Forgotten Realms 2000 Survival
Kit
What Is the Survival
Kit?
With the
introduction of Third Edition Dungeons & Dragons,
an entire world of roleplayers are making the switch to the
best RPG ever crafted. The changes wrought with the new
edition likewise leave players and Dungeon Masters of the
Forgotten Realms faced with a multitude of decisions
regarding character creation, domains for deities, and other
essential components.
In order
to allow all of you to adventure in the Realms under the new
D&D rules, we’re releasing this "survival kit" of
information that will get you through to the release of the
campaign setting in April.
Are all
the changes that will befall Toril hinted at below? Not at
all, but this information will allow you to play in the Realms
for the next few months.
Starting
in November, we’ll start revealing some of the other exciting
changes we’ve got underway. You’ll be able to see glimpses of
those changes in the pages of Dragon Magazine, through the
RPGA, and on the website.
Until
Swords Part, Jim Butler, Brand
Manager Forgotten Realms Campaign
Setting | Just as the countdown to
3rd edition D&D begins to wind down, the race for the new
Forgotten
Realms campaign
setting is heating up! Creative director Rich Baker knows
that April is still a long way off for everyone eager to convert
their Realms campaigns right away, so he offers this "survival kit"
to keep you going.
"This
survival kit gives people who are currently playing second edition
Realms campaigns and want to convert a good starting point," he
said, "especially for character race conversions and new god domains
-- aspects of the Realms that differ the most from core
D&D."
So if
you want to know now which domains are available to your
cleric of Tyr or how to update your sun elf to 3rd edition
D&D, check out this Forgotten Realms Survival Kit,
compiled by designer Sean Reynolds. Included in the links below are
sections on ability score modifiers for race, the new domains and
how they match up to FR deities, and a handful of feats, magic
items, and spells.
If
you don’t have the D&D Conversion Manual, download it
now!
More
information on the drow is available from the Monster
Manual.
Races
Some of the races in the Forgotten Realms differ
from those in the Player’s
Handbook and other core
D&D sources. Listed below are the ability score modifiers
of the standard player character races. Note that these races have
additional abilities beyond their ability scores; these will be
revealed in the campaign setting book.
-
Human: as Player’s Handbook human.
-
Dwarf, gold: +2 Constitution, +0 Charisma, no racial
bonus against giants, goblinoids, or orcs.
-
Dwarf, shield: as Player’s Handbook
dwarf.
-
Elf, drow, female: +2 Dexterity, -2 Constitution, +2
Intelligence, +2 Charisma (120 ft. darkvision, but no spell
resistance)
-
Elf, drow, male: +2 Dexterity, -2 Constitution, +2
Intelligence, -2 Charisma (120 ft. darkvision, but no spell
resistance)
-
Elf, moon: as Player’s Handbook elf.
-
Elf, sea: as Monster Manual sea elf.
-
Elf, sun: –2 Strength, +2 Dexterity, -2
Constitution, +2 Intelligence.
-
Elf, wild: +2 Dexterity, -2 Intelligence.
-
Elf, wood: +2 Strength, +2 Dexterity, -2
Constitution, -2 Intelligence, -2 Charisma.
-
Gnome, rock: as Player’s Handbook
gnome.
-
Half-elf: as Player’s Handbook half-elf
(half-drow get 60 ft. darkvision instead of low-light
vision).
-
Half-orc: as Player’s Handbook
half-orc.
-
Halfling, lightfoot: as Player’s Handbook
halfling.
Multiclassing
Monks
and paladins have the restriction that if they ever take a level in
another class, they cannot return to the path of the monk or
paladin. In the Forgotten Realms, there are some monk and
paladin orders that loosen this restriction, allowing them to gain
levels in a particular class without sacrificing the ability to
return. A few examples of these groups, and their available
multiclassing options, are:
-
Monk of Ilmater: cleric of Ilmater.
-
Halfling Monk: fighter or rogue.
-
Monks of the Yellow Rose: ranger.
-
Paladin of Chauntea: cleric of Chauntea.
-
Paladin of Helm: cleric of Helm, fighter.
-
Paladin of Ilmater: cleric of Ilmater.
-
Paladin of Lathander: cleric of Lathander.
-
Paladin of Moradin: cleric of Moradin,
fighter.
-
Paladin of Torm: any one other class.
-
Paladin of Tyr: cleric of Tyr, fighter.
-
Paladin of Yondalla: monk.
Deities
The
new Forgotten Realms campaign setting features more than 30
new domains tailored for the deities of Faerűn. Details of those
domains and their granted powers is too lengthy to go into here (and
we don’t want to spoil the surprise), but what follows are the
living deities from the Faiths & Avatars trilogy (plus
the entire orc pantheon) and their Player’s Handbook domains.
Some of them look pretty skimpy, but that’s generally because it’s a
neutral deity (and therefore doesn’t get any of the alignment
domains) and has more of the new FR domains than PH domains. If
you’re unhappy with the domain choices for your favorite deity,
don’t worry, there’s plenty of good stuff in the campaign setting
book.
Name |
Domains |
Abbathor |
Evil, Trickery, Luck |
Aerdrie Faenya |
Air, Animal, Chaos, Good |
Akadi |
Air, Travel, Trickery |
Angharradh |
Chaos, Good, Plant, Protection |
Anhur |
Chaos, Good, War, Strength |
Arvoreen |
War, Protection, Law, Good |
Auril |
Air, Evil, Water |
Azuth |
Magic, Knowledge, Law |
Baervan Wildwanderer |
Good, Travel, Plant, Animal |
Bahgtru |
Chaos, Evil, Strength |
Baravar Cloakshadow |
Good, Protection, Trickery |
Berronar Truesilver |
Law, Good, Protection, Healing |
Beshaba |
Chaos, Evil, Trickery, Luck |
Brandobaris |
Trickery, Travel, Luck |
Calladuran Smoothhands |
Earth |
Chauntea |
Plant, Animal, Earth, Good, Protection
|
Clangeddin Silverbeard |
Law, Good, War, Strength |
Corellon Larethian |
Chaos, Good, Protection, War |
Cyric |
Chaos, Destruction, Evil, Trickery |
Cyrrollalee |
Law, Good |
Deep Duerra |
Law, Evil |
Deep Sashelas |
Chaos, Good, Water, Knowledge, Magic |
Deneir |
Good, Knowledge |
Dugmaren Brightmantle |
Knowledge, Chaos, Good |
Dumathoin |
Earth, Protection, Knowledge |
Eilistraee |
Chaos, Good |
Eldath |
Good, Plant, Water, Protection |
Erevan Ilesere |
Chaos, Trickery, Luck |
Eshowdow |
Chaos, Evil, Destruction |
Fenmarel Mestarine |
Chaos, Travel, Plant, Animal |
Finder Wyvernspur |
Chaos |
Flandal Steelskin |
Good |
Gaerdal Ironhand |
Law, Good, War, Protection |
Garagos |
Chaos, War, Destruction, Strength |
Gargauth |
Law, Evil, Trickery |
Garl Glittergold |
Good, Protection, Trickery |
Geb |
Earth, Protection |
Ghaunadaur |
Chaos, Evil |
Gond |
Earth, Fire, Knowledge |
Gorm Gulthyn |
Protection, Law, Good, War |
Grumbar |
Earth |
Gruumsh |
Chaos, Evil, War, Strength |
Gwaeron Windstrom |
Good, Plant, Animal, Travel, Knowledge
|
Haela Brightaxe |
Luck, Chaos, Good, War |
Hanali Celanil |
Chaos, Good |
Hathor |
Good |
Helm |
Law, Protection, Strength |
Hoar |
Law, Travel |
Horus-Re |
Law, Good, Sun |
Ilmater |
Healing, Strength, Law, Good |
Ilneval |
Evil, Destruction, War |
Isis |
Good, Water, Magic |
Istishia |
Water, Destruction, Travel |
Jergal |
Law, Death |
Kelemvor |
Law, Death, Travel, Protection |
Kiaransalee |
Chaos, Evil |
Kossuth |
Fire, Destruction |
Labelas Enoreth |
Chaos, Good, Knowledge |
Laduger |
Law, Evil, Magic, Protection |
Lathander |
Good, Protection, Strength, Sun |
Lliira |
Chaos, Good |
Lolth |
Chaos, Evil |
Loviatar |
Law, Evil, Strength, Fire |
Lurue |
Animal, Chaos, Good, Healing |
Luthic |
Evil, Earth, Healing |
Malar |
Chaos, Evil, Animal, Strength |
Marthammor Duin |
Good, Protection, Travel |
Mask |
Evil, Trickery, Luck |
Mielikki |
Animal, Good, Plant, Travel |
Milil |
Good, Knowledge |
Moradin |
Earth, Good, Law, Protection, War |
Mystra |
Good, Magic, Knowledge |
Nephthys |
Chaos, Good, Protection |
Nobanion |
Law, Good, Animal |
Oghma |
Knowledge, Luck, Travel, Trickery |
Osiris |
Law, Good, Plant, Death |
Red Knight |
Law, War |
Rillifane Rallathil |
Chaos, Good, Plant, Protection |
Savras |
Law, Knowledge, Magic |
Sebek |
Evil, Water, Animal |
Segojan Earthcaller |
Good, Earth |
Sehanine Moonbow |
Chaos, Good, Knowledge, Travel |
Selűne |
Travel, Chaos, Good, Protection |
Selvetarm |
Chaos, Evil, War, |
Set |
Law, Evil, Air, Magic |
Shar |
Evil, Knowledge |
Sharess |
Chaos, Good, Travel |
Shargass |
Chaos, Evil, Trickery |
Sharindlar |
Chaos, Good, Healing |
Shaundakul |
Travel, Chaos, Protection, Air |
Sheela Peryroyl |
Plant, Air |
Shevarash |
Chaos, War |
Shiallia |
Good, Plant, Animal |
Siamorphe |
Law, Knowledge |
Silvanus |
Animal, Plant, Water, Protection |
Solonor Thelandira |
Chaos, Good, War, Plant |
Sseth |
Chaos, Evil, Knowledge |
Sune |
Chaos, Good, Protection |
Talona |
Chaos, Evil, Destruction |
Talos |
Chaos, Evil, Destruction, Fire |
Tempus |
Chaos, Protection, Strength, War |
Thard Harr |
Chaos, Good, Plant, Animal |
Thoth |
Magic, Knowledge |
Tiamat |
Law, Evil |
Torm |
Law, Good, Healing, Protection, Strength
|
Tymora |
Chaos, Good, Luck, Protection, Travel |
Tyr |
Good, Knowledge, Law, War |
Ubtao |
Plant, Protection |
Ulutiu |
Law, Animal |
Umberlee |
Chaos, Evil, Water, Destruction |
Urdlen |
Chaos, Evil, Earth |
Urogalan |
Law, Protection, Earth, Death |
Uthgar |
Strength, War, Animal, Chaos |
Valkur |
Chaos, Good, Air, Protection |
Velsharoon |
Evil, Magic, Death |
Vergadain |
Luck, Trickery |
Vhaeraun |
Chaos, Evil, Travel, Trickery |
Waukeen |
Knowledge, Travel, Protection |
Xvim |
Law, Evil, Destruction |
Yondalla |
Good, Law, Protection |
Yurtrus |
Evil, Death, Destruction,
|
Feats
The
new Realms campaign setting has more than 50 new feats. One of the
new concepts we developed is the regional feat: a feat you can get
only if you come from a particular area or study with people from
there. As the RPGA’s Living
City campaign is very popular
and takes place in the Realms, we decided to help out those LC
players who are converting their characters over to the new
D&D. So, here are three of the new Realms feats, all of
which are available to natives of the Vast (and, you’ll note, a few
other places). These regional feats use a feat slot just like any
other feat; you don’t get them for free just for being from a
particular place.
Luck of Heroes
[General]
Your
people survive when no one expects them to come
through. Regions: Aglarond, Dalelands, Tethyr, the
Vast. Benefit: You get a +1 bonus to all Fortitude, Reflex,
and Will saves.
Mercantile
Background [General]
You
come from a family that excels at a particular
trade. Regions: Gray Dwarf, Impiltur, Lake of Steam, Lantan,
Sembia, Svirfneblin, Tashalar, Tethyr, Thesk, the
Vast. Benefit: Choose a Craft or Profession skill. You get a
+3 bonus to all Craft or Profession checks for that skill and a +3
bonus to Appraise checks involving items relevant to that
skill.
Thug
[General]
Your
people know how to get the jump on the competition and push other
people around. Regions: Calimshan, Dragon Coast, Moonsea, Pirate
Isles, Unther, the Vast, Vilhon Reach, Waterdeep. Benefit: You get a
+2 bonus on Initiative checks, a +2 bonus on Intimidate checks, and
a +1 bonus on Reflex saves.
Magic
Items
The
Realms is well known for its magic, so here are some of the more
popular magic items from Myth Drannor and other regions. Seeing how
we converted these items should give you an idea of the process for
converting other Realms magic and help you do the same for the other
items your characters wield until you can get your hands on the new
campaign setting book.
Blueglow moss: Blueglow moss is a magical plant
growth, powered by the mythal and imbued with many healing
abilities. At night it glows with blue faerie fire, and a
creature that rests upon a bed of blueglow moss is cured of 1d4
points of damage for every continuous hour spent there. If six or
more continuous hours are spent upon the moss bed, the following
effects occur:
-
remove disease
- the use of
darkvision at will, ending when the creature leaves the
mythal
- the ability
to levitate self at will (naked self only after first
6-hour interval, increasing by 25 lbs. per interval to a maximum
of 1,000 lbs.), ending when the creature leaves the mythal
- use of
detect poison at will, plus awareness of body to
immediately recognize attacks, infestations, diseases, or other
affronts to the body when they might otherwise be concealed (such
as anaesthetic attacks by certain blood-draining creatures),
ending when the creature leaves the mythal
- +2 resistance
bonus to saving throws against petrification and polymorph
effects, ending when the creature leaves the mythal
- a
regenerate spell (requires 12 hours of exposure, cumulative
but with no more than 1 full day in-between exposures).
Blueglow moss cannot survive outside of a mythal and cannot
be created independent of spells that create a mythal.
Dove’s Harp: This type of item’s original name has
been lost, and its current name derives from Dove Falconhand, who
owns such a harp. This is a masterwork harp, triangular in shape,
with 20 to 36 strings. When it is played, all within 20 feet of the
harp are temporarily cured of any insanity (as if a greater
restoration were in effect) and are protected by a calm
emotions spell. Those who listen to it for 2 rounds or more
receive a cure light wounds spell, although this power can
only affect a being once every tenday. While its magic is being
invoked, the harp and harpist radiate light. Use of the harp
requires the Perform (harp) skill.
Caster Level: 9th; Prerequisites: Craft
Wondrous Item, calm emotions, greater restoration,
healing circle, light; Market Price: 45,000
gp.
Fanged Mask: This half-mask is like one worn to a
masquerade party, but the bottom edge has numerous sharp-looking
catlike teeth. The wearer may use the mask bite in combat for 1d4
points of damage (assuming the wearer’s bite attack doesn’t already
do normal damage) and the mask is +1 weapon. A bitten creature must
make a DC 13 Fortitude save or be stunned for 1 round.
Caster Level: 3rd; Prerequisites: Craft
Wondrous Item, spiritual weapon; Market Price: 4,302
gp.
Harper Pin: Harper pins are fashioned from silver that
has been magically made as hard as adamantine (hardness 20, 9 hit
points, +5 on all saving throws). Their wearer is protected by the
following constant effects: immune to magic missiles,
nondetection, protection from elements(electricity),
undetectable alignment, and +5 resistance bonus to saves
against mind-affecting effects. Some harper pins turn black and make
discordant jangling sounds when worn by evil beings.
Caster Level: 5th; Prerequisites: Craft
Wondrous Item, nondetection, protection from elements,
resistance, shield, undetectable alignment
(plus detect evil and ghost sound for harper pins that
respond to an evil bearer); Market Price: 75,750 gp (78,750
gp for the version that reacts to an evil bearer).
Jump Dagger: When grasped, this +1 dagger acts
as a ring of feather falling, and also allows the one holding it to
make one jump (useable every other round). If the dagger
touched to an object weighing 5 lbs. or less, the wielder can use
the weapon’s jump power to gently propel the item up to 30
feet in any direction (usually used to pass weapons, keys, or
valuables to someone else). If this power is used against an object
held by a creature, consider the attack a Strike a Weapon action,
and if successful have the targeted object’s owner make a Will save
(DC 11) to avoid the effect; if the save is failed the creature may
make a Strength check (DC 15) to grab or hold onto the item,
preventing its loss.
Caster Level: 5th; Prerequisites: Craft
Wondrous Item, jump, mage hand; Market Price:
16,052 gp.
Mirror Mask: This mask is circular, with dark lines
radiating outward from the point between the eyes. The wearer gains
a +5 resistance bonus to all saves against gaze attacks and spells
that work through sight (such as flare, pattern spells, a
vampire’s domination ability, and so on). Furthermore, any
creature that views the wearer’s face while the mask is worn sees
their own face rather than the wearer’s.
Caster Level: 5th; Prerequisites: Craft
Wondrous Item, change self, resistance; Market
Price: 8,759 gp, Weight: 1 lb.
Purple Dragon Ring: This item is a brass ring engraved
with Purple Dragon symbol of the Obarskyr royal family. The wearer
may use it to create light once per round, either on the ring
or up to 40 feet away; this effect lasts 10 minutes, and (unlike the
light cantrip) is not dispellable by the ring. Its second
power is a combined detect magic and detect poison
power activated by command word (usually inscribed on the inside of
the ring, and typically "Bonthar"); when this power is activated and
the ring touched to a food or drink, it glows an eerie gold-green if
the substance is poisonous and a bright blue if it is enchanted
(including potions), although the ring cannot identify what sort of
poison or magic is present.
These
rings are normally found only in the hands of the Purple Dragons of
Cormyr (of lionar rank or higher), the royal family of that nation,
or by individuals performing special missions on behalf of the
crown. The Purple Dragons use them to protect the royal family from
assassination attempts by poison, and also to verify that merchants
claiming the sale of magic potions are not being fraudulent. Over
4,000 of these rings are known to have been made, and there are said
to be stores of them in all three of Cormyr’s major cities in case
many are needed in an emergency. It is likely that there are rings
with similar functions in circulation, created for nobles or
merchants fearing poison or trickery.
Caster Level: 1st; Prerequisites: Forge Ring,
detect magic, detect poison, light; Market
Price: 2,125 gp.
Ring of Dragons: These brass rings are created by the
Cult of the Dragon and are greatly prized by the higher tiers of its
organization. There are about 70 in existence; some look like snakes
or dragons biting their own tails. The wearer can use the following
abilities:
Caster Level: 15th; Prerequisites: Forge Ring,
detect thoughts, sending, silent image,
tongues; Market Price: 100,000 gp.
Singing Sword: These silver greatswords are believed
to have been created for use by the Harpers. When drawn, they sing
loudly and constantly, although the singing can be countered
normally by a skilled bard, a silence spell, and so on. As
long as the bearer can hear the sword’s song, she gains a +3 morale
bonus to hit and damage (the sword has only a +1 enhancement bonus).
Furthermore, she gains a +5 morale bonus to saves against
mind-affecting spells and effects (and the only sort of emotion
spell that can affect the wielder is rage). The sword’s song
quells shriekers, negates the song effects of harpies within 100
feet, and once per day can act as an enthrall spell to
creatures with 2 or less hit dice (and affecting them with a
suggestion spell if they fail a second saving throw). Some of
these weapons are intelligent and aligned chaotic good.
Caster Level: 9th; Prerequisites: Craft Magic
Arms and Armor, bless, enthrall, suggestion,
creator must have 3 ranks of Perform (the chaotic good intelligent
singing swords must be created by a being of that alignment);
Market Price: 9,585 gp.
Spectral Blade: Fashioned from the bone of a creature
that died violently, this appears to be just a sword hilt made of
bone. When grasped by a creature a "blade" of light similar to
faerie fire appears. The blade has no attack bonus but is
considered a touch attack; any target struck is affected by a
chill touch spell. Different varieties of spectral blades
have been created to resemble many different bladed weapons, from
daggers to greatswords.
Caster Level: 5th; Prerequisites: Craft Magic
Arms and Armor, chill touch; Market Price: 10,000
gp.
Winged Mask: The edges of this full-face mask are made
to resemble feathers or wings. The wearer can fly at will,
but glows with white light whenever this ability is used. The
mask can only carry the wearer and 50 lbs. of other material. If
grappled or weighted down in mid-flight, the wearer is borne to the
ground under the effects of a feather fall.
Caster Level: 5th; Prerequisites: Craft
Wondrous Item, feather fall, fly, light;
Market Price: 36,000 gp; Weight: 1 lb.
Skull Mask: This mask is shaped like a skull and
painted black around the eyes. When worn, its transforms the
wearer’s visage to look like an actual skull. The wearer gains a +4
morale bonus to saving throws against disease, fear effects, and
paralysis, and is immune to life draining attacks. The wearer
immediately recognizes any creature seen as alive, dead, or undead,
or inanimate (never alive, such as a lifelike statue). Undead are
drawn to the wearer of a skull mask, attacking that creature
in preference to all others.
Caster Level: 5th; Prerequisites: Craft
Wondrous Item, deathwatch, detect undead, negative
energy protection, remove fear; Market Price:
50,000 gp
Weight: 1 lb.
Staff of Night: The staff of black wood carved with
runes of darkness, stars, and night, with one resembling an umber
hulk. The staff has the following powers:
If
the summoned umber hulk is slain, the staff crumbles to
dust.
Caster Level: 11th; Prerequisites: Craft Staff,
darkness, darkvision, dispel magic, summon
monster VI; Market Price: 50,000 gp.
Staff of Vision: This staff has the following
powers:
-
darkvision (1 charge)
- remove
blindness (2 charges)
- see
invisibility (1 charge)
- true
seeing (2 charges)
The
staff has an unusual side effect that using it is mentally tiring,
and each use requires a DC 12 Will save or suffer 1 point of
temporary Intelligence damage.
Caster Level: 12th; Prerequisites: Craft Staff,
darkvision, see invisibility, remove blindness,
true seeing; Market Price: 24,000 gp.
War Wizard Cloak (Weathercloak): These full cut, black
cloaks hang to mid-boot on your average human. Cut to overlap on the
chest and cover the wearer’s arms, they have a high collar and a
separate pull-over hood. They are embroidered with a white upraised
human palm in a circle on the right collar, a purple dragon on the
left collar, and another on the center point of the hood (so it is
displayed to the rear when the hood is pulled back). The cloak
constantly provides the wearer with the following benefits:
endure elements (cold), darkvision, and feather
fall (self only). Once per day, the wearer may use dimension
door, lesser ironguard, protection from arrows,
and sending.
These
cloaks are normally only worn by Cormyrian war-wizards, nobles, or
specially chosen agents, although with the number of dead
war-wizards caused by the war against the dragon Nalavara, it is
likely that some have been looted from corpses and can be found in
other hands.
Caster Level: 9th; Prerequisites: Craft
Wondrous Item, darkvision, dimension door, endure
elements, feather fall, lesser ironguard,
protection from arrows, sending; Market Price:
30,375 gp.
Spells
As
with magic items, the Realms is known for its unusual spells. The
war wizard cloak (above) refers to the lesser
ironguard spell (a converted form of the old ironguard
dweomer), so this spell is included here to let you fully utilize
that item’s abilities.
Lesser Ironguard Abjuration Level: Sor/Wiz
5 Components: V, S, M Casting Time: 1
action Range: Touch Target: Creature
touched Duration: 1 round/level Saving Throw: Will
negates (Harmless) Spell Resistance:
Yes (Harmless)
You
or a creature you touch becomes immune to nonmagical metal. Metal
items (including metal weapons) simply pass through you, and you can
walk through metal barriers such as iron bars. Magical or enchanted
metal affect you normally, as do spells, spell-like abilities, and
supernatural effects. Attacks delivered by metal items (such as
poison on a dagger) affect you normally. If the spell expires while
metal is inside you, the metal object is shunted out of your body
(or you away from the metal, if it is an immovable object like a set
of iron bars). You and the object take 1d6 points of damage as a
result (ignoring the object’s hardness rating for determining damage
to it).
Because you pass through metal, you may ignore armor and
hardness bonuses on opponents you attack with unarmed
attacks.
Material components: a tiny shield of wood, glass, or
crystal.
(Printer
Friendly Version) |