D&D 3.5 - Complete Champion [OEF].pdf

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Contents
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Chapter 1: Religion . . . . . . . . . . . . . . . . . . . . . . . . . 5
The D&D Churches . . . . . . . . . . . . . . . . . . . . . . . . 5
Costs of Affi liation . . . . . . . . . . . . . . . . . . . . . . 6
The Anvil of Creation . . . . . . . . . . . . . . . . . . . . . . 6
Assembly of Balance . . . . . . . . . . . . . . . . . . . . . . . 8
The Blessed Bounty of Yondalla. . . . . . . . . . . . . 9
The Brotherhood of Equals . . . . . . . . . . . . . . . .11
The Eternal Library . . . . . . . . . . . . . . . . . . . . . . .12
Fharlanghn’s Way . . . . . . . . . . . . . . . . . . . . . . . . . 14
Fingers of the Laughing Rogue . . . . . . . . . . . .15
The Fist of Valor. . . . . . . . . . . . . . . . . . . . . . . . . . .16
The Mighty Arms of Kord . . . . . . . . . . . . . . . . .18
The Ruby Temple . . . . . . . . . . . . . . . . . . . . . . . . .20
Scales of Balance . . . . . . . . . . . . . . . . . . . . . . . . . .21
The Shining Light of Pelor. . . . . . . . . . . . . . . . .22
The Temple of True Aim . . . . . . . . . . . . . . . . . . .23
The Temple of the Twinkling Eye . . . . . . . . . .25
The Dark Churches . . . . . . . . . . . . . . . . . . . . . . .27
Creating D&D Churches . . . . . . . . . . . . . . . . . .28
Domain Affi liations . . . . . . . . . . . . . . . . . . . .28
Air Domain . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Animal Domain . . . . . . . . . . . . . . . . . . . . . . . .29
Chaos Domain . . . . . . . . . . . . . . . . . . . . . . . . .30
Death Domain . . . . . . . . . . . . . . . . . . . . . . . . .30
Destruction Domain . . . . . . . . . . . . . . . . . . .31
Earth Domain . . . . . . . . . . . . . . . . . . . . . . . . . .32
Evil Domain . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Fire Domain . . . . . . . . . . . . . . . . . . . . . . . . . . .33
Good Domain . . . . . . . . . . . . . . . . . . . . . . . . . .34
Healing Domain . . . . . . . . . . . . . . . . . . . . . . .34
Knowledge Domain . . . . . . . . . . . . . . . . . . . .36
Law Domain . . . . . . . . . . . . . . . . . . . . . . . . . . .36
Luck Domain . . . . . . . . . . . . . . . . . . . . . . . . . .37
Magic Domain . . . . . . . . . . . . . . . . . . . . . . . . .37
Plant Domain . . . . . . . . . . . . . . . . . . . . . . . . . .39
Protection Domain . . . . . . . . . . . . . . . . . . . . .39
Strength Domain. . . . . . . . . . . . . . . . . . . . . . .40
Sun Domain . . . . . . . . . . . . . . . . . . . . . . . . . . .41
Travel Domain . . . . . . . . . . . . . . . . . . . . . . . . .41
Trickery Domain . . . . . . . . . . . . . . . . . . . . . . .42
War Domain . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Water Domain . . . . . . . . . . . . . . . . . . . . . . . . .44
Chapter 2: Divine Character Options . . . . . .45
Making Characters Divine . . . . . . . . . . . . . . . .45
Alternative Class Features . . . . . . . . . . . . . . . . .45
New Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Domain Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Divine Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
Reserve Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
Tactical Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
Wild Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
Feat Descriptions . . . . . . . . . . . . . . . . . . . . . . . . .54
Air Devotion . . . . . . . . . . . . . . . . . . . . . . . . . . .54
Animal Devotion . . . . . . . . . . . . . . . . . . . . . . .54
Awesome Smite . . . . . . . . . . . . . . . . . . . . . . . .55
Battle Blessing . . . . . . . . . . . . . . . . . . . . . . . . .55
Bestial Charge. . . . . . . . . . . . . . . . . . . . . . . . . .56
Chaos Devotion . . . . . . . . . . . . . . . . . . . . . . . .56
Charnel Miasma. . . . . . . . . . . . . . . . . . . . . . . .57
Death Devotion . . . . . . . . . . . . . . . . . . . . . . . .57
Destruction Devotion . . . . . . . . . . . . . . . . . .57
Earth Devotion. . . . . . . . . . . . . . . . . . . . . . . . .58
Elemental Essence . . . . . . . . . . . . . . . . . . . . .58
Evil Devotion . . . . . . . . . . . . . . . . . . . . . . . . . .58
Fire Devotion . . . . . . . . . . . . . . . . . . . . . . . . . .58
Fragile Construct. . . . . . . . . . . . . . . . . . . . . . .58
Good Devotion . . . . . . . . . . . . . . . . . . . . . . . . .58
Great and Small . . . . . . . . . . . . . . . . . . . . . . . .59
Healing Devotion . . . . . . . . . . . . . . . . . . . . . .59
Holy Potency. . . . . . . . . . . . . . . . . . . . . . . . . . .59
Holy Warrior. . . . . . . . . . . . . . . . . . . . . . . . . . .60
Imbued Healing. . . . . . . . . . . . . . . . . . . . . . . .60
Knowledge Devotion . . . . . . . . . . . . . . . . . . .60
Law Devotion . . . . . . . . . . . . . . . . . . . . . . . . . .61
Luck Devotion . . . . . . . . . . . . . . . . . . . . . . . . .61
Magic Devotion . . . . . . . . . . . . . . . . . . . . . . . .61
Mitigate Suffering. . . . . . . . . . . . . . . . . . . . . .61
Plant Devotion . . . . . . . . . . . . . . . . . . . . . . . . .61
Protection Devotion . . . . . . . . . . . . . . . . . . . .61
Protective Ward . . . . . . . . . . . . . . . . . . . . . . . .61
Retrieve Spell . . . . . . . . . . . . . . . . . . . . . . . . . .62
Spiritual Counter. . . . . . . . . . . . . . . . . . . . . . .62
Spontaneous Domains. . . . . . . . . . . . . . . . . .62
Strength Devotion . . . . . . . . . . . . . . . . . . . . .62
Sun Devotion . . . . . . . . . . . . . . . . . . . . . . . . . .62
Swift Call . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Swift Wild Shape. . . . . . . . . . . . . . . . . . . . . . .62
Touch of Healing . . . . . . . . . . . . . . . . . . . . . . .62
Travel Devotion . . . . . . . . . . . . . . . . . . . . . . . .62
Trickery Devotion . . . . . . . . . . . . . . . . . . . . . .63
Umbral Shroud. . . . . . . . . . . . . . . . . . . . . . . . .63
Venom’s Gift . . . . . . . . . . . . . . . . . . . . . . . . . . .63
War Devotion . . . . . . . . . . . . . . . . . . . . . . . . . .63
Water Devotion . . . . . . . . . . . . . . . . . . . . . . . .64
PC Organizations . . . . . . . . . . . . . . . . . . . . . . . . . .64
Disciples of Legend . . . . . . . . . . . . . . . . . . . . . . .64
The Reliquary of Six . . . . . . . . . . . . . . . . . . . .67
Guardians of the Green . . . . . . . . . . . . . . . . . . . .68
The Paragnostic Assembly . . . . . . . . . . . . . . . . .72
The Paragnostic Repositories . . . . . . . . . . . 74
Pelor’s Shadow Guard . . . . . . . . . . . . . . . . . . . . .75
Prestige Classes. . . . . . . . . . . . . . . . . . . . . . . . . . . .80
Fist of the Forest . . . . . . . . . . . . . . . . . . . . . . . . . .80
Forest Reeve . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Holt Warden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
Mythic Exemplar . . . . . . . . . . . . . . . . . . . . . . . . .86
Ordained Champion . . . . . . . . . . . . . . . . . . . . . .90
Paragnostic Apostle . . . . . . . . . . . . . . . . . . . . . . .94
Paragnostic Initiate . . . . . . . . . . . . . . . . . . . . . . .97
Sanctifi ed One . . . . . . . . . . . . . . . . . . . . . . . . . . . .99
Shadowspy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105
Shadowstriker . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Squire of Legend . . . . . . . . . . . . . . . . . . . . . . . . .110
Chapter 3: New Spells. . . . . . . . . . . . . . . . . . . . 113
Spell Lists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
Spell Descriptions. . . . . . . . . . . . . . . . . . . . . . . .116
Aligned Aura. . . . . . . . . . . . . . . . . . . . . . . . . .116
Benediction . . . . . . . . . . . . . . . . . . . . . . . . . . .116
Bewildering Mischance . . . . . . . . . . . . . . .116
Bewildering Substitution . . . . . . . . . . . . . .116
Bewildering Visions . . . . . . . . . . . . . . . . . . .117
Bleed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117
Body Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . .117
Bolster Aura. . . . . . . . . . . . . . . . . . . . . . . . . . .117
Conduit of Life . . . . . . . . . . . . . . . . . . . . . . . .118
Confound . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Dampen Magic . . . . . . . . . . . . . . . . . . . . . . . .118
Darts of Life. . . . . . . . . . . . . . . . . . . . . . . . . . .118
Deifi c Bastion . . . . . . . . . . . . . . . . . . . . . . . . .119
Divine Presence . . . . . . . . . . . . . . . . . . . . . . .119
Divine Retribution . . . . . . . . . . . . . . . . . . . .119
Door of Decay . . . . . . . . . . . . . . . . . . . . . . . . 120
Execration . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Footsteps of the Divine . . . . . . . . . . . . . . . 120
Forest Child. . . . . . . . . . . . . . . . . . . . . . . . . . 121
Forest Eyes . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Forest Voice . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Healing Circle . . . . . . . . . . . . . . . . . . . . . . . 122
Iconic Manifestation . . . . . . . . . . . . . . . . . 122
Impede . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Interfaith Blessing . . . . . . . . . . . . . . . . . . . 123
Light of Courage . . . . . . . . . . . . . . . . . . . . . 123
Light of Faith. . . . . . . . . . . . . . . . . . . . . . . . . 123
Light of Purity . . . . . . . . . . . . . . . . . . . . . . . 123
Light of Wisdom . . . . . . . . . . . . . . . . . . . . . 124
Lore of the Gods. . . . . . . . . . . . . . . . . . . . . . 124
Mark of Sin . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Master Cavalier . . . . . . . . . . . . . . . . . . . . . . 124
Metal Fang . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Moral Façade . . . . . . . . . . . . . . . . . . . . . . . . . 125
Phantom Charge . . . . . . . . . . . . . . . . . . . . . 125
Profane Item . . . . . . . . . . . . . . . . . . . . . . . . . 126
Ravenous Darkness. . . . . . . . . . . . . . . . . . . 126
Rejuvenating Light . . . . . . . . . . . . . . . . . . . 126
Sacred Item . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Seed of Life . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Soul Ward. . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Spiritual Advisor . . . . . . . . . . . . . . . . . . . . . 127
Spiritual Guardian . . . . . . . . . . . . . . . . . . . 127
Subdue Aura . . . . . . . . . . . . . . . . . . . . . . . . . 128
Substitute Domain . . . . . . . . . . . . . . . . . . . 128
Summon Holy Symbol . . . . . . . . . . . . . . . 128
Surge of Fortune . . . . . . . . . . . . . . . . . . . . . 128
Touch of Restoration . . . . . . . . . . . . . . . . . 129
Turn Anathema . . . . . . . . . . . . . . . . . . . . . . 129
War-Mount . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Weight of Sin . . . . . . . . . . . . . . . . . . . . . . . . 129
Wooden Blight . . . . . . . . . . . . . . . . . . . . . . . 130
Chapter 4: Divine Items . . . . . . . . . . . . . . . . . 131
Power Components . . . . . . . . . . . . . . . . . . . . . .131
Special Holy Symbols . . . . . . . . . . . . . . . . . . . .133
Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Armor and Shields . . . . . . . . . . . . . . . . . . . . . . .135
Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Clothing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142
Chapter 5: Divine Quests and Sites . . . . . . .145
Creating Divine Criteria. . . . . . . . . . . . . . . . . .145
Nonalignment Elements. . . . . . . . . . . . . . .145
Alignment Elements . . . . . . . . . . . . . . . . . .146
Sample Holy Quests . . . . . . . . . . . . . . . . . . . . . .146
The Elemental Wellsprings . . . . . . . . . . . .146
The Pantheistic Tournament . . . . . . . . . . .147
The Ghostly Lair . . . . . . . . . . . . . . . . . . . . . .148
Ancient Temple . . . . . . . . . . . . . . . . . . . . . . .149
Holy Sites. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
Holy Location Descriptions. . . . . . . . . . . .151
Athenaeum of Boccob . . . . . . . . . . . . . . . . .151
Cold Forge of Moradin. . . . . . . . . . . . . . . . 152
Coliseum of Kord . . . . . . . . . . . . . . . . . . . . 153
Palace of Burning Ice . . . . . . . . . . . . . . . . . 154
Sepulcher of Wee Jas . . . . . . . . . . . . . . . . . 156
Temple of the First Dawn . . . . . . . . . . . . . 157
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Introduction
“We stand between the immortal and the mortal, the divine and the
earthly, the material and the sublime. Our duty is clear—bring the
light, purge the darkness, and shield the faithful from the grasping
claw of evil!”
—Dassak Torchin, paladin of the Shining Light of Pelor
alignment and domain choices. But these people still gain
divine power, so some source of it must exist.
Religions Are Not Absolute: With very few exceptions,
any character, of any race or alignment, can worship any deity.
Yes, it doesn’t make a lot of sense for a chaotic evil half-orc to
worship Moradin Dwarffather, and this book tells you why,
but not everyone who follows Hextor is lawful evil. Some
lawful neutral types who believe in a benevolent dictator-
ship might well feel that the God of Tyranny has the right
approach. It’s a scary thought, but defi nitely possible.
Not Everyone Worships the Same Way: Get used to this
idea, because it’s a recurring theme in this book. Even clerics
of the same deity might approach worship and holy missions
in different ways. A neutral good cleric of Pelor probably has
a completely different interpretation of his god’s will than
a lawful good paladin of Pelor does—yet both gain divine
power and inspiration from the same ultimate source.
This book deals with the above issues and more, providing
both game mechanical and roleplaying reasons for a character
to embrace the beliefs and tenets of a D&D religion. First
introduced in the Complete Divine supplement, the term
“divine character” refers to one who has chosen a religious
path—even if she is not a cleric, druid, or paladin.
In the medieval fantasy world of the D UNGEONS & D RAGONS
game, religion can become simply a means to an end—a
different sort of resource to exploit on the road to power.
Paladins, clerics, and a few other divine classes become the
faces of religion in the typical D&D campaign, but many
players and DMs devote little thought toward how the divine
really affects the world.
This book is dedicated to changing that conception. It gives
every character in the D&D world a tie to the divine and a
chance to gain benefi ts (both roleplaying and mechanical)
from worshiping a deity or an ideal—or even from simply
following a cause. Your character doesn’t have to sacrifi ce at
a temple or give up doing what he likes to do best—after all,
the D&D game is about coming up with interesting ways to
have fun. This book turns the myths and legends of the D&D
game into usable features of the campaign world and shows
you how to make them work best for your character.
WHAT YOU NEED TO PLAY
To use this book, you will need the three D&D core rule-
books—the Player’s Handbook (PH), Dungeon Master’s Guide
(DMG), and Monster Manual (MM) . Though no other books
are strictly necessary, a few will undoubtedly enhance your
enjoyment of this product. Complete Divine is an excellent
additional resource, offering additional mechanics that
complement those found in this book. Also, Complete Warrior
includes includes several feats mentioned herein.
Throughout this book, superscript abbreviations are often
used to denote game elements and other materials that appear
in certain supplements. Those supplements and their abbre-
viations are as follows: Complete Adventurer (CAd), Complete
Arcane (CAr), Complete Divine (CD), Complete Warrior (CW),
Expanded Psionics Handbook (EPH), Heroes of Horror (HH),
Miniatures Handbook (MH), Spell Compendium (SC), Tome of
Magic (ToM), and Unearthed Arcana (UA).
An asterisk (*) following the name of a game element
denotes an item described in this book.
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TRUE BELIEVERS?
In a world of monsters, magic, and miracles, belief in deities
ought to be automatic. But your character’s beliefs are entirely
up to you as a player. What your character believes and how
she practices (or fails to practice) a religion aren’t aspects of
the character that rulebooks should dictate. However, the
following tenets are central to the game.
Deities Do Exist: Kord, Hextor, Tiamat, Obad-Hai, and the
other D&D deities are all out there someplace. Your character
might not believe that these beings are deities—she might say
that they’re simply creatures with powers beyond the norm
for the Material Plane—but it’s very diffi cult to disbelieve
their existence entirely.
The Power of Belief Is Manifest: Some of those who
wield divine power do not follow particular deities. Many
druids do not worship Obad-Hai (or any other nature deity),
and some clerics simply follow ideals in keeping with their
SWIFT AND IMMEDIATE ACTIONS
The Miniatures Handbook introduced the concept of a new action
type: the swift action. Likewise, Expanded Psionics Handbook in-
troduced another new action type: the immediate action. Some
of the class features, spells, and items in Complete Champion use
these concepts. A description of how they work follows.
Swift Action: A swift action consumes a very small amount of
time but represents a larger expenditure of effort and energy than
a free action. You can perform one swift action per turn without af-
fecting your ability to perform other actions. In that regard, a swift
action is like a free action. However, you can perform only a single
swift action per turn, regardless of what other actions you take.
Casting a quickened spell is a swift action, as is casting any spell
with a casting time of 1 swift action (such as iconic manifestation;
see page 122). This kind of swift action does not provoke attacks
of opportunity.
Immediate Action: Much like a swift action, an immediate
action consumes a very small amount of time but represents a
larger expenditure of effort and energy than a free action. Unlike
a swift action, an immediate action can be performed at any
time—even if it’s not your turn.
Using an immediate action on your turn is the same as using
a swift action and counts as your swift action for that turn. If you
use an immediate action when it is not your turn, you cannot
perform another immediate action or swift action until after your
nex t turn. (Ef fec tively, using an immediate ac tion before your turn
is equivalent to using your swift action for the coming turn.) You
also cannot use an immediate action if you are flat-footed.
4
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Zgłoś jeśli naruszono regulamin