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Chapter 1 : Player's Guide to Faerûn - Wikipedia From races, feats, and spells to prestige classes, magic items, and more, Player's Guide to Faerûn provides a v update to the Forgotten Realms setting, reintroduces some old favorites from 1st and 2nd Edition, and offers all-new character-building material. Right now my group is in the Unapproachable East. I enjoy revisions that do more that just update skill lists and put in minimal work like changing spells names. I think that the regional feats, despite lacking perfect game balance, are an interesting idea and will become standard in new settings. The book is broken into seven chapters with a lot of extras in the appendix. Chapter one covers races and feats. It reintroduces the idea of character regional feats and provides an excellent breakdown of race and location so that almost any type of character can be covered. In this version, regional feats are intended to be more powerful than standard ones. In addition, you can only ever have one regional feat. It can make evaluating opponents a little more tricky for the GM and does provide new Gming challenges but not overly so. For example, in my campaign, almost all of the characters are from the Moonsea region with a few from nearby areas. Not a single player took a regional feat. For example, Thunder Twin is meant for Dwarves and allows the user to sense the general direction of his twin with a Wisdom check versus a DC of A little better than a standard feat but overwhelmingly so? For example, the Divine Champion is very much in the spirit of a Paladin, something that Librum Equitis Two covered well. Players also have options. One of my players decided to try out the Morninglord of Lathander. The fighters still held the high ground. Spellcasters of all types should be well pleased. Domains and Spells introduces deity specific spells that require the cleric to have an initiate feat. The only bad thing is that some very obvious candidates for such feats were left out. For example, where is Tempus? So what are the spells like? How about Sword and Hammer, a 4th level Tyr spell that crates two weapons of force? How about Strength of the Beast where you gain the benefits of your lycanthropic animal form while still in human form? Now one thing that WoTC have usually done well is a proper breakdown in their spell lists. This book is no different. It starts off with classes, including prestige classes from the DMG, and then by level, and then by alphabetical order. Wizard spells are further broken up by school. Domains include balance and charm, as well as cavern and cold among others. Each one includes deities, granted power and 1st through 9th level spells appropriate for the character. The only bad thing is that there is only one prestige domain, that of Watery Death, for Blibdoolpoolp and Umberlee worshipers. My own favorite is probably the Metal Domain. The bonus weapon proficiency and weapon focus with your choice of hammer is icing on the cake. The nice thing about this book is that the spells fall under a wide range of classes and levels. Try Forceward and create an unmoving sphere of force about yourself. Playing an evil cleric? Try General of Undeath and control five times your caster level in undead. Beyond spells, there are magic items. This includes new abilities for items in addition to new specific items. I hate to say it, but my favorite section is the Baneblades of Demron, a set of swords that are highly powerful but full of personality. For example, there is a large amount of information on Epic levels in Faerun. This includes making all the 10 level PrCs introduced here into the epic range in addition to two new classes, the Netherese Arcanist and the Spellfire Hierophhant. In addition to the PrCs, there are also new Epic Feats. Now the section about the Cosmology of Toril is similar in scope. Unlike the standard Great Wheel, the planes are described as following a tree shape with some planes making up the trunk, roots and branches. The full-page illustration makes understanding the concept easier than reading alone. The descriptions of the landscapes are often a paragraph or two with specifics on how the gods or other powerful entities fit here in addition to planar traits. For example, Arvandor supports the Crescent Grove where Corellon Larethian and Sehanine Moonbow reside even as you can read about game mechanics like how the Abyss has normal gravity and mixed energy traits. For example, Lolth is famous for her Demonweb Pits, a separate plane, and no longer part of the Abyss here. Now one chapter that I pretty much skipped over is Campaign Journal. To me, this is one of the biggest weaknesses of the Realms. Now the appendix is a great tool for the complete collector of all things Wizards of the Coast. It includes information on how to incorporate material ranging from psionics, to Exalted Deeds and Vile Darkness. I myself found the Page 1

charts and details on how Vile and Exalted Deities fit into the Forgotten Realms, for example, which deity gets which domain, as well as how the archfiends and paragons fit into the Forgotten Realms, useful. One of my players is a paladin-fighter who follows or works from one of the paragons. An odd situation as those beings do not want worship but help those of pure heart slay evil. The book closes out with some variants on how to deal with level adjustment races. The first is using powerful races at first level. The second option is for lesser versions. They provide stats for gray dwarves, drow, planetouched and deep gnomes. These are pared down versions of the standard and the book recommends going all the way with such a change. If the players are lesser drow, the NPCs should be too. In some ways I can see that logic but in others, well, variety is the spice of life. For example, the initiate feat. Great start but its got to be filled out more. If there are going to be no more specialty priests of tempus as battleguards running around, at least give us some unique spells. The book has the standard layout of a Forgotten Realms book which looks like faded parchment. It makes good use of tables and illustrations to help flesh out the book. This book is not for everyone. Believe me, there are a lot of changes, far too many to list in feats and PrCs. The regional feats and some of the other material tends to be on the high powered side. For players of any campaign that want more options, this is a great book. For GMs who want to keep up to date with the happenings of the Realm, this is a great book. Page 2

Chapter 2 : Classes in Player's Guide to Faerûn â D&D Tools For the edition Player's Guide, see Player's Guide to Faerûn. The complete guide for building Forgotten Realms characters! Welcome to Faerûn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. From building an army of constructs to just being the richest player out there. I try to avoid any classes with level adjustments this allows for no XP penalties when crafting magical items is worth as much as the gold you spend. Dwarves[ edit ] When dealing with Races of stone or metal dwarves bonus to crafting can make them a useful race. Gold Dwarves Forgotten Realms Campaign Setting give even further benefits by taking the gold dwarf dweomersmith feat Races of Faerun p. Over-all they do work well as the base for your craftsman. If allowed to use the base gnome given in the Dragonlance settings Dragonlance Campaign setting p. Human[ edit ] The humans have few things in their favor when it comes to being a crafter. Second, the skillpoints which allows you to put more points towards crafts and knowledges to go with them. The best one however is the ability to take the Dragonmark of Making and belong to The house of Cannith. Though with the right use of Items and spells, you can take advantage of other crafting buffs. Kobolds[ edit ] Kobolds are one of the best races for crafting. Lastly, you can go a step further and add the Dragonwrought feat Races of the Dragon p. I recommend starting as an Earth Kobold Unearthed Arcana p. Warforged[ edit ] Overall the Warforged do not look like a good choice for a craftsman. But as you continue reading you will find, while they get no major bonus to intelligence nor to craft skills. They do gain the ability to not only heal themselves but improve their armor and weapons on the fly, using their own bodies as raw material. This does make them an excellent choice for a craft geared PC to be quite powerful in battle. That are not listed above, even though they have no boost to craft checks there intelligence boost make them decent for craft based PC. Monster Manual I p. Forgotten Realms Campaign Setting Silvanesti: Dragonlance Campaign Setting p. There a few classes that stand out and will make you an extraordinary crafter geared towards decimating you foes with your creations. Artificer[ edit ] The ability of the Artificer to craft items can not be challenged by any other class. Between the ability to recover xp from magical Items to the use of there craft points for exp. They make things a lot quicker and simpler, with less spells need to do so. This is probably the best starting class for a craftsman in the game. Cunning Knowledge allows you to add your level in Factotum to your craft checks. As well as your Arcane Dilettante ability gives you many spells that can be used for enchanting. Finally and probably the best, not many characters go after the final class ability Cunning Brilliance. But it will allow you to mimic many of the features found in the Artificer class. Chameleon[ edit ] Entry Requirements Race: Bluff 8 ranks, Disguise 8 ranks, Sense Motive 4 ranks, Spellcraft 4 ranks. Able Learner This class will allow you to be more versatility and open both divine and arcane spells to enchant with. Chained with the bonus feat ability you can change one of your feats each day, for different crafting feats there are a few other tricks using this class feature I will discus later. This is an very good prestige class for any craftsman. Changeling may take this class as well. Master of Mask[ edit ] Entry Requirements Skill: Bluff 8 ranks, Disguise 8 ranks, Perform act 8 ranks. You will truly only need one level in the class you can take more but at base you need one. The two main mask you need to grab are the Masks of the Archmage and High Priest this will boost your spell-casting level by 2 for both divine and arcane. If you which to take more levels the Gladiators mask is highly recommend for the ability to have proficiency in all weapons you create. Over all 1 to 2 levels will improve both your overall combat ability and crafting abilities. Maester[ edit ] Entry Requirements Race: Craft any 8 ranks, Use Magic Device 4 ranks. Any two item creation feats. Arcane caster level 5th. The best ability of this class can be nabbed at level one, Quick craft which halves the time it takes to craft any magic Items. Later on the identification ability makes things even easier when dealing with treasure. Craft any 12 ranks, Knowledge arcana 24 ranks, Spellcraft 24 ranks. Able to cast 6th-level arcane spells. If your taking your character to this point few do this is the class for you. To sum it up you will be able to craft most anything you feel the need to do quickly and at little cost to yourself. Overall there are many classes that can do you some good. Taking a level in cleric and nabbing the craft domain would be useful. A level or two in wizard may help as well. If allowed I do recommend Gestalt characters, this will allow you to make the most out of your base classes. Page 3

Ability Scores[ edit ] The most important stats to your craftsman will be all three mental stats. High Intelligence will give you more skill points and higher check on your Knowledge and craft checks. High Wisdom, well you never know when you will need a good will check, it will also help in casting any divine spells. All three physical Abilities can be dump stats, the main reason for this as you progress you can easily produce items to boost these stats later on. Feats[ edit ] Below are listed most all of the craft feats I have found, many of which should help improve your skills as a craftsman. Page 4

Chapter 3 : Player Guide to Crafting (e Optimized Character Build) - D&D Wiki Tired of struggling to update the Forgotten Realms monsters for D&D v? Designers Rich Baker and James Wyatt have done the work for you -- not just for the campaign setting monsters, but also for the Forgotten Realms Monster Compendium, City of the Spider Queen, Silver Marches, Magic of Faerûn, and Faiths and Pantheons. Weapon and Armor Proficiency: Hammers of Moradin are proficient with all simple and martial weapons, with all types of armor, and with shields. 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. Aura of Courage Su: Beginning at 1st level, the hammer of Moradin gains an aura of courage that functions exactly like the paladin ability of the same name. Revised Prestige Classes The most common and important change to the prestige classes in this chapter is a new definition 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 v. 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. A hammer of Moradin may use his warhammer as a thrown weapon with a range increment of 20 feet. He takes no additional penalties for using the weapon in this fashion. Beginning at 2nd level, the hammer of Moradin may imbue any warhammer with the goblinoid bane property as a move action. When the hammer of Moradin reaches 2nd level, any warhammer he throws gains the returning ability. A returning warhammer flies through the air back to the hammer of Moradin, returning just before his next turn, so that it is ready to use again in that turn. Catching the warhammer when it comes back is a free action. At 3rd level, the hammer of Moradin gains a bonus equal to one-half his Strength bonus rounded down on damage rolls when wielding a warhammer in melee. Thus, his bonus on damage rolls with this weapon equals 1. At 4th level, the hammer of Moradin gains the benefit of the Far Shot feat when throwing his warhammer. This benefit raises range increment for his thrown hammer to 30 feet. By striking his warhammer violently against the ground a standard action, a 4th-level or higher hammer of Moradin creates a shock wave that violently shakes the earth in front of him. When a 5th-level or higher hammer of Moradin uses the goblinkiller ability to imbue his warhammer with the goblinoid bane property, it also gains the drow bane property. This ability does not confer any additional uses per day of the goblinkiller ability and it does not extend the duration of the effect; it merely makes each use more versatile. To use this ability, the hammer of Moradin makes a normal attack roll. The player must declare that he is using this power before making the attack roll; thus, a miss ruins the attempt. The attack deals normal damage if successful. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be dazed. This ability is usable twice per day at 5th level and four times per day at 10th level. At 7th level, the hammer of Moradin may imbue any warhammer with the axiomatic property as a move action. Hammers of Moradin are renowned for their ability to stand strong in the face of a hail of arrows, or wade into a throng of shrieking goblins and emerge untouched. At 7th level, the hammer of Moradin may add his base Will save modifier to his AC once per day as a free action. This benefit lasts for 1 round per hammer of Moradin level. When an 8th-level or higher hammer of Moradin uses his goblinkiller ability, his warhammer gains the giant bane property in addition to the goblinoid bane and drow bane properties. When the hammer of Moradin reaches 8th level, his blows are so mighty that armor not only offers little protection from them, but it also acts as a conduit for the force of the blow, causing his opponent even more pain. At 9th level, the hammer of Moradin can hurl his warhammer with such a force that it plows on past creatures struck by it. When throwing his hammer, the hammer of Moradin makes a single ranged attack roll and checks the result against the AC of all creatures in a foot straight line from his position. He then rolls damage against each creature that the weapon hits. Bones of the Earth Sp: When the hammer of Moradin reaches 10th level, he gains a powerful blessing from Moradin himself. Both the origin and destination points must be within 5 feet of solid, natural stone. This ability is Page 5

usable once per day. Ex-Hammers of Moradin A hammer of Moradin who violates his alignment or betrays either Citadel Adbar or the Hammers of Moradin as a whole loses all spell-like and supernatural abilities gained from this prestige class. Chapter 4 : Map of Faerün Dungeons & Dragons A Web Enhancement for the FORGOTTEN REALMS Player's Guide to Faerûn Accessory Monster Update Conversion of the monsters presented in the FORGOTTEN REALMS Skills: A complete. revised skill entry takes into consideration new Campaign Setting and Monstrous Companion: Monsters of Faerûn is skill point calculations. Chapter 5 : The Forgotten Realms Dungeons & Dragons The lowest-priced item that has been used or worn previously. The item may have some signs of cosmetic wear, but is fully operational and functions as intended. Chapter 6 : Players Guide to Faerun Forgotten Realms D&d 3rd Edition ebay Player's Guide to Faerûn is a collection of lore and arcana from the Forgotten Realms setting, to allow players to create and equip characters. The book includes races, feats, spells, prestige classes, and magic items for the edition update to the setting, and includes material from 1st and 2nd edition. Chapter 7 : Player's Guide to Faerûn - D&D Wiki Player's Guide to Faerûn Errata 1 07/16/ Player's Guide to Faerûn Errata Page Table Human Regions Please add the following regions to the table. Chapter 8 : Forgotten Realms: Players Guide to Faerun New Listing D & D Forgotten Realms Accessory d20 Player's Guide to Faerun Fantasy RPG New (Other) out of 5 stars - D & D Forgotten Realms Accessory d20 Player's Guide to Faerun Fantasy RPG. Chapter 9 : Player's Guide to Faerûn (Forgotten Realms) by Richard Baker A character race is a fundamental part of the identity and nature of characters in the Dungeons & Dragons role-playing game.. Each race has a distinct appearance, behavior and often range of statistics associated with it. Page 6