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Halfling Warden: HD Lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 + Exp.

0 2,000 4,000 9,000 18,000 40,000 70,000 140,000 250,000 500,000 750,000 1,000,000 1,250,000 1,500,000 1,750,000 +250,000 d8 1d8 Spells 3-3 4-4 4-4 4-4 5-5 5-5 5-5 6-6 6-6 6-6 7-7 7-7 8-8 +1/3lvl WP-NWP 3-3 1-2-3-4 ------1-----2-----2-1---3-2---3-2-1-3-2-2-3-3-2-1 4-3-2-2 4-4-2-2 4-4-3-3 4-4-4-3 4-4-4-4 max. spells

2d8 3d8 4d8 5d8 6d8 7d8 9d8 10d8 10+3 10+6

-------

10+9 10+12 10+15 10+18 +3/lvl

7-7

4-4-3-2

Ability Scores: Str:12 Dex:12 Con:12 Wis:14 Chr:12 Race: Hairfoot, Stout, or Tallfellow Halfling only. Limits: Halfling wardens have no level limits. Part-Halflings (Quarterlings? Gnomelings?) may advance to 12th level, if the the DungeonMaster allows such characters. Wardens may not be part of a multi-class. Aligment: Any good aligment. Saves: Saving throws as a Priest of equal level. Armor: Leather, padded, studded leather, chainmail, or elven chainmail. Small shield, wooden shield. Weapons: Required: Sling and short or long sword at first level. Wardens may specialize as a fighter. Wardens may utilize tight and broad weapon groups. Other: Wardens may learn any weapon permittable to their size. Wardens have a non-proficiency penalty of -2. Non-Weapon Proficiencies: Bonus: Healing, Local History. Required: None. Recommended: {General} Animal Handling, Direction Sense, Fishing, Heraldry, Languages (Modern: any neighboring races or countries). {Priest} Healing, Herbalism. {Warrior} Animal Lore, Hunting, Set Snares, Survival, Tracking. Spell Spheres: All, Animal, Combat, Creation, Divination, Healing, Necromantic, Plant, Travelers, Warden*. * New Sphere detailed below.

Special Abilties: - Wardens may use and understand the Horn Notes, a syle of communication used by the wardens over long-distances. - Wardens gain a warrior's constitution bonus. - Bonus Spells: Wis 15: 1 1st. Wis 16: 1 2nd. Wis 17: 1 3rd. Wis 18: 1 4th. Bonus spells are cumulative, so a warden with 18 wisdom gains 4 bonus spells, one of each level. This pattern repeats with wisdom above 18 (a warden with 19 wisdom gains 2 1st level spells, and 1 of 2nd-4th levels). - Wardens may select non-weapon proficiencies from the General, Priest, and Warrior categories without penalty. - Laying on of Hands: As a paladin; heals 2hp per level of warden, once per day. - +1 to hit and damage with either shortsword, hand-axe, or warhammer at first level. The warden gains an additional +1 to hit and damage with that weapon per 6 levels thereafter. - 3rd level: Warning Sense: If in a familiar area, the warden may sense evil within 120 yards with a successful save vs poison (no modifiers). A familiar area is any in which the warden has spent at least three months. - 9th level: Wardens gain a woodland follower. They gain another at 12th, 15th, and 18th level. Followers may include such creatures and beings as sprites, pseudodragons, grigs, immature faerie dragons, small animals, or similar creatures. Restrictions: - Wardens do not gain multiple attacks at higher levels. - Wardens (as all halflings) may not naturally gain a strength above 18. - Wardens must follow a Code of Honor. Failure to follow the Code results in the warden becoming a fighter of equal level (possibly losing experience). Code of Honor: - Wardens may never flee until all under their protection have escaped. - A Warden may never attack first. - Guardians will defend the honor of their god and their race. - Wardens will respect and obey the priests of the Halfling gods. Starting Money: 30-180gp (3d6 x 10gp).

Description: Halfling wardens are the protectors and defenders of the halfling people. Found in most villages and towns, wardens act as sheriffs, healers, champions, and envoys to the outer world. Most are worshippers of Avoreen, although some worship Yondalla in her role as Defender, or Brandobaris as adventurers. As wardens are as close as halflings get to paladinship, however, all wardens must worship a good-aligned hafling deity. Most wardens situate themselves in one village or township for most of their lives, settling in with their family and burrow when not patrolling the area. It is not uncommon for a village to have 2 or 3 wardens, but more than that are considered superfluous, and the juniormost or most restless will generally move on to another location. Some wardens, however, lead travelling lives, circulating in the outside world to garner news and information that might affect the little folk. These wardens, called hornwardens for their ever present travelhorns, are the most familiar to larger folk such as humans, elves, and dwarves. The stay-at -home wardens are called firewardens, as they most often tend the large watchfires that most villages possess as a warning signal. Wardens have no official hierarchy or ranks, but there is an unofficial tradition of seniority. Elderly wardens act as magistrates and judges on those rare occasions that one is needed in a halfling village, while the younger ones are the more active sheriffs and patrollers. Elderly hornwardens with no desire to settle in (a rare thing indeed in a halfling), often take to travelling in the outer world as semi-official ambassadors of the various halfling counties and shires. They may be accompanied by halfling fighter-guards, or a young trainee warden (an ideal position for a up-and-coming PC halfling), who usually acts as a under-study and assistant for the senior warden. A warden who breaks his Code of Honor, or otherwise defames himself, is immediately stricken of all special abilities excepting non-weapon proficiencies, the ability to understand HornNotes, and the warrior's constitution bonus. If they do not seek absolution and forgivement from a halfling priest of at least 7th level within one two weeks, or break the Code a second time, they are immediately reduced to the status of a fighter of equal level, and may never again become a warden. In addition, most villages will refuse to accept their aid, and halfling priests will neither heal them nor grant assistance of any sort unless justified by extreme circumstances, and only if the exwarden remains of good aligment. Warden Lvl 1 1 1 1 1 2 Sphere: Spell Humansize* Leafshield Thornspear^ Trueshot Warning Shout* Barkshield

Spheres Warden Plant, Warden Combat, Warden Combat, Warden Guardian, Warden Plant, Warden

2 2 2 2

Firestone Overgrowth Sparkling Sword* Travelhorn Blazing Sword* Giantsize* Treeshield Sling Lightning

Combat, Elemental Fire, Warden Plant, Warden Combat, Warden Warden Combat, Warden Warden Plant, Warden Combat, Warden, Weather Sphere Healing Animal

3 3 3 4 -

Other Spells Lvl Spell 1 Hearth Healing 3 Animal Form^

* These spells are taken verbatim from the article in Dragon #129, "Don't Sell Them Short! Halfling guardians: defenders of the small folk", pages 26-28. Written by Peter Dosik. Any notes or changes are surrounded in {}. ^ = These spells are adapted from the spell descriptions in The Five Shires Gazetteer, Gaz. 8. Animal Form is an altered form of Assume Animal Shape, page 24 of the Player's Booklet. Written by Ed Greenwood. Spell Descriptions: First-Level Spells: Hearth Healing (Necromancy, Alteration) Sphere: Healing Level: 1 Saving Throw: None Components: V,M,S Duration: Permanent Casting Time: 1 round Range: Touch Area of Effect: Creature touched Hearth healing is perhaps the most common priest spell known. It functions as a cure light wounds spell, with the following differences. 1d4 hp damage may be cured per level of caster, but the caster must immediately (within one round) transfer by touch the damage healed to another object; one of iron, wood, or stone (the material component). The most common object used for this purpose is a hearthstone, thus the spell's name. This object suffers damage equal to the amount healed, possibly destroying it. If the caster does not transfer the damage into an object within one round, he or she takes the damage upon themselves, possibly killing them. The damage cannot be used against a living creature, and enchanted creatures such as iron and stone golems receive a saving throw vs spells to avoid damage, in which case the caster takes full damage. Humansize (Alteration) Sphere: Warden Level: 1 Components: V, S. Range: Touch Casting Time: 2 Area of Effect: One Halfling Saving Throw: None Duration: 5 rounds per level above the 4th. This spell makes a halfling grow to the size of a human and appear exactly human in every way. Everything the halfling is wearing and carrying also grows proportionately.

A short sword, for example, grows to the size of a long sword. The spell does not cause the halfling to be disoriented or clumsy; the recipient is adjusted to and in control of the larger body as if it were normal-sized. The larger halfling also gains 2 additional points of strength. IF the halflings's strength goes above 18, it goes to the first percentile rank on the strength table on page 9 of the Player's Handbook {1st ed. PH. Pg 14 in the pre-revision, 2nd ed. PH} (e.g., a halfling with a strength of 17 increases to 18, which becomes 18/01 for the duration of the spell). The true race of humansized halflings can not be discovered even by magical means. If the guardian casts the spell on himself, he can return to normal at will. But if the spell was cast on another, that halfling remains humansized until the spell expires. Leafshield (Invocation/Evocation, Abjuration) Sphere: Plant, Warden Level: 1 Components: V, S, M Range: 0 Casting Time: 1 Duration: 1 Turn + 2 Rounds per level Saving Throw: None Area of Effect: Special This spell creates a small, circular shield of force (equal to a halfling-sized small shield in size), that grants a +2 to AC, +1 versus magical missiles, and +3 versus non-magical missiles. It will protect against any frontal attacks. It has no weight and does not encumber the bearer in any manner. It is possible for the warden to fight with two-weapons while carrying this shield, at a -2 penalty to hit for her shield-arm weapon. The shield may not be discarded or dropped unless dispelled by the caster. The material component is a leaf, which is consumed in the casting. Thornspear (Evocation) Sphere: Combat, Warden. Level: 1 Components: V, S, M. Range: Touch Casting Time: 1 Duration: 2 rounds Saving Throw: None Area of Effect: Special With this spell, a warden creates a shimmering, spear-shaped thorn or splinter of force, which can be wielded or thrown (normal 'to hit' chances apply) as a spear is wielded. It will vanish into nothingness at the end of two rounds, whether it has been used or not. It is solid and can be used by any creature. Its thrusting strike does 2d6 points of damage, and can pierce armor, stone, stout wood, and other normally impervious objects (ignore armor when calculating Thac0, use only dex and magical protection, including bonuses from armor). The material component is a thorn, which is consumed in the casting. Trueshot (Alteration, Enchantment/Charm) Sphere: Combat, Warden Level: 1 Components: V, M, S Range: Special Casting Time: 1 Duration: 1 turn Saving Throw: None Area of Effect: One missile per two levels Any sling bullet or stone enchanted with trueshot will

strike with unerring accuracy, provided the stone's target is visible to the person casting the stone (which need not be the spellcaster). The restrictions on this are similar to those of a magic missile spell, i.e., the "slinger" must be able to identify a target by sight, and not simply by description. Once cast, the stone will swerve, dodge, and duck to reach its target, ignoring illusions (including invisibility), displacement, and spells such as mirror self to strike the true creature. The stone need not actually be cast from a sling, and it may even be simply thrown by hand. If the target teleports or otherwise moves instantaneously from one point to another, even if the new position is within sight, the stone is frustrated and the enchantment broken. The stone does normal damage upon striking a target. It is treated as a magical missile for purposes of magical protection and spells such as shield. It has no effect upon already magical missiles, but will function on magical stones and firestones. When cast upon arrows and bolts, the spell adds a +2 to hit bonus. It had no effect on larger missiles. At least one halfling is known to cast this spell upon his arquebus shot. The caster may enchant one additional missile per 2 levels (2 stones at 3rd level, 3 at 5th level, etc.). The missiles are not used up by the spell. Warning Shout Sphere: Protection, Warden Level: 1 Components: V, S Range: 0 Casting Time: 1 Duration: Instant Saving Throw: None Area of Effect: 1/2 mile radius A halfling warden who casts a warning shout can project a single word loud enough to be heard approximately a halfmile away. The sound is magically amplified so that it is the same volume close to the spell-caster as it is a the spell's radius. Only one word may be projected using this spell (such as "Intruders!" or "Help!"). The caster must decide what the word is when praying for the spell, not when it is cast. Second-Level Spells: Barkshield (Invocation/Evocation, Abjuration) Sphere: Plant, Warden Level: 2 Components: V, S, M Range: 0 Casting Time: 2 Duration: 1 Turn + 2 Rounds per level Saving Throw: None Area of Effect: Special This spell creates a circular shield of force (equal to a halfling-sized medium shield in size), that grants a +3 to AC, +5 versus non-magical missiles, and +2 versus magical missiles. It protects against all frontal and flank attacks. It has no weight and does not encumber the bearer in any manner. It is not possible for the warden to fight with two-weapons while carrying this shield, but she may carry items in her shield hand. The shield may not be

discarded or dropped unless dispelled by the caster. The material component is a small piece of bark, which is consumed in the casting. Firestone Sphere: Combat, Elemental Fire, Warden Level: 2 Components: V, M. Range: 0 Casting Time: 2 Duration: special Saving Throw: None Area of Effect: 1 sling stone or bullet per level. Using this spell, the caster may enchant a number of small missiles (sling stones or bullets). These may then be slung normally against opponents. They may hit creatures stuck only by +1 or magical weapons, and any creature that takes above average (double damage, etc) from heat or flame. Upon striking a ta rget, the stones do normal impact damage, and then explode for 2d4 points of fir e damage each. The stones gain no other bonuses to hit or damage. The spell may be combined with trueshot. Each stone retains its enchantment for one-half hour, or until used. The stones are consumed in the explosion. There is a third-level variant, firebolt, identical in all respects except for the casting time is increased to 3, and the spell affect arrows and crossbow bolts. The material components are the sling stones or bullets. Overgrowth (Alteration) Sphere: Plant, Warden Level: 2 Components: V, S, M. Range: 0 Casting Time: 3 Duration:1 day per level Saving Throw: None. Area of Effect: 2500 square feet per level (50'x50') Overgrowth creates an area of seemingly tangled and gnarled plant life, impossible to pass through. It is commonly used by wardens to conceal emergency exits and trails. The warden may pass through the area of overgrowth at their normal rate of speed, and without hindrance, and may lead others through. Rangers, Druids, and elves may pass through the overgrowth at 1/2 their normal rate of movement, and all others at 1/4 of their normal rate (rounded down). The warden or those he is leading may be followed, but any tracking check is made at a -8 penalty (-40%), -4 for rangers (-20%), and the movement rate is reduced by 2. Visibility through the overgrowth is about 4'. Animals ratsized or smaller may move without penalty. Flying for any creature larger than a fly is impossible. The overgrowth generally reaches a height of 8 to 10 feet. Visibility from above is about 2'. In areas of sparse plant life, Overgrowth, functions as stated, but the height of the plants is no greater than 5 feet. In areas of no plant life, (much of Athas and the Underdark), the spell has no effect. The material component is a rough woven mat of grass no less than 3 inches on a side. Yarn or linen may be substituted, but the area and duration are halved. Either is consumed in the casting. Sparkling Sword (Evocation)

Sphere: Combat, Warden Level: 2 Components: V, M. Range: 0 Casting Time: 1 Duration: See below. Saving Throw: None Area of Effect: Spell-caster's sword. When this spell is cast, the guardian's [warden's] sword takes on a bright, sparkling silver glow (silver is Avoreen's holy color). There are two applications for the spell. The first effect lasts for only one round and only one attack; that attack is at +2 to hit and +3 to damage. It allows the spell- caster to strike creatures hit only by +2 weapons. If the attack misses, the spell is wasted. The second form of the spell is not as powerful as the first but lasts longer. This effect lasts for five rounds plus one round per level above 6th. All attacks made while the the spell is in effect are at +1 to hit and +1 to damage, and affect creatures hit only by +1 weapons. When the spell is finished, the sword must save vs crushing blow as hard metal or be ruined. IF there is 10 gp or more worth of silver in the sword or hilt, the sword receives a +2 bonus on the saving throw. The material components are a short sword and a pinch of sulfur, which is tossed upon the sword's blade. Travelhorn (Alteration) Sphere: Warden Level: 2 Range: special nts: V, M. Duration: 1 turn Time: 2 Saving Throw: Special Area of Effect: Special This spell increases the range of a warden's travelhorn to 3 miles per level, instead of the normal 2-3 mile range. Over water or flat land (no forest), the range is 5 miles per level. As a side effect, for each round the horn is used, all within 20' must save vs spells or be deafened for 1 turn. Each additional failed save adds a turn to the duration of the deafness. Only the warden is exempt from this risk. The material component is fragment of shell (most rivers and ponds contain freshwater clams). A complete conch shell increases the range to 5 miles per level, and 7 miles over water or flat land. Neither is consumed in the casting. Third-Level Spells: Animal Form Sphere: Animal Level: 3 Components: V, S. Range: 0 Casting Time: 5 Duration: 2 turns/level Saving Throw: None Area of Effect: the caster. This spell allows the warden to take the shape of any natural animal not larger than the warden's own form (a halfling may imitate a bear-cub, but not a full grown bear). The warden retains her own aligment and intellect and instantly learns the capabilities of the new form without disorientation. Spells may not be cast while using animal form, although the spell may be ended at any point by the caster.

Compone Casting

A warden need not be familiar with a form to assume it, but must have seen a living specimen of the creature. The warden is never forced to act as the new form would, but will realize how the animal would normally behave in any situation that arises, and thus may convincingly imitate it.

Blazing Sword (Evocation) Sphere: Combat, Warden Level: 3 Components: V, M. Range: 0 Casting Time: 1 Duration: See below. Saving Throw: None Area of Effect: Spell-caster's sword. Blazing sword is a stronger version of sparkling sword. The first version of the spell lasts one round and makes the caster's next attack +3 to hit and +5 to damage. The second use for the spell makes the sword +1 to hit and +2 to damage for four rounds plus one per level over 7th. The effect on the sword following the spell's casting is the same as that of a sparkling blade spell. The components used are also the same as for the sparkling blade. Giantsize (Alteration) Sphere: Warden Level: 3 Components: V, S. Range: Touch Casting Time: 3 Area of Effect: One halfling Saving Throw: None Duration: 9 rounds + 3 rounds/level above 7th. Giantsize is similar to the first-level spell humansize, except that the recipient and his possessions grow to the size of a hill giant. In this case, a short sword grows to the size of a bastard sword (which a giant could wield for full effect in one hand). The halfling's strength automatically becomes 19 for the duration of the spell. A giantsized halfling wielding a blazing bastard sword is a very formidable opponent while the spells last. There is no effect on armor class while the spell-caster is giantsized as the halfling lacks a tough hide. Treeshield (Invocation/Evocation, Abjuration) Sphere: Plant, Warden Level: 3 Components: V, S, M. Range: 0 Casting Time: 3 Duration: 1 Turn + 2 Rounds per level Saving Throw: None Area of Effect: Special This spell creates a oval-shaped shield of force (equal to a halfling-sized great shield in size), that grants a +4 to AC,complete protection versus non-magical missiles, and +3 versus magical missiles. It protects against all frontal and flank attacks. It has no weight and does not encumber the bearer in any manner. It is not possible for the warden to fight with two-weapons while carrying this shield, but she may carry items in her shield hand. The shield may not be discarded or dropped unless dispelled by the caster. The material component is a small piece of bark, which is consumed in the casting.

Fourth Level Spells: Sling Lightning Sphere: Combat, Warden, Weather Level: 4 Components: V, S, M. Range: 40 yrds + 10 yrds/lvl Casting Time: 4 Duration: 1 turn Saving Throw: Half. Area of Effect: Special This spell creates a crackling, glowing nimbus of electricity around the warden's sling. By twirling the sling, the warden may release one bolt of lightning per round. The bolts are always 5' wide and 60' long, and appear to form directly in front of the warden, but do not actually cause damage until reaching a point specified by the warden. They may pass through openings otherwise too small for them in this manner. The bolts bounce and affect barriers as a mage's lightning bolt. The warden begins with a damage "pool" equal to her level plus one in d8s. From this pool she may select how many dice to allot to each bolt as she casts it. Thus, a 9th level warden may cast one 10d8 bolt, or 10 1d8 bolts (one per round), or any combination adding up to 10. Any potential damage not used after one turn is lost. The warden may pause in her sling twirling for not longer than a round, or the spell dissipates. This does not effect the duration of the spell whatsoever. The warden loses dex bonuses while sling twirling. If the warden is struck by lightning (natural or magical) while in the midst of this spell, two notable things occur. Firstly, she takes no damage, regardless of her saving throw. Secondly, for every two dies of damage that would have been inflicted, one d8 is added to the damage pool, in effect recharging the spell. In addition, the duration is lengthened by one round per die so gained. If struck by a dragon's breath weapon, the warden takes half or no damage, and the damage pool gains one d8 per four dies of damage. The material component is a collection of pins or needles that are consumed in the casting. *********************************************************** Send almost anything at all to Nellisir. Previous files include the Mage-Smith class, and Wizard's First (and Second) Collections: Notes (and more notes) from Raliard the Mage. Stay tuned for (yes they're still coming) revised Assassin and Monk classes, along with kits; a collection of necromantic priest spells, further notes from Raliard (misc. spells, magical items, and kits), and, if there is an interest, and if I get around to it, a new/revised system of runemagic (yes, with runes). Send requests for spells, kits, or general topics and subjects to Nellisir (yep, him again). All margins 1", font: Courier Regular, 10 point, justification: full. This file was originally written in WordPerfect 6.0 (and 5.1), and could be sent in such a format upon request. yd 2Om

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