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D&D 3.5 – Iconic Barbarian

Thinking of playing a Barbarian? Here is an excellent article regarding  the pros and cons of playing a barbarian: Barbarians with Class   By Skip Williams.

Here is the information for playing an iconic Barbarian character. Start with my post on Iconic Characters, then add this specific information.

Hit Die: d12

Class Skills: Climb, Intimidate, Jump, Swim

Class Knowledge: Geography

Illiteracy: Barbarians are not illiterate unless the player wants to play them that way.

Alignment: Barbarians are not required to be of a non-lawful alignment. Any alignment, or no alignment, is okay.

Special abilities: The following are the special abilities available to barbarians. The abilities are listed under the level that they are acquired.

1st Level
Run: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Fast Movement: Add +10 to speed (except when wearing heavy armor or caring a heavy load).
Rage 1/day: once a day, temporarily gain a +4 STR bonus, a +4 CON bonus, and a +2 morale bonus on Will saves, but take a –2 penalty to Armor Class. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) CON modifier. At the end of the rage, he loses the rage modifiers and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
2nd Level
Uncanny Dodge: Retain Dexterity bonus to AC (if any) when flat-footed.
3rd Level
Athletic: You get a +2 bonus on all Climb checks and Swim checks.
Trap sense: +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
4th Level
Ability Score Adjustment: Add 1 to any ability score.
Rage 2/day: Rage as above, but you can now rage up to 2 times per day.
5th Level
Improved uncanny dodge: Can not be flanked.
6th Level
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Trap sense +2: As above but +2 to Reflex saves and AC vs. traps.
7th Level
Damage reduction -1: Subtract 1 from damage received from a weapon or a natural attack.
8th Level
Ability Score Adjustment: Add 1 to any ability score.
Rage 3/day: Rage as above, but you can now rage up to 3 times per day.
9th Level
Diehard: When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
Trap sense +3: As above but +3 to Reflex saves and AC vs. traps.
10th Level
Damage reduction -2: As above but -2 to damage.
11th Level
Greater rage: As Rage above but STR and CON bonus becomes +6, and Will saves bonus becomes +3. The penalty to AC remains at -2.
12th Level
Ability Score Adjustment: Add 1 to any ability score.
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.
Rage 4/day: Greater rage as above, but you can now rage up to 4 times per day.
Trap sense +4: As above but +4 to Reflex saves and AC vs. traps.
13th Level
Damage reduction -3: As above but -3 to damage.
14th Level
Indomitable will: While in a rage, +4 bonus on Will saves to resist enchantment spells.
15th Level
Persuasive: You get a +2 bonus on all Bluff checks and Intimidate checks.
Trap sense +5: As above but +5 to Reflex saves and AC vs. traps.
16th Level
Ability Score Adjustment: Add 1 to any ability score.
Damage reduction -4: As above but -4 to damage.
Rage 5/day: Greater rage as above, but you can now rage up to 5 times per day.
17th Level
Tireless rage: No longer become fatigued at the end of a rage.
18th Level
Toughness: You gain +3 hit points.
Trap sense +6: As above but +5 to Reflex saves and AC vs. traps.
19th Level
Damage reduction -5: As above but -5 to damage.
20th Level
Ability Score Adjustment: Add 1 to any ability score.
Mighty Rage: As Rage above but STR and CON bonus becomes +8, and Will saves bonus becomes +5. The penalty to AC remains at -2.
Rage 6/day: Mighty rage as above, but can now rage up to 6 times per day.

D&D 3.5 – Iconic D&D Characters

In my D&D Lite games everyone plays an iconic D&D character. These are the 11 core classes, without regard to race or sex, with each class being the “typical” stereotype character for that class. All of the class descriptions in the players handbook apply with these exceptions:

Weapon  and  Armor  Proficiency:  These are not assigned per class. You start out only proficient with the armor and weapons you own.  You can quickly become proficient with other armor and weapons by using them in combat.

Quest skills: All characters have some experience with these skills: Diplomacy, Hide, Listen, Move Silently, Search, and Spot. Skill check modifiers for these skills will include a bonus equal to your class level.

Class Skills: [These are different from the class skills listed in the players handbook.] Each class has a set of skills they are especially good at. This may reflect special training in that skill. Members of the class receive a +3 class bonus to these skill checks as well as a bonus equal to your class level.

Alignment: Other than clerics whose alignment must match that of their deity and paladins whose alignment is always Lawful Good, your character can be of any non-evil alignment or no alignment at all.

Feats: We aren’t using feats. Each class receives specific abilities (many are identical to feats) presented for each class at each level.

I will be posting the specifics for each individual class seperately.

D&D 3.5 – Eliminating Feats

“In a classic D&D game you might make one choice: dwarf. Then you fill in all the other details if you like. In AD&D, you make two choices: dwarf and fighter. Again, you fill in all the other details. As the game evolved, players gained more choices to help create the character they wanted to play. Second Edition expanded the proficiency system and introduced kits. Third Edition replaced proficiencies with skills and feats, and it added prestige classes. Fourth Edition ditched prestige classes but brought in paragon paths, epic destinies, backgrounds, and themes.” Form: Beyond Class and Race

I have mentioned before that I prefer Third Edition to any of the others. However, I really enjoyed the open-endedness and fun of First edition. To bring back some of the feel of First Edition I have proposed to require only that you select a race and class. All of your player character’s skills and abilities – which improve as you advance in level – are determined based on those first two choices. The one exception is a single additional skill of your choosing that you can add to represent your characters background and the type of character you want to play. This skill will also improve as you advance in level.

Some objections that I hear to removing feats: “Feats are the principle means for customizing my character. Won’t a total lack of build options and feats make all the characters the same? How will I make a character that is unique and matches my vision of the character I want to play?”

My answer to these objections is that the characters that people played in the First and Second editions were as varied as 90% of the characters being played in later editions. You vision of your character and how you actually play that character has more to do with the type of character than any combination of feats and skills. Furthermore, I find that most players tend to choose the same feats all of the time. Rather than attempting to make a character that has a fun story they tend to design characters for maximum combat effectiveness. To eliminate feats and have D&D v3.5 play more like the early versions of the game, I provide each different character class with its own set of special abilities. Many of these abilities are identical to feats. As the character advances in level additional abilities are added. For this to work, you can not play a multiclass character. All characters become iconic D&D characters. These are the eleven core classes, without regard to race or sex, with each class being the “typical” stereotype character for that class.

D&D 3.5 – Replacing Attacks of Opportunity

Wizards of the Coast admits on their website that “Arguments about attacks of opportunity happen frequently.” I seriously considered eliminating them altogether, but that creates problems of its on. For instance, in D&D v3.5 there is nothing other than attacks of opportunity (AoO) that would prevent a hero from walking past a row of armed guards to get to the wizard they are protecting. My proposal to eliminate AoO and to simplify combat is this: Don’t allow anyone to pass through a threatened square. Also, don’t allow anyone to perform non-attack actions within a threatened square. That is too simple, of course, so we will allow you to do any of these things if you make a successful ability check – what I call a “heroic action.” Below is from my Dungeons and Dragons Lite house rules.

There are no Attacks of Opportunity. Ignore all references in the PHB to Attacks of Opportunity and use this rule instead.

Definition of a threatened square: A creature threatens all squares into which it can make an armed melee attack.

In a combat round your character can enter or exit a threatened square, but you must use a heroic action to enter and then exit (pass through) one or more threatened squares. (Refer to my previous Heroic Actions post.)

While within a threatened square the only thing you are allowed to do is attack with a melee weapon you have in your hand. Anything else you may want to attempt will require a successful heroic action check.

WITHIN A THREATENED SQUARE
Some of the things that require a heroic action to accomplish while within a threatened square are:

  • Attack with (or load or prepare to attack with) a ranged weapon, including splash weapons
  • Cast a spell, read a scroll, drink a potion or apply an oil
  • Pick up, retrieve, draw or store an item (including weapons)
  • Deliver a coup de grace
  • Escape from a net or any other entanglement
  • Light a torch or perform any other non-combat activity other than speaking

MODIFIER: Dex modifier
DC MODIFIER: +5
SUCCESS: You can attempt the desired action.
FAILURE: You loose your turn.

MOVING THROUGH THREATENED SQUARES (a move action)
As part of your move action, you enter into a threatened square and proceed out the other side. You may want to use this to get past armed guards to reach the magic user they are guarding, or to attack someone armed with a reach weapon.
MODIFIER: Tumble modifier
DC MODIFIER: +5, +2 for each additional opponent after the first one
SUCCESS: You tumble through the threatened squares. Your move rate for your entire move is 1/2 your normal move rate.
OPTIONS: Add +2 to the DC to move at your normal move rate.
FAILURE: Failure results in your move ending inside the first threatened square you enter.

Note regarding reach weapons: When your opponent is using a reach weapon, you must use a heroic action to pass through a threatened square in order to attack him. Otherwise, your move must end when you enter the threatened square.

These rules apply only to squares that are threatened by your opponents. There are no restrictions on your activity within squares that are only threatened by your allies.

D&D 3.5 – Heroic actions

This is an excerpt from my D&D Lite rules. It is a house rule intended to simplify D&D v3.5 special combat rules.

Special attacks become “heroic actions” which are level checks. This one mechanic replaces the rules for: Bull rush, Disarm, Grappling, Overrun, Sunder, Trip and others. It allows for other special attacks and actions as well.

The reasons for this change:
1) To reduce the number of complex rules – making the game easier, faster and more fun. We don’t want to be looking up the rules all of the time. The last thing anyone wants is for someone to not use a special attack because they think that the rule makes it too difficult to use.
2) Combat is not all about running through a series of trained moves like an automaton. A successful warrior seizes every opportunity to give him an advantage and makes use of the environment to give him an edge. Heroic actions can be anything from throwing sand in an opponent’s eyes, swinging on a chandelier or pushing opponents back 10 feet and off a cliff. Any class can attempt a heroic action. Heroic actions do not do damage per se but rather do damage as dependent on environment or impact, so pushing someone over a cliff does damage… as does setting fire to them.

A heroic action check is a level check to which the character will add an ability or skill modifier. The DC is 10 + the creature’s Challenge Level + any additional modifiers that may apply.

To perform a heroic action check:
First name what you intend to do and the effect you want to achieve. The DM will determine and tell you the DC. You then roll 1d20 and add your character level. To this you can add certain modifiers. Examples of possible modifiers are given below. The Difficulty Class (DC) for heroic actions is 10 + the challenge level (CL) of your opponent + modifiers (if any).  If your total matches or exceeds the DC your heroic action succeeds.

The following rules apply to heroic actions:
1.    A heroic action may be a move action, an attack action, or a full round action.
2.    You may only attempt one heroic action per round.
3.    You must declare the heroic action before you roll.
4.    The heroic action must be within the reasonable ability of your character to perform, given the character’s level and the enemy’s size and power.
5.    You can not take 10, or take 20 on a heroic action check
6.    If you roll a natural 1 your attempt fails regardless of any bonuses.
7.    A roll of a natural 20 is always a success.

The guide-lines that follow are only a few examples of how heroic actions are to be resolved. Creative players will certainly come up with new heroic actions.

DISARM (an attack action)
Disarming attacks include called shots to the hand, shattering an opponent’s weapon, severing a spear shaft, entangling a sword arm, and using the flat of a blade to smack a weapon from an enemy’s hand.
MODIFIER: Dex modifier
DC MODIFIER: the defenders Dex modifier
SUCCESS: Your opponent drops his weapon. The weapon is knocked out of reach (but still within his 5 foot square) so he must move to retrieve it and cannot simultaneously attack on its next round (unless he chooses to fight unarmed or draw a new weapon).
OPTIONS: Add +2 to the DC to knock your opponent’s weapon 5 ft away. To retrieve it, he will have to use his entire next round. Add another +2 for each additional 5 ft.
FAILURE: Your opponent maintains a firm hold on his weapon.

PUSHBACK (an attack action)
Pushbacks include shield bashes, tackles, bull rushes, overruns, tables hurled into enemies, doors smashed into opponents on the other side, and so on. Generally speaking, any attempt to use brute strength to force-fully move an opponent is considered a pushback. Any attempt to shove creatures off a nearby cliff, through a railing, out a chapel’s stained-glass window, and so on will allow the creature a reflex save.
MODIFIER: Str Modifier
DC MODIFIER: the defenders Str modifier
SUCCESS: The opponent is pushed back a few feet – enough space to open access to a door or staircase the target was defending.
OPTIONS: Add +2 to the DC to push your opponent back 5 ft. Add an additional +2 for each additional 5 ft attempted.
FAILURE: Your actions do not result in moving the opponent from his position.

TRIP OR THROW (an attack action)
Trips and throws include any attempt to knock an enemy off its feet. Whether it’s hooking an enemy’s leg, stabbing a kneecap, knocking an opponent off-balance, sweeping an enemy’s legs, or some other maneuver, these heroic actions allow the warrior to knock an enemy prone, limit his movement, and potentially keep him down.
MODIFIER: Str modifier
DC MODIFIER: the larger of the defenders Str or Dex modifier
SUCCESS: The attacker can knock the defender off- balance. The defender is knocked prone and must spend its next move action standing up. Remember that melee attacks against a prone opponent receive a +4 bonus.
OPTIONS: Add +2 to the DC to knock the opponent down and throw him up to 5 feet away so he must spend its next round standing.
FAILURE: The opponent may stumble, but catches himself and doesn’t fall.

SPRING ATTACK (a full round action)
You move  both  before  and  after  the  attack, provided that your total distance  moved  is  not  greater  than your speed and you are attacking with a melee weapon. You may want to run past, swinging your sword as you pass. You may want to fly by (if you are able to fly), or swing past on a rope or chandelier, or jump over. If successful, you move at twice your normal move rate and may use a single melee attack against your foe as you pass.
MODIFIER: Dex modifier
DC MODIFIER: +5
SUCCESS: You run or swing past your opponent and deliver one melee attack.
OPTIONS: You can attempt to run past and attack more than one opponent (up to the maximum number of attacks you are allowed in one round) for a +2 to the DC for each additional opponent.
FAILURE: Your move ends in the first square adjacent to your foe. You may still attack but you receive a -4 circumstance penalty on your attack.

GRAPPLE (an attack action)
If you succeed the creature can pull free from the hold, on his turn, with an opposed strength check. While engaged in grapple both you and your opponent lose your Dex bonus to your AC.
MODIFIER: Str modifier
DC MODIFIER: the larger of the defenders Str or Dex modifier
SUCCESS: You grab and hold the creature. You do not damage the creature but the only actions he can take until he escapes are to try to pull free. In future rounds, you can release the creature and back away 5 feet with no penalty, or continue the hold from round to round until the creature pulls free.
OPTIONS: Add +2 to the DC to pin your opponent to the floor, or otherwise keep him immobile, or move with him at half of your normal move rate. The creature will get a -4 penalty on opposed strength checks until you release him.
FAILURE: You are pushed back and your opponent suffers no penalties on his next turn.
SPECIAL RULES FOR GRAPPLING LARGER CREATURES:
For an attacker to successfully grapple a creature one or more size categories larger than himself there must be multiple attackers. Until all successful opponents added together have roughly the same size/ mass as he does, the attacked creature doesn’t loose his Dex bonus, and he can make multiple opposed strength checks to remove the attackers as a free action on his turn. The grappled creature makes concentration checks at -2 for each opponent that is currently grappling him.
For grappling a creature with multiple limbs or other strange configuration the DM will decide on whether grappling is even possible, and if it is what the impacts are.

 

D&D – Lunar Calander

This is a calendar that I came up with to keep track of the passage of time in a campaign. I have used a similar calander in a couple of campaigns now and I like its simplicity and ease of use.

The sun travels once around this world in 336 days, visiting the 12 Lairs of the Zodiac in an appointed round that never varies. The Great Moon, called Luna, waxes and wanes in fixed cycles of 28 days (Luna’s cycle governs lycanthropy).
Each lunar cycle marks the passage of one month, which is further subdivided into four weeks of seven days each.

The standad week of seven days has the following days:

Day of Suffering (Su) Work
Day of Momentum (Mo) Work
Day of Turmoil (Tu) Work
Day of Weakness (We) Work
Day of Thanksgiving (Th) Work
Day of Freedom (Fr) Rest
Day of Sacrament (Sa) Worship

Each of the 12 months is 28 days long, made up of 4 weeks of 7 days each. The first of each month is a new moon and the 15th of each month is a full moon.

Note: All dates are from the rediscovery of the Great Northern Continent (GNC).

The Current Year is 1,342 GNC

Flowers Festivals Greengrass
Spring Spring Spring
Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa
1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7
8 9 10 11 12 13 14 8 9 10 11 12 13 14 8 9 10 11 12 13 14
15 16 17 18 19 20 21 15 16 17 18 19 20 21 15 16 17 18 19 20 21
22 23 24 25 26 27 28 22 23 24 25 26 27 28 22 23 24 25 26 27 28
Highsun Tournaments Leaffade
Summer Summer Summer
Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa
1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7
8 9 10 11 12 13 14 8 9 10 11 12 13 14 8 9 10 11 12 13 14
15 16 17 18 19 20 21 15 16 17 18 19 20 21 15 16 17 18 19 20 21
22 23 24 25 26 27 28 22 23 24 25 26 27 28 22 23 24 25 26 27 28
Leaffall Markets Rotting
Fall Fall Fall
Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa Su Mo Tu We Th Fr Sa
1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7
8 9 10 11 12 13 14 8 9 10 11 12 13 14 8 9 10 11 12 13 14
15 16 17 18 19 20 21 15 16 17 18 19 20 21 15 16 17 18 19 20 21
22 23 24 25 26 27 28 22 23 24 25 26 27 28 22 23 24 25 26 27 28
Winds Ceremonies Storms
Winter Winter Winter
Su Mo Tu Ar Wa Fr Sa Su Mo Tu Ar Wa Fr Sa Su Mo Tu Ar Wa Fr Sa
1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7
8 9 10 11 12 13 14 8 9 10 11 12 13 14 8 9 10 11 12 13 14
15 16 17 18 19 20 21 15 16 17 18 19 20 21 15 16 17 18 19 20 21
22 23 24 25 26 27 28 22 23 24 25 26 27 28 22 23 24 25 26 27 28

D&D – Naming your PDF Fies

If you are like me, you probably have a lot of PDF files of D&D books, playing aids and modules, or adventures. To keep track of the ones that I have, I came up with this naming convention. When you sort a list of names it puts similar files together and helps you find the one you are looking for.

This is how I name my D&D PDF files.

1) VERSION – The first three digits represent the Dungeon & Dragon Version
ad – All D&D (not version specific)
0.0 – Original Dungeons and Dragons (OD&D) a small box set of three booklets published in 1974
0.5 – Basic Dungeons & Dragons (BD&D) 1977
1.0 – Advanced Dungeons & Dragons (AD&D) 1978
2.0 – Advanced Dungeons & Dragons 2nd Edition (AD&D2 or 2nd Ed) 1989
2.5 – Player’s Option manuals. technically still 2nd Edition (AD&D 2.5) 1995
3.0 – Dungeons & Dragons 3rd Edition (D&D3 or 3E) 2000
3.5 – Dungeons & Dragons v.3.5 (Revised 3rd Edition or D&D3.5) 2003
3.6 – Pathfinder Roleplaying Game (Paizo’s revised 3.5 Edition rule set) 2008-9
4.0 – Dungeons & Dragons 4th Edition (D&D4E) 2008
5.0 – Dungeons & Dragons 5th Edition (D&D5E) 2014

2) SETTING – After a space, the next two upper case letters represent the campaign setting:
BL – Blackmoor
CR – Core Rules – For all settings
CS – Cultral/Historical Setting
DL – Dragonlance (situated on Krynn)
DM – Dragonmech, a steampunk/fantasy campaign setting
EB – Eberron, blends fantasy & technology
ER – World of Erde (the After Winder Dark Fantasy Campaign Setting)
FP – Freeport
FR – Forgotten Realms (situated on Abeir-Toril)
GE – General, for any setting.
GH – Greyhawk (situated on Oerth)
HW – Hollow World (a sub-setting of KW)
HY – Hyboria (the setting of Robert E. Howard’s Conan)
KR – Known Realm, the world of Aereth (Dungeon Crawl Classics)
KW – Known World (the first D&D campaign world A.K.A. “Mystara”)
LL – Lost World (old-school setting)
LM – Lankhmar (based on the Fafhrd and the Gray Mouser stories)
MA – Mars
PA – Paizo’s “Pathfinder” world of Golarion
PL – Points of Light (default unnamed campaign setting for 4.0)
RL – Ravenloft (a Horror setting)
SA – Swashbuckling Adventures
SL – Scarred Lands
VI – Vikings
WD – Monte Cook’s World of Darkness
WI – Wilderlands of High Fantasy

3) TYPE– Immediately following the code for the setting is one or two lower case leters that indicate the type of content:
a    – Adventure or Module
ac    – Accessory
c    – Creatures (Monsters)
dm    – Dungeon Master’s reference or tools
e    – Extended (not offical) rules
f    – Feats
g    – General
i    – Items (Equipment, Magic Items, any kind of “stuff”)
m    – Map or Tile
p    – Prestige Classes
pl    – Players reference or tools
r    – Reference (not game specific)
s    – Sourcebook or Rulebook

4) MODULE NUMBER – If this is one of a set of books this is the module number (This is to keep sets listed together).

5) ADVENTURE LEVEL– For adventures only, the lowest level character that the adventure is designed for.  I put this number in parenthesis and I put a zero in front of single digit numbers (01, 02, 03 … etc.) to keep them sorted properly.

6) NAME OF THE BOOK

7) ORIGIONAL ELECTRONIC FORMAT – If the pdf file is in it’s origional electronic format (not a scan or conversion) [OEF] may be added to the end of the file name.

______________________________________________________________

Example:    3.5 FPa BEA4(03) – A Dreadful Dawn.pdf
“3.5”  Dungeons & Dragons v.3.5
 “FP”   Based in the Freeport campaign setting
  “a”  an Adventure
  ” BEA4″  Module number BEA4
   “(03)”  for LVL 3 characters
  “A Dreadful Dawn” the name of the adventure

//

D&D – Languages

Language

Updated for 5th edition

Language Typical Speakers Script
Abyssal Demons, chaotic evil outsiders Infernal
Aquan Water-based creatures Elven
Auran Air-based creatures Draconic
Celestial Celestials (angels, devas) Celestial
Common Humans, halflings, half-elves, half-orcs Common
Deep Speech Mind flayers, beholders
Draconic Kobolds, troglodytes, lizardfolk, dragons, dragonborn Draconic
Druidic Druids (only) Druidic
Dwarvish Dwarves Dwarvish
Elvish Elves Elvish
Giant Ogres, giants Dwarvish
Gnomish Gnomes Dwarvish
Goblin Goblinoids, hobgoblins, bugbears Dwarvish
Gnoll Gnolls Common
Halfling Halflings Common
Ignan Fire-based creatures Draconic
Infernal Devils, Tieflings Infernal
Orc Orcs Dwarvish
Primordial Elementals Dwarvish
Sylvan Fey creatures (dryads, brownies, leprechauns) Elvish
Terran Xorns and other earth-based creatures Dwarven
Undercommon Drow, Underdark traders Elvish

Animals, Plants, Vermin, and Oozes typically do not have languages.

Constructs, Deathless, Undead, and Elementals are usually created and understand the language of their creator.

Aberrations are just freaky, and may or may not speak any known language.

This list isn’t intended to be a list of all D&D languages. For one thing, it doesn’t include all race-specific languages. The grell language, for example, is only spoken by the grell. One source says that other creatures cannot learn the grell language. There are a few other languages that are  race-specific, such as the Slaad. I will not attempt to keep this list updated with every monster in the multiverse that has their own race-specific language.

D&D 3.5 – Power Components

The Dungeon Master’s Guide presents this optional rule as an alternative to spending XP on spells and magic items. Instead of using XP to power a spell, a spellcaster may substitute a special material component. These “power components” are rare and very valuable, and might even be a secret known only to a few spellcasters.

I wanted to use this option, because I never felt right about spending XP for anything other than their intended use in gaining levels. In a search for some recommended components, I ran across the best article ever printed regarding power components in Dragon Magazine #317 – March 2004  It was in an article called “Eye of Newt and Toe of Frog”.  Here are the suggested components for spells and magic items from that article:

Power Components For Spell XP Costs

  • Atonement (evil or neutral caster): The heart of a ghaele eladrin worth 2,500 gp.
  • Atonement (good or neutral caster): The heart of an ice devil worth 2,500 gp.
  • Awaken: The vital essence of any elder elemental worth 1,250 gp.
  • Commune (evil or neutral caster): The tail of a lillend worth 500 gp.
  • Commune (good or neutral caster): The lips of a succubus worth 500 gp.
  • Gate: The powdered brain of a horned devil worth 5,000 gp.
  • Limited wish: The rib cage of a devourer worth 1,500 gp.
  • Miracle (evil or neutral caster): All of the roots of an elder treant* worth 25,000 gp.
  • Miracle (good or neutral caster): The eyes of a black salad* worth 25,000 gp.
  • Permanency:
    • Darkvision: The eyes of a nightwalker worth 5,000 gp.
    • Detect magic: All of the wrappings of a mummy lord worth 5,000 gp.
    • Gust of wind: The tongue of an adult white dragon worth 7,500 gp
    • Magic fang, greater: The fangs of a very old black dragon worth 7,500 gp.
    • Phase door: The head blade of an anaxim* worth 17,500 gp.
    • Prismatic sphere: The powered skull of a young adult celestial prismatic dragon* worth 22,500 gp.
    • See invisible: The eyes of any mature adult dragon worth 5,000 gp.
    • Symbol of death: The skull of a winterwright worth 20,000 gp.
    • Symbol of pain: The scalp of an evil cleric (20th level or higher) worth 12,500 gp.
  • Planar ally: All of the hooves of a nightmare worth 1,250 gp.
  • Planar ally, greater: The crushed claws (all) of a death salad worth 2,500 gp.
  • Planar ally, lesser: The powered fangs of a red salad worth 500 gp.
  • Restoration, greater: The horn of a unicorn worth 2,500 gp.
  • Simulacrum: The head of a greater stone golem worth 5,000 gp.
  • Vision: The faceted eyes of an umber hulk worth 500 gp.
  • Wish: The heart of a wyrm gold dragon worth 25,000 gp.

*From the Epic Level Handbook

Power Components for Magic Item XP Costs

Armor

  • Banded mail of luck: All of the chest scales from an adult bronze dragon worth 3.780 gp.
  • Breastplate of command: The wings from a planetar angel worth 5,080 gp.
  • Demon armor: The complete hide of a 21+HD horned devil (cornugon) worth 10,450 gp.
  • Spined shield: The tail of a 16+HD fendish manticore worth 1,115 gp.
  • Winged shield: All of the flight feathers of a 14+HH trumpet archon worth 3,450 gp.

Weapons

  • Dagger of venom: The cranial spine of a barbed devil (hamatula) worth 1,660 gp.
  • Flame tongue: The tongue of an adult red dragon worth 4,145 gp.
  • Holy avenger: The spine of a solar paladin angel (1st lvl or higher) worth 24,125 gp.
  • Slaying arrow: All of the spines of a basilisk worth 455 gp.

Potions and Oils

  • Cat’s grace: The tail of a krenshar worth 60 gp.
  • Cure moderate wounds: All of the royal jelly from a giant bee hive worth 60 gp.
  • Cure serious wounds: The adrenal gland of a lion worth 150 gp.
  • Eagle’s splendor: All of the feathers from a half-celestial eagle worth 80 gp.
  • Fly: All 4 hooves from a Pegasus worth 150 gp.
  • Fox’s cunning: All of the scales from a nixie sprite worth 60 gp.
  • Haste: All of the claws from the toes of a deinonycbus (dinosaur) worth 150 gp.
  • Invisibility: The antennae from a grig sprite worth 60 gp.
  • Owl’s wisdom: All of the scales (crushed) from a pseudodragon worth 60 gp.
  • Rage: The stinger (powdered) from a giant wasp worth 150 gp.

There is a lot more information available in that article. Recommended reading for anyone considering this option.

D&D 3.5 – TURN UNHOLY (replaces turn or rebuke undead)

This is an excerpt from my D&D Lite rules. It is an alternative to the turn undead ability of clerics and paladins as presented in D&D v3.5. Rather than undead, this effects unholy. Unholy normally includes un-dead, demons, and devils. Each faith has its own definition of which creatures are unholy to that religion. They are typically identified in the holy writings of that faith.

By boldly presenting his holy symbol and uttering holy words, clerics (and paladins at -3 levels) can turn away the enemies of his faith. A cleric can attempt to turn away un-dead, demons, and devils. Some clerics of particular faiths may be able to turn away other kinds of creatures, depending on what powers their deities award them.

A turning check is a level check to which the character also adds his Charisma modifier. (Use the character’s effective turning level, which is equal to class level for a cleric or class level -3 for a paladin.) The DC is 10 + the creature’s Hit Dice + its turn resistance (if any).

You can turn unholy a number of times a day equal to 3 + your Cha modifier.

You can affect a number of Hit Dice of creatures equal to three × your effective cleric level on any one turning attempt. For example, a 4th-level cleric (or 7th-level paladin) can affect up to 12 HD worth of creatures, which could mean two creatures with 6 HD each, four creatures with 3 HD each, or any other combination that adds up to 12 HD.

You make one turning check for the entire group of unholy creatures. You affect the closest unholy first. You can affect unholy within 60 ft and in the line of effect.

Turned unholy flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.

Demons, devils, and unholy clerics are always allowed a WILL saving throw to avoid being affected. Deities and their Avatars cannot be turned.

SUCCESS: If your cleric level is 4 or more points higher than the unholy’s HD it is destroyed. If the unholy’s HD is 4 or more points higher than your cleric level it is unaffected. All others are turned.

FAILURE: If your cleric level is 4 or more points higher than the unholy’s HD it is turned even if you fail your turning check. All others are unaffected.

CRITICAL SUCCESS: If you roll an unmodified 20 on your turning check, all creatures that would have normally been turned on a successful check are destroyed instead. All others are turned with the exception of unholy creatures with a HD 4 or more points higher than your cleric level. They stay but are “frightened” by your holy symbol for the duration of the encounter. Creatures that are frightened by your holy symbol won’t approach close enough for you to touch them with it and they won’t allow you to touch them with it. They will only attack you directly if they think that it is the only way that they can prevent you from touching them. A touch from your holy symbol will do only 1d4 points of damage, but it burns and hurts very badly. Touching a creature with your holy symbol does no damage to a creature that isn’t frightened of it