Manual Legends & Lairs - Dungeoncraft (Dungeons & Dragons d20)

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Special Ability: Stonecunning. Special: A character who wishes to become a cave ranger but does not gain stonecunning as a racial ability may still join this class. At the DMs option, a character who adventures in a dungeon environment or has journeyed underground for an extended period of time may gain stonecunning by spending a feat selection. Class Features All of the following are class features of the cave ranger prestige class.

Weapon and Armor Proficiency: The cave ranger gains proficiency with all simple weapons and light and medium armor. Swim checks suffer a 1 penalty for every 5 pounds of armor and equipment carried. Dungeon Sense Ex : The cave rangers experience in exploring dungeons and knowledge of their design allows him to predict the layout of corridors and chambers that lie ahead of him.

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He takes stock of the flow of air, notes the disbursement of dust in the area, and draws on his experience to mentally map the area. To use this ability, the cave ranger makes a Wilderness Lore check. The total result equals the radius in feet that the cave ranger can sketch a map that reflects the dungeon terrain. For example, a cave ranger whose total Wilderness Lore result is 25 can draw a map that shows the dungeon passages within 25 feet of his position.

The map shows those areas that the cave ranger could reach without leaving the area covered by his skill check. The cave ranger can predict the area beyond normal doors but not secret ones. The cave ranger may use this ability once per day at 1st level, twice at 4th level, three times at 7th level, and four times per day at 10th level. Trap Sense Ex : Cave rangers are skilled in uncovering snares, pits, and other traps. They may find traps that have a Search DC greater than 20 as per the rogue class.

Trap Springer Ex : At 4th level, the cave ranger gains the ability to use the Disable Device skill to disarm magical traps as per the rogue character class. Improved Blind-Fight Ex : The cave ranger learns to handle himself in pitch darkness, as the simplest mishap can leave him blinded in a dungeons depths.

When fighting in the dark, he may check his miss percentage due to concealment before making his first attack for the round. After seeing the result of this check, he may choose to take a different action for the round such as moving and then attacking a different target. Deep Tracker: While underground, the cave ranger gains the use of the Track feat. Improved Dungeon Sense Ex : When the cave ranger uses his dungeon sense ability, double the result of his Wilderness Lore check. Stone Sense: The cave rangers innate sense for a dungeons layout and his experience in exploring subterranean areas give him an innate ability to spot secret doors.

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When a cave ranger passes within 10 feet of a hidden door, he automatically makes a Search check to notice its presence. Supreme Dungeon Sense Ex : At 9th level, the cave ranger triples the result of his Wilderness Lore check when using his dungeon sense ability. Deep Druid The deep druid belongs to a tiny, secretive cult that worships the power of elemental earth and finds comfort in the endless darkness of the earths womb. Deep druids operate in the underworld much as standard druids do in the forests, deserts, and plains of the surface world.

Their dedication to the caverns and dungeons they tend to garners the attention of the elemental lords of earth, who reward them with the mark of their favor. Deep druids slowly lose all color from their skin, hair, and eyes as they spurn the suns rays, but in return their eyes adjust to the darkness. With training and experience, a deep druid has no need for light of any sort.

In addition to their ability to see in the dark, deep druids nurture a strong alliance with the powers of elemental earth. They gain the ability to call upon them as companions and allies and can wildshape into their forms just as a standard druid can assume the guise of a mundane animal. Deep druids come from a wide range of races, though they are most commonly dwarves who tend to the mushroom patches and other living caverns that provide dwarven strongholds with their food and water.

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In some cases, a deep druid is merely a hermit from any race who finds solace in a deep cavern. Some sages theorize that deep druids draw their powers from the great earth dragon. As the dragon is said to possess the ability to sunder mountains and flatten cities should he ever be aroused from his slumber, many view deep druids as dangerous threats. Their odd appearance and isolation from society has on more than one occasion driven an over-eager inquisitor to put one of these druids to death.

For this reason, many deep druids shun civilization. Even good-aligned ones prefer to aid those in need from a distance, keeping to the protective grasp of the darkness to hide their identity and prevent any possible pursuit.

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An adventuring party saved from an orc ambush or given food and water to help them survive may credit their luck to a deep druids good deeds. Hit Die: d8. Requirements To qualify to become a deep druid, a character must fulfill all the following criteria.

Skills: Intuit Direction 8 ranks, Wilderness Lore 8 ranks. Spells: Ability to prepare and cast 3rd-level divine spells. Weapon and Armor Proficiency: The deep druid takes up the path of a nature priest.

As such, he incurs the same weapon and armor restrictions as the druid core character class. The deep druid gains proficiency with light and medium armor and all weapons usable by druids. Spells per Day: When a new deep druid level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class.

He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a deep druid, he must decide to which class he adds the new level for purposes of determining spells per day. Underworld Survivor Su : The deep druid draws on the ambient energy of the earth, using it to fuel his body. While underground, the druid can survive without food and water. As a result of this change, the druids skin turns an alabaster white, the color drains from his hair, and his eyes become a bright pink.

This transformation marks the deep druids dedication to the earth and his decision to refute the surface world. Eyes of the Underworld Ex : The deep druid gains darkvision to a range of 60 ft. If the druid already possesses this ability, its range extends by 60 ft. Furthermore the deep druid can see through magical darkness effects that he creates using his magic.

The druid ignores the effect of darkness and deeper darkness spells he casts using his divine or arcane casting ability, innate racial abilities, or his class features. Wildshape Sp : The deep druid gains the ability to wildshape as the druid core class. He may use this ability once per day at 3rd, 5th, 6th, and 8th levels.

Shadow of the Underworld Sp : If the deep druid does not have darkness and deeper darkness on his divine spell lists, he may add them at their cleric spellcasting level. Furthermore, he may cast darkness three times per day as a free action. Underworld Denizen Su : At 5th level, the deep druid learns to assume the form of a thoqqua using his wild shape ability.

He gains all of the thoqquas supernatural, extraordinary, and spell-like abilities.

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Otherwise, the standard rules for wild shape apply as normal. Blindsight Ex : At 7th level, the deep druids senses merge with the ebb and flow of earth magic to grant him incredibly keen senses of smell and hearing. He can ascertain all foes within 40 feet as a sighted creature would in magical darkness and other areas where seeing, even with darkvision, is impossible.

Beyond that range, the druid treats all targets as totally concealed.

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The druid is susceptible to sound and scent based attacks, however, and is affected normally by loud noises and sonic spells such as ghost sound or silence and overpowering odors such as stinking cloud or incense. Elemental Companions: The deep druid may use the spell animal friendship to forge a bond with any creature that has the earth descriptor attached to its creature type, such as a gargoyle or thoqqua.

Multiply these creatures Hit Dice by 1. Power of the Earth: At 10th level, the deep druid is infused with the power of the earth. He may use his wild shape ability to take the form of any Small, Medium-size, or Large creature with the earth subtype attached to its creature type. The druids wild shape functions as normal but he gains the elemental creatures supernatural and extraordinary abilities.

Instead, the earth dragon is merely an observer, a passive inhabitant trapped in this world and content to slumber through the eons. When the world was young, the earth dragon was charged by the gods with forming the earth. Since then, it has slumbered in vivid, wondrous dreams gifted to it by the gods in return for its faithful service. Yet, the beast is not wholly content. The first wizards who contacted it found it lonely and willing to take on skilled magicians in return for companionship and service. Thus, the society of earth dragon savants was born. This secretive band of spellcasters seeks to further the study and service of the earth dragon.

As most realms refuse to consider that the Codex Terrastrium is anything short of a menace to the world, the savants literally maintain an underground network. As these arcane spellcasters draw power from the earth dragon, they commonly dwell in subterranean abodes. Content to serve their patron and practice their magic, the savants keep to themselves and attend to their studies.

Hit Die: d4. Earth Dragon Savant According to fragments of the Codex Terrastrium, the world is infused with the spirit of a great draconic creature whose flesh forms the earth, its bones the mountains, its blood the seas. While the codex offers little more than a few scraps of information concerning this supposed beast, the implications of such a truth draw many cabalists and seekers of lost knowledge to study them.

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If the world is in fact a single, sentient energy, a spellcaster who could bind that creature to his will would enjoy supreme power. With a word, he could level kingdoms, flatten mountains, boil seas, and sunder the earth. In many realms, the Codex Terrastrium is strictly controlled.

Copies are turned over to inquisitors for study or burned before their knowledge can be used for evil. Despite these controls, a small number of wizards and sorcerers delve into the few surviving manuscripts and attempt to unlock their secrets. As fewer than two dozen of the codexs hundreds of pages survive, study of the book serves as little more than a starting point to unlocking the mystery of the earth dragon.

An earth dragon savant uses the Codex Terrastrium to unlock the earth dragons secrets. Through study and experimentation, he learns that this draconic spirit does indeed exist, though its power is much diminished compared to the wild tales that speak of a. Requirements To qualify to become an earth dragon savant, a character must fulfill all the following criteria. Spells: Ability to cast 3rd-level arcane spells. Skills: Knowledge arcana 8 ranks, Scry 8 ranks.