Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
Benefit: You can make contingent any spell for which you<br />
meet the prerequisites. Crafting a contingent spell takes one<br />
day for each 1,000 gp in its base price. To craft a contingent<br />
spell, you must spend 1/25 of its base price in XP and use up<br />
raw materials costing half its base price. Some contingent<br />
spells incur extra costs in material components or XP as noted<br />
in their descriptions. <strong>The</strong>se costs are in addition to those derived<br />
from the contingent spell’s base price.<br />
See Contingent Spells in Chapter 4: Magic and Spells for<br />
more information.<br />
Draw From the Land [GENERAL]<br />
You can draw strength and sustenance from the land itself.<br />
Prerequisites: Ethran.<br />
Region: Rashemen.<br />
Benefit: Before resting, you may draw upon the power of<br />
the land to revitalize your body and mind. This allows you to<br />
recover 2 hit points per day of light activity, or 4 hit points<br />
per level for each day of complete rest, and 2 ability score<br />
points per day, or 4 ability score points for each day of complete<br />
rest. This stacks with the benefits of long-term care provided<br />
by someone with the Heal skill (see Chapter 5: Skills in<br />
the Player’s Handbook).<br />
You may also use the energy of the land to fuel your body’s<br />
need for food and water. This gives you a +10 bonus on Constitution<br />
checks made to avoid subdual damage from hunger<br />
and thirst (see Starvation and Thirst Dangers in Chapter 3:<br />
Running the Game in the DUNGEON MASTER’s Guide).<br />
Finally, you may use the power of the land to refresh your<br />
mind and body as a supplement to sleep. You require half as<br />
much sleep as normal (although you still have to rest a full<br />
8 hours to prepare spells or regain spell slots).<br />
Outside of Rashemen, you must make a Concentration check<br />
(DC 10 + 2 per 100 miles from the border of Rashemen) to activate<br />
this ability. If you fail, you cannot retry for 1 day.<br />
Ettercap Berserker<br />
[FIGHTER, GENERAL]<br />
<strong>The</strong> intense physical training required to join your lodge has<br />
made you tougher.<br />
Prerequisites: Ability to rage, membership in the Ettercap<br />
berserker lodge (see Berserker Lodges in Chapter 10: Rashemen).<br />
Region: Rashemen.<br />
Benefit: You gain a +2 bonus on saving throws against<br />
poison. When raging, you gain a +6 bonus to Constitution.<br />
During a greater rage, you instead gain a +8 bonus to<br />
Constitution.<br />
Normal: A character in a rage gains a +4 bonus to Constitution.<br />
A character in a greater rage gains a +6 bonus to<br />
Constitution.<br />
REGIONS AND FEATS<br />
43<br />
Explosive Spell [METAMAGIC]<br />
You can cast spells that blast creatures off their feet.<br />
Benefit: An explosive spell ejects any creature caught in its<br />
area to the nearest edge of its effect and knocks the creature<br />
prone if it fails its saving throw against the spell. For example,<br />
an explosive fireball moves all creatures in its area who<br />
fail their saves at least 20 feet from the center of the effect,<br />
while an explosive lightning bolt moves targets 5 feet to either<br />
side of the stroke.<br />
Any creature moved in this manner takes an additional<br />
1d6 points of damage per 10 feet moved. This movement<br />
does not provoke attacks of opportunity. If some obstacle intervenes<br />
to prevent the blasted creature from moving to the<br />
nearest edge of the effect, the creature stops at the obstacle<br />
but takes 1d6 points of damage from striking the barrier (in<br />
addition to any damage taken from being forcibly moved to<br />
the barrier).<br />
Explosive Spell can only be applied to spells that allow<br />
Reflex saves and affect some area (a cone, line, or burst). An<br />
explosive spell uses up a spell slot two levels higher than the<br />
spell’s actual level.<br />
Extended Rage [GENERAL]<br />
Your rage lasts longer than it normally would.<br />
Prerequisites: Ability to rage.<br />
Benefit: Each of your rages lasts an additional 5 rounds<br />
beyond its normal duration.<br />
Special: You can take this feat multiple times, and the additional<br />
rounds stack.<br />
Fortify Spell [METAMAGIC]<br />
You can cast spells that easily penetrate spell resistance.<br />
Benefit: A fortified spell has a higher caster level than<br />
normal for the purpose of defeating a target’s spell resistance.<br />
For every level added to the spell’s actual level, you gain a +2<br />
bonus on spell penetration checks with that spell. For example,<br />
a 9th-level wizard who prepares a fortified lightning bolt<br />
as a 5th-level spell rolls 1d20+13 for spell penetration with<br />
that spell, not 1d20+9. Spells that do not permit spell resistance<br />
are not affected.<br />
A fortified spell uses up a spell slot one level higher than<br />
the spell’s actual level.<br />
Great Stag Berserker<br />
[FIGHTER, GENERAL]<br />
Your fighting style employs aggressive charges in the manner<br />
of your lodge’s totem animal.<br />
Prerequisites: Ability to rage, membership in the Great Stag<br />
berserker lodge (see Berserker Lodges in Chapter 10: Rashemen).<br />
Region: Rashemen.