RACES
![]()
Roles in Ildikar
The following provides information on the common races found in Ildikar. While most details remain identical to those presented in the Player's Handbook, some elements are unique to Ildikar.
Dwarves
Dwarves believe they were crafted by the Creators from the earth itself, and they maintain their close connection to it. They call themselves the Urugrim, but the other races have referred to them as "dwarves" for so long that even most dwarves use the term.
Dwarven civilization began in the northernmost reaches of Ildikar, but the shattering of the continent spread them across the Isles. The oldest stronghold still intact is believed to be the glorious realm of Kearsvern, where dwarves and metallic dragons live as allies. These dwarves are slightly different from the rest of their kin, and they are detailed below. Other dwarves use the statistics found in the Player's Handbook.
Dwarves of any sort are recognized across the lands as steadfast warriors and prized craftsman. Dwarven settlements are most often found in mountainous areas, and often inside the mountains themselves. At this point in time, however, dwarves can almost as easily be found living with humans and elves in more urban environments.
Dwarf, Kearsvern
Kearsvern dwarves use the statistics found in the Player's Handbook, except as noted here.
+2 Constitution, -2 Dexterity.
+4 dodge bonus to Armor Class against monsters of the dragon type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. This replaces the standard dwarf's dodge bonus against giants.
Automatic Languages: Common and Dwarven. Bonus Languages: Draconic, Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Sorcerer. A multiclass Kearsvern dwarf’s sorcerer class does not count when determining whether he takes an experience point penalty for multiclassing.
Elves
The elves of Ildikar are of three kinds - the Dedrunai, Murganni, and Arlonai. The Dedrunai, or "those of the sands," are what most refer to when they simply say "elf." The Murganni, or "those of the sea," are aquatic elves. The Arlonai, or "those of the skies", are reclusive winged elves. Elves of Ildikar are immortal. That is, they can only die of disease or injury. It is theorized that they cannot die of age, but individual elves do appear to age at differing rates. Elven religion supposes that Fate knows when an elf's time will end, and someone that is 100 (young by elven standards) who appears older will die sooner than others of the same year who show no signs of age. These theories have, naturally, never been proven. Both varieties of elf generally hold the other as "cousins" and allies, although exceptions exist.
The Dedrunai are considered by the other races to be the most skilled seafarers in the world. Their passion for the open sea is rivaled only by their boldness. A Dedrunai elf takes risks that others would deem impossible. As a result, a large number of lands have been discovered and explored by elves. The elves rarely establish permanent settlements in these newfound places, instead moving on to the next expedition or adventure.
The Murganni are definitely more reserved than their cousins, and it is fair to say that they exhibit distrust of most surface-dwellers. Almost all Murganni elves have a close connection to the the undersea kingdom of Murgannon, a wondrous domain found in the waters of the Brennish Main between Brennon and Gamiedra. Murgannon boasts perhaps the largest collection of knowledge in the known world in their Royal Library, and Murganni elves are naturally suited for scholarly work.
The Arlonai are clearly the least commonly encountered kind of elf. They tend to live in mid elevations in coastal mountain chains, where they build magnificent structures on the tree branches. Due to a long and bloody feud with the green dragons that call such regions home, Arlonai numbers have dwindled considerably. Arlonai, like the Murganni, are somewhat distrustful of other races. This is perhaps because of a subconscious survival instinct more than a conscious disdain.
Of course, elves of any sort are intrinsically drawn to magic, and powerful mages are found among both the Dedrunai and the Murganni.
The Dedrunai use the statistics for an elf out of the Player's Handbook, with an added +2 racial bonus on all Profession (sailor) checks. The Murganni are aquatic elves, but they use slightly different statistics than found in the Monster Manual, as shown below. The Arlonai use the statistics for the Avariel presented in Races of Faerûn.
Elf, Murganni
These traits are in addition to the standard elf traits,
except where noted.
+2 Dexterity, -2 Charisma. The Murganni are hardier than other elves, but they are more aloof and distant than their cousins. These adjustments replace the standard elf’s ability score adjustments.
An Murganni elf has the aquatic subtype.
An Murganni elf has a swim speed of 40 feet.
Gills: Murganni elves can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules).
Proficient with trident, longspear, and net. This replaces the standard elf's proficiencies with lonswords, rapiers, and bows.
Superior Low-Light Vision: Murganni elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination. This trait replaces the standard elf’s low-light vision.
Automatic Languages: Common, Elven. Bonus Languages: Aquan, Draconic, Giant, Sahuagin.
Gnomes
Legend states the gnome race descended from the original dwarves. To this day, most dwarves refer to gnomes as their "laughing kin." Gnomes in Ildikar possess ambition that rivals even humanity in its depths. Much of the technological revolution experienced in the Isles in the past century are a direct result of gnomish influence.
Gnomes can be found throughout Ildikar, but most call the vast tunnels of Undertide home. Undertide is a kingdom that is actually dug under the ocean floor itself. While gnome craftsman are nearly as highly touted as dwarves, the real area that they shine is in innovation, both magical and mundane. From firearms to submersibles, many fantastical devices can be attributed to gnome inventors.
Gnomes are notorious tricksters, and many venerate the hero deity Gamndell, who they believe was once a mortal gnome. Gnomes have a strong oral tradition, and skilled storytellers and orators are numerous among the race.
Gnomes use the standard statistics from the Player's Handbook.
Half-Elves
The rare half-elf is likely drawn to the same kind of non-conventional life that created them. The most common type of half-elf is half-Dedrunai (use standard half-elf statistics), but both half-Murganni and half-Arlonai exist. Use the half-aquatic elf statistics found in Stormwrack for half-Murganni. For half-Arlonai, use the standard half-elf statistics, with the following additions:
Wings: Half-Arlonai possess wings just as their elven parent does. They can fly with a speed of 30 ft. (average). They cannot fly while carrying a heavy load, wearing heavy armor, or are fatigued or exhausted.
Level Adjustment: +1
Half-Orcs
Half-orcs are sometimes found in the more savage areas on the rim of civilization. They use the same statistics as found in the Player's Handbook, and the racial description fits an Ildikar half-orc.
Halflings
To sages, the halfling race is a mystery. Some claim halflings descended from elves, while others state halflings are more closely linked with dwarves and gnomes. To the typical halfling, these questions are moot.
A halfling of Ildikar embraces life and its pleasures. They value good food, better drink, and the nicest things they can get. This is not to say that great wealth is found in the small halfling communities dotting the world, but personal happiness and contentment are foremost in a halfling's mind. This general easy-going attitude ingratiates halflings with most any of the common races.
Halfling adventurers are atypical. Most prefer the comforts of home to the open road, but exceptions always exist.
Use the statistics found in the Player's Handbook for a halfling character.
Humans
Humans make up over sixty percent of the known world's population. Although scholars universally label humanity as the youngest of the common races, humans nevertheless have settled most to the world. Due to centuries of expansion and isolation, many offshoots of humanity exist, including the illumians and sea kin (detailed in Races of Destiny).
CLASSES
![]()
Roles in Ildikar
All of the core character classes are found in Ildikar, as well as most classes found in other supplements. The following describes the roles that several classes play. Much of the information found in the Stormwrack supplement fits Ildikar characters as well. For classes not listed, consult the DM to see how each fits into the campaign.
Barbarian
Many barbarians hail from the Shattered Plains of the Northern Wilds. These Viking warriors live a life of adventure, and many travel far from the north to satisfy their bloodlust and curiosity. The islands of the Pirate Keys and Silver Reef also produce many barbarians, but the more civilized nations of the Middle Kingdoms do not.
Most barbarians are human, but the class is represented by all of the common races. Among the monstrous races, barbarians are found more commonly than fighters, as might be expected.
Bard
Bards are found throughout Ildikar, but more concentrated in urban areas. Gamiedra certainly has more bards than any other nation, and many of the most popular performances take place there. Bards, however, are not always stage performers. Many take on much more lucrative work as spies and con-artists.
The sea nation of Murgannon has a high number of bardic scholars that maintain (and contribute to) the massive undersea libraries. The dwarves of Kearsvern also have a strong bardic tradition, albeit much more martial than typical. The gnomes of Undertide and beyond are fond of the profession, and many of the most famous storytellers hail from gnomish stock.
Cleric
Clerics are rarely found in the campaign world. Due to the utter lack of interaction between the gods and their mortal followers, few find the faith to harness divine power. Most churches that still exist have experts, aristocrats, or (rarely) adepts as members of the clergy.
Despite the lack of prominence of divine power in the world, the potential to tap into it still exists. The rare cleric commands respect from not only his or her church, but from people everywhere, whether they choose to use their gift for good or ill.
Clerics can worship a specific deity or an abstract ideal as detailed in the Player's Handbook.
Druid
Druids, while more prevalent than clerics, are still rather rare. The fervency that following a druidic tradition requires is harder and harder to find in the world. With the advent of a more technological world culture, druids are often seen as archaic. However, druids who are willing to travel with a ship crew are prized for their weather-related abilities.
It is believed that the god Ilmurion himself taught the first druids, in a mythic age where the gods walked with mortals. The original teachings are lost to time, and now hundreds of traditions exist in the remnants of Ildikar, due to centuries of dissolution. One can encounter druids of many different paths in their adventures.
Fighter
Fighters are arguably the most prominent class among adventurers. They can be found all over and from all walks of life, from the sharp-tongued duelist to the adamantine-armored dwarf. Schools, training academies, and mentors exist in the population centers, especially in the Middle Kingdoms, that teach those able to pay. Fighters in Ildikar (particularly those with formal training) are typically trained in seafaring and ship-to-ship combat and are among the elite in any kingdom's navy. Many of the larger island kingdoms possess knightly orders that protect the nation's interior as well.
Monk
Nearly every monastic tradition can trace its beginnings to the ancient Korinaga Empire, and many thrive there still. As the isolationist region became more and more incorporated with the rest of the Isles, several traditions migrated to other parts of the Isles.
Most monasteries are not associated with any particular religious tradition, instead focusing on the inner pursuit of personal perfection. Due to this self-reliance and the perception that they are "above" most worldly concerns, monks are respected and feared throughout the world.
Paladin
Easily the most rare class found in Ildikar, the occasional paladin is a beacon of goodness and hope in a world that has little of both. Many of the paladins that do exist forego the "traditional" full-plate to wear little or no armor and the holy charger for more exotic marine mounts. A paladin privateer leading a fleet is a terrible thought to the vast number of pirates who prey on sea travelers.
The sea elves of Murgannon have a knightly order of paladins that ride dolphins and sea-based dinosaurs into battle. Brennon also produces some paladins, and the current monarch, King Drahmund the First, is a paladin of great renown. The dwarves of Kearsvern have a high concentration of holy warriors, perhaps due to their long association with gold and silver dragons.
Ranger
Rangers, with their tendency toward exploration and respect for the natural order, are an easy fit for an Isles of Ildikar campaign. They can be found across the lands and seas. Rangers are most numerous among humans, but both the Dedrunai and Murganni elves boast the most rangers in comparison to their numbers.
In more civilized regions, the variant urban ranger class is a viable option.
Rogue
Possibly as commonly encountered as the fighter, rogues run the gamut from petty thieves to pirate lords to bored nobles. The varied skill set of the rogue means plenty of opportunities in an Ildikar campaign.
Sorcerer
Members of the sorcerer class are powerful individuals in Ildikar. Their innate magical abilities are most widely believed to be traced to a draconic heritage, but evidence exists that sorcerous power could come from demonic, celestial, or even ancestral sources. Sorcerers view magic as an art, as opposed to the predominant view of wizards that it is more of a science.
While not a rule, many sorcerers are evil-aligned, possibly due to a combination of "power corrupts" and a lack of discipline that a wizard might possess. Nevertheless, the word "sorcerer" conjures fear in commoners that "wizard" does not.
Wizard
Deriving their abilities from years of arcane training, wizards in Ildikar have achieved wondrous things in the past few centuries. Wizards blur the lines between magic and science, and a good number of them have come to view the two as one in the same. This causes some mages (particularly Elven) to balk, as they believe magic should be more "pure" than many modern wizards practice. While the two sides argue their sides, society benefits (or reels) from the magical advancements.
FEATS
![]()
Spelltouched
Feats
In this variant, a character who has been the target of a spell sometimes finds
that some of its magic rubs off on him or her permanently, leaving an echo of
the original spell. A character who has alter self cast on her
many times, for example, may develop the spell-like ability to alter her
features into the specific form she's most familiar with. Beneficial spells can
linger on a character like magic radiation, bestowing an advantage somehow
related to the original spell. In contrast, some PCs have a homeopathic reaction
to hostile spells; by suffering the effects of a spell, they develop a
countermeasure to it.
Such Spelltouched characters are a mystery to academic-minded spellcasters, who
can't reliably duplicate the process by repeatedly casting the same spell on a
subject. Magic interacts with each individual in a subtly different way.
Accordingly, the only way to become eligible to select a Spelltouched feat is to
have been exposed to (that is, targeted by or otherwise affected by) one of the
spells associated with the feat. if the spell allows a save, you must have
failed a saving throw against it at least once, whether intentionally or not.
After meeting the prerequisite, you may select a Spelltouched feat when your
character would otherwise qualify for a feat. The exposure is the game-world
explanation for your new power, and the feat choice is the trade-off that keeps
the game balanced.
| Feat | Prerequisites | Benefit |
|---|---|---|
| Accurate Jaunt | Exposure to greater teleport, plane shift, teleport, or shadow walk | Better chance of successfully traveling between planes |
| Bladeproof Skin | Exposure to stoneskin or iron body | Gain damage reduction 3/bludgeoning |
| Breadth of Knowledge | Exposure to legend lore or vision | All your Knowledge checks treated as trained |
| Conductivity | Exposure to call lightning, lightning bolt, or chain lightning | After taking electricity damage, send out a line of electricity that affects one target within 30 feet |
| Controlled Immolation | Exposure to fireball or delayed blast fireball | Take no damage from catching on fire; opponents that strike you in melee take 1d6 points of fire damage |
| Eyes to the Sky | Exposure to scrying or greater scrying | Automatically spot magical scrying sensor within 40 feet |
| False Pretenses | Exposure to charm or dominate spell | Mislead opponent into thinking you are charmed or dominated |
| Ineluctable Echo | Exposure to wail of the banshee or any power word spell | Caster who targets you with power word spell or wail of the banshee is also affected by spell |
| Life Leech | Exposure to death touch granted power or death knell spell | Each creature within 30 feet that has -1 to -9 hp loses 1 hp, which you gain as temporary hit points |
| Live My Nightmare | Exposure to phantasmal killer | Send nightmarish vision against creature that targets you with divination effect |
| Momentary Alteration | Exposure to alter self | Use alter self as spell-like ability for 1 minute once per day |
| Naturalized Denizen | Exposure to dimensional anchor | You are never treated as extraplanar creature |
| Omniscient Whispers | Exposure to commune or contact other plane | Receive answer to one question per week as if you had cast a commune spell |
| Photosynthetic Skin | Exposure to barkskin | Gain +2 to natural armor when outside during the day |
| Polar Chill | Exposure to cone of cold or ice storm | Create patch of icy ground that hampers movement |
| Residual Rebound | Exposure to spell resistance or spell turning | If you roll natural 20 on save against targeted spell, effect of spell turns back on caster |
| Stench of the Dead | Exposure to ghoul touch or vampiric touch | Carrion stench causes those adjacent to you to become sickened |
![]()
The Spelltouched feats described below follow
the normal format for feats.
Accurate Jaunt
[Spelltouched]
You have an instinctive sense of interplanar travel.
Prerequisite
Exposure to greater teleport, plane shift,
teleport, or shadow walk spell.
Benefit
When you use teleport, you can roll the targeting roll twice, taking whichever
result you prefer. When you use plane shift or shadow walk, you likewise make
the roll to determine your destination twice, choosing the better (usually
lower) result.
Bladeproof Skin
[Spelltouched]
Your skin has a degree of protection from even the sharpest edge.
Prerequisite
Exposure to stoneskin or iron body spell.
Benefit
You gain damage reduction 3/bludgeoning. Your skin imposes an armor check
penalty of 2 (which stacks with the armor check penalty from armor and shield).
Breadth of
Knowledge [Spelltouched]
Your time spent plumbing the depths of magic knowledge has resulted in a
treasure trove of obscure facts.
Prerequisite
Exposure to legend lore or vision spell.
Benefit
All Knowledge checks you make are treated as trained checks, even if you don't
have any ranks in the specific skill. If you have at least one rank in the
specific Knowledge skill in question, you gain a +1 bonus on the check.
Conductivity
[Spelltouched]
You have crude control over electricity effects near you.
Prerequisite
Exposure to call lightning, lightning bolt, or chain
lightning spell.
Benefit
Whenever you take damage from an electricity effect, you may send a line of
electricity arcing from your body at any single target within 30 feet. This bolt
deals half the damage you just took; a Reflex save (DC 16 + your Cha modifier)
halves this damage.
Controlled Immolation [Spelltouched]
If you catch on fire, the flames don't hurt you.
Prerequisite
Exposure to fireball or delayed blast fireball spell.
Benefit
If you catch on fire, you take no damage from the flames. A creature striking
you with its body or a handheld weapon takes 1d6 points of fire damage. The fire
persists on your body for 1d4 rounds.
This feat doesn't protect you from other sources of fire damage, whether magical
or not, only from the effects of catching on fire. It also doesn't protect your
equipment from the effects of fire.
Eyes to the Sky
[Spelltouched]
You have an instinctive sense of when someone is magically watching you.
Prerequisite
Exposure to scrying or greater scrying spell.
Benefit
You automatically spot the magical sensor created by a spell of the scrying
subtype (arcane eye, clairaudience/clairvoyance, greater scrying, or
scrying) if it's within 40 feet of you.
False Pretenses
[Spelltouched]
Those who try to charm you get an unpleasant surprise.
Prerequisite
Exposure to charm or dominate spell.
Benefit
When you succeed on a save against a charm or compulsion effect, the character
trying to charm or compel you believes that you failed your save. You can play
along voluntarily if you wish to. if the charm or compulsion involves telepathic
commands, you continue to receive them, although you aren't obligated to follow
them.
Ineluctable
Echo [Spelltouched]
Those who use words of power around you hear the sound of their own voices.
Prerequisite
Exposure to wail of the banshee or any power word spell.
Benefit
When you are targeted by a power word spell, whoever speaks the power word is
also affected by it (as if he had cast it on himself). Likewise, when you're
within the area of a wail of the banshee spell, the caster of the spell
also hears the wail and must succeed on a Fortitude save (using his own save DC)
or die.
Possessing the Ineluctable Echo feat doesn't protect you against power word or
wail of the banshee spells. You experience their effects normally.
Life Leech
[Spelltouched]
You automatically try to steal the last bit of life energy from anyone nearby.
Prerequisite
Exposure to death touch domain granted power or death knell spell.
Benefit
Each dying or stable creature within 30 feet of you (that is, any creature with
-1 to -9 hit points) loses an additional 1 hit point at the beginning of your
turn. You gain the same amount as temporary hit points that last for 10 minutes.
You can't suppress this effect, which functions on both friend and foe.
Live My
Nightmare [Spelltouched]
Those who magically pry into your mind become privy to your most frightening
dreams.
Prerequisite
Exposure to phantasmal killer spell.
Benefit
Whenever someone successfully targets you with a divination spell or effect, you
can send that caster a nightmarish vision. This vision functions as a
phantasmal killer spell, except that the form comes from your dreams, not
the other creature's dreams. The other creature must succeed on a Will save (DC
14 + your Cha modifier) to disbelieve the nightmare and a Fortitude save (DC 14
+ your Cha modifier) to avoid dying from fear.
Momentary
Alteration [Spelltouched]
You can briefly transform yourself into a second form, acquiring its physical
qualities.
Prerequisite
Exposure to alter self spell.
Benefit
Choose one specific form that you've turned yourself into with the alter self
spell. Once per day, you can use alter self as a spell-like ability to
turn yourself into this form for 1 minute.
Special
You can gain Momentary Alteration multiple times. Each time you take the feat,
you can either extend the duration of an already chosen alternate form by 1
minute or choose another specific form from among those you've experienced after
casting alter self on yourself.
Naturalized Denizen [Spelltouched]
You are unusually anchored to your location.
Prerequisite
Exposure to dimensional anchor spell.
Benefit
You are never treated as an extraplanar creature (and you lose the extraplanar
subtype). Thus, you can't be affected by a banishment or dismissal spell or
similar effects that send extraplanar creatures back to their home planes.
Omniscient Whispers
[Spelltouched]
A constant, barely audible muttering echoes in your ears, usually beyond your
comprehension. But if you focus all your energy on listening, you sometimes
catch a sentence or two that bears directly on your current situation.
Prerequisite
Exposure to commune or contact other plane spell.
Benefit
Once per week, you can tune into the voices you hear, getting the answer to a
question much as if you had asked it with a commune spell.
Using this feat renders you exhausted.
Photosynthetic Skin [Spelltouched]
Your skin toughens when it draws energy from the sun.
Prerequisite
Exposure to barkskin spell.
Benefit
Whenever you're outside during the day, you gain a +2 enhancement bonus to your
natural armor (characters who don't have natural armor ordinarily have a natural
armor bonus of +0).
Polar Chill [Spelltouched]
You can call forth the cold of the arctic regions, making movement and fighting
difficult for the unprepared.
Prerequisite
Exposure to cone of cold or ice storm spell.
Benefit
Once per day, you can make the ground icy in a 20-foot-radius spread around you.
Each square in that area becomes covered with ice, so it takes two squares of
movement to enter each square, and the DC of Balance and Tumble checks there
increases by 5. A DC 10 Balance check is required to run or charge across the
ice. The ice remains for 1 minute or until exposed to fire.
You can't
use this feat if you aren't touching the ground, and it doesn't work if the air
temperature is above 100 degrees.
Residual
Rebound [Spelltouched]
Sometimes spells cast at you rebound on the caster instead.
Prerequisite
Exposure to spell resistance or spell turning spell.
Benefit
If you roll a natural 20 on a save against a targeted spell, it turns back on
the caster as if affected by a spell turning spell. Unlike spell turning,
however, the Residual Rebound feat potentially functions against touch range
spells as well. Residual Rebound only works on targeted spells that allow a
saving throw, so a fireball won't rebound, nor will a power word stun.
Stench of the Dead [Spelltouched]
The odor of decay hangs heavy on you, causing others to gasp and retch.
Prerequisite
Exposure to ghoul touch or vampiric touch spell.
Benefit
You exude a carrion stench that causes any creature adjacent to you to make a
Fortitude save (DC 12 + your Cha modifier) or become sickened as long as it
remains adjacent to you and for 1d4 rounds thereafter. You can't suppress the
stench voluntarily.
![]()
Weapon Group Proficiencies
Weapons are divided into three categories in the basic d20 system rules: simple,
martial, and exotic. While this system works very well for establishing the
complexity of each weapon and balancing the classes' abilities against one
another, grouping weapons by similar type offers an exciting variant to
determine what weapons a character knows how to use.
At its simplest, the weapon group feat variant establishes a small list of feats
called Weapon Group proficiency feats. Each feat allows a character to use a
small number of similar weapons without penalty. Although most characters using
this system are proficient with fewer weapons than the standard character
classes, the weapons they know how to use will be grouped along a similar theme,
providing a little more flavor to each character's weapon choice at the expense
of a small amount of versatility.
This variant includes references to some weapons featured in the Arms and
Equipment Guide (marked A) and Complete Warrior (marked W). See those
books for full information on weapons so marked.
Using
Weapon Groups In Place of Class Weapon Proficiencies
While the Weapon Group proficiency feats work well in conjunction with the
standard classes' starting armor and weapon proficiencies, you might want to
substitute a number of these feats for each class's starting weapon
proficiencies. Doing this can lend more flavor to specific characters or
organizations. It allows you (either as player or as GM) to design a
sect of clerics whose members always choose the same weapon group proficiencies,
or even establish racial preferences. All dwarf fighters, rangers, and paladins
might be required, for example, to choose Weapon Group (picks and hammers) as
one of their starting weapon group proficiencies.
For classes not listed here, assign starting weapon group proficiencies using
the class's granted weapon proficiencies and these classes as a guide.
| Weapon Group Proficiencies at 1st Level |
| Barbarian | Basic weapons, plus any other three |
| Bard | Basic weapons, plus any other two |
| Cleric | Basic weapons, plus any other two |
| Druid | Basic weapons, plus either druid weapons or spears |
| Fighter | Basic weapons, plus any other four |
| Monk | Basic weapons, plus any other one |
| Paladin | Basic weapons, plus any other three |
| Ranger | Basic weapons, plus any other three |
| Rogue | Basic weapons, plus any other two |
| Sorcerer | Basic weapons, plus either spears or crossbows |
| Wizard | Basic weapons or crossbows |
Using
Weapon Groups With Racial Favored Weapons
Some races gain free weapon proficiencies or are innately familiar with specific
exotic weapons. Use the following rules to incorporate this concept with the
Weapon Group proficiency variant.
Dwarf
Any dwarf who has Weapon Group (axes) is also proficient with the dwarven waraxe
and the dwarven urgrosh.
Elf
All elves automatically have Weapon Group (bows) and either Weapon Group (heavy
blades) or Weapon Group (light blades).
Gnome
Any gnome who has Weapon Group Proficiency (picks and hammers) is also
proficient with the gnome hooked hammer.
Weapon-Specific Feats
Any feat that requires a character to choose a specific weapon to apply the
feat's benefit to (such as Improved Critical, Weapon Focus, or Weapon
Specialization) can instead be applied to a weapon group. The character must
still meet the prerequisites for the feat.
Weapon Group Feats
Following are the Weapon Group proficiency feats available to characters. They
are presented in the normal format for feats.
Weapon Group (Axes)
You understand how to use axes and axelike weapons.
Benefit: You make attack rolls with the following weapons
normally: handaxe, battleaxe, greataxe, and dwarven waraxe (two-handed use).
Normal: When using a weapon with which you are not
proficient, you take a -4 penalty on attack rolls.
Weapon
Group (Basic Weapons)
You understand how to use a few basic weapons.
Benefit: You make attack rolls with the following weapons
normally: club, dagger, and quarterstaff.
Normal: When using a weapon with which you are not
proficient, you take a -4 penalty on attack rolls.
Weapon
Group (Bows)
You understand how to use bows.
Benefit: You make attack rolls with the following weapons
normally: shortbow, longbow, composite shortbow, and composite longbow.
Normal: When using a weapon with which you are not
proficient, you take a -4 penalty on attack rolls.
Weapon
Group (Claw Weapons)
You understand how to use weapons strapped to the hands.
Benefit: You make attack rolls with the following weapons
normally: punching dagger, spiked gauntlet.
Normal: When using a weapon with which you are not
proficient, you take a -4 penalty on attack rolls.
Weapon
Group (Crossbows)
You understand how to use crossbows.
Benefit: You make attack rolls with the following weapons
normally: heavy crossbow, light crossbow, repeating heavy crossbow, and
repeating light crossbow.
Normal: When using a weapon with which you are not
proficient, you take a -4 penalty on attack rolls.
Weapon
Group (Druid Weapons)
You understand how to use weapons favored by druids.
Benefit: You make attack rolls with the following weapons
normally: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling,
and spear.
Normal: When using a weapon with which you are not
proficient, you take a -4 penalty on attack rolls.
Weapon
Group (Exotic Double Weapons)
You understand how to use the exotic double weapons associated with the weapon
groups that you have mastered.
Prerequisite: Base attack bonus +1.
Benefit: Whenever you take a Weapon Group proficiency feat,
you also gain proficiency in the exotic double weapons associated with that
group. When you take this feat, you gain proficiency in the exotic double
weapons associated with the weapon groups that you already know how to use.
Some exotic double weapons require you to be proficient with two weapon groups
to gain proficiency in their use from this feat.
Axes
Orc double axe, dwarven urgrosh (must also have Weapon Group [spears and
lances]).
Flails
and Chains
Dire flail, gyrspike [A] (must also have Weapon Group [heavy blades]).
Heavy
Blades
Double scimitar [A], gyrspike [A] (must also have Weapon Group [flails and chains]),
two-bladed sword.
Maces
and Clubs
Double mace [A]
Picks
and Hammers
Double hammer [W], gnome hooked hammer.
Spears
and Lances
Dwarven urgrosh (must also have Weapon Group [axes]).
Normal: When using a weapon with which you are not proficient, you take a -4
penalty on attack rolls.
Special
Weapon
Group (Exotic Weapons)
You understand how to use the exotic weapons associated with the weapon groups
that you have mastered.
Prerequisite: Base attack bonus +1.
Benefit: When you take this feat, you gain proficiency in the
exotic weapons associated with the weapon groups that you already know how to
use. Whenever you take a Weapon Group proficiency feat, you also gain
proficiency in the exotic weapons (but not the exotic double weapons) associated
with that group.
Axes
Dwarven waraxe (one-handed use).
Bows
Elven double bow [A], greatbow [W], composite greatbow [W].
Claw
Weapons
Bladed gauntlet [A], claw bracer [A], panther claw [A], stump knife [A], tiger
claws [A], ward
cestus [A].
Clubs
and Maces
Warmace [W] (one-handed use), tonfa [A].
Crossbows
Great crossbow [A], hand crossbow.
Druid
Weapons
Greatspear [W].
Flails
and chains
Chain-and-dagger [A], scourge, spiked chain, three-section staff [A], whip,
whipdagger [A].
Heavy
Blades
Bastard sword (one-handed use), katana (one-handed use), khopesh [A], mercurial
longsword [A], mercurial greatsword [A].
Light
Blades
Kukri, sapara [A], triple dagger-, war fan [A].
Monk
Weapons
Butterfly sword [A], tonfa [A].
Picks
and Hammers
Dire pick [W], gnome battlepick [A], maul [A] (one handed use).
Polearms
Heavy poleaxeW.
Slings
and Thrown Weapons
Bolas, chakram [A], gnome calculus [A], halfling skiprock [A], orc shotput [A], shuriken,
throwing iron [A].
Spears
and Lances
Duom [A], greatspear [W], harpoon [A], manti [A], spinning javelin [A].
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Weapon Group (Firearms)
You understand how to use firearms.
Benefit: You make attack rolls with the all conventional
firearms normally.
Normal: When using a weapon with which you are not
proficient, you take a -4 penalty on attack rolls.
Weapon Group (Flails and Chains)
You understand how to use flails and chain weapons.
Benefit: You make attack rolls with the following weapons
normally: light flail and heavy flail.
Normal: When using a weapon with which you are not
proficient, you take a -4 penalty on attack rolls.
Weapon
Group (Heavy Blades)
You understand how to use large bladed weapons.
Benefit: You make attack rolls with the following weapons
normally: longsword, greatsword, falchion, scimitar, and bastard sword
(two-handed use).
Normal: When using a weapon with which you are not
proficient, you take a -4 penalty on attack rolls.
Weapon
Group (Light Blades)
You understand how to use light bladed weapons.
Benefit: You make attack rolls with the following weapons
normally: dagger, punching dagger, rapier, and short sword.
Normal: When using a weapon with which you are not
proficient, you take a -4 penalty on attack rolls.
Weapon
Group (Maces and Clubs)
You understand how to use maces and clubs.
Benefit: You make attack rolls with the following weapons
normally: club, light mace, heavy mace, greatclub, quarterstaff, sap, and
warmace [W] (two-handed use).
Normal: When using a weapon with which you are not
proficient, you take a -4 penalty on attack rolls.
Weapon Group (Monk Weapons)
You understand how to use weapons normally favored by monks.
Prerequisite: Improved Unarmed Strike.
Benefit: You make attack rolls with the following weapons
normally: kama, nunchaku, quarterstaff, sai, shuriken, and siangham.
Normal: When using a weapon with which you are not
proficient, you take a -4 penalty on attack rolls.
Weapon
Group (Picks and Hammers)
You understand how to use picks and hammers.
Benefit: You make attack rolls with the following weapons
normally: light pick, heavy pick, light hammer, warhammer, scythe, and maul (two
handed use).
Normal: When using a weapon with which you are not
proficient, you take a -4 penalty on attack rolls.
Weapon Group (Polearms)
You understand how to use polearms.
Benefit: You make attack rolls with the following weapons
normally: glaive, guisarme, halberd, and ranseur.
Normal: When using a weapon with which you are not
proficient, you take a -4 penalty on attack rolls.
Weapon
Group (Slings and Thrown Weapons)
You understand how to use slings and handheld thrown weapons.
Benefit: You make attack rolls with the following weapons
normally: dart and sling.
Normal: When using a weapon with which you are not
proficient, you take a -4 penalty on attack rolls.
Weapon
Group (Spears and Lances)
You understand how to use spears and javelins.
Benefit: You make attack rolls with the following weapons normally: javelin,
lance, longspear, shortspear, and trident.
Normal: When using a weapon with which you are not proficient, you take a -4
penalty on attack rolls.