Adamantine Fang
Transmutation
Level: Drd 2, Rgr 2
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Adamantine fang makes one natural weapon of the subject an adamantine weapon for the purposes of overcoming damage reduction/adamantine. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not chanbge an unarmed strike's damage from nonlethal damage to lethal damage.)
Adamantine fang can be made permanent with a permanency spell (same XP cost as Magic Fang).
Adamantine Fang, Greater
Transmutation
Level: Drd 4, Rgr 4
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level
This spell functions like adamantine fang except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5).
Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).
Greater adamantine fang can be made permanent with a permanency spell (same XP cost as Greater Magic Fang).
Cold Iron Fang
Identical to Adamantine Fang, except that it allows one natural weapon to overcome DR/cold iron.
Cold Iron Fang, Greater
Identical to Greater Adamantine Fang, except that it allows natural weapons to overcome DR/cold iron.
Silver Fang
Identical to Adamantine Fang, except that it allows one natural weapon to overcome DR/silver.
Silver Fang, Greater
Identical to Greater Adamantine Fang, except that it allows natural weapons to overcome DR/silver.
Cleric Domains (see Deities and Demigods, pp. 213-215)
Artifice Domain
Charm Domain
Community Domain
Creation Domain
Darkness Domain
Glory Domain
Liberation Domain
Madness Domain
Nobility Domain
Repose Domain
Rune Domain
Scalykind Domain
Weather Domain
Diplomacy Synergy Bonuses, Clarification
From the official Wizards of the Coast D&D FAQ, p. 7:
Question: The text for synergy under the Diplomacy skill on page 72 of the Players Handbook states: If you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks. I'm assuming that means if a character has 5 ranks in Bluff, Knowledge (nobility and royalty), and Sense Motive that the character would receive only a +2 synergy bonus on Diplomacy checks. Or would the character receive a +6 synergy bonus (+2 for each)?
Answer: The bonuses listed in the synergy section of a skill description are unnamed and so they stack. (Theres no such thing as a synergy bonus in the current edition of the D&D game.) The character in your example would receive a +6 bonus on Diplomacy checks.
Dodge Feat
The Dodge feat grants a permanent +1 Dexterity bonus to armor class.
Gather Information Checks
General Gather Information checks can be performed, but they will usually yield only very limited information -- the most talked about current affairs, etc. In my campaign, you will almost always get a bonus to your information checks if you perform them in a certain part of town, at a certain bar, etc., so doing some initial Gather Information checks to learn about a city's geography, etc., may be useful.
Furthermore, certain information can only be gathered in response to specific queries. For instance, "Have you heard of a Couatl living in the vicinity of Tupulcán?" Without asking that question, you can do all the Gather Information checks you want, and you may never hear about the Couatl.
Gnoll Level Adjustment
The Savage Species supplement says that to test level adjustments, "look at the monster's highest ability scores. Assign it one level of the class that benefits most from those scores. Then ask yourself: Would you rather play a monster character at that ECL, or a standard character of that level? If you would obviously rather play the monster character, then your level adjustment is too low. If you would obviously rather play the standard character, then your level adjustment is too high."
Compare a Human fighter character to a Gnoll fighter, with the following base ability stats: Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 8
Human Fighter 3rd level
Medium humanoid (human)
Hit Dice: 3d10+3 (24 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 12
Base Attack: +3
Grapple: +5
Space/Reach: 5 ft./5 ft.
Attack: melee +5 to hit/+2 to damage, ranged +5 to hit
Special Qualities: --
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 8
Skills: 24 points
Feats: 4 feats
Gnoll 2nd level Fighter 1st level (+0 level adjustment)
Medium humanoid (Gnoll)
Hit Dice: 2d8+1d10+6 (24 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 13
Base Attack: +3
Grapple: +7
Space/Reach: 5 ft./5 ft.
Attack: melee +7 to hit/+4 to damage, ranged +4 to hit
Special Qualities: darkvision (60 ft.)
Saves: Fort +7, Ref +2, Will +0
Abilities: Str 19, Dex 14, Con 15, Int 10, Wis 10, Cha 6
Skills: 12 points
Feats: 3 feats
With a level adjustment of +0, the Gnoll character clearly has some advantages over the Human Fighter: a slightly better armor class (due to natural armor), better grapple and melee attacks due to the strength bonus, a much better fortitude save, dark vision (60 ft.) and of course skill bonuses in the class skills that matter most to fighters -- those requiring strength. The Gnoll fighter has some disadvantages too: slightly worse Ref and Will saves, half the skill points and 1 less feat. They have the same average hit points, the same initiative, the same speed, the same ranged attacks.
If the Gnoll character had a +1 level adjustment as suggested in the Monster Manual and in the Savage Species supplement, it would have fewer hit points, a worse BAB, worse ranged attacks, a Fort save only 1 point better, only 10 skill points (and only 2 class skills to invest them in: Listen and Spot) and only 1 feat... Under those circumstances, the Human Fighter would be so much clearly superior it would be hard to choose the Gnoll. This suggests that the +1 level adjustment is too high. By lowering it to +0, the Gnoll character becomes appealing enough to be a choice, but not so appealing you would automatically choose it over the Human Fighter...
Haggling
At some (not all!) establishments in my campaign settings, it will be possible to haggle over prices. Here's how it works:
When a shop owner offers you a price, make a counteroffer, as low as half the original price.
If the shop owner refuses categorically to consider any counter offers, it means you are in an establishment where haggling is not considered acceptable. No harm, no foul. Just pay the price, or walk away.
If the shop owner shows openness to considering a counter offer, you make a Diplomacy check. The DC is 15, plus 1 for every 5% lower than the original offer you go. You can't go lower than 50% of the original offer. If you fail at the Diplomacy check, tough beans. Take the original price or leave it.
If you succeed at the Diplomacy check, the shop owner will make a second offer, usually splitting the difference between the original price and your successful counteroffer. Now you may make another counter offer. The Diplomacy check for the second counter offer has a DC of 15, plus 1 for every 5% of the difference between your first counteroffer and the shop owner's second offer. This time, you may insist on your initial offer if you wish (that would be a DC of 35!).
If you fail at the Diplomacy check, you may make up to two more offers, but only if you go higher each time you fail, enough to raise the Diplomacy DC by 1 (i.e., by 5% of the difference in the preceding step). Once you succeed at a Diplomacy check at this phase, that's your price. You just got a deal! If you fail all three times, you still get the shop owner's original counteroffer, a deal!
You can't "take 10" on a haggling Diplomacy check! It's the luck element that makes haggling fun!
Keep in mind that establishments that allow haggling may also, occasionally, sell faulty merchandise or services. Caveat emptor! Also, some shops may generally not haggle, but might be willing to haggle over rare specialty items. Don't bother to haggle over items of minimal cost; not that people don't haggle over ordinary items, but it'll slow the game down without giving you much relative benefit. Also, if it's obvious that you and your friends just pulled into town with a dragon's ransom after your latest excursion at the Dungeon of Doom, don't expect many shop owners to be generous; in fact, you may see record inflation!
"Hiding Out"
I will permit the party to make a "group" Hide check, under the following circumstances:
The search for a hideout can be conducted under "take 10" conditions (i.e., they are not currently being attacked, harrassed or distracted by foes, etc.).
Since procuring an effective hideout primarily depends on cunning and judgment rather than agility and physical coordination, group Hide checks will be made using Wis as the ability modifier instead of Dex. Any skill ranks that individuals have added to Hide are still used to modify the Hide check, as this represents know-how about the best way to hide.
Under these conditions, the entire party may aid one member of the party in procuring an effective hideout, per the rules for "aiding another" in the PH, pp. 65-66.
The number rolled for the group Hide check becomes the DC against which searchers must roll their Spot checks. Search and Survival (Track) checks are also naturally appropriate for opponents under such circumstances.
Human Supremacism
In most Human nations there is widespread belief in the innate inferiority of non-Humans, and in Humans' superiority and natural right to rule. In the West, where non-Humans have been occupied and enslaved in wars of conquest, there is also widespread fear and hatred of non-Humans. In these nations, to the extent that non-Humans play their prescribed roles as slaves and servants, they are generally tolerated. To the extent that they openly defy these roles, they may arouse hostility and even become the targets of Human vigilantism and mob violence.
Despite this widespread prejudice and hatred, there are in all Human nations organized movements to abolish slavery and promote the rights of non-Humans. Unlike the general population, because of their political convictions the Reformers are actually more likely to sympathize with and help the "downtrodden" non-Humans.
Depending on the attitudes of the Humans encountered, and the posture of the non-Humans they interact with, there will be varying modifiers to Diplomacy checks by non-Humans. Basic Human attitudes also determine the best attitude it is generally possible to achieve with a Diplomacy check (see below).
| Non-Human posture | | | | Best possible attitude |
| Basic Human attitude | Defiance | Assertiveness | Politeness | Deference | |
| Pro-Reform | -2 | +0 | +2 | +2 | Helpful |
| Paternalism | -4 | -2 | +0 | +2 | Friendly |
| Disdain | -6 | -4 | -2 | +0 | Indifferent |
| Hatred | -8 | -6 | -4 | -2 | Indifferent |
The general likelihood of encountering certain "basic Human attitudes" varies among the Western nations.
| Human nation | Pro-Reform | Paternalism | Disdain | Hatred |
| Haldeve | 10% | 20% | 50% | 20% |
| Nortonia | 5% | 15% | 50% | 30% | |
| The Waltian Colonies | 10% | 30% | 50% | 10% |
| Shushanish Empire | 5% | 25% | 50% | 20% |
If the character being role-played is actually feigning "politeness" or "deference," the DM may make an opposed Bluff vs. Sense Motive check. If the Bluff check fails, the Diplomacy check modifier is equal to the "assertiveness" modifier for feigned "politeness" and the "defiance" modifier for feigned "deference."
Please note that if a player character is obviously defying the society's laws or expectations, it will not matter how polite or deferential they behave. For instance, non-Humans openly brandishing weapons in public will automatically be interpreted by Human NPC's as "defiance," and Diplomacy checks will be modified accordingly. Other openly defiant acts might include things such as entering a Humans-only establishment, making ostentatious displays of wealth, showing that you know how to read (or performing any skill that would require formal higher education, thus demonstrating that you have been educated above your station), stepping in front of a human in line, etc.
The "best possible" attitude is generally the result of peer pressure. If a player character is alone with an NPC, and that NPC could render aid or interact without any of his or her peers ever knowing about it, it might be possible to temporarily get a result better than the listed "best possible" attitude. Of course, most Humans with a basic attitude of "hatred" or "disdain" will be unlikely to go off alone and interact one-on-one with a non-Human. Furthermore, their starting attitude toward a non-human will almost always be "hostile" or "unfriendly," so the required modified Diplomacy roll will be anywhere from 25-50, a challenging roll.
None of the foregoing rules out the possibility that a "basic attitude" might be transformed through an act of extraordinary generosity or heroism performed by a non-Human.
Humans who are perceived to associate frequently or empathize strongly with non-Humans may be subject to the same modifiers as non-Humans.
It is rare but possible to encounter enlightened Humans who simply treat non-Humans the way they treat other Humans. In such cases, Diplomacy checks are made only with the usual checks and modifiers. These rare specimens of Humanity can be found everywhere, but are most common in the Human enclave of Traders' Landing in the Rouvanian Confederation, where there are economic and social incentives to overcome one's prejudices. (Hopefully most Human player characters in this setting fall into this category!)
Making and/or Procuring Drow Knock-Out Poison
The appropriate Craft to make it is "Alchemy."
In order to use the "Craft (Alchemy)" skill to craft items, you must be a spellcaster. Having "spell-like abilities" doesn't count, so it is necessary to take a level of wizard (or sorceror, or cleric, etc.) in order to be eligible to make your own Drow knock-out poison.
An Alchemist's lab is not necessary though Alchemist's equipment is. According to the description of an "Alchemist's Lab" in the PH, p. 129, anyone having points in Craft (Alchemy) is assumed to have the equipment needed (barring, of course, extraordinary circumstances, such as having all lost all one's possessions). Having an Alchemist's Lab does, of course, give you a +2 circumstance bonus to your Craft (Alchemist) checks.
Drow knock-out poison is on a par with "antitoxin" in terms of complexity, so making it DC 25 to create.
Drow knock-out poison costs 75 GP per dose. (You may not always be able to procure the poison, and depending on the circumstances, it may be more expensive than that, but all things being equal, that would be the "normal" cost.)
The raw materials for the knock-out poison in this setting are a rare subterranean mushroom, costing 25 GP for sufficient mushrooms to produce one dose. If you can't procure the mushrooms, you can't produce the poison. For each successful Craft (Alchemy) check that you make, you spend one week working on the poison and earn (your craft check result x 25) points toward the production of the poison. You need 750 points in order to produce the poison. If you fail a Craft (Alchemy) check by 4 or less, no progress is made during the week of the failed Craft (Alchemy) check. If you fail by 5 or more, you make no progress for one week, and it costs you an additional 125 SP per dose you are attempting to prepare (because you have ruined half your materials). I'll rule that you can make as many doses as you want, as long as you are able to pay for all the raw materials.
The rule regarding applying toxin to weapons is that there is a 5% chance that you will accidentally poison yourself while applying it. Furthermore, when you use the weapons, if you roll a natural "1," you must make a Ref save DC 15 or accidentally poison yourself (thus requiring a DC 13 Fort save else succumb to the poison's knock-out effect). (See DMG, pp. 296-297.)
In ancient, pre-Haldeven times, the legends tell, access to Drow knock-out poison was considered a right of all warriors in the service of the Drow King. Alas, those times are gone, and in the Republics, Drow knock-out poison is illegal. Anyone caught selling or possessing it is subject to severe penalties, including 1d4+4 years imprisonment or slave labor. Furthermore, it is rare, because the few Drow who know the secret of its production jealously guard it, and its ingredients are extremely hard to find. The cost for a single dose is thus prohibitive, about 750 GP -- if you know where to find it.
Shushanian Nightshade Extract
Shushanian Nightshade is a plant found only at certain elevations in the mountainous, tropical northern regions of the Shushanish Empire. If the plant is crushed and the sap extracted, a relatively small dose can be applied to piercing weapons and used as a poison. Anyone injured by a Shushanian Nightshade Extract poisoned weapon must make a Fort save DC 13, or else it will cause paralysis for 2D6 minutes. The usual cost per dose is 75 GP per dose, if it can be acquired. See the rules regarding Poison, DMG, pp. 296-297.
Special Creatures in this Campaign Setting:
Brownies and Leprechauns
Ligers
Spells
In this campaign setting, the following new spells will be available to Anthropomorphic Animal, Fey, Goblinoid, and Treant characters:
Bard
2nd level
Bridge of Sound (invisible bridge spans gap of 10 ft./level)
Dissonant Chant (concentration checks more difficult within area of spell)
Fox's Cunning (subject gains 1d4+1 Int for 1 hr./level)
Major Resistance (subject gains +3 on saving throws)
Sonorous Hum (Removes need to concentrate to maintain next spell cast)
Speak to Allies (subjects can converse at distance without moving lips)
5th level
Cacophonic Burst (noise deals 1d6/level sonic damage to all within area)
Greater Confusion (makes subjects behave oddly for 1 min./level)
6th level
Great Shout (sonic energy deals damage, causes deafness)
Cleric
1st level
Spell Flower (hold the charge on one touch spell per forelimb)
2nd level
Blood Wind (subject uses natural weapon as thrown weapon)
Detect Water (finds water within quarter-circle out to long range)
Fins to Feet (transforms tails and fins into legs and feet)
Fox's Cunning (subject gains 1d4+1 Int for 1 hr./level)
Inky Cloud (obscures sight underwater beyond 5 ft.)
Major Resistance (subject gains +3 on saving throws)
Rapid Burrowing (+20 ft. to subject's burrow speed)
Wings of the Sea
3rd level
Air Breathing (subjects can breathe air freely)
Blindsight (subject gains blindsight 30 ft. for 1 min./level)
Bridge of Sound (invisible bridge spans gap of 10 ft./level)
Fuse Arms (multiple arms/tentacles become one pair of stronger limbs)
Girallon's Blessing (subject gains one additional pair of arms per 4 levels)
Laogzed's Breath (nauseating vapors within cone persist for 10 rounds)
Sonorous Hum (Removes need to concentrate to maintain next spell cast)
Sound Lance (sonic energy deals 1d6/level damage)
4th level
Earth Reaver (eruption deals 5d6/level damage to all in area)
Extend Tentacles (+5 ft. reach to tentacle attack)
Weapon of Energy (weapon deals extra energy damage)
5th level
Crawling Darkness (shroud of tentacles conceals and protects you)
Improved Blindsight (subject gains blindsight 60 ft. for 1 min./level)
Superior Resistance (subject gains +6 on saving throws)
6th level
Awaken Undead (mindless undead creatures gain Int)
Rejection (creatures within cone can't approach you)
7th level
Holy Star (mote of energy protects you, attacks enemies)
Minor Servitor (animated object does your bidding)
Undead Mask (subject's type changes to undead)
8th level
Spider Plague (summons huge, monstrous spiders)
9th level
Awaken Construct (constructs gain human intelligence)
Incarnate Construct (turns construct into living creature)
Vile Death (undead creature gains fiendish template)
Druid
0 level
Dawn (sleeping/unconscious creatures in area awaken)
1st level
Adamantine Fang (natural weapon treated as adamanite for DR)
Camouflage (gain +10 to hide checks)
Detect Water (finds water within quarter-circle out to long range)
Lion's Charge (subject can charge, then make full attack in the same round)
Rapid Burrowing (+20 ft. to subject's burrow speed)
Wings of the Sea (+30 ft. subject's swim speed)
2nd level
Blindsight (subject gains blindsight 30 ft. for 1 min./level)
Buoyant Lifting (water lifts creature 20 ft. above surface)
Major Resistance (subject gains +3 on saving throws)
Scent (subject gains scent ability)
3rd level
Adamantine Fang, Greater (natural weapons treated as adamanite for DR)
Air Breathing (subjects can breathe air freely)
Countermoon (prevents lycanthrope from changing form)
Embrace the Wild (gain the senses, other traits of chosen animal)
Jagged Tooth (subject's natural weapon gains keen special ability)
4th level
Forestfold (gain +20 bonus on hide and move silently checks)
Improved Blindsight (subject gains blindsight 60 ft. for 1 min./level)
5th level
Superior Resistance (subject gains +6 on saving throws)
6th level
Plant Body (subject's type changes to plant)
Paladin
2nd level
Major Resistance (subject gains +3 on saving throws)
Ranger
1st level
Camouflage (gain +10 to hide checks)
Dawn (sleeping/unconscious creatures in area awaken)
Detect Water (finds water within quarter-circle out to long range)
Low Light Vision (subject gains low-light vision for 1 hr./level)
Wings of the Sea (+30 ft. subject's swim speed)
2nd level
Rapid Burrowing (+20 ft. to subject's burrow speed)
Scent (subject gains scent ability)
3rd level
Embrace the Wild (gain the senses, other traits of chosen animal)
Forestfold (gain +20 bonus on hide and move silently checks)
Jagged Tooth (subject's natural weapon gains keen special ability)
Sorcerer/Wizard
1st level
Low Light Vision (subject gains low-light vision for 1 hr./level) (trans)
Spell Flower (hold the charge on one touch spell per forelimb) (trans)
2nd level
Dissonant Chant (concentration checks more difficult within area of spell) (abjur)
Major Resistance (subject gains +3 on saving throws) (abjur)
Inky Cloud (obscures sight underwater beyond 5 ft.) (conj)
Detect Water (finds water within quarter-circle out to long range) (div)
Blood Wind (subject uses natural weapon as thrown weapon) (evoc)
Dessicating Bubble (globe of air damages by evaporating moisture from target) (necro)
Blindsight (subject gains blindsight 30 ft. for 1 min./level) (trans)
Cloud Wings (+30 ft. to subject's fly speed) (trans)
Fins to Feet (transforms tails and fins into legs and feet) (trans)
Fox's Cunning (subject gains 1d4+1 Int for 1 hr./level) (trans)
Lion's Charge (subject can charge, then make full attack in the same round) (trans)
Rapid Burrowing (+20 ft. to subject's burrow speed) (trans)
Scent (subject gains scent ability) (trans)
Speak to Allies (subjects can converse at distance without moving lips) (trans)
Wings of the Sea (+30 ft. subject's swim speed) (trans)
3rd level
Bridge of Sound (invisible bridge spans gap of 10 ft./level) (conj)
Laogzed's Breath (nauseating vapors within cone persist for 10 rounds) (conj)
Hailstones (frigid globes deal 5d6 cold damage) (evoc)
Sonorous Hum (Removes need to concentrate to maintain next spell cast) (evoc)
Sound Lance (sonic energy deals 1d6/level damage) (evoc)
Air Breathing (subjects can breathe air freely) (trans)
Fuse Arms (multiple arms/tentacles become one pair of stronger limbs) (trans)
Girallon's Blessing (subject gains one additional pair of arms per 4 levels) (trans)
4th level
Illusory Pit (creates illusion of 20-ft.-deep pit) (illus)
Earth Reaver (Eruption deals 5d6/level damage to all in area) (trans)
Extend Tentacles (+5 ft. reach to tentacle attack) (trans)
Improved Blindsight (subject gains blindsight 60 ft. for 1 min./level) (trans)
Weapon of Energy (weapon deals extra energy damage) (trans)
5th level
Superior Resistance (subject gains +6 on saving throws) (abjur)
Cacophonic Burst (noise deals 1d6/level sonic damage to all within area) (evoc)
Wall of Limbs (whirling limbs deal 1d6/level bludgeoning damage) (evoc)
Improved Enlarge (subject remains enlarged for 10 min./level) (trans)
Improved Reduce (subject remains reduced for 10 min./level) (trans)
Minor Servitor (animated object does your bidding) (trans)
6th level
Greater Confusion (subject gains +6 on saving throws) (ench)
Dream Casting (alter subject's dreams to produce desired effect) (illus)
7th level
Vipergout (summons medium-size vipers) (conj)
Awaken Undead (mindless undead creatures gain Int) (necro)
Stone Body (your body becomes living stone) (trans)
8th level
Great Shout (sonic energy deals damage, causes deafness) (evoc)
Stalking Spell (subject hidden from sight, hearing, and scent) (illus)
Skeletal Guard (create 1 skeleton/level with effect HD = caster level) (necro)
Flame Whips (your forelimbs deal 5d6 damage +1/level) (trans)
9th level
Maw of Chaos (chaotic energy deals damage, impedes concentration) (abjur)
Vile Death (undead creature gains fiendish template) (conj)
Awaken Construct (constructs gain human intelligence) (trans)
Incarnate Construct (turns construct into living creature) (trans)
Stabilization Checks
The stabilization check is performed as a DC 19 Constitution check. A natural 20 always succeeds.
Toughness Feat
The Toughness feat grants 1 additional hit point per hit die.