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C R E D I T S
DESIGN SE N IOR A RT DI REC TOR D & D
DAVID NOONAN STACY LONGSTREET
ADDITIONAL DESIGN A RT DI REC TOR D & D
FRANK BRUNNER, LUKE JOHNSON, KARIN JAQUES

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ROBERT J. SCHWALB C OV E R A RT I S T
DEVELOPMENT TEAM DAN SCOTT
ANDY COLLINS, JESSE DECKER, MIKE MEARLS, I N T E R IOR A RT IST S
STEPHEN SCHUBERT STEVE BELLEDIN, STEVE ELLIS,

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EDITORS EMILY FIEGENSCHUH, CARL FRANK,
MICHELE CARTER, JOHN D. RATELIFF, RALPH HORSLEY, DAVID HUDNUT,
M. ALEXANDER JURKAT, PENNY WILLIAMS MICHAEL KOMARCK, HOWARD LYON,
MIKE MAY, JIM NELSON, LUCIO PARILLO,
EDITI NG MANAGER ERIC POLAK, STEVE PRESCOTT, MIKE SCHLEY,
KIM MOHAN RON SPENCER, FRANZ VOHWINKEL ,
EVA WIDERMANN
DESIGN MANAGER CA RTOG R A PHE R
CHRISTOPHER PERKINS MIKE SCHLEY
DEV ELOPMEN T MANAGER
JESSE DECKER
DIRECTOR OF RPG R&D
BILL SLAVICSEK
e GRAPHIC DESIGN ERS
DEE BARNETT, KARIN JAQUES
G R A P H IC P RODUC T ION S P E C I A L I S T
ERIN DORRIES
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P RODUC T ION MA NAGE R S IMAGE T ECHN ICIAN
JOSH FISCHER, RANDALL CREWS CHRISTINA WILEY
Some information in this book is taken from or derived from these sources: Complete Adventurer by Jesse Decker; Complete Ar-
cane by Richard Baker; Complete Divine by David Noonan; Complete Warrior by Andy Collins, David Noonan, and Ed Stark; and
Defenders of the Faith by Rich Redman and James Wyatt.

Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS
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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
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U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS


& LATIN AMERICA Hasbro UK Ltd
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ISBN-10: 0-7869-3918-4 First Printing: May 2006 ISBN-13: 978-0-7869-3918-3

DUNGEONS & DRAGONS , D&D, DUNGEON MASTER, d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, all other Wizards of
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©2006 Wizards of the Coast, Inc.

Visit our website at www.wizards.com/dnd


Contents Martyr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Mercenary . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Brightmantle Weapon Forge
and Trading Consortium . . . . . . . . . . . 168
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Orphan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 Caravan of Shadows . . . . . . . . . . . . . . . . . . .169
What You Need to Play . . . . . . . . . . . . . . . . . . . . .4 Prophet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 Castle Mairo . . . . . . . . . . . . . . . . . . . . . . . . . .169
Chapter 1: New Classes . . . . . . . . . . . . . . . . . . . . .5 Rebel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 The Chalice . . . . . . . . . . . . . . . . . . . . . . . . . . 170
New Starting Packages . . . . . . . . . . . . . . . . . .5 Renegade . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 Darkspire College of Thaun . . . . . . . . . . . 171
Beguiler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 Royalty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 Dragon Island . . . . . . . . . . . . . . . . . . . . . . . . 172
Beguiler Spell List . . . . . . . . . . . . . . . . . . . . . .11 Sage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 Elves of the High Forest . . . . . . . . . . . . . . 173
Dragon Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . .11 Savage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 The Golden Helm Guild . . . . . . . . . . . . . . .174
Duskblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19 Seeker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 The Land of Honor . . . . . . . . . . . . . . . . . . . .175
Simple Soul . . . . . . . . . . . . . . . . . . . . . . . . . . 139 Merata Kon . . . . . . . . . . . . . . . . . . . . . . . . . . .175

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Knight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
Strategist . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 The One and the Five . . . . . . . . . . . . . . . . . .176

CONTENTS
Ex-Knights . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30

TABLE OF
Theorist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 Restenford Guild of Insurers,
Chapter 2: Expanded Classes . . . . . . . . . . . . . .31 Trickster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 Solicitors, and Beggars . . . . . . . . . . . . . 177
New Starting Packages . . . . . . . . . . . . . . . . .31 Wanderer . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 Restenford Sewerworkers Guild . . . . . . 178
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32 Personality Traits . . . . . . . . . . . . . . . . . . . . . . . 140 Sharulhensa, the Alabaster Towers . . . . 179

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Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 Being a Good Player at the Table . . . . . . . . . .143 Sun Fane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180
Cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36 Managing the Paperwork . . . . . . . . . . . . . .143 The Thunder Sail Argosy . . . . . . . . . . . . . 180
Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 Rolling Conventions . . . . . . . . . . . . . . . . . 144 Wintervein Dwarves . . . . . . . . . . . . . . . . . 181
Favored Soul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 Respect the Spotlight . . . . . . . . . . . . . . . . . .145 Creating Your Own Affiliations . . . . . . . . . . 182
Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Other Concerns . . . . . . . . . . . . . . . . . . . . . . .145 Example of Play . . . . . . . . . . . . . . . . . . . . . . . . . 189
Hexblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46 Talk About Your Character . . . . . . . . . . . . 146
Marshal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48 Chapter 8: Rebuilding Your Character . . . 191
Monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 Chapter 6: The Adventuring Group . . . . . . .147 Retraining . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192
Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52 Party Backgrounds . . . . . . . . . . . . . . . . . . . . . . .147 Class Feature Retraining . . . . . . . . . . . . . 192
Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54 Charter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147 Feat Retraining . . . . . . . . . . . . . . . . . . . . . . 193
Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56 Childhood Friendship . . . . . . . . . . . . . . . . .148 Language Retraining . . . . . . . . . . . . . . . . . 194
Chosen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .149 Skill Retraining . . . . . . . . . . . . . . . . . . . . . . 194
Scout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58
Sorcerer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Swashbuckler . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64
Warmage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
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Circumstance . . . . . . . . . . . . . . . . . . . . . . . . .149
Organization . . . . . . . . . . . . . . . . . . . . . . . . . .149
Building the Party . . . . . . . . . . . . . . . . . . . . . . .149
Adventuring Party Basics . . . . . . . . . . . . . 150
Being a Team Player . . . . . . . . . . . . . . . . . . 155
Spell or Power Retraining . . . . . . . . . . . . 194
Substitution Level Retraining . . . . . . . . 194
Rebuilding. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
Ability Score Rebuilding . . . . . . . . . . . . . 196
Class Level Rebuilding . . . . . . . . . . . . . . . 197
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Teamwork Benefits . . . . . . . . . . . . . . . . . . . . . . 157 Race Rebuilding . . . . . . . . . . . . . . . . . . . . . 198
Chapter 3: New Feats . . . . . . . . . . . . . . . . . . . . . .71 What is a Teamwork Benefit?. . . . . . . . . . 157 Template Rebuilding . . . . . . . . . . . . . . . . . 199
General Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71 The Team Roster . . . . . . . . . . . . . . . . . . . . . 158 Rebuild Quests . . . . . . . . . . . . . . . . . . . . . . . . . 199
Ceremony Feats . . . . . . . . . . . . . . . . . . . . . . . . . . .86 Teamwork Benefit Descriptions . . . . . . . . . . 158 Rebuild Quests in the Game . . . . . . . . . . 199
Combat Form Feats. . . . . . . . . . . . . . . . . . . . . . . .86 Awareness . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 The Gates of Dawn (Levels 6–8) . . . . . . . 200
Divine Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88 Camp Routine . . . . . . . . . . . . . . . . . . . . . . . 159 The Necrotic Cradle (Levels 13–15) . . . 203
Heritage Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . .89 Circle of Blades. . . . . . . . . . . . . . . . . . . . . . . 159
Metamagic Feats . . . . . . . . . . . . . . . . . . . . . . . . . .91 Appendix: Quick PC and NPC Creation . . . 207
Crowded Charge . . . . . . . . . . . . . . . . . . . . . 159
Tactical Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92 1. Choose a Class . . . . . . . . . . . . . . . . . . . . . . . . 207
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Cunning Ambush . . . . . . . . . . . . . . . . . . . . 159


2. Determine Ability Scores . . . . . . . . . . . . . 207
Chapter 4: New Spells . . . . . . . . . . . . . . . . . . . . .95 Cunning Ambush, Improved . . . . . . . . . 159
3. Pick Your Race . . . . . . . . . . . . . . . . . . . . . . . . 207
Dual-School Spells . . . . . . . . . . . . . . . . . . . . .95 Expert Mountaineers . . . . . . . . . . . . . . . . . 160
4. Pick Your Skills . . . . . . . . . . . . . . . . . . . . . . . 208
The Polymorph Subschool . . . . . . . . . . . . . .95 Foe Hunting . . . . . . . . . . . . . . . . . . . . . . . . . 160
Skill Priority Lists . . . . . . . . . . . . . . . . . . . . 208
Group Trance . . . . . . . . . . . . . . . . . . . . . . . . .161
Chapter 5: Building Your Identity . . . . . . . 129 5. Pick Your Feats . . . . . . . . . . . . . . . . . . . . . . . 208
Indirect Fire . . . . . . . . . . . . . . . . . . . . . . . . . .161
Character Background . . . . . . . . . . . . . . . . . . 129 6. Miscellaneous Characteristics . . . . . . . . . .214
Like a Rock . . . . . . . . . . . . . . . . . . . . . . . . . . .161
Artisan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 7. Choose Equipment . . . . . . . . . . . . . . . . . . . . 215
Massed Charge . . . . . . . . . . . . . . . . . . . . . . . .161
Ascetic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130 A la Carte Shopping . . . . . . . . . . . . . . . . . . 215
Missile Volley . . . . . . . . . . . . . . . . . . . . . . . . .161
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Drifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130 Equipment by Level . . . . . . . . . . . . . . . . . . 217


Steadfast Resolve . . . . . . . . . . . . . . . . . . . . . .162
Farm Hand. . . . . . . . . . . . . . . . . . . . . . . . . . . 131 8. Pick Your Spells. . . . . . . . . . . . . . . . . . . . . . . 219
Superior Team Effort . . . . . . . . . . . . . . . . . .162
Gladiator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131 Suggested Bard Spells . . . . . . . . . . . . . . . . 219
Team Melee Tactics . . . . . . . . . . . . . . . . . . . .162
Guttersnipe . . . . . . . . . . . . . . . . . . . . . . . . . . 132 Suggested Cleric Spells
Team Rush . . . . . . . . . . . . . . . . . . . . . . . . . . . .162
Mariner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 (Positive Energy Channelers*) . . . . . . 220
Team Shield Maneuver . . . . . . . . . . . . . . . .162
Noble Scion . . . . . . . . . . . . . . . . . . . . . . . . . . 133 Suggested Druid Spells . . . . . . . . . . . . . . . 220
Wall of Steel . . . . . . . . . . . . . . . . . . . . . . . . . .162
Soldier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 Suggested Duskblade Spells . . . . . . . . . . 220
Tribal Origin . . . . . . . . . . . . . . . . . . . . . . . . . 135 Chapter 7: Affiliations . . . . . . . . . . . . . . . . . . . 163 Suggested Favored Soul Spells . . . . . . . . 220
Personality Archetypes . . . . . . . . . . . . . . . . . . 136 Broadening Your Game . . . . . . . . . . . . . . . . . . .163 Suggested Hexblade Spells . . . . . . . . . . . 220
Agent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 The Two Categories of Affi liations . . . . 164 Suggested Marshal Auras . . . . . . . . . . . . . 220
Challenger . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Why Join an Affi liation? . . . . . . . . . . . . . . 164 Suggested Paladin Spells . . . . . . . . . . . . . 221
Companion . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Membership Has Its Privileges . . . . . . . 164 Suggested Ranger Spells . . . . . . . . . . . . . . 221
Crusader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Features of Affi liations . . . . . . . . . . . . . . . .165 Suggested Sorcerer Spells . . . . . . . . . . . . . 221
Daredevil . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Making Affi liations Dynamic . . . . . . . . . 166 Suggested Warlock Invocations . . . . . . . 221
Explorer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Example Affi liations . . . . . . . . . . . . . . . . . . . . .167 Suggested Wizard Spells . . . . . . . . . . . . . . 221
Innocent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Bloodfist Tribe . . . . . . . . . . . . . . . . . . . . . . . .167 Random Personalities . . . . . . . . . . . . . . . . . . . 221
Leader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137

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adventurers? The chapter also includes a few new teamwork
Introduction
When you play a character in a D &D ® UNGEONS RAGONS
benefits, expanding on a concept that was introduced in
Dungeon Master’s Guide II.
game, it’s all about the choices you make. Every facet of your Characters are defined not only by who they are as indi-
character that makes him or her unique is the product of a viduals and by the other PCs they travel with, but also by the
conscious decision on your part. relationships they form with likeminded individuals whose
Player’s Handbook II is all about expanding your choices— heritage or interests compel them to follow a common cause.
sometimes in ways you might expect (new classes, new feats) Chapter 7: Affiliations describes a new kind of group that
and other times in ways you might find surprising, such as a characters can belong to—they rise or fall in status within
INTRODUCTION

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set of rules for re-engineering your character (about which their affiliations according to their deeds and their qualifi-
we have more to say below). cations, and the most motivated and successful of them all
Chapter 1: New Classes expands the roster of standard can even advance to a leadership position. In addition to a
classes by four, with the addition of the beguiler, the dragon number of fully fleshed-out example affiliations, this chapter
shaman, the duskblade, and the knight. Any of these classes provides guidelines for players and DMs who want to create

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would be a fine choice if you want to play a character that affiliations that are unique to their campaign.
doesn’t fit any of the archetypes that are represented by the Perhaps the most intriguing new concept in this book is
other classes we have published. presented in Chapter 8: Rebuilding Your Character. While
Chapter 2: Alternate Class Options revisits eighteen of many DMs and players have created house rules for handling
those other classes—the eleven from the Player’s Handbook situations involving the reselection of feats, reallocation of skill
as well as seven others (such as the scout and the favored ranks, altering ability scores, and so forth, the D&D game has
soul) that made their debuts in supplements. We look at never before had official rules on the topic of revising your entire
these classes with a fresh set of eyes, providing for each one character. So whether your dwarf fighter just regrets a single
an alternate class feature, three new starting packages, and bad feat choice or wishes he were actually a half-orc barbarian
a discussion of character themes that are appropriate for the or an elf sorcerer, Chapter 8 offers rules and advice that covers

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class in question. If you’re intrigued by the idea of playing a
cleric who spontaneously casts domain spells instead of cure
spells, check out page 37 for the particulars.
Player’s Handbook II would not be a book worthy of its title if
the subject of character rebuilding from start to finish.
Finally, an extensive Appendix sets forth an efficient
method for quick generation of new player characters or
NPCs, which (among other things) streamlines the process of
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it didn’t present new feats and spells. Chapter 3: New Feats selecting skills and feats. The next time you need a character
contains more than 100 additions to the vast selection of feats in a hurry—or even if you don’t—check out this system.
in the D&D® game, and Chapter 4: New Spells presents a
similar number of new choices for spellcasters of all sorts.
This book starts to blaze its own trail in Chapter 5: Building WHAT YOU NEED TO PLAY
Your Identity, which contains dozens of brief discussions Player’s Handbook II makes use of the information in the three
on how to add more depth and realism to your character’s D&D core rulebooks: Player’s Handbook (PH), Dungeon Master’s
background and personality, plus some advice on how best Guide (DMG), and Monster Manual (MM). It also includes material
m

to fulfill your role as a player at the gaming table. that expands upon some of the content of several supplements,
Chapter 6: The Adventuring Group takes a step back including Complete Warrior, Complete Divine, Complete Arcane,
in perspective, focusing on the characters who collectively Complete Adventurer, and Miniatures Handbook. Although pos-
make up a particular kind of party. How did these would- session of any or all of these supplements will enhance your
be heroes come together in the first place, and what part enjoyment of this book, they are not strictly necessary for you
does each one of them play in a well-rounded group of to make use of the vast majority of this book.
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SWIFT AND IMMEDIATE ACTIONS see page 103) is a swift action. Casting a spell with a casting time
The Miniatures Handbook introduced the concept of a new action of 1 swift action does not provoke attacks of opportunity.
type: the swift action. Likewise, Expanded Psionics Handbook in- Immediate Action: Much like a swift action, an immediate
troduced another new action type: the immediate action. Some action consumes a very small amount of time, but represents a
of the class features, feats, spells, and items in Player’s Handbook larger expenditure of effort and energy than a free action. Unlike
II use these concepts. A description of how they work follows. a swift action, an immediate action can be performed at any
Swift Action: A swift action consumes a very small amount of time—even if it’s not your turn.
time, but represents a larger expenditure of effort and energy than Using an immediate action on your turn is the same as using a
a free action. You can perform one swift action per turn without swift action, and counts as your swift action for that turn. You cannot
affecting your ability to perform other actions. In that regard, a swift use another immediate action or a swift action until after your next
action is like a free action. However, you can perform only a single turn if you have used an immediate action when it is not currently
swift action per turn, regardless of what other actions you take. your turn (effectively, using an immediate action before your turn is
Casting a quickened spell a swift action. In addition, casting any equivalent to using your swift action for the coming turn). You also
spell with a casting time of 1 swift action (such as blade of blood; cannot use an immediate action if you are currently flat-footed.
pqqqqqqqqqqqqqqqqqqqqrs
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Illus. by R. Horsley
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his chapter introduces four new standard classes, rather than on more vulnerable allies. No other melee-
each designed to fill a specific niche in the game. oriented class has so much defensive prowess or ability
Like any new classes, they provide players with to influence what foes do in combat, aspects of the game
more options when it’s time to make characters and that are usually the province of spellcasters. While an able
provide DMs with new potential foes to pit against melee combatant, the knight is different in play from all
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the PCs. previous melee combat classes because of his control-


Beguiler: The warmage (described in Complete Arcane) is oriented abilities.
an arcane spellcaster who focuses on a tightly themed group
of spells. The beguiler takes that idea and does for enchant- NEW STARTING PACKAGES
ment and illusion spells what the warmage did for evocation. One of the features of Player’s Handbook II is a new treat-
With a dash of transmutation thrown in, the beguiler is the ment for starting packages, expanding on the concept
ultimate versatile spellcaster, with a trick or solution for behind the starting packages previously presented in
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every encounter. the Player’s Handbook and other publications. The new
Dragon Shaman: Drawing on the ancient power of classes described in this chapter and the eighteen
dragons, the dragon shaman provides powerful boosts to other classes discussed in Chapter 2 have three start-
every character in the party. The defensive and augmentation ing packages for you to choose from. Each package
abilities of this class allow a group with a dragon shaman to has an evocative title that describes the character’s
adventure without a cleric. role in the party (such as “Defender” or “Controller”)
Duskblade: This class provides melee combat abili- to give you an idea of the concept behind it. Some
ties and arcane spellcasting in equal measure. Although descriptions appear more than once—for example,
other ways to achieve this mix of powers exist, including both the fighter and the ranger have a starting pack-
multiclass characters and prestige classes, the duskblade age called “The Archer.” Some of these titles match
offers this combination from 1st level and throughout all those in Table A–3: Feat Progressions by Party Role
levels of play. (starting on page 209), but such similarities do not
Knight: Skilled with armor and shield, a knight controls necessarily extend to the feats recommended. A race
the battlefield in ways that no fighter or paladin ever could is specified for each package, but you can adjust the
and can ensure that foes center their attacks on the knight details to fit any race without too much trouble.
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Each package specifies a race, ability scores (which include MAKING A BEGUILER
racial modifiers), skills, feats, gear, and if appropriate, spells As a beguiler, you possess many useful skills and spells.
and class features. The skills all have maximum ranks—4 If your adventuring group lacks a rogue, you make a great
ranks in each class skill and 2 ranks in each cross-class skill. substitute for all but the rogue’s melee combat strengths. If
(Cross-class skills are designated by the letters “cc.”) Spells in the group lacks a wizard or other arcane caster, you can also
parentheses are available only if your character’s key ability fill that role with your command of illusions and enchant-
score for spellcasting is high enough to grant a bonus 1st-level ments, although you lack a wizard’s array of spells that deal
spell (or, if the character is a wizard, her Intelligence bonus damage and you possess less spellcasting versatility. Your
is high enough to grant bonus spells in her spellbook). The main strategy should be to control enemies, bolster your

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class features section appears only for characters who have allies, and take command of the battlefield.
NEW CLASSES
CHAPTER 1

optional class features available at 1st level, such as clerics Abilities: Beguilers have quick wits, deft hands, and
(domains), druids (animal companions), and sorcerers and compelling personalities. You need a high Intelligence to
wizards (familiars). get the most from your spells and skills. A high Charisma
You can use these starting packages in any way you like. You helps you be more convincing in your deceptions, while a

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are welcome to swap one skill for another, one feat for another high Dexterity helps you with the sneaky tasks you are likely
(provided that your character meets the prerequisites), one to pursue. Don’t neglect Constitution; although you have the
spell for another, or one piece of gear for another of roughly same Hit Die as a rogue, your Constitution score influences
equivalent value (within 5 gp). With a couple of exceptions, your ability to cast defensively and thus how well you can
the starting packages in this book use only information use your surprise casting class feature.
available in the Player’s Handbook. Thus, if you have access Races: Beguilers can be found among any race, but gnomes
to other rulebooks, you might want to swap out a few feats and half-elves seem to most appreciate the beguilers’ flexible
or weapons for options provided in those publications. The philosophy about truth. Being tricksters and inquisitive by
class features are likewise customizable. nature, gnomes gravitate to the beguiler class due to the
Most packages include the standard adventurer’s kit— interesting deeds it allows them to accomplish. Half-elves,

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backpack, belt pouch, bedroll, flint and steel, two sunrods,
ten days worth of trail rations, 50 feet of hempen rope, and
waterskin. (Monks don’t get the sunrods because they have
too few gp at 1st level.)
trapped as they are between the worlds of elves and humans,
find that a beguiler’s abilities help them better exist in both.
Humans, elves, and halflings also foster beguilers in their
midst, but dwarves and half-orcs rarely become members of
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the class. Dwarves tend to dislike dissembling, and half-orcs
typically lack the mental discipline and likable personality
BEGUILER required to make a good beguiler.
“You know me. I’m as good as my word, and my life is an open book.” Alignment: The beguilers’ outlook about truth is neither
—said with a straight face by Anastria Nailo, good nor evil, and beguilers of all alignments walk the world.
half-elf beguiler Nevertheless, those well practiced in the arts of deception and
manipulation rarely put much stock in others’ laws, and they
Some hold truth to be the greatest virtue, but it can do often display a self-centered attitude. Lawful good beguilers
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more damage than fiction. Everyone lives in a constant are like lawful good necromancers—rare and foreign even
state of deception. White lies, false smiles, and secret to their fellows.
thoughts keep society running smoothly. Honesty is a virtue Starting Gold: 6d4×10 gp (150 gp).
only up to a certain point. Beguilers understand these ideas Starting Age: As wizard (PH 109).
better than anyone, and they use deception, misunderstand-
ing, and secrets as skillfully as a soldier employs weapons CLASS FEATURES
of war. Your spells and skills make you well suited to espionage and
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Beguilers see lying and manipulation as tools. Just as a dungeon delving. In addition to being able to find and disarm
hammer can be used to build a house or crack a skull, deceit traps your group might encounter, you can charm and con-
and the ability to control others can be used for good or ill. found guards, turning what could be dangerous encounters
A lie whispered in the right ear can ruin lives, but a dishon- into simple steps toward your goal. In combat, you can use
est smile and honeyed words can open doors, turn foes into your spells to trick and outmaneuver foes.
friends, and even end wars. Beguilers have reputations as Weapon and Armor Proficiency: Beguilers are proficient
rakes, thieves, spies, and puppet masters, but they can also with all simple weapons plus the hand crossbow, rapier,
be diplomats, peacemakers, or heroic leaders who give hope shortbow, and short sword. Beguilers are proficient with light
in desperate situations. armor, but not with shields.
If you delight in manipulating others, either to their Spells: A beguiler casts arcane spells, which are drawn
disadvantage or for their own good, then the beguiler is the from the beguiler spell list on page 11. When you gain
class for you. More than any other kind of character, you rely access to a new level of spells, you automatically know all
on Charisma-based skills to change the reactions of others, the spells for that level on the beguiler’s spell list. You can
while your other class abilities enable you to catch others off cast any spell you know without preparing it ahead of time.

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guard with devastating spell-based attacks. Essentially, your spell list is the same as your spells known

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