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C R E D I T S DESIGNERS SENIOR ART DIRECTOR D&D ED STARK, CHRIS THOMASSON, ARI MARMELL, STACY LONGSTREET RHIANNON LOUVE, GARY ASTLEFORD ART DIRECTOR DEVELOPMENT KARIN JAQUES MIKE MEARLS COVER ARTIST EDITORS ERIC POLAK PENNY WILLIAMS, JENNIFER CLARKE WILKES INTERIOR ARTISTS FREELANCE MANAGER STEVE ARGYLE, STEPHEN BELLEDIN, GWENDOLYN KM. KESTREL MIGUEL CIOMBRA, THOMAS DENMARK, ERIC DESCHAMPS, WAYNE ENGLAND, DAVID EDITING MANAGER GRIFFITH, FRED HOOPER, RALPH HORSLEY, KIM MOHAN HOWARD LYON, EVA WIDERMANN, SAM WOOD DESIGN MANAGER CARTOGRAPHER CHRISTOPHER PERKINS MIKE SCHLEY DEVELOPMENT MANAGER GRAPHIC DESIGNERS JESSE DECKER ALYSSA FIEDOR, MICHAEL MARTIN DIRECTOR OF RPG R&D GRAPHIC PRODUCTION SPECIALIST BILL SLAVICSEK ERIN DORRIES * < - PRODUCTION MANAGERS IMAGE TECHNICIAN JOSH FISCHER, RANDALL CREWS SVEN BOLEN Based on the original DUNGEONS & DRAGONS* rules created by R. Gary Gygax and Dave Arneson 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. This WIZARDS OF THE COAST; 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. U. S, CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS & LATIN AMERICA -«— Hasbro UK Ltd Wizards of the Coast, Inc. Caswell Way P. O. Box 707 Newport, Gwent NP9 0YH Renton WA 980r7-0707 GREAT BRITAIN +1-800-324-6496 620-9T5-6477. 0-001-EN Please keep this address for your records 98765-4321 First Printing: May 2007 ISBN: 978-0-'786<; -403+-9 DUNGEONS& DRAGONS, D&D, DUNGEON MASTER, d20, d20 System, WIZARDS OF THE COAST, "Player's Handbook, "Dungeon Master's Guide, Monster Manual, Complete Champion, 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. 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 fiction. Any similarity to actual people; organizations, places, or events is purely coincidental. Printed in the U. S. A. Q20C7 Wizards of the Coast, Inc. Visit our website at www. wizards. com/dnd Elemental Essence 58 Deific Bastion 119 Contents Evil Devotion 58 Divine Presence 119 Fire Devotion 58 Divine Retribution . 119 Introduction 4 Fragile Construct 58 Door of Decay 120 Good Devotion 58 Execration 120 Chapter 1: Religion 5 Great and Small 59 Footsteps of the Divine 120 The D&D Churches 5 Healing Devotion 59 Forest Child 121 Costs of Affiliation 6 Holy Potency 59 Forest Eyes 121 The Anvil of Creation 6 Holy Warrior 60 Forest Voice 122 Assembly of Balance 8 Imbued Healing 60 Healing Circle 122 The Blessed Bounty of Yondalla 9 Knowledge Devotion 60 Iconic Manifestation 122 The Brotherhood of Equals 11 Law Devotion 61 Impede 122 The Eternal Library 12 Luck Devotion 61 Interfaith Blessing 123 Fharlanghn's Way 14 Magic Devotion 61 Light of Courage 123 Fingers of the Laughing Rogue 15 Mitigate Suffering 61 Light of Faith 123 The Fist of Valor 16 Plant Devotion 61 Light of Purity 123 The Mighty Arms of Kord 18 Protection Devotion 61 Light of Wisdom 124 The Ruby Temple 20 Protective Ward 61 Lore of the Gods 124 Scales of Balance 21 Retrieve Spell 62 Mark of Sin 124 The Shining Light of Pelor 22 Spiritual Counter 62 Master Cavalier 124 The Temple of True Aim 23 Spontaneous Domains 62 Metal Fang 124 The Temple of the Twinkling Eye 25 Strength Devotion 62 Moral Facade 125 The Dark Churches 27 Sun Devotion 62 Phantom Charge 125 Creating D&D Churches 28 Swift Call 62 Profane Item 126 Domain Affiliations 28 Swift Wild Shape 62 Ravenous Darkness 126 Air Domain 29 Touch of Healing 62 Rejuvenating Light 126 Animal Domain 29 Travel Devotion 62 Sacred Item 126 Chaos Domain 30 Trickery Devotion 63 Seed of Life 127 Death Domain 30 Umbral Shroud 63 Soul Ward 127 Destruction Domain 31 Venom's Gift 63 Spiritual Advisor 127 Earth Domain 32 War Devotion 63 Spiritual Guardian 127 Evil Domain 33 Water Devotion 64 Subdue Aura 128 Fire Domain 33 Substitute Domain 128 Good Domain 34 PC Organizations 64 Summon Holy Symbol 128 Healing Domain 34 Disciples of Legend 64 Surge of Fortune 128 Knowledge Domain 36 The Reliquary of Six 67 Touch of Restoration 129 Law Domain 36 Guardians of the Green 68 Turn Anathema 129 Luck Domain 37 The Paragnostic Assembly 72 War-Mount 129 Magic Domain 37 The Paragnostic Repositories 74 Weight of Sin 129 Plant Domain 39 Pelor's Shadow Guard 75 Wooden Blight 130 Protection Domain 39 Prestige Classes 80 Strength Domain 40 Chapter 4: Divine Items 131 Fist of the Forest 80 Sun Domain 41 Power Components 131 Forest Reeve 82 Travel Domain 41 Special Holy Symbols 133 Holt Warden 84 Trickery Domain 42 Mythic Exemplar 86 Magic Items 135 War Domain 43 Ordained Champion 90 Armor and Shields 135 "Water Domain 44 Paragnostic Apostle 94 Weapons 137 Chapter 2: Divine Character Options 45 Paragnostic Initiate 97 Clothing 138 Making Characters Divine 45 Sanctified One 99 Tools 142 Alternative Class Features 45 Shadowspy 105 Chapter 5: Divine Quests and Sites 145 Shadowstriker 108 New Feats 52 Creating Divine Criteria 145 Squire of Legend 110 Domain Feats 52 Nonalignment Elements 145 Divine Feats 53 Chapter 3: New Spells 113 Alignment Elements 146 Reserve Feats 53 Spell Lists 113 Sample Holy Quests 146 Tactical Feats 54 Spell Descriptions 116 The Elemental Wellsprings 146 Wild Feats 54 Aligned Aura 116 The Pantheistic Tournament 147 Feat Descriptions 54 Benediction 116 The Ghostly Lair 148 Air Devotion 54 Bewildering Mischance 116 Ancient Temple 149 Animal Devotion 54 Bewildering Substitution 116 Holy Sites 150 Awesome Smite 55 Bewildering Visions 117 Holy Location Descriptions 151 Battle Blessing 55 Bleed 117 Athenaeum of Boccob 151 Bestial Charge 56 Body Ward 117 Cold Forge of Moradin 152 Chaos Devotion , 56 Bolster Aura 117 Coliseum of Kord 153 Charnel Miasma 57 Conduit of Life 118 Palace of Burning Ice 154 Death Devotion 57 Confound 118 Sepulcher of Wee Jas 156 Destruction Devotion 57 Dampen Magic 118 Temple of the First Dawn 157 Earth Devotion 58 Darts of Life 118 alignment and domain choices. But these people still gain Introduction divine power, so some source of it must exist. "We stand between the immortal and the mortal, the divine and the Religions Are Not Absolute: With very few exceptions, earthly, the material and the sublime. Our duty is dear—bring the any character, of any race or alignment, can worship any deity. light, purge the darkness, and shield the faithful from the grasping Yes, it doesn't make a lot of sense for a chaotic evil half-orc to claw of evil!" worship Moradin Dwarffather, and this book tells you why, —Dassak Torchin, paladin of the Shining Light of Pelor but not everyone who follows Hextor is lawful evil. Some lawful neutral types who believe in a benevolent dictator In the medieval fantasy world of the DUNGEONS & DRAGONS ship might well feel that the God of Tyranny has the right game, religion can become simply a means to an end—a approach. It's a scary thought, but definitely possible. different sort of resource to exploit on the road to power. Not Everyone Worships the Same Way: Get used to this Paladins, clerics, and a few other divine classes become the idea, because it's a recurring theme in this book. Even clerics faces of religion in the typical D&D campaign, but many of the same deity might approach worship and holy missions players and DMs devote little thought toward how the divine in different ways. A neutral good cleric of Pelor probably has really affects the world. a completely different interpretation of his god's will than This book is dedicated to changing that conception. It gives a lawful good paladin of Pelor does—yet both gain divine every character in the D&D world a tie to the divine and a power and inspiration from the same ultimate source. chance to gain benefits (both roleplaying and mechanical) This book deals with the above issues and more, providing from worshiping a deity or an ideal—or even from simply both game mechanical and roleplaying reasons for a character following a cause. Your character doesn't have to sacrifice at to embrace the beliefs and tenets of a D&D religion. First a temple or give up doing what he likes to do best—after all, introduced in the Complete Divine supplement, the term the D&D game is about coming up with interesting ways to "divine character" refers to one who has chosen a religious have fun. This book turns the myths and legends of the D&D path—even if she is not a cleric, druid, or paladin. game into usable features of the campaign world and shows you how to make them work best for your character. WHAT YOU NEED TO PLAY To use this book, you will need the three D&D core rule TRUE BELIEVERS? books—the "Player's Handbook (PH), Dungeon Master's Guide In a world of monsters, magic, and miracles, belief in deities (DMG), and Monster Manual (MM). Though no other books ought to be automatic. But your character's beliefs are entirely are strictly necessary, a few will undoubtedly enhance your up to you as a player.