Forgotten realms powers and pantheons pdf


    санnpaign setting, the gods and goddesses of the Realms are re- ferred to as powers, and they are grouped into collections of gods referred to as pantheons. Forgotten Realms - Powers and Pantheons - Free ebook download as PDF File . pdf), Text File .txt) or read book online for free. Forgotten Realms - Powers and. Powers & Pantheons (2e) - The second volume of the series detailing the gods and their avatars of the Watermarked PDF Powers & Pantheons (), by Eric L. Boyd, is the second deity book for the Forgotten Realms.

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    Forgotten Realms Powers And Pantheons Pdf

    TSR Powers and Pantheons Basic Information Author(s) Eric L. Boyd Editor( s) Julia Martin Publisher TSR, Inc. Type Accessory Cover Artist Todd Lockwood. man pantheons—are not dealt with in Faiths & Avatars. For information . The powers of the FORGOTTEN REALMS setting are divided into different categories: . Pantheons of the Realms. Demihuman Deitiesdetails the pantheons of the demi- Ownership of Faiths & Avatars, Powers & Pantheons, Pages from the.

    It contains information on gods, their followers' religious orders, temple floor plans, and much more. This is essential gaming material for the campaign setting. Boyd, is the second deity book for the Forgotten Realms. It was published in August Origins I : After the Fall. TSR is dead. How do you get things going again?

    As for the king, the experience of the Time of Troubles has been a good lesson for him. Still as headstrong and willful as before, he is much less arrogant and cavalier than previously.

    Expect a package in the next few months. For those readers unfamiliar with the Avatar trilogy, it deals with a war fought between the gods of Faerun. In a nutshell, several of these gods were slain, the armies which arose to fight in their causes laid waste to huge territories, and tremendous physical chaos was let loose in the world. This changed not only the appearance of the land, but its political and social fabric as well. Existing fighters may specialize in a weapon of their choice.

    Paladins Paladins are once again a subclass of fighters. They are further explained in the new edition. Negative traits will be minimal and usually come to the fore only when someone other than the paladin is riding the mount. Other mounts may be available to the paladin, at the discretion of the DM.

    They are restricted to the plant and animal spheres. Previous druid and magic-user spells are lost as a result of the change in the nature of magic itself the 2 addition of Mystra to the elemental nature of the Realms. All other new ranger rules tracking proficiency, animal handling, fighting with two weapons now apply, while former special abilities such as magical item use and weapon specialization are lost. Rangers make the same number of attacks per round as other warriors.

    Cavaliers Cavaliers are considered warriors in the 2nd Edition. They are treated as fighters with the same experience point total as previously. Cavaliers lose all their other special powers. They gain the land-based riding proficiency as a free bonus, in addition to all other proficiencies, to reflect their familiarity with horses. This is at the first level of proficiency for cavaliers of levels , the second level of proficiency for experience levels , the third level of proficiency for experience levels , and the fourth level of proficiency for experience levels 16 and higher.

    Former cavaliers no longer have any combat restrictions and can attack or decline as they choose instead of charging headlong into the fray. The knightly virtues in the Realms are: Honor Bravery Unselfishness Good faith Pride in self and others Glory Courtesy The knightly code, as recognized in the Realms, is as follows, rated from most generally important to those of lesser but still critical import.

    However, many cavaliers still take these codes seriously. Those who call themselves knights and fail to live up to these codes may find themselves having to deal with powerful and honorable individuals who demand retribution.

    With the demise of the cavalier, characters of other classes may freely adopt this ethos, including priests, wizards, and even rogues though this would be unusual. Just as assassins are no longer restricted to one class, those who call themselves knights can be of any class, though they are primarily fighters.

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    He made these statements, however, in the court of King Azoun IV of Cormyr, a former cavalier himself. Zeboaster found himself on the road once again soon after. Barbarians Barbarians are considered warriors as well under the 2nd Edition. Barbarian player characters become fighters with the same number of experience points. Barbarians lose the special abilities granted by their former character class. This includes their immunity to magic, but the restrictions against magic use are dropped as well.

    Barbarians in general still tend to distrust magic and those who use it. While there may be barbarian wizards just like there might be wizards professing the knightly codes , they are in the minority for the moment, mainly because until now such individuals would have been slain or driven out from the tribe immediately.

    Former barbarians have the following proficiencies, all at initial levels, all without using up any of their proficiency slots: direction sense, herbalism, jumping, survival, tracking, weather sense.

    In addition, should the barbarian have had any of the following tertiary abilities, they become the listed proficiencies: Ability Proficiency Animal handling Horsemanship Running Small craft Snare building Animal handling Land-based riding Running Seamanship Set snares All other special barbarian abilities are lost, including the ability to automatically gather a horde of similarly-minded individuals to go looting and pillaging. Sages in the Cormyr area, long spared even the slightest trace of large hordelike activity, have tended to downplay these hordes, stating that such gatherings are the result of compelling and charismatic individuals instead of any special power and that the chance of new hordes of barbarians suddenly erupting from the North or any other direction is very slim.

    Several spells have moved down in level, several have risen in level, and a few have disappeared entirely. Wizard spell books are modified as follows as a result: All spells should be listed at their new levels. Those spells which become easier by dropping to a lower spell level are listed in the spell books at their new levels. If these new spells exceed the number of spells the mage may know at that level, then the player may choose which spell s of the overloaded level to discard.

    This may place the mage in demand as a teacher or spellcaster, or as a target for other individuals who want his secrets or feel particularly threatened by the spell. Magic-users from the 1st edition are now mages under the 2nd edition. Player character magic-users become general mages with the same number of experience points and hit points.

    They may not be specialist mages. Illusionists from the 1st edition become specialist wizards in the illusionist school. They retain their same experience point totals this may cause the illusionist to drop one level.

    Spells which change levels are maintained at their new levels. Spells which disappear as a result of the new structure of magic are lost, but may be replaced with other spells of an appropriate level and school. In the wake of the avatars, there are an increasing number of new spells in the Realms, and formerly hidden magics are coming forward into common use see Chapter 3 for new magic spells and instructions on handling additional new magic spells.

    Priests Characters who were clerics under the 1st edition are considered priests under the 2nd edition, with the same level and experience points. Any of the old spells which are not listed or which belong to spheres the priest no longer has access to cannot be cast. Spells which have changed level are granted at their new spell level.

    Druids now considered specialty priests remain druids of the same level 4 and experience points as before the Time of Troubles. However, their spell acquisition is the same as for priests. Druids do gain additional spells for higher Wisdom and must have high Wisdom to access the higher-level spells. Priest player characters may opt to become one of the myriad specialty priests for the wide variety of gods in the Realms.

    Powers & Pantheons

    These specialty priests have previously existed in lesser numbers among the organized clergy, but with the increased attention of the various gods in the Realms, their numbers are on the rise. However, the nature of thieving skills has changed in that the thief may alter skill scores as he sees fit and as the campaign develops. The DM can handle this either of two ways, depending on the amount of trouble he wants to put his player character thieves through.

    Wizards can be assassins, as can evil priests, fighters, and rogues. The nature of assassination is such that those who regularly perform it can only be of evil alignment. The player can create a new character, but with the following benefit: for every level of experience the late assassin possessed, the new character can add one point to an ability score. A maximum of three points can be added to any one ability score, and the abilities cannot be raised above racial maximums or above 19 in any event.

    The new character is not required to be of evil alignment. Thief-Acrobats The thief-acrobat becomes a thief with the same number of experience points as he or she had previously.

    Former thief-acrobats are no longer denied further progress in skills previously denied them. In addition, thief-acrobats have the following proficiencies, in addition to the proficiency slots available to them.

    They may increase their proficiency scores by assigning additional slots to these proficiencies: jumping, tightrope walking, tumbling. These skills function as the new proficiencies, not the old abilities.

    They may cast wizard spells, but must somehow gain the necessary books and spells to do so.

    These items retain all their powers save for the charming ability, which has been lost. The instru5 ments of the bards still inflict damage to bards of insufficient level or those individuals who are not bards. The additions can be made after the dice are rolled. Racial limitations may not be exceeded. For the curious, the bardic colleges of the Realms were once a powerful force in the North, strongly aligned with the druids these were in the days before every god with a portfolio involving nature had its own druidic hierarchy.

    Each of the colleges recognized the superiority of the colleges ranked above it, such that as bards progressed in knowledge, they would seek out the wisdom of these higher colleges.

    The DM has three choices when dealing with monkish characters, and the decision is up to him. No new monks will be created in the Realms, however, which makes for dandy job security for those at the top. The monk in this case is considered a wanderer from the East who has found his way through magic or other catastrophe to the barbarian westerners of Faerun.

    This decision is up to the DM, though he should consult the player running the monk. Given the requirements for monks under the original system, it is unlikely that there are huge hordes of monk characters roaming about any campaign, but it is also likely that any player who has a monk character is rightfully proud of it.

    Players may choose to retire such characters if they wish, but in any case, psionic powers are gone from the Realms. DMs who choose to ignore proficiencies in their campaigns are free to do so when running campaigns in the Forgotten Realms, though they are encouraged to use proficiencies in cases where previous abilities are lost such as barbarians and cavaliers and when certain classes call for them such as specialty priests and rangers.

    In some cases this may make additional weapons available, which can be chosen immediately by the player. When choosing weapon proficiencies, only those weapons available to the character class can be chosen.

    If the player character uses a weapon that is no longer available to him for any reason , that proficiency slot becomes empty and can be replaced by another weapon proficiency. Note that several character classes such as the ranger and former cavaliers and barbarians gain some proficiencies automatically and without using up their regular proficiency slots.

    Note also that languages known by certain characters such as druids are also gained outside the standard proficiency system.

    In choosing nonweapon proficiencies, the player should take into account the past history of his character. A character who has spent most of his adventuring life at sea will have more nautical proficiencies seamanship, navigation, etc.

    Players with multi-class characters other than those listed should consider the disallowed class to be retired from play at its current level with no further advancement. All earned abilities in that area are retained, but no further advancement is allowed.

    Psionics Any study of psionics in the Realms has had a swirl of mystery and misinformation wrapping it like a thick fog. Detractors of psionics state that it has never existed, while supporters say that it did once, but the death and merging of Mystra with the nature of the Realms itself has modified it beyond human scope, and the long process of rediscovery must begin again.

    This is not to say that odd, deviant, or alien magics not usable within the standard means described by Azuth are impossible. The spellfire, a form of magical manipulation, still exists in the dales, while tales drift down of spellsingers and magical dancers whose abilities exist outside the realms of traditional magic. There will inevitably be player characters whose lives and exploits reflect a great depth of ability and who seem to deserve far more proficiencies than they are allowed by Table Proficiency Slots.

    When dealing with established characters of such extreme depth, the DM is encouraged to grant them all applicable proficiencies, but in turn to deny them any additional nonweapon proficiencies until all those extra slots would have been earned anyway.

    While this should keep players busy for many years game and real , there do exist more powerful characters in the Realms whose powers need to be at least briefly addressed. The following tables summarize the experience requirements, spell ability, and hit dice of the powerful and famous NPCs of the Realms. The mage Durlan of Selgaunt Priests Warriors Fighters gain an additional level for every , experience points above 3,, They gain three hit points for every level above However a number have more exotic origin stories: Finder Wyvernspur also has origins in the novels.

    Nobanion is also Lord Firemane and more notably Aslan, which means that his inspiration can be found in the Narnia chronicles He's popular enough that he'd later become a generic Frostfell deity in Frostburn About the Creators.

    Every major roleplaying book by software engineer Eric L. Boyd has been for the Forgotten Realms. Posts 2, This is the kind of deities book all campaign settings need. This is darn near everything you need to play a faithful priest of a deity, or make a devout follower. For those who play in truly high-powered campaigns, there's even some deity stats to play with.

    Faiths & Avatars - Wikipedia

    This book has four chapters, an introduction, and an appendix. Introduction: This gives you the definitions of the deities native and interlopers , explains pantheons, dead gods, and faiths. Then it gives you a run-down of ranks of divine power and diety entries. Essentially it's a mini Deities and Demigods.

    Useful for statting out the deities that didn't get an expanded write-up. Chapter 1: Major Deities of Faerun This is simply an expanded write-up of all the deities that were given a write-up in the campaign sourcebook. Each deity gets a stat-out, and most get avatar write-ups as well.

    What I particularly liked was how they detailed when the clerics pray for their spells, how they do it, what garments they wear, and other little details.

    Things like this are important for fleshing out a cleric, and give non-clerical worshiper a place to start. Also included are general temple appearances if any and holy days and festivals.

    This is so comprehensive that one could write out a whole Faerunian calendar and keep track of each holy day if you were so inclined. Also it gives a section in each write-up about the history and relationships between the dieties.

    It's a good yardstick for determining which churches are likely to be allied or opposed. In several places appropriate unique magical items, or oft-used weapon special abilities not included in the DMG are included in sidebars. The majority of the art is quite good.

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