this if you compare the thirty fully described deities in the What You Need to Play FORGOTTEN REALMS® Campaign Setting, or just the greater and To use this supplement, you also need the DUNGEONS & DRAG- intermediate deities of Faerûn, or all the deities described in ONS® Player’s Handbook, Dungeon Master’s Guide, and Monster Chapter 5 of that book: Good-aligned deities outnumber those Manual, plus the FORGOTTEN REALMS Campaign Setting. Many with a neutral aspect, and they outnumber evil deities as well. references are also made in these pages to Races of Faerûn, This means there are more good infl uences in the world than Player’s Guide to Faerûn, and Magic of Faerûn. evil or neutral ones (though the evil ones tend to be more overt We also recommend Book of Exalted Deeds, , and careful in their infl uence). There are more good-aligned , and . Though you don’t

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620_88292000_Ch1.indd 4 8/31/05 3:16:28 PM INTRODUCTION

need any of those books to use this one, some specifi c ideas and characters. Alternatively, much of this book can be used with game concepts presented in those books appear here in a limited minor adjustments in any setting. form, and you can fi nd more details in the appropriate book. Introduction: What is the difference between good and valor? For example, this book suggests ways to incorporate the goliaths Why are there are so many heroes in Faerûn? (a new race from Races of Stone) into a FORGOTTEN REALMS Chapter 1: The Valorous Hero has advice for DMs and campaign, but only includes the briefest amount of information players about valorous campaigns, valorous challenges, and on the goliath race; if you want more information on goliaths, valorous archetypes by class and race. It addresses the idea of refer to Races of Stone. fl awed heroes, atonement, and confl ict between different kinds Several other books are referenced herein. In many cases, of good. this reference is in the form of a superscript abbreviation of Chapter 2: Character Options details new regions, feats, spells, the book’s title, which is tacked onto the end of the name of a magic items, and substitution levels tailored for Faerûnian deities spell, monster, or some other piece of information. The books and organizations. (including some of those mentioned above) and their abbrevia- Chapter 3: Valorous Organizations covers several valorous tions, when applicable, are as follows: Book of Exalted Deeds organizations, including information on how to join and the (BE), Champions of Ruin (CR), (CW), Lost benefi ts of joining each group. Following that are short descrip- Empires of Faerûn (LE), Magic of Faerûn (Mag), Player’s tions of many valorous knighthoods, monk orders, and other Guide to Faerûn (PG), Races of Faerûn (Rac), and Unapproach- organizations. able East (Una). Chapter 4: Prestige Classes introduces four new prestige classes for valorous heroes, from the Knight of the Flying Hunt to the Triadic Knight. How to Use This Book Chapter 5: Places of Valor gives sample locations associated with good, from a holy temple to the site of a great battle. in Your Campaign Chapter 6: Agents of Good describes several new NPCs This book gives you many options for running a valorous and monsters with descriptions and game statistics, suitable for campaign, running valorous PCs or NPCs, and making heroics cohorts, allies, or contacts. a critical part of your FORGOTTEN REALMS campaign. Whether it’s new options for building a character, inspirational organi- Timeline zations a character can join, places of power tied to heroism This book assumes that the current year is the Year of Lightning and sacrifi ce, or new allies and companions for valorous PCs, Storms (1374 DR). Champions of Valor is the key supplement for Faerûn’sSample heroic file Swift and Immediate Actions Some of the rules and features described in Champions of Valor Casting a spell with a casting time of 1 swift action does use two action types not described in the core rulebooks: the not provoke attacks of opportunity. swift action and the immediate action. A description of how Immediate Action: Much like a swift action, an immediate each works follows. action consumes a very small amount of time, but represents Swift Action: A swift action consumes a very small amount a larger expenditure of effort and energy than a free action. of time, but represents a larger expenditure of effort and energy However, unlike a swift action, an immediate action can be than a free action. You can perform one swift action per turn performed at any time—even if it’s not your turn. Casting without affecting your ability to perform other actions. In feather fall is an immediate action (instead of a free action, that regard, a swift action is like a free action. However, you as stated in the spell description in the Player’s Handbook), can perform only a single swift action per turn, regardless of since the spell can be cast at any time. what other actions you take. You can take a swift action any Using an immediate action on your turn is the same as time you would normally be allowed to take a free action. using a swift action, and counts as your swift action for that Casting a quickened spell is a swift action (instead of a free turn. You cannot use another immediate action or a swift action, as stated in the Quicken Spell feat description in the action until after your next turn if you have used an immediate Player’s Handbook). In addition, casting any spell with a casting action when it is not currently your turn. You also cannot use time of 1 swift action (such as divest essentia) is a swift action. an immediate action if you are currently fl at-footed

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620_88292000_Ch1.indd 5 8/31/05 3:16:32 PM Silvanus is neutral). Hereditary rule by qualifi ed nobles is associ- ated with good—Cormyr is the only true human monarchy and is considered a good nation; Mulhorand is ruled by lawful good hereditary priest-kings; Evermeet and the Great Rift clans are good monarchies. Light, whether sunlight or moonlight, is good (Lathander, Selûne, Horus-Re, Eilistraee, and Sehanine Moonbow ook of Exalted Deeds addresses the concepts of are good deities of light, dawn, or the moon). Undeath, wanton Bgood and evil in the D&D universe. This chapter killing, and destruction are evil (Bhaal, Myrkul, Velsharoon, examines those issues in the context of the FOR- Kiaransalee, Cyric, Talos, Set, and Malar). Oppression, conquest, GOTTEN REALMS campaign setting, providing advice for DMs and and infl icting suffering are evil (Bane, Loviatar, Lolth, Gruumsh, players who want more valor and heroics in their campaigns. Urdlen, Deep Duerra, and Talona), as are darkness and thievery (Mask, Shar, and Vhaeraun). When viewed in this way, the deities of the setting help defi ne Good and Evil the borders of Faerûnian morality. In short: Life, concern for Sampleothers, file and respect for nature are good, while disruptions of the in Faerûn natural cycle and abuse of power are evil. Thus it is quite possible Faerûn is an interesting place, to be sure, when viewed in terms for a powerful good government to act in an evil manner by of good and evil. The goddess of magic is good, so all magic abusing its power, destroying nearby lands, or engaging in war ultimately comes from a good source, and while she can restrict for the sake of glory or territory. magical access to only good creatures, she does not do so or risk upsetting the balance of power in the world. The god of the dead is neutral, seeing death as an inevitable thing but not something Rewarding he wants to promote or encourage before its due time. Several nongood deities allow paladins in their service, promoting only Valorous Behavior the most lawful and good aspects of their faith. The god of Faerûn is a well-developed campaign world, with an established knowledge is neutral, while the gods of literature and song are history and connectivity between its countries, organizations, and good. The protector of caravans is neutral, while the goddess of powerful individuals. When something happens, others are sure festhalls is good. While the D&D game views good and evil in a to fi nd out about it and respond. The mage who destroyed the more black-and-white sense than what exists in the real world, it dire doppelganger’s hold on Westgate gains a reputation elsewhere is clear that in Faerûn, these concepts are not so cut-and-dried. along the Dragon Coast. The Rashemi barbarian who held off That said, we can use the godly portfolios to determine a charge of Thayan knights long enough to enable a hathran to there are some things in Faerûn that are defi nitely good or heal her wounded sister and escape is spoken of in Thesk and evil. Nature, rather than being an indifferent or neutral force, Aglarond as well as his homeland. The heroic thief who stole the is often good (Chauntea, Eldath, and Mielikki are good, while Bloodstaff of Arkhoun from a Banite temple—the night before

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