(ENG) D&D 3.5 Ed. - Forgotten Realms - Player's Guide to Faerun + (Errata Corrige) - Flip eBook Pages 1-50 (2024)

DESIGNERS Richard Baker, Travis Stout, James Wyatt DEVELOPERS Michael Donais, Andrew J. Finch, David Noonan EDITOR Penny Williams MANAGING EDITOR Gwendolyn F.M. Kestrel DESIGN MANAGERS Christopher Perkins, Ed Stark DEVELOPMENT MANAGER Andrew J. Finch DIRECTOR OF RPG R&D Bill Slavicsek PRODUCTION MANAGER Josh Fischer ART DIRECTOR Robert Raper Adam Rex COVER ARTIST Thomas Baxa, Beet, INTERIOR ARTISTS Wayne England, Carl Frank, Randy Gallegos, Rafa Garres, Jeremy Jarvis, Raven Mimura, Scott Okumura, Jim Pavelec, Steve Prescott, Rick Sardinha, Ben Thompson Kate Irwin, Robert Raper GRAPHIC DESIGNERs Dennis Kauth, Robert Lazzaretti CARTOGRAPHERS Angelika Lokotz GRAPHIC PRODUCTION SPECIALIST Jason Wiley IMAGE TECHNICIAN Todd Meyer, Rasmus Pechuel, PLAYTESTERS Jon Pickens, Monica Shellman, Michael S. Weber, Penny Williams Sources include FORGOTTEN REALMS Campaign Setting by Ed Greenwood, Sean K Reynolds, Skip Williams, and Rob Heinsoo; Monster Compendium: Monsters of Faerûn by James Wyatt and Rob Heinsoo; Magic of Faerûn by Sean K Reynolds, Duane Maxwell, and Angel Leigh McCoy; Pages from the Mages by Ed Greenwood and Tim Beach; On Hallowed Ground by Colin McComb; Planes of Law by Colin McComb and Wolfgang Baur; Planes of Chaos by Wolfgang Baur and Colin McComb; Planes of Confl ict by Colin McComb; Faiths and Avatars by Julia Martin with Eric L. Boyd; Powers and Pantheons by Eric L. Boyd; Demihuman Deities by Eric L. Boyd; Monster Mythology by Carl Sargent; “Epic Insights” web column by Andy Collins.33 Based on the original DUNGEONS & DRAGONS® rules created by Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.33 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/d20.333 10 9 8 7 6 5 4 3 2 1 First Printing: March 2004 620-88647-001-EN DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, FORGOTTEN REALMS, d20, d20 System, WIZARDS OF THE COAST, Player’s Guide to Faerûn, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc.3Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc., and regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc.3 This product is a work of fi ction. Any similarity to actual people, organizations, places, or events is purely coincidental.3©2004 Wizards of the Coast, Inc. Printed in the U.S.A.33 Visit our website at www.wizards.com/forgottenrealms U.S., CANADA ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Inc. P.O. Box 707 Renton WA 98057–0707 (Questions?) 1–800–324–6496 EUROPEAN HEADQUARTERS Wizards of the Coast, Belgium T Hofveld 6d 1702 Groot-Bijgaarden Belgium +322–467–3360 ™ 620_88647_PlayGuideFaru3.indd 1 12/18/03, 11:01:21 AM

2 TABLE OF CONTENTS Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 How to Use This Book in Your Campaign . . . . . . . . . . . . . . . . . 4 What You Need to Play. . . . . . . . . . . . . . . 4 Previous Forgotten Realms Products . . . 5 Chapter 1: Races and Feats . . . . . . . . . . . . . . 6 Character Region . . . . . . . . . . . . . . . . . . . . . . 6 How to Choose A Region . . . . . . . . . . . . . 6 Region Benefi ts . . . . . . . . . . . . . . . . . . . . . . 8 Regions and Skills. . . . . . . . . . . . . . . . . . . . 8 Region Defi nitions . . . . . . . . . . . . . . . . . . . 9 Humans . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Human Ethnicities. . . . . . . . . . . . . . . . . . 10 Vital Statistics . . . . . . . . . . . . . . . . . . . . . . . 31 Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Arcane Preparation [General] . . . . . . . . 32 Arcane Schooling [Regional] . . . . . . . . . 33 Artist [Regional]. . . . . . . . . . . . . . . . . . . . 33 Axethrower [Regional] . . . . . . . . . . . . . . 33 Blooded [Regional] . . . . . . . . . . . . . . . . . . 35 Bloodline of Fire [Regional]. . . . . . . . . . 35 Bullheaded [Regional] . . . . . . . . . . . . . . . 37 Cosmopolitan [Regional]. . . . . . . . . . . . . 37 Dauntless [Regional] . . . . . . . . . . . . . . . . 37 Daylight Adaptation [Regional]. . . . . . . 37 Delay Spell [Metamagic]. . . . . . . . . . . . . 37 Discipline [Regional] . . . . . . . . . . . . . . . . 38 Dreadful Wrath [Regional]. . . . . . . . . . . 38 Education [Regional] . . . . . . . . . . . . . . . . 38 Ethran [Regional] . . . . . . . . . . . . . . . . . . 38 Fearless [Regional] . . . . . . . . . . . . . . . . . . 38 Fleet of Foot [Regional] . . . . . . . . . . . . . 38 Foe Hunter [Regional]. . . . . . . . . . . . . . . 38 Forester [Regional]. . . . . . . . . . . . . . . . . . 39 Forgeheart [Regional] . . . . . . . . . . . . . . . 39 Furious Charge [Regional] . . . . . . . . . . . 39 Horse Nomad [Regional] . . . . . . . . . . . . 39 Improved Familiar [General] . . . . . . . . . 39 Innate Spell [Metamagic] . . . . . . . . . . . . 39 Inscribe Rune [Item Creation] . . . . . . . . 40 Insidious Magic [Metamagic]. . . . . . . . . 40 Knifefi ghter [Regional] . . . . . . . . . . . . . . 40 Luck of Heroes [Regional] . . . . . . . . . . . 40 Magic in the Blood [Regional]. . . . . . . . 40 Magical Artisan [General] . . . . . . . . . . . 41 Magical Training [Regional] . . . . . . . . . 41 Mercantile Background [Regional] . . . . 41 Militia [Regional]. . . . . . . . . . . . . . . . . . . 41 Mind over Body [Regional] . . . . . . . . . . 41 Otherworldly [Regional] . . . . . . . . . . . . . 41 Pernicious Magic [Metamagic] . . . . . . . 42 Persistent Spell [Metamagic] . . . . . . . . . 42 Portal Master [Item Creation] . . . . . . . . 42 Reactive Counterspell [General]. . . . . . . 42 Resist Poison [Regional] . . . . . . . . . . . . . 43 Saddleback [Regional] . . . . . . . . . . . . . . . 43 Shadow Weave Magic [General]. . . . . . . 43 Signature Spell [General]. . . . . . . . . . . . . 43 Silver Palm [Regional]. . . . . . . . . . . . . . . 43 Smooth Talk [Regional] . . . . . . . . . . . . . 43 Snake Blood [Regional] . . . . . . . . . . . . . . 43 Spell Thematics [General]. . . . . . . . . . . . 44 Spellcasting Prodigy [General] . . . . . . . . 44 Spellwise [Regional] . . . . . . . . . . . . . . . . . 44 Stormheart [Regional]. . . . . . . . . . . . . . . 44 Street Smart [Regional] . . . . . . . . . . . . . 44 Strong Soul [Regional] . . . . . . . . . . . . . . 44 Surefooted [Regional]. . . . . . . . . . . . . . . . 45 Survivor [Regional] . . . . . . . . . . . . . . . . . 45 Swift and Silent [Regional]. . . . . . . . . . . 45 Tattoo Focus [Regional] . . . . . . . . . . . . . 45 Tenacious Magic [General] . . . . . . . . . . . 45 Thug [Regional] . . . . . . . . . . . . . . . . . . . . 45 Thunder Twin [Regional] . . . . . . . . . . . . 46 Tireless [Regional] . . . . . . . . . . . . . . . . . . 46 Treetopper [Regional] . . . . . . . . . . . . . . . 46 Twin Spell [Metamagic] . . . . . . . . . . . . . 46 Twin Sword Style [Regional] . . . . . . . . . 46 Chapter 2: Prestige Classes . . . . . . . . . . . . . 47 Prestige Classes for Faerûnian Characters . . . . . . . . . . . . . . . 47 Arcane Devotee. . . . . . . . . . . . . . . . . . . . . 48 Divine Champion . . . . . . . . . . . . . . . . . . . 49 Divine Disciple . . . . . . . . . . . . . . . . . . . . . 51 Divine Seeker. . . . . . . . . . . . . . . . . . . . . . . 52 Evereskan Tomb Guardian . . . . . . . . . . . 53 Eye of Horus-Re. . . . . . . . . . . . . . . . . . . . 54 Hammer of Moradin. . . . . . . . . . . . . . . . 56 Harper Agent . . . . . . . . . . . . . . . . . . . . . . 58 Hathran . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Incantatrix . . . . . . . . . . . . . . . . . . . . . . . . . 61 Justiciar of Tyr . . . . . . . . . . . . . . . . . . . . . 63 Monk of the Long Death. . . . . . . . . . . . 65 Morninglord of Lathander. . . . . . . . . . . 66 Purple Dragon Knight. . . . . . . . . . . . . . . 68 Runecaster . . . . . . . . . . . . . . . . . . . . . . . . . 69 Shaaryan Hunter . . . . . . . . . . . . . . . . . . . 71 Shadow Adept . . . . . . . . . . . . . . . . . . . . . . 72 Shadow Thief of Amn. . . . . . . . . . . . . . . 74 Spellguard of Silverymoon . . . . . . . . . . . 75 Zhentarim Spy. . . . . . . . . . . . . . . . . . . . . . 77 Chapter 3: Domains and Spella . . . . . . . . . 79 Deity-Specifi c Spells . . . . . . . . . . . . . . . . . . 79 Initiate of Bane [Initiate] . . . . . . . . . . . . 80 Initiate of Cyric [Initiate] . . . . . . . . . . . . 80 Initiate of Gond [Initiate] . . . . . . . . . . . . 80 Initiate of Helm [Initiate] . . . . . . . . . . . 80 Initiate of Ilmater [Initiate]. . . . . . . . . . 80 Initiate of Lathander [Initiate] . . . . . . . 80 Initiate of Malar [Initiate] . . . . . . . . . . . 81 Initiate of Mystra [Initiate] . . . . . . . . . . 81 Initiate of Nature [Initiate] . . . . . . . . . . 81 Initiate of Selûne [Initiate]. . . . . . . . . . . 81 Initiate of Tyr [Initiate] . . . . . . . . . . . . . 82 Comprehensive Spell Lists . . . . . . . . . . . . . 82 Assassin Spells. . . . . . . . . . . . . . . . . . . . . . 82 Bard Spells . . . . . . . . . . . . . . . . . . . . . . . . . 82 Blackguard Spells . . . . . . . . . . . . . . . . . . . 83 Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . . 83 Cleric Domains . . . . . . . . . . . . . . . . . . . . . 84 Druid Spells . . . . . . . . . . . . . . . . . . . . . . . . 93 Hathran Spells . . . . . . . . . . . . . . . . . . . . . 94 Paladin Spells. . . . . . . . . . . . . . . . . . . . . . . 94 Ranger Spells. . . . . . . . . . . . . . . . . . . . . . . 95 Sorcerer and Wizard Spells. . . . . . . . . . . 95 Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Acid Storm. . . . . . . . . . . . . . . . . . . . . . . . . 99 Ball Lightning . . . . . . . . . . . . . . . . . . . . . 99 Battletide . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Black Talon . . . . . . . . . . . . . . . . . . . . . . . 100 Blinding Spittle . . . . . . . . . . . . . . . . . . . . 100 Blindsight . . . . . . . . . . . . . . . . . . . . . . . . . 100 Bombardment . . . . . . . . . . . . . . . . . . . . . 100 Briartangle . . . . . . . . . . . . . . . . . . . . . . . . 100 Caligarde’s Claw . . . . . . . . . . . . . . . . . . . 100 Claws of the Beast . . . . . . . . . . . . . . . . . 101 Cloud of Bewilderment . . . . . . . . . . . . . 101 Create Magic Tattoo . . . . . . . . . . . . . . . 101 Dread Blast. . . . . . . . . . . . . . . . . . . . . . . . 101 Elminster’s Effulgent Epuration . . . . 102 Eye of Power . . . . . . . . . . . . . . . . . . . . . . 102 Favor of Ilmater. . . . . . . . . . . . . . . . . . . 102 Fiendform . . . . . . . . . . . . . . . . . . . . . . . . 102 Fireward . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Fleshshiver. . . . . . . . . . . . . . . . . . . . . . . . 103 Forceward. . . . . . . . . . . . . . . . . . . . . . . . . 103 Gedlee’s Electric Loop. . . . . . . . . . . . . . 103 Glory of the Martyr . . . . . . . . . . . . . . . 103 General of Undeath . . . . . . . . . . . . . . . . 103 Handfi re. . . . . . . . . . . . . . . . . . . . . . . . . . 103 Harmony . . . . . . . . . . . . . . . . . . . . . . . . . 104 Holy Star . . . . . . . . . . . . . . . . . . . . . . . . . 104 Howling Chain . . . . . . . . . . . . . . . . . . . . 104 Icelance. . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Inferno . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Lawful Sword . . . . . . . . . . . . . . . . . . . . . 105 Lightning Ring. . . . . . . . . . . . . . . . . . . . 105 Lively Step. . . . . . . . . . . . . . . . . . . . . . . . 106 Mace of Odo . . . . . . . . . . . . . . . . . . . . . . 106 Manyjaws . . . . . . . . . . . . . . . . . . . . . . . . . 106 Mold Touch . . . . . . . . . . . . . . . . . . . . . . . 106 Moonweb . . . . . . . . . . . . . . . . . . . . . . . . . 106 Mystic Lash. . . . . . . . . . . . . . . . . . . . . . . 106 Mystra’s Miasma . . . . . . . . . . . . . . . . . . 107 Nature’s Balance . . . . . . . . . . . . . . . . . . . 107 Nybor’s Gentle Reminder . . . . . . . . . . . 107 Nybor’s Mild Admonishment . . . . . . . 107 Nybor’s Stern Reproof. . . . . . . . . . . . . . 107 Nchaser’s Glowing Orb . . . . . . . . . . . . . 107 Obedient Avalanche . . . . . . . . . . . . . . . . 108 Pact of Martyrdom . . . . . . . . . . . . . . . . 108 Possess Animal . . . . . . . . . . . . . . . . . . . . 108 Presper’s Moonbow. . . . . . . . . . . . . . . . . 108 Prismatic Eye. . . . . . . . . . . . . . . . . . . . . . 109 Rosemantle. . . . . . . . . . . . . . . . . . . . . . . . 109 Ruby Ray of Reversal. . . . . . . . . . . . . . . 110 Shield of Lathander . . . . . . . . . . . . . . . . 110 Shield of Lathander, Greater . . . . . . . . 110 Shroud of Flame. . . . . . . . . . . . . . . . . . . 110 Simbul’s Spell Matrix . . . . . . . . . . . . . . 110 Simbul’s Spell Sequencer . . . . . . . . . . . . 111 Simbul’s Spell Trigger . . . . . . . . . . . . . . 111 Skull of Secrets . . . . . . . . . . . . . . . . . . . . 111 Skull Eyes. . . . . . . . . . . . . . . . . . . . . . . . . 111 Skull Watch . . . . . . . . . . . . . . . . . . . . . . . 111 Spectral Stag . . . . . . . . . . . . . . . . . . . . . . 112 Spell Enhancer . . . . . . . . . . . . . . . . . . . . 112 Spellmantle . . . . . . . . . . . . . . . . . . . . . . . 112 Spell Phylactery. . . . . . . . . . . . . . . . . . . . 113 Spell Shield. . . . . . . . . . . . . . . . . . . . . . . . 113 Stone Body . . . . . . . . . . . . . . . . . . . . . . . . 113 Stone Walk. . . . . . . . . . . . . . . . . . . . . . . . 113 Strength of the Beast. . . . . . . . . . . . . . . 114 Summon Undead I . . . . . . . . . . . . . . . . . 114 Summon Undead II . . . . . . . . . . . . . . . . 114 Summon Undead III . . . . . . . . . . . . . . . 114 Summon Undead IV . . . . . . . . . . . . . . . 114 Summon Undead V . . . . . . . . . . . . . . . . 114 Sunrise . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 Surelife . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 Sword and Hammer . . . . . . . . . . . . . . . . 115 Sword and Hammer, Greater . . . . . . . . 115 Thorn Spray. . . . . . . . . . . . . . . . . . . . . . . 115 620_88647_PlayGuideFaru3.indd 2 12/18/03, 11:02:05 AM

3 TABLE OF CONTENTS 3 Transcribe Symbol . . . . . . . . . . . . . . . . . 116 Tree Healing . . . . . . . . . . . . . . . . . . . . . . 116 Triple Mask . . . . . . . . . . . . . . . . . . . . . . . 116 Undead Bane Weapon . . . . . . . . . . . . . . 117 Undeath after Death . . . . . . . . . . . . . . . 117 Undeath’s Eternal Foe. . . . . . . . . . . . . . 117 Understand Device . . . . . . . . . . . . . . . . . 117 Vipergout . . . . . . . . . . . . . . . . . . . . . . . . . 117 Wall of Moonlight. . . . . . . . . . . . . . . . . 118 Wall of Sand . . . . . . . . . . . . . . . . . . . . . . 118 Warning . . . . . . . . . . . . . . . . . . . . . . . . . . 118 Wieldskill . . . . . . . . . . . . . . . . . . . . . . . . . 118 Chapter 4: Magic Items . . . . . . . . . . . . . . . 119 Armor Special Ability. . . . . . . . . . . . . . . . 119 Magic Armor and Shield . . . . . . . . . . . . . 119 Weapon Specıal Abilities . . . . . . . . . . . . . 119 Magic Weapons . . . . . . . . . . . . . . . . . . . . . 120 Rings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122 Rods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122 Staff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122 Wondrous Items . . . . . . . . . . . . . . . . . . . . . 123 Unique Magic Weapons . . . . . . . . . . . . . . 125 Minor Artifact. . . . . . . . . . . . . . . . . . . . . . 126 Chapter 5: Epic Levels in Faerûn . . . . . . 127 Epic Prestige Classes . . . . . . . . . . . . . . . . . 127 Epic Eye of Horus-Re . . . . . . . . . . . . . . 127 Epic Hammer of Moradin . . . . . . . . . . 128 Epic Hathran . . . . . . . . . . . . . . . . . . . . . 128 Epic Incantatrix . . . . . . . . . . . . . . . . . . . 129 Epic Justiciar of Tyr . . . . . . . . . . . . . . . 129 Epic Monk of the Long Death . . . . . . 130 Epic Morninglord of Lathander . . . . . 130 Epic Runecaster . . . . . . . . . . . . . . . . . . . 131 Epic Shaaryan Hunter. . . . . . . . . . . . . . 131 Epic Shadow Adept. . . . . . . . . . . . . . . . . 132 Netherese Arcanist. . . . . . . . . . . . . . . . . 132 Spellfi re Hıerophant . . . . . . . . . . . . . . . 133 New Epic Feats. . . . . . . . . . . . . . . . . . . . . . 135 Axiomatic Strike [Epic]. . . . . . . . . . . . . 135 Chosen Weapon Specialization [Epic] . . . . . . . . . . . . . . . . . . . . . . . . . . 135 Divine Spell Penetration [Epic] . . . . . . 135 Enhance Effect [Epic]. . . . . . . . . . . . . . 135 Epic Counterspell [Epic] . . . . . . . . . . . . 135 Epic Devotion [Epic] . . . . . . . . . . . . . . . 135 Epic Spellfi re Wielder [Epic] . . . . . . . . 136 Improved Cooperative Metamagic [Epic] . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Improved Snatch Spell [Epic]. . . . . . . . 136 Improved Spellpool Access [Epic] . . . . 136 Inscribe Epic Rune [Epic]. . . . . . . . . . . 136 New Epic Spells . . . . . . . . . . . . . . . . . . . . . 136 Epic Spells . . . . . . . . . . . . . . . . . . . . . . . . 136 Gift of Alliance. . . . . . . . . . . . . . . . . . . . 137 Glorious Light of Renewal . . . . . . . . . . 137 Horrible Army of the Dead . . . . . . . . . 137 Proctiv’s Move Mountain. . . . . . . . . . . 137 Song of Enevahr. . . . . . . . . . . . . . . . . . . 138 Starshine upon the People. . . . . . . . . . . 138 Tolodine’s Killing Wind . . . . . . . . . . . . 138 Chapter 6: Cosmology of Toril. . . . . . . . . 139 Traveling the Planes . . . . . . . . . . . . . . . . . 139 Cross-Planar Features . . . . . . . . . . . . . . 140 Random Planar Destinations. . . . . . . . . . 140 Planar Traits. . . . . . . . . . . . . . . . . . . . . . . . 140 Plane Descriptions . . . . . . . . . . . . . . . . . . . 142 The Abyss. . . . . . . . . . . . . . . . . . . . . . . . . 142 Arvandor . . . . . . . . . . . . . . . . . . . . . . . . . 143 The Barrens of Doom and Despair. . . 144 Blood Rift. . . . . . . . . . . . . . . . . . . . . . . . . 146 Brightwater . . . . . . . . . . . . . . . . . . . . . . . 146 Clangor . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 Cynosure. . . . . . . . . . . . . . . . . . . . . . . . . . 148 Deep Caverns. . . . . . . . . . . . . . . . . . . . . . 148 The Demonweb Pits . . . . . . . . . . . . . . . . 149 Dragon Eyrie. . . . . . . . . . . . . . . . . . . . . . 150 Dwarfhome . . . . . . . . . . . . . . . . . . . . . . . 150 Dweomerheart. . . . . . . . . . . . . . . . . . . . . 151 Fated Depths . . . . . . . . . . . . . . . . . . . . . . 152 The Fugue Plane. . . . . . . . . . . . . . . . . . . 152 Fury’s Heart . . . . . . . . . . . . . . . . . . . . . . 153 The Gates of the Moon. . . . . . . . . . . . . 154 Golden Hills. . . . . . . . . . . . . . . . . . . . . . . 155 Green Fields . . . . . . . . . . . . . . . . . . . . . . . 155 Hammergrim . . . . . . . . . . . . . . . . . . . . . 156 Heliopolis . . . . . . . . . . . . . . . . . . . . . . . . . 156 The House of Knowledge . . . . . . . . . . . 157 The House of Nature. . . . . . . . . . . . . . . 158 The House of the Triad. . . . . . . . . . . . . 159 Jotunheim . . . . . . . . . . . . . . . . . . . . . . . . 160 The Nine Hells . . . . . . . . . . . . . . . . . . . . 161 Nishrek . . . . . . . . . . . . . . . . . . . . . . . . . . . 161 Shadow . . . . . . . . . . . . . . . . . . . . . . . . . . . 162 The Supreme Throne. . . . . . . . . . . . . . . 163 Warrior’s Rest . . . . . . . . . . . . . . . . . . . . . 163 Other Planes . . . . . . . . . . . . . . . . . . . . . . 164 Chapter 7: Campaign Journal. . . . . . . . . . 166 Using the Storyline in Your Game . . . . . 166 Recent Events . . . . . . . . . . . . . . . . . . . . . . . 166 Return of the Archwizards. . . . . . . . . . 167 The War of the Spider Queen . . . . . . . 169 Timeline. . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 Plots and Rumors. . . . . . . . . . . . . . . . . . . . 171 Appendix . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172 Psionics in Faerûn . . . . . . . . . . . . . . . . . . . 172 Psionics and the Weave . . . . . . . . . . . . . 172 Psionic Organizations. . . . . . . . . . . . . . . 172 Psionic Prestige Classes . . . . . . . . . . . . . . . 174 Cognition Thief. . . . . . . . . . . . . . . . . . . . 174 Exalted Deeds and Vile Darkness. . . . . . 175 Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 Blessed of the Seven Sisters [Exalted] . . . . . . . . . . . . . . . . . . . . . . . 176 Favored of the Zulkirs [Vile] . . . . . . . . 176 Gift of Discernment [Exalted]. . . . . . . 176 Lliira’s Blessing [Exalted]. . . . . . . . . . . 176 Spider Bite [Vile]. . . . . . . . . . . . . . . . . . . 176 Touch of Hate [Vile] . . . . . . . . . . . . . . . 177 Vile and Exalted Prestige Classes . . . . . . 177 Black Blood Hunter . . . . . . . . . . . . . . . . 177 Celebrant of Sharess. . . . . . . . . . . . . . . . 178 Harper Paragon . . . . . . . . . . . . . . . . . . . 181 Maiden of Pain . . . . . . . . . . . . . . . . . . . . 182 Martyred Champion of Ilmater . . . . . 184 Slime Lord. . . . . . . . . . . . . . . . . . . . . . . . 186 Yathrinshee . . . . . . . . . . . . . . . . . . . . . . . 187 Vile and Exalted Deities. . . . . . . . . . . . . . 189 Archfi ends and Paragons . . . . . . . . . . . . . 189 Variants: Races with Level Adjustments3 . . . . . . . . . . . . . . . 190 Powerful Races at 1st Level3. . . . . . . . 190 Lesser Versions3. . . . . . . . . . . . . . . . . . . 190 Tables 1–1: Knowledge Regions . . . . . . . . . . . . . . . . 9 1–2: Human Regions. . . . . . . . . . . . . . . . . . 11 1–3: Dwarf Regions. . . . . . . . . . . . . . . . . . . 19 1–4: Elf Regions . . . . . . . . . . . . . . . . . . . . . 22 1–5: Gnome Regions . . . . . . . . . . . . . . . . . . 24 1–6: Half-Elf Regions . . . . . . . . . . . . . . . . 25 1–7: Halfl ing Regions . . . . . . . . . . . . . . . . . 26 1–8: Orc and Half-Orc Regions . . . . . . . . 27 1–9: Planetouched Regions. . . . . . . . . . . . . 29 1–10: Regions For Other races . . . . . . . . . 30 1–11: Random Starting Ages . . . . . . . . . . 31 1–12: Aging Effects . . . . . . . . . . . . . . . . . . 31 1–13: Random Height and Weight. . . . . . 32 1–14: Feats . . . . . . . . . . . . . . . . . . . . . . . . . . 34 1–15: Regional Feats . . . . . . . . . . . . . . . . . . 36 2–1: Prestige Classes for Faerûnian Characters. . . . . . . . . . . . . . . . . . . . . . . . . 47 2–2: The Arcane Devotee . . . . . . . . . . . . . 48 2–3: The Divine Champion . . . . . . . . . . . . 49 2–4: The Divine Disciple . . . . . . . . . . . . . . 51 2–5: The Divine Seeker. . . . . . . . . . . . . . . . 52 2–6: The Evereskan Tomb Guardian. . . . 54 2–7: The Eye of Horus-Re . . . . . . . . . . . . 55 2–8: The Hammer of Moradin . . . . . . . . 56 2–9: The Harper Agent . . . . . . . . . . . . . . . 58 2–10: The Hathran. . . . . . . . . . . . . . . . . . . 60 2–11: The Incantatrix . . . . . . . . . . . . . . . . 62 2–12: The Justiciar of Tyr . . . . . . . . . . . . . 64 2–13: The Monk of the Long Death . . . 66 2–14: The Morninglord of Lathander . . 67 2–15: The Purple Dragon Knight . . . . . . 69 2–16: The Runecaster . . . . . . . . . . . . . . . . . 70 2–17: The Shaaryan Hunter . . . . . . . . . . . 71 2–18: The Shadow Adept . . . . . . . . . . . . . . 73 2–19: The Shadow Thief of Amn . . . . . . 74 2–20: The Spellguard of Silverymoon. . . 75 2–21: The Zhentarim Spy . . . . . . . . . . . . . 77 5–1: The Epic Eye of Horus-Re . . . . . . . 128 5–2: The Epic Hammer of Moradin. . . 128 5–3: The Epic Hathran . . . . . . . . . . . . . . 129 5–4: The Epic Incantatrix . . . . . . . . . . . . 129 5–5: The Epic Justiciar of Tyr . . . . . . . . 130 5–6: The Epic Monk of the Long Death . . . . . . . . . . . . . . . . 130 5–7: The Epic Morninglord of Lathander . . . . . . . . . . . . . . . . . . . . . 131 5–8: The Epic Runecaster . . . . . . . . . . . . 131 5–9: The Epic Shaaryan Hunter. . . . . . . 132 5–10: The Epic Shadow Adept . . . . . . . . 132 5–11: The Netherese Arcanist . . . . . . . . 133 5–12: The Spellfi re Hierophant . . . . . . . 134 6–1: Random Planar Destinations . . . . . 140 A–1: The Cognition Thief . . . . . . . . . . . . 175 A–2: The Black Blood Hunter. . . . . . . . . 177 A–3: The Celebrant of Sharess . . . . . . . . 179 A–4: Celebrant of Sharess Spells Known 180 A–5: The Harper Paragon . . . . . . . . . . . . 181 A–6: The Maiden of Pain . . . . . . . . . . . . 184 A–7: The Martyred Champion of Ilmater. . . . . . . . . . . . . . . . . . . . . . . . 184 A–8: The Slime Lord . . . . . . . . . . . . . . . . 186 A–9: The Yathrinshee. . . . . . . . . . . . . . . . 188 A–10: Vile and Exalted Domains. . . . . . 189 620_88647_PlayGuideFaru3.indd 3 12/18/03, 11:02:40 AM

4 Mighty heroes stride across the land of Faerûn, forging new legends with their strivings and their triumphs. Stalwart shield dwarf warriors battle against the bloodmaddened orc hordes of the North. Sun elf mages from distant Evermeet study the secret arts of elven High Magic. Quick-witted Calish*te rogues roam the alleyways and bazaars of fantastic cities. The opportunities for adventure are virtually limitless. Player’s Guide to Faerûn offers a broad overview of races, prestige classes, feats, spells, magic items, monsters, and rules expansions available in a FORGOTTEN REALMS campaign. The book has two primary purposes. First, it provides a v.3.5 update for the FORGOTTEN REALMS setting. Second, it serves as a player’s single best collection of Faerûnian lore and arcana for building an infi nite variety of characters. How to Use This Book in Your Campaign Player’s Guide to Faerûn gives you everything you need to create and play FORGOTTEN REALMS characters. Chapter 1, Regions and Feats: This chapter presents a new reorganization of character regions and an updated regional feat system, plus revisions of existing feats for v.3.5. Dozens of new, more specifi c character regions are included here to better represent the disparate cultures and lands scattered across Faerûn. Chapter 2 , Prestige Classes: The prestige classes presented in Chapter 1 of the FORGOTTEN REALMS Campaign Setting are revised to v.3.5 here. In addition, a number of new prestige classes (such as the Eye of Horus-Re) are introduced. Chapter 3, Domains and Spells: This chapter updates the Torilspecifi c domains and spells found in Chapter 2 of the FORGOTTEN REALMS Campaign Setting and revises a number of spells originally presented in the Magic of Faerûn supplement. It also includes a number of FORGOTTEN REALMS spells from earlier editions of the game that had not previously been updated for the new DUNGEONS & DRAGONS game. Chapter 4, Magic Items: A broad selection of magic items from previous FORGOTTEN REALMS products appears in this chapter. Also featured are some items from Magic of Faerûn that have been revised to be fully compatible with v.3.5 DUNGEONS & DRAGONS. Chapter 5, Epic Levels in Faerûn: This chapter examines epic material specifi c to the FORGOTTEN REALMS setting. Chapter 6, The Cosmology of Toril: This chapter describes the arrangement of the planes in the FORGOTTEN REALMS setting. Chapter 7, Campaign Journal: This chapter discusses the major ongoing story elements currently active in the FORGOTTEN REALMS game setting and offers some tips on incorporating these events into your own game. Appendix: Expanded Play: The section provides Toril-specifi c feats and prestige classes that incorporate material from the Psionics Handbook, Book of Vile Darkness, and Book of Exalted Deeds, as well as variant level adjustments for popular races. What You Need to Play To make the best use of Player’s Guide to Faerûn, you should have the Player’s Handbook v.3.5, the Dungeon Master’s Guide v.3.5, the Monster Manual v.3.5, and the FORGOTTEN REALMS Campaign Setting. This book updates signifi cant portions of several other FORGOTTEN REALMS products, including Races of Faerûn and Magic of Faerûn. Finally, Player’s Guide to Faerûn addresses the interaction of several other rulebooks with the FORGOTTEN REALMS game setting. Information on specifi c applications of the Psionics Handbook, Epic Level Handbook, and Manual of the Planes for the FORGOTTEN REALMS setting is presented where applicable. 620_88647_PlayGuideFaru3.indd 4 12/18/03, 11:03:17 AM

5 Previous Forgotten Realms Products While the version 3.5 revisions to the DUNGEONS & DRAGONS game included a number of relatively minor changes and updates to the game system, the majority of your existing 3rd Edition FORGOTTEN REALMS supplements and accessories are still perfectly usable in your game. FORGOTTEN REALMS Campaign Setting: Chapters 1 through 3 of Player’s Guide to Faerûn update and supersede Chapters 1 and 2 of the FORGOTTEN REALMS Campaign Setting. The rest of the Campaign Setting is unchanged by the v.3.5 revisions to the DUNGEONS & DRAGONS game. However, Chapter 7 of this book (the Campaign Journal), offers some updates on major story developments refl ected in the Return of the Archwizards and War of the Spider Q ueen novel series. Monster Compendium: Monsters of Faerûn: A free web supplement updates the Faerûnian monsters described in the Monster Compendium. Magic of Faerûn: Unless a feat, prestige class, spell, or magic item from Magic of Faerûn has been revised in Player’s Guide to Faerûn, you can still use it as it was. Chapters 3, 4, and 5 of this book revise a signifi cant amount of material from Magic of Faerûn. Lords of Darkness: As with the FORGOTTEN REALMS Campaign Setting, most of the material in Lords of Darkness has not been signifi cantly affected by the core rulebook revisions. Faiths and Pantheons: Many of the deity descriptions are affected by the core rulebook revisions. (For example, changes to the ranger class affect any deity with levels in ranger.) Most of these changes are relatively minor, and the deities can be used as previously presented without serious problems, although you may need to identify spell names that have changed in the Player’s Handbook v.3.5. (See the free download for Deities and Demigods on the Wizards of the Coast website for detailed information about how to convert deity statistics to conform to the v.3.5 revision.) The prestige classes described in Chapter 4 should be usable as they stand, although you should watch out for nomenclature changes, such as spell names or skill names. Silver Marches: Very little of this book is affected by the revisions to the core rulebooks or the material in the Player’s Guide to Faerûn. City of the Spider Q ueen: You can still play the adventure “as is,” but you’ll probably want to take advantage of the new class features, spells, feats, and monsters in the core rulebooks. If you want to play the City of the Spider Q ueen adventure using the v.3.5 revisions, spend some time converting specifi c monsters and NPCs. Recent Books: Races of Faerûn and Unapproachable East anticipated most of the changes in the v.3.5 revision, and Underdark actually came out after the revision of the D&D core rulebooks. You should be able to use all the material from these three sourcebooks without diffi culty, although Chapter 1 of this book presents some minor updates to regions and regional feats fi rst released in Races of Faerûn and Unapproachable East. INTRODUCTION Illustration by Steve Prescott Vhaeraun and Selvetarm Do Battle In general, the v.3.5 revisions to the D&D core rulebooks do not invalidate previous products. However, they do introduce enough minor changes—such as the adoption of the Stealthy feat in the Player’s Handbook, or the change in how hit points are calculated for constructs, or the differences in how feats and skills are determined for monsters—that it seemed appropriate to spell out exactly how D&D v.3.5 affects the FORGOTTEN REALMS setting. The Player’s Guide to Faerûn incorporates the rules changes presented in the D&D v.3.5 core rulebooks and updates key information about the setting for the newest version of the rules. The designers also searched out the best 1st and 2nd Edition FORGOTTEN REALMS material that had not yet been updated for 3rd Edition D&D and brought much of it forward into v.3.5. If you’re a longtime fan of the setting, you’ll fi nd that many old favorites appear here for the fi rst time in many years. A few entirely new monsters, spells, prestige classes, and magic items have been included as well, just to give you more Faerûn-specifi c features with which to expand your FORGOTTEN REALMS game. What’s This Book For? 620_88647_PlayGuideFaru3.indd 5 12/18/03, 11:03:49 AM

Feats 6 Hundreds of different cultures sprawl across Faerûn, each marked by its own language, history, mores, technology, and magic. Both the Nars and the Uthgardt are known as fi erce barbarians, but the Nars are mounted plains nomads who raise the hardiest horses in Faerûn, while the Uthgardt are masters of the forests and mountains of the North. A human barbarian might look very different depending on whether he grew up in the steppes of Narfell or beneath the mistwreathed branches of the Cold Wood. The system of regions offers players an opportunity to “ground” their characters in Faerûn by describing the special advantages and distinguishing characteristics of various potential homelands. Just as you choose a subrace or ethnic origin for your charac ter, you can also assign a character region to describe the character’s homeland. The choice of region answers several questions about a character. It determines what languages he knows and provides access to special regional feats that represent some of the particular strengths and qualities of his people. As you become more familiar with the FORGOTTEN REALMS setting, your character’s choice of homeland also offers additional opportunities to develop and roleplay the character. The folk of Rashemen have a longstanding enmity with the wizards of Thay, so a player whose character is native to Rashemen can roleplay a deep-seated suspicion of any Thayan character he meets or an unreasonable fear of Thayan magic. On the other hand, he might become determined to set aside his natural prejudices and judge Thayans based on their individual acts rather than on the aggressive history of their homeland. Since regions and feats are closely tied, this chapter also presents the feats available to a Faerûnian character over and above those in the Player’s Handbook. Many of the feats in this chapter are regional feats, but others represent conditions or capabilities unique to Faerûn, such as the Shadow Weave. Character Region One of the defi ning characteristics of a specifi c campaign setting is that every character is from somewhere. In fact, the folk of many of Faerûn’s kingdoms, cities, and wilderness areas are renowned for their regional characteristics—the languages they speak, the weapons they favor, and the special tactics or capabilities they are known to possess. This book consolidates numerous race, region, and feat options that have appeared in previous 3rd Edition FORGOTTEN REALMS supplements, such as the Altumbel region from Unapproachable East and the character races introduced in Underdark. Many of the feats introduced in Races of Faerûn and Unapproachable East are included on the region tables so that you can make full use of those supplements with the revised region rules presented here. However, each character region also has several feat selections that do not rely on the previously published supplements, so you do not need other publications to create FORGOTTEN REALMS characters. New races from other supplements have not been reprinted here, so if you want to play an orog or an aarakocra, for example, you’ll still need to refer to Races of Faerûn. However, these races have been included in the tables so that you could take advantage of the revised region rules when using characters of these races. How to Choose A Region The regions described in this chapter are organized by character race. For example, if you are creating a dwarf character, you should peruse Table 1–3: Dwarf Regions to fi nd a region suitable for your character. RECOMMENDED SUBRACE OR ETHNICITY If your character’s homeland is Narfell, she’s quite likely a Nar. The recommended subrace or ethnicity entry on the region table indicates the specifi c subrace or ethnic group usually found in that 620_88647_PlayGuideFaru3.indd 6 12/18/03, 11:04:34 AM

MOONSHAE3 ISLES LANTAN NELANTHER3 ISLES CHULT CALIMSHAN AMN TASHALAR LAKE OF STEAM TETHYR WEALDATH WESTERN3 HEARTLANDS SWORD COAST WATERDEEP HIGH8 SILVER3 FOREST MARCHES ANAUROCH CORMYR DALELANDS SEMBIA VILHON REACH THE SHAAR HALRUAA INNER SEA AGLAROND THESK THE3 VAST MOONSEA CHONDALWOOD DAMBRATH GREAT8 RIFT LUIREN GOLDEN3 WATER UNTHER CHESSENTA MULHORAND HORDELANDS THAY GREAT 3 DALE DAMARA GREAT GLACIER NARFELL THE RIDE GREAT SEA IMPILTUR RASHEMEN THE3 NORTH SMOKING8 MOUNTAINS VAASA DRAGON COAST SHADOVAR THE3 NORTH LAPALIIYA MOONSHAE3 ISLES LANTAN NELANTHER3 ISLES CHULT CALIMSHAN AMN TASHALAR LAKE OF STEAM TETHYR WEALDATH WESTERN3 HEARTLANDS SWORD COAST WATERDEEP HIGH8 SILVER3 FOREST MARCHES ANAUROCH CORMYR DALELANDS SEMBIA VILHON REACH THE SHAAR HALRUAA INNER SEA AGLAROND THESK THE3 VAST MOONSEA CHONDALWOOD DAMBRATH GREAT8 RIFT LUIREN GOLDEN3 WATER UNTHER CHESSENTA MULHORAND HORDELANDS THAY GREAT 3 DALE DAMARA GREAT GLACIER NARFELL THE RIDE GREAT SEA IMPILTUR RASHEMEN THE3 NORTH SMOKING8 MOUNTAINS VAASA DRAGON CO AST SHADOVAR THE3 NORTH LAPALIIYA 7 REGIONS AND FEATS 620_88647_PlayGuideFaru3.indd 7 12/18/03, 11:05:00 AM

8 REGIONS AND FEATS region. You should check with your Dungeon Master before you assign your character a region that doesn’t fi t his subrace. Doing so is not against the rules; indeed, despite the prevalence of certain races in certain areas, Faerûn is a diverse land with many wellintegrated cities and kingdoms. It would not be unreasonable, for example, for a gold dwarf character to have the human region of Cormyr as his native region. However, such an unusual origin probably deserves some explanation in your character’s backstory. Perhaps the character is descended from a family of Great Rift merchants or armorers who set up shop in Suzail a generation or two ago so that they could sell their wares or handiwork to the humans of the kingdom. Don’t ignore the race recommendations entirely, though—if none of the characters in the campaign come from the traditional homelands of their races, then there isn’t much point in choosing character regions to begin with. CREATING NEW REGIONS There is no reason you can’t create additional character regions to add greater detail to your campaign or make more options available. The Marsh Drovers of the Marsh of Tun aren’t very much like the industrious merchants and worldwise adventurers usually found in the Western Heartlands region, so it would make sense to describe the Marsh Drovers as a region of their own. Any population with its own unique combination of language, talents, or technology can constitute a region. Region Benefi ts Choosing a region defi nes a character’s starting languages known and available bonus languages. It also provides two additional benefi ts: access to regional feats and bonus equipment. LANGUAGES All player characters know Common. In addition, each character knows the automatic languages listed for her region. A character with an Intelligence score of 12 or better may choose bonus languages during character creation. A character is entitled to one bonus language per point of initial Intelligence bonus, so a starting Intelligence of 16 (+3 bonus) would entitle her to three bonus languages. Bonus languages must be selected from the list given for the character’s home region. A character can always choose to learn additional languages beyond her automatic and bonus languages by purchasing ranks in the Speak Language skill. Refer to Chapter 3 of the FORGOTTEN REALMS Campaign Setting for a list of languages commonly used in Faerûn. REGIONAL FEATS Regional feats represent particular strengths, talents, or characteristics of the people who inhabit a region. These aren’t bonus feats—you can choose a regional feat only as one of your character’s 1st-level feat choices. You are not required to choose one if you don’t want to. You can select only one regional feat, even if you would normally be entitled to multiple feat choices at 1st level. Thus, even though a 1st-level human fi ghter has three feat slots available, he may pick only one regional feat. The other two feat slots must be fi lled by nonregional feats. You may not choose regional feats at character levels beyond 1st. BONUS EQUIPMENT Each region entry includes two options for bonus equipment. You may choose either at 1st level, but not both. You may well fi nd, however, that neither equipment option is very enticing for your character based on his class. This kind of situation simply refl ects the fact that some lands are known for their wizards, while others are known for their fi ghters or rogues. If you decide not to take either package, you may take an additional 100 gp in starting funds instead. An asterisk (*) indicates a masterwork item. Regions and Skills Regions also serve one additional function in a FORGOTTEN REALMS campaign—they defi ne how far the knowledge a character gains with the Knowledge (local) skill actually extends. They also provide the opportunity for specialization in other Knowledge skills. When you take ranks in Knowledge (local), you must designate the region to which your local knowledge pertains. Most of the following regions can be found on Table 1–2: Human Regions, but The revision to the D&D core rulebooks incorporated several of the feats that were previously exclusive to specifi c character regions (such as Stealthy) into the Player’s Handbook, thus making them available to all characters. In addition, experience has shown that the complicated interaction of race, preferred class, and character class made it diffi cult for players to navigate the regional feat system and fi nd the right character combination to choose the feats they wanted. The revision to the character region system presented here incorporates four major improvements to the previous version. First, the cross-referenced tables make it much easier to locate region and feat correlations you want for your character. Second, the elimination of the preferred class step should reduce the number of “false starts” that resulted from the previous region system. Third, additional regional information from several other 3rd Edition FORGOTTEN REALMS supplements (such as Races of Faerûn, Unapproachable East, and Underdark) has been incorporated into the system. Finally, regional feats have deliberately been made more attractive choices than corresponding nonregional feats in order to reward you for grounding your character in the FORGOTTEN REALMS setting. Why Regions Changed 620_88647_PlayGuideFaru3.indd 8 12/18/03, 11:05:38 AM

9 REGIONS AND FEATS some (such as Evermeet or the Smoking Mountains) are primarily nonhuman. Thus, they appear on the region tables for other races. The Underdark is broken up into seven regions representing large, contiguous areas of Faerûn’s subterranean world. A character familiar with the Underdark beneath Halruaa would not necessarily know much about what to fi nd below the Spine of the World. These Underdark regions are described at greater length in the FORGOTTEN REALMS supplement Underdark. TABLE 1–1: KNOWLEDGE REGIONS Region Aglarond (includes Altumbel, Sildëyuir, the Wizards’ Reach, and the Yuirwood) Amn Anauroch Calimshan Chessenta The Chondalwood* Chult Cormyr The Dalelands (includes Cormanthor Drow, Elven Court) Damara (includes the Galena Mountains) Dambrath The Dragon Coast Evermeet* The Golden Water The Great Dale (includes the Forest of Lethyr) The Great Glacier (includes Sossal and Snow Eagle Aerie) Halruaa The High Forest* The Hordelands Impiltur The Inner Sea* The Lake of Steam Lapaliiya Lantan Luiren* The Moonsea The Moonshae Isles Mulhorand Narfell The Nelanther Isles Nimbral The North The Outer Sea* Rashemen The Ride Samarach Sembia The Shaar Shadovar The Silver Marches (includes Silverymoon and the Spine of the World) The Smoking Mountains The Sword Coast Tashalar Tharsult Thindol Tethyr Thay Thesk Underdark (Buried Realms) Underdark (Darklands) Underdark (Earthroot) Underdark (Glimmersea) Underdark (Great Bhaerynden) Underdark (Northdark [includes Menzoberranzan]) Underdark (Old Shanatar) Unther Vaasa The Vast The Vilhon Reach Waterdeep The Wealdath* The Western Heartlands (includes Evereska) * Nonhuman region. Knowledge Synergy: If you have at least 5 ranks in Knowledge (local) for a particular region, you gain a +2 bonus on all other Knowledge skill checks pertaining to that region. For example, if you have 5 ranks in Knowledge (Cormyr local), you gain a +2 bonus on Knowledge (geography), Knowledge (history), Knowledge (nobility and royalty), and all other Knowledge checks made relating to topics or questions that have to do with Cormyr. This rule supersedes the Regional Focus rule on page 9 of the FORGOTTEN REALMS Campaign Setting. Region Defi nitions Regions are by their very nature broad and poorly defi ned. A character who grew up in a small village on the western shore of the Dragonmere might be considered a native of Cormyr, the Dragon Coast, or possibly even the Western Heartlands. The following defi nitions briefl y illustrate the central theme and assumptions that form the basis for each region, so that you can make a more informed choice about which is right for your character. Some regions appear in more than one racial entry. For example, the Great Glacier is both a dwarf region and a human region. The two are not identical—the dwarf Great Glacier region offers access to different regional feats and equipment than the human Great Glacier region does. The two regions represent two distinct cultures that happen to share the same geographic area. Information from other supplements is designated throughout this chapter with the following superscript codes: Races of Faerûn (RAC), Unapproachable East (UNA), Underdark (UND), and the FORGOTTEN REALMS Campaign Setting (FOR). Knowledge (Local): Regions that are contained within other geographic areas, or closely tied to another geographic locale, are represented on Table 1–1 by parenthetical notes that indicate which 620_88647_PlayGuideFaru3.indd 9 12/18/03, 11:06:09 AM

10 REGIONS AND FEATS region they are included within for the purpose of purchasing ranks in Knowledge (local). For example, the Forest of Lethyr elf region is closely tied to the Great Dale human region. Therefore, it’s not necessary for a character to purchase ranks in Knowledge (Forest of Lethyr local)—he or she can instead take ranks in Knowledge (Great Dale local), which encompasses both the Forest of Lethyr and the larger surrounding area of the Great Dale. Humans Compared to most of the nonhuman races, whose members tend to get along reasonably well with others of their own kind, the humans of Faerûn are divided into innumerable competing nations, states, sects, religions, bandit kingdoms, and tribes. Humans argue about anything, fi ght about whatever they argue about, and hold dear among their many deities quite a few who actively encourage that type of behavior. The longer-lived elves and dwarves respect individual humans, but they do not necessarily respect the entire race. The elves have diffi culty forgetting that the fi rst human empires of N etheril, Raumathar, Narfell, and other ancient lands were built upon magical secrets borrowed or looted from their ancestors. The fact that those early human empires invariably corrupted themselves with evil magic does not reassure the elves. The dwarves—particularly the shield dwarves of northern Faerûn—respect humans as fi erce warriors but fear that there would be little room for dwarves in a world dominated by humankind. Humans don’t see it that way. Their greatest heroes outshine the deities themselves and sometimes become deities in their own right. Unfortunately, the same could be said of humanity’s greatest villains—and therein lies the challenge facing any human adventurer. As with anything of value, power comes at a cost. Racial Abilities: Human characters, regardless of region, have all the human racial traits described in the Player’s Handbook. Human Ethnicities Unlike the other humanoid races, humans are not divided into easily identifi able subraces with distinct racial traits, though they do vary greatly in appearance and cultural heritage. Any distinctions among human ethnicities are inevitably muddled because centuries of settlement and conquest have ensured that no division is absolute. N evertheless, seven major human ethnic groups are widely recognized: Calish*tes, Chondathans, Damarans, Illuskans, Mulan, Rashemis, and Tethyrians. Calish*te: These humans, descended from the slaves of Calimshan’s ancient genie lords, form the primary racial stock of the Border Kingdoms, the Lake of Steam cities, the Nelanther Isles, and Calimshan. Shorter and slighter in build than most other humans, Calish*tes have dusky brown skin, hair, and eyes. They regard themselves as the rightful rulers of all lands south and west of the Sea of Fallen Stars, and they look upon northern cultures as short-lived barbarian kingdoms barely worthy of notice. Most Calish*tes seek nothing more than a lifestyle of comfort and the respect of their peers. Illustration by Steve Prescott Calish*te Chondathan Damaran Illuskan Mulan Rashemi Tethyrian 620_88647_PlayGuideFaru3.indd 10 12/18/03, 11:06:35 AM

11 REGIONS AND FEATS TABLE 1–2: HUMAN REGIONS Recommended Automatic Bonus Favored Regional Bonus Region Subraces Languages Languages Deities Feats Equipment Aglarond Chondathan, Aglarondan Chessentan, Chauntea, Discipline, (A) Studded leather Damaran, Damaran, Selûne, Luck of Heroes, armor* and 20 Rashemi Draconic, Elven, Valkur Treetopper arrows*, or Mulhorandi, Orc, (B) Scroll of web Sylvan, Untheric and protection from arrows Altumbel Chondathan, Aglarondan Aquan, Chauntea, Bullheaded, (A) Longsword* or Damaran, Mulan Chondathan, Selûne, Militia, spear*, or Chessentan, Valkur Stormheart (B) Chain shirt* and Rashemi, masterwork lute Serusan, Untheric Amn Calish*te, Chondathan Alzhedo, Bane, Cosmopolitan, (A)Thieves’ tools, Tethyrian Elven, Giant, Chauntea, Mercantile hand crossbow, and Goblin, Nexalan, Cyric, Selûne, Background, 10 bolts*, or Orc, Shaaran Shar, Sune, Silver Palm, (B) Longsword* or Waukeen Street Smart short sword* Anauroch Bedine Midani Chondathan, Beshaba, Fearless, (A) Scimitar* or Damaran, Kelemvor, Knifefi ghter, dagger*, or Draconic, Gnoll, Selûne, Talos Survivor (B) Composite Netherese, Orc shortbow (Str +2) and 10 arrows* Calimshan Calish*te, Alzhedo Auran, Azuth, Ilmater, Bloodline of Fire, (A) Wand of magic Tethyrian Chondathan, Shar, Genie LoreRAC, missile (CL 1st, 20 Chultan, Sharess, Harem TrainedRAC, charges) or Draconic, Ignan, Siamorphe, Mind over Body, (B) Chain shirt* and Shaaran, Talos, Tyr Street Smart, potion of cure light Tashalan Spellwise wounds Chessenta Mulan, Turami Chessentan Aglarondan, Anhur, Azuth, Arcane Schooling, (A) Short sword* or Chondathan, Hoar, Artist, longspear*, or Draconic, Lathander, Education, (B) Scroll of blur Mulhorandi, Red Knight, Street Smart and levitate Turmic, Tiamat, Untheric Waukeen Chult Chultan, Chultan Alzhedo, Shar, Foe Hunter (A) Kukri* or Tashalan Draconic, Thard Harr, (goblinoid), shortspear*, or Dwarven, Ubtao Snake Blood, (B) 2 doses Large Goblin, Survivor monstrous scorpion Shaaran, poison Sylvan, Tashalan Cormyr Chondathan, Chondathan Damaran, Chauntea, CaravannerRAC, (A) Longsword* or Tethyrian Elven, Gnome, Deneir, Helm, Discipline, heavy mace*, or Goblin, Halfl ing, Lathander, Foe Hunter (B) Banded mail* Orc, Turmic Lliira, Milil, (goblinoid), Selûne, Furious Charge, Silvanus, Saddleback Tempus, Tymora, Tyr, Waukeen 620_88647_PlayGuideFaru3.indd 11 12/18/03, 11:07:32 AM

12 REGIONS AND FEATS Recommended Automatic Bonus Favored Regional Bonus Region Subraces Languages Languages Deities Feats Equipment The Dalelands Chondathan, Chondathan Damaran, Elven, Chauntea, Blooded, (A) Composite Vaasan Giant, Gnome, Lathander, CaravannerRAC, longbow (Str +2), or Orc, Sylvan Mielikki, Forester, (B) Longbow*, Oghma, Luck of Heroes, spear*, or Shaundakul, Militia quarterstaff* Silvanus, Tempus, Torm, Tyr Damara Damaran, Damaran Chondathan, Ilmater, Arctic (A) Bastard sword* Chondathan Dwarven, Giant, Silvanus, AdaptationRAC, or battle axe*, or Goblin, Orc, Tempus Bullheaded, (B) 2 scrolls of cure Uluik Dauntless, moderate wounds Grim VisageRAC, JotunbrudRAC Dambrath Illuskan, Shaaran Dambrathan Dwarven, Elven, Loviatar, Knifefi ghter, (A) Light crossbow* Halfl ing, Tempus Resist Poison, or rapier*, or Halruaan, Gnoll, Saddleback (B) 3 doses drow Illuskan, poison Shaaran, Undercommon The Dragon Coast Chondathan, Chondathan Aglarondan, Helm, Mask, Silver Palm, (A) Rapier* or light Tethyrian Chessentan, Nobanion, Stormheart, Thug crossbow*, or Damaran, Sune, (B) Potion of blur Goblin, Tempus, or levitate Halfl ing, Orc, Tymora, Turmic Umberlee The Golden Water Durpari Durpari Draconic, Gond, Selûne, Arcane Schooling, (A) Scimitar*, Dwarven, Giant, Torm, Cosmopolitan, kukri*, or falchion*, Halruaan, Waukeen Silver Palm or Halfl ing, (B) Wand of cure Mulhorandi, light wounds (CL 1st, Shaaran 20 charges) The Great Dale Chondathan, Damaran Giant, Goblin, Shaundakul, Bullheaded, (A) Longbow* or Damaran, Nar Mulhorandi, Silvanus, Dauntless, shortbow*, or Rashemi, Talona Forester (B) Healer’s kit, 2 Sylvan antitoxins, and 20 arrows* The Great Glacier Ulutiun, Sossrim Uluik Auran, Auril, Ulutiu Ancestral SpiritRAC, (A) Spear* or Damaran, Axethrower, javelin*, or Dwarven, Surefooted, (B) Hide armor* Elven, Giant Survivor and potion of cure moderate wounds Halruaa Halruaan, Halruaan Dambrathan, Azuth, Mystra, Arcane Schooling, (A) Scroll of web Shaaran, Elven, Goblin, Shar Magical Training, and 6 1st-level Tashalan Halfl ing, Spellwise arcane spells, or (B) Shaaran, Wand of sleep (CL 1st, Tashalan 20 charges) The Hordelands Tuigan, Rashemi Tuigan Damaran, Akadi, Horse Nomad, (A) Composite Goblin, Grumbar, Saddleback, shortbow*, or Mulhorandi, Malar, Selûne Tireless (B) Light warhorse, Rashemi, bit and bridle, Shou Expatriate military saddle, and studded leather barding 620_88647_PlayGuideFaru3.indd 12 12/18/03, 11:08:37 AM

13 REGIONS AND FEATS Recommended Automatic Bonus Favored Regional Bonus Region Subraces Languages Languages Deities Feats Equipment Impiltur Chondathan, Damaran Aglarondan, Ilmater, Dauntless, (A) Bastard sword* Damaran Chessentan, Selûne, Fearless, or morningstar*, or Chondathan, Tymora, Foe Hunter (B) Thieves’ tools* Dwarven, Giant, Valkur, (demon), Militia and studded leather Goblin, Waukeen armor Mulhorandi, Turmic The Lake of Steam Calish*te, Shaaran Shaaran Alzhedo, Bane, Knifefi ghter, (A) Scimitar*, Chondathan, Chauntea, Snake Blood, falchion*, or glaive*, Dwarven, Cyric, Stormheart or Goblin, Lathander, (B) Potion of Tashalan Sune, Tyr, darkvision or Waukeen invisibility Lapaliiya Shaaran, Tashalan Tashalan Alzhedo, Ilmater, Resist Poison, (A) Scimitar* or Chultan, Gnoll, Kelemvor, Snake Blood, javelin*, or Halruaan, Selûne, Stormheart (B) Studded leather Shaaran, Talos, armor* and potion Yuan-ti Waukeen of invisibility Lantan Lantanna Lantanese Alzhedo, Azuth, Gond Arcane Schooling, (A) Pistol, Chondathan, Education, powderhorn, and 10 Dwarven, Mercantile bullets*, or Gnome, Ignan, Background (B) Heavy Illuskan, crossbow* Shaaran The Moonsea Chondathan, Damaran Chessentan, Bane, Cyric, Foe Hunter (orc), (A) Short sword* or Damaran, Chondathan, Loviatar, Street Smart, two-bladed sword*, Vaasan Draconic, Giant, Mask, Talona, Thug or Goblin, Orc Talos, Tyr (B) Hand crossbow and 2 doses of greenblood oil The Moonshae Isles Ffolk, Illuskan Illuskan Aquan, Chauntea, Axethrower, (A) Studded leather Chondathan, Tempus Dauntless, armor* and 20 Elven, Giant, Oral HistoryRAC, arrows*, or Orc, Sylvan Strong Soul (B) Handaxe*, battleaxe*, or greataxe* Mulhorand Durpari, Mulani Mulhorandi Aglarondan, Mulhorandi Arcane Schooling, (A) Sickle*, Chessentan, pantheon, Mind over Body, falchion*, or Draconic, Mask, TheocratRAC khopesh*, or Durpari, Goblin, Mystra, (B) Two 2nd-level Tuigan, Untheric Red Knight divine spell scrolls Narfell Damaran, Nar Damaran Goblin, Orc, Talos, Arctic AdaptationRAC, (A) Light warhorse, Rashemi, Tempus, Saddleback, bit and bridle, Tuigan, Uluik Waukeen Survivor military saddle, and studded leather barding, or (B) Light lance* or longspear* The Nelanther Isles Calish*te, Chondathan Alzhedo, Beshaba, Blooded, (A) Scimitar* or Chondathan, Goblin, Cyric, Talos, Stormheart, dagger*, or Illuskan Illuskan, Tempus, Thug (B) Pistol, Lantanese, Umberlee powder horn, and 10 Orc, Shaaran bullets* 620_88647_PlayGuideFaru3.indd 13 12/18/03, 11:09:04 AM

14 REGIONS AND FEATS Recommended Automatic Bonus Favored Regional Bonus Region Subraces Languages Languages Deities Feats Equipment The North Illuskan Illuskan Chondathan, Auril, Deneir, Arctic AdaptationRAC, (A) Battleaxe*, Dwarven, Elven, Eldath, Lurue, Axethrower, heavy mace*, or Giant, Goblin, Malar, Foe Hunter (orc), longsword*, or Orc Mielikki, Milil, JotunbrudRAC, (B) Studded leather Mystra, Saddleback armor* and 20 Oghma, arrows* Selûne, Shaundakul, Shiallia, Silvanus, Talos, Tempus Rashemen Nar, Rashemi Rashemi Aglarondan, Chauntea, AftersightRAC, (A) Greataxe* or Damaran, Mielikki, Bullheaded, greatsword*, or Goblin, Mystra Draw from the (B) Wand of detect Mulhorandi, LandUE, Dreadful magic or wand of light Tuigan Wrath, Ethran, (CL 1st, 20 charges) Vremyonni TrainingUNA The Ride Nar, Vaasan Damaran Chondathan, Malar, Talos, Furious Charge, (A) Light warhorse, Giant, Goblin, Selûne, Horse Nomad, bit and bridle, Orc, Rashemi Tempus Tireless military saddle, and studded leather barding, or (B) Battleaxe* or spear* Sembia Chondathan Chondathan Chessentan, Azuth, Deneir, CaravannerRAC, (A) 300 gp, or Damaran, Lathander, Mercantile (B) Rapier* or Gnome, Halfl ing, Loviatar, Background, dagger* Mulhorandi, Mystra, Sune, Silver Palm, Shaaran, Turmic Tymora, Tyr, Twin Sword Style Waukeen The Shaar Calish*te, Shaaran Shaaran Alzhedo, Akadi, Mask, Fleet of Foot, (A) Studded leather Dambrathan, Shar, Tempus Horse Nomad, armor* and javelin*, Durpari, Survivor or Dwarven, Gnoll, (B) Light warhorse, Halruaan, bit and bridle, Tashalan, military saddle, and Untheric studded leather barding Shadovar Netherese, Shade Netherese Chondathan, Shar Discipline, (A) Ranseur* or Damaran, Spellwise short sword*, or Draconic, Elven, (B) Wand of sleep Loross, Thorass (CL 1st, 20 charges) Shou Expatriate Shou Shou Draconic, Celestial Discipline, (A) Katana Durpari, Goblin, bureaucracy Mercantile (masterwork Mulhorandi, (not devoted Background, bastard sword), or Rashemi, to a particular Mind over Body (B) Nunchaku* or Tuigan deity) kukri* Silverymoon Chondathan, Chondathan Dwarven, Elven, Deneir, Lurue, Blooded, (A) Longsword*, Illuskan Giant, Illuskan, Mielikki, Milil, Education, rapier*, or Orc, Sylvan Mystra, Smooth Talk longbow*, or Oghma, (B) Studded leather Silvanus armor* and 2nd- level spell scroll (arcane or divine) 620_88647_PlayGuideFaru3.indd 14 12/18/03, 11:09:30 AM

15 REGIONS AND FEATS Recommended Automatic Bonus Favored Regional Bonus Region Subraces Languages Languages Deities Feats Equipment The Sword Coast Illuskan, Tethyrian Illuskan Chondathan, Bane, Cosmopolitan, (A) Longsword* or Dwarven, Giant, Beshaba, Knifefi ghter, dagger*, or Halfl ing, Orc Chauntea, Stormheart (B) Pistol, Lathander, powder horn, and 10 Mask, Mystra, bullets* Tempus Tashalar Chultan, Shaaran, Tashalan Alzhedo, Chauntea, Foe Hunter (A) Light Tashalan Chultan, Malar, (yuan-ti), crossbow*, or Draconic, Savras, Mercantile (B) Hide armor* Illuskan, Orc, Set, Background, and large darkwood Shaaran, Waukeen Snake Blood shield Yuan-ti Tethyr Calish*te, Tethyrian Chondathan Alzhedo, Helm, Blooded, (A) Potion of cure Elven, Goblin, Ilmater, Furious Charge, moderate wounds, Lantanese, Orc Siamorphe, Luck of Heroes or Torm, Tyr (B) Chainmail Thay Mulan, Rashemi Mulhorandi Chessentan, Bane, Discipline, (A) Two 2nd-level Damaran, Gnoll, Gargauth, Mind over Body, arcane spell scrolls, Infernal, Kossuth, Tattoo Focus or Rashemi, Loviatar, (B) One 2nd-level Tuigan, Untheric Shar, Talona and six 1st-level arcane spell scrolls Thesk Damaran, Rashemi, Damaran Aglarondan, Chauntea, CaravannerRAC, (A) Studded leather Tuigan Chondathan, Mask, Mercantile armor* and thieves’ Giant, Gnoll, Shaundakul, Background, tools*, or Mulhorandi, Orc, Waukeen Silver Palm, (B) Scale mail* and Rashemi, Shou, Smooth Talk healer’s kit Tuigan Turmish Chondathan, Turmic Chessentan, Lliira, Luck of Heroes, (A) Splint mail and Turami Chondathan, Silvanus, Mercantile heavy steel shield*, Draconic, Talos, Tyr Background, or (B) Five 50 gp Dwarven, Ignan, Militia gems Shaaran Unther Mulan, Turami Untheric Chessentan, Mulhorandi Arcane Schooling, (A) Breastplate*, or Draconic, pantheon, Street Smart, (B) Scroll of detect Mulhorandi, Orc, Bane, TheocratRAC, thoughts and Shaaran Mystra, Thug scorching ray Tiamat Uthgardt Tribesfolk Illuskan Illuskan Chondathan, Uthgar Ancestral SpiritRAC, (A) Battleaxe* or Dwarven, Elven, Furious Charge, greataxe*, or Giant, Orc Oral HistoryRAC, (B) Studded leather Surefooted, armor* and 20 Swift and Silent arrows* Vaasa Damaran, Vaasan Damaran Abyssal, Giant, Auril, Orcus, Arctic AdaptationRAC, (A) Splint mail*, or Goblin, Orc, Talos Axethrower, (B) Heavy mace* or Uluik Tireless light mace* The Vast Chondathan, Damaran Aglarondan, Chauntea, Luck of Heroes, (A) Three potions of Damaran Chondathan, Eldath, Mercantile cure light wounds Dwarven, Giant, Mystra, Background, and 20 arrows*, or Goblin, Orc, Tempus, Thug (B) Banded mail Rashemi Torm, with armor spikes Tymora, Umberlee, Waukeen 620_88647_PlayGuideFaru3.indd 15 12/18/03, 11:09:57 AM

16 REGIONS AND FEATS Chondathans: Descended from the natives of the Vilhon Reach, these hardy folk have spread to settle most of the western and central Inner Sea region and much of the Western Heartlands. Chondathans form the primary racial stock of Altumbel, Cormyr, the southern Dalelands, the Dragon Coast, the Great Dale, Hlondeth and both shores of the Vilhon Reach, the Pirate Isles of the Inner Sea, Sembia, and Sespech. They are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. The Chondathan domination of central Faerûn came about largely by virtue of extensive trade and settlement rather than by force of arms. Many Chondathans are merchants of one sort or another, and they are not afraid to take risks, travel, or settle new lands. Damarans: Proud and stubborn, these humans were born from some scattered remnants of N arfell’s fall—primarily groups of Nars, Rashemis, and Sossrims who struggled to survive while waves of Chondathan emigrants settled in the lands of the Easting Reach. These four populations gradually coalesced into a new ethnic group that now makes up the primary racial stock of Damara, Impiltur, Thesk, and the Vast. Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. Damarans see the world in stark contrasts—unspeakable evil (often stemming from the hubris of long-fallen empires) opposed by indomitable and uncompromising good. Most Damarans are farmers, loggers, or miners in a harsh and unforgiving land. Illuskans: The seagoing, warlike people of the Sword Coast North, the Trackless Sea, and the Dessarin river valley, Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Among the islands of the Trackless Sea and Icewind Dale, their hair color tends toward blond, red, or light brown. On the mainland south of the Spine of the World, however, raven-black hair is most common. Illuskans are proud, particularly of their ability to survive in the harsh environment of their northern homelands, and they regard most southerners as weak and decadent. Illuskans make their livings as farmers, fi shers, miners, sailors, raiders, skalds, and runecasters. Mulan: Members of this ethnic group have dominated the eastern shores of the Sea of Fallen Stars since the fall of ancient Imaskar. At various times in their long history, they have made up at least the ruling elite of Ashanath, Chessenta, the Eastern Shaar, Murghôm, Rashemen, Semphar, Thay, Thesk, and the Wizards’ Reach cities south of the Yuirwood. Mulan are generally tall, slim, and sallowskinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but all nobles and many other Mulan routinely shave off all their hair. As a race, Mulan are arrogant, conservative, and convinced of their cultural superiority over the rest of Faerûn. Rashemis: These humans are tough, sturdy, and well adapted to life in the harsh and dangerous northeastern reaches of Faerûn. They are descended from the nomadic tribes that won the Orcgate Wars and built the empire of Raumathar. Not only do Rashemis Recommended Automatic Bonus Favored Regional Bonus Region Subraces Languages Languages Deities Feats Equipment The Vilhon Reach Chondathan, Chondathan Chessentan, Eldath, Helm, Plague ResistantRAC, (A) Rapier* or Shaaran, Damaran, Lliira, Malar, Silver Palm, dagger*, or Turami Draconic, Elven, Nobanion, Snake Blood, (B) Chain shirt and Shaaran, Turmic Silvanus, Thug 20 bolts* Talos, Tempus, Tyr Waterdeep Chondathan, Chondathan Dwarven, Elven, Faerûnian Artist, (A) Longsword*, Illuskan, Giant, Halfl ing, pantheon Cosmopolitan, rapier*, or Tethyrian Illuskan, Orc Education, short sword*, or Mercantile (B) Any two 2nd- Background, level spell scrolls Silver Palm, Smooth Talk, Twin Sword Style The Western Calish*te, Chondathan, Elven, Giant, Deneir, Helm, Artist, Bullheaded, (A) Bastard sword* Heartlands Chondathan Tethyrian Goblin, Kelemvor, CaravannerRAC, or greatsword*, or Illuskan, Lathander, Saddleback, (B) Potion of lesser Midani, Orc, Oghma, Shadow ShieldRAC, restoration Turmic Tempus Shadow SongRAC, Snake Blood, Spire WalkingRAC The Wizards’ Reach Chondathan, Untheric Aglarondan, Hoar, Mystra, Arcane Schooling, (A) Studded leather Mulan, Rashemi Chessentan, Selûne, Shar, Spellwise, armor* and 10 +1 Elven, Tiamat, Tyr, Street Smart bolts, or Mulhorandi, Orc, Umberlee, (B) Scroll of one Serusan Valkur 2nd-level spell and *Masterwork item. 3 thunderstones 620_88647_PlayGuideFaru3.indd 16 12/18/03, 11:10:25 AM

17 REGIONS AND FEATS dominate Rashemen and Thay, they also form signifi cant minorities in Aglarond, the Endless Wastes, Thesk, and the Wizards’ Reach region. Rashemis tend to be short, stout, and muscular, and they usually have dusky skin, dark eyes, and thick, black hair. They cherish their strong ties to their land, appreciating its beauty while respecting its harshness. They display little of the arrogance that marks other groups whose ancestors once ruled empires. Tethyrians: The Tethyrian culture is a melting pot of Calish*te, Chondathan, Illuskan, and Low Netherese elements. This unique background makes Tethyrians among the most tolerant, though fi ercely independent, ethnic groups in Faerûn. They inhabit a vast territory stretching from Calimshan to Silverymoon, and from the Sea of Swords to the Sea of Fallen Stars. Tethyrians are of medium build and height, with dusky skin that grows fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians are proud of their diverse heritage and protective of their freedom, so they tend to distrust powerful kingdoms and empires. Other Human Ethnicities: Other human groups in Faerûn include the Bedine nomads of Anauroch, the tall tribes of Chult, the Durpari of the Shining South, the Ffolk of the Moonshae Isles, the Gur nomads of the Western Heartlands, the Halruaans, the ancient Imaskari, the Lantanna people of the southern islands in the Sea of Swords, the Maztican peoples, the Nar descendants of ancient Narfell, the ancient Netherese peoples, the Raumvirans of the Lake of Mists region, the Shaaran nomads of Shaar, the Shou and other peoples of Kara’Tur, the Sossrims of the far northeast, the lost Talfi r of the Western Heartlands, the Tashalan people of the Tashtan Coast, the Tuigan nomads of the Endless Wastes, the Turami of Turmish, the Ulutiuns of the farthest northern reaches, the Vaasans of the Moonsea and Vaasa, and the native people of Zakhara. HUMAN REGIONS Most human regions are described at length in the FORGOTTEN REALMS Campaign Setting. Aglarond: The humans of Aglarond dwell along the northern shores of the peninsula, leaving the green Yuirwood to the elves and half-elves. Altumbel: Populated by clannish humans and merchant-pirates, Altumbel lies near the center of the Sea of Fallen Stars. Knowledge (Aglarond local). Amn: The northernmost realm of the Lands of Intrigue, Amn is a populous and powerful mercantile country that is currently dealing with an infestation of monsters. Anauroch: The great desert Anauroch is home to the wild nomads known as the Bedine. Calimshan: One of the oldest and most heavily populated human kingdoms, Calimshan is a land of mighty wizards and humans with djinni bloodlines. Chessenta: Westernmost of the Old Empires, Chessenta is a divided land of feuding city-states. Chult: The folk of Chult inhabit the trackless and treacherous jungles of southern Faerûn. Cormyr: Also known as the Forest Kingdom, Cormyr is a strong land of noble knights and great lords. The Dalelands: Scattered beneath the branches of the ancient forest of Cormanthor, the Dales are a series of small cantons with a tradition of fi erce independence. Damara: North of Impiltur lies Damara, now a young and prosperous kingdom after decades of war against the Witch-King of Vaasa. Dambrath: Settled centuries ago by Nars and a small number of Illuskans who wandered through portals in the Council Hills, Dambrath fell under the rule of the drow city of T’lindhet and the cult of Loviatar. Humans with no drow blood are considered servants at best. The Dragon Coast: Home to a handful of wealthy and sophisticated city-states, such as Starmantle and Westgate, the Dragon Coast is the crossroads of Faerûn. The Golden Water: The eastern lands of Estagund, Durpar, Var the Golden, and Ulgrath lie on the shores of the Golden Water, far to the south. The Great Dale: Stretching for hundreds of miles between the Forest of Lethyr and the Rawlinswood, the Great Dale is home to reclusive clanfolk and mighty druids. The Great Glacier: This fi erce land is the home of the Ulutiuns, skillful hunters and nomads who survive where few others can. To the east lies the isolated nation of Sossal, home to the cold-loving Sossrim. Halruaa: A land where it seems that everyone knows something of the wizard’s art, Halruaa lies on the southern coast of Faerûn. The Hordelands: Also known as the Endless Wastes, the Hordelands are home to the fi erce Tuigan tribes. Impiltur: A prosperous kingdom on the northern shore of the Inner Sea, Impiltur has a history of confl ict with the warlike humanoids of the nearby mountains and the forgotten demons of ancient empires. The Lake of Steam: The bustling city-states of the Lake of Steam are wealthy and strong, but the shadow of evil gods lies over them. Lapaliiya: The inhabitants of the Lapal League dwell along the southeastern shore of the Shining Sea between Sammaresh and Ormpur. Their territory reaches as far inland as the Mhair Jungles, the Bandit Wastes, and the Dun Hills. Lantan: Fabled as a land of mechanical wonders, Lantan lies north of the Chultan peninsula. The Moonsea: A grim land of smelters, foundries, and mining camps, the Moonsea is home to the sinister cities of Zhentil Keep and Mulmaster. The Moonshae Isles: West of Faerûn lie the Moonshae Isles, whose population is divided between the native Ffolk and the invading Illuskans. Mulhorand: This ancient land lies at the eastern end of the Sea of Fallen Stars. For many centuries, undying god-kings have ruled as pharaohs here. Narfell: A cold and savage steppeland south of the Great Glacier, Narfell is renowned as the home of the best horsem*n in Faerûn. The Nelanther Isles: Plagued by pirates and brigands, the Nelanther Isles lie west of Tethyr’s Velen peninsula. The North: This region includes the humans who live in the upper vales of the Delimbiyr and Dessarin rivers, from Daggerford 620_88647_PlayGuideFaru3.indd 17 12/18/03, 11:10:51 AM

18 REGIONS AND FEATS to Llorkh and from Red Larch to Mirabar. The folk of Neverwinter, Luskan, and Baldur’s Gate are described by the Sword Coast region, Silverymoon describes the people of the Silver Marches, and Waterdeep includes the lower Dessarin Vale. Nimbral: This mysterious land of Halruaan expatriates is cloaked in a veil of illusion. The Land of the Flying Hunt is best known for its glass-armored, pegasus-mounted warriors. Rashemen: A wild and beautiful land of the distant east, Rashemen is home to fi erce berserkers and mysterious masked spellcasters known as the Witches of Rashemen (referred to as the wychlaran by the Rashemis themselves). The Ride: North of the Moonsea and south of the Tortured Land lies the broad green swale known as the Ride, which is home to numerous roaming barbarian tribes. Samarach: In the Sanrach basin on the southern shore of the Chultan peninsula lies the xenophobic nation of Samarach, a vassal state of Nimbral. Sembia: Perhaps the wealthiest and most powerful kingdom west of the Inner Sea, Sembia is a sophisticated land of duelists, merchants, and thieves. The Shaar: This vast savanna stretches for more than 1,000 miles across southern Faerûn. The Shaar is home to numerous nomadic tribes, though it also supports a handful of more permanent settlements. Shadovar: The folk of the City of Shade are known as Shadovars. Their fl ying city is currently grounded on the shores of the Shadow Sea in the heart of Anauroch. Shou Expatriate: Many strange kingdoms and empires lie far to the east of Faerûn, at the end of the Golden Way. From these distant lands, a small number of merchants, settlers, and diplomats have come to Faerûn in search of new opportunities in the West. Knowledge (Thesk local). Silverymoon: Often called the Gem of the North, Silverymoon is a city of magic and learning on the Rauvin River in the far North. It is the leading city of the Silver Marches, a league of human cities and dwarf citadels. The Sword Coast: Stretching from Luskan in the north to Baldur’s Gate in the south, the Sword Coast is a region of isolated city-states, fi ercely competitive in commerce and prone to open brigandage. Tashalar: Located on the northern shores of the Chultan peninsula, Tashalar is a sun-soaked land of olive groves, vineyards, and powerful merchant houses. It is threatened by the insidious yuan-ti of the nearby jungles. Tethyr: This large kingdom of noble knights and great lords was recently reunited under the rule of a king and queen after a terrible civil war. Tharsult: The island nation of Tharsult serves as a center for shipborne trade across the Shining Sea. Thay: A forbidding and mysterious realm of the Unapproachable East, Thay is the homeland of the widely feared Red Wizards. Thesk: A loose confederation of mercantile city-states strung out along the Golden Way, Thesk is plagued by the Shadowmasters of Telfl amm, a powerful thieves’ guild. Thindol: On the southern coast of the Chultan peninsula lies this merchant nation populated by fl eet-of-foot Tashalans and Chultans. Turmish: A prosperous land on the northern shores of the Vilhon Reach, Turmish is dominated by the Turami. Underdark (Old Shanatar): Generations of humans from Calimshan and the Lake of Steam have been enslaved by the beholders of Zokir and the drow of Guallidurth. Many escaped into the Underdark wilds, led by Ibrandul the Skulking God. However, they continue to make their homes in the lightless lands that have become their home. Unther: One of the three Old Empires of southeast Faerûn, Unther was ruled for centuries by the evil god-king Gilgeam, who perished in the Time of Troubles. Now Unther is disintegrating from the twin pressures of a Mulhorandi invasion and the squabbles of its own nobles and priests. Uthgardt Tribesfolk: The Uthgardt barbarians roam the forests and hills of the North. Knowledge (North local). Vaasa: A cold, hard land formerly ruled by the terrible WitchKing, Vaasa is no longer a bastion of evil—but neither is it a place for those who aren’t ready to defend themselves with sword and spell. The Vast: Home to small, independent city-states such as Tantras and Raven’s Bluff, the Vast is renowned as a land where adventurers can make names for themselves. The Vilhon Reach: Dominated by the old and decrepit realm of Chondath, the Vilhon Reach is a land of contradictions. A constant confl ict simmers between sophisticated merchant-lords and a powerful druid circle that is determined to limit human expansion. Waterdeep: Known as the greatest city of the Sword Coast, Waterdeep is a cosmopolitan metropolis of bustling commerce, skulking rogues, and mighty wizards. It sits above the dreadful maze known as the Undermountain, which has long been a destination of interest for adventurers. The Western Heartlands: Stretching from the Dragon Coast to the lower reaches of the Chionthar Vale, the Western Heartlands is home to scattered settlements and homesteads as well as caravan cities such as Iriaebor and Scornubel. The Wizards’ Reach: Along the southern coast of the Aglarondan peninsula lie the cities of the Wizards’ Reach, a group of independent city-states long coveted (and contested) by Chessenta, Unther, and Thay. DWARF REGIONS Most of Faerûn’s dwarves hail from one of the following areas. Chult: The wild dwarves reside in the Jungles of Chult, as well as in the nearby Mhair Jungle. The Galena Mountains: Flanked by Impiltur, Damara, and the Vast, the Galena Mountains (and the nearby Earthspur Mountains) are home to numerous shield dwarf delvings. Knowledge (Damara local). The Great Glacier: The fabled Inugaakalikurit, or arctic dwarves, dwell in the icebound mountain ranges of the Great Glacier. The Great Rift: Mightiest of all dwarf realms, the Great Rift is the ancestral homeland of the gold dwarves. Knowledge (Shaar local). Oldonnar: The fabled kingdom of Oldonnar, home of the rare urdunnir (or orecutter) dwarves, lies beneath the Alamir Mountains. Knowledge (Underdark [Old Shanatar] local). The Smoking Mountains: The gold dwarves of the Great Rift have established strongholds, foundries, and smelters near the 620_88647_PlayGuideFaru3.indd 18 12/18/03, 11:11:16 AM

19 REGIONS AND FEATS TABLE 1–3: DWARF REGIONS Recommended Automatic Bonus Favored Regional Bonus Region Subraces Languages Languages Deities Feats Equipment Chult Wild dwarf Chultan, Draconic, Goblin, Thard Harr DisentanglerRAC, (A) Hand axe* or Dwarven Ignan, Shaaran, Jungle StaminaRAC, shortspear*, or Tashalan Survivor (B) 3 doses black adder venom The Galena Shield dwarf Damaran, Chondathan, Dwarven Dauntless, (A) Heavy pick* or Mountains Dwarven Giant, Goblin, pantheon Foe Hunter dwarven urgrosh*, Orc, Undercommon (goblin), or (B) Chain mail* StoneshaperRAC, Thunder Twin, Tireless The Great Glacier Arctic dwarf, Dwarven, Aquan, Auran, Talos, Ulutiu Axethrower, Oral (A) Light pick* or shield dwarf Uluik Damaran, HistoryRAC, shortspear*, or Draconic, Giant Survivor (B) Riding dog and hide armor* The Great Rift Gold dwarf Dwarven Giant, Gnome, Moradin, Bullheaded, (A) Scroll of bull’s Goblin, Shaaran, dwarven MetallurgyRAC, strength and 5 Terran, Untheric pantheon Silver Palm, Sky thunderstones, or RiderRAC, Thunder (B) Heavy mace* or Twin dwarven waraxe* Oldonnar Urdunnir Dwarven Draconic, Giant, Dumathoin Magic in the (A) Heavy pick* or Terran, Blood, heavy mace*, or Undercommon StoneshaperRAC, (B) Chainmail* Strong Soul The Smoking Gold dwarf Dwarven Chessentan, Dwarven Dauntless, (A) Chain shirt*, or Mountains Goblin, pantheon Forgeheart, (B) Wand of cure Mulhorandi, Oral HistoryRAC, light wounds (CL 1st, Undercommon, Thunder Twin 20 charges) Untheric The Spine of Arctic dwarf, Dwarven Chondathan, Dwarven Bullheaded, (A) Warhammer* the World shield dwarf, Draconic, Giant, pantheon Foe Hunter (orc), or dwarven urdunnir Goblin, Illuskan, Oral HistoryRAC, waraxe*, or Orc Thunder Twin (B) Breastplate and 2 potions of cure light wounds The Sword Coast Shield dwarf Dwarven, Chondathan, Dumathoin, Forgeheart, (A) Hand axe* or Illuskan Elven, Giant, Marthammor Mercantile greataxe*, or Gnome, Orc Duin, Background, (B) Five 50-gp gold Moradin MetallurgyRAC, bars Thunder Twin, Tireless Turmish Gold dwarf, Dwarven, Chondathan, Dwarven Dauntless, (A) Splint mail and shield dwarf Turmic Elven, Giant, pantheon Silver Palm, heavy steel shield*, Gnome, Halfl ing StoneshaperRAC, or (B) Five 50-gp Thunder Twin gold bars Underdark Gray dwarf Dwarven, Aquan, Deep Duerra Arachnid RiderRAC, (A) Warhammer* (Darklands) Undercommon Chondathan, Iron MindRAC, or short sword*, or Draconic, Giant, Magic in the (B) Splint mail* Goblin Blood, Mercantile Background 620_88647_PlayGuideFaru3.indd 19 12/18/03, 11:11:42 AM

20 REGIONS AND FEATS volcanic fi res of the Smoking Mountains and the Black Ash Plain of Unther. The Spine of the World: Home to some of the most famous shield dwarf kingdoms of the North, this region includes strongholds such as Citadel Adbar, Citadel Felbarr, and Mithral Hall. Knowledge (Silver Marches local). The Sword Coast: Many shield dwarf merchants, smiths, and weaponmakers live in human cities such as Mirabar and Neverwinter along the Sword Coast. Turmish: The Aphrunn Mountains and Orsraun Mountains are home to many shield dwarves. Underdark (Darklands): Dunspeirrin, a powerful duergar city below the Orsraun Mountains, is one of the oldest and strongest gray dwarf realms. A gray dwarf from any city revering Deep Duerra could choose this region, particularly if he is interested in the study of psionics. Underdark (Earthroot): Deep beneath the Earthspur Mountains lie the remnants of the shield dwarf kingdom called Earthfast. Underdark (Northdark): Gracklstugh, the Deepkingdom of the duergar, lies below the Evermoors. Any gray dwarf native to a city where Laduguer is worshiped in preference to Deep Duerra could select this region. Underdark (Old Shanatar): Ancient Shanatar, once the homeland of the shield dwarves, fell many centuries ago. But Iltkazar, the Mithral Kingdom, still remains. Waterdeep: Several large and prosperous shield dwarf clans inhabit Waterdeep and its immediate environs, including the Forlorn Hills and the Sword Mountains. Recommended Automatic Bonus Favored Regional Bonus Region Subraces Languages Languages Deities Feats Equipment Underdark Gray dwarf Dwarven, Draconic, Giant, Laduguer Bullheaded, (A) Chain shirt* and (Northdark) Undercommon Goblin, Orc, Daylight 10 bolts*, or Terran Adaptation, Resist (B) Handaxe* or Poison, Thug battleaxe* Underdark Shield dwarf Dwarven, Aquan, Draconic, Dumathoin AzerbloodRAC, (A) Heavy mace* or (Old Shanatar) Undercommon Elven, Gnome, BatriderRAC, dwarven urgrosh*, Terran Dauntless, Thunder or (B) Chainmail* Twin, Tireless Waterdeep Shield dwarf Dwarven Alzhedo, Dwarven Cosmopolitan, (A) Chain shirt* and Chondathan, pantheon Silver Palm, Thug, 50 gp, or Elven, Halfl ing, Thunder Twin (B) Heavy mace* or *Masterwork item Illuskan, Orc battleaxe* Illustration by Steve Prescott Gold dwarf Shield dwarf Gray dwarf 620_88647_PlayGuideFaru3.indd 20 12/18/03, 11:12:08 AM

21 REGIONS AND FEATS ELF REGIONS Countless elves have retreated to the seclusion of Evermeet, but many others still remain in Faerûn. The Chondalwood: Once home to the green elf realm of Nikerymath, the Chondalwood is now the home of several roving tribes of wild elves. Cormanthor Drow: Drawn by the promise of ancient surface elf magic, the drow of House Jaelre and the Auzkovyn Clan have occupied old strongholds deep in the forest. Knowledge (Dalelands local). Elven Court: Not all of Cormanthyr’s surface elves have abandoned their ancient home. Many moon elves, wood elves, and wild elves still remain in places such as Semberholme, Tangled Trees, and the old Elven Court itself. Knowledge (Dalelands local). Evereska: Laid waste by the onslaught of Anauroch’s phaerimms, this realm of moon and sun elves is slowly recovering from the furious battles of the last year. Knowledge (Western Heartlands local). Evermeet: Far over the western ocean lies the fabulous isle of Evermeet, fi nal refuge and stronghold of the gold, silver, and green elves. The Forest of Lethyr: Tribes of wood elves hide deep in the forests of the Unapproachable East. Knowledge (Great Dale local). The High Forest: Once divided among the ancient elf kingdoms of Eaerlann, Siluvanede, and Sharrven, the High Forest is now home to the most numerous and vigorous populations of moon and wood elves remaining in northern Faerûn. The Inner Sea: Dozens of aquatic elf settlements, including the great city of Myth Nantar, lie scattered through the waters of the western and central Sea of Fallen Stars. Menzoberranyr: The city of Menzoberranzan, located m iles below the upper Surbrin Vale, is perhaps the most notorious of Faerûn’s drow realms. A drow from any Lolth-dominated city could choose this region. Knowledge (Underdark [Northdark] local). The Outer Sea: West of Faerûn lies the Trackless Sea, and south of Faerûn lies the Great Sea. Both are home to many aquatic elves. Sildëyuir: The extraplanar realm of Sildëyuir, located in the depths of the Yuirwood, is home to the reclusive star elves. Knowledge (Aglarond local). Silverymoon: Also known as the Gem of the North, the city of Silverymoon is a beacon of hope, safety, and learning amid the wilds of the North. It is home to a large number of moon elves. Knowledge (Silver Marches local). Snow Eagle Aerie: The hidden refuge of the avariels lies beyond the frozen peaks of the Icerim Mountains in northeast Faerûn. Knowledge (Sossal local). Waterdeep: Many moon elves reside in the forests and hills of the lower Delimibiyr and Dessarin Vales. They frequent the bustling human city of Waterdeep. The Wealdath: Home to wild elves and wood elves, the Wealdath makes up a large part of the human country of Tethyr. The Yuirwood: Though many of the Yuirwood’s elves are star elves who shelter in Sildëyuir, the Yuirwood itself is home to a number of wild elves. Knowledge (Aglarond local). Illustration by Steve Prescott Drow Wild elf Sun elf Wood elf Moon elf 620_88647_PlayGuideFaru3.indd 21 12/18/03, 11:17:16 AM

22 REGIONS AND FEATS TABLE 1–4: ELF REGIONS Recommended Automatic Bonus Favored Regional Bonus Region Subraces Languages Languages Deities Feats Equipment The Chondalwood Wild elf Elven Chessentan, Rillifane Forester, (A) Hide armor* Chondathan, Rallathil Survivor, and exilir of sneaking, Gnoll, Halfl ing, Treetopper or Shaaran, Sylvan, (B) Shortspear* Untheric Cormanthor Drow Elven Abyssal, Eilistraee, Blooded, Daylight (A) Rapier* or light Drow Chondathan, Vhaeraun Adaptation, Swift crossbow*, or Draconic, Drow and Silent (B) Hand crossbow Sign, Orc, Sylvan, and 3 doses of drow Undercommon knockout poison Elven Court Moon elf, wild Chondathan, Damaran, Giant, Elven Fearless, Luck of (A) Chain shirt*, or elf, wood elf Elven Gnome, Orc, pantheon Heroes, Strong (B) Scroll of Sylvan Soul, WoodwiseUNA barkskin and tree shape Evereska Moon elf, Chondathan, Auran, Draconic, Elven Discipline, (A) Chain mail* and sun elf Elven Goblin, Giant, pantheon Gift of TonguesRAC, 20 arrows*, or Illuskan, Orc Magical Training (B) Wand of color spray (CL 1st, 20 charges) Evermeet Moon elf, Elven Aquan, Auran, Elven Education, Magical (A) Scroll of knock sun elf, Celestial, pantheon Training, and invisibility, or wood elf Chondathan, Otherworldly, (B) Longsword* or Illuskan, Sylvan Spellwise longbow* The Forest of Wood elf Damaran, Giant, Gnoll, Elven Fleet of Foot, (A) Studded leather Lethyr Elven Gnome, Orc, pantheon Forester, Luck of armor* and 3 Rashemi Heroes potions of cure light wounds, or (B) Hide armor* and scroll of heat metal The High Forest Wood elf Elven Gnoll, Goblin, Elven Fleet of Foot, (A) Longsword* or Halfl ing, Illuskan, pantheon Forester, longbow*, or Sylvan Treetopper (B) Composite longbow (Str +2) The Inner Sea Aquatic elf Elven, Aquan, Deep Blooded, (A) Trident* or Serusan Chondathan, Sashelas LandwalkerRAC longspear*, or Draconic, Giant, (B) Aquatic Sylvan longbowRAC* Menzoberranyr Drow Elven, Abyssal, Draconic Lolth Arachnid RiderRAC, (A) Hand crossbow Undercommon Drow Sign, Blooded, Magic and 20 bolts*, or Goblin, Illuskan in the Blood, Twin (B) Scroll of two Sword Style 2nd-level spells Sildëyuir Star elfUNA Aglarondan, Abyssal, Auran, Corellon Artist, Forester, (A) Longsword* or Elven Infernal, Larethian Otherworldly, rapier*, or Mulhorandi, WoodwiseUNA (B) Chain shirt* and Rashemi, Sylvan masterwork lute Silverymoon Moon elf, Elven, Chondathan, Elven Education, Mind (A) Longsword* or sun elf Illuskan Dwarven, Giant, pantheon over Body, Strong rapier*, or Orc, Sylvan Soul (B) Breastplate and 20 arrows* 620_88647_PlayGuideFaru3.indd 22 12/18/03, 11:18:23 AM

23 REGIONS AND FEATS GNOME REGIONS Sometimes referred to as the Forgotten Folk, gnomes are found in many places across Faerûn, though their population is signifi cant in only a handful of spots. The Great Dale: Forest gnomes and rock gnomes are common in the Unapproachable East. Recommended Automatic Bonus Favored Regional Bonus Region Subraces Languages Languages Deities Feats Equipment Snow Eagle Aerie AvarielRAC Auran, Elven Damaran, Aerdrie Artist, Education, (A) Rapier* or Draconic, Giant, Faenya Fearless, Mind longsword*, or Rashemi, Sylvan, over Body (B) Wand of cure Tuigan light wounds (CL 1st, 20 charges) Waterdeep Moon elf Chondathan, Alzhedo, Elven Cosmopolitan, (A) Rapier* or Elven Dwarven, Halfl ing, pantheon Smooth Talk, dagger*, or Illuskan, Orc Twin Sword Style (B) Wand of magic missile (CL 1st, 20 charges) The Wealdath Wood elf, Chondathan, Alzhedo, Elven Fleet of Foot, (A) Longbow*, or wild elf Elven Draconic, Giant, pantheon Swift and Silent, (B) Chain shirt* and Goblin, Shaaran WoodwiseUNA potion of cure light wounds The Yuirwood Star elfUNA, Aglarondan, Chessentan, Elven Discipline, (A) Studded leather wood elf Elven Damaran, pantheon Luck of Heroes, armor* and 20 Draconic, Treetopper arrows*, or Mulhorandi, (B) Scroll of barkskin *Masterwork item. Sylvan, Untheric and tree shape Illustration by Steve Prescott Deep gnome Rock gnome 620_88647_PlayGuideFaru3.indd 23 12/18/03, 11:18:49 AM

24 REGIONS AND FEATS Lantan: Home to the largest population of gnomes in Faerûn, Lantan is an island nation of wondrous invention and bustling commerce that lies north of the Chultan peninsula. Thesk: The city-state of Milvarune and the surrounding Dragonjaw Mountains are home to many large clans of rock gnomes. Underdark (Northdark): A svirfneblin city now in ruins, Blingdenstone lies beneath the lower Rauvin Vale in the North. Smaller deep gnome settlements are scattered throughout the northern Underdark. A deep gnome from any city similar to what Blingdenstone was before its ruin could choose this region. The Western Heartlands: Scattered gnome villages and settlements exist throughout the vales of the River Chionthar and the Winding Water. HALF-ELF REGIONS A half-elf raised by one parent or the other could reasonably call any elf or human region home. However, the following regions are known for their half-elf populations. Aglarond: The Yuirwood is home to the largest population of half-star elves and half-wild elves in Faerûn. The Dalelands: While half-elves are common in many of the Dales, the land of Deepingdale is home to more half-moon elves and half-wood elves than any other place for hundreds of miles around. Dambrath: A human nation conquered by drow centuries ago, Dambrath is now home to a large number of half-drow. The Dragon Coast: Small numbers of half-aquatic elves can be found in almost any of the lands around the Sea of Fallen Stars, but more of them dwell off the shorelands of Cormyr, the Dragon Coast, and Sembia than elsewhere. The High Forest: The High Forest and the city of Loudwater are home to many half-moon elves and half-wood elves descended from citizens of the ancient elf kingdoms of Eaerlann, Siluvanede, and Sharrven. A handful of half-drow dwell in the High Forest in the ruined city of Karse. Silverymoon: Heir to the long-lost elf kingdoms of the North, Silverymoon is home to many who have both moon elf and human blood. Knowledge (Silver Marches local). Waterdeep: Elves and humans have lived side by side on the Sword Coast for many centuries, so half-moon elves are fairly common in the City of Splendors. TABLE 1–5: GNOME REGIONS Recommended Automatic Bonus Favored Regional Bonus Region Subraces Languages Languages Deities Feats Equipment The Great Dale Forest gnome, Damaran, Draconic, Elven, Baervan Animal FriendsRAC, (A) Light mace* or rock gnome Gnome Gnoll, Goblin, Wildwanderer Forester, Magic in shortspear*, or Orc, Sylvan the Blood (B) Wand of cure light wounds (CL 1st, 20 charges) Lantan Rock gnome Gnome, Alzhedo, Gond Education, (A) Pistol, Lantanese Chondathan, Fearless, powder horn, and 10 Draconic, Mercantile bullets*, or Dwarven, Ignan, Background (B) Heavy Illuskan crossbow* Thesk Rock gnome Aglarondan, Damaran, Gnome Artist, Magic in (A) Light mace* or Gnome Draconic, Elven, pantheon the Blood, Smooth longsword*, or Goblin, Orc, Talk (B) Studded leather Sylvan armor*, 5 thunderstones, and 2 potions of cure light wounds Underdark Deep gnome Gnome, Draconic, Callarduran Magic in the (A) Dagger*, light (Northdark) Undercommon Dwarven, Elven, Smoothhands Blood, Mercantile pick*, or heavy Illuskan, Terran Background, pick*, or Strong Soul (B) Chain shirt* and 10 bolts* The Western Rock gnome Gnome, Draconic, Gnome Artist, Discipline, (A) Pistol, Heartlands Chondathan Dwarven, Goblin, pantheon Strong Soul powder horn, and 10 Illuskan, Sylvan, bullets*, or Terran (B) Scroll of invisibility and mirror image *Masterwork item. 620_88647_PlayGuideFaru3.indd 24 12/18/03, 11:19:19 AM

25 REGIONS AND FEATS HALFLING REGIONS Halfl ings roam throughout Faerûn, settling in various humandominated lands for short periods before moving on. True halfl ing homelands include the following regions. Amn: The halfl ing realm of Mieritin once stood on the eastern shore of Lake Esmel. Many lightfoot halfl ings still inhabit this region. Calimshan: Lightfoot halfl ings were brought to Calimshan millennia ago as slaves of the djinn, and many still inhabit this region. Channath Vale: Between the western Shaar and the mysterious land of Halruaa lies the valley of the River Channath and the Forest of Amtar. Ghostwise and strongheart halflings are common in the small villages of this region. Knowledge (Shaar local). The Chondalwood: Hom eland of the ghostwise halfl ings for more than a thousand years, the Chondalwood is a large, warm woodland south of Chondath and Chessenta. Luiren: The southerly nation of Luiren is the home of the strongheart halfl ings and the origin of all of Faerûn’s hin. The North: Lightfoot halfl ings settlements dot the banks of the lower Delimbiyr Vale, though they are most concentrated around the village of Secomber. The Western Heartlands: Halfl ing settlers can be found throughout the Western Heartlands, primarily in the vale west of the Far Hills. ORC AND HALF-ORC REGIONS Like half-elves, half-orcs can be found in small numbers almost anywhere. Half-orcs don’t have any realms they can truly call their own, but large and stable populations of this fi erce folk can be found throughout central and northern Faerûn. Amn: Amn has long been plagued by humanoid raiders who lair in the mountain ranges surrounding the country. Chessenta: The cities of Airspur and Reth, as well as the nearby mountains, are home to many orc tribes that have warred and traded with the humans of Chessenta for centuries. The Hordelands: The gray orcs of the east can be found in roving bands from the Great Glacier to the borderlands of Murghôm. TABLE 1–6: HALF-ELF REGIONS Recommended Automatic Bonus Favored Regional Bonus Region Subraces Languages Languages Deities Feats Equipment Aglarond Half-moon elf Aglarondan, Chessentan, Mielikki, Forester, (A) Longbow* or Elven Damaran, Rillifane Luck of Heroes, longsword*, or Draconic, Rallathil, Militia, Treetopper (B) Hide armor* Mulhorandi, Orc, Silvanus and large darkwood Sylvan, Untheric shield* The Dalelands Half-moon elf, Chondathan, Dwarven, Giant, Eilistraee, Artist, Fleet of (A) Longbow* or half-drow Elven Goblin, Sylvan, Mielikki, Foot, Strong Soul spear*, or Undercommon Silvanus, (B) Composite Sune longbow (Str +2) Dambrath Half-drow Dambrathan, Draconic, Gnoll, Lolth, Drow EyesRAC, (A) Chain shirt* and Elven Halfl ing, Loviatar Knifefi ghter, 1 dose of drow Halruaan, Strong Soul poison, or Shaaran, (B) Spiked chain* or Undercommon scourge* The Dragon Coast Half-aquatic elf Elven, Aquan, Deep Foe Hunter (A) Trident* or Serusan Chondathan, Sashelas (dragons), shortspear*, or Giant, Goblin, Knifefi ghter (B) Five 50-gp Turm ic pearls Silverymoon Half-moon elf Elven, Chondathan, Elven Education, Mind (A) Longsword* or Illuskan Dwarven, Giant, pantheon, over Body, Strong rapier*, or Orc, Sylvan Mystra, Soul (B) Breastplate and Oghma, 20 arrows* Selûne, Sune Waterdeep Half-moon elf Chondathan, Alzhedo, Angarradh, Cosmopolitan, (A) Rapier* or Elven Dwarven, Halfl ing, Sehanine Smooth Talk, dagger*, or Illuskan, Orc Moonbow, Twin Sword Style B) Chain shirt* and Selûne, Sune 50 gp *Masterwork item. 620_88647_PlayGuideFaru3.indd 25 12/18/03, 11:19:44 AM

26 REGIONS AND FEATS Ghostwise halfling Lightfoot halfling Strongheart halfling TABLE 1–7: HALFLING REGIONS Recommended Automatic Bonus Favored Regional Bonus Region Subraces Languages Languages Deities Feats Equipment Channath Vale Ghostwise Halfl ing, Dambrathan, Halfl ing Fearless, (A) Studded leather halfl ing, Shaaran Dwarven, Elven, pantheon Knifefi ghter, armor* and 1 dose strongheart Gnoll, Halruaan Luck of Heroes, of black adder halfl ing Strong Soul venom, or (B) Sling* and 10 silver bullets The Chondalwood Ghostwise Chondathan, Chessentan, Sheela Blooded, Forester, (A) Shortbow*, halfl ing Halfl ing Elven, Gnoll, Peryroyl, Swift and Silent, longbow*, or Shaaran, Urogalan Treetopper shortspear*, or Sylvan (B) 3 doses of blue whinnis poison Luiren Lightfoot Halfl ing Dambrathan, Yondalla Discipline, Militia, (A) Short sword* or halfl ing Durpari, Nobody’s FoolRAC, longsword*, or Dwarven, Elven, Strong Soul (B) Large darkwood Gnoll, shield and 3 Halruaan, tanglefoot bags Shaaran The Western Lightfoot Chondathan, Alzhedo, Halfl ing Fearless, (A) Light crossbow* Heartlands halfl ing, Halfl ing Dwarven, pantheon Luck of Heroes, or shortbow*, or strongheart Gnome, Goblin, Nobody’s FoolRAC (B) Chain shirt* halfl ing Illuskan *Masterwork item. Illustration by Steve Prescott 620_88647_PlayGuideFaru3.indd 26 12/18/03, 11:20:10 AM

27 REGIONS AND FEATS The Moonsea: The Great Gray Land of Thar, north of the Moonsea, is well known for its population of fi erce mountain orc tribes. The North: King Obould’s Dark Arrow Keep is only one of many orc strongholds located in the foothills and high valleys of the Spine of the World. Thesk: Twelve years ago, a Zhentish legion of mountain orc warriors disbanded in Thesk after helping to defend the land from the horde of Yamun Kahan. Underdark (Northdark): Beneath the upper Delimbiyr Vale lie the ruins of the ancient shield dwarf kingdom of Ammarindar. Now occupied by the infernal legions of Kaanyr Vhok, the Sceptered One, Ammarindar is home to many tanarruks. Vaasa: Once the soldiers of the Witch King, the half-orcs of Vaasa are a strong and sturdy folk who manage to carve out a living from this forbidding land. PLANETOUCHED REGIONS Sm all num bers of aasim ars, tiefl ings, and genasi can be found throughout Faerûn, but the planetouched are especially common in only a handful of lands. Calimshan: The bloodlines of the djinn and efreet run strong in the deserts of Calimshan. Chessenta: Long contested between Chessenta and Unther, the lonely coasts of Threskel are home to many water genasi. TABLE 1–8: ORC AND HALF-ORC REGIONS Recommended Automatic Bonus Favored Regional Bonus Region Subraces Languages Languages Deities Feats Equipment Amn Half-orc Orc, Alzhedo, Bane, Cyric, Dauntless, (A) Battleaxe* or Chondathan Draconic, Giant, Tempus, Tyr, Surefooted, Thug orc double axe*, or Gnoll, Halfl ing Waukeen (B) Chain shirt and heavy steel shield* Chessenta Half-orc, Orc, Chondathan, Hoar, Tiamat, Daylight (A) Bastard sword* mountain orc Chessentan Draconic, Giant, Tempus, Tyr Adaptation, or falchion*, or Turmic Dauntless, Furious (B) Breastplate* Charge The Hordelands Half-orc, gray Orc, Rashemi Damaran, Gnoll, Orc pantheon Daylight (A) Spear* or orc Mulhorandi, Adaptation, greataxe*, or Tuigan Fearless, Tireless (B) Studded leather arm or* and potion of bull’s strength The Moonsea Half-orc, Orc, Damaran Chondathan, Orc pantheon, Axethrower, (A) Greataxe* or mountain orc, Draconic, Bane, Cyric, Resist Poison, orc double axe*, or orog Dwarven, Giant Talona, Talos Surefooted (B) Chain shirt and heavy steel shield* The North Half-orc, Orc, Illuskan Draconic, Orc pantheon, Daylight (A) Banded mail* mountain orc, Dwarven, Bane, Malar, Adaptation, with armor spikes, orog, tanarukk Goblin, Giant Tempus Resist Poison, or Swift and Silent (B) Dire fl ail*, greataxe*, or orc double axe* Thesk Half-orc, gray Orc, Damaran Giant, Gnoll, Bane, Daylight (A) Spear* or orc, mountain Gnome, Shaundakul, Adaptation, greataxe*, or orc Mulhorandi, Waukeen Knifefi ghter, (B) Chain mail* Rashemi Thug with armor spikes Underdark Mountain orc, Orc Abyssal, Giant, Orc pantheon Axethrower, (A) Greatsword* or (Northdark) orog, tanarukk Goblin, Illuskan, Blooded, Thug spear*, or Undercommon B) Banded mail* with armor spikes Vaasa Half-orc, Orc, Damaran Dwarven, Giant, Orc pantheon, Blooded, A) Spear* or orc mountain orc Goblin, Uluik, Bane Dauntless, double axe*, or Undercommon Surefooted (B) Chain shirt and eavy steel shield* *Masterwork item, 620_88647_PlayGuideFaru3.indd 27 12/18/03, 11:20:49 AM

28 REGIONS AND FEATS Impiltur: Nar demonbinders brought many demons to the Easting Reach, and the tiefl ing progeny of those visitors can now be found in the hinterlands of Impiltur. Mulhorand: Ruled by incarnations of their deities for thousands of years, many of the folk of Mulhorand have a trace of the divine in their heritage. The Silver Marches: Demons ruled Hellgate Keep for centuries, and their tiefl ing descendants can now be found across the Silver Marches and upper Delimbiyr Vale. Thay: For centuries, the powerful wizards of Thay have bred their slaves with outsiders of various types in an effort to create the perfect servitors. Unther: Like the folk of Mulhorand, the people of Unther were ruled by incarnate gods who often took mortals as spouses. The Western Heartlands: Since the opening of a portal to the Nine Hells in the Year of the Worm, increasing numbers of devil-spawned tiefl ings have been encountered in the vicinity of Dragonspear Castle. OTHER RACIAL REGIONS The following regions are provided for the more unusual character races, such as those introduced in Races of Faerûn, Unapproachable East, or Underdark. Ashane: Many spirit folk dwell along the cold shores of Lake Ashane in the Unapproachable East. Knowledge (Rashemen local). Cormanthyr: Roaming tribes of centaurs call the Elven Woods home. The Earthfast Mountains: Goblins, hobgoblins, and bugbears plague the Earthfast Mountains between the Vast and Damara. Knowledge (Vast local). The Far Hills: Hidden lairs of kir-lanans can be found throughout the Western Heartlands, but the Far Hills and Sunset Mountains are home to several rookeries. Knowledge (Western Heartlands local). The Forest of Lethyr: Centaurs and the volodni, or pinefolk, are found in most forests of the Unapproachable East. Knowledge (Great Dale local). The High Forest: Centaurs roam throughout the High Forest. The Icerim Mountains: Bands of ferocious taer (see Unapproachable East) haunt the freezing slopes and mists of the Icerims of the East. Knowledge (Rashemen local). The Plateau of Thay: Many of Thay’s gnolls come from the wild northwestern frontiers of that forbidding land. Centaurs once freely roamed the plateau of Thay, but now most of them serve the Red Wizards. Knowledge (Thay local). The Shaar: The noble wemics claim the Shaar as their hunting ground. Knowledge (Shaar local). Sphur Upra: Existing half on the Plane of Shadow and half on the Material Plane, Sphur Upra is the city of the gloamings (see Underdark). Knowledge (Underdark [Earthroot] local). The Stormhorns: Driven from their home in the Star Mounts by a dragon, many aarakocras founded new aeries in the Stormhorns of Cormyr. Knowledge (Cormyr local). Surkh: While the lizardfolk hunt in many marshlands, the city of Surkh on the shores of the Deepwash is hom e to a great number of civilized scaly warriors. Knowledge (Vilhon Reach local). Moon half-elf Half-orc Drow Half-elf Illustration by Steve Prescott 620_88647_PlayGuideFaru3.indd 28 12/18/03, 11:21:21 AM

29 REGIONS AND FEATS TABLE 1–9: PLANETOUCHED REGIONS Recommended Automatic Bonus Favored Regional Bonus Region Subraces Languages Languages Deities Feats Equipment Calimshan Air genasi, Alzhedo Auran, Ilmater, Shar, Bloodline of Fire, (A) Scimitar* or fi re genasi Chondathan, Sharess, Mind over Body, falchion*, or Goblin, Ignan, Talos, Tyr Magic in the Blood (B) Wand of magic Shaaran, missile (CL 1st, Tashalan 20 charges) Mulhorand Aasimar, earth Mulhorandi Aglarondan, Mulhorandi Discipline, (A) Falchion* or genasi, tiefl ing Celestial, pantheon Magic in the khopesh*, or Rashemi, Blood, TheocratRAC (B) Scroll of lesser Shaaran, restoration and Untheric spiritual weapon Thay Genasi (any), Mulhorandi Aglarondan, Bane, Cyric, Dreadful Wrath, (A) Scroll of tiefl ing Damaran, Kossuth, Mind over Body, invisibility and Gnoll, Infernal, Loviatar, Tattoo Focus scorching ray, or Rashemi Shar (B) Breastplate* Chessenta Aasimar, Chessentan Aglarondan, Anhur, Arcane Schooling, (A) Short sword* or water genasi Chondathan, Azuth, Hoar, Knifefi ghter, spear*, or Draconic, Lathander, Street Smart (B) Breastplate Mulhorandi, Red Knight, Turmic, Untheric Tiamat Unther Aasimar, Untheric Abyssal, Anhur, Bane, Magic in the (A) Scale mail* and fi re genasi, Chessentan, Mystra, Blood, TheocratRAC, 20 cold iron arrows, tiefl ing Dwarven, Orc, Tempus, Thug or Shaaran Tiamat (B) 3 doses black *Masterwork item. adder venom Illustration by Steve Prescott Assimar Earth genasi Air genasi Water genasi Fire genasi Tiefling 620_88647_PlayGuideFaru3.indd 29 12/18/03, 11:22:07 AM

30 REGIONS AND FEATS TABLE 1–10: REGIONS FOR OTHER RACES Recommended Automatic Bonus Favored Regional Bonus Region Subraces Languages Languages Deities Feats Equipment Ashane Spirit folkUNA Rashemi, Aquan, Auran, Mielikki, Magic in the Blood, (A) Spiked chain*, Sylvan Giant, Goblin, Selûne, Mind over Body, nunchaku*, or Mulhorandi, Silvanus Otherworldly siangham*, or Rashemi, Shou, (B) Wand of detect Tuigan magic or wand of light (CL 1st, 20 charges) The Earthfast BugbearRAC, Goblin Damaran, Hruggek, Knifefi ghter, (A) Studded leather Mountains goblinRAC, Dwarven, Giant, Maglubiyet Resist Poison, armor* and 2 doses hobgoblinRAC Orc, Swift and Silent of greenblood oil, or Undercommon (B) Short sword* or spear* The Forest of VolodniUNA Damaran, Draconic, Silvanus Forester, (A) Longbow* or Lethyr Sylvan Goblin, Long ReachUNA, spear*, or Mulhorandi, WoodwiseUNA (B) Hide armor* Orc, Rashemi, and scroll of chill Treant metal The Icerim TaerUNA Giant Auran, Damaran, Auril, Battle JumpUNA, (A) Greatclub*, or Mountains Dwarven, Loviatar Bullheaded, (B) Hide armor* Rashemi, Survivor and 6 applications Tuigan of taer stench grease The Plateau of CentaurRAC, Gnoll Abyssal, Yeenoghu Blooded, (A) Battleaxe* or Thay gnollUNA Draconic, Long ReachUNA, shortspear*, or Goblin, Infernal, Thug (B) Spiked scale Mulhorandi, m ail* Rashem i The Shaar WemicRAC Sylvan Dwarven, Gnoll, Nobanion Furious Charge, (A) Club* or spear*, Halfl ing, Swift and Silent, or Shaaran, Tireless (B) Large wooden Untheric shield* and 3 potions of cure light wounds Sphur Upra GloamingUND Undercommon Aquan, None Fearless, (A) Studded leather Draconic, Luck of Heroes, armor* and 20 Dwarven, Elven, Smooth Talk arrows*, or Sylvan, Terran (B) Scroll of invisibility and knock The Stormhorns AarakocraRAC Auran Chondathan, Aerdrie Fearless, (A) Javelin*, spear*, Draconic, Elven, Faenya Furious Charge or longspear*, or Orc, Sylvan (B) Flight lance RAC * Surkh LizardfolkUND Draconic Aquan, Semuanya Axethrower, (A) Javelin*, or Chondathan, Dauntless, (B) Hide armor* Goblin, Illuskan, Tireless and large wooden Orc shield* Underdark Deep Roushoum Abyssal, Aquan, Chauntea, Arcane Schooling, (A) One 2nd-level (Deep Imaskar) ImaskariUND Celestial, Grumbar, Otherworldly spell scroll and 3 Draconic, Kossuth, thunderstones, or Terran, Mystra, Shar (B) Wand of detect Undercom m on magic or wand of light (CL 1st, 20 charges) 620_88647_PlayGuideFaru3.indd 30 12/18/03, 11:22:57 AM

31 REGIONS AND FEATS Underdark (Deep Imaskar): A hidden vault buried deep below the Endless Wastes, Deep Imaskar is the home of the Deep Imaskari, people whose very fl esh has been steeped in the magic of the deepearth. Knowledge (Underdark [Earthroot] local). Underdark (Fluvenilstra): Known as the Garden City of the Underdark, Fluvenilstra lies below the Shaar. This beautiful area is home to the mysterious race known as the slyths. Knowledge (Underdark [Great Bhaerynden] local). Underdark (Reeshov): Deep below the Serpent Hills lies the grimlock city of Reeshov. Knowledge (Underdark [Northdark] local). Underdark (Sloopdilmonpolop): Reputed to be the greatest kuo-toa city in the Underdark, Sloopdilmonpolop lies beneath Firedrake Bay, off the coast of Tethyr. Knowledge (Underdark [Old Shanatar] local). Underdark (Yathchol): Beneath the Graypeak Mountains lies the chitine realm of Yathchol. Knowledge (Underdark [Northdark] local). Vital Statistics The tables in this section extend the information about generating starting and maximum age, height, and weight for player characters (presented in Chapter 6: Description in the Player’s Handbook) to include all of the races detailed in this chapter. Age: You can choose your character’s starting age or determine it randomly by consulting Table 1–11: Random Starting Ages. Table 1–11 divides the character classes into categories: simple, moderate, and complex. The footnotes indicate which classes fall into each category. Table 1–12 gives the age ranges for each age category and the ability score adjustments applicable to each. Height and Weight: You can choose your character’s height and weight based on the ranges given on Table 1–13: Random Height and Weight and your character’s ability scores, or you can randomly generate these fi gures using Table 1–13. Recommended Automatic Bonus Favored Regional Bonus Region Subraces Languages Languages Deities Feats Equipment Underdark SlythUND Undercommon Aquan, Chauntea, Dauntless, (A) Hide armor* (Fluvenilstra) Dwarven, Grumbar, Discipline, and large wooden Elven, Gnome, Shar Survivor shield*, or Terran (B) Chain shirt* and potion of cure light wounds Underdark GrimlockUND Terran, Abyssal, Elven, Shar Blooded, (A) Battleaxe*, or (Reeshov) Undercommon Kuo-Toan, Orc Surefooted, Thug (B) Spiked scale m ail* Underdark Kuo-toaUND Kuo-toa, Aquan, Blibdoolpoolp DaylightM(A) Pincer staffUND* (Sloopdilmonpolop) Undercommon Draconic, Adaptation, or spear*, or Dwarven, Elven Dreadful Wrath, (B) Scroll of bear’s Survivor endurance and resist energy Underdark ChitineUNA Undercommon Drow Sign, Lolth Discipline, (A) Short sword* or (Yathchol) Elven, Kuo-Toan, Knifefi ghter, javelin*, or Orc Resist Poison (B) Potion of lesser *Masterwork item. restoration TABLE 1–11: RANDOM STARTING AGES Race Adulthood Simple* Moderate** Complex† Human 15 years +1d4 +1d6 +2d6 Dwarf (any) 40 years +3d6 +5d6 +7d6 Elf (any) 110 years +4d6 +6d6 +10d6 Gnome, deep 20 years +4d6 +6d6 +9d6 Gnome, rock 40 years +4d6 +6d6 +9d6 Half-elf 20 years +1d6 +2d6 +3d6 Half-orc 14 years +1d4 +1d6 +2d6 Halfl ing 20 years +2d4 +3d6 +4d6 Planetouched (any) 15 years +1d6 +1d8 +2d8 *The simple classes are barbarian, rogue, and sorcerer. **The moderate classes are bard, fi ghter, paladin, and ranger. †The complex classes are cleric, druid, monk, and wizard. TABLE 1–12: AGING EFFECTS 666 Maximum Race Middle Age* Old** Venerable† Age Human 35 years 53 years 70 years +2d20 years Dwarf (any) 125 years 188 years 250 years +2d% years Elf, Sun 210 years 315 years 420 years +6d% years Elf, other 175 years 263 years 350 years +4d% years Gnome, deep 80 years 120 years 160 yearsM +2d% years Gnome, rock 100 years 150 years 200 years +3d% years Half-elf 62 years 93 years 125 years +3d20 years Half-orc 30 years 45 years 60 years +2d10 years Halfl ing 50 years 75 years 100 years +5d20 years Planetouched 45 years 68 years 90 years +3d20 years (any) *–1 to Str, Con, and Dex; +1 to Int, Wis, and Cha. **–2 to Str, Con, and Dex; +1 to Int, Wis, and Cha. †–3 to Str, Con, and Dex, +1 to Int, Wis, and Cha. 620_88647_PlayGuideFaru3.indd 31 12/18/03, 11:23:29 AM

32 REGIONS AND FEATS Feats Characters in a FORGOTTEN REALMS cam paign have access to a number of unique feats that refl ect the special talents, tricks, and lore of Faerûn’s people. All the feats described below follow the format of feats in the Player’s Handbook. Regional Feats A regional feat is a feat that represents a special, exclusive capability or talent found among the people of a particular place, ethnicity, or other specialized grouping. Regional feats are identifi ed by the “Regional” designation following the name of the feat. Each regional feat specifi es one or more character race and region com binations as prerequisites. To select such a feat, your character must meet one such set of prerequisites. For example, to select a feat whose regional prerequisite is Dwarf (Spine of the World), your character must be a dwarf whose home region is the Spine of the World. When you choose a home region during character creation, you can select one regional feat from the list available to characters of your homeland. Even if you can choose more than one feat at 1st level (a human or strongheart halfl ing gets two feats at 1st level), you can never have more than one regional feat. Regional feats are not bonus feats; you must use normal feat slots to select them. Arcane Preparation [General] You can prepare an arcane spell ahead of time just as a wizard does. When you do so, you need not take any extra time to apply metamagic feats upon casting that spell. TABLE 1–13: RANDOM HEIGHT AND WEIGHT Base Height Base Height Base Weight Base Weight Race Male Female Modifi er Male Female Modifi er Human, Calish*te1 4′ 9″ 4′ 4″ +2d10 115 lb. 80 lb. × (2d4) lb. Human, Chondathan2 5′ 0″ 4′ 7″ +3d6 120 lb. 85 lb. × (2d4) lb. Human, Damaran3 4′ 10″ 4′ 5″ +2d10 120 lb. 85 lb. × (2d4) lb. Human, Illuskan4 5′ 2″ 4′ 9″ +2d8 140 lb. 105 lb. × (2d4) lb. Human, Mulan5 4′ 11″ 4′ 6″ +2d10 120 lb. 85 lb. × (2d4) lb. Human, Rashemi6 4′ 10″ 4′ 5″ +2d8 130 lb. 95 lb. × (2d4) lb. Human, Tethyrian7 4′ 10″ 4′ 5″ +2d10 125 lb. 90 lb. × (2d4) lb. Dwarf, gold 3′ 9″ 3′ 7″ +2d4 130 lb. 100 lb. × (2d6) lb. Dwarf, gray 3′ 9″ 3′ 7″ +2d4 110 lb. 80 lb. × (2d4) lb. Dwarf, shield 4′ 2″ 4′ 0″ +2d4 145 lb. 110 lb. × (2d6) lb. Elf, drow 4′ 5″ 4′ 5″ +2d6 85 lb. 80 lb. × (1d6) lb. Elf, moon 4′ 10″ 4′ 5″ +2d10 90 lb. 70 lb. × (2d4) lb. Elf, sun 4′ 10″ 4′ 5″ +2d10 90 lb. 70 lb. × (2d4) lb. Elf, wild 4′ 10″ 4′ 5″ +2d10 100 lb. 80 lb. × (2d4) lb. Elf, wood 4′ 10″ 4′ 5″ +2d10 100 lb. 80 lb. × (2d4) lb. Gnome, deep 2′ 10″ 2′ 8″ +2d4 40 lb. 35 lb. × 1 lb. Gnome, rock 3′ 0″ 2′ 10″ +2d4 40 lb. 35 lb. × 1 lb. Half-elf, drow 4′ 7″ 4′ 5″ +2d8 100 lb. 80 lb. × (2d4) lb. Half-elf, other 4′ 10″ 4′ 5″ +2d10 110 lb. 80 lb. × (2d4) lb. Half-orc 4′ 10″ 4′ 5″ +2d12 150 lb. 110 lb. × (2d6) lb. Halfl ing 2′ 8″ 2′ 6″ +2d4 30 lb. 25 lb. × 1 lb. Planetouched, aasimar 4′ 10″ 4′ 5″ +2d10 120 lb. 85 lb. × (2d4) lb. Planetouched, air genasi 4′ 10″ 4′ 5″ +2d10 120 lb. 85 lb. × (1d6) lb. Planetouched, earth genasi 4′ 10″ 4′ 5″ +2d10 120 lb. 85 lb. × (2d6) lb. Planetouched, fi re genasi 4′ 10″ 4′ 5″ +2d12 120 lb. 85 lb. × (2d4) lb. Planetouched, tiefl ing 4′ 10″ 4′ 5″ +2d10 120 lb. 85 lb. × (2d4) lb. Planetouched, water genasi 4′ 10″ 4′ 5″ +2d8 120 lb. 85 lb. × (2d4) lb. 1 Use the Calish*te entry for Durparis and Zakharans. 2 Use the Chondathan entry for Mazticans (Nexalans) and Turami. 3 Use the Damaran entry for Halruaans, Lantannas, Netherese, Shaarans, Shou, Tashalans, Tuigans, and Vaasans. 4 Use the Illuskan entry for Chultans. 5 Use the Mulan entry for Sossrims. 6 Use the Rashemi entry for Gurs, Nars, Raumvirans, and Ulutiuns. 7 Use the Tethyrian entry for Ffolk. 620_88647_PlayGuideFaru3.indd 32 12/18/03, 11:23:59 AM

33 REGIONS AND FEATS Prerequisite: Ability to cast arcane spells without preparation. Benefi t: Each day, you can use one or more of your spell slots to prepare spells you know. (Usually, you do this in order to apply a metamagic feat to the spell.) Thereafter, you can cast that spell as a standard action even if you apply a metamagic feat to the spell as you cast it. Preparing a spell uses a slot of the appropriate level. Once the spell is prepared, you can’t use that spell slot for anything else until you cast the prepared spell. Normal: A sorcerer or bard who applies a metamagic feat to a spell must cast it as a full-round action instead of a standard action. Arcane Schooling [Regional] In your homeland, all who show some skill at the Art may receive training as arcane spellcasters. Thus, many characters know something of the ways of the bard, the sorcerer, or the wizard. Prerequisite: Deep Imaskari (Underdark [Deep Imaskar]), human (Chessenta, the Golden Water, Halruaa, Lantan, Mulhorand, Nimbral, Unther, or the Wizards’ Reach), or planetouched (Chessenta). Benefi t: Choose one arcane spellcasting class (bard, sorcerer, or wizard). You can activate spell trigger magic items as if you had 1 level in the selected class. The selected class also becomes a favored class for you in addition to any other favored class you have or select. For example, a multiclass human fi ghter/rogue who selects wizard for this feat could add levels of wizard without taking any experience penalty for multiclassing in three classes. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Artist [Regional] Your people are renowned for their skill at story and song. Prerequisite: Elf (Sildëyuir or Snow Eagle Aerie), Gnome (Thesk or the Western Heartlands), half-elf (the Dalelands), or human (Chessenta, Waterdeep, or the Western Heartlands). Benefi t: You gain a +2 bonus on all Perform checks and on checks with one Craft skill that involves art, such as calligraphy, painting, sculpture, or weaving. In addition, if you have the bardic music ability, you may use it three additional times per day. For example, a 3rd-level bard with this feat could use her bardic music ability six times per day. Normal: A bard can use her bardic music ability once per day per bard level. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Axethrower [Regional] You have learned how to hurl heavy weapons to deadly effect. Prerequisite: Dwarf (the Great Glacier), human (the Great Glacier, the Moonshae Isles, the North, or Vaasa), lizardfolk (Surkh), or orc (the Moonsea or Underdark [Northdark]). The region system described here updates and replaces the region system and regional feats described in the FORGOTTEN REALMS Campaign Setting. However, additional regions and regional feats have also appeared in Races of Faerûn and Unapproachable East. Any feat from either of those publications that includes a “Region” line should be considered a regional feat and is subject to the same selection restrictions as other feats with the “Regional” designation. The region system in this book limits each character to one and only one regional feat that must be selected at 1st level. This rule replaces the one on page 28 of the FORGOTTEN REALMS Campaign Setting that allows a character to learn another regional feat for each 2 ranks in Knowledge (local) she has. The regional feats presented herein are designed with the intent that a character has access to only one. Allowing a character to choose more than one may unbalance the system. If you examine the region tables that follow in this chapter, you’ll fi nd that all feats identifi ed as regional feats in previous material appear on the tables in the appropriate regions. The region and feat assignments given in this book supersede those in all previous publications. For example, the Shadow Shield feat from Races of Faerûn gives the Tethyrian human and Western Heartlands regions as its prerequisites. In this book, it appears in the Western Heartlands region as a potential regional feat selection. There’s no reason you can’t choose Shadow Shield as one of your regional feats, provided that you meet the requirements spelled out in this book. However, not all the feat descriptions from other publications have been reprinted here, so you’ll need to refer to Races of Faerûn for information on that feat. Unless specifi cally replaced or addressed in this book, most feats from other previously published supplements are usable without alteration. The exceptions are as follows. Berserker Lodge Feats and Rashemi Elemental Summoning (Unapproachable East): As long as Rashem en is your hom e region, you can select berserker lodge feats or Rashemi Elemental Sum moning, provided that your character meets the other requirements. These feats don’t count as regional feats, but you must be able to select regional feats from Rashemen to learn them. Stoneblood (Races of Faerûn): Remove the region requirement from this feat; it’s available to any urdunnir dwarf. Stonewalker Fist (Races of Faerûn): Remove the region requirement from this feat; it’s available to any urdunnir dwarf. Swarmfi ghting (Races of Faerûn): The wild dwarf description incorrectly identifi es Swarmfi ghting as a regional feat. You can choose it if you meet the prerequisites, regardless of your race or region. Regional Feats and Previously Published Material 620_88647_PlayGuideFaru3.indd 33 12/18/03, 11:24:28 AM

34 REGIONS AND FEATS TABLE 1–14: FEATS Feat Name Prerequisite Benefi t Arcane Preparation Cast arcane spells as a bard or sorcerer Apply metamagic feats to prepared spells ahead of time. Axiomatic Strike1 Smite anarchy class feature, lawful alignment Any weapon you wield becomes axiomatic. Blessed of the Seven Sisters2 Able to cast 6th-level arcane spells Increases spell list of chosen arcane spellcasting class. Chosen Weapon War domain, Epic Prowess, Weapon Focus Gain a +2 bonus on weapon damage rolls with deity’s Specialization1 with deity’s chosen weapon chosen weapon. Delay Spell Any other metamagic feat Set your spells for a 1- to 5-round delay after casting. Divine Spell Penetration1 Wis 21, Improved Alignment-Based Casting, Gain +4 on caster level checks to defeat spell resistance domain of chosen alignment, alignment with spells of chosen alignment. matching chosen component, able to cast 9th-level divine spells Enhance Effect1 Knowledge (arcana) 30 ranks, Spellcraft 30 You can change variables of a persistent spell effect. ranks, Skill Focus (Spellcraft), metamagic effect class feature Epic Counterspell1 Spellcraft 30 ranks, Combat Refl exes, You can counter any number of spells in a round, even Improved Counterspell, Improved Initiative, without a readied action. Quicken Spell, Reactive Counterspell Epic Devotion1 Wis 21, Iron Will, alignment different Gain a +4 bonus on saves against spells with the chosen from chosen component, patron deity that descriptor. does not accept clerics with the chosen alignment component Epic Spellfi re Wielder1 Concentration 20 ranks, Endurance, Spellfi re Treat your Con as 4 points higher for determining limit Wielder of stored spellfi re energy levels. Favored of the Zulkirs3 Red Wizard 5th, Corrupt Spell Reduces your ability damage for casting a corrupted spell M by 1 point. Gift of Discernment2 — Duplicates knowledge provided by phylactery of 7 faithfulness. Improved Cooperative Spellcraft 30 ranks, Quicken Spell, Silent You can apply Silent Spell, Still Spell, or Quicken Metamagic1 Spell, Still Spell, cooperative metamagic class Spell to an ally’s spell. feature Improved Familiar See Dungeon Master’s Guide Gain a special familiar. Improved Snatch Spell1 Knowledge (arcana) 40 ranks, Spellcraft Enhance or control a spell you have seized as if you had 40 ranks, Epic Skill Focus (Spellcraft), cast it yourself. snatch spell class feature Improved Spellpool Access1 Knowledge (arcana) 30 ranks, Spellcraft 30 Increase chance of a desired spell being in a spellpool. ranks, able to call in spells from a spellpool Initiate of Bane4 Cleric level 5th, patron Bane Gain frightful presence, add spells to cleric spell list. Initiate of Cyric4 Cleric level 3rd, patron Cyric Gain immunity to fear, add spells to cleric spell list. Initiate of Gond4 Cleric level 1st, patron Gond Add Disable Device and Open Lock to cleric class skills, M add spells to cleric spell list. Initiate of Helm4 Cleric or paladin level 5th, patron Helm Gain benefi t of Combat Refl exes feat, add spells to cleric M or paladin spell list. Initiate of Ilmater4 Cleric or paladin level 7th, patron Ilmater Grant temporary hit points with cure spells, add spells to M cleric or paladin spell list. Initiate of Lathander4 Cleric level 1st, patron Lathander Spontaneously cast light spells, add spells to cleric spell list. Initiate of Malar4 Cleric or druid level 3rd, patron Malar Gain benefi t of Augment Summoning feat, add spells to M cleric or druid spell list. Initiate of Mystra4 Cleric level 3rd, patron Mystra Cast spells even in a dead magic zone or antimagic M fi eld, add spells to cleric spell list. Initiate of Nature4 Cleric or druid level 5th, patron Eldath, Rebuke/command plant creatures, add spells to cleric or Mielikki, or Silvanus druid spell list. Initiate of Selûne4 Cleric, druid, Harper agent, hathran, or Cast augury and divination spells at +5 caster level, ranger level 3rd, patron Selûne add spells to cleric, druid, Harper agent, hathran, or M ranger spell list. 620_88647_PlayGuideFaru3.indd 34 12/18/03, 11:25:01 AM

35 REGIONS AND FEATS Benefi t: When you make a ranged attack with a thrown weapon (axe, spear, javelin, or the like), you may add your Strength bonus instead of your Dexterity bonus to the attack roll. Normal: A character attacking with a ranged weapon adds his Dexterity bonus to the attack roll. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Blooded [Regional] You know what it means to fi ght for your life, and you understand the value of quick wits and quicker reactions when blades are bared and deadly spells are chanted. Prerequisite: Centaur (the Plateau of Thay), dwarf (Underdark [Earthroot]), elf (Corm anthor Drow, the Inner Sea, Menzoberranyr, or the Outer Sea), gnoll (the Plateau of Thay), grimlock (Underdark [Reeshov]), halfl ing (the Chondalwood), human (the Dalelands, the Nelanther Isles, Silverym oon, or Tethyr), or orc (Underdark [Northdark] or Vaasa). Benefi t: You get a +2 bonus on initiative checks and a +2 bonus on Spot checks. You cannot become shaken, and you ignore the effects of the shaken condition. However, you can still be frightened or panicked. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Bloodline of Fire [Regional] You are descended from the efreet who ruled Calimshan long ago. The blood of these fi re spirits runs thick in your veins. Prerequisite: Human (Calimshan) or planetouched (Calimshan). Benefi t: You receive a +4 bonus on saving throws against fi re effects. In addition, you cast spells with the fi re descriptor at +2 caster level. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Feat Name Prerequisite Benefi t Initiate of Tyr4 Cleric level 7th, patron Tyr, War domain Gain +1 bonus on damage rolls with longsword, add spells M to cleric spell list. Innate Spell Silent Spell, Still Spell Use one spell 3/day as a spell-like ability. Inscribe Epic Rune1 Int 19, Craft (appropriate selection) 24 You can inscribe a rune beyond normal power limits. ranks, Inscribe Rune Inscribe Rune Int 13, Craft, divine spellcaster level 3rd Inscribe magic runes. Insidious Magic Shadow Weave Magic Weave user must make a level check to detect your spells. Lliira’s Blessing3 Escape Artist 1 rank, Nimbus of Light Gain +2 sacred bonus on Escape Artist checks and saves M against effects that leave you paralyzed, held, or M entangled. Magical Artisan Any item creation feat Make item for 75% item creation costs. Pernicious Magic Shadow Weave Magic Gain +4 on spell penetration against Weave users. Persistent Spell Extend Spell Extends spell’s duration to 24 hours. Portal Master Craft Wondrous Item Create portal for 50% portal creation cost, stabilize M m alfunctioning portals. Reactive Counterspell Improved Counterspell, Improved Initiative Counterspell once per round without readying an action M to do so. Shadow Weave Magic Wis 15 or patron Shar Gain +1 on save DC and spell penetration with M enchantment, illusion, and necromancy spells; –1 caster level with evocation and transmutation spells; can’t use M light spells. Signature Spell Spell Mastery Spontaneously convert prepared spells into chosen spell. Spell Thematics Arcane spellcaster level 1st Gain +4 to Spellcraft DC to identify your spells, +1 M caster level with thematic spells. Spellcasting Prodigy — Treat primary spellcasting ability score as 2 higher for M bonus spells and save DCs. Spider Bite3 Verminfriend, patron Lolth Your saliva becomes poisonous. Tenacious Magic Shadow Weave Magic Dispel DC of your spells is 15 + your level against Weave M users. Touch of Hate3 Vile Spell, able to cast 5th-level divine spells, You can transform an animal into a beast of Bane with a patron Bane touch. Twin Spell Any other metamagic feat Spell takes effect twice on target or area. 1 Epic feat; see Chapter 5 for description. 3 Vile feat; see Appendix for description. 2 Exalted feat; see Appendix for description. 4 Initiate feat; see Chapter 3 for description. 620_88647_PlayGuideFaru3.indd 35 12/18/03, 11:25:29 AM

36 REGIONS AND FEATS TABLE 1–15: REGIONAL FEATS To select these feats, a character must come from a region designated as the feat’s prerequisite. Other requirements occasionally apply. See the feat for full details. Feat Benefi t Arcane Schooling Use spell trigger magic items for one arcane spellcasting class. Artist Gain +2 on Perform and Craft checks, can use bardic music 3 more times per day. Axethrower Use Str modifi er instead of Dex modifi er on attack rolls with thrown weapons. Blooded Gain +2 on initiative and +2 on Spot checks, can’t be shaken. Bloodline of Fire Gain +4 on saves against fi re effects and +2 to save DCs for [fi re] spells. Bullheaded Gain +2 on Will saves, can’t be shaken. Cosmopolitan Gain +2 on Bluff, Gather Information, and Sense Motive checks. Dauntless Gain +5 hit points. Daylight Adaptation Ignore vulnerability to sunlight or bright light. Discipline Gain +2 on Will saves and Concentration checks. Dreadful Wrath Gain frightful presence when you attack. Education Gain +2 on two Knowledge skills of your choice, all Knowledge skills are class skills Ethran Gain +2 on Handle Animal and Survival, +2 on Charisma-based checks against Rashemi, can participate in circle magic. Fearless Immune to fear effects. Fleet of Foot Gain +10 feet to land speed. Foe Hunter Gain +2 on Bluff, Listen, Sense Motive, Spot, Survival, and weapon damage checks against designated foe. Forester Gain +1 on Hide, Listen, Move Silently, and Spot checks (+3 while in forest terrain). Forgeheart Gain resistance to fi re 5. Furious Charge Gain +4 bonus on charge attacks. Horse Nomad Profi cient with light lance, scimitar, and composite shortbow, +3 on Ride checks. Knifefi ghter No penalty for using a light weapon to attack a grappled foe. Luck of Heroes Gain +1 luck bonus on all saving throws and +1 luck bonus to AC. Magic in the Blood Use spell-like abilities 3/day instead of 1/day. Magical Training Cast three 0-level spells per day. Mercantile Background Sell items at 75% list price; 1/month buy one item at 75%offered price. Militia Profi cient with all martial weapons. Mind over Body Use Int or Cha modifi er to determine hp at 1st level; gain +1hp when you learn a metamagic feat; +1 insight bonus to AC. Otherworldly Type changes to outsider [native]. Resist Poison Gain +4 on Fortitude saves against poison. Saddleback You can take 10 on Ride checks, and use your Ride check result as your Refl ex save. Silver Palm Gain +2 on Appraise, Bluff, and Sense Motive checks. Smooth Talk Take –5 penalty on rushed Diplomacy checks instead of –10. Snake Blood Gain +2 on Ref saves, +2 on Fort saves against poison. Spellwise Gain +2 on Knowledge (arcana) and Spellcraft checks, and +2 on saves against illusion spells and effects. Stormheart Gain +2 on Balance and Profession (sailor) checks, +1 dodge bonus on ships, and ignore movement penalty while on ships. Street Smart Gain +2 on Gather Information, Intimidate, and Sense Motive checks. Strong Soul Gain +1 on Fort and Will saves, or +3 against death effects, energy drain, and ability drain attacks. Surefooted Gain +2 on Climb and Jump checks, and ignore movement penalty for ice and slopes. Survivor Gain +2 on Fortitude saves and Survival checks. Swift and Silent (Stealthy) No penalty on Hide and Move Silently checks when you move at normal speed. Tattoo Focus Gain +1 to save DC and spell penetration with specialized school. Thug Gain +2 on initiative checks, and +2 on Appraise and Intimidate checks. Thunder Twin Gain +2 on Diplomacy and Intimidate checks, twin. Tireless Ignore fatigue and reduce exhaustion to fatigue. Treetopper Gain +2 on Balance and Climb checks, retain Dex bonus to AC while climbing. Twin Sword Style Gain +2 shield bonus on AC against designated opponent while fi ghting with two swords. 620_88647_PlayGuideFaru3.indd 36 12/18/03, 11:25:59 AM

37 REGIONS AND FEATS Bullheaded [Regional] The stubbornness and determination of your kind are legendary. You are exceptionally headstrong and diffi cult to sway from your course. Prerequisite: Dwarf (Underdark [Earthroot], Underdark [Northdark], the Great Rift, or the Spine of the World), human (Altumbel, Damara, the Great Dale, Rashemen, or the Western Heartlands), or taerUNA (the Icerim Mountains). Benefi t: You receive a +2 bonus on all Will saves. You cannot become shaken, and you ignore the effects of the shaken condition. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Cosmopolitan [Regional] You’ve been lied to more times than you can count. This history has made you intimately familiar with the deceit, guile, and doublespeak of city folk. Prerequisite: Dwarf (Waterdeep), elf (Waterdeep), half-elf (Waterdeep), halfl ing (Amn), or human (Amn, the Golden Water, the Sword Coast, or Waterdeep). Benefi t: You gain a +2 bonus on Bluff, Gather Inform ation, and Sense Motive checks. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Dauntless [Regional] You can stand up to greater punishment than most and still keep on going. Prerequisite: Dwarf (the Galena Mountains, the Sm oking Mountains, Turmish, Underdark [Earthroot], or Underdark [Old Shanatar]), hum an (Dam ara, the Great Dale, Im piltur, or the Moonshae Isles), lizardfolk (Surkh), orc (Amn, Chessenta, or Vaasa), or slyth (Underdark [Fluvenilstra]). Benefi t: You gain +5 hit points. Special: You m ay not select this feat m ore than once, but its benefi t stacks with Toughness. You may select this feat only as a 1st-level character. You may have only one regional feat. Daylight Adaptation [Regional] You have accustom ed yourself to the painful sunlight of the surface world. Prerequisite: Dwarf (Underdark [Northdark]), elf (Cormanthor Drow), kuo-toa (Underdark [Sloopdilmonpolop]), or orc (Chessenta, the Hordelands, the North, or Thesk). Benefi : Unlike other members of your race, you are not dazzled or blinded by exposure to bright light or sunlight. However, spells or effects that affect all creatures regardless of race, such as a sunbeam or sunburst spell, still affect you normally. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Delay Spell [Metamagic] You can cast spells that take effect after a short delay of your choosing. Prerequisite: Any other metamagic feat. Benefi t: A delayed spell doesn’t activate until 1 to 5 rounds after you fi nish casting it. You determine the delay when you fi nish casting the spell, and it cannot be changed once set. The spell activates just before your turn on the round you designate. Only personal or touch range spells and those with areas can be affected by this feat. Any decisions you would normally make about the spell (including attack rolls, designating targets, or determining or shaping an area) must be made when the spell is cast. Any effects resolved by the subject (including saving throws) are determined when the spell triggers. If conditions change between casting and triggering in such a fashion as to make the spell impossible (for example, if the target you designate leaves the spell’s area or moves out of range before it goes off), the spell fails. A delayed spell m ay be dispelled norm ally during the delay period, and spells such as detect magic can detect it normally in the area or on the target. A delayed spell uses up a slot three levels higher than the spell’s actual level. Illustration by Carl Frank Daylight Adaptation 620_88647_PlayGuideFaru3.indd 37 12/18/03, 11:26:25 AM

38 REGIONS AND FEATS Discipline [Regional] Your people are admired for their single-minded determination and clarity of purpose. You are diffi cult to distract by spell or blow. Prerequisite: Chitine (Underdark [Yathchol]), elf (Evereska or the Yuirwood), gnome (the Western Heartlands), halfl ing (Luiren), human (Aglarond, Cormyr, Shadovar, Shou Expatriate, or Thay), planetouched (Mulhorand), or slyth (Underdark [Fluvenilstra]). Benefi t: You gain a +2 bonus on Will saves and a +2 bonus on Concentration checks. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Dreadful Wrath [Regional] You are terrible to behold in battle, and few foes have the heart to face you without quailing. Prerequisite: Hum an (Rashem en), kuo-toa (Underdark [Sloopdilmonpolop]), or planetouched (Impiltur, the Silver Marches, Thay, or Western Heartlands). Benefi t: When you charge, make a full attack, or cast a spell that either targets an enemy or includes an enemy in its area, you gain the frightful presence ability for that round. Each enemy within a 20-foot radius of you must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifi er) or be shaken for 1 minute. Regardless of its success or failure on the saving throw, any creature exposed to this effect is immune to your frightful presence for the next 24 hours. This is an extraordinary morale effect. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Education [Regional] You hail from a land where the pen is held in higher regard than the sword. In your youth, you received the benefi t of formal schooling of some type. Prerequisite: Elf (Evermeet, Silverymoon, or Snow Eagle Aerie), gnome (Lantan), half-elf (Silverymoon), or human (Chessenta, Lantan, Silverymoon, or Waterdeep). Benefi t: All Knowledge skills are class skills for your current and all your future classes. You may also select two Knowledge skills to develop more fully. You get a +2 bonus on all checks you make with those skills. If you select a Knowledge skill in which you do not yet have ranks, you gain no immediate benefi t, since Knowledge skills can be used only with training. But the selection still represents your improved potential for that skill. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Ethran [Regional] You have been initiated into the secrets of the Witches of Rashemen as a member of the Ethran (the “untrained”). Prerequisites: Female, human (Rashemen). Benefi t: You gain a +2 bonus on Handle Animal and Survival checks. When dealing with other Rashemis, you gain a +2 bonus on Charisma-based skill and ability checks. Furthermore, you can participate in circle magic (see Circle Magic on page 59 in the FORGOTTEN REALMS Campaign Setting). Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Fearless [Regional] You are a stranger to fear. Nothing can shake your courage. Prerequisite: Aarakocra (the Stormhorns), elf (Elven Court or Snow Eagle Aerie), gloamingUND (Sphur Upra), gnome (Lantan), halfl ing (Channath Vale or the Western Heartlands), human (Anauroch or Impiltur), or orc (the Hordelands). Benefi t: You are immune to fear effects, magical or otherwise. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Fleet of Foot [Regional] You are extraordinarily swift. Prerequisite: Elf (the Forest of Lethyr, the High Forest, or the Wealdath), half-elf (the Dalelands or the High Forest), or human (the Shaar or Thindol). Benefi t: Your land speed is faster than the norm for your race by 10 feet. This benefi t applies only when you are wearing no armor or light armor and not carrying a heavy load. Apply this bonus before modifying your speed for any load carried. Special: If a feature of your character class also improves your land speed, the speed increase for Fleet of Foot stacks with that provided by the class feature. You may select this feat only as a 1st-level character. You may have only one regional feat. Foe Hunter [Regional] In a land threatened by fi erce raiders, you have learned to fi ght effectively against certain foes. You know their ways and how to beat them. Home Region Favored Enemy Cormyr Humanoids (goblinoid) Chult Humanoids (goblinoid) The Dragon Coast Dragons The Galena Mountains Humanoids (goblinoid) Impiltur Demons The Moonsea Humanoids (orc) The North Humanoids (orc) Samarach Yuan-ti The Spine of the World Humanoids (orc) Tashalar Yuan-ti Thindol Yuan-ti Prerequisite: Dwarf (the Galena Mountains or the Spine of the World), half-elf (the Dragon Coast), halfl ing (the North), or 620_88647_PlayGuideFaru3.indd 38 12/18/03, 11:27:27 AM

39 REGIONS AND FEATS human (Chult, Cormyr, Impiltur, the Moonsea, the North, Samarach, Tashalar, or Thindol). Benefi t: You acquire a favored enemy. This benefi t functions like the ranger class feature of the same name, except that the exact type of creature you oppose is determined by your home region, according to the table above. Forester [Regional] You are one with Faerûn’s mighty forests. Few can match your woodcraft or your skill on your chosen battlefi eld. Prerequisite: Elf (the Chondalwood, the Forest of Lethyr, the High Forest, or Sildëyuir), gnome (the Great Dale), half-elf (Aglarond or the High Forest), halfl ing (the Chondalwood), human (the Dalelands or the Great Dale), or volodni (the Forest of Lethyr). Benefi t: You gain a +1 bonus on Hide, Listen, Move Silently, and Spot checks. When you are in forest terrain, this bonus increases to +3. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Forgeheart [Regional] Because you are inured to the hellish heat of your homeland, you are resistant to blasts of fi re that would damage other creatures. Prerequisite: Dwarf (the Smoking Mountains or the Sword Coast). Benefi t: You gain resistance to fi re 5. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Furious Charge [Regional] Your people are known for their love of battle, and they rarely waste time in meeting a foe blade-to-blade. You know how to make the most of a charge. Prerequisite: Aarakocra (the Stormhorns), human (Cormyr, the Ride, Tethyr, or Uthgardt Tribesfolk), orc (Chessenta), or wemic (the Shaar). Benefi t: You gain a +4 bonus on the attack roll you make at the end of a charge. Normal: A character gains a +2 bonus on the attack roll made at the end of a charge. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Horse Nomad [Regional] You have been raised in a culture that relies upon riding and shooting. Prerequisite: Human (the Hordelands, Nimbral, the Ride, or the Shaar). Benefi t: You gain profi ciency with the composite shortbow, light lance, and scimitar. You also get a +3 bonus on all Ride checks. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Improved Familiar [General] Refer to the Improved Familiar feat description on page 200 of the Dungeon Master’s Guide. In addition to the choices presented there, the following fam iliars are available in a FORGOTTEN REALMS campaign. Familiar Alignment Level DeathfangRAC Neutral evil 9th Flying snakeRAC Neutral 3rd Lizard, spitting crawlerFOR Neutral 3rd LynxRAC Neutral 3rd OsquipRAC Neutral evil 5th Tressym Neutral good 5th Improved familiars do not grant any special abilities to their masters other than the Alertness feat, an empathic link, and the ability to share spells with the familiar. Innate Spell [Metamagic] You have mastered a spell so thoroughly that you can now use it as a spell-like ability. Prerequisites: Silent Spell, Still Spell. Illustration by Jeremy Jarvis Furious Charge 620_88647_PlayGuideFaru3.indd 39 12/18/03, 11:28:02 AM

40 REGIONS AND FEATS Benefi t: Choose a spell that you know. You can now use this spell three times per day as a spell-like ability. If the innate spell has an XP cost, you pay that cost each time you use the spell. If it has a focus, you must have it to use the spell in this manner. If the innate spell has a costly material component, you need an item worth 50 times that amount to use as a focus for the spell-like ability. Otherwise, you need no components to use the innate spell as a spell-like ability. You must permanently assign one spell slot of the appropriate spell level to the innate spell. You can’t use this spell slot for anything else—that is, you can cast one fewer spell per day at that spell level than you could if you didn’t have an innate spell. For example, if you could normally cast three 3rd-level spells per day and you choose fi reball as your innate spell, you can now cast only two 3rdlevel spells per day, but you gain three uses per day of fi reball as a spell-like ability. Special: You can choose this feat more than once, selecting a different innate spell each time. Inscribe Rune [Item Creation] You can create magic runes that hold spells until triggered. Prerequisites: Int 13, appropriate Craft skill, divine spellcaster level 3rd. Benefi t: You can cast any divine spell you have access to as a rune. You must have prepared the spell to be scribed and must provide any material components or focuses the spell requires. If casting the spell would reduce your XP total, you pay that cost upon beginning the rune in addition to the XP cost for making the rune itself. Likewise, material components are consumed when you begin writing the rune, but focuses are not. See Rune Magic in Chapter 2 of the FORGOTTEN REALMS Campaign Setting for details on runes and rune magic. A single object of Medium size or smaller can hold only one rune. A larger object can hold one rune per 25 square feet of surface area. Runes cannot be placed on creatures, although they can be drawn on equipment a creature carries. The rune has a price equal to its spell level × caster level × 50 gp. (A 0-level spell counts as 1/2 level.) You must spend 1/25 of the price in XP and use up raw materials costing one-half the price to inscribe the rune. Note: The rune cost multiple given here (50 gp) supersedes the one given in the FORGOTTEN REALMS Campaign Setting (100 gp). Insidious Magic [Metamagic] You can use the Shadow Weave to make your spells harder for Weave users to detect. Prerequisite: Shadow Weave Magic. Benefi t: Any Weave user who employs a divination spell (such as detect magic), spell-like ability, or magic item that could detect the magical aura of one of your spells must make a successful level check (DC 11 + your caster level) to succeed. Similarly, a Weave user attempting to reveal the effects of one of your spells via a divination spell (such as see invisibility) must make a caster level check to succeed. The Weave user may check only once for each divination spell used, no matter how many of your spell effects are operating in that area. All creatures employing spells or spell-like abilities are considered Weave users unless they possess the Shadow Weave Magic feat. This benefi t does not extend to spells you cast from the schools of evocation or transmutation. Knifefi ghter [Regional] You’re an expert at using weapons in a grapple. Prerequisite: Bugbear (the Earthfast Mountains), chitine (Underdark [Yathchol]), goblin (the Earthfast Mountains), half-elf (Dambrath or the Dragon Coast), halfl ing (Channath Vale), hobgoblin (the Earthfast Mountains), hum an (Anauroch, Dam - brath, the Lake of Steam, or the Sword Coast), orc (Thesk), or planetouched (Chessenta). Benefi t: You can use a light weapon to attack your opponent in a grapple with no penalty on the attack roll. In addition, you need not win a grapple check to draw a light weapon while grappling, although you still must use a move action to do so. If your base attack bonus is +6 or higher, you can make a full attack with a light weapon while grappling, provided that you already have your weapon drawn. Normal: A character in a grapple takes a –4 penalty on attack rolls when attacking the grappled opponent with a light weapon. A character in a grapple must win a grapple check in order to draw a weapon and cannot make a full attack in the round she does so. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Luck of Heroes [Regional] Your land is known for producing heroes. Through pluck, determination, and resilience, you survive when no one expects you to come through. Prerequisite: Elf (Elven Court, the Forest of Lethyr, or the Yuirwood), gloamingUND (Sphur Upra), half-elf (Aglarond), halfl ing (Channath Vale or the Western Heartlands), or human (Aglarond, the Dalelands, Tethyr, Turmish, or the Vast). Benefi t: You receive a +1 luck bonus on all saving throws and a +1 luck bonus to Armor Class. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Magic in the Blood [Regional] You have a knack for getting the most out of your innate magical abilities. You can use them more often than others of your race can. Prerequisite: Dwarf (Oldonnar or Underdark [Darklands]), elf (Menzoberranyr), gnom e (the Great Dale, Thesk, or Underdark [Northdark]), planetouched (Calimshan, Mulhorand, or Unther), or spirit folk (Ashane). Benefi t: You can use your racial spell-like abilities more often than you otherwise could. Any ability that is otherwise usable once per day is now usable three times per day. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. 620_88647_PlayGuideFaru3.indd 40 12/18/03, 11:29:11 AM

41 REGIONS AND FEATS Magical Artisan [General] You have mastered the method of creating a certain kind of magic item. Prerequisite: Any item creation feat. Benefi t: Choose one item creation feat that you possess. When you make an item with that feat, you pay only 75% of the normal cost to create the item. Special: You may gain Magical Artisan multiple times. Each time you take the feat, it applies to a new item creation feat. Magical Training [Regional] You come from a land where cantrips are taught to all who have the aptitude to learn magic. Every crafter and artisan, it seems, knows a minor spell or two. Prerequisites: Int 10 or Cha 10, elf (Evereska or Evermeet) or human (Halruaa or Nimbral). Benefi t: You can cast three 0-level arcane spells per day as either a sorcerer or wizard (your choice, so long as you have a score of at least 10 in the ability that controls the spellcasting for that class). You must make this decision when you fi rst take the feat. Thereafter, you have an arcane spell failure chance if you wear armor and are treated as a sorcerer or wizard of your arcane spellcaster level (minimum 1st) for the purpose of determining level-based variables of the spells you cast. If you choose to cast spells as a sorcerer, the DC for saves against your spells is 10 + your Cha modifi er. You know two 0-level spells of your choice from the sorcerer/wizard list. If you choose to cast spells as a wizard, the DC for saves against your spells is 10 + your Int modifi er. You have a spellbook with three 0-level spells of your choice from the sorcerer/ wizard list. You prepare your spells exactly as a wizard does. Special: If you already have levels in sorcerer or wizard, increase the number of 0-level spells you can cast per day by three. You may select this feat only as a 1st-level character. You may have only one regional feat. Mercantile Background [Regional] You come from a wealthy family with numerous contacts in the trading costers and craft guilds of Faerûn’s bustling cities. You can get a good deal on almost anything you buy or sell. Prerequisite: Dwarf (the Sword Coast or Underdark [Darklands]), gnome (Lantan or Underdark [Northdark]), halfl ing (Amn), or human (Amn, Lantan, Sembia, Shou Expatriate, Tashalar, Tharsult, Thesk, Turmish, the Vast, or Waterdeep). Benefi t: When you sell weapons, magic items, or other adventuring goods, you get 75% of the list price instead of 50%. Once per month, you can buy any single item at 75% of the offered price. You also receive an extra 300 gp to spend as you see fi t during character creation. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Militia [Regional] Your people rely on a well-trained and well-armed militia to defend their land. You’re no stranger to the use of weapons. Prerequisite: Half-elf (Aglarond), halfl ing (Luiren), or human (Altumbel, the Dalelands, Impiltur, Samarach, Thindol, or Turmish). Benefi t: You gain profi ciency with all martial weapons. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Mind over Body [Regional] The aesthetics and mystics of your homeland have learned to overcome the frailties of the body with the unyielding power of the mind. Prerequisite: Elf (Silverymoon or Snow Eagle Aerie), half-elf (Silverymoon), human (Calimshan, Mulhorand, Shou Expatriate, or Thay), planetouched (Calimshan or Thay), or spirit folk (Ashane). Benefi t: At 1st level, you may use your Intelligence or Charisma modifi er (your choice) to determine your bonus hit points. For all subsequent levels, you use your Constitution modifi er, as normal. In addition, you gain +1 hit point every time you learn a metamagic feat. Furthermore, if you can cast arcane spells, you get a +1 insight bonus to Armor Class. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Otherworldly [Regional] Your folk are known for their mystic power and seem to transcend their mortal forms. Your inner radiance is so strong that you are more than mortal. Prerequisite: Deep Imaskari (Underdark [Deep Imaskar]), elf (Evermeet, Sildëyuir), or spirit folk (Ashane). Illustration by Richard Sardinha Knifefighter 620_88647_PlayGuideFaru3.indd 41 12/18/03, 11:35:36 AM

42 REGIONS AND FEATS Benefi t: You are a native outsider, not a humanoid. You have darkvision out to 60 feet. Furthermore, you gain a +2 bonus on all Diplomacy checks. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Pernicious Magic [Metamagic] You can use the Shadow Weave to make your spells harder for Weave users to resist. Prerequisite: Shadow Weave Magic. Benefi t: You gain a +4 bonus on caster level check s made to defeat a Weave user’s spell resistance. All creatures employing spells or spelllike abilities are considered Weave users unless they possess the Shadow Weave Magic feat. This benefi t stacks with those from the Spell Penetration and Greater Spell Penetration feats, but it does not extend to spells you cast from the schools of evocation or transmutation. Persistent Spell [Metamagic] You can make a spell last all day. Prerequisite: Extend Spell. Benefi t: A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or fi xed range (for example, comprehend languages or detect magic). Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. You need not concentrate on spells such as detect magic or detect thoughts to be aware of the mere presence or absence of the thing detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot six levels higher than the spell’s actual level. Portal Master [Item Creation] You are especially profi cient at creating portals—permanent magic devices that instantaneously transport those who know their secrets from one locale to another. Faerûn is riddled with portals. Prerequisite: Craft Wondrous Item. Benefi t: When you build a portal, you pay only 50% of the normal cost to create the device. This benefi t does not stack with that provided by the Magical Artisan feat. In addition, you know how to pass through dangerous portals safely. As a standard action, you can attempt to stabilize a malfunctioning portal temporarily. Make a Spellcraft check and add the check result to the d% roll for the effect of the malfunctioning portal (see Table 2–2 in Chapter 2 of the FORGOTTEN REALMS Campaign Setting). The portal remains stable for 1 minute, and you can retry the stabilization as often as you like. Reactive Counterspell [General] You can react quickly to counter spells cast by opponents. Prerequisites: Improved Counterspell, Improved Initiative. Illustration by Joel Thomas Otherworldly In addition to overhauling the regional feat system, this chapter also introduces a small number of changes to other feats from the FORGOTTEN REALMS Campaign Setting. Most of these alterations are minor changes to the wording for clarity, but some of the key changes include the following. Courteous Magocracy: The name of this feat has changed to Spellwise, since its revision doesn’t have much to do with courtesy. Create Portal: Portals are now considered wondrous items and are built with the Craft Wondrous Item feat. The new Portal Master feat makes it easier for a character to build a portal. Forester: The benefi t of the Forester feat was incorporated into Self-Suffi cient, which appears in the Player’s Handbook. The version appearing here now works differently. Greater Spell Focus: This feat is not included here because it’s in the Player’s Handbook. Greater Spell Penetration: This feat is not included here because it’s in the Player’s Handbook. Improved Counterspell: This feat is not included here because it’s in the Player’s Handbook. Improved Familiar: This feat is not reprinted in its entirety here because it appears in the Dungeon Master’s Guide. Stealthy: This feat has been incorporated into the Player’s Handbook. The Swift and Silent feat replaces it here. Changes to Feats from the Campaign Setting 620_88647_PlayGuideFaru3.indd 42 12/18/03, 11:36:26 AM

43 REGIONS AND FEATS Benefi t: Once per round, you can counterspell an opponent’s spell even if you have not readied an action to do so. This counterspell action takes the place of your next turn. You can’t use this feat when you are fl at-footed. Normal: Without this feat, you must ready an action each round that you wish to use a counterspell. Resist Poison [Regional] Your people have become inured to many deadly substances through controlled exposure or the simple hostility of your home environment. You can shrug off poisons that would kill someone else. Prerequisite: Bugbear (the Earthfast Mountains), chitine (Underdark [Yathchol]), dwarf (Underdark [Northdark]), goblin (the Earth fast Mountains), hobgoblin (the Earthfast Mountains), human (Dambrath or Lapaliiya), or orc (the Moonsea or the North). Benefi t: You get a +4 bonus on Fortitude saving throws against poison. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Saddleback [Regional] You’ve spent endless hours learning how to handle a mount in a fi ght. Prerequisites: Human (Cormyr, Dambrath, the Hordelands, Narfell, Nimbral, the North, the Western Heartlands). Benefi t: You can take 10 on Ride checks, even if you are rushed or threatened. If either you or your mount fails a Refl ex save while mounted, you can attempt a Ride check to succeed on the saving throw anyway. The save is successful if your Ride check result is equal to or greater than the spell’s save DC. (Essentially, you can substitute your Ride check result for your Refl ex save if the former is higher.) You can attempt this substitution once per round for either yourself or your mount. If both you and your mount fail a Refl ex save against the same effect (for example, a fi reball spell or dragon breath that catches you and your mount in its area), your Ride check result applies to both your save and your mount’s save. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Shadow Weave Magic [General] You have discovered the dangerous secret of the Shadow Weave. Prerequisite: Wis 15 or patron deity Shar. Benefi t: From now on, your spells tap the Shadow Weave instead of the Weave. You can also activate magic items that use the Shadow Weave without taking damage. The saving throw for every spell you cast from the schools of enchantment, illusion, and necromancy increases by +1. You also get a +1 bonus on caster level checks to overcome spell resistance with spells from these schools. The Shadow Weave proves less than optimal for effects involving energy or matter. Your effective caster level for spells you cast from the schools of evocation or transmutation (except spells with the darkness descriptor) is reduced by one. A 1st-level Shadow Weave user cannot cast spells from these schools at all. You can no longer cast spells with the light descriptor. No matter what school they are from, such spells automatically fail. Your ability to use magic items that produce light effects is also limited—you cannot invoke an item’s light power if its activation method is spell completion or spell trigger. From now on, any magic item you create is a Shadow Weave item (see Chapter 2 of the FORGOTTEN REALMS Campaign Setting). Signature Spell [General] You are so familiar with a mastered spell that you can convert other prepared spells into that spell. Prerequisite: Spell Mastery. Benefi t: Choose one spell that you have mastered with the Spell Mastery feat as your signature spell. You may now convert prepared arcane spells of that spell’s level or higher into your signature spell, just as a good cleric can spontaneously cast prepared spells as cure spells. Special: You can gain Signature Spell multiple times. Each time you take the feat, it applies to a different mastered spell. Silver Palm [Regional] Your culture is based on haggling and the art of the deal. Prerequisite: Dwarf (the Great Rift, Turmish, or Waterdeep), halfl ing (Amn), or human (Amn, the Dragon Coast, the Golden Water, Sembia, Tharsult, Thesk, the Vilhon Reach, or Waterdeep). Benefi t: You get a +2 bonus on all Appraise, Bluff, and Sense Motive checks. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Smooth Talk [Regional] Your people rarely have to draw their weapons to deal with potential adversaries. There are few problems that you can’t talk your way out of. Prerequisite: Elf (Waterdeep), gloamingUND (Sphur Upra), gnome (Thesk), half-elf (Waterdeep), or human (Silverymoon, Thesk, Waterdeep). Benefi t: You take only a –5 penalty if you attempt a Diplomacy check as a full-round action. Normal: A Diplomacy check usually requires at least 1 minute. You can attempt a rushed Diplomacy check as a full-round action, but you take a –10 penalty. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Snake Blood [Regional] The taint of the yuan-ti runs in your veins. No outward signs give away your heritage, but you are something more—or less—than human. 620_88647_PlayGuideFaru3.indd 43 12/18/03, 11:37:16 AM

44 REGIONS AND FEATS Prerequisite: Human (Chult, the Lake of Steam, Lapaliiya, Samarach, Tashalar, Tharsult, Thindol, the Vilhon Reach, or the Western Heartlands). Benefi t: You gain a +2 bonus on Refl ex saving throws and a +2 bonus on Fortitude saves against poison. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Spell Thematics [General] Your spells manifest with a distinct theme or appearance. Prerequisite: Arcane spellcaster level 1st. Benefi t: Due to the unusual appearance of your spells, the DC of any Spellcraft check made to identify a spell you have cast increases by +4. In addition, you may designate one spell you know per spell level as a thematic spell and cast it at +1 caster level. As you gain access to new spell levels, you can designate new thematic spells; you don’t need to select this feat again to acquire new thematic spells. Nearly any theme is possible, so long as you can describe a visual link for unifi cation. For example, your theme might be “lightning,” “spheres,” or “screaming sk ulls.” If you choose spheres as your theme, your magic missiles might take the form of glowing spheres of light, and your summoned monsters might emerge from mysterious rainbow-colored globes. If your theme is “lightning,” your haste spell might manifest as a bright green spark that leaps from ally to ally. You can’t use this feat to make your spell manifestations invisible, nor do your spell thematics change the type of damage a spell deals, regardless of its appearance. This feat supersedes the version found in Magic of Faerûn. Spellcasting Prodigy [General] You have an exceptional gift for magic. Benefi t: For the purpose of determining bonus spells, treat the ability score that controls your spellcasting (Charisma for bards and sorcerers, Wisdom for divine spellcasters, or Intelligence for wizards) as 2 points higher than its actual value. Special: You can gain Spellcasting Prodigy multiple times. Each time you take the feat, it applies to a different spellcasting ability score. You can take this feat even if you don’t have any levels in a spellcasting class yet. You may select this feat only as a 1st-level character. Spellwise [Regional] You were raised in a land where mighty wizards are common. Everyone in your homeland knows something about magic, and you have learned that things are sometimes not as they appear. Prerequisite: Elf (Evermeet) or human (Calimshan, Halruaa, Nimbral, Samarach, Shadovar, or the Wizards’ Reach). Benefi t: You receive a +2 bonus on all Knowledge (arcana) and Spellcraft checks. You also get a +2 bonus on saving throws against illusion spells or effects. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Stormheart [Regional] The sea is in your blood. You are no stranger to sea chases and blood on the decks. Prerequisite: Human (Altumbel, the Dragon Coast, the Lake of Steam, Lapaliiya, the Nelanther Isles, the Sword Coast, or Tharsult). Benefi t: You gain a +2 bonus on Balance and Profession (sailor) checks. You ignore any hampered movement penalties for fi ghting on pitching or slippery decks, and you gain a +1 dodge bonus to Armor Class during any fi ght that takes place on or in a boat or ship. Normal: A character moving on diffi cult or treacherous surfaces counts each square of movement as two squares. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Street Smart [Regional] You know how to keep informed, ask questions, and interact with the underworld without raising suspicions. Prerequisite: Halfl ing (Amn or Calimshan), human (Amn, Calimshan, Chessenta, the Moonsea, Unther, or the Wizards’ Reach), or planetouched (Chessenta or the Western Heartlands). Benefi t: You gain a +2 bonus on Gather Information, Intimidate, and Sense Motive checks. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Strong Soul [Regional] You possess an innate resistance to fell magic and supernatural attack s. The souls of your people are diffi cult to separate from their bodies. Prerequisite: Dwarf (Oldonnar), elf (Elven Court and Silverymoon), gnome (Underdark [Northdark ] or the Western Heartlands), half-elf (Dambrath, the Dalelands, or Silverymoon), halfl ing (Channath Vale or Luiren), or human (the Moonshae Isles). Benefi t: You gain a +1 bonus on all Fortitude and Will saves. Against death effects, energy drain, and ability drain attacks, this bonus increases to +3. Illustration by Rafa Garres Snake Blood 620_88647_PlayGuideFaru3.indd 44 12/18/03, 11:37:51 AM

45 REGIONS AND FEATS Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Surefooted [Regional] You are used to fi ghting on steep slopes and treacherous surfaces. Prerequisite: Grimlock (Underdark [Reeshov]), human (the Great Glacier or Uthgardt Tribesfolk), or orc (Amn, the Moonsea, or Vaasa). Benefi t: You gain a +2 bonus on Climb and Jump check s. You also ignore hampered movement penalties for ice and steep slopes (see Movement in Chapter 9 of the Player’s Handbook). If a surface is both steep and icy, you treat it as a ×2 movement cost instead of ×4. Normal: A character moving on ice or on a steep slope counts each square of movement as two squares. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Survivor [Regional] Your people thrive in places that others fi nd almost uninhabitable, and you know many of the secrets of the wilderness. Prerequisite: Dwarf (Chult or the Great Glacier), elf (the Chondalwood, the Inner Sea or the Outer Sea), human (Anauroch, Chult, the Great Glacier, Narfell, or the Shaar), kuo-toa (Underdark [Sloopdilmonpolop]), slyth (Underdark [Fluvenilstra]), or taerUNA (the Icerim Mountains). Benefi t: You get a +2 bonus on Fortitude saves and a +2 bonus on Survival checks. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Swift and Silent [Regional] The shadows are your friends, and your footfalls are whispers of death. Prerequisite: Bugbear (the Earthfast Mountains), elf (Cormanthor Drow or the Wealdath), goblin (the Earthfast Mountains), halfl ing (the Chondalwood or the North), hobgoblin (the Earthfast Mountains), human (Uthgardt Tribesfolk), orc (the North), or wemic (the Shaar). Benefi t: You can move up to your normal speed while using the Hide or Move Silently skill at no penalty. Normal: A character who moves faster than one-half her normal speed takes a –5 penalty on Hide and Move Silently checks. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Tattoo Focus [Regional] You bear the powerful magical tattoos of a Red Wizard of Thay. Prerequisite: Specialized in a school of magic, human (Thay) or planetouched (Thay). Benefi t: The saving throw DC for any spell you cast from your specialized school increases by 1. You also gain a +1 bonus on caster level checks made to overcome a creature’s spell resistance when you cast spells from that school. In addition, you are capable of participating in Red Wizard circle magic. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Tenacious Magic [General] You can use the Shadow Weave to make your spells harder for Weave users to dispel. Prerequisite: Shadow Weave Magic. Benefi t: Your spells resist dispelling attempts made by Weave users. All creatures employing spells or spell-like abilities are considered Weave users unless they possess the Shadow Weave Magic feat. When a Weave user makes a dispel check to dispel one of your spells (including using dispel magic to counterspell a spell you are casting), the DC is 15 + your caster level. This benefi t does not extend to spells you cast from the schools of evocation or transmutation. Thug [Regional] You have a knack for getting the jump on the competition and pushing other people around. While others debate, you act. Prerequisite: Centaur (the Plateau of Thay), dwarf (Underdark [Northdark] or Waterdeep), gnoll (the Plateau of Thay), grimlock (Underdark [Reeshov]), human (the Dragon Coast, the Moonsea, the Nelanther Isles, Unther, the Vast, or the Vilhon Reach), orc (Amn, Thesk, or Underdark [Northdark]), or planetouched (Impiltur, the Silver Marches, Unther, or the Western Heartlands). Benefi t: You gain a +2 bonus on initiative checks and a +2 bonus on Appraise and Intimidate checks. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Illustration by Jim Pavelec Surefooted 620_88647_PlayGuideFaru3.indd 45 12/18/03, 11:38:36 AM

46 REGIONS AND FEATS Thunder Twin [Regional] You are one of the generation of dwarf twins born after Moradin’s Thunder Blessing in the Year of Thunder. Prerequisite: Dwarf (the Galena Mountains, the Great Rift, the Smok ing Mountains, the Spine of the World, the Sword Coast, Turmish, Underdark [Old Shanatar], or Waterdeep). Benefi t: You have a twin brother or sister (fraternal or identical). If your twin is alive and on the same plane, you may attempt a DC 12 Wisdom check to sense his or her direction. If successful, you can note your twin’s direction with a move action any time you take the time to do so during the next hour. You can retry this check once per hour. You also gain a +2 bonus on Diplomacy and Intimidate checks. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Tireless [Regional] You don’t know the meaning of the word “quit.” Prerequisite: Dwarf (the Galena Mountains, the Sword Coast, or Underdark [Old Shanatar]), human (the Hordelands, the Ride, Thindol, or Vaasa), lizardfolk (Surkh), orc (the Hordelands), or wemic (the Shaar). Benefi t: You reduce the effects of exhaustion and fatigue by one step. You cannot become exhausted. If you are exposed to an effect or condition that would normally make you exhausted (such as the spell waves of exhaustion), you become fatigued instead. If an effect or condition (such as the end of barbarian rage) would normally make you fatigued, that effect is negated. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Treetopper [Regional] Your people are at home in trees and high places. You can dare climbs that few other folk would care to try. Prerequisite: Elf (the Chondalwood, the High Forest, or the Yuirwood), half-elf (Aglarond or the High Forest), halfl ing (the Chondalwood), or human (Aglarond). Benefi t: You get a +2 bonus on Balance and Climb checks. You do not lose your Dexterity bonus to AC while climbing, and attackers do not gain any bonuses to attack you while you are climbing. Normal: A climbing character loses his Dexterity bonus to Armor Class while climbing, and an attacker gains a +2 bonus on attack rolls made to hit him. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Twin Spell [Metamagic] You can cast a spell simultaneously with another spell just like it. Prerequisite: Any other metamagic feat. Benefi t: A spell altered by this feat takes effect twice, as if you were simultaneously casting the same spell two times on the same location or against the same target. Any variables in the spell (such as targets, shaping an area, and so on) apply to both of the resulting spells. The target suffers all the effects of both spells individually and receives a saving throw for each. In some cases, such as a twinned charm person, failure of both of the target’s saving throws results in redundant effects, although any ally of the target would have to succeed on two dispel checks to remove the effect. As with other metamagic feats, twinning a spell does not affect its vulnerability to counterspelling. (For example, countering with an untwinned spell doesn’t negate just half of the twinned spell.) A twinned spell uses up a spell slot four levels higher than the spell’s actual level. Twin Sword Style [Regional] You have mastered a defensive style based on wielding a blade in each hand. Prerequisites: Elf (Menzoberranyr or Waterdeep), half-elf (Waterdeep), or human (Sembia or Waterdeep), profi cient with martial weapons. Benefi t: When fi ghting with two blades (dagger, longsword, rapier, scimitar, or short sword, in any combination), you can designate a melee opponent during your action and receive a +2 shield bonus to your Armor Class against attacks from that opponent. This bonus stacks with the shield bonus from a buckler or animated shield. You can select a new melee opponent as a free action on your turn. You lose this bonus if you are caught fl at-footed or lose your Dexterity bonus to AC for any reason. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Illustration by Ben Thompson Thunder Twins 620_88647_PlayGuideFaru3.indd 46 12/18/03, 11:39:25 AM

47 The prestige classes in this book are described in three chapters. Chapter 2 contains the generally available prestige classes for Faerûnian characters. Epic prestige classes are in Chapter 5 with other Toril-related epic material, and vile and exalted prestige classes are in the Appendix with the other material relating to Book of Vile Darkness and Book of Exalted Deeds. Table 2–1, below, gives a comprehensive list of prestige classes in this book and the chapters in which they appear. Prestige Classes for Faerûnian Characters From secret societies such as the Harpers and the Shadow Thieves to elite military orders such as the Purple Dragons and the Spellguard of Silverymoon, Faerûnian characters have nearly limitless options for advancing in power and prestige. Fighters and other combat-focused characters can continue advancing in their basic training or sign up with a mercenary guild or national army. Arcane spellcasters must choose between dozens of mystical schools and philosophies, each devoted to understanding the Weave in its own unique way. Clerics have more than a hundred different deities and their attendant churches from which to select. Add the numerous options available only to members of specifi c races, and you have a dizzying array of paths that your character can choose to follow. TABLE 2–1: PRESTIGE CLASSES FOR FAERÛNIAN CHARACTERS Class Source Arcane Devotee Chapter 2 Black Blood Hunter Vile; Appendix Celebrant of Sharess Exalted; Appendix Cognition Thief Psionic; Appendix Divine Champion Chapter 2 Divine Disciple Chapter 2 Divine Seeker Chapter 2 Evereskan Tomb Guardian Chapter 2 Eye of Horus-Re Chapter 2 Hammer of Moradin Chapter 2 Harper Agent Chapter 2 Harper Paragon Exalted; Appendix Hathran Chapter 2 Incantatrix Chapter 2 Justiciar of Tyr Chapter 2 Class Source Maiden of Pain Vile; Appendix Martyred Champion of Ilmater Exalted; Appendix Monk of the Long Death Chapter 2 Morninglord of Lathander Chapter 2 Netherese Arcanist Epic; Chapter 5 Purple Dragon Knight Chapter 2 Runecaster Chapter 2 Shaaryan Hunter Chapter 2 Shadow Adept Chapter 2 Shadow Thief of Amn Chapter 2 Slime Lord Vile; Appendix Spellfi re Hierophant Epic; Chapter 5 Spellguard of Silverymoon Chapter 2 Yathrinshee Vile; Appendix Zhentarim Spy Chapter 2 620_88647_PlayGuideFaru3.indd 47 12/18/03, 11:40:12 AM

48 PRESTIGE CLASSES Arcane Devotee Although clerics and druids make up the majority of spellcasters within the hierarchies of Faerûn’s churches, they by no means hold a monopoly. Many pious sorcerers and wizards, and even a few bards, choose to devote themselves to a deity as thoroughly as the most devout of clerics. These arcane spellcasters gain an insight into divine magic that often baffl es their less religious peers. Arcane devotees are most common among the worshipers of Azuth and Mystra, with the former attracting more wizards and the latter more sorcerers. Bards sometimes become arcane devotees of Lliira or other musically inclined deities, and rumors persist of assassins serving as arcane devotees of Bane. Hit Die: d4. REQUIREMENTS To qualify to become an arcane devotee, a character must fulfi ll all the following criteria. Skills: Knowledge (religion) 8 ranks, Spellcraft 8 ranks. Feat: Enlarge Spell. Spells: Able to cast 4th-level arcane spells. Patron Deity: An arcane devotee must have a patron deity, and it must be the one he serves as an arcane devotee. CLASS SKILLS The arcane devotee’s class sk ills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifi er. CLASS FEATURES All the following are class features of the arcane devotee prestige class. Weapon and Armor Profi ciency: Arcane devotees gain no profi ciency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks. Spells per Day/Spells Known: When a new arcane devotee level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class granted him access to 4th-level arcane spells before he added the prestige class level. He does not, however, gain any other benefi t a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting. This essentially means TABLE 2–2: THE ARCANE DEVOTEE Class Base Fort Ref Will Level Attack Bonus Save Save Save Special Spells per Day/Spells Known 1st +0 +0 +0 +2 Reach of the holy +1 level of existing arcane spellcasting class 2nd +1 +0 +0 +3 Sacred defense +1 +1 level of existing arcane spellcasting class 3rd +1 +1 +1 +3 Divine synergy +1 level of existing arcane spellcasting class 4th +2 +1 +1 +4 Sacred defense +2 +1 level of existing arcane spellcasting class 5th +2 +1 +1 +4 Divine shroud +1 level of existing arcane spellcasting class Illustration by Marko Djurdjevic Arcane Devotee Along with several new prestige classes for FORGOTTEN REALMS characters, this chapter presents revisions to many of the prestige classes originally printed in the FORGOTTEN REALMS Campaign Setting. In most cases, these revisions are fairly minor—revised skill lists, incorporation of errata, and so on. Only two classes—the Harper scout and the hathran—have drastically changed. The Harper scout (now called the Harper agent) has more skill points and advances in an existing spellcasting class rather than having its own spell list. The abilities of the hathran have been reworked to be more in keeping with the fl avor of the Rashemi wychlaran. Players looking for revised versions of the archmage, hierophant, and Red Wizard prestige classes will fi nd them on pages 178, 188, and 193 of the Dungeon Master’s Guide v.3.5. What’s Changed in v.3.5? 620_88647_PlayGuideFaru3.indd 48 12/18/03, 11:40:43 AM

49 PRESTIGE CLASSES that he adds the level of arcane devotee to the level of whatever other arcane spellcasting class granted him access to 4th-level arcane spells, then determines spells per day, spells known, and caster level accordingly. If a character had more than one arcane spellcasting class that granted access to 4th-level spells before he became an arcane devotee, he must decide to which class he adds each level of arcane devotee for the purpose of determining spells per day and spells known. Reach of the Holy (Ex): At 1st level, the arcane devotee may apply the effects of the Enlarge Spell feat to any spell he casts. He does not need to prepare it as an enlarged spell in advance, and the use of this ability does not increase the casting time or use a higher-level spell slot. The arcane devotee may use this ability a number of times per day equal to 1 + his Cha modifi er (minimum once per day). Sacred Defense (Ex): Beginning at 2nd level, the arcane devotee gains a +1 bonus on saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders. When he reaches 4th level, the bonus increases to +2. Divine Synergy (Ex): At 3rd level, the arcane devotee learns to harmonize his magic with that of his deity’s worshipers. Any time he is the target of a harmless spell cast by a divine spellcaster of his patron deity, the spell functions as if affected by the Empower Spell feat, if applicable. The spell must be cast by another character—even if the arcane devotee has levels in a divine spellcasting class, he does not gain this benefi t for divine spells he casts on himself. A spell that cannot be affected by the Empower Spell feat gains no further benefi t from this ability. Divine Shroud (Sp): Once per day, a 5th-level arcane devotee may surround himself with a shroud of glowing divine power that protects him against hostile spells. This ability functions like the spell resistance spell (caster level equals arcane devotee level), except that the divine shroud is of a color appropriate to the arcane devotee’s patron. An arcane devotee of Tyr, for example, is surrounded by a steady, rose-purple glow, while an arcane devotee of Cyric is wrapped in a pulsating cloud of purple and black. Divine Champion A divine champion is the strong right arm of her deity. She serves as a guardian of holy sites, a protector of pilgrims, and a leader of crusades. Though paladins fi ll these roles in many good-aligned churches, a divine champion can take up the banner of any deity, regardless of alignment or ethos. Rivalries between divine champions of opposing faiths have been the stuff of legends told by bards for centuries. These holy warriors are loved by their patron’s worshipers and hated by the church’s enemies in equal measure. Most divine champions come from a combat or military background. Barbarians, fi ghters, paladins, and rangers are the most common candidates, though monks, clerics, and the more militant druids frequently pursue this path as well. Many divine champions of evil gods are also blackguards, and divine champions of all alignments often have levels in prestige classes unique to their churches. Bards, rogues, sorcerers, and wizards rarely become divine champions unless they are unusually militant. Hit Die: d10. REQUIREMENTS To qualify to become a divine champion, a character must fulfi ll all the following criteria. Base Attack Bonus: +7. Skill: Knowledge (religion) 3 ranks. Feat: Weapon Focus (deity’s favored weapon). Patron Deity: A divine champion must have a patron deity, and it must be the one he serves as a divine champion. CLASS SKILLS The divine champion’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (religion), Ride (Dex), and Swim (Str). See Chapter 4 of the Player’s Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifi er. TABLE 2–3: THE DIVINE CHAMPION Class Base Fort Ref Will Level Attack Bonus Save Save Save Special 1st +1 +2 +0 +0 Lay on hands 2nd +2 +3 +0 +0 Bonus feat, sacred TT defense +1 3rd +3 +3 +1 +1 Smite infi del 4th +4 +4 +1 +1 Bonus feat, sacred defense +2 5th +5 +4 +1 +1 Divine wrath The most common and important change to the prestige classes in this chapter is a new defi nition of the spell power ability. As with the Red Wizard and archmage prestige classes, which originally appeared in the FORGOTTEN REALMS Campaign Setting and were revised in the Dungeon Master’s Guide v.3.5, prestige classes that grant spell power now increase the effective caster level for spells, not their saving throw DCs. Before the revision, it became clear that saving throw DCs were increasing at a pace that far outstripped characters’ and creatures’ saving throw modifi ers. As a result, the effects of Spell Focus and Greater Spell Focus were reduced to their new values, and the spell power ability was changed. A few DC-increasing effects, such as the Shadow Weave Magic feat, still remain in the game, but that feat comes with enough limitations that it remains balanced, and the shadow adept prestige class no longer escalates that effect. Behind the Curtain: Revised Prestige Classes 620_88647_PlayGuideFaru3.indd 49 12/18/03, 11:41:29 AM


(ENG) D&D 3.5 Ed. - Forgotten Realms - Player's Guide to Faerun + (Errata Corrige) - Flip eBook Pages 1-50 (2024)
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