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By Lee Garvin and the Skirmisher Game Development Group The Noble Wild The Noble Wild An Animal Player’s Handbook for OGL Role-Playing Games An Animal Player’s Handbook for OGL Role-Playing Games An Animal Player’s Handbook for OGL Role-Playing Games The Noble Wild By Lee Garvin and the Skirmisher Game Development Group

D&D 3rd Ed.-the Noble Wild

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An expansion of Dungeons and Dragons 3e - 3.5 that supplies rules for players wishing to play as intelligent animals, or simple to better flesh out familiar or animal companion concepts.

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Page 1: D&D 3rd Ed.-the Noble Wild

By Lee Garvin

and the Skirmisher Game Development Group

The Noble WildThe Noble WildAn Animal Player’s Handbook for OGL Role-Playing GamesAn Animal Player’s Handbook for OGL Role-Playing GamesAn Animal Player’s Handbook for OGL Role-Playing Games

The Noble Wild

By Lee Garvin

and the Skirmisher Game Development Group

Page 2: D&D 3rd Ed.-the Noble Wild

The Noble WildAn Animal PlayerAn Animal PlayerAn Animal PlayerAn Animal PlayerAn Animal Player’’’’’s Handbook for OGL Role-Playing Gamess Handbook for OGL Role-Playing Gamess Handbook for OGL Role-Playing Gamess Handbook for OGL Role-Playing Gamess Handbook for OGL Role-Playing Games

By Lee GarvinBy Lee GarvinBy Lee GarvinBy Lee GarvinBy Lee Garvinand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Group

Dedicated to the memories ofAngel, Babe, Baby, Bandit, Benny, Blackie, Boo, Chewbacca,

Clifford, Cloudy, Clyde, Daisy, Don Diego, Duchess, Duke,Fudge, Fudge Junior, Hasenpfeffer, Hugo, Ike, Jennifer,

Jonathan, Kilo, Lily, Missy, Monty, Muffin, Music, Mystery,Nancy, Notable, Pickles, Pinto, Pooh Bear, Rosie, Sarah,Sheba, Sheena, Smokey Joe, Snowball, Spooky, Spunky,

Taffy, Tart, Thumper, Tiny, and Toby.Play nice, you guys.

Page 3: D&D 3rd Ed.-the Noble Wild

Authors:Authors:Authors:Authors:Authors: Lee Garvin, Skirmisher Game Development Group

Publishers:Publishers:Publishers:Publishers:Publishers: Robert “Mac” McLaughlin, Michael J. Varhola,Geoff Weber

EditorEditorEditorEditorEditor-in-Chief:-in-Chief:-in-Chief:-in-Chief:-in-Chief: Michael J. Varhola

ArArArArArtists:tists:tists:tists:tists: Dragan Ciric, Sharon Daugherty, Todd Diamond,Lee Garvin, Phil Kightlinger, Russell Prime, Ryan Rouse,George Sieretski, Geoff Weber, Kira Woodmansee

Layout and Design:Layout and Design:Layout and Design:Layout and Design:Layout and Design: Michael J. Varhola

Skirmisher Game Development Group Playtesters:Skirmisher Game Development Group Playtesters:Skirmisher Game Development Group Playtesters:Skirmisher Game Development Group Playtesters:Skirmisher Game Development Group Playtesters:Jim Clunie, Paul O. Knorr, Roberto “Ho” de Moraes,Cassandra Rogers, Michael J. Varhola, Geoff Weber

Other Playtesters: Other Playtesters: Other Playtesters: Other Playtesters: Other Playtesters: Doug Ayen, Paul Bensel, Ann Braun,James McKendrew, Celia Morgan, Sandy Schultz,Erick Singley, Sue Singley, Dave Titus

Thanks TThanks TThanks TThanks TThanks To: o: o: o: o: Lindsey Faubuck, Adam Lewis, Bob Morrisonof the Busch Gardens African Wildlife Preserve in Tampa,Florida

This book is published under Open Game License version 1.0a and thed20 System Trademark License by permission of Wizards of the Coast.The �d20 System� and the �d20 System� logo are Trademarks ownedby Wizards of the Coast and are used according to the terms of the d20System License version 1.0. A copy of the d20 System TrademarkLicense can be found at www.wizards.com. �Dungeons & Dragons� and�Wizards of the Coast� are registered trademarks of Wizards of theCoast Inc. and are used with permission.

Designation of Open Game Content: Open Game Content mayonly be used in accordance with the terms of Open Game Licenseversion 1.0a, which is found on page 111. Open Game License version1.0a allows you to use Open Game Content in your own works as longas you follow the terms of the d20 System Trademark License. Anyonehaving questions or concerns about reproducing Open Game Contentcontained in this book in their own works should contact SkirmisherPublishing in writing at the snail mail or email addresses listed above.The following portions of The Noble Wild are designated as Open GameContent and may be used pursuant to the terms of Open Game Licenseversion 1.0a: All game-terms text and tables (but not art, fiction, or non-game-terms connective material) throughout this book. Skirmisher Pub-lishing LLC would appreciate reference to this book by anyone usingOpen Game Content contained in The Noble Wild in a subsequent work.

Designation of Product Identity: Product Identity is not OpenGame Content. The following is hereby designated as Product Identityin accordance with section 1(e) of Open Game License version 1.0a:Skirmisher Publishing and any and all associated logos and identifyingmarks, including all Skirmisher Publishing LLC products and productline names, campaign settings and any elements of those settings; anyand all artwork, designs, depictions, illustrations, maps, likenesses, sym-bols, and graphic designs presented in the context of this book; and anyand all dialogue, incidents, plots, stories, storylines, thematic elements,and concepts contained herein.

Images on pages 111 and 130 are copyright 2008 by Dragan Ciric.

Images on pages 49 (upper), 95, 116, 143, 147, 155, 150, and the backcover are copyright 2008 by Sharon Daugherty. Images on page 74 and83 are copyright 2008 by Todd Diamond. Images on pages 26, 33, 71,and 157 are copyright 2008 by Lee Garvin. The image on page 10 iscopyright 2008 by Phil Kightlinger. Images on pages 70 and 138 arecopyright 2008 by Russell Prime. The image on page 129 is copyright2008 by Ryan Rouse. The image on page 76 is copyright 2008 byGeorge Sieretski. Images on pages 13, 84, 134, and 174 are copyright2008 by Geoff Weber. Images on pages 5 and 7 are copyright 2008 byKira Woodmansee. Images on pages 8, 11, 19, 21, 30, 39, 47, 57, 77, 80,98, 100, 103, 107, 109, 133, 139, 149, and 161 are from the DoverPictorial Archive Series and are used by permission of Dover Publica-tions Inc. Images on the front cover and pages 22, 23, 25, 28, 29, 31, 32,34, 35, 36, 37, 38, 41, 42, 43, 44, 45, 48, 49 (lower), 50, 51 (lower), 53,54, 55, 56, 58, 59, 60, 61, 69, 79, 81, 90, 91, 93, 96, 97, 105, 114, 117,121, 122, 124, 127, 152, 158, 162, and 164 are from ClickArt 1,200,000and are used by permission of Broderbund. The image on page 168 iscourtesy of the U.S. Army. All other images are from a variety of histor-ical reprints, vintage books, and other materials and are in the publicdomain.

All contents of this book, regardless of other designation, are Copy-right 2008 Skirmisher Publishing. All rights reserved. Reproduction ofnon-Open Game Content contained in this work by any means withoutwritten permission from the publisher is expressly forbidden, except forpurposes of review.

This book is protected under international treaties and the copy-right laws of the United States of America. Mention or reference toany company, product, or other copyrighted or trademarked materialin no way constitutes a challenge to the respective copyright or trade-mark concerned. This book is a work of fiction and any resemblanceof its contents to actual people, organizations, places, or events ispurely coincidental.

First publication: February 2008. ISBN 0-9777211-1-6.

Skirmisher Publishing LLC, P.O. Box 150006, Alexandria, VA 22315Email: [email protected] Website: www.skirmisher.com

The Noble WildAn Animal PlayerAn Animal PlayerAn Animal PlayerAn Animal PlayerAn Animal Player’’’’’s Handbook for OGL Role-Playing Gamess Handbook for OGL Role-Playing Gamess Handbook for OGL Role-Playing Gamess Handbook for OGL Role-Playing Gamess Handbook for OGL Role-Playing Games

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Table of Contents

Introduction 9Welcome to The Noble Wild...........................................................................................................................10

Chapter 1: Species 15Serve or Challenge?.......................................................................................................................................15Noble Wild Species.......................................................................................................................................16Common Species Features for Noble Animal Characters.................................................................................16Species...........................................................................................................................................................18Noble Ape......................................................................................................................................................19

Noble Chimpanzee.........................................................................................................................................20Noble Gorilla..............................................................................................................................................20Noble Orangutan..........................................................................................................................................20

Noble Baboon.................................................................................................................................................21Noble Badger.................................................................................................................................................22

Noble Skunk..............................................................................................................................................22Noble Bat.......................................................................................................................................................23Noble Bear.....................................................................................................................................................24

Noble Black Bear...........................................................................................................................................24Noble Brown Bear..........................................................................................................................................25

Noble Beaver..................................................................................................................................................25Noble Bird of Prey..........................................................................................................................................26

Noble Condor.............................................................................................................................................26Noble Eagle................................................................................................................................................27Noble Hawk................................................................................................................................................27Noble Vulture................................................................................................................................................27

Noble Boar.....................................................................................................................................................27Noble Camel...................................................................................................................................................28Noble Canine.................................................................................................................................................29

Noble Coyote.................................................................................................................................................29Noble Dog...................................................................................................................................................30Noble Fox...................................................................................................................................................30Noble Wolf...................................................................................................................................................30

Noble Cat.......................................................................................................................................................31Noble Big Cat....................................................................................................................................................31Noble Great Cat...................................................................................................................................................32

Noble Lion...................................................................................................................................................33Noble Tiger...................................................................................................................................................33

Noble Cheetah...................................................................................................................................................34Noble Crocodilian.................................................................................................................................................35

Noble Alligator..................................................................................................................................................35Noble Crocodile................................................................................................................................................35

Noble Deer......................................................................................................................................................36Noble Donkey...................................................................................................................................................36Noble Elephant...................................................................................................................................................37

Noble African Elephant.....................................................................................................................................38Noble Asian Elephant.....................................................................................................................................38

Noble Equine.................................................................................................................................................39Noble Heavy Horse.....................................................................................................................................40

3

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Noble Light Horse.......................................................................................................................................40Noble Pony................................................................................................................................................40Noble Zebra................................................................................................................................................40

Noble Gazelle................................................................................................................................................41Noble Goat.....................................................................................................................................................41

Noble Sheep................................................................................................................................................42Noble Herdbeast................................................................................................................................................42Noble Hyena...................................................................................................................................................43Noble Lizard...................................................................................................................................................44Noble Monitor Lizard.............................................................................................................................................44Noble Mongoose................................................................................................................................................45Noble Monkey................................................................................................................................................46Noble Moose...................................................................................................................................................47Noble Otter.....................................................................................................................................................47Noble Owl......................................................................................................................................................48Noble Parrot....................................................................................................................................................49Noble Porpoise................................................................................................................................................49

Noble Dolphin................................................................................................................................................50Noble Rabbit...................................................................................................................................................50Noble Raccoon................................................................................................................................................51Noble Raven...................................................................................................................................................52

Noble Crow................................................................................................................................................52Noble Rhinoceros................................................................................................................................................52Noble Rodent................................................................................................................................................53

Noble Mouse.................................................................................................................................................54Noble Rat...................................................................................................................................................55Noble Squirrel................................................................................................................................................55

Noble Snake, Constrictor.......................................................................................................................................55Noble Snake, Viper................................................................................................................................................56Noble Songbird................................................................................................................................................57

Noble Dove................................................................................................................................................58Noble Mina Bird................................................................................................................................................58

Noble Toad.....................................................................................................................................................58Noble Frog.................................................................................................................................................58

Noble Tortoise.................................................................................................................................................59Noble Weasel.................................................................................................................................................60

Noble Ferret................................................................................................................................................60Noble Wolverine.................................................................................................................................................61

Chapter 2: Classes 63Defensive Attitudes in Combat...............................................................................................................................63Changes to Basic Character Classes.......................................................................................................................64Barbarian.......................................................................................................................................................64Bard..............................................................................................................................................................64Cleric.............................................................................................................................................................64Druid..............................................................................................................................................................64

Noble Animals as Companions..........................................................................................................................65Fighter...........................................................................................................................................................65

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Monk..............................................................................................................................................................65Paladin..............................................................................................................................................................66Ranger..............................................................................................................................................................66Rogue..............................................................................................................................................................67Sorcerer..............................................................................................................................................................67Wizard..............................................................................................................................................................67New Basic Character Class....................................................................................................................................67Greater Familiar....................................................................................................................................................67Prestige Classes.....................................................................................................................................................71Alpha...............................................................................................................................................................71Man-Ape..............................................................................................................................................................73Man-Eater.............................................................................................................................................................75Mighty Hunter.......................................................................................................................................................77Monastery Mascot.................................................................................................................................................78Noble Disciple.......................................................................................................................................................80Totem..............................................................................................................................................................81War Mount............................................................................................................................................................82

Chapter 3: Skills 85

Table of Contents

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Chapter 4: Feats 91

Chapter 5: Deeds 101Acquiring Deeds..................................................................................................................................................101Prerequisites..................................................................................................................................................101Creating New Deeds............................................................................................................................................101Deed Descriptions...............................................................................................................................................102

Chapter 6: Magic and Spells 119Magical Transparency........................................................................................................................................119Blood Components..............................................................................................................................................120Foci.............................................................................................................................................................120Boons.............................................................................................................................................................120Recognizing Boons..............................................................................................................................................120Gaining Spell Boons............................................................................................................................................120New Spells..........................................................................................................................................................121

Chapter 7: Magical Treasure 131Ability Sacrifice...................................................................................................................................................131Fetishes..............................................................................................................................................................131Gifts..............................................................................................................................................................132Greater Fetishes..................................................................................................................................................132Jujus..............................................................................................................................................................132Lesser Spellthralls...............................................................................................................................................132Magical Might.....................................................................................................................................................132Spellthralls..............................................................................................................................................................132Wondrous Traits..................................................................................................................................................132

Chapter 8: Campaigns 135Walking With Humans..................................................................................................................................135

Adventure Seeds......................................................................................................................................138At The Forest’s Edge.....................................................................................................................................138Suggested Reading and Viewing......................................................................................................................141

Adventure Seeds.......................................................................................................................................142Far From The Eyes Of Man............................................................................................................................142

Adventure Seeds......................................................................................................................................144Sample Non-Player Characters.......................................................................................................................144

Appendix I: Animals 151

Appendix II: Modern d20 Campaigns 169Wild Adventures in a Civilized Age......................................................................................................................170Character Creation........................................................................................................................................171New Starting Occupations.............................................................................................................................171New Feats....................................................................................................................................................172

Appendix III: Open Game License Version 1.0a 175

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Introduction

“Are … are those the Orcs?” Snowbelly asked, twitch-ing his nose in distaste; both at the Orcs and at thecanines’ response to their meal.

The bird twittered at the rabbit. “’Are those the Orcs?’When was the last time you saw an Orc in these woods?What other Orcs do you suppose are out here?”

Snowbelly hopped backward indignantly. “Well, Idon’t know — what do I know from Orcs? They couldhave been dwarves, or… what are the other green ones?Goblins! That’s it.”

The dog backed out of the thicket and turned to thebickering pair. “Safety tip, Snowbelly: dwarves aren’tgreen, and if you call a dwarf ‘Orc,’ he’ll split you inhalf. No matter how ‘cute and fluffy’ you are. Thoseare definitely the Orcs.”

“Hmm.” Taru had not left his place. “They’re notall green, either. One of them has different colors allover — like a snake’s scales.”

The dog turned to face the wolf. “Yeah, those arepictures. Two-legs do that sometimes; they put pictureson themselves called ‘tattoos.’ It probably means he’s awizard.”

Taru turned his head to face his companions. “Howdo you know so much, dog?”

The dog sat down. “My humans talk, I listen.” Hefrowned, “And would it kill you to use my name, Taru?”

The other two animals chuckled; the two predatorswere old friends, but this was an old argument.

“It might.” Taru gritted his teeth. “A mighty caninelike you, stuck with an embarrassing label like that —it’s unseemly.”

The dog straightened, sitting up straight and tall.“’Sweetums’ is not embarrassing. It’s an honor to begiven a name by good humans. It means ‘belovedfriend.’”

Pik-pik chirped up. “He’s still mad that his half-broth-er got adopted by humans and they named him ‘Mr.Fluffy.’”

The wolf growled.Snowbelly looked away, down at the camp. “Why

would they change their color? If I could blend in with

the leaves I’d be quite content to stay that way.”Pik-pik perched in a bush next to the rabbit. “I don’t

know — I like the colors. I think it’s pretty.”Taru chuckled, “Glad you like it, Pik-pik; he’s yours.”The bird fluffed up her feathers. “Why me? And since

when are we taking assignments from you? It’s badenough you had to wake me up, drag me out here, andthen send me off to the far corners of the forest to fetchthese two, so the lot of us can spend all night trackinga bunch of smelly Orcs because you think they’re up tono good. A lot of nerve you’ve got.”

The wolf stalked toward Pik-pik, forcing her to hopbackwards. “Allow me to address your concerns witha neck-breaking.”

“Break it up, you two,” Sweetums got between them,raising his hackles just enough to get attention. “Pik-pik, you are the only one of us who can keep a wizardbusy enough to keep him from singeing our fur whilewe take out the fighters. It’s not a matter of giving or-ders; it’s a matter of knowing where our strength lies.And in magic, our strength is you.”

The bird settled, ruffled feathers soothed. “You see,Taru, that was all you needed to say.”

Taru growled, “Fine, can we get on with it, now?”

Bechak grumbled about the meal. He always did. “Whydid it have to be venison again? Couldn’t we raid thathalfling cottage we saw in the valley? Or at least someof those rabbits I saw. These things are all muscle.”

Guvak, Bechak’s brother, said, “You want somethingwithout a lot of muscle on it? How’s about we chop offone of your arms and spit that? That ought to be reallywell-marbled.” The other Orcs laughed and each be-gan to add their own suggestion of what could be cutoff. From there, the jibes degenerated, getting cruderand more anatomically improbable.

Bechak stomped back to the log he and his brotherused as a bench. “You can all just kiss my…” Hestopped in mid-step, suddenly unable to move. “Uh, is

Taru watched from the cover of the thicket as the orcs made camp. His mouth began to water involuntarily as the green-skins spitted a deer’s haunch and placed it over their fire. The dog lying to his rightwas having the same reaction. Snowbelly, the rabbit, had mixed feelings; he felt sorrow for a fellow

woodland creature, but at the same time he was relieved they had not decided to eat some of his cousins – therabbits in these woods were almost all related to him. Pik-pik, the sparrow, noticed the wolf and the dog’sreactions and simply shook her head, muttering, “Predators.”

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anybody else having trouble moving?” He said, moreannoyed than afraid.

Only Traag, the leader, and Reskat, the shaman,seemed to be able to move. They each began to standup, but the world exploded into fur and mayhem be-fore they could.

A sparrow chirped and streaks of light, like minia-ture comets following a highly eccentric orbit shot outof the darkness around the camp, slamming intoReskat, leaving tiny, smoking holes in the Orc’s chest.He screamed and the arcane power beginning to gath-er at his fingertips dissolved away.

At that same moment, Sweetums leapt out of thebrush surrounding the camp. He threw himself ontoTraag, snarling and snapping, claws scrabbling futile-ly at the Orc’s boiled leather breastplate. While the bigOrc was occupied with keeping the dog’s teeth fromhis throat, Taru sped silently from the darkness on theother side of the campsite, and buried his fangs in theback of the Orc’s calf.

Traag howled in pain but tried to maneuver himselffrom between the two beasts, to no avail. He had only

barely had time to grab his battleaxe, but both animalswere on him so tightly as to make the weapon almostuseless. He dropped the axe and went for his knife.

Reskat had just managed to pinpoint where the spellthat had hurt him had come from. He began to gatherthe energies for another making, when a small rustlingsound came from the bushes to his left. Reskat staredin disbelief as a small brown and white rabbit cametearing out of the darkness as if the hounds of hell itselfwere behind it. But this rabbit was not running fromsomething; it was charging. Snowbelly leapt at the sha-man, spinning his body around in mid-air. What theOrc did not see was that, as the rabbit’s back legs pre-pared to kick him, a ghostly nimbus surrounded thoselimbs, in the shape of a horse’s leg. To Reskat, it ap-peared that the rabbit kicked him with such force thatit broke his back. His last thoughts were of the absurdi-ty of the situation.

Taru and Sweetums, each bleeding from a handfulof wounds, both leapt at Traag one last time, Taru tak-ing the Orc’s throat out with his jaws. The massivecreature fell to the ground, unable to even scream ashe died.

Pik-pik flew in to survey the carnage while the twocanines went about the grim work of dispatching theimmobilized Orcs. “Well, the man-king’s messenger issafe, but what do we do about the rest of the Orc war-party? There’s far too many of them for this to workagain.”

Taru lifted his snout from his bloody task, “Well,someone’s going to have to warn the man-king’s friends,aren’t they. Probably best we give the news to the mes-senger this lot was going to ambush, while someoneelse flies to talk to that ranger friend of hers on theother edge of the forest, so he can help raise the man-king’s army.” Taru grinned as he said this, looking un-intentionally demonic with Orc-gore dripping from histeeth.

It took a moment for Pik-pik to understand the wholeimplication of what the wolf said. “What? You mean…Oh, for the love of …” The bird took flight and aimedherself toward a certain cottage she knew, the entirelength of the woods away, grumbling the entire time.“It’s always me, isn’t it. Well, I’ve got half a mind togive you wings and let you do your own run-and-fetch,maybe let me get a decent night’s sleep once in awhile.”

With the assistance of his ancestors and his own

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Introduction

feet, Snowbelly, doused and smothered the Orcs’ fire,and was now trying to ignore the gruesome sight thedog and the wolf were leaving behind them.

Sweetums looked up from the last Orc. “Gah, thesethings taste foul! I’m going to have to drink a river toget the taste out of my mouth.”

“Or, perhaps, you could find something tastier toeat and cleanse your palate that way.” Taru said. Bothpredators’ eyes fell on the deer’s haunch that had beenknocked away from the fire during the fight.

“’Waste not, want not,’ my humans say.” Sweetumspositioned himself on one side of the succulent flesh.

“Maybe those humans are smarter than I thought.”Taru said.

Welcome to The Noble WildThis book is a rules supplement for fantasy role-play-ing games that introduces an entirely new kind of ad-venture and an entirely new kind of hero. In a Noble

Wild campaign, players take on the roles of animals:dogs, cats, tigers, snakes, etc. But not just normal ani-mals; these are noble animals - more intelligent, dy-namic examples of their species, born of a specialbloodline.

Noble animals can take the same character classesavailable to humanoid characters, and can gain skillsand feats just like their two-legged counterparts. Inaddition, noble animals can gain magical abilities, sim-ilar to those granted by magic items, through Boons;and even more fantastic powers through performingheroic actions, called Deeds.

Following is an overview of what the various sec-tions of this book contain.

IntroductionThe section you are reading right now. It includes a bitof short fiction featuring Taru the wolf and his team ofnoble animal heroes, and this summary of the book’scontents.

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Chapter 1: SpeciesThe largest part of the book by far, this chapter intro-duces over 65 new playable species and sub-speciesthat players can use.

Most of the species available to players were creat-ed by adapting the abilities and traits of the naturalanimals from which they are drawn. The ability ad-justments, with the exceptions of Intelligence, Wisdom,and Charisma, are calculated using the original statsfor the animals. These scores are, for the most part,just as they are initially generated. Some noble speciesare a bit less intelligent than humans on average, andsome are more or less appealing as well, and thesedifferences are reflected in the attribute adjustmentsfor the species. Most natural animals will have a slightlyhigher Wisdom scores than their noble counterparts,as they generally have more highly tuned instincts.

Many animals are too large and naturally powerfulto be balanced player characters to start off with, and itwas the designer’s intention that all of the species pre-sented could be played together in a balanced cam-paign. In order to address this, species with more thanone hit die were split into levels, with Ability bonuses,and special abilities granted at each level. Some espe-cially powerful species also have a level adjustment.

Species classes are explained in greater detail inthe same chapter.

Size increases are handled with the use of SizeThreshold, also explained in this chapter.

Chapter 2: ClassesThis chapter highlights the changes necessary to makethe basic character classes appropriate for noble ani-mal characters, as well as a new class, the GreaterFamiliar, available to both noble animal and humanoidcharacters. After the basic classes are several prestigeclasses tailor-made for noble animals.

In order to make the noble animal characters com-parable to their humanoid counterparts, the concept ofDefensive Attitudes is introduced in this chapter.

Chapter 3: SkillsThis chapter lists the new skills available to noble ani-mal characters, as well as some new uses for old skills.

Chapter 4: FeatsSeveral new feats, as well as some previously seenonly in the Monster Manual, are presented here.

Chapter 5: DeedsThis chapter introduces an entirely new concept to thegame. Deeds are magical abilities that can be gainedby performing specific heroic actions and then payingan experience point cost. They are available in “trees,”with each tree having five deeds in it, each availableafter a certain level. In some ways, a deed tree can beseen as a miniature prestige class that can be takenwithout interrupting a character’s advancement inwhatever other class he wishes to follow.

Chapter 6: Magic and SpellsThis chapter highlights the fundamental differencesbetween humanoid and animal magic, including theconcept of Blood Components. In addition, over a doz-en new spells are introduced, including a new type ofspell, the Boon, which allows noble animal spell cast-ers to bestow some of their own natural advantagesupon others.

Chapter 7: Magical TreasureNoble animals have little use for traditional treasure,magical or otherwise. What they can use, however, areBoons; magical gifts and abilities that duplicate theabilities of conventional magic items. This chapter in-troduces created boons, as well as the concept of Abil-ity Sacrifice.

Chapter 8: CampaignsThis chapter gives guidelines on running a Noble Wildcampaign, in three distinct campaign models, depend-ing on the play style and preferences of your group.The Noble Wild can be run as it’s own game, or as anadd-in for any other campaign world.

Appendix I: AnimalsThis section has the game rule information for the “nat-ural” versions of every new noble animal species rep-resented here.

Appendix II: Modern d20 CampaignsSome players and game masters may decide they likethe idea of playing a Noble Wild game in a modernsetting rather than the traditional fantasy one. This is abrief guide to converting your campaign to Modern d20.

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Chapter 1: Species

The decision of whether to serve or challenge the hu-manoids was left to each noble animal answer on hisown, although occasionally nearly an entire specieswould come down on the same side. Noble dogs al-most universally chose to serve, forming a lasting part-nership and bond of friendship with humans. Noblecrocodiles tend to come down on the challenge side,though some have entered into the service of lizard-folk tribes. Where the nobility leads, the natural ani-mals follow.

Because of their greater intelligence and ability, no-ble animals are almost always the leaders of their group,pack, herd, flock, or pod. Not every group of animalswill have a noble among them. In fact, they are ex-tremely rare, and only one noble (or mated pair) is everfound in any group, except for that noble’s young.

With the exceptions of cats, dogs, horses, and somespecies of birds, noble animals are almost never foundamong their domesticated cousins. In fact, the domes-tic breeds of many animals are so diluted in bloodlinethat no nobles exist for them. This is why there are nonoble cows or domestic sheep (although wild sheepare present). Hybridization is also not a practice em-braced by noble animals, since they only rarely willbreed true, so mules are also not represented. Ligersare an entirely different story, and there may be a sin-gle, lonely king of ligers lounging in some sultan’s court.

Noble animals most often breed with non-noble mem-bers of their own species. The first two offspring of anysuch union will always be nobles, and all additionalchildren will be normal. This happens no matter howmany young natural members of the species wouldnormally have, so a noble elephant would have a sin-gle noble elephant child, and possibly a second a fewyears later, while a noble rat might have a litter of overa dozen, only two of which would be noble.

Noble animals seem to age at a different rate than

their natural cousins as well. Their growth often haslittle to do with their age, but rather with experience. Anoble wolf who lives a life of shelter and safety, neverfacing any real challenges, may remain a pup for years.While a noble elephant who finds himself thrust into amaelstrom of adventure and danger may be full grownafter only two years. Most noble animals achieve somedegree of maturity after half a year’s growth, unlesstheir species normally matures faster. For example, anoble rat will be full grown in a matter of weeks, whilea noble deer will be a very precocious yearling at sixmonths old.

Despite their rarity, noble animals seem fated to al-ways come into contact with each other, sometimes asallies, sometimes as foes.

While their fates tend to be inextricably linked withthe various humanoid races, the noble animals still findmany of the things the two-legged creatures do to bebaffling. Representational art, for example, is lost oneven the most intelligent animal unless he has someexperience of the concept. To a tiger, a beautiful land-scape painting of a field of flowers next to an ancienttemple appears to be a brightly colored piece of cloth.A dove makes no distinction between a statue of a greathero and any other large rock. And writing? While no-bles in frequent contact with humanoids will be able torecognize writing, it is a rare beast indeed that everlearns how to read it, let alone write it.

There are laws among the noble animal societies,just as there are among humanoids. These laws havenever been written, of course, but every noble knowsthem. The first is this: You shall serve or you shall chal-lenge. The second law, sometimes more observed inthe breaking than the keeping, is this: You shall notprey upon your fellow nobles, no matter their species.The final law followed by all noble animals is this: Atthe dawning of the warming season, the highest of each

At the dawn of all things, the gods created the land and sea, the sky and void, and people and animals.Certain gods realized that the humanoid beings emerging into prominence on the world would becomevery important indeed. The gods didn’t want the humanoids to flounder and fail, especially since

many of the gods’ own power came from these creatures’ worship. But at the same time, they didn’t want themto become too powerful. In order to aid the fledgling peoples, and to place some limits on them as well, the godsraised one of every species of animal that walked, crawled, swam, or flew to be the king of it’s kind. Each king,in addition to being a paragon of its kind, was given the gifts of reason and speech. Their intelligence wasincreased far above their natural brethren, and the capacity for magic lurked within them that would find a tastefor it. These kings and their bloodlines would become the ruling classes of the animals, leading and protectingtheir species. But the most important gift given the noble beasts was a question: Will you serve or challenge?

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of all the noble bloodlines shall meet on neutral groundto discuss perils and disputes. There are other laws,held by nobles of different species, or isolated regions,being nearly as diverse and occasionally as pointlessand cruel as any humanoid decrees.

Noble Wild SpeciesEven more so than a humanoid’s race, a noble animalcharacter’s species will shape their being more thantheir class. That is not to say that class is inconsequen-tial; just as many animals of the same species in thesame group will have different responsibilities and ca-pabilities, noble animals are even more diverse in theirabilities and stations.

Common Species Features forNoble Animal CharactersFollowing are some features that are common to manyor all noble animal species. They are reprinted or elab-orated on here for ease of reference.

Low-light Vision (Ex)All noble animal characters can see twice as far as ahuman in starlight, moonlight, torchlight, and similarconditions of shadowy illumination. Unlike most of theirnatural cousins, noble animals retain the ability to dis-tinguish color and detail under these conditions.

Natural Weapons (Ex)Almost all of the animals presented here have somesort of built-in method to protect themselves or kill prey.Many will have more than one such natural weapon,such as a lion’s bite and 2 claw attacks. Every nobleanimal character must, upon character creation, nom-inate which attack will be his primary attack. This willeither be a single attack like a bite or gore, or a pair ofattacks like a claw or kick. All other attack forms arethen considered secondary.

Primary attacks use the character’s full attack bo-nus, while secondary attacks have a –5 penalty. Addi-tionally, the primary attack’s damage gains the charac-ter’s full Str bonus, while secondary attacks only getone half of this bonus (rounded down).

If a noble animal character gains a new natural at-tack as part of its level progression, it may then, andonly then, choose to nominate the new attack form asits primary, relegating the previous one to secondarystatus.

Each natural attack does one or more specific typesof damage.

DamagDamagDamagDamagDamage Te Te Te Te Type bype bype bype bype by Ny Ny Ny Ny Naturaturaturaturatural Wal Wal Wal Wal WeaponseaponseaponseaponseaponsNatural WNatural WNatural WNatural WNatural Weaponeaponeaponeaponeapon Damage TDamage TDamage TDamage TDamage TypesypesypesypesypesBite Piercing, Slashing, and

BludgeoningButt BludgeoningClaw or Talon Piercing and SlashingGore PiercingHoof Bludgeoning and SlashingKick BludgeoningSlap, Slam, or Stamp Bludgeoning

As an additional note, remember that any noble an-imal with a bite attack can attempt a grapple action if itsuccessfully bites a foe in order to continue doing bitedamage each round of a successful grapple, but it mustdo so as a standard action on the next round, and issubject to an attack of opportunity. Various special at-tacks and abilities can change this.

Normal attacks using natural weapons are not sub-ject to attacks of opportunity.

Scent (Ex)Many animals can detect approaching enemies, sniffout hidden foes, and track by sense of smell. Charac-ters with the scent ability can identify familiar odorsjust as humans do familiar sights.

The character can detect opponents within 30 feetby sense of smell. If the opponent is upwind, the rangeincreases to 60 feet; if downwind, it drops to 15 feet.Strong scents, such as smoke or rotting garbage, canbe detected at twice the ranges noted above. Overpow-ering scents, such as skunk musk or troglodyte stench,can be detected at triple normal range.

When a character detects a scent, the exact locationof the source is not revealed — only its presence some-where within range. The character can take a moveaction to note the direction of the scent.

Whenever the character comes within 5 feet of thesource, he pinpoints the source’s location.

A character with the Track feat and the scent abilitycan follow tracks by smell, making a Wisdom (or Sur-vival) check to find or follow a track. The typical DC fora fresh trail is 10 (no matter what kind of surface holdsthe scent). This DC increases or decreases dependingon how strong the quarry’s odor is, the number of crea-tures, and the age of the trail. For each hour that the

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trail is cold, the DC increases by 2. The ability other-wise follows the rules for the Track feat. Characterstracking by scent ignore the effects of surface condi-tions and poor visibility.

Size MattersAs an animal grows in age and experience, it also growsin size. Many of the species presented here will in-crease in size category over the course of their lives.To represent this, we present the Size Threshold. Eachspecies that grows beyond its starting size has listedfor it a Size Threshold. The Size Threshold is com-pared to the number of Hit Dice that an individual crea-ture has. Whenever the character reaches one of thesethresholds, their size category increases by one step,bringing with it the bonuses and penalties listed on thetable above and the adjustments to their Ability scoreslisted on the table below, as well as increasing the dam-age done by their natural weapons by one step each,as shown on the table below that.

ChangChangChangChangChanges Tes Tes Tes Tes To So So So So Stttttatisatisatisatisatistics By Sizetics By Sizetics By Sizetics By Sizetics By SizeNaturalNaturalNaturalNaturalNatural

Old SizeOld SizeOld SizeOld SizeOld Size New SizeNew SizeNew SizeNew SizeNew Size StrStrStrStrStr DexDexDexDexDex ConConConConCon ArmorArmorArmorArmorArmorSmall Medium +4 -2 +2 SameMedium Large +8 -2 +4 +2Large Huge +8 -2 +4 +3

NNNNNaturaturaturaturatural Wal Wal Wal Wal Weapon Damageapon Damageapon Damageapon Damageapon Damage Incre Incre Incre Incre Increases Based On Sizeeases Based On Sizeeases Based On Sizeeases Based On Sizeeases Based On SizeOld DamageOld DamageOld DamageOld DamageOld Damage New DamageNew DamageNew DamageNew DamageNew Damage1 hp 1d21d2 1d31d3 1d41d4 1d6

1d6 1d81d8 2d62d6 3d63d6 4d64d6 6d66d6 8d68d6 12d61d10 2d82d8 3d83d8 4d84d8 6d86d8 8d88d8 12d8

ExampleLet’s take a look at the progression of a brown bearnamed Huun. For his first level, Huun begins his ca-reer as a druid. His size is small, so his claws do 1d3damage, and his bite does 1d4. At 2nd level, Huun de-cides to embrace his nature, and takes a level of bear,gaining a +1 to his Natural Armor. Now a 1st level dru-id / 1st level bear, Huun has achieved his 2nd Hit Die,which happens to be the first size threshold for a bear.He has grown to size medium, which means that hisStrength increases by +4, his Dexterity drops by –2, hisConstitution increases by +2, his claws now do 1d4damage, and his bite does 1d6. At 3rd level, Huun de-cides to take another level of bear, so that he won’tclose himself off to his heritage, and he gains +10 tohis Base Speed. For his 4th level, Huun decides to takea 2nd level of druid. This gives him his 4th Hit Die. At 5th

level, he goes back to bear for a 5th Hit Die and theImproved Grab ability. He has now reached the secondsize threshold, so his size increases to large causing

Chapter 1: Species

Size Bonuses and PenaltiesAnimals come in a wide variety of sizes. The modifiers and other features related to size are as follows:

Size Modifiers and AdjustmentsSize Modifiers and AdjustmentsSize Modifiers and AdjustmentsSize Modifiers and AdjustmentsSize Modifiers and AdjustmentsAttack/ACAttack/ACAttack/ACAttack/ACAttack/AC GrappleGrappleGrappleGrappleGrapple HideHideHideHideHide Carrying Capacity Modifier For:Carrying Capacity Modifier For:Carrying Capacity Modifier For:Carrying Capacity Modifier For:Carrying Capacity Modifier For:

SizeSizeSizeSizeSize SpaceSpaceSpaceSpaceSpace ReachReachReachReachReach ModifierModifierModifierModifierModifier ModifierModifierModifierModifierModifier ModifierModifierModifierModifierModifier BipedsBipedsBipedsBipedsBipeds QuadrupedsQuadrupedsQuadrupedsQuadrupedsQuadrupedsDiminutive 1 ft. 0 +4 -12 +12 x ¼ x ½Tiny 2 ½ ft. 0 +2 -8 +8x ½ x ¾Small 5 ft. 5 ft. +1 -4 +4x ¾ x 1Medium 5ft. 5 ft. +0 +0 +0 x 1 x 1 ½Large 10 ft. 10 ft. -1 +4 -4 x 2 x 3Huge 15 ft. 15 ft. -2 +8 -8 x 4 x 6

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the following changes: his Strength increases by +8,his Dexterity drops by –2, his Constitution increases by+4, he gains a Natural Armor bonus of +2, his claws do1d6 damage, and his bite does 1d8. He is now a 5th

level character (2nd level druid / 3rd level bear).

SpeedWith the wide range of Base speeds available to nobleanimal characters it is important to remember that forevery 10 feet over 30 in a creature’s Base speed, it addsa +4 speed modifier to Jump checks, while for every 5feet under 30, it subtracts –3.

SpeciesAll of the species presented here are of the noble ani-mal type. The characteristics of the noble animal typeare as follows:

Noble Animal TNoble Animal TNoble Animal TNoble Animal TNoble Animal Type:ype:ype:ype:ype: A noble animal is a living, non-human vertebrate creature that has been elevated abovenormal animals with increased Intelligence, magicalabilities, and culture.

Features: A noble animal has the following features(unless otherwise noted in a creature’s entry or super-ceded by character class).— d8 Hit Dice.— Base attack bonus equal to 3/4 total Hit Dice.— Good Fortitude and Reflex saves.— Skill points equal to (2 + Int modifier, minimum 1)per Hit Die, with quadruple skill points for the first HitDie.

Traits: A noble animal possesses the following traits(unless otherwise noted in a creature’s entry).— Low-light vision.— Proficient with its natural weapons.— Capable of gaining “Deeds;” supernatural abilitiesawarded after specific actions.— Noble animals eat, sleep, and breathe.

Species DescriptionsGeneral descriptions of the species are included im-mediately under the species’ name. Including a briefrundown of common personality traits found amongmembers of the species, as well as how the species isperceived by others, both noble animals and human-oids.

Noble Animal Species Traits Size.Size.Size.Size.Size. Starting characters of this species will always

start at the given size category, though this can changethrough character development or by taking certainfeats (like Runt).

Size Threshold.Size Threshold.Size Threshold.Size Threshold.Size Threshold. This is the number of Hit Dice thatthe character needs in order to increase to the nextsize category. Some species will not have a Size Thresh-old – remaining the same size all their lives, whileothers will have several, growing to the next categoryeach time a Size Threshold is reached.

Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: The species base land speed is givenin feet. If the species is capable of an alternate mode ofmovement; such as flying, burrowing, swimming, etc.,the alternate speed will be given following the BaseSpeed. In the case of Fly speeds, a maneuverabilityclass is given in parenthesis following the speed.

Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: All of the species’ starting natu-ral weapons are given here, along with their damage.Some species may increase this damage through de-velopment, and some may gain new weapons.

Natural ArNatural ArNatural ArNatural ArNatural Armor:mor:mor:mor:mor: This is the bonus, if any, to the spe-cies’ AC. This is a natural armor bonus, and is figuredas part of the character’s Flat-Footed AC, but not itsTouch AC.

Special Attacks or Qualities:Special Attacks or Qualities:Special Attacks or Qualities:Special Attacks or Qualities:Special Attacks or Qualities: Any special featuresof the species available to all members are given here.

Low-light VLow-light VLow-light VLow-light VLow-light Vision (Ex). ision (Ex). ision (Ex). ision (Ex). ision (Ex). All noble animals have thelow-light vision feature.

Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex). Many noble animals have the scent fea-ture.

Bonus Feat: Bonus Feat: Bonus Feat: Bonus Feat: Bonus Feat: Not all species get a bonus feat, but ifthey do, the feat gained is listed here. This feat doesnot use one of the character’s feat slots. If the speciesdoes not get a bonus feat, then they will have a NaturalTalent Track.

Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track:rack:rack:rack:rack: This is a list of feats that nat-ural members of the species tend to favor. If a NobleAnimal character takes the feats listed for his speciesunder the Natural Talent Track, then the level in whichhe takes the last one he gets a bonus feat. This bonusfeat can be any General feat that the character meetsall the prerequisites for.

Any racial skill bonuses granted to the species arelisted here, along with any special conditions for theiruse.

FamilyFamilyFamilyFamilyFamily..... This simply states which family of the ani-mal kingdom the species belongs to: Amphibian, Avi-an, Mammal, or Reptile. This designation is necessary

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for some spells and Deeds. Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Levels in this class do not count

towards a character’s multi-classing penalty. Social Group:Social Group:Social Group:Social Group:Social Group: If the species has a social group, it is

given here. Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Any languages listed here

are automatically spoken by a character of this spe-cies. Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: The languages listed here canbe taken by a character who has a positive Intelligencemodifier, one for each point of bonus.

Level AdjustmentLevel AdjustmentLevel AdjustmentLevel AdjustmentLevel Adjustment::::: Especially powerful species willhave a level adjustment listed here.

Sub-Species: Species DescriptionsSome of the species listed may have one or more sub-species listed. Please note that, in most cases, the termsub-species is a convenience of game language (muchthe same as elves and orcs are listed as races, ratherthan separate humanoid species of their own), and isnot the fact of the case in the real world.

Sub-Species Species TraitsAny additional ability modifiers or replacement

modifiers are given here.Any changes to special abilities or attacks is given

here. Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: The favored class for a sub-species

is often different from the base species. Social Group:Social Group:Social Group:Social Group:Social Group: If the species has a social group, it is

given here.Any final changes, such as species class advance-

ment restrictions, are given here.

Species Character ClassSome of the species listed below have species charac-ter classes that can be taken instead of the standardcharacter classes.

Species class levels must be taken early in a charac-ter’s career. Except for the 1st level, a noble animal char-acter cannot take a level in its species if it has alreadytaken a higher level in another class. For instance; atiger with 4 levels of ranger and 4 levels of tiger cantake a level in anything he wishes, while a tiger with 5levels of ranger and 3 levels of tiger can never take anymore levels in tiger.

If the first species class level is also the first charac-ter level, multiply the skill points granted by 4.

A noble animal’s species class never counts towardsmulti-classing penalties, nor do they prevent a charac-

ter from advancing as a monk or a paladin.The species class information is laid out in the same

format as the basic character classes in the core rules.All Noble Animal species classes grant the character aHit Die of d8 and 2 + Int bonus skill points per level.

Noble ApeApes tend to be highly inquisitive, always investigat-ing anything they detect that may be considered out ofthe ordinary. Aside from that, Gorillas and Orangutanstreasure peace and quiet, while Chimpanzees can runthe gamut between fun-loving pranksters and brutalkillers.

Chimpanzees occupy a strange place among thenoble wild hierarchy. While most of the other animalsdo not take them seriously, those same animals areoften waiting with dread for the next time the chim-panzees decide to go on the warpath. For their ownpart, the chimpanzees don’t understand why they havesuch a volatile reputation; when they decide to utterlydestroy a rival chimp troop (or even a pride of lions) it’salways done for a very good reason. Of course, they

Chapter 1: Species

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never tell anyone what that reason is; it’s not any oftheir business.

Apart from their occasional killing sprees, however,most animals and humanoids enjoy the company ofchimpanzees. Their ready wit, antics and self-effacinghumor make them very popular socially. But it pays toalways keep in mind the beast that lies in wait behindtheir smiling eyes.

Gorillas, on the other hand, have a reputation as beingthe gentle giants of the forests and jungles where theylive. This is in direct opposition with the image thatmany humanoids have of them; but then, they don’tknow them very well. Many noble animals of differentspecies will often go to gorilla clerics for spiritual ad-vice. And while gorillas prefer to be peaceful, they canbe an unholy terror when aroused; so many animalswill place them under their protection.

Orangutans are also very peaceful creatures, prefer-ring flight to fight. Unlike gorillas, however, these apesenjoy the company of other animals and even human-oids, and they form lasting friendships with membersof many species.

These rules can also represent gibbons and otherapes by limiting them to the 2nd level of the ape charac-ter class.

Noble Ape Common Species TNoble Ape Common Species TNoble Ape Common Species TNoble Ape Common Species TNoble Ape Common Species Traitsraitsraitsraitsraits• +2 Strength, +2 Dexterity.••••• Small.• • • • • Size Threshold:Size Threshold:Size Threshold:Size Threshold:Size Threshold: 3rd HD. Smaller apes (gibbons, etc.)do not increase in size and do not have a Natural Tal-ent Track.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet, Climb:Climb:Climb:Climb:Climb: 30 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: Bite (1d4).• • • • • Hands:Hands:Hands:Hands:Hands: Unlike most animals, apes have hands tograsp tools. While their “natural” cousins still have notgrasped the higher concepts involved in using tools, a No-ble Ape can use tools and weapons without any problems.• • • • • Fists:Fists:Fists:Fists:Fists: An ape’s hands are considered natural weap-ons, and therefore do not provoke attacks of opportunity.• • • • • Cannot Swim.Cannot Swim.Cannot Swim.Cannot Swim.Cannot Swim. Apes have insufficient body fat to stayafloat in water, and therefore cannot swim. Apes can-not purchase ranks in the Swim skill and automatical-ly fail Swim checks.• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Smaller apes do not have a Natural Tal-ent Track, but instead gain the Alertness feat for free.

Larger apes (Chimpanzees, Gorillas, Orangutans) donot get this bonus feat.• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track:rack:rack:rack:rack: Alertness, Toughness.• +8 racial bonus to Climb checks. Apes can alwaystake 10 on Climb checks, even if rushed or threatened.• Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Simian. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Raptor, Serpent, Songbird, Ursine, andWoodland.• • • • • Level AdjustmentLevel AdjustmentLevel AdjustmentLevel AdjustmentLevel Adjustment::::: +1 (does not apply to smaller apes;gibbons, etc.).

Sub-Species: Noble ChimpanzeeNoble Chimpanzee Species TNoble Chimpanzee Species TNoble Chimpanzee Species TNoble Chimpanzee Species TNoble Chimpanzee Species Traitsraitsraitsraitsraits• +2 Strength, +2 Dexterity, +2 Charisma. This replac-es the ape’s ability adjustments.• Chimpanzees gain a +10 to Climb checks, replacingthe ape’s +8.• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Fighter.• • • • • Social GrSocial GrSocial GrSocial GrSocial Group:oup:oup:oup:oup: Troop.• In all other ways, the chimpanzee shares the samespecies traits and level progression as the ape, althougha chimpanzee may never advance in the ape classabove 3rd level.

Sub-Species: Noble GorillaNoble Gorilla Species TNoble Gorilla Species TNoble Gorilla Species TNoble Gorilla Species TNoble Gorilla Species Traitsraitsraitsraitsraits• +4 Strength, +2 Dexterity. This replaces the ape’sability adjustments.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Cleric.• • • • • Social GrSocial GrSocial GrSocial GrSocial Group:oup:oup:oup:oup: Company.• In all other ways, the gorilla shares the same spe-cies traits and level progression as the ape.

Sub-Species: Noble OrangutanNoble Orangutan Species TNoble Orangutan Species TNoble Orangutan Species TNoble Orangutan Species TNoble Orangutan Species Traitsraitsraitsraitsraits• +2 Strength, +4 Dexterity. This replaces the ape’sability adjustments.• Orangutans gain a +10 to Climb checks, replacingthe ape’s +8.• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Ranger.• • • • • Social GrSocial GrSocial GrSocial GrSocial Group:oup:oup:oup:oup: Troop.• In all other ways, the orangutan shares the samespecies traits and level progression as the ape, althoughan orangutan may never advance in the ape class above3rd level.

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Noble Ape Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsBluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str),Listen (Wis), Spot (Wis), Survival (Wis).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability Increases:Ability Increases:Ability Increases:Ability Increases:Ability Increases: At 2nd level your Dexterity scoreincreases by +2. At 4th level your Strength score in-creases by +2. These ability increases are independentof adjustments due to size increases.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 1st level you gain a Natural Armorbonus of +1. This bonus increases to +2 at 3rd level and+3 at 4th level.

Noble Ape Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +1 Natural Armor2nd +1 +3 +3 +0 +2 Dex3rd +2 +3 +3 +1 +2 Natural Armor4th +3 +4 +4 +1 +2 Str, +3 Natural Armor

Noble BaboonThe largest and most distinct of the monkeys, the ba-boon has a spotty reputation among the noble wild.A noble baboon will tend to be fiercely loyal to his fam-ily and troop, but can be quite chaotic and capriciouswhen dealing with others. A baboon’s fury is a fright-ening thing to behold.

When not involved in a direct conflict, baboons seemto get along with most other species, with the excep-tion of leopards, who are their ancestral enemy. Byextension, most baboons do not trust felines of any species.

Some baboon troops, led by a noble, have enteredinto service with gnolls and other evil humanoids. Thiscan cause trouble for otherwise innocent baboons.

These rules can also be used to represent mandrillsand other large monkeys.

Noble Baboon Species TNoble Baboon Species TNoble Baboon Species TNoble Baboon Species TNoble Baboon Species Traitsraitsraitsraitsraits• -2 Strength, +4 Dexterity, -4 Intelligence; Baboonsare quick, but not very bright.• • • • • Small.Small.Small.Small.Small.

• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet, Climb:Climb:Climb:Climb:Climb: 30 feet• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: Bite (1d4).• • • • • Hands:Hands:Hands:Hands:Hands: Unlike most animals, baboons and other pri-mates have hands to grasp tools. While their “natural”cousins still have not grasped the higher concepts in-volved in using tools, a Noble Baboon can use toolsand weapons with a -2 awkwardness penalty.• • • • • Cannot Swim.Cannot Swim.Cannot Swim.Cannot Swim.Cannot Swim. Like most apes, the baboon has insuf-ficient body fat to stay afloat in water, and thereforecannot swim. Baboons cannot purchase ranks in theSwim skill and automatically fail Swim checks.• • • • • Low-light VLow-light VLow-light VLow-light VLow-light Vision (Ex).ision (Ex).ision (Ex).ision (Ex).ision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Bonus Feat: Bonus Feat: Bonus Feat: Bonus Feat: Bonus Feat: Alertness.• +8 racial bonus on Climb checks, and they can al-ways choose to take 10 on Climb checks, even if rushedor threatened.• Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Simian. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Raptor, Serpent, Songbird, Ursine, andWoodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Barbarian.• • • • • Social GrSocial GrSocial GrSocial GrSocial Group:oup:oup:oup:oup: Troop.

Noble Baboon Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Chapter 1: Species

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Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsClimb (Str), Intimidate (Cha), Jump (Str), Listen (Wis),Spot (Wis), Survival (Wis).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Size Increase: Size Increase: Size Increase: Size Increase: Size Increase: At 1st level your size increases to Me-dium. Don’t forget to adjust the character’s ability scoresand natural weapon damage to match their new size.Baboons do not have a Size Threshold; this is the onlyway for a baboon character to grow to Medium size.• • • • • Speed Increase:Speed Increase:Speed Increase:Speed Increase:Speed Increase: At 1st level your Base Speed increasesby 10 feet.

Noble Baboon Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 Medium Size, +10 Base Speed

Noble BadgerBadgers are renowned among noble animals as deepthinkers, but they have been known to explode withrage when pushed or cornered. A smart creaturedoesn’t push a badger too far. Gruff, but more or lessfriendly, the badger has a long fuse. Of course, thatfuse may have been lit before you got there, so watchyour step!

While predatory, badgers are nonetheless generallytrusted by other animals. This may be because of theirunapologetic and unflinchingly honest attitude. A catwill sneak up and kill you, but a badger will announceto your face that he intends to make you a meal, noth-

ing personal.They are often the mediators between different wood-

land creatures in dispute, prized for their honesty andimpartiality.

Skunks are not the most social of creatures, largelybecause of the stigma attached to them because of theirscent defense.

Quiet, contemplative, and shy, skunks tend to avoidconfrontation for as long as possible, until nothing cansave them but their scent spray. Once they’ve sprayed,they flee while their foes’ eyes are still stinging. Oddlyenough, noble skunks are among the greatest wood-land poets, and are very affectionate friends, possiblybecause they don’t get to make very many friends.

Most creatures respect skunks, but they don’t like tobe around them any longer than necessary.

Noble Badger Species TNoble Badger Species TNoble Badger Species TNoble Badger Species TNoble Badger Species Traitsraitsraitsraitsraits• -2 Strength, +4 Dexterity; while not very strong, bad-gers are exceptionally quick.• Small.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet, Burrowing:Burrowing:Burrowing:Burrowing:Burrowing: 10 feet.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: +1.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: 2 claws (1d2), and 1 bite (1d3)• Low-light Vision (Ex).• Scent (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Track.• +4 racial bonus on Escape Artist checks.• Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Woodland.Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Common, Croc-odilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Raptor, Rodent, Serpent, Simian, Song-bird, and Ursine.• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Sorcerer.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Cete.

Sub-Species: Noble SkunkNoble Skunk Species TNoble Skunk Species TNoble Skunk Species TNoble Skunk Species TNoble Skunk Species Traitsraitsraitsraitsraits• Tiny• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet.• • • • • Spray Scent:Spray Scent:Spray Scent:Spray Scent:Spray Scent: Up to three times a day a noble skunkcan spray its scent on its enemies. This is an area-effect attack, affecting a cone-shaped area in a range of15 feet. A successful Reflex Save versus a DC of 15avoids the spray entirely.

Any creature hit by the spray is now covered in theskunk’s trademark “stink” and must now make a Fort

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save against a DC of 10 or be nauseated. A successfulsave means the creature can at least “tolerate” thesmell. The scent spray stays with the victim for 1d6days unless extraordinary measures are taken to cleanit off (bathing in tomato juice, remove curse, etc.). Whileunder the stink, the creatures can be detected by scentat triple the normal range, and anyone attempting totrack them gets a +4 situational bonus.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Cleric.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.• In all other ways, the skunk shares the same speciestraits listed for badger, except that they can never ad-vance in the badger class.

Noble Badger Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsEscape Artist (Dex), Listen (Wis), Spot (Wis), Survival(Wis).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability Increases:Ability Increases:Ability Increases:Ability Increases:Ability Increases: At 1st level your Constitution scoreincreases by 2.• • • • • Rage (Ex):Rage (Ex):Rage (Ex):Rage (Ex):Rage (Ex): If you take damage in combat you fly intoa berserk rage on your next turn, clawing and bitingmadly until either you or your opponent is dead. Yougains +4 to Strength, +4 to Constitution, and -2 to Ar-mor Class. You cannot end your rage voluntarily. Notethat you do not gain the barbarian’s +2 to Will saves. Ifyou ever take any levels in the barbarian class, the bar-barian’s Rage replaces this ability, as you learn to con-trol your rage a bit more at the cost of some of yournatural fury.

Noble Badger Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +2 Con, Rage

Noble BatSinister and quick, bats have never had a good reputa-tion among humanoids or animals. Some think theirvery nature is the cause of this, and there is nothingone can do about it.

Careful and opportunistic, bats try to have a backupplan for every situation. They tend to see non-bats asobstacles or, at best, tools to see their plans executed.

The rare bat who tries to be a friendlier sort of crea-ture will often over compensate, becoming obsequiousand docile.

Being not well-liked by any of the other animals,bats tend to congregate in large numbers with eachother, more or less ignoring other species. On rare oc-casions, one may form a bond of friendship with amember of another species, but they tend to be veryselective, and will mistrust anyone who is not theirchosen friend.

Noble Bat Species TNoble Bat Species TNoble Bat Species TNoble Bat Species TNoble Bat Species Traitsraitsraitsraitsraits• 1 Strength (Bats always begin play with a Strengthof 1 – this can be increased through level advance-ment as usual), +4 Dexterity, -2 Charisma; Bats are ex-ceedingly fast creatures, but amazingly weak and notvery personable.• • • • • Diminutive.Diminutive.Diminutive.Diminutive.Diminutive.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 5 feet, Fly:Fly:Fly:Fly:Fly: 40 feet (good).• • • • • Natural Attack:Natural Attack:Natural Attack:Natural Attack:Natural Attack: Bite (1 hp) (The bat’s bite alwaysdoes 1 hp, and is not modified by Strength).• Low-light Vision (Ex).• • • • • Blindsense 20 feet (Ex):Blindsense 20 feet (Ex):Blindsense 20 feet (Ex):Blindsense 20 feet (Ex):Blindsense 20 feet (Ex): Using its acute hearing, abat notices things it cannot see. It usually does not needto make Spot or Listen checks to pinpoint the locationof a creature within 20 feet, provided that it has line ofeffect to that creature. Any opponent the bat cannotsee still has total concealment against it, and the batstill has the normal miss chance when attacking foesthat have concealment. A bat is still denied its Dexter-

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ity bonus to Armor Class against attacks from creaturesit cannot see.• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Alertness.• +4 racial bonus to Spot and Listen checks. Thesebonuses are lost if the bat’s blindsense is negated.• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Bat and High Fauna. BonusBonusBonusBonusBonusLanguages:Languages:Languages:Languages:Languages: Camel, Canine, Common, Crocodilian, El-ephant, Equine, Feline, Herdspeak, Hyena, Lizard,Monitor, Raptor, Rodent, Serpent, Simian, Songbird,Ursine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Wizard.• • • • • Social GrSocial GrSocial GrSocial GrSocial Group:oup:oup:oup:oup: Colony.

Noble BearSymbols of strength and healing to many humanoidcultures, bears enjoy a position of both respect andmenace in the noble animal community. Everyone isglad of a bear healer showing up to lend assistance,and at the same time terrified that they might do some-thing to offend such a great beast.

Noble bears of either variety are usually content toleave well enough alone, but they are fiercely protec-tive of any creature they consider to be their responsi-bility, whether that creature is their young or a guest intheir territory. While the smaller black bear will oftenneed to contend with other large predators, or evenpacks of wolves, the brown bear is almost always theundisputed master of his domain.

Despite their obvious strength and the influence theywield over other animals, both noble and natural, mostbears will tend towards a humble outlook. This is oneof the reasons they are regarded so highly. Black bearshave a somewhat adversarial relationship with wolves,cougars, and other predatory species. Brown bears fearno beast or man; an entire pack of wolves would usual-ly be necessary to threaten even a natural brown bear,let alone a noble one. Smaller woodland creatures willapproach bears for assistance, but carefully.

Noble Bear Common Species TNoble Bear Common Species TNoble Bear Common Species TNoble Bear Common Species TNoble Bear Common Species Traitsraitsraitsraitsraits• +2 Dexterity, +2 Constitution.• • • • • Small.Small.Small.Small.Small.• • • • • Size Threshold:Size Threshold:Size Threshold:Size Threshold:Size Threshold: 2nd and 5th Hit Dice.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: 2 claws (1d3), and 1 bite (1d4).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• +4 racial bonus to Swim checks.• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Ursine. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Raptor, Rodent, Serpent, Simian, Song-bird, and Woodland.• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment: +2.

Sub-Species: Noble Black BearNoble Black Bear Species TNoble Black Bear Species TNoble Black Bear Species TNoble Black Bear Species TNoble Black Bear Species Traitsraitsraitsraitsraits

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• • • • • Size:Size:Size:Size:Size: Black bears do not grow larger than size Medi-um.• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track:rack:rack:rack:rack: Endurance, Run.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Cleric.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.• In all other ways, the black bear shares the samespecies traits and progression listed for bear, exceptthat they can never advance in the bear class beyond3rd level.

Sub-Species: Noble Brown BearNoble Brown Bear Species Traits• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track:rack:rack:rack:rack: Endurance, Run, Track.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Druid.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.• In all other ways, the brown bear shares the samespecies traits and progression listed for bears.

Noble Bear Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsClimb (Str), Intimidate (Cha), Jump (Str), Listen (Wis),Spot (Wis), Survival (Wis), Swim (Str).

Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4.Skill Points at Each Additional Level:Skill Points at Each Additional Level:Skill Points at Each Additional Level:Skill Points at Each Additional Level:Skill Points at Each Additional Level: 2 + Int mod-

ifier.

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 1st level you gain a Natural Armorbonus of +1. This bonus increases to +2 at 4th level,and +3 at 6th.• • • • • Speed Increase:Speed Increase:Speed Increase:Speed Increase:Speed Increase: At 2nd level your Base Speed in-creases by +10.• • • • • Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex): At 3rd level, a bear gains Im-proved Grab. To use this ability, the bear must hit withits bite attack. It can then attempt to start a grapple as afree action without provoking an attack of opportunity.

Noble Bear Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +1 Natural Armor2nd +1 +3 +3 +0 +10 Base speed3rd +2 +3 +3 +1 Improved Grab4th +3 +4 +4 +1 +2 Natural Armor5th +3 +4 +4 +16th +4 +5 +5 +2 +3 Natural Armor

Noble BeaverThe most highly respected craftsmen among animals,nobles of many different species who wish to havesomething built, or to be taught how to build, seek bea-vers out.

Single-minded and fastidious, beavers will stay witha project until it’s completion – whether that job is theconstruction of a dam or undertaking a quest to savehis forest from evil magic.

Their services prized by the many species who havelittle capacity for any sort of crafting, noble beaverswill often barter their services in return for protection,food, or magic. Any beaver who abuses the trust ofother species will find themselves ostracized by therest of the beaver community. A notable exception tothis rule, of course, are rats. Beavers do not trust norlike rats as a whole, and they feel that any opportunityto take advantage of a rat is simply self defense.

Noble Beaver Species TNoble Beaver Species TNoble Beaver Species TNoble Beaver Species TNoble Beaver Species Traitsraitsraitsraitsraits• -2 Strength, +4 Dexterity; while not very strong, bea-vers are exceptionally quick.• Small.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet, Swim:Swim:Swim:Swim:Swim: 20 feet.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: +1.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: 2 claws (1d2), and 1 bite (1d6)• Low-light Vision (Ex).• Scent (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Alertness.• +4 racial bonus on Swim.• Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Rodent. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-

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dilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Raptor, Serpent, Simian, Songbird,Ursine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Expert.

Noble Bird of PreyTerrors from the sky for any small scurrying creature(and a large number of flying creatures as well), birdsof prey are recognized by many species as being inher-ently proud and majestic. They foster this belief them-selves, in an almost propaganda-like fashion.

With the exception of eagles, most birds of preychoose to challenge humanoids. The degree to whichthey pursue their challenge is often simply lip service,finding much more interesting activities in the skiesand far away from the haunts of man.

The aforementioned eagles found themselves drawnto the elvish peoples, joining with them in an allianceagainst a similar alliance of goblins and evil wolves.Past the requirements of mutual defense, eagles andelves often become lifelong friends. In fact, it wasthrough elvish magic and the participation of a fewnoble eagle volunteers that the giant eagles came into

being. Inherently more powerful than their progenitors,giant eagles nonetheless have a great deal of respectfor noble eagles.

Condors enjoy the isolation that their remote moun-tain lairs afford them, not particularly caring for thetroubles and intrigues to be found among other nobleanimals or humanoids. But when those troubles andintrigues intrude on their solitude, a noble condor willwaste no time in dealing with the intrusion, judgingeach instance on its own merits, and acting in accor-dance to their own values.

Like most carrion eaters, vultures do not enjoy a veryactive social life. Intellectually, they understand thatthey fill a vital role in helping to stem the spread ofdisease, and they eliminate the waste that might takeplace when a creature dies in the wild. But that knowl-edge does nothing to dull the sting of a snub from afellow bird of prey, who does not consider the vulture a“true hunter,” or the threats and growls from land-basedpredators, who considers vultures to be opportunisticthieves. Given this wide spread prejudice, most vul-tures become masters of ridicule; tearing down the self-image of those who insult them.

These rules can be used to represent falcons andother small raptors that prey on other birds.

Noble BirNoble BirNoble BirNoble BirNoble Bird of Prd of Prd of Prd of Prd of Prey Species Tey Species Tey Species Tey Species Tey Species Traitsraitsraitsraitsraits• +2 Dexterity, +2 Wisdom• • • • • Small.Small.Small.Small.Small.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 10 feet, Fly:Fly:Fly:Fly:Fly: 60 (poor).• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: 2 talons (1d4), bite (1d4).• Low-light Vision (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Weapon Finesse.• +8 racial bonus to Spot checks. +4 racial bonus toMove Silently checks.• • • • • AAAAAvian.vian.vian.vian.vian.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Raptor. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Rodent, Serpent, Simian, Songbird,Ursine, and Woodland.

Sub-Species: Noble CondorNoble Condor Species TNoble Condor Species TNoble Condor Species TNoble Condor Species TNoble Condor Species Traitsraitsraitsraitsraits• -2 Strength, +4 Dexterity, -2 Constitution, +4 Wis-dom. This replaces the bird of prey’s ability adjust-ments.• • • • • Size Threshold: Size Threshold: Size Threshold: Size Threshold: Size Threshold: 2nd Hit Die.

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• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track:rack:rack:rack:rack: Weapon Finesse, Track. Thisreplaces the Noble Bird of Prey’s Bonus Feat.• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Ranger.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.• In all other ways, the condor shares the same spe-cies traits and progression listed for birds of prey.

Sub-Species: Noble EagleNoble Eagle Species TNoble Eagle Species TNoble Eagle Species TNoble Eagle Species TNoble Eagle Species Traitsraitsraitsraitsraits• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Paladin.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.• In all other ways, the eagle shares the same speciestraits and progression listed for birds of prey, althoughit can never advance beyond 1st level in the Bird ofPrey class.

Sub-Species: Noble HawkNoble Hawk Species TNoble Hawk Species TNoble Hawk Species TNoble Hawk Species TNoble Hawk Species Traitsraitsraitsraitsraits• -4 Strength, +6 Dexterity, +4 Wisdom. This replacesthe bird of prey’s ability adjustments.• • • • • TTTTTinyinyinyinyiny..... This replaces the bird of prey size.• • • • • Natural Armor: Natural Armor: Natural Armor: Natural Armor: Natural Armor: +2.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: talons (1d4) (this is a single attackusing both talons). This replaces the bird of prey’s nat-ural weapons.• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Ranger.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.• In all other ways, the hawk shares the same speciestraits listed for birds of prey. The hawk can never gainlevels in the Bird of Prey class.

Sub-Species: Noble VultureNoble VNoble VNoble VNoble VNoble Vulturulturulturulturulture Species Te Species Te Species Te Species Te Species Traitsraitsraitsraitsraits• +2 Dexterity, +2 Constitution, +4 Wisdom. This re-places the bird of prey’s ability adjustments.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 10 feet, Fly:Fly:Fly:Fly:Fly: 40 (poor). This replaces thebird of prey’s base speed.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Rogue.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Flock.• In all other ways, the vulture shares the same spe-cies traits and progression listed for birds of prey, al-though it can never advance beyond 1st level in theBird of Prey class.

Noble Bird of Prey Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsListen (Wis), Spot (Wis), Survival (Wis).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability Increases:Ability Increases:Ability Increases:Ability Increases:Ability Increases: At 1st level your Dexterity and Wis-dom scores increase by 2 each. Your Strength scoreincreases by 2 at 2nd and 3rd levels.• • • • • Speed Increase: Speed Increase: Speed Increase: Speed Increase: Speed Increase: At 1st level your Fly Speed increas-es by 20 feet.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 1st level you gain a Natural Armorbonus of +1. This bonus increases to +2 at 2nd level,and +3 at 3rd level.

Noble Bird of Prey Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +2 Dex, +2 Wis, +20 Fly speed,

+1 Natural Armor2nd +1 +3 +3 +0 +2 Str, +2 Natural Armor3rd +2 +3 +3 +1 +2 Str, +3 Natural Armor

Noble BoarBoars are among the most aggressive non-predatoryspecies in the animal kingdom. Woe betides the crea-ture – man or beast – who strays into the path of amother boar protecting her young. And while they arenon-predatory, that doesn’t mean they won’t eat meat;they simply prefer it to be dead before they get to it.

In noble wild society, the boar is often ignored, seem-ing to have little to contribute to a conversation, andfew political leanings at all. This suits most boars justfine; they would much rather be left alone to challengethe humanoids in their own fashion.

It is true that some boars, in isolated instances, haveelected to serve orcs or dwarves. The orcs value themas guard-beasts, while the dwarves find it agreeable tohave steeds as gruff as themselves.

These rules can be used to represent any species ofwild pig; from boar, to razorback, to warthog. Thereare no noble domestic pigs, but a union between a do-mestic pig and a noble wild pig could result in a noblehalf-breed.

Noble Boar Species TNoble Boar Species TNoble Boar Species TNoble Boar Species TNoble Boar Species Traitsraitsraitsraitsraits• +2 Strength, +2 Dexterity, +2 Constitution, -2 Charisma

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• • • • • Small.Small.Small.Small.Small.• • • • • Size Threshold:Size Threshold:Size Threshold:Size Threshold:Size Threshold: 3rd Hit Die.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 40 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapon:eapon:eapon:eapon:eapon: Slam (1d3).• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: +3.• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track:rack:rack:rack:rack: Alertness, Toughness.• • • • • Ferocity:Ferocity:Ferocity:Ferocity:Ferocity: A Boar can continue fighting even whiledisabled or dying without penalty.• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Woodland.Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Common, Croc-odilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Raptor, Rodent, Serpent, Simian, Song-bird, and Ursine.• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment: +1.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Barbarian.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Herd.

Noble Boar Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsIntimidate (Cha), Listen (Wis), Search (Int), Spot (Wis),Survival (Wis).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability Increases:Ability Increases:Ability Increases:Ability Increases:Ability Increases: At 2nd level, your Constitution scoreincreases by +2.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 1st level you gain a Natural Armor

bonus of +1. This bonus increases to +2 at 2nd level and+3 at 3rd. These bonuses stack with the Natural Armorbonus you gain from your species.• • • • • TTTTTusksusksusksusksusks: At 3rd level, the boar gains tusks that he canuse to make a gore attack for 1d6 damage. This attackreplaces your slam attack.

Noble Boar Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +1 Natural Armor2nd +1 +3 +3 +0 +2 Con, +2 Natural Armor3rd +2 +3 +3 +1 Tusks (1d6), +3 Natural Armor

Noble CamelThe fabled “ship of the desert,” camels have a longhistory of entering into service with humanoid deserttribes. Of course, “service” does not mean “subservi-ence,” and no camel passes up a chance to put a mis-behaving humanoid in their place with a well-placedkick or an expertly-aimed gob of spit.

Noble Camel Species TNoble Camel Species TNoble Camel Species TNoble Camel Species TNoble Camel Species Traitsraitsraitsraitsraits• +2 Dexterity, -2 Charisma; camels are quite strong,but have famously cantankerous personalities.• • • • • Medium.Medium.Medium.Medium.Medium.• • • • • Size Threshold:Size Threshold:Size Threshold:Size Threshold:Size Threshold: 2nd Hit Die.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: Kick (1d4) x2, bite (1d4).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track:rack:rack:rack:rack: Alertness, Endurance• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Camel and High Fauna. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Canine, Common, Crocodilian,Elephant, Equine, Feline, Herdspeak, Hyena, Lizard,Monitor, Raptor, Rodent, Serpent, Simian, Songbird,Ursine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Wizard.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Herd.

Noble Camel Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsListen (Wis), Search (Int), Spot (Wis), Survival (Wis).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4

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Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability Increases:Ability Increases:Ability Increases:Ability Increases:Ability Increases: At each level, your Dexterity scoreincreases by +2 each time.• • • • • Speed Increase: Speed Increase: Speed Increase: Speed Increase: Speed Increase: At 1st level your Base Speed increas-es by 10 feet, and at 3rd level it increases by another 10feet.

Noble Camel Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +2 Dex, +10 Base Speed2nd +1 +3 +3 +0 +2 Dex3rd +2 +3 +3 +1 +2 Dex, +10 Base Speed

Noble CanineThe first species to commit entirely to Serve was dog.Alongside their beloved humans, dogs have helped toshape civilization since its very beginning. Other spe-cies may have followed suit, but dogs are humanity’smost trusted – even beloved – partners.

Wolves were a different story. While some packschose to serve the elves, others chose to side with gob-lins. And still others chose to challenge all that wasgood in every race, making dark deals and dabbling inforbidden magics, eventually changing their very na-ture. Thus, the Worgs were born, to the everlastingshame of non-evil noble wolves the world over. Otherwolves choose to serve dryads and other fey. Mostwolves, however; good, evil, or neutral; choose to chal-

lenge the humanoid races.Foxes and coyotes, of course, chose to challenge

humanoids as well – albeit in a particularly puckishfashion. They delight in sneaking through fences andmaking off with a hen or two (or perhaps a wholesheep). Foxes in particular relish their ability to obtainentry to a farm, rob the henhouse, and leave no trace ofhow they got in.

Coyotes on the other hand, while they do considerlivestock to be fair game, tend to look fondly on hu-manoids; particularly humans, halflings, and gnomes.They like to teach “lessons” to the two-legged folk inthe form of complicated pranks. In the case of gnomes,this can sometimes become a good-natured war of prac-tical jokes, sometimes lasting for generations.

These rules can also represent dingoes, jackals, orany other canine species.

Noble Canine Species TNoble Canine Species TNoble Canine Species TNoble Canine Species TNoble Canine Species Traitsraitsraitsraitsraits• -8 Strength, +6 Dexterity, -2 Constitution.• • • • • TTTTTinyinyinyinyiny.....• • • • • Size Threshold:Size Threshold:Size Threshold:Size Threshold:Size Threshold: 2nd and 3rd Hit Dice.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapon:eapon:eapon:eapon:eapon: Bite (1d3).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Track.• +4 racial bonus to Survival checks when tracking byscent.• Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Canine and High Fauna. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Common, Crocodilian,Elephant, Equine, Feline, Herdspeak, Hyena, Lizard,Monitor, Raptor, Rodent, Serpent, Simian, Songbird,Ursine, and Woodland.

Sub-Species: Noble CoyoteNoble Coyote Species TNoble Coyote Species TNoble Coyote Species TNoble Coyote Species TNoble Coyote Species Traitsraitsraitsraitsraits• -4 Strength, +4 Dexterity, +4 Constitution.• • • • • Size:Size:Size:Size:Size: Small.• Noble Coyotes do not have a Size Threshold.• • • • • Natural WNatural WNatural WNatural WNatural Weapon:eapon:eapon:eapon:eapon: Bite (1d4).• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Bard.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.• In all other ways, the coyote shares the same spe-cies traits and progression listed for canines, exceptthat they can never advance in the canine class be-yond 1st level.

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Sub-Species: Noble DogNoble Dog Species TNoble Dog Species TNoble Dog Species TNoble Dog Species TNoble Dog Species Traitsraitsraitsraitsraits• • • • • Size Threshold:Size Threshold:Size Threshold:Size Threshold:Size Threshold: Noble Dogs gain a size category foreach level of the Noble Canine class that they take, butare not considered to have a size threshold otherwise(some dogs are simply of smaller breeds).• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Because of the huge variety of dogbreeds and the very close ties they share with humans,dogs have picked up a bit of the human propensity forversatility. A dog may choose any character class to beits favored class (note that this not quite the same asthe human ability, but it is close).• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Pack.• In all other ways, the dog shares the same speciestraits and level progression listed for canines.

Sub-Species: Noble FoxNoble Fox Species TNoble Fox Species TNoble Fox Species TNoble Fox Species TNoble Fox Species Traitsraitsraitsraitsraits• -6 Strength, +4 Dexterity, +4 Constitution.• The fox does not get the Track feat, or the racialbonus to Survival Checks that other canines do.

• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Dodge.• +4 racial bonus to Hide and Move Silently checks.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Rogue.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.• In all other ways, the fox shares the same speciestraits and level progression listed for canines, exceptthat they can never advance in the canine class be-yond 1st level.

Sub-Species: Noble WolfNoble WNoble WNoble WNoble WNoble Wolf Species Tolf Species Tolf Species Tolf Species Tolf Species Traitsraitsraitsraitsraits• -4 Strength, +4 Dexterity.• • • • • Size:Size:Size:Size:Size: Small.• • • • • Size Threshold:Size Threshold:Size Threshold:Size Threshold:Size Threshold: 2nd Hit Die.• • • • • Natural WNatural WNatural WNatural WNatural Weapon:eapon:eapon:eapon:eapon: Bite (1d4).• • • • • TTTTTrip (Ex):rip (Ex):rip (Ex):rip (Ex):rip (Ex): A wolf that hits with a bite attack can at-tempt to trip the opponent (+1 check modifier) as a freeaction without making a touch attack or provoking anattack of opportunity. If the attempt fails, the opponentcannot react to trip the wolf.• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Fighter.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Pack.• In all other ways, the wolf shares the same speciestraits and level progression listed for canines.

Coyotes, dogs, foxes, and wolves all use the caninecharacter class if they wish to advance in their naturalabilities, although coyotes and foxes can only ever takethe 1st level.

Noble Canine Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsHide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex),Spot (Wis), Survival (Wis), Swim (Str).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability Increases:Ability Increases:Ability Increases:Ability Increases:Ability Increases: At 1st level your Dexterity scoreincreases by 2, and at 2nd level your Constitution scoreincrease by 2.• • • • • Size Increase:Size Increase:Size Increase:Size Increase:Size Increase: At 1st and 2nd level, your size increas-es to the next category. Canine characters do not getthe statistic adjustments listed for size increase.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 1st level you gain a Natural Armorbonus of +1. This bonus increases to +2 at 2nd level.

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• • • • • Speed Increase: Speed Increase: Speed Increase: Speed Increase: Speed Increase: At 1st level your Base Speed increas-es by 10 feet.

Noble Canine Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +2 Dex, +1 Natural Armor,

+10 Base Speed2nd +1 +3 +3 +0 +2 Con, +2 Natural Armor

Noble CatMost cats have chosen to serve, although to an outsideobserver they appear to have chosen to be served. Catsare pampered pets throughout most human, elf, gnome,and halfling civilizations (dwarves don’t seem to likethem).

There are only two things interesting enough to keepa cat’s attention; a chase or a secret.

The feline obsession for finding out secrets is leg-endary. Even when they are not wizards, many catswill have the Spellcraft or Knowledge (arcana) skillsjust to have them.

Noble Cat Species TNoble Cat Species TNoble Cat Species TNoble Cat Species TNoble Cat Species Traitsraitsraitsraitsraits• 3 Strength (Cats always begin play with a Strengthof 3 – this can be increased through level advance-ment as usual), +4 Dexterity; while not strong at all,cats are very quick and agile.• • • • • TTTTTinyinyinyinyiny.....• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: 2 claws (1d2), and 1 bite (1d3).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Weapon Finesse.• +4 racial bonus to Climb, Hide, Jump and Move Si-lently checks, and a +8 racial modifier to Balancechecks. Cats use their Dexterity modifier instead ofStrength for Climb and Jump checks.• In tall grass, the racial bonus to Hide becomes +8.• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Feline and High Fauna. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Equine, Herdspeak, Hyena, Lizard,Monitor, Raptor, Rodent, Serpent, Simian, Songbird,Ursine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Wizard.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Noble Cat, BigSleek, powerful, and deadly, big cats are the omni-present threat to many forest creatures; seldom seen,but always feared.

The quintessential stalkers, big cats will sometimesappoint themselves the secret protector of a particularforest or mountain. Those with a less beneficent out-look may instead announce themselves as the lord andmaster of such a place, meting out his own judgmentson those who offend him (and are alone at night).No matter the species, no matter the place, one con-stant among the big cats is that they do not like ba-boons or monkeys. The reasons for this enmity are lostto the ages, but no less fervently held for it.

The big cats represented by these rules include bob-cats, cougars, jaguars, leopards, lynxes, mountain li-ons, ocelots, and panthers. Of these, only leopards andpanthers can take all 3 levels of the Noble Big Cat class,while cougars, jaguars, mountain lions, and ocelots arelimited to 2nd level, and bobcats and lynxes are limit-ed to 1st level.

Noble Big Cat Common Species TNoble Big Cat Common Species TNoble Big Cat Common Species TNoble Big Cat Common Species TNoble Big Cat Common Species Traitsraitsraitsraitsraits• +4 Dexterity.• • • • • Small.Small.Small.Small.Small.• • • • • Size ThrSize ThrSize ThrSize ThrSize Threshold:eshold:eshold:eshold:eshold: 2nd Hit Die. Lynxes and bobcats donot have a Size Threshold.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet, Climb:Climb:Climb:Climb:Climb: 20 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: Bite (1d4), 2 claws (1d3).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track:rack:rack:rack:rack: Alertness, Weapon Finesse.• +4 racial bonus to Jump, Hide and Move Silentlychecks.

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• +8 racial bonus to Climb checks. The big cat canalways choose to take 10 on a Climb check, even ifrushed or threatened.• Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Feline and High Fauna. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Equine, Herdspeak, Hyena, Lizard,Monitor, Raptor, Rodent, Serpent, Simian, Songbird,Ursine, and Woodland.• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment: +2 (only for species with a sizethreshold).• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Ranger.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Big cats use the big cat character class if they wish toadvance in their natural abilities.

Noble Big Cat Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsBalance (Dex), Climb (Str), Hide (Dex), Jump (Str), Lis-ten (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features

• • • • • Ability Increases: Ability Increases: Ability Increases: Ability Increases: Ability Increases: At 1st level your Strength scoreincreases by +2. Your Dexterity increases by +2 eachlevel. At 3rd level your Constitution increases by +2.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 1st level you gain a +1 NaturalArmor bonus.• • • • • Pounce (Ex):Pounce (Ex):Pounce (Ex):Pounce (Ex):Pounce (Ex): At 1st level, the cat gains the Pouncespecial attack. If a big cat charges a foe, it can make afull attack.• • • • • Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex): At 2nd level, the big cat gainsthe Improved Grab special attack. To use this ability,the cat must hit with its bite attack. It can then attemptto start a grapple as a free action without provoking anattack of opportunity. If it wins the grapple check, itestablishes a hold and can Rake if it has that specialattack.• • • • • Speed Increase:Speed Increase:Speed Increase:Speed Increase:Speed Increase: At 3rd level your speed increases by10 feet.• • • • • Rake (Ex):Rake (Ex):Rake (Ex):Rake (Ex):Rake (Ex): At 3rd level, the cat gains the Rake specialattack. When it makes a charge attack using the Pouncespecial attack, or when it makes an Improved Grab at-tack, the big cat can also make 2 additional claw at-tacks that do the same base damage as its front claws(without any specific magical bonuses) with its rearclaws. This attack always counts as a secondary at-tack.

Noble Big Cat Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +2 Str, +2 Dex, Pounce,

+1 Natural Armor2nd +1 +3 +3 +0 +2 Dex, Improved Grab3rd +2 +3 +3 +1 +2 Dex, +2 Con,

+10 Base Speed, Rake

Noble Cat, GreatIt is impossible to look at a lion or tiger and not thinktwo words: majestic and powerful.

There is a large difference between natural lions andnoble lions. A natural male lion is a lazy, bullying po-lygamist who will murder the offspring of any rival male,just in case they grow up to threaten him. The noblemale lion, on the other hand, is seen as a great andnoble leader, rising to meet any challenge and protect-ing the weak – no matter what species. He’s still a po-lygamist, though. The female noble lion is very muchmore like her natural counterpart; providing food for

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the pride and advice for the alpha male. In fact, morethan one pride is ruled over by a natural male takingdirection from a noble female behind the scenes. If anoble female feels that a particular male is a poor lead-er, she may arrange for him to meet a challenge to hispower.

Noble tigers are every bit as predatory and viciousas their natural brethren, only much more cunning.Tigers are one species that chose “challenge” as awhole. In some remote regions they have taken thisrole to such extremes that local villagers will make sac-rifices to them to appease these terrible beasts. It doesn’talways work. The rare exception to this mind-set, thetiger who enjoys humanoid company, can be an in-spiring hero. But he must always be on the lookout forother noble tigers, who would tear him apart given thechance.

Noble GrNoble GrNoble GrNoble GrNoble Great Cat Species Teat Cat Species Teat Cat Species Teat Cat Species Teat Cat Species Traitsraitsraitsraitsraits• • • • • Small.Small.Small.Small.Small.• • • • • Size Threshold:Size Threshold:Size Threshold:Size Threshold:Size Threshold: 3rd and 5th Hit Dice.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 40 feet. +4 speed bonus to Jump checks.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: Bite (1d4), 2 claws (1d3).• Low-light Vision.• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• +4 racial bonus to Balance, Hide, and Move Silentlychecks. In areas of tall grass or heavy undergrowth,the bonus to Hide improves to +8.• Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Feline and High Fauna. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Equine, Herdspeak, Hyena, Lizard,Monitor, Raptor, Rodent, Serpent, Simian, Songbird,Ursine, and Woodland.• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment: +3.

Sub-Species: LionNoble Lion Species TNoble Lion Species TNoble Lion Species TNoble Lion Species TNoble Lion Species Traitsraitsraitsraitsraits• -2 Strength, +4 Dexterity.• A lion gets a +12 to Hide while in areas of tall grassor heavy undergrowth, replacing the great cat’s +8.• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track:rack:rack:rack:rack: Alertness, Run.• • • • • FavorFavorFavorFavorFavored Class, Male:ed Class, Male:ed Class, Male:ed Class, Male:ed Class, Male: Fighter.• • • • • FavorFavorFavorFavorFavored Class, Female:ed Class, Female:ed Class, Female:ed Class, Female:ed Class, Female: Ranger.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Pride.• In all other ways, the lion shares the same speciestraits and level progression listed for great cats, exceptthat they can never advance in the great cat class be-yond 5th level.

Sub-Species: TigerNoble Tiger Species Traits• -2 Strength, +2 Dexterity.• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track:rack:rack:rack:rack: Alertness, Improved NaturalWeapon (bite), Improved Natural Weapon (claw).• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Ranger.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.• In all other ways, the tiger shares the same speciestraits and level progression listed for great cats.

Noble Great Cat Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsBalance (Dex), Hide (Dex), Listen (Wis), Move Silently(Dex), Spot (Wis), Survival (Wis).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability Increase: Ability Increase: Ability Increase: Ability Increase: Ability Increase: At 1st and 5th levels your Dexterityscore increases by +2.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 5th level tigers and male lionsgain +1 Natural Armor bonus.• • • • • Pounce (Ex):Pounce (Ex):Pounce (Ex):Pounce (Ex):Pounce (Ex): At 2nd level you gain the Pounce spe-cial ability. If you charge a foe, you can make a full

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attack.• • • • • Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex): At 3rd level, you gain the Im-proved Grab special attack. To use this ability, you musthit with your bite attack. You can then attempt to starta grapple as a free action without provoking an attackof opportunity. If you win the grapple check, you estab-lish a hold and can Rake if you have that special at-tack.• • • • • Rake (Ex):Rake (Ex):Rake (Ex):Rake (Ex):Rake (Ex): At 5th level, you gain the Rake specialattack. When you make a charge attack using thePounce special attack, or when you make an ImprovedGrab attack, you can also make 2 additional claw at-tacks that do the same base damage as your front claws(without any specific magical bonuses) with your rearclaws. This attack always counts as a secondary at-tack.

Noble Great Cat Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +2 Dex2nd +1 +3 +3 +0 Pounce3rd +2 +3 +3 +1 Improved Grab4th +3 +4 +4 +1 Rake5th +3 +4 +4 +1 +2 Dex, +1 Natural Armor6th +4 +5 +5 +2

Noble CheetahCheetahs are as far removed from other cats as theycan be and still be considered feline. Their most out-standing feature, their speed, is a source of great racial

pride. They sometimes have a tendency to look downtheir snouts at creatures that are slower than they are;and that includes every land animal in nature. Theyalso guard their speed against those who don’t “de-serve” it. This is why, even to a trusted friend, a chee-tah spellcaster granting the sprint boon will alwaysmake it slightly weaker than the ability granted to chee-tahs themselves.

Noble Cheetah Species TNoble Cheetah Species TNoble Cheetah Species TNoble Cheetah Species TNoble Cheetah Species Traitsraitsraitsraitsraits• +4 Dexterity.• • • • • Small.Small.Small.Small.Small.• • • • • Size Threshold:Size Threshold:Size Threshold:Size Threshold:Size Threshold: 3rd Hit Die.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 40 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: Bite (1d4), and 2 claws (1d2).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track:rack:rack:rack:rack: Alertness, Weapon Finesse.• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Feline and High Fauna. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Equine, Herdspeak, Hyena, Lizard,Monitor, Raptor, Rodent, Serpent, Simian, Songbird,Ursine, and Woodland.• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment: +2.• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Ranger.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Noble Cheetah Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsHide (Hide), Listen (Wis), Move Silently (Dex), Spot(Wis), Survival (Wis).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability Increases: Ability Increases: Ability Increases: Ability Increases: Ability Increases: At each level your Dexterity scoreincreases by +2. At 2nd level your Constitution increas-es by +2. At 3rd level your Strength increases by +2.• • • • • Sprint (Ex):Sprint (Ex):Sprint (Ex):Sprint (Ex):Sprint (Ex): At 1st level, the cheetah gains the Sprintability. Once per hour, a cheetah can move ten timesits normal speed when it makes a charge.• • • • • Speed Increase:Speed Increase:Speed Increase:Speed Increase:Speed Increase: At 2nd level your Base Speed in-creases by 10 feet.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 3rd level you gain a +1 Natural

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Armor bonus.• • • • • TTTTTrip (Ex):rip (Ex):rip (Ex):rip (Ex):rip (Ex): At 3rd level, the cheetah gains the Tripspecial attack. A cheetah that hits with a bite or clawattack can attempt to trip the opponent (+3 check modifi-er) as a free action without making a touch attack orprovoking an attack of opportunity. If the attempt fails,the opponent cannot react to trip the cheetah.

Noble Cheetah Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 2 Dex,Sprint2nd +1 +3 +3 +0 +2 Dex, +2 Con,

+10 Base Speed3rd +3 +4 +4 +1 +2 Str, +2 Dex, Trip,

+1 Natural Armor

Noble CrocodilianMore than any other species (with the possible excep-tion of tigers), crocodiles delight in challenging human-oids to lethal effect. Some say this is because they sim-ply like the taste of man-flesh over any other prey. Andthey have plenty of flavors to compare it to: crocodiles– noble and otherwise – will eat anything that walks,crawls, swims, or flies. They are probably responsiblefor more violations of the second law than any otherspecies. Of course, they strike so suddenly that theirvictims rarely get a chance to yell out “Don’t eat me,I’m a noble!”

Crocodilians of every stripe will challenge more of-ten than not, but when they do serve, it is almost al-ways to tribes of reptilian humanoids. Crocodiles tendto favor lizardfolk, while alligators will side with kobo-lds.

Noble CrNoble CrNoble CrNoble CrNoble Crocodilian Species Tocodilian Species Tocodilian Species Tocodilian Species Tocodilian Species Traitsraitsraitsraitsraits• • • • • SmallSmallSmallSmallSmall.• • • • • Size Threshold:Size Threshold:Size Threshold:Size Threshold:Size Threshold: 3rd Hit Die.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 20 feet, Swim:Swim:Swim:Swim:Swim: 20 feet.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: +1.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: bite (1d4), tail (1d6).• Low-light Vision (Ex).• • • • • Hold Breath (Ex):Hold Breath (Ex):Hold Breath (Ex):Hold Breath (Ex):Hold Breath (Ex): A crocodilian can hold its breathfor a number of rounds equal to 4x its Constitution score.• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track:rack:rack:rack:rack: Alertness, Skill Focus (Hide).• +8 racial bonus on any Swim check to perform somespecial action or avoid a hazard. Crocodilians can al-

ways take 10 on a Swim check, even if distracted orendangered. It can also use the run action while swim-ming, providing it swims in a straight line.• +4 Racial bonus on Hide checks when in the water,and a further +10 cover bonus if it chooses to lie underthe water with only its eyes and nostrils above.• • • • • Reptile.Reptile.Reptile.Reptile.Reptile.• • • • • Automatic Languages: Automatic Languages: Automatic Languages: Automatic Languages: Automatic Languages: High Fauna, and Crocodil-ian. Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Common,Elephant, Equine, Feline, Herdspeak, Hyena, Lizard,Monitor, Raptor, Rodent, Serpent, Simian, Songbird,Ursine, and Woodland.

Sub-Species: Noble AlligatorNoble Alligator Species Traits• +2 Dexterity, -2 Charisma.• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Ranger.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.• In all other ways, the alligator shares the same spe-cies traits and level progression as the crocodilian.

Sub-Species: Noble CrocodileNoble Crocodile Species Traits• +2 Strength, +2 Dexterity, -4 Charisma.• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Fighter.• • • • • Social GrSocial GrSocial GrSocial GrSocial Group:oup:oup:oup:oup: Colony.• In all other ways, the crocodile shares the same spe-cies traits and level progression as the crocodilian.

Both crocodiles and alligators use the crocodilian char-acter class if they wish to advance in their natural abil-

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ities.Noble Crocodilian Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsHide (Dex), Intimidate (Cha), Listen (Wis), Spot (Wis),Survival (Wis), Swim (Str).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability Increases:Ability Increases:Ability Increases:Ability Increases:Ability Increases: At 1st level your Strength scoreincreases by +2. At 1st and 3rd levels your Constitutionscore increases by +2.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 2nd level you gain a Natural Ar-mor bonus of +1. At 3rd level this bonus increases to +2.This bonus is stackable with the bonuses gained fromsize increases.• • • • • Speed Increase: Speed Increase: Speed Increase: Speed Increase: Speed Increase: At 2nd level your Swim Speed in-creases by 10 feet.• • • • • Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex): At 2nd level, you gain the Im-proved Grab special attack. To use this ability, you musthit with your bite attack. You can then attempt to starta grapple as a free action without provoking an attackof opportunity.

Noble Crocodilian Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +2 Str, +2 Con2nd +1 +3 +3 +0 Improved Grab,

+10 Swim Speed,+1 Natural Armor

3rd +2 +3 +3 +1 +2 Con, +2 Natural Armor

Noble DeerBeautiful, gentle, and vulnerable; noble deer have aunique outlook on the “serve or challenge” question.They choose, for the most part, to serve. And yet theyremain wild; hunted for their meat, hide, even theirsinew and bones. And that is how they serve. So if oneor two farmers lose some tasty crops to browsing deer,they figure they are beyond entitled.

This strange, almost masochistic relationship withthe two-legs runs both ways. Humans and elves lovethe sport and meat that deer offer, but they also reverethese quiet, lovely creatures. Many gods have used

noble deer emissaries to impart vital knowledge or in-struction to mortal heroes.

Noble Deer Species TNoble Deer Species TNoble Deer Species TNoble Deer Species TNoble Deer Species Traitsraitsraitsraitsraits• • • • • Medium.Medium.Medium.Medium.Medium.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 40 feet. The deer has a +4 speed bonusto Jump checks.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: +2.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: antlers (1d8) (bucks only), slam(1d4) (does only), and bite (1d2).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Alertness.• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Herdspeak and High Fauna.Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Common, Croc-odilian, Elephant, Equine, Feline, Hyena, Lizard, Mon-itor, Raptor, Rodent, Serpent, Simian, Songbird, Urs-ine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Rogue.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Herd.

Noble DonkeyAnother species that has given itself over almost en-tirely to service, donkeys can be found performing theheavy work of nearly every humanoid race. Some mayquestion their contentment in what is essentially sla-very, especially since (with the exception of dwarves)

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humanoids do not afford them the level of affectionand honor given to horses and ponies. But the nobledonkey work ethic is a strong one. They may balk, theymay complain, they may even kick; but by day’s endthey’ve done their job and done it well. This is proba-bly why dwarves respect them so much.

Noble Donkey Species TNoble Donkey Species TNoble Donkey Species TNoble Donkey Species TNoble Donkey Species Traitsraitsraitsraitsraits• • • • • Small.Small.Small.Small.Small.• • • • • Size Threshold:Size Threshold:Size Threshold:Size Threshold:Size Threshold: 2nd Hit Die.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: +2.• • • • • Natural WNatural WNatural WNatural WNatural Weapon:eapon:eapon:eapon:eapon: Kick (1d3) x2, bite (1 hp).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Endurance.• +2 racial bonus to Balance checks.• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Equine and High Fauna. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Feline, Herdspeak, Hyena, Lizard,Monitor, Raptor, Rodent, Serpent, Simian, Songbird,Ursine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Cleric.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Noble ElephantWhile certainly not the oldest species among nobleanimals, elephants do have the oldest society. Theirtraditions and customs remain as they were amongtheir mammoth ancestors. Any elephant can trace hislineage, by memory, all the way back to when theywere all wooly. Noble elephants have kept a complexsystem of rituals and songs for so long that it has evenbecome instinct among their natural cousins.

They remember the days of ice, when it seemed theworld would forever be blanketed in white, and theyremember proudly challenging the primitive humans.When the ice finally melted and mankind began to buildsettlements like those of the elves and dwarves, a splitoccurred within the ranks of noble elephant society.Those who became what is known as African Elephantsstill bear the resentment of being hunted for food andchose to remain a challenge to humanoid power. Thosewho became what is known as Asian Elephants decid-ed to attempt to bury old slights and began to serve therace they believed would one day determine the fate ofthe world. The two breeds of elephant, while political-ly and philosophically opposed, remain on friendlyterms with each other, on the rare instances when theycome into contact.

Of course, not all African Elephants challenge, andnot all Asian Elephants serve. Those who do serve findthemselves treasured; as unparalleled laborers, fear-some war mounts, and blessed emissaries of the gods.

Noble Elephant Species TNoble Elephant Species TNoble Elephant Species TNoble Elephant Species TNoble Elephant Species Traitsraitsraitsraitsraits• Medium.• Medium.• Medium.• Medium.• Medium.• • • • • Size Threshold:Size Threshold:Size Threshold:Size Threshold:Size Threshold: 5th and 11th Hit Die.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet.• • • • • TTTTTrrrrrunk (Ex):unk (Ex):unk (Ex):unk (Ex):unk (Ex): An elephant’s trunk can sometimes beused as a substitute hand. The trunk can grasp items,tools, or even weapons. This is always counted as anoff-hand (-4 penalty to hit).• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: slam (1d6), 2 stamps (1d6)• • • • • Cannot Jump.Cannot Jump.Cannot Jump.Cannot Jump.Cannot Jump. Because of the configuration of an el-ephant’s knees, it cannot use the Jump skill. An ele-phant cannot purchase ranks in the Jump skill, andautomatically fails Jump checks.• Low-light Vision (Ex).• Scent (Ex).• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track: rack: rack: rack: rack: Alertness, Endurance, IronWill, Skill Focus (Listen).

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• Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Elephant and High Fauna.Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Common,Crocodilian, Equine, Feline, Herdspeak, Hyena, Liz-ard, Monitor, Raptor, Rodent, Serpent, Simian, Song-bird, Ursine, and Woodland.• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment: +2.

Sub-Species: Noble African ElephantNoble African Elephant Species Traits• +4 Strength, +4 Dexterity, +2 Constitution.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Wizard.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Herd.• In all other ways, the African elephant shares thesame species traits and level progression as the elephant.

Sub-Species: Noble Asian ElephantNoble Asian Elephant Species Traits• +2 Strength, +4 Dexterity, +2 Constitution, +2 Wis-dom.• Favored Class:• Favored Class:• Favored Class:• Favored Class:• Favored Class: Cleric.

• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Herd.• In all other ways, the Asian elephant shares the samespecies traits and level progression as the elephant.

Both breeds use the elephant character class if theywish to advance in their natural abilities.

Noble Elephant Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsDiplomacy (Cha), Intimidate (Cha), Listen (Wis), Search(Int), Sense Motive (Wis), Spot (Wis), Survival (Wis).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 2nd level you gain a +1 Natural

Armor bonus. This increases by +1 at4th, 8th, and 11th level. These bonus-

es stack with the Natural Ar-mor bonuses gained from

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Chapter 1: Species

size increases.• • • • • Speed Increase:Speed Increase:Speed Increase:Speed Increase:Speed Increase: At 5th level, your Base speed in-creases by +10.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: At 6th level, you gain tusks, whichyou can use to make a gore attack for 1d10 damage.These tusks grow with you, increasing in damage asyour size increases.• • • • • TTTTTrample (Ex):rample (Ex):rample (Ex):rample (Ex):rample (Ex): At 7th level, you gain the Trample spe-cial attack. As a full-round action, you can charge anyopponents at least one size category smaller than your-self as an area-effect attack. You merely have to moveover the opponents in your path; any creature whosespace is completely covered by your space is subjectto the trample attack. If a target’s space is larger than 5feet, it is only considered trampled if you move over allthe squares it occupies. If the you move over only someof a target’s space, the target can make an attack ofopportunity against you at a –4 penalty. If you acciden-tally end your movement in an illegal space, you re-turn to the last legal position you occupied, or the clos-est legal position, if there’s a legal position that’s clos-er. A trample attack does 2d8 + 1 ½ your Str modifierin damage.

Trampled opponents can attempt attacks of oppor-tunity, but these take a –4 penalty. If they do not makeattacks of opportunity, trampled opponents can attemptReflex saves to take half damage. The DC for the saveis 20 for a Large elephant, and 25 for a Huge elephant.You can only deal trampling damage to each targetonce per round; no matter how many times your move-ment takes you over a target creature.

Noble Elephant Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +02nd +1 +3 +3 +0 +1 Natural Armor3rd +2 +3 +3 +14th +3 +4 +4 +1 +2 Natural Armor5th +3 +4 +4 +1 +10 Base Speed6th +4 +5 +5 +2 Tusks (1d10)7th +5 +5 +5 +2 Trample8th +6 +6 +6 +2 +3 Natural Armor9th +6 +6 +6 +310th +7 +7 +7 +311th +8 +7 +7 +3 +4 Natural Armor

Noble EquineHorses have entwined their destiny with humans (and,to a lesser extent, elves) almost as tightly as dogs have.And for their part, humans recognize and appreciatethis. Horses are regarded with love and honor, and thebest tales of human heroes always mention the faithfulsteed or the mighty charger. But whereas a natural horsewill accompany a hero on his quests, sharing many ofthe same dangers, a noble horse is a full partner; aid-ing the hero or even fighting by his side. Some heroicsteeds’ fame has even outstripped that of their riders.

Ponies are a slightly different story. While they cer-tainly do serve humans, dwarves, goblins, and halflings,they seem to only genuinely like halflings and chil-dren. Once a child grows to adolescence (unless thechild is a halfling), the pony will want very little to dowith her.

Zebras chose to remain wild, and while they do, forthe most part, challenge humanoids, they usually onlypay lip service to this role. There are some isolatedherds that have elected to serve wild elves.

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Noble Equine Species TNoble Equine Species TNoble Equine Species TNoble Equine Species TNoble Equine Species Traitsraitsraitsraitsraits• Medium• • • • • Size Threshold:Size Threshold:Size Threshold:Size Threshold:Size Threshold: 3rd Hit Die.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: 2 hooves (1d4) (always a second-ary weapon unless an equine takes the appropriate feat).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track:rack:rack:rack:rack: Endurance, Run.• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Equine and High Fauna. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Feline, Herdspeak, Hyena, Lizard,Monitor, Raptor, Rodent, Serpent, Simian, Songbird,Ursine, and Woodland.

Sub-Species: Noble Heavy HorseNoble Heavy Horse Species TNoble Heavy Horse Species TNoble Heavy Horse Species TNoble Heavy Horse Species TNoble Heavy Horse Species Traitsraitsraitsraitsraits• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Fighter.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Herd.• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment: +1.• In all other ways, the heavy horse shares the samespecies traits and level progression as the equine.

Sub-Species: Noble Light HorseNoble Light Horse Species TNoble Light Horse Species TNoble Light Horse Species TNoble Light Horse Species TNoble Light Horse Species Traitsraitsraitsraitsraits• -2 Strength.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 40 feet. This replaces the Equine’s Basespeed.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Rogue.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Herd.• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment: +1.• In all other ways, the light horse shares the samespecies traits and level progression as the equine.

Sub-Species: Noble PonyNoble Pony Species Traits• Small.• • • • • Size Threshold:Size Threshold:Size Threshold:Size Threshold:Size Threshold: 2nd Hit Die. This replaces theEquine’s Size Threshold.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: 2 hooves (1d3) (a pony’s hoof isalways a secondary weapon unless it takes the appro-priate feat).• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Fighter.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.• In all other ways, the pony shares the same speciestraits and level progression as the equine, although apony can never advance beyond 2nd level equine.

Sub-Species: Noble ZebraNoble Zebra Species TNoble Zebra Species TNoble Zebra Species TNoble Zebra Species TNoble Zebra Species Traitsraitsraitsraitsraits• -2 Intelligence• +8 racial bonus to Hide checks when in tall grass.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Rogue.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Herd.• In all other ways, the horse shares the same speciestraits and level progression as the equine, although azebra can never advance beyond 3rd level equine.

Most horses are content to end their character devel-opment in the equine class at 3rd level, while only thelargest and most aggressive advance to 4th level andbeyond. Ponies never advance beyond 2nd level, andZebras never advance beyond 3rd.

Noble Equine Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsDiplomacy (Cha), Jump (Str), Listen (Wis), Search (Int),Spot (Wis), Survival (Wis).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability Increases:Ability Increases:Ability Increases:Ability Increases:Ability Increases: At 4th levels, your Constitutionscore increases by +2.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 1st level you gain a +1 NaturalArmor bonus. This increases to +2 at 4th level. Thisbonus stacks with the Natural Armor bonuses gainedfrom size increases.• • • • • Speed Increases:Speed Increases:Speed Increases:Speed Increases:Speed Increases: At 2nd level your Base Speed in-creases by 10 feet, and by another 10 feet at 3rd level.• • • • • Natural WNatural WNatural WNatural WNatural Weapon:eapon:eapon:eapon:eapon: At 4th level, you gain a bite attackthat does 1d4 damage.• • • • • PrimarPrimarPrimarPrimarPrimary Wy Wy Wy Wy Weapon:eapon:eapon:eapon:eapon: Also at 4th level, you can nominateone of your natural weapons as a primary weapon, los-ing the –5 penalty to that attack form.

Noble Equine Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +1 Natural Armor2nd +1 +3 +3 +0 +10 Base Speed3rd +2 +3 +3 +1 +10 Base Speed4th +3 +4 +4 +1 +2 Con, +2 Natural Armor,

Bite (1d4), Primary Weapon

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Noble GazelleGazelles and ante-lopes, while sharingmany traits withdeer, find them-selves completely atodds with theircousins over theserve or challengeissue. Gazelles seedeer essentially of-fering themselvesup to humans, andthey call it suicide.While a gazelledoes not begrudgeany predator theright to eat, he willcertainly not make iteasy for them.Oddly enough, thegazelle’s steadfastcommitment tochallenging human-oids serves as an in-

spiration to many of the two-legged folk, leading to po-etry, art, and music dedicated to their grace. And so,gazelles end up serving through challenge. Which isexactly what the gods intended in the first place.

Noble Gazelle Species TNoble Gazelle Species TNoble Gazelle Species TNoble Gazelle Species TNoble Gazelle Species Traitsraitsraitsraitsraits• • • • • Medium.Medium.Medium.Medium.Medium.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 50 feet. +8 speed bonus to Jump checks.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: +2.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: horns (1d8) and bite (1d2).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Alertness.• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Herdspeak and High Fauna.Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Common, Croc-odilian, Elephant, Equine, Feline, Hyena, Lizard, Mon-itor, Raptor, Rodent, Serpent, Simian, Songbird, Urs-ine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Monk.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Herd.

Noble GoatLords of their mountain realms, noble goats and sheepfear no other animal (with the possible exception ofcondors). Able to leap from rock to rock without athought for the dizzying height or the jagged stonesbelow, it is a rare predator who can claim one as ameal.

Their domestic cousins have had the nobility bredout of them, much like cattle and pigs. Because of this,noble goats and especially sheep tend not to associatethemselves with their tamer, lesser kindred, feeling em-barrassed by their blood ties to such simpletons.

Noble Goat Species TNoble Goat Species TNoble Goat Species TNoble Goat Species TNoble Goat Species Traitsraitsraitsraitsraits• • • • • Small.Small.Small.Small.Small.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: +2.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: horns (1d4) and bite (1d2).• Low-light Vision (Ex).

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• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Alertness.• +4 racial bonus to Balance checks, and a +2 racialbonus to Jump checks.• +4 racial bonus to all Fort saves.• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Herdspeak and High Fauna.Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Common, Croc-odilian, Elephant, Equine, Feline, Hyena, Lizard, Mon-itor, Raptor, Rodent, Serpent, Simian, Songbird, Urs-ine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Rogue.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Sub-Species: Noble SheepNoble Sheep Species Traits• +2 Str, -2 Int, -2 Wis.• Medium.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: horns (1d6) (rams only) and bite(1d2).• A sheep does not gain the goat’s Fort save bonus.• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Fighter.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Flock.

Noble HerdbeastThis species can be used to represent Bison, Buffalo,Musk Ox, Oxen, and various other types of wild cattle.

The most gregarious of the species, herdbeasts formlarge communities (called “herds,” of course) for pro-tection and companionship. With dozens, or even hun-dreds, of herdbeasts in a herd, they present a veritableforest of sharp, vicious horns to slash and gore at anypotential predator; forcing would be carnivores to preyon only the stragglers.

Herds that include a noble have a decided edgeagainst natural predators, but that doesn’t mean thatthey relax their vigilance one bit. Despite the percep-tion that they are slow-witted, docile, and dim, there isno more observant creature than one who knows theyare everyone else’s favorite meal.

Noble HerNoble HerNoble HerNoble HerNoble Herdbeast Species Tdbeast Species Tdbeast Species Tdbeast Species Tdbeast Species Traitsraitsraitsraitsraits• -2 Charisma.• • • • • Medium.Medium.Medium.Medium.Medium.• • • • • Size Threshold: Size Threshold: Size Threshold: Size Threshold: Size Threshold: 2nd Hit Die.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: Slam (1d4).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track:rack:rack:rack:rack: Alertness, Endurance.• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Herdspeak and High Fauna.Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Common, Croc-odilian, Elephant, Equine, Feline, Hyena, Lizard, Mon-itor, Raptor, Rodent, Serpent, Simian, Songbird, Urs-ine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Fighter or Cleric. Choose either ofthese classes when the character is created. The char-acter’s favored class cannot be changed later.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Herd.

Noble Herdbeast Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsJump (Str), Listen (Wis), Spot (Wis), Survival (Wis).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability Increases:Ability Increases:Ability Increases:Ability Increases:Ability Increases: At 2nd level, your Constitution scoreincreases by +2.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 4th level you gain a Natural Armorbonus of +1. This bonus increases to +2 at 5th.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: At 3rd level you gain horns that

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you can use to make a gore attack for 1d8 damage.• • • • • Speed Increases:Speed Increases:Speed Increases:Speed Increases:Speed Increases: At 4th level your Base Speed in-creases by +10.

Noble Herdbeast Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +02nd +1 +3 +3 +0 +2 Con3rd +2 +3 +3 +1 Horns (1d8)4th +3 +4 +4 +1 +1 Natural Armor,

+10 Base Speed5th +3 +4 +4 +1 +2 Natural Armor

Noble HyenaHyenas have one of the worst reputations in the ani-mal kingdom – both natural and noble – as cruel scav-engers whose mocking, laughing call heralds savageattacks of terrifying brutality. While this reputation maybe a bit unfair for the natural hyena – they fill a muchneeded ecological niche, feeding on the parts of ani-mals left behind by more “honorable” predators, andthus limiting the spread of disease – noble hyenas havedefinitely made some questionable choices in the past,either in how they challenge, or who they serve.

Noble hyenas are often attracted to power. Thissometimes causes them to affiliate themselves withambitious animals or humanoids of any race or spe-cies, especially if promised a share of the glory. Somenoble hyenas have entered into service with variousevil humanoid tribes (especially gnolls), wherein theypledge the service of their pack, but they do not, them-selves, serve.

This is not to say that all noble hyenas are unrepen-tantly evil or self-serving. There are quite a few indi-viduals who attempt to mitigate the evil done by theirbrethren by embarking on a life of humble heroics.

Noble Hyena Species TNoble Hyena Species TNoble Hyena Species TNoble Hyena Species TNoble Hyena Species Traitsraitsraitsraitsraits• +4 Dexterity.• • • • • Small.Small.Small.Small.Small.• • • • • Size Threshold:Size Threshold:Size Threshold:Size Threshold:Size Threshold: 2nd Hit Die.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: +2.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: Bite (1d4).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).

• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Alertness.• +4 racial bonus to Hide checks in areas of tall grassor undergrowth.• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Hyena. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Equine, Feline, Herdspeak, Lizard,Monitor, Raptor, Rodent, Serpent, Simian, Songbird,Ursine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Rogue.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Pack.

Noble Hyena Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsBluff (Cha), Hide (Dex), Listen (Wis), Search (Int), Spot(Wis), Survival (Wis).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability IncrAbility IncrAbility IncrAbility IncrAbility Increases:eases:eases:eases:eases: Your Dexterity increases by +2 at1st level.• • • • • Speed IncrSpeed IncrSpeed IncrSpeed IncrSpeed Increase:ease:ease:ease:ease: Your Base Speed is increased by 10feet at each level.• • • • • TTTTTrip (Ex):rip (Ex):rip (Ex):rip (Ex):rip (Ex): At 2nd level, you gain the Trip special at-tack. If you hit with a bite attack you can attempt to tripthe opponent (+2 check modifier) as a free action with-

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out making a touch attack or provoking an attack ofopportunity. If the attempt fails, the opponent cannotreact to trip you.

Noble Hyena Character ClassLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +2 Dex, +2 Con, +10 Base Speed2nd +1 +3 +3 +0 Trip, +10 Base Speed

Noble LizardThere are thousands of species of lizard in the world,covering an enormous range of attitudes and traditions.Their peripheral connection to dragons grants them acertain amount of status among those who value suchthings, but in general they lack the political or socialpower granted to more formidable predators.

There are very few things that hold true for all liz-ards. They are often perceived as lazy; lying in the sunor in the shade all day, not moving unless provoked.This is simply their way of preserving their energy.They do not eat very often, and so they will only doexactly as much as they need to do, awaiting the ap-propriate time to take action. And it apparently works,because when they do act, it is with an incredible ex-plosion of activity that can be hard to follow with theeye. After they finish whatever task they were perform-ing, they will revert back to their languid posture, noteven breathing hard.

Adventuring lizards (especially spellcasters) willattempt to get another character to carry them untiltheir skills are needed.

Noble LizarNoble LizarNoble LizarNoble LizarNoble Lizard Species Td Species Td Species Td Species Td Species Traitsraitsraitsraitsraits• 2 Strength (Lizards always begin play with a Strengthof 2 – this can be increased through level advance-ment as usual), +4 Dexterity, –2 Intelligence.• • • • • TTTTTinyinyinyinyiny.....

• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 20 feet, Climb:Climb:Climb:Climb:Climb: 20 feet. -6 speed penaltyto Jump checks.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: Bite (1d4).• Low-light Vision (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Weapon Finesse.• +8 racial Bonus to Balance and Climb checks. Alizard can always take 10 on Climb checks, even ifrushed or threatened. Lizards use their Dexterity in-stead of their Strength modifier for Climb checks.• • • • • Reptile.Reptile.Reptile.Reptile.Reptile.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Lizard. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Equine, Feline, Herdspeak, Hyena,Monitor, Raptor, Rodent, Serpent, Simian, Songbird,Ursine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Rogue.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Noble Lizard, MonitorSlow to act, yet quick to anger, monitor lizards will killand eat anything they can get their powerful jaws on.They consider themselves (correctly so, in most cases)to be the undisputed lords of the places in which theylive. Monitors challenge, of course, having no patiencefor other animals, especially reptiles, who choose toserve.

While monitors will not blatantly hunt fellow noblesthe way crocodiles do, they are not above having a bitof fun at another creature’s expense. Of course, a mon-itor’s “fun” often leaves a noble animal horriblymaimed.

Noble Monitor LizarNoble Monitor LizarNoble Monitor LizarNoble Monitor LizarNoble Monitor Lizard Species Td Species Td Species Td Species Td Species Traitsraitsraitsraitsraits• +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelli-gence, -4 Charisma• • • • • Small.Small.Small.Small.Small.• • • • • Size Threshold:Size Threshold:Size Threshold:Size Threshold:Size Threshold: 3rd Hit Die.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet, Swim:Swim:Swim:Swim:Swim: 30 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: Bite (1d4).• Low-light Vision (Ex).• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track:rack:rack:rack:rack: Alertness, Great Fortitude.• +8 racial bonus on any Swim checks made to per-form some special action or avoid a hazard. It can al-ways choose to take 10 on a Swim check, even if dis-tracted or endangered. A monitor can use the run ac-tion while swimming, provided it swims in a straightline.

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• +4 racial bonus on Hide and Move Silently checks.In forested areas, the Hide bonus becomes +8.• Reptile.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Monitor. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Raptor, Rodent, Serpent, Simian, Songbird,Ursine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Rogue.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Noble Monitor Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClimb (Str), Hide (Dex), Listen (Wis), Move Silently(Dex), Spot (Wis), Survival (Wis), Swim (Str).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability Increases: Ability Increases: Ability Increases: Ability Increases: Ability Increases: At 1st and 3rd levels your Dexterityscore increase by +2. At 3rd level your Constitution in-creases by +2.• • • • • Natural Armor: Natural Armor: Natural Armor: Natural Armor: Natural Armor: At each level you gain a +1 NaturalArmor bonus, to a total of +3 at 3rd level.• • • • • Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex): At 2nd level, a monitor gainsthe Improved Grab special attack. To use this ability,the monitor must hit with its bite attack. It can thenattempt to start a grapple as a free action without pro-voking an attack of opportunity. If it wins the grapplecheck, it can attempt to drag the opponent away.

Noble Monitor Lizard Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +2 Dex, +1 Natural Armor2nd +1 +3 +3 +0 +2 Natural Armor, Improved Grab3rd +2 +3 +3 +1 +2 Dex, +2 Con, +3 Natural Armor

Noble MongooseThese tiny creatures seem like any other small help-less woodland animal, but are in fact among the wild’smost remorseless killers. A noble mongoose will usu-ally reserve his killings to prey and his species’ an-cient enemy: snakes.

Their ability to take on foes several times their sizesometimes instills a certain amount of over-confidenceand arrogance in the tiny predators. Humility, there-fore, is something that many noble mongoose eldersattempt to teach their students early on.

Noble Mongoose Species TNoble Mongoose Species TNoble Mongoose Species TNoble Mongoose Species TNoble Mongoose Species Traitsraitsraitsraitsraits• 4 Strength (Mongoose always begin play with aStrength of 4 – this can be increased through level ad-vancement as usual), +4 Dexterity• • • • • TTTTTinyinyinyinyiny.....• • • • • Speed:Speed:Speed:Speed:Speed: 20 feet, Climb:Climb:Climb:Climb:Climb: 20 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: Bite (1d3).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Weapon Finesse.• +4 racial bonus on Move Silently checks and a +8racial bonus on Balance and Climb checks. Mongoos-es use their Dexterity modifier instead of their Strengthmodifier for Climb checks. A mongoose can alwaystake 10 on Climb checks, even if rushed or threatened.• Mammal.

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• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna, Serpent, andWoodland. Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine,Common, Crocodilian, Elephant, Equine, Feline, Herd-speak, Hyena, Lizard, Monitor, Raptor, Simian, Song-bird, and Ursine.• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Ranger.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Noble MonkeyCurious, charming, and smart. Or nosy, filthy, and de-structive. Depending on who’s talking. Monkeys con-sider themselves the first three, of course, but they aren’tabove flinging a fistful of feces to make a point.

Every monkey chooses to serve or challenge on hisown; there is no consensus among noble monkey el-

ders as to which side they fall. Those that do serve willusually serve an individual rather than a group or acommunity.

Even among monkeys who challenge, there is a greatfascination with humanoids, especially humans. Theirtall tail-less bodies, clever hands, and almost simianfeatures make many monkeys think that they share somecommon ancestor. Of course, this notion is scoffed atby more hidebound, prideful, and close-minded mon-keys. The fascination with humanoids prompts manynoble monkeys to adopt some of their trappings. Thiscan be as comical as the wearing of hats, or as seriousas the use of weapons.

Noble Monkey Species TNoble Monkey Species TNoble Monkey Species TNoble Monkey Species TNoble Monkey Species Traitsraitsraitsraitsraits• 3 Strength (Monkeys always begin play with aStrength of 3 – this can be increased through level ad-vancement as usual), +4 Dexterity, -2 Charisma• • • • • TTTTTinyinyinyinyiny.....• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet, Climb:Climb:Climb:Climb:Climb: 30 feet• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: Bite (1d3).• • • • • Hands:Hands:Hands:Hands:Hands: Unlike most animals, monkeys and other pri-mates have hands to grasp tools. While their “natural”cousins still have not grasped the higher concepts in-volved in using tools, a Noble Monkey can use toolsand weapons without any problems (provided they areof an appropriate size).• • • • • Low-light VLow-light VLow-light VLow-light VLow-light Vision (Ex)ision (Ex)ision (Ex)ision (Ex)ision (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Weapon Finesse.• +8 racial bonus to Balance and Climb checks. Mon-keys can always take 10 on Climb checks, even if rushedor threatened. They use their Dexterity modifier insteadof Strength for Climb checks.• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Simian. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Raptor, Rodent, Serpent, Songbird,Ursine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Rogue.• • • • • Social GrSocial GrSocial GrSocial GrSocial Group:oup:oup:oup:oup: Troop.

Noble MooseWhile sharing many traits with herdbeasts and deer,noble moose differ in one very important respect. Theyrefuse to serve in any way, form, or fashion.

They are quite content to keep to their herds and

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have nothing to do with the humanoids whose landsthey avoid. When they do come into contact, a noblemoose will attempt to lead a human or orc hunter on achase that will eventually put the pursuer in mortaldanger.

These rules can also be used to represent elk or re-indeer.

Noble Moose Species Traits• +2 Strength, +2 Dexterity.• • • • • Medium.Medium.Medium.Medium.Medium.• • • • • Size Threshold:Size Threshold:Size Threshold:Size Threshold:Size Threshold: 3rd Hit Die.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet.• Low-light Vision (Ex).• • • • • Natural WNatural WNatural WNatural WNatural Weapon:eapon:eapon:eapon:eapon: Slam (1d4).• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track:rack:rack:rack:rack: Alertness, Endurance.• Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Herdspeak and High Fauna.Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Common, Croc-odilian, Elephant, Equine, Feline, Hyena, Lizard, Mon-itor, Raptor, Rodent, Serpent, Simian, Songbird, Urs-ine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Cleric.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Herd.

Noble Moose Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsDiplomacy (Cha), Intimidate (Cha), Listen (Wis), Search(Int), Spot (Wis), Survival (Wis).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability Increases:Ability Increases:Ability Increases:Ability Increases:Ability Increases: At 1st, 3rd, and 5th levels your Con-stitution increases by +2. At 2nd level your Strength in-creases by +2.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 3rd level you gain a Natural Armorbonus of +1. This increases to +2 at 4th level. This bo-nus stacks with the Natural Armor bonus gained witha size increase.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: At 2nd level, if you are playing abull (male) moose you gain antlers you can use to makea headbutt attack for 1d8 damage. This attack replacesyour slam attack.

Chapter 1: Species

Noble Moose Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +2 Con2nd +1 +3 +3 +0 +2 Str, Antlers (1d8)3rd +2 +3 +3 +1 +2 Con, +10 Base Speed4th +3 +4 +4 +1 +1 Natural Armor5th +3 +4 +4 +1 +2 Con, +2 Natural Armor

Noble OtterFun-loving and carefree, otters understand the valueof play. They believe they serve humanoids best byteaching them not to take themselves too seriously. Theirclosest friends among other noble animals are, para-doxically, beavers. Members of the two species willoften form lasting friendships based on long-runningphilosophical arguments.

Alligators may rule the rivers and swamps that they

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share, but otters pay them very little heed, which infu-riates the reptiles. In fact, Gator-Baiting is one of thenoble otter’s favorite (and most dangerous) pastimes.The rules are simple: through simple shenanigans andtomfoolery, get an alligator to chase you to a pre-deter-mined location. Bonus points are earned for gettingthe alligator to bellow or look foolish. Some noble ot-ters extend this sport to reptilian humanoids as well.Trog-Baiting is especially rewarding, particularly whena single troglodyte unwittingly chases an otter into afully armed elven encampment.

Noble Otter Species TNoble Otter Species TNoble Otter Species TNoble Otter Species TNoble Otter Species Traitsraitsraitsraitsraits• 4 Strength (Otters always begin play with a Strengthof 4 – this can be increased through level advance-ment as usual), +4 Dexterity• • • • • TTTTTinyinyinyinyiny.....• • • • • Speed:Speed:Speed:Speed:Speed: 20 feet, Swim:Swim:Swim:Swim:Swim: 30 feet.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: +2.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: Bite (1d3).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Weapon Finesse.• +4 racial bonus on Move Silently and Tumble checks,and a +8 racial bonus on Balance and Swim checks.Otters use their Dexterity modifier instead of theirStrength modifier for Swim checks. An otter can al-

ways take 10 on Swim checks, even if rushed or threat-ened. An otter can use the run action while swimming,provided it swims in a straight line.• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Woodland.Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Common, Croc-odilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Raptor, Rodent, Serpent, Simian, Song-bird, and Ursine.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Bard.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Noble OwlRecognized and revered for their wisdom by animals,humanoids, and gods alike, owls occupy a rarefiedposition in noble animal society. They are the council-ors, teachers, sages, and judges that other animals goto for help; even those who the owl would prey onprize their advice. And for their part, owls can be count-ed on to be scrupulously honest (though perhaps notguileless).

There have been a few owls who accepted a posi-tion of leadership of a colony of mice in exchange forthe occasional tribute of one of their natural brothers orsisters. This may seem a high price to pay for leader-ship, but it cannot be denied that colonies with an owlas leader are much safer and more successful thanones without.

While most forests are ruled over by some four-leggedpredator, there are a few that have elected an owl astheir monarch, causing not a little bit of friction amonglocal packs or prides.

Noble Owl Species TNoble Owl Species TNoble Owl Species TNoble Owl Species TNoble Owl Species Traitsraitsraitsraitsraits• 4 Strength (Owls always begin play with a Strengthof 4 – this can be increased through level advance-ment as usual), +6 Dexterity, +4 Wisdom, -2 Charisma• • • • • TTTTTinyinyinyinyiny.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 10 feet, Fly:Fly:Fly:Fly:Fly: 40 (average).• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: +2.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: talons (1d4) (this is a single attackusing both talons).• Low-light Vision (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Weapon Finesse.• +8 racial bonus on Listen checks and a +14 racialbonus on Move Silently checks. +8 racial bonus to Spotchecks in areas of shadow.

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• • • • • AAAAAvian.vian.vian.vian.vian.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Raptor. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Rodent, Serpent, Simian, Songbird,Ursine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Wizard.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Noble ParrotParrots are quite pleased to serve humans: nowhereelse is their fascination with sounds so rewarded. Fromthe subtleties of humanoid language, to the exuberanceof man-made music, even to the wonderful creakingand clacking of human machines, their world is full ofsounds to hear, study, and savor.

A lot of parrots find themselves in service to seago-ing humans, who regard them fondly as a pleasant di-version. Of course, the rarehuman who discovers his“pet’s” true nature willfind that he has an evenmore valuable friend thanhe thought.

• Noble Parrot Species• Noble Parrot Species• Noble Parrot Species• Noble Parrot Species• Noble Parrot SpeciesTTTTTraitsraitsraitsraitsraits• -4 Strength, +6 Dexteri-ty, +2 Wisdom• • • • • TTTTTinyinyinyinyiny.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 10 feet, Fly:Fly:Fly:Fly:Fly:60 (average).

• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: +2.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: talons (1d4) (this is a single attackusing both talons).• Low-light Vision (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Weapon Finesse.• +8 racial bonus to Spot checks.• • • • • AAAAAvian.vian.vian.vian.vian.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Common, High Fauna andRaptor. Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Croco-dilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Serpent, Simian, Songbird, Ursine, andWoodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Bard.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Noble PorpoisePorpoises and dolphins both have reputations of friend-liness and heroism, as well as great intelligence. Partof the reason for this is that the noble population amongcetaceans is higher than that of any other animal. Theyhave an ancient and complex society, prizing the de-velopment of the mind above all else, and most haveentered into alliances with aquatic elves or merfolk.They hate sharks and sahuaguin with a passion, andwill fight either of them to the death in order to protecteven members of other species.

Porpoises and dolphins should only be available asplayer characters in an aquatic campaign. The GMshould also include psionics rules if he allows playersto use either species.

Noble Porpoise Species TNoble Porpoise Species TNoble Porpoise Species TNoble Porpoise Species TNoble Porpoise Species Traitsraitsraitsraitsraits• +2 Dexterity.• • • • • Medium.Medium.Medium.Medium.Medium.• • • • • Aquatic.Aquatic.Aquatic.Aquatic.Aquatic.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: Swim 60 feet. (the porpoise has no abil-ity to move on dry land at all).• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: Slam (2d4).• • • • • Blindsight 120 feet (Ex):Blindsight 120 feet (Ex):Blindsight 120 feet (Ex):Blindsight 120 feet (Ex):Blindsight 120 feet (Ex): Porpoises can “see” byemitting high frequency sounds, inaudible to most oth-er creatures, that allow them to locate objects and crea-tures within 120 feet. A silence spell negates this andforces the porpoise to rely on its vision.• • • • • Hold Breath (Ex):Hold Breath (Ex):Hold Breath (Ex):Hold Breath (Ex):Hold Breath (Ex): A porpoise can hold its breath fora number of rounds equal to 6x its Constitution scorebefore it risks drowning.• Low-light Vision (Ex).

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• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Weapon Finesse.• +8 racial bonus to any Swim check to perform somespecial action or avoid a hazard. A porpoise can al-ways take 10 on Swim checks, even if distracted ofendangered. It can use the run action while swimming,provided it swims in a straight line.• A porpoise has a +4 racial bonus on Spot and Listenchecks. These bonuses are lost if its blindsight is ne-gated.• Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Whale. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Canine, Common, Crocodilian, Equine,Feline, Monitor, Raptor, Rodent, Serpent, Simian, andSongbird.• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Psychic Warrior.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: School.

Sub-Species: Noble DolphinNoble Dolphin Species TNoble Dolphin Species TNoble Dolphin Species TNoble Dolphin Species TNoble Dolphin Species Traitsraitsraitsraitsraits• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: Slam (1d6). Lacking the hardenedbeak of the porpoise, dolphins do less damage on aver-age when they ram a foe.• Dolphins can use the Jump skill to leap from thewater.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Psion.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Pod.• In all other ways, the dolphin shares the same spe-cies traits and level progression as the porpoise.

Both porpoises and dolphins use the small cetacean

character class if they wish to advance in their naturalabilities.

Noble Small Cetacean Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsBluff (Cha), Diplomacy (Cha), Listen (Wis), Spot (Wis),Survival (Wis), Swim (Str).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability Increases:Ability Increases:Ability Increases:Ability Increases:Ability Increases: At each level your Dexterity scoreincreases by 2.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 1st level you gain a Natural Armorbonus of +1. This increases to +2 at 2nd level.• • • • • Speed Increases:Speed Increases:Speed Increases:Speed Increases:Speed Increases: At each level, your Swim Speedincreases by 10 feet.

Noble Small Cetacean Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +2 Dex, +10 Swim Speed,

+1 Natural Armor2nd +1 +3 +3 +0 +2 Dex, +10 Swim Speed,

+2 Natural Armor

Noble RabbitSmall, defenseless, and considered tasty by every pred-ator on two or four legs or wings, rabbits have a hardtime of it. Most noble rabbits have attempted to allevi-ate this situation by making themselves indispensablein noble animal politics. They become superb negotia-tors over time, averting major conflicts over browsingrights and hunting territories, and sometimes acting asthe social conscience of a particular gathering of ani-mals.

When it comes to challenging humanoids, rabbitshave a great deal in common, ideologically, with theirancestral enemy, foxes (though you’d never get themto admit it). Both enjoy making a mockery of human-oid-built barriers, and both relish the taste of food sto-len from under the two-legs woefully inadequate nos-es.

Not all their interaction with humanoids is adver-sarial, however; many have arranged to made “pets”

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by humans and halflings, and even the occasional gob-lin. By doing so, they are attempting to change theimage of rabbits in humanoid minds from “tasty-treat”to “cuddly-companion.”

Noble Rabbit Species TNoble Rabbit Species TNoble Rabbit Species TNoble Rabbit Species TNoble Rabbit Species Traitsraitsraitsraitsraits• 3 Strength (Rabbits always begin play with a Strengthof 3 – this can be increased through level advance-ment as usual), +4 Dexterity• • • • • TTTTTinyinyinyinyiny.....• • • • • Base Speed: Base Speed: Base Speed: Base Speed: Base Speed: 40 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: bite (1d3) and rear kick (1 hp).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Weapon Finesse.• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• +4 racial bonus on Hide, Move Silently, and Jumpchecks.• A rabbit uses its Dexterity bonus instead of Strengthfor Jump checks.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Rodent. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Raptor, Serpent, Simian, Songbird,

Ursine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Cleric.• • • • • Social GrSocial GrSocial GrSocial GrSocial Group:oup:oup:oup:oup: Warren.

Noble RaccoonFor the noble raccoon, every latched door is a chal-lenge, every open window an invitation, and everynotion of property a funny, funny joke. They are con-stantly amused by the endless variety of methods thathumanoids and even some animals will use for thesole purpose of keeping them out of their stuff. Theysee themselves in the lovable rogue role rather thanthe ruthless bandit role, and so occasionally enter ahumanoid family (especially gnomes) as a “pet.”

Noble Raccoon Species TNoble Raccoon Species TNoble Raccoon Species TNoble Raccoon Species TNoble Raccoon Species Traitsraitsraitsraitsraits• -4 Strength, +4 Dexterity• Small.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet, Climb:Climb:Climb:Climb:Climb: 20 feet.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: +1.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: 2 claws (1d2), and 1 bite (1d3)• • • • • VVVVVestigial Hands:estigial Hands:estigial Hands:estigial Hands:estigial Hands: Unlike most animals, raccoons havevestigial hands that can be used to grasp tools. Whiletheir “natural” cousins still have not grasped the high-er concepts involved in using tools, a noble raccooncan use tools and weapons with only a -2 awkward-ness penalty (provided they are of an appropriate size).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Bonus Feat: Bonus Feat: Bonus Feat: Bonus Feat: Bonus Feat: Alertness.• +4 racial bonus on Disable Device, Escape Artist andOpen Locks checks.• Mammal.

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• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Woodland.Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Common, Croc-odilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Raptor, Rodent, Serpent, Simian, Song-bird, and Ursine.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Rogue.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Noble RavenWhile any raven will eat carrion, the noble raven’s fa-vorite buffet will always be the battlefield. Some con-sider them nothing but opportunistic scavengers – andthey are – but ravens have a deep respect for bravebeings that die in battle. Most ravens learn to speakCommon so that they can understand and sing the bal-lads of mighty heroes and great battles. A raven con-siders it not at all disrespectful, and indeed a greathonor, to eat the eyes of a fallen hero.

Crows have a deep affection for shiny objects. Whilethere are some things in nature that will satisfy thisdesire, nowhere else can they find the staggering vari-ety found among the belongings of humanoids. Becauseof this, crows will usually stay close to humanoid set-tlements, the better to keep themselves supplied withbaubles. Some crow spellcasters have been known totake the Gift of Understanding feat so that they canpilfer magical trinkets almost exclusively.

Noble Raven Species TNoble Raven Species TNoble Raven Species TNoble Raven Species TNoble Raven Species Traitsraitsraitsraitsraits• 1 Strength (Ravens always begin play with a Strengthof 1 – this can be increased through level advance-ment as usual), +4 Dexterity, +4 Wisdom• • • • • TTTTTinyinyinyinyiny.....• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 10 feet, Fly:Fly:Fly:Fly:Fly: 40 (average).

• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: claws (1d2) (this is a single attackusing both claws).• Low-light Vision (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Weapon Finesse.• • • • • AAAAAvian.vian.vian.vian.vian.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna, Raptor, andSongbird. Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Com-mon, Crocodilian, Elephant, Equine, Feline, Herdspeak,Hyena, Lizard, Monitor, Rodent, Serpent, Simian, Urs-ine, and Woodland.• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Sorcerer.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Sub-Species: Noble CrowNoble CrNoble CrNoble CrNoble CrNoble Crow Species Tow Species Tow Species Tow Species Tow Species Traitsraitsraitsraitsraits• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Rogue.• • • • • Social GrSocial GrSocial GrSocial GrSocial Group:oup:oup:oup:oup: Murder.• In all other ways, the crow shares the same speciestraits as the raven.

Noble RhinocerosRhinos have a history dating back almost as far as ele-phants, and they share a great deal in common withthem. Memories of the wooly rhinoceros make the ar-mored behemoths more than a little prideful in theirchallenges to humanoids. Every beast in the forest oron the plain knows to get out of the way of a chargingrhino. Or, at least, the non-flattened ones do.

Dating back to the days when they had fur, rhinosfear and despise fire. They will go out of their way tofight a fire or even a fire elemental. It is a rare rhinowizard indeed who would even consider casting a fire-based spell.

Noble RhinocerNoble RhinocerNoble RhinocerNoble RhinocerNoble Rhinoceros Species Tos Species Tos Species Tos Species Tos Species Traitsraitsraitsraitsraits• +2 Strength, +2 Dexterity, -4 Charisma• • • • • Medium.Medium.Medium.Medium.Medium.• • • • • Size Threshold: Size Threshold: Size Threshold: Size Threshold: Size Threshold: 5th Hit Die.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: Horn (1d6).• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: +3 Natural Armor bonus.• Low-light Vision (Ex).• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track: rack: rack: rack: rack: Alertness, Endurance, Im-proved Natural Attack (gore).• Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Herdspeak and High Fauna.Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Common, Croc-

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odilian, Elephant, Equine, Feline, Hyena, Lizard, Mon-itor, Raptor, Rodent, Serpent, Simian, Songbird, Urs-ine, and Woodland.• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment: +2.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Barbarian.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Herd.

Noble Rhinoceros Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsIntimidate (Cha), Listen (Wis), Search (Int), Sense Mo-tive (Wis), Spot (Wis), Survival (Wis).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability Increases:Ability Increases:Ability Increases:Ability Increases:Ability Increases: At 1st and at 8th level your Strengthscore increases by +2. Your Constitution score increas-es by +2 at 4th and 7th levels.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 3rd and 8th levels your NaturalArmor bonus increases by +1. This bonus stacks withthe bonuses listed for your species and any gainedthrough size increases.• • • • • Powerful Charge (Ex):Powerful Charge (Ex):Powerful Charge (Ex):Powerful Charge (Ex):Powerful Charge (Ex): At 6th level, you gain the Pow-erful Charge special attack. You now deal double yourgore attack damage +2x your Strength modifier whenyou charge.

Noble Rhinoceros Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +2 Str2nd +1 +3 +3 +03rd +2 +3 +3 +1 +1 Natural Armor4th +3 +4 +4 +1 +2 Con5th +3 +4 +4 +16th +4 +5 +5 +2 Powerful Charge7th +5 +5 +5 +2 +2 Con8th +6 +6 +6 +2 +2 Str, +2 Natural Armor

Noble RodentThere is no place in the world that does not have asizable rodent population, existing beneath the noticeof larger creatures and societies. They see everything,and say nothing; when a rodent has the right disposi-tion, there is no better spy. Most rodent species have

their flags planted on the challenge side, but occasion-ally entire populations will choose to serve a human-oid culture they find deserving.

Mice are alert, cheerful, and aware of their surround-ings. These minuscule creatures are natural minersand engineers, almost as accomplished as beavers, andare both tireless and adept at creating the sprawlingtunnel complexes in which they love to dwell and hidecaches of food and other possessions. Even when out-side of subterranean areas they tend to travel at a scam-per in straight lines and along features like walls, rath-er than across open areas. Mice are diligent both intheir search for food and in their tendency to store forhard times anything they do not need for the present.

Mice tend to be wary of creatures larger than them-selves, especially predators inclined to eat them, butmight assume a guarded friendliness with those thathave proven to be well disposed toward them. Amongsteach other they tend to be very gregarious, and arehappiest in large natural communities of their own kind.

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They are natural singers and, preparatory to mating,male mice woo females by singing to them in a vocalrange that cannot be heard by most other creatures (e.g.,any who cannot speak Rodent). While rare, when theychoose service, mice will serve humans, halflings, fair-ies, pixies, or other fey.

Rats, on the other paw, seem to have an over-inflat-ed sense of their own prowess. As long as he is beingobserved by others, a rat will take on a foe several hun-dred times his size, simply to avoid appearing a cow-ard. When not being watched, he will run and hideand make no apologies. Rats are opportunistic andtreacherous, and they count those among their goodqualities. While extremely loyal to the few friends theydo make, they always make it hard for a newcomer tofeel welcome.

Rat society is organized very much like a gang, withthe strongest, most ruthless rat assuming the mantle ofleader. The few noble rats that do choose to serve seemto have an affinity for the goblinoid races and wizards.Squirrels seem to combine the work ethic of mice withthe fearlessness of rats. Provided they are out of its

reach, a squirrel will not hesitate to scold even the larg-est predator for disturbing his busy day. While wary ofhumanoids as a whole, squirrels will make friends withindividuals on a case-by-case basis (usually after beingoffered tidbits of food). This is sometimes a point ofcontention between squirrels and rats; what the rat muststeal, the squirrel is given freely – a bushy tail goes along way in public relations.

Squirrels enjoy the company of all manner of fey,and can often be found dancing in fairy rings along-side pixies and bogarts.

Noble Rodent Species TNoble Rodent Species TNoble Rodent Species TNoble Rodent Species TNoble Rodent Species Traitsraitsraitsraitsraits• • • • • TTTTTinyinyinyinyiny.....• • • • • Base Speed: Base Speed: Base Speed: Base Speed: Base Speed: 15 feet, Climb:Climb:Climb:Climb:Climb: 15 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: bite (1d3).• • • • • VVVVVestigial Hands:estigial Hands:estigial Hands:estigial Hands:estigial Hands: Unlike most animals, rodents havevestigial hands that can be used to grasp tools. Whiletheir “natural” cousins still have not grasped the high-er concepts involved in using tools, a noble rodent canuse tools and weapons with only a -4 awkwardnesspenalty (provided they are of an appropriate size).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Weapon Finesse.• +4 racial bonus on Hide and Move Silently checks,and a +8 racial bonus on Balance and Climb checks.• A rodent can always choose to take 10 on Climbchecks, even if rushed or threatened.• A rodent uses its Dexterity bonus instead of Strengthfor Climb checks.• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Rodent. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Raptor, Serpent, Simian, Songbird,Ursine, and Woodland.

Sub-Species: Noble MouseNoble Mouse Species Traits• 1 Strength (Mice always begin play with a Strengthof 1 – this can be increased through level advance-ment as usual), +4 Dexterity, +4 Charisma.• • • • • Diminutive. Diminutive. Diminutive. Diminutive. Diminutive. This replace the Rodent’s usual size ofTiny.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: bite (1hp).• +8 racial bonus on Hide, and Move Silently checks.This replaces the Rodent’s +4.

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• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Sorcerer.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Sub-Species: Noble RatNoble Rat Species TNoble Rat Species TNoble Rat Species TNoble Rat Species TNoble Rat Species Traitsraitsraitsraitsraits• 3 Strength (Rats always begin play with a Strengthof 3, but this can be increased through level advance-ment as usual), +4 Dexterity, -4 Charisma.• • • • • Base Speed: Base Speed: Base Speed: Base Speed: Base Speed: 15 feet, Climb:Climb:Climb:Climb:Climb: 15 feet, Swim:Swim:Swim:Swim:Swim: 15 feet.• +8 racial bonus on Swim checks.• A rat uses its Dexterity bonus instead of Strength forSwim checks.• A rat can always take 10 on Swim checks, even ifdistracted of endangered. It can use the run action whileswimming, provided it swims in a straight line.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Canine, Feline, High Faunaand Rodent. Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Simian, Bat, Camel,Common, Crocodilian, Elephant, Equine, Herdspeak,Hyena, Lizard, Monitor, Raptor, Serpent, Songbird,Ursine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Rogue.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Plague.

Sub-Species: Noble SquirrelNoble SquirNoble SquirNoble SquirNoble SquirNoble Squirrrrrrel Species Tel Species Tel Species Tel Species Tel Species Traitsraitsraitsraitsraits• 2 Strength (Squirrels always begin play with aStrength of 2 – this can be increased through level ad-vancement as usual), +4 Dexterity• A squirrel can use the run action while climbing,provided it moves in a straight line.• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Ranger.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Noble Snake, ConstrictorThoughtful, deliberate, and slow to act, the constrictoris feared by any creature it may see as prey, yet re-spected for their wise counsel. They are long-term plan-ners, never taking an action without knowing what theirnext five actions will be. If he chooses, a constrictorcan be an implacable villain or an unyielding hero.

Whether they choose hero or villain is, of course, upto the individual snake. The unfortunate fact is thatmore choose villain than hero (though not by much).

Noble Constrictor Species TNoble Constrictor Species TNoble Constrictor Species TNoble Constrictor Species TNoble Constrictor Species Traitsraitsraitsraitsraits• +2 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma.• Small.

• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 20 feet, Climb: Climb: Climb: Climb: Climb: 20 feet, Swim:Swim:Swim:Swim:Swim: 20 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: bite (1d3).• Low-light Vision (Ex).• • • • • Diminished Profile. Diminished Profile. Diminished Profile. Diminished Profile. Diminished Profile. A constrictor can pass throughany space large enough for a creature three size cate-gories smaller than itself.• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track:rack:rack:rack:rack: Alertness, Toughness.• +4 racial bonus on Hide and Move Silently checks.• Reptile.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Serpent. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Raptor, Rodent, Simian, Songbird,Ursine, and Woodland.• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Ranger.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Noble Constrictor Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsBalance (Dex), Climb (Str), Hide (Dex), Listen (Wis),Spot (Wis), Survival (Wis), Swim (Str).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability Increases:Ability Increases:Ability Increases:Ability Increases:Ability Increases: At 1st, 3rd, and 6th levels yourStrength score increases by 2. Your Dexterity score in-creases by 2 at 1st and 2nd levels. At 3rd and 4th levelsyour Constitution score increases by 2.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 1st level you gain a Natural Armorbonus of +1. This increases to +2 at 3rd level, and +3 at5th level.• • • • • Constrict (Ex):Constrict (Ex):Constrict (Ex):Constrict (Ex):Constrict (Ex): At 2nd level, the constrictor gains theConstrict special attack. On a successful grapple check,a Small constrictor deals 1d2 + its Strength modifier in

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damage, while a Medium constrictor does 1d3, and aLarge constrictor does 1d6• • • • • Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex):Improved Grab (Ex): At 2nd level you also gain theImproved Grab special attack. To use this ability, youmust hit with a bite attack. You can then attempt tostart a grapple as a free action without provoking anattack of opportunity. If you win the grapple check,you can attempt to drag the opponent away or into deepwater.• • • • • Size Increases:Size Increases:Size Increases:Size Increases:Size Increases: At 3rd level your size increases toMedium, and again to Large at 6th level. These sizeincreases are the only way a constrictor can increasein size; there is no Size Threshold for snake charac-ters. When a constrictor increases in size, they do notgain the statistics adjustments shown on the table un-der Size Matters.

Noble Constrictor Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +2 Str, +2 Dex, +1 Natural Armor2nd +1 +3 +3 +0 +2 Dex, Constrict, Improved Grab3rd +2 +3 +3 +1 +2 Str, +2 Con, +2 Natural Armor,

Medium size4th +3 +4 +4 +1 +2 Con5th +3 +4 +4 +1 +3 Natural Armor6th +4 +5 +5 +2 +2 Str, Large size

Noble Snake, ViperWhile it is true that some cultures view the viper as asymbol of learning and healing, it is also true that manymore cultures see them as the earth-bound representa-tive of absolute evil.

Some snakes are hurt by the evil stereotype, andstrive to make people change their minds about them.

Others, however, decide to live up to the image as bestthey can.

These rules can be used to represent any of hun-dreds of venomous snakes. Taking different feats cansimulate the differences in species. For example: ahooded cobra or a rattlesnake would both have theThreat Display feat, a coral snake would take AbilityFocus, and a spitting cobra would take Venom Spit-ting. Using these guidelines, you can build everythingfrom an Asp (very dangerous) to a Yangzte Mamushi.

Noble VNoble VNoble VNoble VNoble Viper Species Tiper Species Tiper Species Tiper Species Tiper Species Traitsraitsraitsraitsraits• -6 Strength, +6 Dexterity, -2 Intelligence.• • • • • TTTTTinyinyinyinyiny.....• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 20 feet, Climb: Climb: Climb: Climb: Climb: 20 feet, Swim:Swim:Swim:Swim:Swim: 20 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapon:eapon:eapon:eapon:eapon: Bite (1 + poison) (You do not addyour Strength modifier to this damage).• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: +2.• • • • • Poison (Ex):Poison (Ex):Poison (Ex):Poison (Ex):Poison (Ex): You can elect to make an envenomedbite a number of times a day equal to your Constitutionmodifier x 3 (minimum of 1). This bite deals initial andsecondary damage of 1d6 Con. The venom has a Fortsave DC of 10 + ½ your Hit Dice (Maximum of +2) +your Con bonus. The secondary damage, as well asthe save to prevent it, takes place one minute after theinitial bite. Once used, your poison will replenish itselfat a rate of your Con bonus (minimum 1) per hour ofrest.• Low-light Vision (Ex).• • • • • Diminished Profile. Diminished Profile. Diminished Profile. Diminished Profile. Diminished Profile. A viper can pass through anyspace large enough for a creature three size categoriessmaller than itself.• • • • • Natural TNatural TNatural TNatural TNatural Talent Talent Talent Talent Talent Track: rack: rack: rack: rack: Improved Initiative, WeaponFinesse.• +4 racial bonus on Hide and Move Silently checks.• Reptile.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Serpent. Bo-Bo-Bo-Bo-Bo-nus Languages:nus Languages:nus Languages:nus Languages:nus Languages: Bat, Camel, Canine, Common, Croco-dilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Raptor, Rodent, Simian, Songbird,Ursine, and Woodland.• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment:• Level Adjustment: +1 for Small size, +2 for Medi-um, +3 for Large.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Rogue.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Noble Viper Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

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Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsBalance (Dex), Climb (Str), Hide (Dex), Listen (Wis),Spot (Wis), Survival (Wis), Swim (Str).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Size IncrSize IncrSize IncrSize IncrSize Increases:eases:eases:eases:eases: Your size increases at each level.These size increases are the only way a viper can in-crease in size; there is no Size Threshold for snakecharacters. When a viper increases in size, they do notgain the statistics adjustments shown on the table un-der Size Matters.• • • • • Ability Increases:Ability Increases:Ability Increases:Ability Increases:Ability Increases: At each level, your Strength scoreincreases by +2.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 1st level, your Natural Armor bo-nus increases to +3.• • • • • ImprImprImprImprImproved Voved Voved Voved Voved Venom:enom:enom:enom:enom: At 2nd level, the Fort save to resistyour venom increases by +1.

Noble Viper Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +2 Str, +3 Natural Armor,

Small Size2nd +1 +3 +3 +0 +2 Str, Improved Venom,

Medium Size3rd +2 +3 +3 +1 +2 Str, Large Size

Noble SongbirdFor the noble songbird, every thought, feeling, experi-ence or opinion is best expressed as a song. They havemusic in their hearts and they burst to share it. Beyondthe simple calling out of territory or warnings of dan-ger or courtship calls of their natural cousins, noblesongbirds are forever crafting carefully constructed piec-es of musical art, sharing them among their fellow no-bles, and critiquing the songs of others. This critiquingis never done with malice or contempt, but always in amanner intended to make the other bird a better per-former. This is because, rather than be singled out asbetter than any other bird, a noble songbird truly wish-es to fill the world with beautiful sound.

Doves, while not as vocal as songbirds, also strivefor beauty in the world, but they strive for the beauty ofpeace. It is no accident that many gods have adopted

the dove as a symbol of peace. Sometimes just theirpresence on a battlefield can spark a cease-fire. Whenthat fails, they attempt to change the hearts of the com-batants. When this fails, they will resort to trickery,magic, or outright falsehood to achieve this end, butnever violence.

The mina bird is sometimes seen as the poor cousinof the parrot. They hate this. They have nothing againstparrots as a group, but no mina bird will ever pass up achance to show a parrot who is the superior mimic.

Noble SongbirNoble SongbirNoble SongbirNoble SongbirNoble Songbird Species Td Species Td Species Td Species Td Species Traitsraitsraitsraitsraits• 1 Strength (Songbirds always begin play with aStrength of 1 – this can be increased through level ad-vancement as usual), +4 Dexterity, +4 Wisdom• • • • • Diminutive.Diminutive.Diminutive.Diminutive.Diminutive.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 10 feet, Fly:Fly:Fly:Fly:Fly: 40 (average).• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: claws (1d2) (this is a single attackusing both claws).• Low-light Vision (Ex).• • • • • Bonus Feat: Bonus Feat: Bonus Feat: Bonus Feat: Bonus Feat: Weapon Finesse.

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• +4 racial bonus to Perform (Singing) checks.• Avian.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Songbird.Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Common, Croc-odilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Raptor, Rodent, Serpent, Simian, Urs-ine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Bard.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Flock.

Sub-Species: Noble DoveNoble Dove Species Traits• The dove does not get the songbird’s bonus to Per-form (Singing).• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Cleric.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Flock.• In all other ways, the dove shares the same speciestraits as the songbird.

Sub-Species: Noble Mina BirdNoble Mina-BirNoble Mina-BirNoble Mina-BirNoble Mina-BirNoble Mina-Bird Species Td Species Td Species Td Species Td Species Traitsraitsraitsraitsraits• The mina bird does not get the songbird’s bonus toPerform (Singing).• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Common, High Fauna, andSongbird. Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Simian, Bat, Camel, Ca-nine, Crocodilian, Elephant, Equine, Feline, Herdspeak,Hyena, Lizard, Monitor, Raptor, Rodent, Serpent, Urs-ine, and Woodland.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Bard.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Flock.• In all other ways, the mina bird shares the samespecies traits as the songbird.

Noble ToadThe simple, unassuming toad; ignored by most, theyhear everything. A noble toad will often instruct hisnatural brethren to keep him updated to goings-on inthe forests and swamps where they live, singing to eachother in a vast network, creating a terrific din in thewoods, understood only by the toads. Of course, theinformation conveyed by a natural toad’s song will belimited to what it can understand and perceive, but aclever noble toad can piece together these bits of infor-mation into a big picture that can be startlingly accu-rate. Noble toads sometimes barter their services asspymaster to other creatures.

The frog is also largely ignored, but there is a long-

standing tradition of noble frogs tricking their way intopower in humanoid societies, and even being polymor-phed into human form to assume the throne in a smallkingdom. More than one human monarch has the bloodof frogs in his veins.

TTTTToad Species Toad Species Toad Species Toad Species Toad Species Traitsraitsraitsraitsraits• 1 Strength (Toads always begin play with a Strengthof 1 – this can be increased through level advance-ment as usual), +4 Wisdom, -2 Charisma• • • • • Diminutive.Diminutive.Diminutive.Diminutive.Diminutive.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 5 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapon:eapon:eapon:eapon:eapon: Bite (1 hp)• • • • • Amphibious (Ex):Amphibious (Ex):Amphibious (Ex):Amphibious (Ex):Amphibious (Ex): The toad can operate with equalease either in or out of water.• Low-light Vision (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Alertness.• +4 racial bonus to Hide checks.• Amphibian.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Woodland.Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Common, Croc-odilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Raptor, Rodent, Serpent, Simian, Song-bird, and Ursine.• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Sorcerer.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: Swarm.

Sub-Species: Noble FrogNoble FrNoble FrNoble FrNoble FrNoble Frog Species Tog Species Tog Species Tog Species Tog Species Traitsraitsraitsraitsraits

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• The frog does not get the toad’s bonus to Hide.• +8 racial bonus to Jump checks.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Cleric.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.• In all other ways, the frog shares the same speciestraits as the toad.

Noble TortoisePossessing the strongest natural armor in the animalkingdom, tortoises also possess the slowest speed. Whenthreatened, most simply pull into their shells and waituntil a would-be attacker gets frustrated and leaves. Ofcourse, an adventuring tortoise rarely has that option.For this reason, they like to join parties with powerfuland mobile fighters, so that they can hang back andprovide magical support without ever leaving the safe-ty of their shell.

Tortoises have extremely long life-spans, even with-out being noble, and some will form long-lasting friend-ships with elves, fairies, and even dragons.

Noble TNoble TNoble TNoble TNoble Tororororortoise Species Ttoise Species Ttoise Species Ttoise Species Ttoise Species Traitsraitsraitsraitsraits• 4 Dexterity (Tortoises always begin play with a Dex-terity of 4 – this can be increased through level ad-vancement as usual), +4 Wisdom; while extremelyslow, the tortoise is also extremely patient.• Tiny.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 5 feet, Swim:Swim:Swim:Swim:Swim: 20 feet. A tortoise’s BaseSpeed is never affected by defensive attitudes.• • • • • Natural WNatural WNatural WNatural WNatural Weapon:eapon:eapon:eapon:eapon: Bite (1d3)• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: +4.• • • • • Hold Breath (Ex):Hold Breath (Ex):Hold Breath (Ex):Hold Breath (Ex):Hold Breath (Ex): A tortoise can hold its breath for anumber of rounds equal to 4x its Constitution score.• Low-light Vision.• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Toughness.• +8 racial bonus on any Swim check to perform somespecial action or avoid a hazard. Tortoises can alwaystake 10 on a Swim check, even if distracted or endan-gered. It can also use the run action while swimming,providing it swims in a straight line.• Reptile.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: Crocodilian, High Fauna andWoodland. Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine,Common, Crocodilian, Elephant, Equine, Feline, Herd-speak, Hyena, Lizard, Monitor, Raptor, Rodent, Serpent,Simian, Songbird, and Ursine.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Wizard.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Noble Tortoise Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsConcentration (Con), Hide (Dex), Listen (Wis), Spot(Wis), Survival (Wis), Swim (Str).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability Increases:Ability Increases:Ability Increases:Ability Increases:Ability Increases: At 1st through 3rd levels your Con-stitution score increases by 2. At 5th level you Dexterityincreases by 2.• • • • • Size Increases:Size Increases:Size Increases:Size Increases:Size Increases: At 1st and 4th levels, a noble tortoisecharacter increases in size to the next category. Tor-toises do not have a size threshold; this is the only waya tortoise can increase in size.• • • • • Natural Armor:Natural Armor:Natural Armor:Natural Armor:Natural Armor: At 1st level your Natural Armor bo-nus increases to +5. It increases again to +6 at 2nd lev-el, +7 at 4th level, and +8 at 6th level.• • • • • Speed Increase.Speed Increase.Speed Increase.Speed Increase.Speed Increase. At 3rd level your Base Speed increas-es by 5 feet.

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Noble Tortoise Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +0 +2 +2 Con, +5 Natural Armor,

Small size, Pull In2nd +1 +3 +0 +3 +2 Con, +6 Natural Armor3rd +2 +3 +1 +3 +2 Con, +5 Base Speed4th +3 +4 +1 +4 Medium size, +7 Natural Armor5th +3 +4 +1 +4 +2 Dex6th +4 +5 +2 +5 +8 Natural Armor,

Improved Natural Attack

Noble WeaselThe wily weasel and the mischievous ferret. One issneered at, their very name synonymous with dishon-esty and cowardice, while the other is considered tobe amusing and endearing. Why is this? Because fer-rets are masters of public relations, while weasels aremasters of skullduggery.

Weasels often find employment as assassins for somenoble animal leaders, or even for the occasional hu-manoid master (elves and kobolds both have beenknown to use weasels in this manner). Their reputa-tion for cowardice is completely undeserved; even anon-noble weasel will take on a bear to defend his fam-ily. Of course, weasels don’t believe in a “fair fight.”They believe that if the fight is fair, it’s already lost.

Ferrets, on the other hand, are flighty and easily dis-tracted. They like to play almost as much as otters,and they like shiny things almost as much as ravens.In fact, an adventuring party that included a ferret, anotter, and a raven would have a lot of fun, but theywould end up accomplishing very little. With a morelevel head to guide them, however, a ferret is an in-valuable addition to any team.

Noble WNoble WNoble WNoble WNoble Weasel Species Teasel Species Teasel Species Teasel Species Teasel Species Traitsraitsraitsraitsraits• 3 Strength (Weasels always begin play with aStrength of 3 – this can be increased through level ad-vancement as usual), +4 Dexterity, -2 Charisma.• • • • • TTTTTinyinyinyinyiny.....• • • • • Speed:Speed:Speed:Speed:Speed: 20 feet, Climb:Climb:Climb:Climb:Climb: 20 feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: Bite (1d3).• • • • • Attach (Ex):Attach (Ex):Attach (Ex):Attach (Ex):Attach (Ex): If a weasel hits with a bite attack, it canuse its powerful jaws to latch onto the opponent’s bodyand automatically deal bite damage each round it re-mains attached. An attached weasel loses its Dexteritybonus to Armor Class.• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Weapon Finesse.• +4 racial bonus on Move Silently checks and a +8racial bonus on Balance and Climb checks. Weaselsuse their Dexterity modifier instead of their Strengthmodifier for Climb checks. A weasel can always take10 on Climb checks, even if rushed or threatened.• Mammal.• • • • • Automatic LanguagesAutomatic LanguagesAutomatic LanguagesAutomatic LanguagesAutomatic Languages: High Fauna and Woodland.Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Common, Croc-odilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Raptor, Rodent, Serpent, Simian, Song-bird, and Ursine.• • • • • FavorFavorFavorFavorFavored Class:ed Class:ed Class:ed Class:ed Class: Fighter.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Sub-Species: Noble FerretNoble FerNoble FerNoble FerNoble FerNoble Ferrrrrret Species Tet Species Tet Species Tet Species Tet Species Traitsraitsraitsraitsraits

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• 3 Strength (Ferrets always begin play with a Strengthof 3 – this can be increased through level advance-ment as usual), +4 Dexterity.• The ferret does not gain the Attach special attack.• +4 racial bonus to Escape Artist checks.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Rogue.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.• In all other ways, the ferret shares the same speciestraits as the weasel.

Noble WolverineDescribed by some humans as “100 pounds of mean ina 50 pound bag,” wolverines are the very embodimentof unchecked rage. Their ferocity serves them well;predators several times their size would rather face agang of armed men than a mother wolverine protect-ing her young.

Quick to anger and slow to forgive, wolverines none-theless have a high regard for creatures able to keeptheir rage in check.

Noble WNoble WNoble WNoble WNoble Wolverine Species Tolverine Species Tolverine Species Tolverine Species Tolverine Species Traitsraitsraitsraitsraits• +2 Dexterity, +2 Constitution• • • • • Small.Small.Small.Small.Small.• • • • • Size Threshold: Size Threshold: Size Threshold: Size Threshold: Size Threshold: 3rd Hit Die.• • • • • Base Speed:Base Speed:Base Speed:Base Speed:Base Speed: 30 feet, Burrowing:Burrowing:Burrowing:Burrowing:Burrowing: 10 feet, Climb:Climb:Climb:Climb:Climb: 10feet.• • • • • Natural WNatural WNatural WNatural WNatural Weapons:eapons:eapons:eapons:eapons: 2 claws (1d3), 1 bite (1d4).• Low-light Vision (Ex).• • • • • Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).Scent (Ex).• • • • • Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Track.• +8 racial bonus to Climb checks. Wolverines can al-ways take 10 on Climb checks, even if rushed or threat-ened.• • • • • Mammal.Mammal.Mammal.Mammal.Mammal.• • • • • Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages:Automatic Languages: High Fauna and Woodland.Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages:Bonus Languages: Bat, Camel, Canine, Common, Croc-odilian, Elephant, Equine, Feline, Herdspeak, Hyena,Lizard, Monitor, Raptor, Rodent, Serpent, Simian, Song-bird, and Ursine.• • • • • Favored Class:Favored Class:Favored Class:Favored Class:Favored Class: Barbarian.• • • • • Social Group:Social Group:Social Group:Social Group:Social Group: None.

Noble Wolverine Character ClassHit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

Class SkillsClass SkillsClass SkillsClass SkillsClass Skills

Bluff (Cha), Climb (Str), Intimidate (Cha), Listen (Wis),Spot (Wis), Survival (Wis).

Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4.Skill Points at Each Additional Level:Skill Points at Each Additional Level:Skill Points at Each Additional Level:Skill Points at Each Additional Level:Skill Points at Each Additional Level: 2 + Int mod-

ifier.

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• • • • • Ability IncrAbility IncrAbility IncrAbility IncrAbility Increases:eases:eases:eases:eases: Your Dexterity score increases by+2 at 1st and 3rd levels, while your Constitution scoreincreases by +2 at 1st and 2nd levels.• • • • • Rage (Ex):Rage (Ex):Rage (Ex):Rage (Ex):Rage (Ex): At 1st level you gain the Rage ability. Ifyou take damage in combat you fly into a berserk rageon your next turn, clawing and biting madly until ei-ther you or your opponent is dead. You gain +4 toStrength, +4 to Constitution, and -2 to Armor Class.You cannot end this rage voluntarily. Note that you donot gain the barbarian’s +2 to Will saves. If you evertake any levels in the barbarian class, the class abilityRage replaces this racial ability, as you learn to controlyour rage a bit more at the cost of some of your naturalfury.• • • • • Natural ArNatural ArNatural ArNatural ArNatural Armor: mor: mor: mor: mor: You gain a +1 Natural Armor bonusat 2nd level, going up to +2 at 3rd level.

Noble Wolverine Character Class TableLevel Base Fort Ref Will Special

Atk Sv Sv Sv1st +0 +2 +2 +0 +2 Dex, +2 Con, Rage2nd +1 +3 +3 +0 +2 Con, +1 Natural Armor3rd +2 +3 +3 +1 +2 Dex, +2 Natural Armor

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Each character must designate one of their naturalweapons (bite, gore, claw, kick, etc.) as their primarynatural weapon. All other attacks are then consideredto be secondary natural weapons. An attack with acharacter’s primary natural weapon uses the charac-ter’s full attack bonus, and receives the character’s fullStrength bonus to damage. Attacks with secondarynatural weapons receive a -5 penalty to attack rolls,and only add ½ the character’s Strength bonus to dam-age. If a character has only one natural weapon, it isalways considered to be their primary natural weapon,and receives 1.5 times their Strength bonus to damage(unless they also use a manufactured weapon; see be-low). Using natural weapons never provokes an attackof opportunity.

If a character is a species listed as one of the excep-tions above, they can choose to use manufactured weap-ons. Unlike with natural weapons, full attack actionsmade with a manufactured weapon receive iterativeattacks if the character’s base attack bonus is highenough. Noble animal characters are not considered tobe proficient with any manufactured weapons (exceptfor the rock and the club), and take a -4 nonproficiencypenalty to attack rolls with them, unless they have theappropriate Exotic Weapon Proficiency feat (see Chap-ter Four). A character wielding a manufactured weap-on may still use their natural weapons (if they are notbeing used to wield the manufactured weapon), buttreats all of their natural weapons as secondary naturalweapons while doing so.

Defensive Attitudes in CombatNoble animals, while lacking access to wide varietiesof armor and equipment, are still capable of variousmeans of self-defense. While these methods lack someof the protective capability of a suit of armor, they makeup for it in ease of use and versatility.

Each morning the character must choose a defen-sive attitude he has access to and a trigger conditionfor a second. He is considered to be in the stated de-fensive attitude for the entire day unless the triggercondition is met, in which case he immediately switch-

In order for noble animal PCs to take levels in the standard character classes, there are a few adjustmentsthat need to be made. First, with the exceptions of apes, baboons, elephants, monkeys, raccoons, androdents, the only way for a noble animal to attack in combat is with its natural weapons. While this

means they can often attack with multiple natural weapons using an all-out attack, it also means that the charac-ter does not get additional attacks as their attack bonus increases.

es to the second Attitude, and stays in it for the rest ofthe day. It is perfectly acceptable to choose “none” aseither a starting or triggered Attitude.

Trigger conditions can be: combat starts; magic iscast near you; you take damage; a friend cries out forhelp; you see a favored enemy; you kill a specific foe;you reach a destination; it starts to rain; etc.

A defensive attitude can be dropped at will, but anew one cannot be adopted unless the trigger condi-tion is met or the character goes to sleep.

If a character is wearing armor of any type, he maynot adopt an attitude.

A noble animal character can tell whether a targethas an active attitude with a successful Sense Motivecheck versus a DC of 15. If the Sense Motive meets orexceeds 20, then the character can tell which attitude it is.

Here are the Attitudes:

Aggressive (Ex)While in an aggressive attitude, the noble animal isconstantly seeking for an advantage against opponentsand potential opponents. He may tend to snap at othercreatures, friend and foe, for no apparent reason, andwill often be quick to anger.

Effects: Effects: Effects: Effects: Effects: While using this attitude, the character gainsa +1 dodge bonus to AC. The constant alertness andaggressive behavior can sometimes interfere with themindset of a spell-caster, so this attitude carries a 5%arcane spell failure. The bonus provided by this atti-tude is counted when figuring a character’s Touch AC,but not their Flat-Footed AC.

Cautious (Ex)A noble animal in a cautious attitude knows that dan-ger is nearby, and is taking steps to ensure his safety.He may seem a bit more thoughtful than usual, andwill often appear to have gained some sudden wisdom.

EfEfEfEfEffects:fects:fects:fects:fects: While using this attitude, the character’sspeed (on land, sea, or air) is reduced as shown on thechart below and he gains a +2 dodge bonus to AC. Thissupreme alertness can sometimes interfere with themindset of a spell-caster, so this attitude carries a 15%

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arcane spell failure. The bonus provided by this atti-tude is counted when figuring a character’s Touch AC,but not their Flat-Footed AC.

Sturdy (Su)When a noble animal decides to concentrate on beingsturdy, he effectively thickens his hide and is able toshrug off many attacks. This is because he has tappedinto the power of his ancestors, allowing him to riseabove “natural” animals. He will appear to be deter-mined, dogged, and stubborn while under this attitude.

EfEfEfEfEffects:fects:fects:fects:fects: While using this attitude, the character’sspeed (on land, sea, or air) is reduced as shown on thechart above and he gains a +2 mystic armor bonus toAC and DR 1/–. This intense concentration can some-times interfere with the completely separate concen-tration required of a spell-caster, so this attitude carriesa 25% arcane spell failure. The bonus provided by thisattitude is counted when figuring a character’s Flat-Flooted AC, but not their Touch AC.

Speeds While Under AttitudesBase Speed 5 10 15 20 30 40 50 60 70Cautious,Sturdy 5 10 10 15 20 30 35 40 50

Changes to Basic Character ClassesFollowing are modifications to the way the existing basiccharacters classes function when advanced in by no-ble animals.

Barbarian• Craft is no longer a class skill for a noble animalbarbarian.• Noble animal barbarians gain no proficiency withany weapons or armor. Dogs, elephants, and horsesare exceptions to this rule, and have proficiency in lightand medium barding.• If a noble animal barbarian is of size Tiny or smaller,he gains the first deed of the Larger Than Life deedtree, By Fang Alone, for free. If the character later wishesto gain the second deed of that tree, he must fulfill therequirements for both the first and second deed, but heonly needs to pay the experience point cost of the second.• Noble animal barbarians can use the Aggressive orCautious Attitudes.

• Fast Movement: A noble animal barbarian’s FastMovement will apply to its base speed, swim speed, orfly speed, but not to climb or burrow.

Bard• The following are no longer class skills for a nobleanimal bard: Craft, Decipher Script, Sleight of Hand.• Deft of Jaw and Survival are class skills for a nobleanimal bard.• Noble animal bards gain no proficiency with anyweapons or armor. Dogs, elephants, and horses areexceptions to this rule, and have proficiency in lightbarding.• Noble animal bards can use the Aggressive Attitude.• Noble animal bards use blood components in placeof material components (see chapter 6).

Cleric• Craft is no longer a class skill for a noble animal cleric.• Survival is a class skill for a noble animal cleric.• Noble animal clerics gain no proficiency with anyweapons or armor. Dogs, elephants, and horses areexceptions to this rule, and have proficiency in all typesof barding.• Noble animal clerics can use the Aggressive, Cau-tious, or Sturdy Attitudes.• Noble animal clerics can choose to follow any godavailable in your campaign, as long as it is appropriatefor them to do so. Alternatively, the cleric can chooseto follow their ancestors. Ancestor worship gives a no-ble animal cleric access to the Animal domain andany one other domain of their choice.• Noble animal clerics use blood components in placeof material components for casting spells (Chapter 6).

Druid• Craft is no longer a class skill for a noble animal druid.• Noble animal druids gain no proficiency with anyweapons or armor.• Noble animal druids can use the Aggressive or Cau-tious Attitudes.• Wild Empathy: A noble animal druid can use thisability even on animals whose language he does not speak.• Animal Companion: In addition to the animals list-ed in the core rules, add human, dwarf, elf, gnome,half-elf, half-orc, halfling, and orc. An animal druidcannot have a companion of the same species as itself.A humanoid companion can be very valuable for an

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animal character, but they tend to be a bit intractable,having personalities and agendas of their own. All oth-er features of the companion remain the same. Anyhumanoid companion will begin play a Warrior of equallevel to the druid. As the druid advances in level, thecompanion gains levels at the same rate.

At 1st level, a humanoid companion has the samelink with its master that an animal does, and can alsoshare spells. At 3rd level, the companion gains the De-votion ability.• Noble animal druids use blood components in placeof material components for casting spells (Chapter 6).

Fighter• Craft is no longer a class skill for a noble animal fighter.• Survival is a class skill for a noble animal fighter.• Noble animal fighters gain no proficiency with anyweapons or armor. Dogs, elephants, and horses areexceptions to this rule, and have proficiency in all typesof barding.• Noble animal fighters can use the Aggressive, Cau-tious, or Sturdy Attitudes.• If a noble animal fighter is size Tiny or smaller, he

gains the first deed of the Larger Than Life deed tree,By Fang Alone, for free. If the character later wishes togain the second deed of that tree, he must fulfill therequirements for both the first and second deed, but heonly needs to pay the experience point cost of the second.

Monk• Craft is no longer a class skill for a noble animal monk.• Survival is a class skill for a noble animal monk.• Noble animal monks gain no proficiency with anyweapons or armor.• Unarmed Strike: The damage for a noble animalmonk’s primary natural weapon is increased by onestep. In other words; 1 hp of damage becomes 1d2, 1d2becomes 1d3, 1d3 becomes 1d4, 1d4 becomes 1d6, 1d6becomes 1d8, 1d8 becomes 2d6, etc. As the monk gainslevels, so will his primary natural weapon increases indamage, just as a humanoid monk’s unarmed strikedamage, growing in one step increments at 4th, 8th, 12th,16th, and 20th levels.• Fast Movement: A noble animal monk’s Fast Move-ment does not apply to Burrow, Climb, Fly, or Swimmovement rates.

Noble Animals as CompanionsHumanoid and noble animal ranger characters can also have noble animals as companions (though, as

with their natural cousins, a noble animal will not be the companion for a member of its own species).Noble animal companions are treated as NPCs, and are run by the GM. Unfortunately, many noble animalcompanions will not be full grown when they become companions.

A member of any noble animal species can be used as a companion. Rather than use the advancementtable for the druid’s animal companion listed in the Players Handbook, follow these simple guidelines:

· Language: The noble animal companion will always have the ability to speak the druid or ranger’s nativetongue, regardless of their Intelligence score.· Level: The noble animal companion will always start at the same level as the druid (or the ranger’s level-3), and will gain a level each time the druid (or ranger) gains a level.· Species Levels: A noble animal companion will always complete all levels of its species class (if any)before taking levels in any other class. In other words, a wolf must take 2 levels in canine before taking alevel of warrior.· Class Levels: If a noble animal companion has completed all the levels available to its species, it maythen begin to advance as a Warrior.· Companion Abilities: At 1st level, a noble animal companion has the same link with its master that anatural one does, and can also share spells. At 3rd level, the companion gains the Devotion ability.

While a noble animal companion will not be nearly as powerful as some of the natural animals available tostart, they are much more versatile, and have the capacity to far outstrip their natural cousins as they grow in power.

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Paladin• Craft is no longer a class skill for a noble animalpaladin.• Survival is a class skill for a noble animal paladin.• Noble animal paladins gain no proficiency with anyweapons or armor. Dogs, elephants, and horses areexceptions to this rule, and have proficiency in all typesof barding.• If a noble animal paladin is of size Tiny or smaller,he gains the first deed of the Larger Than Life deedtree, By Fang Alone, for free. If the character later wishesto gain the second deed of that tree, he must fulfill therequirements for both the first and second deed, but heonly needs to pay the experience point cost of the sec-ond.• Noble animal paladins can use the Aggressive, Cau-tious, or Sturdy Attitudes.• Escort: Noble animal Paladins no longer gain theuse of a special mount. Instead, they may gain an es-cort. This escort can be of any normal animal or hu-manoid species listed under animal companion fordruids or rangers, but it is superior to normal creaturesof its type in the same way that a paladin’s mount is. Anoble animal paladin cannot have an escort of the samespecies as itself. This escort can be summoned anddismissed in the same way as the paladin’s mount,and possesses the same special powers; such as em-pathic link, share spells, etc. A humanoid escort canbe very valuable for a noble animal character, but theytend to be a bit intractable, having personalities andagendas of their own. All other features of the escortremain the same. Any humanoid escort will begin playas a 3rd level Warrior. As the paladin advances in level,the companion gains levels as on the table following:

PaladinPaladinPaladinPaladinPaladin HumanoidHumanoidHumanoidHumanoidHumanoid StrStrStrStrStr SpecialSpecialSpecialSpecialSpecialClassClassClassClassClass EscortEscortEscortEscortEscort Adj.Adj.Adj.Adj.Adj.LevelsLevelsLevelsLevelsLevels LevelLevelLevelLevelLevel5th �6th 3rd +1 Empathic link, Share Spells,

Improved Evasion,Share Saving Throws

7th � 8th 4th +1 Improved Speed9th � 10th 5th +211th � 12th 6th +3 Command creatures of its kind13th � 14th 7th +315th � 16th 8th +4 Spell Resistance17th � 18th 9th +419th � 20th 10th +4

The escort does not gain the bonus feats or attributeadjustment granted by advancing in character levels.• Noble animal paladins use blood components inplace of material components for casting spells (seechapter 6).

Ranger• Craft and Use Rope are no longer class skills for anoble animal ranger.• Noble animal rangers gain no proficiency with anyweapons or armor. Dogs, elephants, and horses areexceptions to this rule, and have proficiency in lightbarding.• If a noble animal ranger is of size Tiny or smallerwhen he becomes a ranger, he gains the first deed ofthe Larger Than Life deed tree, By Fang Alone, forfree. If the character later wishes to gain the seconddeed of that tree, he must fulfill the requirements forboth the first and second deed, but he only needs topay the experience point cost of the second.• Noble animal rangers can use the Aggressive Atti-tude.• Favored Enemy: Most noble animal rangers focusthis ability on other animals, which includes both nor-mal and noble varieties.• Wild Empathy: A noble animal ranger can use thisability even on animals whose language he does notspeak.• Animal Companion: In addition to the animals list-ed in the core rules, add noble animals, human, dwarf,elf, gnome, half-elf, half-orc, halfling, and orc. A nobleanimal ranger cannot have a companion of the samespecies as itself. A humanoid companion can be veryvaluable for a noble animal character, but they tend tobe a bit intractable, having personalities and agendasof their own. All other features of the companion listedunder the entry for druid remain the same.• Combat Style: Few noble animal rangers will findany benefit in either the Archery or the Two-WeaponFighting styles. They can, however, take the Wild Fight-ing style.o At 2nd level, a noble animal ranger who chooses WildFighting gains the Multiattack feat.o At 6th level, the ranger gets the Improved Multiat-tack feat.o And at 11th level, the ranger gets the Greater Multi-attack feat.o The benefits of a ranger’s combat style only apply if

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he is under the Aggressive Attitude, or no Attitude.• Noble animal rangers use blood components in place ofmaterial components for casting spells (see chapter 6).

Rogue• The following are no longer class skills for a nobleanimal rogue: Craft, Decipher Script, Forgery, Sleightof Hand (except for apes, baboons, monkeys and rac-coons), and Use Rope.• Deft of Jaw and Survival are class skills for a nobleanimal rogue.• Noble animal rogues gain no proficiency with anyweapons or armor. Dogs, elephants, and horses areexceptions to this rule, and have proficiency in lightbarding.• Noble animal rogues can use the Aggressive Atti-tude.• Sneak Attack: The rogue’s sneak attack ability canapply to any natural weapons or special attacks (ex-cept Powerful Charge, Stampede, or Trample).

Sorcerer• Craft is no longer a class skill for a noble animalsorcerer.• Survival is a class skill for a noble animal sorcerer.• Noble animal sorcerers gain no proficiency with anyweapons, armor, or defensive attitudes.• Familiar: The following table replaces the one forthe familiars of humanoid sorcerers.

FamiliarFamiliarFamiliarFamiliarFamiliar SpecialSpecialSpecialSpecialSpecialBat Master gains a +3 bonus on Listen checksCat Master gains a +3 bonus on Move Silently checksDwarf Master gains a +2 bonus on saves versus magicElf Master gains immunity to magical sleep effectsGnome Master gains 1 additional 1st level spell of the

illusion school per day.Halfling Master gains a +3 bonus to Hide checksHawk Master gains a +3 bonus on Spot checks in bright lightHuman Master gains a +3 bonus to Diplomacy checksLizard Master gains a +3 bonus on Climb checksOrc Master gains a +3 bonus to Intimidate checksOwl Master gains a +3 bonus on Spot checks in shadowsRat Master gains a +2 bonus on Fortitude savesRaven1 Master gains a +3 bonus on Appraise checksSnake2 Master gains a +3 bonus on Bluff checksToad Master gains +3 hit pointsWeasel Master gains a +2 bonus on Reflex saves

1 A raven familiar can speak one language of its mas-ter’s choice as a supernatural ability.2 Tiny viper.

All rules regarding familiars apply to humanoid famil-iars except for Intelligence. A Humanoid familiar hasan average Intelligence for its race. A noble animalsorcerer may never take a familiar of his or her ownspecies (noble or natural).In addition to the more traditional benefits bestowedby a familiar, humanoid familiars can carry equipment.• Noble animal sorcerers use blood components inplace of material components for casting spells (seechapter 6).

Wizard• Craft is no longer a class skill for a noble animalwizard.• Survival is a class skill for a noble animal wizard.• Noble animal wizards gain no proficiency with anyweapons, armor, or defensive attitudes.• Familiar: Noble animal wizards have access to thesame familiars available to noble animal sorcerers.• Noble Animal Wizards do not gain the Scribe ScrollFeat, instead getting the Create Juju Feat.• Spellbook: Noble animal wizards do not keep spell-books in the same way as humanoids. A noble animalwizard’s spellbook appears to be a collection of marksand smudges or the walls and floor of its lair. For atraveling spellbook, the wizard’s own body can becomehis spellbook; fur matted in unique patterns, scales withstrange markings on them, even unusually coloredfeathers can serve.• Noble animal wizards use blood components in placeof material components for casting spells componentsfor casting spells (see chapter 6).

New Basic Character Class

Greater FamiliarAn indispensable assistant, partner, and friend to sor-cerers and wizards, most familiars are simply normalanimals that have been magically enhanced and bond-ed with a spell caster. Noble animals and humanoidscan become greater familiars, possessing the same abil-ities as normal familiars, but with the potential to be-come much more.

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Having a greater familiar can be both a blessing anda curse for an arcane caster. Being a greater familiarcan be a challenging and rewarding role-playing expe-rience.

Adventures:Adventures:Adventures:Adventures:Adventures: Greater familiars go where their mas-ters go. If one’s master is a adventurous, devil-may-care slinger of spells, you may find yourself dragged toevery gods-forsaken, death-trap-ridden, peril-soakedcorner of the world against your will.

A greater familiar “in-between” masters will eithersearch for a new master in places he feels most com-fortable, or will give up the path of the greater familiar.

Characteristics:Characteristics:Characteristics:Characteristics:Characteristics: Greater familiars have similar abil-ities to those of their masters, and therefore are oftenglad of high Intelligence or Charisma scores. Some-times, it is helpful for the master if his familiar has adifferent focus than himself. For instance, a dour andbookish wizard may be glad of the companionship ofhis loquacious and friendly parrot greater familiar; atthe same time, a flighty and personable sorcerer maybe thankful that his cat greater familiar is so well-learned and stable.

Alignment:Alignment:Alignment:Alignment:Alignment: Greater familiars tend toward the samealignments as sorcerers and wizards, and will often,but not always, gravitate towards masters with the samealignment.

Religion:Religion:Religion:Religion:Religion: Greater familiars will usually worship thesame deities as their masters, though some noble ani-mal familiars may alternatively practice ancestor wor-ship.

Background:Background:Background:Background:Background: Greater familiars are a very rare oc-currence indeed. By comparison, most familiars areslow or even stupid. Familiars and Greater familiars ofdifferent spell casters may get along famously, or theymay fight constantly. A greater familiar may look downon the “lesser” variety with pity or even scorn. Whenthey meet each other, greater familiars often spendhours in idle chat, complaining about their masters’habits and demands. If two greater familiars find them-selves in competition for the same master, they will doeverything they can, short of physical conflict, to edgethe other out to claim him.

Races / Species:Races / Species:Races / Species:Races / Species:Races / Species: Humanoid characters may becomegreater familiars for noble animal spell casters, andnoble animal characters may become greater familiarsfor humanoid or noble animal spell casters. Human-oids may not become greater familiars for other hu-manoids unless your GM wishes to have a very strange

campaign dynamic. Of the noble animal species, bats,cats, hawks, lizards, owls, rats, ravens, toads, andweasels are the most likely to take up the mantle ofgreater familiar, but by no means the only ones.

Other Classes:Other Classes:Other Classes:Other Classes:Other Classes: Greater familiars, obviously, preferto work with a spell caster. Beyond that, they usuallyhave little say in whom their master associates with,although smart spell casters know not to trust someonewho their familiar doesn’t like.

Role:Role:Role:Role:Role: A well-played greater familiar should be sim-ilar to a very good caddy. His presence makes the spellcaster more effective, but he gets very little credit. Ac-colades are not why he does it though; the bond ofpartnership between greater familiar and master goesbeyond rewards.

Game Rule InformationGreater Familiars have the following game statistics.

Abilities:Abilities:Abilities:Abilities:Abilities: Intelligence or Charisma are very importantfor a greater familiar, depending on whether they willserve a wizard or a sorcerer.

Alignment:Alignment:Alignment:Alignment:Alignment: Any.

Hit Die:Hit Die:Hit Die:Hit Die:Hit Die: d6.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsThe Familiar’s class skills (and the key abilities for eachskill) are Concentration (Con), Escape Artist (Dex),Knowledge (all skills, taken individually)(Int), Profes-sion (Wis), Spellcraft (Int), and Tumble (Dex).Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1Skill Points at 1ststststst Level: Level: Level: Level: Level: (2 + Int modifier) x 4Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• WWWWWeapon and Areapon and Areapon and Areapon and Areapon and Armor Prmor Prmor Prmor Prmor Proficiency:oficiency:oficiency:oficiency:oficiency: Humanoid famil-iars are proficient with the club, dagger, heavy cross-bow, light crossbow, and quarterstaff, but not with anytype of armor or shield. Noble animal familiars gain noproficiency with any weapons, armor, or defensive at-titudes.• Gift of Understanding (Su):Gift of Understanding (Su):Gift of Understanding (Su):Gift of Understanding (Su):Gift of Understanding (Su): As long as you have abonded master, you can perceive magic from his realmeven if you are from the other realm as if you had theGift of Understanding Feat. This ability goes away ifyou lose your master, leave your master, or begin ad-vancing as a spell-caster of any type.

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• Counterspells (Sp):Counterspells (Sp):Counterspells (Sp):Counterspells (Sp):Counterspells (Sp): While unable to cast spells ofyour own, you can use the knowledge you have gainedthrough your association with mages, along with yourown innate magical energies, to counter a spell thatyou recognize as it is being cast. As a familiar, youcannot learn spells on your own, but you automaticallyknow any spells that your master knows. You do notneed prepare your counterspells in advance, but caninstead counter any spell you know up to the givennumber of times a day. You gain bonus counterspellsbased on your Intelligence score.

When a spell caster starts a spell, you get a chanceto identify it with a Spellcraft check (DC 15 + spelllevel). If you do, and if you can cast that counterspell(you know it and have it prepared), you can cast thecounterspell and automatically ruin the other spell cast-er’s spell. Counterspelling works even if one spell isdivine and the other arcane.

A familiar can only counterspell magic from therealm of his master. In other words, an animal familiarwith a human master can only cast counterspells againsthumanoid magic, and not animal magic. If the masterhas the Gift of Understanding feat, then the familiarcan counter both types of spells.

A familiar gains bonus counterspells just like a Sor-cerer or Wizard gains bonus spells based on their Cha-risma or Intelligence. The ability used to determinethe bonus counterspells is the same as that used by thefamiliar’s master. If a familiar loses its master and thengains one of a different class (ie: her former masterwas a Sorcerer, and her new master is a Wizard), thenthe ability used to determine bonus spells switches tomatch the new master.• Bond of ParBond of ParBond of ParBond of ParBond of Partnership (Su):tnership (Su):tnership (Su):tnership (Su):tnership (Su): As a familiar, you share apowerful bond with your master. Because of this, ifyour master is ever killed or if he dismisses you, youmust attempt a DC 15 Fort save. Failure means youlose 200 experience points per level; success reducesthe loss to one-half that amount. If you lose your mas-ter, you cannot gain levels as a familiar until you find anew master of a level equal to your own. Without amaster, most of your class features are worthless, so itis a good idea to keep your master safe.• AlerAlerAlerAlerAlertness (Ex):tness (Ex):tness (Ex):tness (Ex):tness (Ex): You gain the Alertness feat, and aslong as you are within arms reach of your master, hegains the effect as well.• ImprImprImprImprImproved Evasion (Ex):oved Evasion (Ex):oved Evasion (Ex):oved Evasion (Ex):oved Evasion (Ex): You gain the benefits of therogue ability Improved Evasion.

• Familiar Benefit (Su):Familiar Benefit (Su):Familiar Benefit (Su):Familiar Benefit (Su):Familiar Benefit (Su): You grant a special benefit toyour master based on your species. The table belowdetails the benefit granted by certain species. If yourspecies is not on this table, then the benefit is either:o +3 bonus to skill checks that your species has a ra-cial bonus in,o +2 bonus to a save that your species has a racialbonus in,o +1 Natural Armor bonus if your species has a Natu-ral Armor bonus of +4 or better,o +5 foot bonus to base speed, if your species has abase Speed of 40 feet or more.

When choosing the benefit, go down this list andchoose the first one you qualify for.

FamiliarFamiliarFamiliarFamiliarFamiliar SpecialSpecialSpecialSpecialSpecialDwarf Master gains a +2 bonus on saves versus magicElf Master gains immunity to magical sleep effectsGnome Master gains 1 additional 1st level spell of the

illusion school per day.Halfling Master gains a +3 bonus to Hide checksHuman Master gains a +3 bonus to Diplomacy checksNoble Bat Master gains a +3 bonus on Listen checksNoble Cat Master gains a +3 bonus on Move Silently checksNoble Hawk Master gains a +3 bonus on Spot checks in bright lightNoble Lizard Master gains a +3 bonus on Climb checksNoble Owl Master gains a +3 bonus on Spot checks in shadowsNoble Rat Master gains a +2 bonus on Fortitude saves

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Noble Raven Master gains a +3 bonus on Appraise checksNoble Snake Master gains a +3 bonus on Bluff checksNoble Toad Master gains +3 hit pointsNoble Weasel Master gains a +2 bonus on Reflex savesOrc Master gains a +3 bonus to Intimidate checks

• SharSharSharSharShare Mastere Mastere Mastere Mastere Master’’’’’s Spells (Su):s Spells (Su):s Spells (Su):s Spells (Su):s Spells (Su): At your master’s option,he may have any spell he casts on himself also affectyou. You must be within 5 feet at the time of casting toreceive the benefit. If the spell has a duration otherthan instantaneous, it stops affecting you if you movefarther than 5 feet away and will not affect you againeven if you return to your master before the durationexpires. Additionally, your master may cast a spell witha target of “You” on you (as a touch range spell) in-stead of on himself.• Empathic Link with Master (Su):Empathic Link with Master (Su):Empathic Link with Master (Su):Empathic Link with Master (Su):Empathic Link with Master (Su): Your master hasan empathic link with you out to a distance of 1 mile.Your master cannot see through your eyes, but you cancommunicate empathically with each other. Because

of the limited nature of the link, only general emotion-al content can be communicated.• Deliver MasterDeliver MasterDeliver MasterDeliver MasterDeliver Master’’’’’s Ts Ts Ts Ts Touch Spells (Su): ouch Spells (Su): ouch Spells (Su): ouch Spells (Su): ouch Spells (Su): At 3rd level yougain the ability to deliver your master’s touch spells asif you had cast them. As usual, if your master castsanother spell before you deliver the touch, the touchspell dissipates.• TTTTTelepathy with Master (Su):elepathy with Master (Su):elepathy with Master (Su):elepathy with Master (Su):elepathy with Master (Su): At 5th level the linkbetween you and your master matures into true telepa-thy. You can communicate anything you could throughspeaking, at a range of up to 1 mile.• Metamagic Feats:Metamagic Feats:Metamagic Feats:Metamagic Feats:Metamagic Feats: At 6th, 13th, and 20th levels yougain metamagic feats that you can apply to spells castby your master. In order to grant the benefit of one ofthese feats you must be within 5 feet of your master,and choose to let him use it.• Spell Resistance (Su):Spell Resistance (Su):Spell Resistance (Su):Spell Resistance (Su):Spell Resistance (Su): At 11th level, you gain spellresistance equal to your Greater Familiar level +5. Toaffect you with a spell, a spell caster other than yourmaster must get a result on a caster level check (1d20

Greater Familiar Character ClassGreater Base Fort Ref Will Natural Special Counterspells per DayFamiliar Atk Sv Sv Sv Armor 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Level Adj.1st +0 +0 +0 +2 +1 Gift of Understanding, Alertness,

Improved Evasion, Familiar Benefit 2 � � � � � � � � �2nd +1 +0 +0 +3 +1 Share Master�s Spells, Empathic Link with Master 3 1 � � � � � � � �3rd +1 +1 +1 +3 +2 Deliver Master�s Touch Spells 4 2 � � � � � � � �4th +2 +1 +1 +4 +2 4 2 1 � � � � � � �5th +2 +1 +1 +4 +3 Telepathy with Master 4 3 2 � � � � � � �6th +3 +2 +2 +5 +3 Metamagic Feat 4 3 2 1 � � � � � �7th +3 +2 +2 +5 +4 4 3 3 2 � � � � � �8th +4 +2 +2 +6 +4 4 4 3 2 1 � � � � �9th +4 +3 +3 +6 +5 4 4 3 3 2 � � � � �10th +5 +3 +3 +7 +5 4 4 4 3 2 1 � � � �11th +5 +3 +3 +7 +6 Spell Resistance 4 4 4 3 3 2 � � � �12th +6 +4 +4 +8 +6 Master Can Scry on You 4 4 4 4 3 2 1 � � �13th +6 +4 +4 +8 +7 Metamagic Feat 4 4 4 4 3 3 2 � � �14th +7 +4 +4 +9 +7 Scry on Master 4 4 4 4 4 3 2 1 � �15th +7 +5 +5 +9 +8 4 4 4 4 4 3 3 2 � �16th +8 +5 +5 +10 +8 4 4 4 4 4 4 3 2 1 �17th +8 +5 +5 +10 +9 4 4 4 4 4 4 3 3 2 �18th +9 +6 +6 +11 +9 4 4 4 4 4 4 4 3 2 119th +9 +6 +6 +11 +10 4 4 4 4 4 4 4 3 3 220th +10 +6 +6 +12 +10 Metamagic Feat 4 4 4 4 4 4 4 4 3 3

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+ caster level) that equals or exceeds your spell resis-tance.• Master can scry on you (Su):Master can scry on you (Su):Master can scry on you (Su):Master can scry on you (Su):Master can scry on you (Su): At 12th level, yourmaster may scry on you (as if casting the scrying spell)once per day.• Scry on Master (Su):Scry on Master (Su):Scry on Master (Su):Scry on Master (Su):Scry on Master (Su): At 14th level, you may scry onyour master (as if casting the scrying spell) once perday.

Ex FamiliarsIf you ever take any levels in any spell-casting charac-ter class (arcane or divine), you can never again ad-vance as a familiar. Assassins, Paladins, and Rangersare not spell-casting classes until they reach the levelat which they are first granted spells.

Prestige Classes

AlphaAn alpha is a leader of his species social group, be itpack, pride, herd, or cete. The alpha male wolf, thebull elephant, the lead stallion, these are all alphas.While usually male, there are some species (such ashyenas) that are female dominated. An alpha has theresponsibility of ensuring that his group has enoughfood and water, as well as defending them from intrud-ers and predators.

Noble animals, of course, have the potential to be-come much greater alphas than any natural animal.

While the responsibilities of ruling may precludemany far-flung adventures, alphas of normally migra-tory species may simply bring their followers with themwhen they travel. If the group has a set territory, how-ever, the alpha may be best served by limiting his ad-venturing to within a day’s journey from his home.

If the alpha does not see to the needs of his charges,he may find himself challenged for his position.

Hit Die:Hit Die:Hit Die:Hit Die:Hit Die: d10.

RequirementsRequirementsRequirementsRequirementsRequirements• Base Attack Bonus:Base Attack Bonus:Base Attack Bonus:Base Attack Bonus:Base Attack Bonus: +5• Abilities:Abilities:Abilities:Abilities:Abilities: Charisma 12+• Development:Development:Development:Development:Development: If your species has any species classlevels, you must have completed all the levels avail-able to you. In other words, a noble wolf must have 2levels of canine, a noble gorilla must have 5 levels of

ape, a noble chimpanzee must have 4 levels of ape,and a noble lion must have 7 levels of great cat, whilea noble rabbit neither has nor needs species levels.• Special:Special:Special:Special:Special: Must be a member of a species with a so-cial group.• Special:Special:Special:Special:Special: Must have defeated the group’s previousleader (alpha or otherwise) in a challenge, or have beenchosen by him to succeed. The challenge must befought as a melee battle, and may or may not be to thedeath.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsThe alpha’s class skills (and the key abilities for eachskill) are Climb (Str), Diplomacy (Cha), Intimidate (Cha),Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis),Survival (Wis), and Swim (Str).Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier.

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• WWWWWeapon and Areapon and Areapon and Areapon and Areapon and Armor Prmor Prmor Prmor Prmor Proficiency:oficiency:oficiency:oficiency:oficiency: The alpha gainsno additional weapon or armor proficiencies.• A Chieftain’A Chieftain’A Chieftain’A Chieftain’A Chieftain’s Responsibilities:s Responsibilities:s Responsibilities:s Responsibilities:s Responsibilities: While you bear thecrown of alpha, you are granted a certain amount ofprivilege among your social group, and also by othernoble animals. This is not all there is to it, however. Asleader of your group, you must ensure: that they getenough food, that their territory (your territory) remainsunspoiled, that disputes are adjudicated wisely, and

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that invaders are driven off. If, at any time, you abusethe trust of your position or you neglect your responsi-bilities, you may find yourself facing more than theusual number of challengers to your throne (see be-low).• Leadership (Ex): Leadership (Ex): Leadership (Ex): Leadership (Ex): Leadership (Ex): At 1st level, you gain the Leader-ship feat. Your followers will all be natural members ofyour species. Your cohort will be a noble of your spe-cies.

The number of followers that you can attract is a bitdifferent than that available to humanoids. The follow-ing chart replaces the one in the core rules.

LeadershipLeadershipLeadershipLeadershipLeadership CohortCohortCohortCohortCohort TTTTTotal Hit Dice ofotal Hit Dice ofotal Hit Dice ofotal Hit Dice ofotal Hit Dice ofLevelLevelLevelLevelLevel LevelLevelLevelLevelLevel Followers by LevelFollowers by LevelFollowers by LevelFollowers by LevelFollowers by Level1 or lower —2 1st —3 2nd —4 3rd —5 3rd —6 4th —7 5th —8 5th —9 6th —10 7th 511 7th 612 8th 813 9th 1114 10th 1615 10th 2316 11th 2817 12th 3518 12th 4019 13th 4820 14th 6121 15th 7322 15th 9123 16th 11024 17th 13325 or higher 17th 163

In order to determine the number and level of yourfollowers, look at the base statistics for the natural ani-mal the character is based on. Divide the Total Hit Diceof Followers by Level by the animal’s usual Hit Dice.This is how many full-grown members of your specieshave chosen to follow you. Any remainder is an imma-ture animal that tags along with you. For example, a

noble lion alpha with a leadership score of 14 and acharacter level of 10 can attract a cohort of 8th leveland 3 full grown lions with a single 1 Hit Die lion cubwho follows the adults around. Note that the lion’s pridemay actually be much larger, but these are the mem-bers of the pride that are willing to accompany him onadventures and fight under his command.• Inspire Confidence (Ex):Inspire Confidence (Ex):Inspire Confidence (Ex):Inspire Confidence (Ex):Inspire Confidence (Ex): All members of your so-cial group (pack, troop, herd, etc.) receive a moralebonus to skill checks equal to your Charisma modifierwhen within 30 feet of you. Friendly characters whoare not members of your species get a bonus equal tohalf your Charisma modifier. This bonus does not ap-ply to yourself.• Ability Boost:Ability Boost:Ability Boost:Ability Boost:Ability Boost: At 2nd level, and again at 4th level,your Charisma score increases by +2. Note that thisalso increases your effective Leadership score.• TTTTTactics (Ex):actics (Ex):actics (Ex):actics (Ex):actics (Ex): At 2nd level, you gain insight into thetactics that can best protect your social group. Anymember of your social group within 30 feet of you (in-cluding yourself) gains a tactical bonus to AC equal to½ your alpha levels (round up).• Inspire Courage (Ex):Inspire Courage (Ex):Inspire Courage (Ex):Inspire Courage (Ex):Inspire Courage (Ex): All members of your socialgroup receive a morale bonus to hit and save equal toyour Charisma modifier when within 30 feet of you.Friendly characters who are not members of your spe-cies get a bonus equal to half your Charisma modifier.This bonus does not apply to yourself.• Superior TSuperior TSuperior TSuperior TSuperior Tactics (Ex):actics (Ex):actics (Ex):actics (Ex):actics (Ex): At 4th level, your understand-ing of group tactics improves. Any member of your so-cial group within 30 feet of you (including yourself)gains a tactical bonus to AC equal to your alpha level.Friendly characters who are not members of your spe-cies get a bonus equal to half your alpha levels (roundup).• Magnificent Beast (Sp):Magnificent Beast (Sp):Magnificent Beast (Sp):Magnificent Beast (Sp):Magnificent Beast (Sp): At 5th level you gain theability to use this spell-like ability once per day. Yourheight immediately doubles, and your weight increas-es by a factor of eight. This increase changes your sizecategory to the next larger one, and you gain a +8 sizebonus to Strength and a +4 size bonus to Constitution.You gain a +4 enhancement bonus to your natural ar-mor. You gain damage reduction 5/-. Your size modifi-er for AC and attacks changes as appropriate to yournew size category. The damage dealt by your naturalweapons also increase to the next level. This effectdoesn’t change your speed. Determine space and reachas appropriate to your new size. This effect lasts for

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one round per your character level.If insufficient room is available for the desired growth,

you attain the maximum possible size and may make aStrength check (using your increased Strength) to burstany enclosures in the process. If you fail, you are con-strained without harm by the materials enclosing you—increasing your size cannot crush you.

All equipment you wear or carry is similarly enlargedby the spell. Melee and projectile weapons deal moredamage. Other magical properties are not affected bythis spell. Any enlarged item that leaves your posses-sion (including a projectile or thrown weapon) instant-ly returns to its normal size. This means that thrownweapons deal their normal damage (projectiles dealdamage based on the size of the weapon that firedthem).

Multiple magical effects that increase size do notstack.• Facing the Challenge:Facing the Challenge:Facing the Challenge:Facing the Challenge:Facing the Challenge: Any full-grown member ofyour social group, or a rogue from outside, can chal-lenge a standing alpha for the position. The challengermust be of the same base species as you, whether no-ble or not. The challenge must be a physical battle, butmagical spells and powers can be used to supplementyour physical prowess (after all, your extraordinarypowers may be what make you a better alpha). If youwin the fight and do not kill your challenger, then theymay be either banished from the group, or allowed tostay, with the defeat always hanging over him. What-ever the case, a defeated non-noble challenger cannever challenge you again (though he might plot yourdownfall in other ways). Noble challengers may attemptto challenge you again as long as they are able.

If you lose the challenge and survive, you immedi-ately lose your alpha status. You may no longer ad-vance as an alpha, and you lose the class features In-spire Confidence, Inspire Courage, and MagnificentBeast. While you still have the Leadership feat, youlose all of your followers (but not your cohort), and mustattempt to attract new followers. Depending on yourspecies and the personalities involved, you will eitherbe allowed to stay with the group in a diminished ca-pacity, or you will be banished. If you are allowed tostay, the new alpha will not tolerate you gathering newfollowers to yourself.

You may, if you wish, decide to challenge the newalpha at some point in order to take back your group. Ifso, then the same consequences apply. If you win, you

regain all lost alpha class features and may continue toadvance in this class.• Abdicating:Abdicating:Abdicating:Abdicating:Abdicating: As alpha, you can decide at any timethat you wish to retire. To do this, you must appoint asuccessor who meets with the approval of the group.After retiring you may stay with the group, advisingyour heir, or you may wish to leave and see what elsethe world has to offer.

As a retired alpha, you cannot advance in the alphaclass any further, but you do not lose any of the classfeatures you have earned. Your cohort will stay withyou, but your group is now following your successor,so you will need to attract more followers if you wish.Your Inspire Confidence and Inspire Courage abilitieswill no longer work on members of your social group,but friendly members of other species still gain the list-ed bonuses.

If at any time it appears that your heir is not doing asgood a job as you might have wished, or if you encoun-ter a different group with an unworthy leader, you mayinitiate a challenge again.

AlphaAlphaAlphaAlphaAlphaAlpha BaseBaseBaseBaseBase FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill SpecialSpecialSpecialSpecialSpecialLevelLevelLevelLevelLevel AtkAtkAtkAtkAtk SvSvSvSvSv SvSvSvSvSv SvSvSvSvSv1st +1 +0 +0 +2 Leadership, Inspire Confidence2nd +2 +0 +0 +3 Ability Boost: Cha +2, Tactics3rd +3 +1 +1 +3 Inspire Courage4th +4 +1 +1 +4 Ability Boost: Cha +2,

Superior Tactics5th +5 +1 +1 +4 Magnificent Beast

Man-ApeNot satisfied with simply serving or challenging, theman-ape is a beast that wants to be a man. They willwalk like men, talk like men, and even attempt to dresslike men. While this can appear comical to some, theman-ape is serious about his affection for the trappingsof humanity. Man-apes can even learn to use human-oid weaponry and tools.

Sometime the man-ape will hover around the edgeof civilization and become little more than a mythicbeing that villagers whisper about, either in terror oramusement. Other times a man-ape will strap on ar-mor and a sword and walk right into town and order adrink at the local inn. The results of this tend to de-pend on the open-mindedness of the innkeeper.

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Hit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8

RequirementsRequirementsRequirementsRequirementsRequirements• Skill: Skill: Skill: Skill: Skill: Knowledge (Humanoids) 8ranks, Decipher Script 3 ranks• Feats: Feats: Feats: Feats: Feats: Simple Weapon Proficien-cy, Exotic Weapon Proficiency (anyhumanoid weapon)• Special:Special:Special:Special:Special: Noble Ape, Baboon, orMonkey only

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsThe Man-Ape’s class skills (and thekey abilities for each skill) are Bluff(Cha), Climb (Str), Concentration(Con), Craft (Int), Decipher Script(Int), Diplomacy (Cha), Disguise(Cha), Gather Information (Cha),Jump (Str), Knowledge (any), Listen(Wis), Profession (Wis), Speak Lan-guage (none), Survival (Wis), UseMagic Device (Cha), and Use Rope(Dex).Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 4 + Intmodifier.

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• WWWWWeapon and Areapon and Areapon and Areapon and Areapon and Armor Prmor Prmor Prmor Prmor Proficiency:oficiency:oficiency:oficiency:oficiency:The man-ape gains proficiency withall simple weapons (as listed for hu-manoids in the core rules), and lightarmor.• Think Like A Human:Think Like A Human:Think Like A Human:Think Like A Human:Think Like A Human: At first lev-el, the man-ape no longer needs tomake Knowledge (Humanoids)checks in order to understand hu-manoid objects or actions. Fromnow on, he can perceive and reactto such items and behaviors as ifhe were a humanoid himself.• Exotic WExotic WExotic WExotic WExotic Weapon Preapon Preapon Preapon Preapon Proficiency oroficiency oroficiency oroficiency oroficiency or+1 Level of Existing Spellcasting+1 Level of Existing Spellcasting+1 Level of Existing Spellcasting+1 Level of Existing Spellcasting+1 Level of Existing SpellcastingClass:Class:Class:Class:Class: At every odd level, the man-ape can choose to either gain a pro-ficiency in a different humanoidweapon or gain a number of spellsper day as if he had gained a levelin an arcane or divine spellcasting

Man-ApeMan-ApeMan-ApeMan-ApeMan-ApeMan-Ape BaseBaseBaseBaseBase FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill SpecialSpecialSpecialSpecialSpecialLevelLevelLevelLevelLevel AtkAtkAtkAtkAtk SvSvSvSvSv SvSvSvSvSv SvSvSvSvSv1st +0 +0 +2 +2 Think Like A Human, Exotic Weapon Proficiency

or +1 Level of Existing Spellcasting Class2nd +1 +0 +3 +3 Literacy3rd +1 +1 +3 +3 Exotic Weapon Proficiency

or +1 Level of Existing Spellcasting Class4th +2 +1 +4 +4 The Gift of Understanding5th +2 +1 +4 +4 Exotic Weapon Proficiency

or +1 Level of Existing Spellcasting Class6th +3 +2 +5 +5 Disappear in the Crowd7th +3 +2 +5 +5 Exotic Weapon Proficiency

or +1 Level of Existing Spellcasting Class8th +4 +2 +6 +69th +4 +3 +6 +6 Exotic Weapon Proficiency or

+1 Level of Existing Spellcasting Class10th +5 +3 +7 +7 Man Shape

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class that he already has at least one level in.Aside from the weapons included in the man-ape’s

now expanded Simple Weapon Proficiency, all manu-factured weapons are considered exotic, whether nor-mally classified as such or not.• Literacy:Literacy:Literacy:Literacy:Literacy: By 2nd level, the man-ape no longer needsto roll Decipher Script in order to understand writtenwords, if he also knows the language in question. Thecharacter still has the noble animal ability to speak toall members of a given race if they speak any singlelanguage of that race, but he can only read the lan-guage he actually has listed as a language spoken (usu-ally Common). The character can learn new writtenlanguages by taking ranks in Speak Language.• The Gift of Understanding:The Gift of Understanding:The Gift of Understanding:The Gift of Understanding:The Gift of Understanding: At 4th level, the man-ape gains the Gift of Understanding feat even if he isnot a spellcaster.• Disappear into the Crowd:Disappear into the Crowd:Disappear into the Crowd:Disappear into the Crowd:Disappear into the Crowd: At 6th level, the man-ape gains a +8 familiarity bonus to any Bluff or Dis-guise checks when attempting to pass himself off as ahumanoid of some sort.• Man Shape:Man Shape:Man Shape:Man Shape:Man Shape: Upon reaching 10th level, the man-apegains the ability to temporarily change into a particularhumanoid. The character must choose the race thathis alternate form will belong to, provided it is of thehumanoid type (not monstrous humanoid), and no morethan one size category bigger or smaller than the char-acter’s natural form. The man-ape can change onceper day, for a period of up to three hours, after whichhe reverts to his original, form. The form the man-apechanges into will always be the same: a monkey whochanges into a kobold will always change into the samekobold.

Man-EaterThere is something awful in the woods, and that some-thing is you.

Terrible in their fury, a man-eater’s presence in anarea can cause villagers to lock themselves in at nightand brave men to stay close to their fires. In the great“Serve or Challenge” debate, the man-eater knows ex-actly on which side of the argument he stands.

Man-eaters are creatures who have not just devel-oped a taste for humanoid flesh, but have learned howto extract power from that flesh.

While usually tigers or crocodiles or the like, it isnot unthinkable for a normally inoffensive or even her-

bivorous creature to slip down the dark path that leadsto this class. Such creatures are seen as abominationsby their own kind, and treated with fear even by otherpredators. Even the occasional savage humanoid un-locks the secrets of the power within their brethren’sflesh (although they usually call themselves Wendigorather than man-eater).

Hit Die:Hit Die:Hit Die:Hit Die:Hit Die: d12

RequirementsRequirementsRequirementsRequirementsRequirements• Base Attack Bonus:Base Attack Bonus:Base Attack Bonus:Base Attack Bonus:Base Attack Bonus: +5.• Feats: Feats: Feats: Feats: Feats: Multiattack and Track.• Alignment: Alignment: Alignment: Alignment: Alignment: Any non-Good.• Special:Special:Special:Special:Special: Must have killed and eaten at least onehumanoid.

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Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsThe Man-Eater’s class skills (and the key abilities foreach skill) are Climb (Str), Gather Information (Cha),Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex),Search (Int), Spot (Wis), and Survival (Wis).Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier.

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• WWWWWeapon and Areapon and Areapon and Areapon and Areapon and Armor Prmor Prmor Prmor Prmor Proficiency:oficiency:oficiency:oficiency:oficiency: The man-eatergains no additional weapon or armor proficiencies.• Preferred Prey (Ex):Preferred Prey (Ex):Preferred Prey (Ex):Preferred Prey (Ex):Preferred Prey (Ex): At every odd level, the man-eater gains a Preferred Prey. This prey must be a spe-cific humanoid race, and the character gains a +2 bo-nus on Bluff, Listen, Sense Motive, Spot, and Survivalchecks when using these skills against members of thisrace. Likewise, he gets a +2 bonus on natural weapondamage rolls against such creatures.Note that this bonus does not stack with a ranger’s Fa-vored Enemy ability.When the man-eater gains a second Preferred Prey, hemay choose a new humanoid race, or he may chooseto stack the Preferred Prey bonuses onto an existingone. These bonuses do not stack at full value, howev-er; each Preferred Prey slot after the first that is givento a particular race adds +1 to the given checks ratherthan +2. In addition, for each Preferred Prey slot dedi-cated to a specific race, the man-eater can gain theConsume the EssenceConsume the EssenceConsume the EssenceConsume the EssenceConsume the Essence ability from an additional organfrom the same corpse (see below). In other words, if a5th level man-eater has two Preferred Prey slots dedi-

cated to human, and one to orc, he can gain the benefitof eating two different organs from a single human en-emy, and one from a single orc.• Consume the Essence (Su): Consume the Essence (Su): Consume the Essence (Su): Consume the Essence (Su): Consume the Essence (Su): At every even level, theman-eater gains access to an especially gruesome pow-er. Whenever the man-eater eats a member of his Pre-ferred Prey race (and not a Favored Enemy), he cangain a special benefit by ingesting certain organs. Thecharacter must choose a different organ each time thisability is gained. From that point on, any time the char-acter consumes the chosen organ of a Preferred Prey;they gain a single use of a given spell, to be cast at acaster level equal to the character’s level. Once used,the spell is gone and cannot be regained until the char-acter eats another of the chosen organs.

The man-eater can only gain the benefit of one or-gan per fallen foe unless he has dedicated additionalPreferred Prey slots to that race. These spells are storedup until used, so if the same man-eater above had cho-sen brain and heart for his Consume the Enemy bonus-es, and then ate the brains and hearts of four humans,and the heart of one orc; he would be able to cast Sug-gestion four times, and Heroism five times until he eatsanother foe, gaining more spells.

OrganOrganOrganOrganOrgan SpellSpellSpellSpellSpellBrain SuggestionEyes ClairvoyanceHeart HeroismKidney Vampiric TouchLiver HasteLungs Summon Monster IIIStomach Gaseous Form

Man-EaterMan-EaterMan-EaterMan-EaterMan-EaterMan-Eater BaseBaseBaseBaseBase FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill SpecialSpecialSpecialSpecialSpecialLevelLevelLevelLevelLevel AtkAtkAtkAtkAtk SvSvSvSvSv SvSvSvSvSv SvSvSvSvSv1st +1 +0 +2 +0 1st Preferred Prey2nd +2 +0 +3 +0 Consume the Essence3rd +3 +1 +3 +1 2nd Preferred Prey4th +4 +1 +4 +1 Consume the Essence5th +5 +1 +4 +1 3rd Preferred Prey6th +6 +2 +5 +2 Consume the Essence7th +7 +2 +5 +2 4th Preferred Prey8th +8 +2 +6 +2 Consume the Essence9th +9 +3 +6 +3 5th Preferred Prey10th +10 +3 +7 +3 Consume the Essence

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Mighty HunterFor the mighty hunter, providing food for oneself andone’s family is a holy undertaking. The skillful track-ing and killing of prey grants special abilities to thehunter, making him more powerful with each kill.

Hit Die:Hit Die:Hit Die:Hit Die:Hit Die: d10

RequirementsRequirementsRequirementsRequirementsRequirements• Base Attack Bonus:Base Attack Bonus:Base Attack Bonus:Base Attack Bonus:Base Attack Bonus: +3.• Feats: Feats: Feats: Feats: Feats: Track.• Special:Special:Special:Special:Special: The character must be of a carnivorous andpredatory species.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsThe Mighty Hunter’s class skills (and the key abilitiesfor each skill) are Climb (Str), Gather Information (Cha),Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex),Search (Int), Spot (Wis), and Survival (Wis).Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 4 + Int modifier.

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• WWWWWeapon and Areapon and Areapon and Areapon and Areapon and Armor Prmor Prmor Prmor Prmor Proficiency:oficiency:oficiency:oficiency:oficiency: The mighty hunt-er gains no additional weapon or armor proficiencies.• Preferred Prey (Ex):Preferred Prey (Ex):Preferred Prey (Ex):Preferred Prey (Ex):Preferred Prey (Ex): At every odd level, the mightyhunter gains a Preferred Prey. This prey must be a spe-cific species, and the character gains a +2 bonus onBluff, Listen, Sense Motive, Spot, and Survival checkswhen using these skills against members of this spe-cies. Likewise, he gets a +2 bonus on natural weapondamage rolls against such creatures.

Note that this bonus does not stack with a ranger’sFavored Enemy ability. When the mighty hunter gainsa second Preferred Prey, he may choose a new spe-cies, or he may choose to stack the Preferred Prey bo-nuses onto an existing one. These bonuses do not stackat full value, however; each Preferred Prey slot afterthe first that is given to a particular species adds +1 tothe given checks rather than +2.• Embrace the Fallen (Su):Embrace the Fallen (Su):Embrace the Fallen (Su):Embrace the Fallen (Su):Embrace the Fallen (Su): At 2nd, 4th, and 5th level,the mighty hunter can choose an aspect of their pre-ferred prey to embrace. This means that each time thecharacter kills and eats a prey animal, he gains a sin-gle use of one of the spells listed below, cast at thecharacter’s level. This spell is saved up until used. Eachtime this ability is gained, the mighty hunter mustchoose a new spell.

The spell chosen must be appropriate to the prey

animal eaten: the attribute granted by the spell mustbe one of the prey animal’s two highest to grant a useof it to the mighty hunter.

The spells to choose from are:

Bear’s EnduranceBull’s StrengthCat’s GraceEagle’s SplendorFox’s CunningOwl’s Wisdom

Mighty HunterM. Hunt.M. Hunt.M. Hunt.M. Hunt.M. Hunt. BaseBaseBaseBaseBase FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill SpecialSpecialSpecialSpecialSpecialLevelLevelLevelLevelLevel AtkAtkAtkAtkAtk SvSvSvSvSv SvSvSvSvSv SvSvSvSvSv1st +1 +0 +2 +0 1st Preferred Prey2nd +2 +0 +3 +0 Embrace the Fallen3rd +3 +1 +3 +1 2nd Preferred Prey4th +4 +1 +4 +1 Embrace the Fallen5th +5 +1 +4 +1 3rd Preferred Prey,

Embrace the Fallen

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Monastery MascotMany humanoid schools of martial arts had their be-ginnings in the observations of the movements of ani-mals. A monastery mascot is a noble animal who hasdecided to teach the monks their own unique blend oftechnique and wisdom. While most monks who studyat a given monastery will simply see the mascot as asomewhat friendly animal that hangs around the placeof learning and meditation, a few are smart enough torecognize the great wisdom that such creatures some-times possess.

Hit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

RequirementsRequirementsRequirementsRequirementsRequirements• Species:Species:Species:Species:Species: Any noble animal.• Alignment:Alignment:Alignment:Alignment:Alignment: Any lawful.• Base Attack Bonus:Base Attack Bonus:Base Attack Bonus:Base Attack Bonus:Base Attack Bonus: +4.• Ability:Ability:Ability:Ability:Ability: Charisma 10+.• Skills:Skills:Skills:Skills:Skills: Tumble 9 ranks.• Feats:Feats:Feats:Feats:Feats: Combat Expertise, Evasion• SpecialSpecialSpecialSpecialSpecial: Character must live in or around a monas-tery attended by monks for at least six months.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsThe Monastery Mascot’s class skills (and the key abili-ties for each skill) are Balance (Dex), Climb (Str), Con-centration (Con), Diplomacy (Cha), Escape Artist (Dex),Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis),Move Silently (Dex), Perform (Cha), Swim (Str), Tum-ble (Dex).

Skill Points at Each Level: Skill Points at Each Level: Skill Points at Each Level: Skill Points at Each Level: Skill Points at Each Level: 4 + Int modifier.

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• WWWWWeapon and Areapon and Areapon and Areapon and Areapon and Armor Prmor Prmor Prmor Prmor Proficiency:oficiency:oficiency:oficiency:oficiency: Monastery mas-cots gain no proficiencies with any weapon, armor, ordefensive attitudes.• Monk Abilities:Monk Abilities:Monk Abilities:Monk Abilities:Monk Abilities: A monastery mascot’s class levelsstack with his monk levels for determining his unarmeddamage, AC bonus, and unarmored speed bonus.• TTTTTechnique:echnique:echnique:echnique:echnique: At every level the monastery mascotgains a new technique from the list provided here.These techniques should represent an outgrowth of thenatural abilities and behaviors of the character’s spe-cies. The game master should have final say over whichtechniques are appropriate for each species (a few aregiven as examples below).

• The TThe TThe TThe TThe Techniques:echniques:echniques:echniques:echniques:o Bonus Feat: The monastery mascot can choose afeat from the following list as one of his techniques:Acrobatic, Agile, Athletic, Blind Fight, Combat Reflex-es, Dodge*, Improved Disarm, Improved Feint, Im-proved Grapple, Improved Trip, Power Attack*,Stealthy, or Stunning Fist.*If the character already has this feat, he can insteadchoose a feat from one of the following feat trees (hemust still meet the prerequisites for each feat):

DodgeDodgeDodgeDodgeDodge Power AttackPower AttackPower AttackPower AttackPower AttackMobility CleaveSpring Attack Great CleaveWhirlwind Attack

o Cunning Strike (Ex): By studying your opponent andrecognizing his weaknesses, you can deliver a veryaccurate strike. You can choose to make a cunning strikeby adding your Int bonus to your To Hit roll.o Deceptive Dodge (Ex): By moving in an unpredict-able and infuriating manner, you can cause your oppo-nent to misjudge where you will be from moment tomoment. You can add you Cha bonus to your AC.o Find Your Moment (Ex): By patience and will, youcan overcome even the most agile opponent. You maystrike adding your Wis bonus to your To Hit roll.o Fool’s Lure: By lulling your opponent into a falsesense of security, you can set him up for a surpriseattack. As a move action, make a Bluff test against asingle opponent’s Sense Motive test. If you fail nothingspecial happens and you may attack as normal. If yousucceed, you can treat the opponent as if they wereflanked for this attack.o Know Thine Enemy (Ex): By studying your oppo-nent, you can anticipate his attacks. You can add youInt bonus to your AC.o Sacrifice Strike (Ex): By making a dangerous, some-times foolhardy, lunge at your opponent, you can in-flict great harm upon them, but at a cost. You may, asan attack action, announce that you are going to makea sacrifice strike. You then roll to hit as usual. If youhit, you may add your Con bonus to your damage roll.Whether you hit or not, you automatically take a num-ber of hit points in damage equal to your Con bonus.• Master TMaster TMaster TMaster TMaster Technique:echnique:echnique:echnique:echnique: At 5th level, the monastery mas-cot learns a Master Technique. The Master Techniquesare as follows:

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o Hidden Ki (Su): You can disrupt the flow of yourinner energy so that your opponent cannot see you.Once per day, you may nominate a single opponent,and you will be invisible to that opponent only, as ifunder an improved invisibility spell.o Ki Healing (Su): You can channel your inner energy,or ki, to heal wounds and damage. You can heal a num-ber of hit points per day equal to your Wis bonus timesyour character level, spread out any way you wish.You may use these points to heal yourself or another.o Poisoned Ki (Su): By striking an opponent in a seriesof calculated and well-placed strikes, you can blockthe flow of ki through their body, severely debilitatingthem. As a move action, you may make a Concentra-tion check against a DC of 20. If you fail, nothing spe-cial happens and you make an attack as usual. If youmake the check, you may then make the attack withthe following effects. If the attack succeeds, in addi-tion to your normal damage, you do 1d6 + your Wisbonus in Constitution damage to your opponent. Thisability cannot be used on any opponent who would beimmune to critical hits (undead, construct, etc.) or haveno Constitution score.o Pressure Point Strike (Ex): By striking certain nerveclusters on your opponent, you can reduce his effec-tiveness in combat. As a move action, you may make aConcentration check against a DC of 15. If you fail, noth-ing special happens and you make an attack as usual.If you make the check, you may then make the attackwith the following effects. If the attack succeeds, inaddition to your normal damage, you do 1d6 + yourWis bonus in Strength or Dexterity damage to your op-ponent (you choose which). This ability cannot be usedon any opponent who would be immune to critical hits(undead, construct, etc.) or on a target that does nothave the ability in question.• Multiclass Note:Multiclass Note:Multiclass Note:Multiclass Note:Multiclass Note: A monk who becomes a monas-tery mascot may continue advancing as a monk.

Sample Monastery MascotTechnique Progressions:

Nightingale (Songbird):11111ststststst level level level level level — Bonus Feat: Agile22222ndndndndnd level level level level level — Bonus Feat: Dodge33333rdrdrdrdrd level level level level level — Cunning Strike44444ththththth level level level level level — Bonus Feat: Stunning Fist55555ththththth level level level level level — Deceptive Dodge, Master Technique: Ki Healing

Leopard:11111ststststst level level level level level — Bonus Feat: Athletic22222ndndndndnd level level level level level — Bonus Feat: Stealthy33333rdrdrdrdrd level level level level level — Bonus Feat: Dodge44444ththththth level level level level level — Sacrifice Strike55555ththththth level level level level level — Power Attack,

Master Technique: Pressure Point Strike

Monkey:11111ststststst level level level level level — Bonus Feat: Acrobatic22222ndndndndnd level level level level level — Bonus Feat: Dodge33333rrrrrddddd level level level level level — Bonus Feat: Improve Trip44444ththththth level level level level level — Deceptive Dodge55555ththththth level level level level level — Fool’s Lure, Master Technique: Hidden Ki

Snake, Viper:11111ststststst level level level level level — Bonus Feat: Improved Feint22222ndndndndnd level level level level level — Find Your Moment33333rdrdrdrdrd level level level level level — Bonus Feat: Improved Grapple44444ththththth level level level level level — Bonus Feat: Combat Reflexes55555ththththth level level level level level — Fool’s Lure,

Master Technique: Poisoned Ki

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Tiger:11111ststststst level – level – level – level – level – Bonus Feat: Power Attack22222ndndndndnd level – level – level – level – level – Bonus Feat: Dodge33333rdrdrdrdrd level – level – level – level – level – Bonus Feat: Mobility44444ththththth level – level – level – level – level – Bonus Feat: Spring Attack55555ththththth level – level – level – level – level – Bonus Feat: Whirlwind Attack,

Master Technique: Pressure Point Strike

Monastery MascotMonast.Monast.Monast.Monast.Monast. BaseBaseBaseBaseBase FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill SpecialSpecialSpecialSpecialSpecialMascotMascotMascotMascotMascot AtkAtkAtkAtkAtk SvSvSvSvSv SvSvSvSvSv SvSvSvSvSvLevelLevelLevelLevelLevel1st +0 +2 +2 +2 Monk Abilities, Technique2nd +1 +3 +3 +3 Technique3rd +2 +3 +3 +3 Technique4th +3 +4 +4 +4 Technique5th +3 +4 +4 +4 Technique,

Master Technique

Noble DiscipleThe noble disciple is usually a monk that recognizedthe wisdom of a monastery mascot and allowed him-self to be taught. Many noble disciples go through theirentire training without realizing that the mascot wasanything more than a very wise animal, while othersare told of the existence of noble animals.

Hit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

RequirementsRequirementsRequirementsRequirementsRequirements• Race:Race:Race:Race:Race: Any humanoid.• Alignment:Alignment:Alignment:Alignment:Alignment: Any lawful.• Base Attack Bonus:Base Attack Bonus:Base Attack Bonus:Base Attack Bonus:Base Attack Bonus: +2• Skills:Skills:Skills:Skills:Skills: Knowledge (nature or religion) 6 ranks.• Feats:Feats:Feats:Feats:Feats: Improved Unarmed Combat, Evasion• Special:Special:Special:Special:Special: This class is only available to characterswho have studied with a monastery mascot.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsThe Noble Disciple’s class skills (and the key abilitiesfor each skill) are Balance (Dex), Climb (Str), Concen-tration (Con), Craft (Int), Diplomacy (Cha), Escape Art-ist (Dex), Hide (Dex), Jump (Str), Knowledge (Int), Lis-ten (Wis), Move Silently (Dex), Perform (Cha), Swim(Str), Tumble (Dex).Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 4 + Int modifier.

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• WWWWWeapon and Areapon and Areapon and Areapon and Areapon and Armor Prmor Prmor Prmor Prmor Proficiency:oficiency:oficiency:oficiency:oficiency: Noble disciplesgain no proficiencies with any weapon, armor, or de-fensive attitudes.• Monk Abilities:Monk Abilities:Monk Abilities:Monk Abilities:Monk Abilities: A noble disciple’s class levels stackwith his monk levels for determining his unarmed dam-age, AC bonus, and unarmored speed bonus.• Protected Species: Protected Species: Protected Species: Protected Species: Protected Species: Upon becoming a noble disci-ple, the character is forbidden from ever harming amember of his mascot’s species, normal or noble. If heever intentionally harms or damages one of the speci-fied creature, he can no longer advance as a noble dis-ciple.• TTTTTechnique:echnique:echnique:echnique:echnique: At every odd level the noble disciplecan learn one of the techniques belonging to his mon-astery mascot. The GM will tell determine which tech-niques a particular mascot has.• Beast TBeast TBeast TBeast TBeast Tongue (Ex):ongue (Ex):ongue (Ex):ongue (Ex):ongue (Ex): At 1st level the noble disciplegains the ability to speak to animals of his mascot’sspecies.

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Chapter 2: Classes

• Species Friend (Ex):Species Friend (Ex):Species Friend (Ex):Species Friend (Ex):Species Friend (Ex): At 2nd level the disciple’s fa-miliarity with his mascot’s species grants him a +4 fa-miliarity bonus to any applicable Diplomacy, HandleAnimal, Heal, Profession, or Ride skill checks havingto do with creatures of that species (noble or natural).In addition, the noble disciple can always take 10 onany of these checks, no matter the situation.• Master TMaster TMaster TMaster TMaster Technique:echnique:echnique:echnique:echnique: At 5th level, the noble disciplecan choose to take either a new Technique, or a MasterTechnique.• Multiclass Note:Multiclass Note:Multiclass Note:Multiclass Note:Multiclass Note: A monk who becomes a noble dis-ciple may continue advancing as a monk. A charactercan take the noble disciple class multiple times, eachtime taking it for a different mascot of a different spe-cies (i.e., he could become a disciple of a bat and thenbecome a disciple of a baboon, but he could not be-come a disciple of two different bats). The charactercannot advance further as a noble disciple for a givenspecies if he has already begun advancing as a nobledisciple for another species.

Noble DiscipleNobleNobleNobleNobleNoble BaseBaseBaseBaseBase FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill SpecialSpecialSpecialSpecialSpecialDisc.Disc.Disc.Disc.Disc. AtkAtkAtkAtkAtk SvSvSvSvSv SvSvSvSvSv SvSvSvSvSv1st +0 +2 +2 +2 Monk Abilities,

Protected Species,Technique, Beast Tongue

2nd +1 +3 +3 +3 Species Friend3rd +2 +3 +3 +3 Technique4th +3 +4 +4 +45th +3 +4 +4 +4 Technique

or Master Technique

TotemThe Totem is a noble animal who has decided to aid aparticular tribe of primitive humanoids. To membersof that tribe, the totem’s wisdom is beyond question,and its powers like unto a god’s. To the tribe’s shaman,the totem is a valuable partner and trusted friend.

Hit Die:Hit Die:Hit Die:Hit Die:Hit Die: d8.

RequirementsRequirementsRequirementsRequirementsRequirements• Skills:Skills:Skills:Skills:Skills: Diplomacy 8 ranks, Knowledge (nature) 8ranks• Special:Special:Special:Special:Special: Must be able to cast divine spells.• Special:Special:Special:Special:Special: Must have regular and peaceful contact with

a humanoid tribal shaman.

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsThe Totem’s class skills (and the key abilities for eachskill) are Concentration (Con), Diplomacy (Cha), Han-dle Animal (Cha), Heal (Wis), Knowledge (humanoids),Knowledge (nature), Listen (Wis), Spellcraft (Int), andSurvival (Wis).Skill Points at Each Level: Skill Points at Each Level: Skill Points at Each Level: Skill Points at Each Level: Skill Points at Each Level: 4 + Int modifier.

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• WWWWWeapon and Areapon and Areapon and Areapon and Areapon and Armor Prmor Prmor Prmor Prmor Proficiency:oficiency:oficiency:oficiency:oficiency: Totems gain noproficiencies with any weapon, armor, or defensiveattitudes.• Spells Per Day:Spells Per Day:Spells Per Day:Spells Per Day:Spells Per Day: When a totem level is gained, thecharacter gains new spells per day as if he had alsogained a level in a divine spellcasting class he belongedto before becoming a totem. He does not, however, gainany other benefit a character of that class would havegained, except for an increased effective level of spell-casting. If a character had more than one divine spell-casting class before becoming a totem, he must decideto which class he adds the new level for purposes ofdetermining spells per day.• Gift of Understanding:Gift of Understanding:Gift of Understanding:Gift of Understanding:Gift of Understanding: At 1st level, the totem gainsthe feat Gift of Understanding.• Grant Boons (Su):Grant Boons (Su):Grant Boons (Su):Grant Boons (Su):Grant Boons (Su): At 3rd level, the totem can castany Boon spell he has access to on humanoids in addi-tion to noble animals.• Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: At 4th, 7th, and 10th levels, the totemgains a bonus feat from the following list: Bestow Gift,

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Create Fetish, Create Greater Fetish, Create Juju, GrantMagical Might, Grant Wondrous Trait, Imbue LesserSpellthrall, or Imbue Spellthrall. The totem can usethese feats to create boons for other noble animals orfor humanoid members of his tribe, only.

TotemTTTTTotemotemotemotemotem BaseBaseBaseBaseBase FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill SpecialSpecialSpecialSpecialSpecial

AtkAtkAtkAtkAtk SvSvSvSvSv SvSvSvSvSv SvSvSvSvSv1st +0 +0 +0 +2 Gift of Understanding,

+1 level of existing class2nd +1 +0 +0 +3 +1 level of existing class3rd +1 +1 +1 +3 Grant Boons,

+1 level of existing class4th +2 +1 +1 +4 Bonus Feat,

+1 level of existing class5th +2 +1 +1 +4 +1 level of existing class6th +3 +2 +2 +5 +1 level of existing class7th +3 +2 +2 +5 Bonus Feat,

+1 level of existing class8th +4 +2 +2 +6 +1 level of existing class9th +4 +3 +3 +6 +1 level of existing class10th +5 +3 +3 +7 Bonus Feat,

+1 level of existing class

War MountWhile most typically taken by equine or canine char-acters, the war mount is any noble animal who hastaken to allowing a smaller creature to ride on theirback. The rider is most often a humanoid or simiancharacter, but there is nothing stopping a cat from giv-ing a mouse a ride into battle, or an eagle letting arabbit cling on for dear life.

Hit Die:Hit Die:Hit Die:Hit Die:Hit Die: d10.

RequirementsRequirementsRequirementsRequirementsRequirements• Base Attack Bonus:Base Attack Bonus:Base Attack Bonus:Base Attack Bonus:Base Attack Bonus: +5.• Skills:Skills:Skills:Skills:Skills: Ride 8 ranks.• Feats:Feats:Feats:Feats:Feats: Mobility• Special:Special:Special:Special:Special: Size Tiny or larger

Class SkillsClass SkillsClass SkillsClass SkillsClass SkillsThe War Mount’s class skills (and the key abilities foreach skill) are Climb (Str), Handle Animal (Cha), In-timidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level:Skill Points at Each Level: 2 + Int modifier.

Class FeaturesClass FeaturesClass FeaturesClass FeaturesClass Features• WWWWWeapon and Areapon and Areapon and Areapon and Areapon and Armor Prmor Prmor Prmor Prmor Proficiency:oficiency:oficiency:oficiency:oficiency: The war mountgains no additional weapon proficiencies, but he doesgain proficiency with light and medium armor or bard-ing, if a character is a quadruped with the proper bodyshape (horse, dog, goat, etc.) he also gains proficiencywith heavy barding.• Partnership (Ex): Partnership (Ex): Partnership (Ex): Partnership (Ex): Partnership (Ex): A war mount forms a special bondwith a single rider above all others. The rider must beof at least one size category smaller than the war mount,and have at least half as many ranks in Ride as the warmount himself has. As the war mount gains levels, hewill be able to share his abilities with his rider whilethe rider is mounted on the war mount. A war mountcan choose to dismiss a rider at any time, just like aranger can dismiss a companion. A war mount canonly have one bonded rider at a time.• Mounted Combat Substitution:Mounted Combat Substitution:Mounted Combat Substitution:Mounted Combat Substitution:Mounted Combat Substitution: The war mount isconsidered to have the Mounted Combat Feat for pur-poses of feat prerequisites, but does not gain the Ridecheck to negate a hit unless he actually takes the feat.• Powerful Charge (Ex): Powerful Charge (Ex): Powerful Charge (Ex): Powerful Charge (Ex): Powerful Charge (Ex): At 1st level, you gain the Pow-erful Charge special attack. You now deal double yourprimary attack damage + 2x your Strength modifierwhen you charge.• Pounce (Ex): Pounce (Ex): Pounce (Ex): Pounce (Ex): Pounce (Ex): At 2nd level, you gain the Pounce abil-ity, if you do not already have it, enabling you to makea full attack at the end of a charge action.• TTTTTransfer Abilities (Ex): ransfer Abilities (Ex): ransfer Abilities (Ex): ransfer Abilities (Ex): ransfer Abilities (Ex): At 3rd level, the war mountcan transfer his war mount abilities to his rider. Thismeans the bonded rider gains the benefit of powerfulcharge, pounce, and whatever bonus feat the charac-ter takes at 3rd level. These abilities can only be usedby the rider while mounted.• Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: At 3rd level, the war mount gains a bo-nus feat from the following list: Acrobatic, Athletic,Combat Expertise, Combat Reflexes, Spring Attack,Endurance, Diehard, Trample, Power Attack, ImprovedBull Rush, Improved Overrun, or Run. All prerequi-sites for these feats must be met.• Share Health (Su): Share Health (Su): Share Health (Su): Share Health (Su): Share Health (Su): At 4th level, the link betweenmount and rider has become such that they can lendeach other part of their life force. The war mount cansacrifice up to his character level plus his Cha modifi-er in Hit Points and give them to his bonded rider onceper day. The rider can also do this, for a total of therider’s character level plus the rider’s Cha modifier inhit points, once per day.

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Chapter 2: Classes

• Hairpin THairpin THairpin THairpin THairpin Turururururn (Ex): n (Ex): n (Ex): n (Ex): n (Ex): By 5th level the war mount haslearned to change its direction suddenly without los-ing too much momentum, enabling it to take a chargeaction even if it would have to turn to do so. If the warmount chooses to exercise a hairpin turn, its chargedistance decreases to one and a half (1.5) times its basespeed, rather than two times the base speed. Only oneturn, up to 90 degrees, is permitted, and the war mountmust be able to see the target of its attack before it be-gins the charge, even if the path of the charge wouldtake them out of line of sight.

War MountWWWWWararararar BaseBaseBaseBaseBase FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill SpecialSpecialSpecialSpecialSpecialMountMountMountMountMount AtkAtkAtkAtkAtk SvSvSvSvSv SvSvSvSvSv SvSvSvSvSv1st +1 +0 +2 +0 Partnership,

Mounted Combat Substitution,Powerful Charge

2nd +2 +0 +3 +0 Pounce3rd +3 +1 +3 +1 Transfer Abilities, Bonus Feat4th +4 +1 +4 +1 Share Health5th +5 +1 +4 +1 Hairpin Turn

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Chapter 3: Skills

Craft (Beavercraft)(Int; Trained only for non-beavers)This specialized Craft skill covers the various struc-tures that a noble beaver might want to build, includ-ing any that he might invent for a specific purpose.This skill operates differently from other Craft skills.

Check:Check:Check:Check:Check: Using the Craft (Beavercraft) skill, you canbuild any number of “primitive” structures, using ma-terials to be found in the wild (sticks, mud, rocks, clay,etc.). Unlike other Craft skills, it is not necessary tohave any sorts of tools, or even to pay for materials tocreate Beavercraft items.

The materials needed for a given structure will al-ways be found near the site of the construction. If youare attempting to build in an area that is a foreign envi-ronment to you (desert, tundra, artic), you will simplyfind substitute materials native to where you are (with+2 unfamiliarity modifier added to the DC of the check).To create a beavercraft construction, follow these steps:

1. Find the structure’s DC on the table below, or havethe DM set the DC for a structure not otherwisedescribed.

2. Make the skill check using the given DC.3. The time required to complete the construction is

equal to the DCx2 in hours.4. The time is reduced by one half (½) hour for every

one (1) that your roll beats the DC by.

When building a beavercraft structure, you must stilleat and sleep. If another animal is willing to gatherfood for you, you may work uninterrupted for up to 18hours in a single day. If you have no such assistance,you may only work 12 hours a day. Constructions whichtake longer than that to complete are, naturally, com-pleted on subsequent days.

StructureStructureStructureStructureStructure DCDCDCDCDCBarricade 5Wall 10Simple Dam (no lair) 12Beaver Dam (with lair) 15Palace Dam (with extensive lair) 20Unfamiliar Environment +2

For example, Skeshit, a noble beaver expert, hasdecided to build himself and his mate a nice new home.He wants something simple, with room for what hehopes to be a big family. Unfortunately, Skeshit’s ad-venturing career has taken him far from the temperateriver valley where he was born, and he must build hishome on an unfamiliar, yet fertile, river running throughthe middle of a great desert. The DC to build the damhe wants is 17 (15 for a beaver dam, +2 for unfamiliarlocale). This project should take 34 hours to complete.Since he wants to surprise his mate, Skeshit is doingthe work alone, so he’s looking at three days of work.He rolls a total of 24 (die roll 14, +3 Int bonus, +7 ranksin Craft (Beavercraft)). This roll is not only a success; italso shaves 3 ½ hours off the time required, making it31 ½ hours, which still means he will be busy for threedays (but he can take a nice long nap on the third day).

Action:Action:Action:Action:Action: does not apply. Craft (Beavercraft) checksare made once for each project.

TTTTTrrrrry Again: y Again: y Again: y Again: y Again: Yes, but the detritus of the failed attemptmust be cleared away first, which will take a numberof hours equal to one half the DC of the desired con-struction. Alternatively, you may choose to simply buildin another location, which removes this necessity (butno self-respecting beaver leaves his neighborhood lit-tered with the evidence of their architectural failures).Synergy:Synergy:Synergy:Synergy:Synergy: If you have 5 or more ranks in Knowledge

Following are a variety of new skills available to Noble Animal characters. Also included are a number ofexisting skills, such as Ride and Survival, which have been modified with the needs of Noble Animalcharacters in mind.

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(Architecture & Engineering), you get a +2 bonus onCraft (Beavercraft) checks.

Special:Special:Special:Special:Special: Only beavers (natural or noble) may usethis skill untrained. Furthermore, any non-beaver char-acter using this skill has a –4 species penalty to allCraft (Beavercraft) checks.

Deft of Jaw (Dex)This skill replaces Sleight of Hand for noble animals.

Check:Check:Check:Check:Check: A DC 10 Deft of Jaw check lets you slip acoin-sized, unattended object into your mouth.

When you use this skill under close observation, yourskill check is opposed by the observer’s Spot check.The observer’s success doesn’t prevent you from per-forming the action, just from doing it unnoticed.

You can also use Deft of Jaw to entertain an audi-ence as though you were using the Perform skill. Insuch a case, your “act” encompasses elements of leg-erdemain, juggling, and the like. This is a popular useof this skill among performing apes.

Sample TSample TSample TSample TSample Taskaskaskaskask DCDCDCDCDCSlip a coin-sized object into your mouth 10Lift a small object from a person or animal 20

Action:Action:Action:Action:Action: Any Deft of Jaw check normally is a stan-dard action. However, you may perform a Deft of Jawcheck as a free action by taking a –20 penalty on thecheck.

TTTTTrrrrry Again:y Again:y Again:y Again:y Again: Yes, but after an initial failure, a secondDeft of Jaw attempt against the same target (or while

you are being watched by the same observer who no-ticed your previous attempt) increases the DC for thetask by 10.

Synergy:Synergy:Synergy:Synergy:Synergy: If you have 5 or more ranks in Bluff, youget a +2 bonus on Deft of Jaw checks.

Untrained:Untrained:Untrained:Untrained:Untrained: An untrained Deft of Jaw check is sim-ply a Dexterity check. Without actual training, you can’tsucceed on any Deft of Jaw check with a DC higherthan 10.

Disguise (Cha)When playing in a world with intelligent, talking ani-mals, it is inevitable that some noble animal is going tofind itself in a situation where it needs to look like some-thing else.

Noble animal characters are limited in the Disguiseskill by their shapes, of course. It is only possible for anoble animal to disguise itself as an animal of a similarshape and the same size category. It is up to the GM todetermine what a possible disguise would be. Obvi-ously, wolves, coyotes, and many dogs can imperson-ate each other with little trouble; many rodents canpass as other rodents; and a lion with a good dye jobmight make a reasonable tiger. No matter how good ofa disguise is, without magical intervention, a horse willnever be able to pass itself off as a blue jay.

Just as when a humanoid uses this skill, they canchoose to impersonate a particular individual or a type.Most animals will require some assistance in making adisguise believable; the application of dyes, the stylingof fur, etc. are all difficult tasks for an animal alone.

Escape Artist (Dex; Armor Check Penalty)This skill can come in quite handy for a noble animalcharacter in ridding themselves of tiresome harnesses,leashes, tresses, or yokes.

Gather Information (Cha)In an At The Forest’s Edge style campaign (Chapter 8),this skill can be very useful for noble animals wishingto keep tabs on humanoids.

Any character who is, or can pass for, a domesticanimal in a given humanoid settlement (cats, dogs,horses, rats, etc.) should be given a +6 unobtrusive-ness bonus to their Gather Information skill check wheneavesdropping on humanoid conversations. This bo-nus is negated if any humanoids present are aware ofthe existence of noble animals.

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Chapter 3: Skills

Knowledge (Humanoids) (Int)The world of the two-legs can be a confusing and frus-trating one for animals, noble and otherwise. Many ofthe things they do simply make no sense from an ani-mal’s point of view. This skill allows a noble animalcharacter to understand the customs and objects ofhumanoid societies. The table below gives some sam-ple DCs for various tasks using this skill.

Sample TSample TSample TSample TSample Taskaskaskaskask DCDCDCDCDCTell the difference between a house and a barn 5Tell the difference between a dance

and a threat display 10Perceive representational art 15Recognize a uniform or heraldry device 17Determine the use of a tool 18Determine the function of a structure 20

Synergy:Synergy:Synergy:Synergy:Synergy: If you have 5 or more ranks in Knowledge(History), or Knowledge (Nobility & Royalty) you get a+2 bonus on Knowledge (Humanoids) checks.

If you have 5 or more ranks in Knowledge (Human-oids), you get a +2 bonus on Knowledge (History) orKnowledge (Nobility & Royalty) checks.

If you have 5 or more ranks in Knowledge (Human-oids), you get a +2 bonus on Knowledge (Local) checkswhen the area is populated by humanoids with perma-nent settlements.

Profession (Various) (Wis; Trained only)Listed here are a few specific Profession subskills thata noble animal might learn. These skills are all aboutworking with humanoids, so any character with one ofthese skills has firmly planted his flag on the Serveside of the Serve or Challenge question.

Check:Check:Check:Check:Check: There are two types of skill check used bynoble animal characters with a Profession skill. Thefirst is the same as that used by humanoids; to make aliving. Because animals do not generally earn, nor careabout money, this is a simple test against a DC of 10, tomake sure your master is pleased enough with yourwork to keep you around.

The second type of check is used to perform job-specific tasks, should the need arise, and the DCs forthese are listed with the subskills themselves.

Action:Action:Action:Action:Action: The skill check to remain employed is notan action, but rather represents a week’s labor. Themore specific checks listed below are usually full-round

actions, as determined by the GM.TTTTTrrrrry Again:y Again:y Again:y Again:y Again: Varies. An attempt to remain employed

cannot be retried, but several other checks may be, asdetermined by the GM.

Synergy:Synergy:Synergy:Synergy:Synergy: If you have 5 or more ranks in Survival,you get a +2 bonus on Profession (Bloodhound) checks.Reciprocally, if you have 5 or more ranks in Profession(Bloodhound), you get a +2 bonus on Survival checks.If you have 5 or more ranks in Spot, you get a +2 bonuson Profession (Chase Hound) checks.

If you have 5 or more ranks in Survival, you get a +2bonus on Profession (Rescue Animal) checks.If you have 5 or more ranks in Search, you get a +2bonus on Profession (Retriever) checks.

Below is a list of several new Profession subskillsespecially designed for noble animal characters.

Bloodhound: Bloodhound: Bloodhound: Bloodhound: Bloodhound: This Profession is one of the hunting dogspecialties. It encompasses the knowledge and abilityto lead other characters (usually humanoids) after thetrail of a given quarry. This skill does not allow a char-acter to track, but rather to successfully lead otherswhile tracking and attend to other duties that a hunt-ing dog may have.

This skill is not limited to dogs; in fact, some lizardfolk tribes use monitor lizards, and many gnolls em-ploy hyenas – it’s just that most humanoids use dogs.

Sample TSample TSample TSample TSample Taskaskaskaskask DCDCDCDCDCShow handler where the quarry is 10Tree quarry 15Recognize attempts to cover tracks 20

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Border Dog: Border Dog: Border Dog: Border Dog: Border Dog: This Profession skill represents the knowl-edge and ability to control a herd of non-noble sheep orcattle or similar herdbeasts, usually under the direc-tion of a humanoid, but a noble animal with this skillcan very likely do the job on his own.

While the name of this skill certainly suggests a ca-nine-only skill, it is not unheard of for members of oth-er species to take up this profession (there was this onepig, for example).

Sample TSample TSample TSample TSample Taskaskaskaskask DCDCDCDCDCSpot stray animals 5Lead sheep to corral 10Spot a stalking predator 15

Chase Hound: Chase Hound: Chase Hound: Chase Hound: Chase Hound: Another hunting dog specialty, this sub-skill represents the knowledge and ability to chasedown a quarry that has been flushed from hiding. Whilenot necessarily good trackers, chase hounds are veryvaluable partners to some hunters. As with most hunt-ing dog Professions, this job is more about how onerelates to the hunter.

Once more, dogs are the most common type of chasehounds found, but what hunter wouldn’t be tickled pinkto have a cheetah serve as a chase hound?

Sample TSample TSample TSample TSample Taskaskaskaskask DCDCDCDCDCDistinguish between prey

and other fast-moving objects 5Chase prey in desired direction 15

Guide Animal:Guide Animal:Guide Animal:Guide Animal:Guide Animal: When a humanoid loses their sight orhearing, they sometimes use specially trained guideanimals to help them go about their daily lives. Dogs,especially, feel quite proud to protect a human chargein this manner.

Sample TSample TSample TSample TSample Taskaskaskaskask DCDCDCDCDCRecognize common threats to your master 5Guide your master across a busy street 15Guide your master through

the trap-laden entrance to an ancient ruin 20Recognize when your master

is being short-changed 25

Messenger: Messenger: Messenger: Messenger: Messenger: Able to carry messages across vast distanc-es, many noble birds take this profession to serve aswartime couriers or simply as a postal service. Some

aquatic elf tribes use porpoises as messengers.

TTTTTaskaskaskaskask DCDCDCDCDCRecognize landmarks 5Recognize recipient 15Deliver memorized message 25

Rescue Animal: Rescue Animal: Rescue Animal: Rescue Animal: Rescue Animal: A popular profession among heroical-ly-minded noble animals, a rescue animal is adept atfinding lost people, whether they are buried in the rub-ble of an earthquake or are wandering aimlessly in thedesert.

TTTTTaskaskaskaskask DCDCDCDCDCSmell fresh air or water 5Listen for signs of life 15Locate survivor in rubble 18

Retriever:Retriever:Retriever:Retriever:Retriever: The last of the hunting dog specialties, aretriever finds and returns quarry that a hunter hasbrought down. Though primarily used for small gameand the like, sometimes a retriever might be asked tofetch something else, like an item of treasure or a mes-sage.

Ride (Dex)In addition to being used to ride creatures, this skillcan also be used to allow oneself to be ridden. The DCsand uses for this skill are the same as they would be ifthe rider were the one making the checks.

Speak Language (None; Trained Only)Noble animals have a strange relationship with human-oid language. While most of them do learn Common atsome point (in order to better “Serve or Challenge”humanity), they never need to learn any other humanlanguage. The reason for this is that, to noble animals,all members of a single species, no matter where theyare originally from, speak the same language. The onlydifferences are in the form of differing accents and id-ioms. As far as noble animals are concerned, there isonly one human language, with thousands of differentaccents.

What does this mean? It means that a noble animalcharacter (and only a noble animal character) whounderstands Common, will also be able to understandFrench, or Chinese, or Theran, or High Jeronian withthe same ease, and can further be understood by hu-

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mans who speak a human tongue. All human languageis as one to a noble animal, with the exception of se-cret or artificial languages.

At the same time, all Elves, be they High, Wood,Sea, or Drow, all speak the same language as far asanimals are concerned. Likewise for all Dwarves, andso on.

A human in the company of a noble animal will beable to understand the animal when it speaks Com-mon, even if the animal is currently speaking to a hu-man who speaks another language. The humans willnot be able to understand each other if they speak dif-ferent languages, but they can speak to the noble ani-mal. To try to understand why this is has given manyhuman sages migraines. The animals don’t understandit either, but they are much less concerned.

Noble animals have a hard time even understand-ing why humans will often need to have translatorswhile speaking to members of their own species. Thisis the reason why noble animals make terrible transla-tors.

None of the animal languages, including High Fau-na, have a written component. The only way for a no-ble animal character to read any written language atall is with the Decipher Script skill.

New LanguagesBat:Bat:Bat:Bat:Bat: All bats, no matter what type, speak a variety of

this.Camel:Camel:Camel:Camel:Camel: The language of camels, though most cam-

els learn Herdspeak and Equine as well.Canine:Canine:Canine:Canine:Canine: Almost all the various canid species speak

this language.Crocodilian:Crocodilian:Crocodilian:Crocodilian:Crocodilian: The language of alligators and croco-

diles.Elephant:Elephant:Elephant:Elephant:Elephant: Elephants have a very complicated lan-

guage.Equine:Equine:Equine:Equine:Equine: While horses are the primary speakers of

this language, there are several other species who speakit is well.

Feline:Feline:Feline:Feline:Feline: Every cat, from the tiniest kitten, to the great-est tiger, speaks Feline.

Herdspeak:Herdspeak:Herdspeak:Herdspeak:Herdspeak: This language is used by a huge num-ber of herbivorous herd animals.

High Fauna:High Fauna:High Fauna:High Fauna:High Fauna: This is a form of common tongue, spo-ken by all noble animals. It is also the only animal tongueavailable to be learned by humanoids. While spells orspecial abilities may allow them to speak to normal

Chapter 3: Skills

animals for a brieftime, humanoidscan never learn theanimal languagesthemselves.

Hyena:Hyena:Hyena:Hyena:Hyena: The lan-guage of hyenas isspurned by mostother animals.

Lizard:Lizard:Lizard:Lizard:Lizard: Thethousands of spe-cies of lizard allspeak the samelanguage.

Monitor:Monitor:Monitor:Monitor:Monitor: Fewmonitors deign tospeak anything buttheir own lan-guage.

Raptor:Raptor:Raptor:Raptor:Raptor: The language of hunting birds.Rodent:Rodent:Rodent:Rodent:Rodent: The language of mice, rats, squirrels, rab-

bits, and other rodentine creatures.Serpent:Serpent:Serpent:Serpent:Serpent: The language of all snakes.Simian:Simian:Simian:Simian:Simian: This is the language of many primate spe-

cies.Songbird:Songbird:Songbird:Songbird:Songbird: Almost all birds that do not speak Raptor

speak Songbird.Ursine:Ursine:Ursine:Ursine:Ursine: This is the language that bears share.Whale:Whale:Whale:Whale:Whale: All sea-borne mammals speak whale.WWWWWoodland:oodland:oodland:oodland:oodland: This language is spoken by a huge vari-

ety of animals, most of whom are small, and live in oraround woods.

Survival (Wis)A noble animal’s lifetime of practice makes the Surviv-al skill simply instinctual. While other uses are donethe same way as in the core rules, a noble animal onlyneeds to beat a DC of 5 in order to get along in the wild.A noble animal can provide food and water for oneother member of his own species for every 2 points bywhich their check result exceeds 5. To provide foodand water for members of other species, they still needto beat a 10.

Tumble(Dex; Trained only, Armor Check Penalty)This skill is equally as useful for aerial and aquaticcharacters as it is for more earthbound types.

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Chapter 4: Feats

Ability Focus [General]One of your special attacks is more difficult for an op-ponent to avoid.

Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Special attack.Benefit:Benefit:Benefit:Benefit:Benefit: Add +2 to the DC for all saving throws

against the special attack on which you focus.Special:Special:Special:Special:Special: You can gain this feat multiple times. Its

effects do not stack. Each time you take the feat it ap-plies to a different special attack.

Adaptive Camouflage [Species]Your skin can change color to blend in with your sur-roundings.

Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Lizard, frog, or toad.Benefit:Benefit:Benefit:Benefit:Benefit: You gain a +10 camouflage bonus to Hide

checks.

Aggressive Attitude [General]You can gain a defensive benefit by adopting an ag-gressive and watchful attitude.

Benefit:Benefit:Benefit:Benefit:Benefit: You can choose the Aggressive Attitude aseither your starting or triggered Attitude for the day.

Awesome Blow [General, Fighter]Prerequisites:Prerequisites:Prerequisites:Prerequisites:Prerequisites: Str 25, Power Attack, Improved Bull

Rush, size Large or larger.Benefit:Benefit:Benefit:Benefit:Benefit: As a standard action, you may choose to

subtract 4 from your melee attack roll and deliver anawesome blow. If you hit a corporeal opponent smallerthan yourself with an awesome blow, your opponentmust succeed on a Reflex save (DC = damage dealt) orbe knocked flying 10 feet in a direction of your choiceand fall prone. You can only push the opponent in astraight line, and the opponent can’t move closer toyou than the square it started in. If an obstacle pre-vents the completion of the opponent’s move, the op-ponent and the obstacle each take 1d6 points of dam-age, and the opponent stops in the space adjacent tothe obstacle.

A fighter may select Awesome Blow as one of hisfighter bonus feats.

Bestow Gift [Boon Creation]You can grant magical abilities similar in function to

Various feats especially appropriate for various noble animal characters appear in the following section.Some of them are listed as monster feats in the core books, but are reprinted here to give noble animalcharacters access to them.

magic rings.Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Caster level 12th.Benefit:Benefit:Benefit:Benefit:Benefit: You can bestow any gift whose prerequi-

sites you meet. Bestowing a gift takes one day for each1,000 gp in its base price. To determine the XP cost ofa gift, take the market price of the corresponding ringand divide by 25. To determine the ability sacrifice nec-essary, divide the market price by 20,000, rounding up.The recipient of the gift must stay within your pres-ence for this entire time it is being created.

Some magical gifts incur extra costs in blood com-ponents or XP, as noted in their descriptions. You mustpay such a cost to bestow such a gift.

For purposes of boon creation, any effect that can begranted by a ring can be given as a gift.

Brachiation [Species]You can move through the upper limbs of trees andsimilar environments with great ease.

PrPrPrPrPrerererererequisites:equisites:equisites:equisites:equisites: Ape, monkey, or other arboreal crea-ture (squirrel, etc.)

Benefit:Benefit:Benefit:Benefit:Benefit: You can move through the upper canopiesof jungles and forests with the same ease you movealong the ground. You can use your Base Speed to movethrough any heavily forested area without touching theground by leaping and swinging from tree to tree. Youcan also use this among the rafters of a building, oreven stalactites on a cavern ceiling.

Call Stampede [Species]You can call on your fellow beasts to flatten everythingin sight.

Prerequisites:Prerequisites:Prerequisites:Prerequisites:Prerequisites: Elephant, Equine, Herdbeast, Moose,Rhinoceros; 5th level; Charisma 13+.

Benefit:Benefit:Benefit:Benefit:Benefit: You can let out a thundering below once aweek that calls the nearest herd of any herd animals tostampede through your location, nearly destroying ev-erything in sight. The herd arrives in 3d10 minutes.Roll a d4 to determine from which direction the stam-pede arrives. The ground will begin to shake and therumble will be heard for several turns before the stam-pede arrives. The herd cuts a swath of destruction start-ing from the edge of the map and continuing to theopposite edge. This tide of destruction is 20 feet wide

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plus an additional 5 feet for each 3 of your characterlevels, centered on your location at the time you madethe call. The front edge of the wave moves 160 feet perturn until it leaves the map, with the tail edge follow-ing 6d6 feet behind.

For each turn a creature, character, or object is withinthe area of the stampede, they must make a Reflex anda Fortitude save versus a DC of 15. For each save failed,the target takes 2d6 damage, with a successful savereducing this by half. All movement within the stam-pede area (except flying) is restricted; no run or chargeactions can be taken unless the target is under free-dom of movement or a similar spell.

This ability can only be used above ground in a cli-mate or region similar to your home territory.

Cautious Attitude [General]You can gain a defensive benefit by adopting a cau-tious and wary attitude.

Prerequisites:Prerequisites:Prerequisites:Prerequisites:Prerequisites: Aggressive Attitude.Benefit:Benefit:Benefit:Benefit:Benefit: You can choose the Cautious Attitude as

either your starting or triggered Attitude for the day.

Create Fetish [Boon Creation]You can bestow the effects of a spell into an object orcreature, just like a humanoid can brew a potion.

PrPrPrPrPrerererererequisites:equisites:equisites:equisites:equisites: Noble animal only, caster level 3rd.Benefit:Benefit:Benefit:Benefit:Benefit: You can create a fetish of any 3rd level or

lower spell that you know and that targets one or morecreatures. Creating a fetish takes one day. When youcreate a fetish, you set the caster level, which must besufficient to cast the spell in question and no higherthan your own level. The ability sacrifice necessary to

create a fetish is always one point. The XP cost of afetish is the spell level x its caster level x 2.

The spell effect of the fetish is placed into an objector creature. Any noble animal can activate the fetishby simply eating the object (or creature), or scratchinghimself if the fetish was placed on him.

For example, a noble wolf wizard decides to grantan invisibility fetish to a noble horse who has done hima favor. The horse now has a shock of white hair justabove his right front hoof. Anytime he chooses he canrub the marked leg on the ground and release the spell.The white patch will disappear, and so will the horse.Another animal could, with the horse’s permission, rubthat patch of fur and gain the benefit of the fetish, whichalso uses it up.Another method is to make a fetish out of some rela-tively small, innocuous item; such as a twig, a bit ofstring or a pebble. An object so enchanted will appearto glow faintly to the eyes of any noble animal. Whilemost animals will have difficulty carrying it around,any noble animal that eats it gains the effect. No matterwhat the object is, the animal will suffer no ill effectsfrom eating it, as the magic consumes it before it canimpact their digestion.

A final method of creating fetishes is favored by somepredatory spell-casters (especially of the feline variety).A fetish can be imbued into a living non-noble creatureof size diminutive or smaller. Just as with inanimatefetishes, these fetish creatures will glow faintly to anoble animal. Any noble animal who eats it will gainthe effects of the fetish. A favorite practice among barn-cat sorcerers is to create fetishes out of several micethat share his barn, and call them to him when he wish-es to use them. The helpless rodents will follow the catuntil such time as the effect is needed, when he eats it.An animal that has been made into a fetish does notage, and does not need to eat or sleep.

A variation on this theme is used by many fur-bear-ing noble animals, who imbue fleas or ticks with a fe-tish, then “groom” them off of themselves or allow anally to groom them to get the effect of the fetish. Fetishfleas and ticks do no harm to a creature on whom theyare riding, neither do they age, eat, or sleep. Similarly,avian characters will use the mites that can be foundin their feathers.

When you create a fetish, you make any choicesthat you would normally make when casting the spell.Whoever activates the fetish is the target of the spell.

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When a fetish is placed within a non-noble animal, itcompletely overwrites their personality, turning theminto a walking catatonic magical item, completely com-pliant to the will of the character controlling them. Inthis state, they can only respond to the simplest of com-mands: “come”, “stay”, “follow”, “sit”, “stand”.

Any fetish that stores a spell with a costly materialcomponent or an XP cost also carries a commensuratecost. In addition to the costs derived from the base price,you must expend the material component or pay theXP when creating the fetish unless you have EschewMaterials or Greater Eschew Materials.

Create Greater Fetish [Boon Creation]PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: Noble animal only, Caster level 5th.Benefit:Benefit:Benefit:Benefit:Benefit: You can create a greater fetish of any 4th-

level or lower spell that you know. Creating a greaterfetish takes one day for each 40 XP in its XP cost. TheXP cost of a greater fetish is its caster level x the spelllevel x 30. The ability sacrifice for a greater fetish is theXP cost divided by 800 (round up). A newly createdgreater fetish has 50 charges.

Any greater fetish that stores a spell with a bloodcomponent or an XP cost also carries a commensuratecost. In addition to the ability sacrifice and the XP cost,you must expend fifty times the blood component orpay fifty times the XP cost unless you have EschewMaterials or Greater Eschew Materials, in which caseit is only necessary to pay the XP cost. This is the onlytime a caster can use another creature’s blood as a bloodcomponent; one or more willing noble animals canvolunteer hit points to complete the creation, beingunable to heal those points for at least 24 hours.

A greater fetish can only be created in a living crea-ture. Most noble animal spell casters turn this feat onthemselves, effectively turning themselves into a mag-ic wand. Some occasionally imbue an animal compan-ion or familiar with this power, so that it can be access-ed at a moment’s notice. Only a noble animal can ac-cess the greater fetish’s power. If the fetish is in a nobleanimal with the ability use it, it can do so at will untilthe charges are used up. A creature currently host to agreater fetish will be seen to have eerie, glowing pupil-less eyes by any noble animal or humanoid with TheGift of Understanding.

If the greater fetish is inside a non-noble animal, then anynoble animal can activate it if they are in contact with thecreature and know the proper command.

Oddly enough, if a greater fetish is placed within asentient humanoid or a non-noble animal (with theexception of a familiar), it completely overwrites theirpersonality, turning them into a walking, glowing eyed,catatonic, magical arsenal, completely compliant to thewill of the character controlling them. In this state, theycan only respond to the simplest of commands: “come”,“stay”, “follow”, “sit”, “stand”, and the command toactivate its spell. Once the charges are used up, thecreature will awaken as if out of a coma and be ex-tremely confused.

A familiar with a greater fetish placed within themretains its consciousness and abilities as a familiar. Anon-noble familiar cannot access the power of a great-er fetish within itself.

A single creature can contain the effects of up tothree greater fetishes, two lesser spellthralls, and onespellthrall.

Create Juju [Boon Creation]You can create a juju from a bit of your own fur, afeather, or a scale that can be used to cast a spell.

Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Caster level 1st.Benefit:Benefit:Benefit:Benefit:Benefit: You can create a juju of any spell that you

know. Creating a juju takes one day for each 40 XP inits cost. To create a juju, you must spend XP in theamount of the spell’s level x its caster level, and sacri-fice one ability point. See Chapter 7 for more on abilitysacrifice.

Any juju that stores a spell with a blood componentor an XP cost also carries a commensurate cost. In ad-dition to the base XP cost, you must expend the bloodcomponent or pay the spell’s XP when creating thejuju unless you have Eschew Materials or Greater Es-

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chew Materials, in which case only the XP cost may benecessary.

A juju is used just like a scroll, and is subject to thesame rules.

Death Roll [Species]You can drag an opponent into deep water to drownthem or twist their limbs apart.

Prerequisites:Prerequisites:Prerequisites:Prerequisites:Prerequisites: Crocodilian, Improved Grab.Benefit:Benefit:Benefit:Benefit:Benefit: When fighting in water, you can drag a tar-

get into deep water and roll them over and over, untilthey drown. Once you successfully grapple a foe, youmay begin to roll under the water. In addition to takinggrapple damage each turn, the target must also makeFortitude tests to keep holding its breath, with a DC of10 plus your character level. If the target fails this test,or they simply run out of breath, they must then at-tempt to avoid drowning per the core rules.

While on land, you can use the death roll to deal asignificant amount of torque damage by latching onto atarget’s body part and then twisting until it comes off.To do this, you can elect to take a -4 penalty to yourGrapple check in order to attempt the death roll attack.If the attack is successful, the target is dealt twice thenormal grapple damage (including any Strength bo-nus).

Eschew Materials [General]In addition to ignoring minor material components forhumanoid spells, this feat also allows a caster to ig-nore the blood component of an animal spell.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast any humanoid spell that has amaterial component costing 1 gp or less without need-ing that component. (The casting of the spell still pro-vokes attacks of opportunity as normal.) If the spell re-quires a material component that costs more than 1 gp,you must have the material component at hand to castthe spell, just as normal.

For noble animals, you can cast a spell that has aone hit point blood component without taking any dam-age.

Exotic Weapon Proficiency [General, Fighter]You can use humanoid weapons without the non-pro-ficiency penalty.

Prerequisites:Prerequisites:Prerequisites:Prerequisites:Prerequisites: Base attack bonus +1; hands, vesti-gial hands, or a trunk (real or spectral).

Benefit:Benefit:Benefit:Benefit:Benefit: For noble animals, all humanoid weapons

are considered exotic (with the exception of the cluband the rock), so this feat must be taken for each hu-manoid weapon a noble animal character wishes touse. A noble animal using a humanoid weapon doesnot need to use their primary natural weapon to attack.The character can also gain additional attacks with theweapon, provided his base attack bonus is high enough.Using these multiple attacks means that the charactercannot use any natural weapons in the same round.

Special:Special:Special:Special:Special: You can gain Exotic Weapon Proficiencymultiple times. Each time you take the feat, it appliesto a new type of exotic weapon.

A fighter may select Exotic Weapon Proficiency asone of his fighter bonus feats.

Flyby Attack [General]Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Fly speed.Benefit:Benefit:Benefit:Benefit:Benefit: When flying, you can take a move action

(including a dive) and another standard action at anypoint during the move. You cannot take a second moveaction during a round when you make a flyby attack.

Normal: Normal: Normal: Normal: Normal: Without this feat, a character takes a stan-dard action either before or after its move.

The Gift of Understanding [General]You can recognize and use humanoid magic.

Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Intelligence 13+, caster level 3rd.Benefit:Benefit:Benefit:Benefit:Benefit: Your detect magic spells will now be able todetect humanoid items and spells. You can useSpellcraft to identify humanoid spells. You can usehumanoid-manufactured magic items (that were notdesigned for animals). Finally, you can read humanoidmagic when you cast read magic, and learn humanoidspells.

A humanoid caster can take this feat and have itapply to noble animal magic.

Normal:Normal:Normal:Normal:Normal: Without this feat, humanoid and noble an-imal magic is completely transparent to each other.

Grant Magical Might [Boon Creation]You can grant magical weaponry and protection to no-ble animals.

PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: Noble animal only, Caster level 5th.Benefit:Benefit:Benefit:Benefit:Benefit: You can grant the effect of any magic weapon

or armor whose prerequisites you meet. Granting thisboon takes one day for each 1,000 gp in the marketprice of its magical features. To grant this boon, you orthe recipient must spend 1/25 of its features’ total price

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in XP. Divide the total price by 10,000 (round up) inorder to find how much ability sacrifice is necessary.

This effectively turns the recipient’s own naturalweapons (or their hide) into magical weapons or ar-mor.

The costs listed are for “native” natural weapons; inother words, ones the recipient has already, just with-out magic. If you wish to use this boon to improve aspectral weapon granted by the grant natural weaponspell (Like antlers on a rabbit) the XP cost is doubled.

Grant Wondrous Trait [Boon Creation]PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: Noble animal only, Caster level 3rd.Benefit:Benefit:Benefit:Benefit:Benefit: You can grant a noble animal the abilities

of any wondrous item whose prerequisites you meet.Granting a wondrous trait takes one day for each 1,000gp in its price, during which time the recipient muststay within your sight. To grant a wondrous trait, youmust spend 1/25 of the trait’s price in XP and sacrificeone ability point for each 20,000 gp in the listed price(round up). See Chapter 7 for more on ability sacrifice.Some wondrous traits are based on items or spells thatincur extra costs in blood components or XP, as notedin their descriptions. These costs are in addition to thosederived from the trait’s base price unless you have Es-chew Materials or Greater Eschew Materials.There is no way to hide a wondrous trait. If you haveone, then everyone capable of perceiving noble animalmagic will be able to see it unless its effects are direct-ly to the contrary (such as wondrous trait based on acloak of invisibility).

Greater Eschew Materials [General]You can cast a greater variety of humanoid or animalspells without material or blood components, respec-tively.

PrPrPrPrPrerererererequisites:equisites:equisites:equisites:equisites: Noble animal only, Eschew Materi-als, caster level 5+.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast any humanoid spell that has amaterial component costing 100gp or less without need-ing that component. (The casting of the spell still pro-vokes attacks of opportunity as normal.) If the spell re-quires a material component that costs more than 100gp, you must have the material component available tocast the spell, just as normal.

For noble animals, you can cast any animal spellwith a blood component of up to 10 hit points withouttaking any damage.

Greater Multiattack [General, Fighter]Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Dexterity 17+, three or more natural

attacks, Multiattack, Improved Multiattack, base attackbonus of +11.

Benefit:Benefit:Benefit:Benefit:Benefit: You can attack an additional time per roundwith one of your primary weapons, albeit at a –2 penal-ty.

Normal:Normal:Normal:Normal:Normal: Without this feat, a creature can only at-tack once with its primary weapon.

A fighter may select Greater Multiattack as one ofhis fighter bonus feats.

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Growth Spurt [General]You have a sudden burst of growth, increasing yoursize.

PrPrPrPrPrerererererequisites:equisites:equisites:equisites:equisites: Noble animal only, must belong to aspecies with a Size Threshold or level-dependent sizechanges, and have not taken the levels necessary togain all the size increases available.

Benefit:Benefit:Benefit:Benefit:Benefit: Your size category increases by one, withall the attendant bonuses and penalties that brings withit. Any natural weapons you have will be larger now aswell, and so will deal greater damage, following thesame progression as in the Improved Natural Attackfeat.

Note:Note:Note:Note:Note: This feat will not allow a character to growbigger than a member of his species who has reachedall of their species’ Size Thresholds.

Hamstring [Species]You can hamper an opponent’s mobility with a viciousattack to the tendons of the leg.

Prerequisites:Prerequisites:Prerequisites:Prerequisites:Prerequisites: Noble cat, big cat, great cat, cheetah,or hyena; base attack bonus +2.

Benefit:Benefit:Benefit:Benefit:Benefit: As a full attack action, you can decide tomake an attack at a melee opponent’s limbs. This at-tack has a –4 penalty to hit. It the attack hits, in addi-tion to the normal damage, the target’s movement rateis reduced by half until they receive healing equal tothe amount of damage done by the attack.

Imbue Lesser Spellthrall [Boon Creation]PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: Noble animal only, caster level 9th.Benefit:Benefit:Benefit:Benefit:Benefit: You can turn any non-noble Diminutive to

Small-size animal into the equivalent of a rod whoseprerequisites you meet. Imbuing a lesser spellthrall takesone day for each 1,000 gp in its base price. To imbue alesser spellthrall, you must spend 1/25 of its base pricein XP and sacrifice one ability point for each 20,000 gpin the listed price (round up). See Chapter 7 for moreon ability sacrifice.

When an animal becomes a lesser spellthrall, it nolonger has Intelligence, Wisdom, or Charisma, andmakes saves as an object. Its AC becomes 9 and it has10 hit points with DR 6/-. The lesser spellthrall willonly respond to the simplest of commands: “come”,“stay,” “follow,” “sit,” “stand,” and of course, the com-mand words to activate its special abilities.

Some lesser spellthralls incur extra costs in materi-al components or XP, as noted in their descriptions.These costs are in addition to those derived from thelesser spellthrall’s base price.

A single creature can contain the effects of up tothree greater fetishes, two lesser spellthralls, and onespellthrall.

Imbue Spellthrall [Boon Creation]PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: Noble animal only, caster level 12th.Benefit:Benefit:Benefit:Benefit:Benefit: You can turn any Small or Medium-sized

non-noble animal into a spellthrall, giving it the abili-ties of a staff whose prerequisites you meet. This can-not be done to a familiar, an animal companion, orotherwise supernatural animal.

Imbuing a spellthrall takes one day for each 1,000gp in its base price. To imbue a spellthrall, you mustspend 1/25 of its base price in XP and sacrifice oneability point for each 20,000 gp in the listed price (roundup). A newly created spellthrall has 50 charges.

Some spellthralls incur extra costs in blood compo-nents or XP, as noted in their descriptions. These costsare in addition to those derived from the spellthrall’sbase price.

When an animal becomes a spellthrall, it no longerhas Intelligence, Wisdom, or Charisma, and makessaves as an object. Its AC becomes 7 and it has 10 hitpoints with DR 10/-. The spellthrall will only respondto the simplest of commands: “come,” “stay,” “follow,”“sit,” “stand,” and of course, the command words toactivate its special abilities.

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Once the spellthrall’s charges are used up, the crea-ture will die as if from extreme old age.A single creature can contain the effects of up to threegreater fetishes, two lesser spellthralls, and onespellthrall

Improved Manipulation [General]Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Dexterity 13+, hands, prehensile tail,

vestigial hands, or trunk.Benefit:Benefit:Benefit:Benefit:Benefit: The penalty for using your hands, tail, or

trunk to perform skills or make attacks with weaponsis reduced by 2.

Special:Special:Special:Special:Special: This feat can be taken multiple times, andits effects stack. This can never give a character a bo-nus to using their hands; it can only remove a penalty.

Improved Multiattack [General, Fighter]Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Dexterity 15+, three or more natural

attacks, Multiattack, base attack bonus of +6.Benefit:Benefit:Benefit:Benefit:Benefit: You may make secondary attacks with no

penalty. You still may only add ½ of your Strength bo-nus, if any to these attacks.

Normal:Normal:Normal:Normal:Normal: Without this feat, a noble animal characterhas a –2 penalty to all secondary attacks..

A fighter may select Improved Multiattack as one ofhis fighter bonus feats.

Improved Natural Armor [General, Fighter]PrPrPrPrPrerererererequisites:equisites:equisites:equisites:equisites: Natural armor, Con 13.Benefit:Benefit:Benefit:Benefit:Benefit: Your natural armor bonus increases by 1.Special:Special:Special:Special:Special: A noble animal can gain this feat multiple

times. Each time you take this feat your natural armorbonus increases by another point.

A fighter may select Improved Natural Armor as oneof his fighter bonus feats.

Improved Natural Attack [General, Fighter]Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Natural weapon, base attack bonus +4.Benefit:Benefit:Benefit:Benefit:Benefit: Choose one of your natural attack forms.

The damage for this natural weapon increases by onestep, as if your size had increased by one category:1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.A weapon or attack that deals 1d10 points of damageincreases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8,12d8.

A fighter may select Improved Natural Attack as oneof his fighter bonus feats.

Late Bloomer [General]You seemed to be the runt of the litter, but now youhave begun to grow again.

PrPrPrPrPrerererererequisites:equisites:equisites:equisites:equisites: Noble animal only, must belong to aspecies with species class levels.

Benefit:Benefit:Benefit:Benefit:Benefit: You may now take levels in your speciesclass at any time you choose, even if you have pro-gressed to higher levels in other classes.

Multiattack [General, Fighter]Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Three or more natural attacks.Benefit:Benefit:Benefit:Benefit:Benefit: Your secondary attacks with natural weap-

ons take only a –2 penalty.NorNorNorNorNormal:mal:mal:mal:mal: Without this feat, the creature’s secondary

attacks with natural weapons take a –5 penalty.A fighter may select Multiattack as one of his fighter

bonus feats.

Nature�s Colossus [General]You have grown much larger than most members of

your species.PrPrPrPrPrerererererequisites:equisites:equisites:equisites:equisites: Amphibian, Avian, or Reptile only;

character level 10+ (except for lizards, who must havea character level of 5+), must have reached all yourspecies’ Size Thresholds or taken all level dependent

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size increase from species class (if any).Benefit:Benefit:Benefit:Benefit:Benefit: Your size category increases by one, with

all the attendant bonuses and penalties that brings withit. Any natural weapons you have will be larger now aswell, and so will deal greater damage, following thesame progression as in the Improved Natural Attackfeat.

Special:Special:Special:Special:Special: Reptiles may take this feat multiple times,growing an additional size category with each feat.

Prehensile Tail [Species]You can use your tail as an extra hand.

PrPrPrPrPrerererererequisites:equisites:equisites:equisites:equisites: Monkey only.Benefit:Benefit:Benefit:Benefit:Benefit: You have a highly dexterous tail that can

be used to grasp objects or even wield a weapon. Yougain a +3 circumstance bonus to any climb checks.Any attacks with a weapon held in the tail count as off-handed attacks and carry a -10 penalty (this stacks withany non-proficiency penalties).

Pull In [Species]You can pull yourself into your shell to avoid takingdamage in combat.

PrPrPrPrPrerererererequisites:equisites:equisites:equisites:equisites: Tortoise only.Benefit:Benefit:Benefit:Benefit:Benefit: You can pull your head, legs, and tail in-

side your shell and attempt to wait out the fight. Whenyou choose total defense, instead of a +4 dodge bonus,you lose your Dex modifier (which is most likely a neg-ative number anyway), and gain an additional +4 Nat-ural Armor bonus on top of your regular AC.

While shut in, you cannot move at all, but you cancast spells, should you choose to do so. You retain theabove stated armor bonus if you choose, and are notsubject to attacks of opportunity. While pulled in, youcannot gain the benefits of the Combat Casting feat.

In addition, while pulled in, you can elect to rollyour Fortitude Save instead of you Reflex Save for anyattack that grants a Reflex Save to lessen or eliminatedamage.

Roar [Species]You can let out a deafening roar to shake you foes.

PrPrPrPrPrerererererequisites:equisites:equisites:equisites:equisites: Ape, Bear, or Great Cat; 5th level.Benefit:Benefit:Benefit:Benefit:Benefit: This ability allows the character to make a

single Intimidate check against a number of opponentsequal to his level plus Cha bonus. The targets for thischeck can be anyone in earshot of the roar, which isanywhere within a 2 mile radius.

Runt [General]You are very small for your species, or are possibly of asmaller breed.

Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Only available to characters whose sizeis at least Tiny, when first created.

Benefit:Benefit:Benefit:Benefit:Benefit: You are one size category smaller than oth-er members of your species. Whenever you reach aSize Threshold or gain a level that includes a size in-crease, your size increases as well, but only to a stepbelow that gained by normal-sized members of yourspecies. This smaller size carries with it the attendantbonuses and penalties to hit rolls, AC, etc.

Special:Special:Special:Special:Special: No character can take Runt in combinationwith Growth Spurt, Late Bloomer, or Nature’s Colos-sus.

Simple Weapon Proficiency [General, Fighter]You can use some humanoid weapons without the non-proficiency penalty.

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Chapter 4: Feats

Prerequisites:Prerequisites:Prerequisites:Prerequisites:Prerequisites: Hands, vestigial hands, or a trunk(real or spectral).

Benefit:Benefit:Benefit:Benefit:Benefit: When a noble animal character of any classtakes this feat, they gain the ability to use a club or athrown rock as weapons without the –4 non-proficien-cy penalty. A noble animal using a humanoid weapondoes not use their primary natural weapon to attack.The character can also gain additional attacks with theweapon, provided his base attack bonus is high enough.Using these multiple attacks means that the charactercannot use any natural weapons in the same round.

A fighter may select Simple Weapon Proficiency asone of his fighter bonus feats.

Strength Substitution [General, Fighter]You can perform feats normally reserved for much stron-ger creatures.

PrPrPrPrPrerererererequisites:equisites:equisites:equisites:equisites: Size Small or smaller, ability to sub-stitute Dexterity modifier for Strength modifier for aStrength-based skill check (such as a rabbit’s ability tosubstitute Dexterity for Strength for Jump checks).

Benefit:Benefit:Benefit:Benefit:Benefit: When taking a new feat with a minimumStrength prerequisite, you are treated as if you have aStrength of 13 for the purposes of that feat.

A fighter may select Strength Substitution as one ofhis fighter bonus feats.

Sturdy Attitude [General]You can gain a defensive benefit by adopting a sturdyand implacable attitude.

Prerequisites:Prerequisites:Prerequisites:Prerequisites:Prerequisites: Aggressive Attitude, Cautious Atti-tude.

Benefit:Benefit:Benefit:Benefit:Benefit: You can choose the Sturdy Attitude as ei-ther your starting or triggered Attitude for the day.

Threat Display [General]You have some natural method of making yourself ap-pear more fierce and imposing. This is accomplishedthrough the use of brightly patterned scales or feath-ers, extending frills of skin, arching one’s back, rattlingyour tail, or any one of thousands of different features.

PrPrPrPrPrerererererequisites:equisites:equisites:equisites:equisites: Noble animal only.Benefit:Benefit:Benefit:Benefit:Benefit: You get a +2 bonus on all Bluff and Intimi-

date checks.

Trumpet [Species]You can use your trunk to trumpet a warning, greeting, oreven a more complex message that can be heard for miles.

Prerequisites:Prerequisites:Prerequisites:Prerequisites:Prerequisites: Elephant, Cha 13+.Benefit:Benefit:Benefit:Benefit:Benefit: You can aid another character performing

any Intelligence, Wisdom, or Charisma based skillcheck, as long as they are within a 5-mile radius. Youmust possess ranks in the skill being attempted, andcannot take 10 on the aid attempt.

Venom Spitting [Species]Some species of viper (like the spitting cobra) have anadditional use for their venom. You can spit your ven-om into your foes’ eyes, blinding them.

PrPrPrPrPrerererererequisites:equisites:equisites:equisites:equisites: Viper only, character level 3+.Benefit:Benefit:Benefit:Benefit:Benefit: You may choose to spit your venom as an

attack action. This attack has a range increment of 3feet and does 1d4 damage. On a successful hit, thetarget must make a Fort save versus a DC of 10 or beblinded (this DC can be increased with the Ability Fo-cus feat). If the venom is cleaned out within 1d6 min-utes, the effect lasts 1d6 hours. If the victim is unableto clean the venom out, the blindness becomes perma-nent.

Versatile Beast [General, Fighter]Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Dexterity 13+, two or more natural at-

tacks, Base attack of +5.Benefit:Benefit:Benefit:Benefit:Benefit: You may choose one of your secondary at-

tacks to serve as an alternate primary attack. In anygiven round, you may announce that the alternate at-tack will be the primary for that round, giving it yourfull attack bonus, while all other attacks are treated assecondary, including your normal primary attack.

Normal:Normal:Normal:Normal:Normal: Without this feat, a noble animal characterhas only one primary attack (or pair of attacks) All oth-er attacks are secondary, and have a -5 penalty to hit inthe absence of certain feats.

A fighter may select Versatile Beast as one of hisfighter bonus feats.

Wingover [General]Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Fly speed.Benefits:Benefits:Benefits:Benefits:Benefits: You can change direction quickly once each

round while flying as a free action. This feat allowsyou to turn up to 180 degrees regardless of your ma-neuverability, in addition to any other turns you arenormally allowed. You cannot gain altitude during around when you execute a wingover, but you can dive.The change of direction consumes 10 feet of flyingmovement.

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Chapter 5: Deeds

Acquiring DeedsAs a noble animal character embarks on an adventur-ing career, he will hopefully perform heroic and leg-endary actions. Not having access to magic weaponsand treasure like most humanoid characters, nobleanimals (and only noble animals) can gain the benefitsof various “deeds” as a reward for their actions.

Deeds are organized into “trees.” Each deed treeincludes five separate deeds, each having a separateexperience point cost and available at different char-acter levels. Use the following table to determine thecosts of the deeds. Deeds in a deed tree must be pur-chased in order; a character must have the 1st and 2nd

deeds before he can purchase the 3rd deed in the sametree. A character can have deeds from multiple trees,provided he meets the prerequisites for each individu-al deed.

If the conditions for a deed are met, including expe-rience point expenditure, a deed can be gained imme-diately, even while in the midst of an adventure.

DeedDeedDeedDeedDeed XP CostXP CostXP CostXP CostXP Cost Minimum Character LevelMinimum Character LevelMinimum Character LevelMinimum Character LevelMinimum Character Level1st 125 1st

2nd 250 2nd

3rd 500 4th

4th 1,000 7th

5th 2,000 11th

PrerequisitesIn addition to the level requirements and experiencepoint costs, deeds also have prerequisites that must bemet before they can be purchased – many deeds, forexample, can only be taken by characters of a specificspecies. Other prerequisites are actions that the char-acter must have performed before being eligible for thedeed. A character cannot “save up” qualifying actionsfor deeds. Once an action is accomplished, the experi-ence points must be spent for the deed at the very nextopportunity. If a character has accomplished the pre-

requisite actions for more than one deed in a deed tree,only the lowest level deed the character qualifies for iscounted. Actions for higher level deeds do not counttoward prerequisites until all of the lower level deedshave already been obtained.

Once a character has a deed, it cannot be taken awayexcept through use of a bestow curse, wish, or othersimilarly powerful magics. If a deed is removed throughuse of bestow curse, it can be restored through the usu-al means (remove curse, limited wish, etc.).

A character can only take deeds from a single deedtree with a species requirement.

Creating New DeedsWhile there are certainly a lot of deeds presented here(170 organized into 34 trees), there simply was notenough space to create a species-specific deed tree forevery species available in this book. Not to worry, how-ever; creating your own deed tree is easy, if you followthese guidelines.

First, think of the theme of the deed tree. All of thedeeds in a particular tree should reflect a similar theme.Also, try not to duplicate an existing tree; with the ex-istence of Armored Aura, for example, there really isno need for another deed tree that provides enhance-ment bonuses to AC.

Next, choose or create five deeds, one for each levelof the tree. The easiest and quickest way to do this is tosimply have the deed duplicate the effects of an exist-ing spell – there are hundreds to choose from, after all,and they cover a tremendous range of action. If a deedis based off of a spell, it is simple to assign it a level;simply give it the same level as it’s spell level.

Finally, present your proposed deed to your GM. Pro-vided your deed tree makes sense using the “logic” ofmagic, is not unbalanced, and seems to fit the speciesit was created for, he may welcome the addition of anew deed tree to the arsenal (his NPCs can use it, too,you know). He should take a look at the benefit’s thedeed provides, and devise the prerequisite actions need-

Deeds are special features, similar to feats, that grant noble animal characters new abilities or enhanceexisting ones. Deeds are performance based, each requiring some specific action to have been performed in order to be available to the character. Unlike feats, deeds are not granted as the character

advances in levels, but rather purchased with experience points after specific conditions are met. For example,Huun, a brown bear, has just been wounded in a fight and has the required 125 experience points to spend. Hespends the points and gains the 1st deed of the Terrible Fury deed tree, granting him the Rage ability.

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ed to qualify for each deed. Players can make sugges-tions for this step, but the GM’s decision is final. Therequired actions should be a challenge for a characterwhose level brings him into eligibility for the deeds. Ifit is too hard, the player will never be able to gain thedeed and may feel cheated. If it is too easy, it couldunbalance your campaign by having powerful magicat the disposal of a character who is not yet ready for it.

Deed DescriptionsAny spell granted by a deed is considered a spell-likeability. The caster level for these abilities is always thenoble animal’s character level.

Armored AuraPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must have been struck by a foe incombat. Bonuses from this deed tree can stack withboons that also grant bonuses to Armor Class, up to amaximum of +5.

11111ststststst Deed: Deed: Deed: Deed: Deed: +1.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must be involved in (and at least

struck a blow toward) the defeat of an opponent whoselevel is equal to or greater than your own.

Benefit: Benefit: Benefit: Benefit: Benefit: +1 enhancement bonus to Armor Class.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: +2.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must be involved in (and at least

struck a blow toward) the defeat of an opponent whohas some sort of magical resource (spells, items, etc.)

Benefit:Benefit:Benefit:Benefit:Benefit: +2 enhancement bonus to Armor Class.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: +3.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must win a battle in which you

are outnumbered.Benefit: Benefit: Benefit: Benefit: Benefit: +3 enhancement bonus to Armor Class.

44444ththththth Deed: Deed: Deed: Deed: Deed: +4.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must be involved in (and at least

struck a blow toward) the defeat of an undead oppo-nent.

Benefit:Benefit:Benefit:Benefit:Benefit: +4 enhancement bonus to Armor Class.

55555ththththth Deed: Deed: Deed: Deed: Deed: +5.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must win a battle in which you

are outnumbered at least 5 to 1.Benefit:Benefit:Benefit:Benefit:Benefit: +5 enhancement bonus to Armor Class.

Brother to WindsPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Horse only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Burst of Speed.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must win a race of at least 1 mile

with another horse, without using any magical aid.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast expeditious retreat once per

day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Calling the Zephyr.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must run with a storm, racing with

it, for a full day.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast gust of wind once per day.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: Leap.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must leap over either a 25-foot

chasm or a 7-foot wall.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast jump 5 times per day.

44444ththththth Deed: Deed: Deed: Deed: Deed: In the Sky’s Embrace.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must win a race of at least 10 miles

with a bird of prey.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast air walk once per day.

55555ththththth Deed: Deed: Deed: Deed: Deed: Leading the Wind’s Herd.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must stand out in a dangerous

storm (a gale, hurricane, or typhoon), not seeking shel-ter, for an entire day.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast control winds once per day.

Cruel JesterPrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: Noble Hyena or Monkey only.

11111ststststst Deed: Deed: Deed: Deed: Deed: The Gift of Laughter.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must make an opponent laugh dur-

ing combat,Optional Rule: If you make your entire gaming group,

including the GM, laugh all at once through in-charac-ter action you can also qualify for this deed.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast hideous laughter once per day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Vicious Taunt.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must successfully taunt an oppo-

nent (using the Bluff skill) during combat.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast touch of idiocy 3 times a day.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: Misfortune.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have destroyed a magic weapon.

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Benefit:Benefit:Benefit:Benefit:Benefit: Whenever an enemy rolls a 1 while attack-ing you with a normal humanoid-made weapon, theirweapon breaks. If the enemy is attacking with a magicweapon, the weapon gets a save versus a DC of 15. Ifthe weapon makes the save, nothing happens. If it fails,the weapon loses all magical abilities and qualities for1 day. Whenever an enemy rolls a 1 while attackingyou with a natural weapon, they injure themselves,and cannot use that attack again for a day.

44444ththththth Deed: Deed: Deed: Deed: Deed: Infectious Laughter.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must incapacitate an NPC with

laughter without resort to magic.Optional Rule: If you can incapacitate your GM

through laughter (he can’t speak for at least 1 minute),you can also qualify for this deed.

Benefit: Benefit: Benefit: Benefit: Benefit: When you cast hideous laughter using theGift of Laughter deed (and not as one of the spells grant-ed to a spell-caster), the target of that spell becomes acarrier of the spell’s effect, spreading it to those aroundhim. Every creature within 10 feet of the target mustmake a Will save versus the original hideous laughterspell. Any creatures that fail suffer the same effects asthe original target, and any creatures within 10 feet ofthese victims must also make a Will save versus theoriginal spell. Any creature that has successfully savedonce does not need to save again, no matter how manytargets near them are affected.

Any creature that moves to within 10 feet of anyvictim of this spell before the spell’s duration is overmust also make a Will save or fall prey to the involun-tary hilarity.

55555ththththth Deed: Deed: Deed: Deed: Deed: Foolmaker.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must bring an opponent to tears

through use of taunts.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast feeblemind once per day.

Divine MarkPrerequisite: Prerequisite: Prerequisite: Prerequisite: Prerequisite: Only a noble animal with entirely white

fur, feathers, scales, skin, or hide can take this deedtree.

11111ststststst Deed: Deed: Deed: Deed: Deed: Holy Fury.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have been personally in-

volved in (and at least struck a blow toward) the defeatof at least 4 Hit Dice worth of undead creatures.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast disrupt undead 3 times per day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: The Scent of Corruption.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must inspect an entire graveyard,

identifying any undead (if any) present. This inspec-tion must take a full night.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast detect undead 3 times perday.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: Chosen.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must have come into contact with

an extraplanar evil enemy.Benefit:Benefit:Benefit:Benefit:Benefit: All of your natural weapons are considered

Good as per the align weapon spell.

44444ththththth Deed: Deed: Deed: Deed: Deed: Let No Evil Live.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must have defeated an extrapla-

nar evil opponent in single combat.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast dispel evil once per day.

55555ththththth Deed: Deed: Deed: Deed: Deed: Necrobane.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must clear an entire undead in-

festation (at least 20 HD worth). You may have assis-tance in this.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast disrupting weapon once perday.

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Dawn�s UsherPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Songbird only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Song of Peace.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have made a successful Will

Save versus a fear effect.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast remove fear once per day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Song of Support.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must stabilize a dying creature.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast aid once per day.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: Song of The Harsh Light.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have failed a save versus an

undead creature’s special attack (paralysis, level drain,ability damage, etc.).

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast searing light once per day.

44444ththththth Deed: Deed: Deed: Deed: Deed: Song of The Dawn’s Break.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must be touched by a celestial crea-

ture.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast daylight 3 times per day.

55555ththththth Deed: Deed: Deed: Deed: Deed: Song of Forgiveness.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must forgive a great wrong that is

done to you, and not take any sort of retaliatory action.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast atonement once per day.

DreamtimerPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must have a Wisdom score of 12

or better.

11111ststststst Deed: Deed: Deed: Deed: Deed: Active Dreamer.....PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must sleep uninterrupted for an

entire night (or day) in a location of mystical impor-tance. This can be a haunted grove, a temple, the tombof a great hero, a conjunction of ley-lines, or anywhereelse the GM feels appropriate. You will not get enoughrest to regain any spells if you are a spell-caster.

Benefit: Benefit: Benefit: Benefit: Benefit: Each night, you dream. The subject matterin these dreams can give you insight and confidencefor the coming day. Roll a d10 for each full night’s (orday’s) sleep you get, and reference the table below.You gain a morale bonus of the amount listed to theactivity listed for the entire day, until you go to sleepagain. If your sleep is interrupted, you simply do notdream usefully that night, and gain no bonus.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Lucid Dreamer.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must go without sleep for 3 full

days.Benefit:Benefit:Benefit:Benefit:Benefit: As with Active Dreamer, you dream every

night, but now, you may choose which dream you willhave each night. Make a Will save versus a DC of 15. Ifyou make the save, choose your dream subject. If thesave fails, roll normally. If the save roll was a natural 1,then you are plagued by nightmares (result 1 on thechart, no additional roll required).

33333rrrrrddddd Deed: Deed: Deed: Deed: Deed: Dream Seeker.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have a prophetic dream that

turns out to be true.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast scry once per day.

d10 Rolld10 Rolld10 Rolld10 Rolld10 Roll Subject Dreamt OfSubject Dreamt OfSubject Dreamt OfSubject Dreamt OfSubject Dreamt Of ModifierModifierModifierModifierModifier Applied TApplied TApplied TApplied TApplied Tooooo

1 Nightmare -1 All attack rolls, saving throws, and skill checks2 Safety and Security +2 Saving throws3 Protecting Loved Ones +2 Bluff and Intimidate checks4 Eating — The character does not need to eat today5 Chasing +5 Base Speed6 Digging +5 Burrowing Speed (if the character did not have a

Burrowing Speed, he gains it at 5)7 Fierceness +1 Damage rolls8 Singing +2 Perform and Persuade checks9 Hunting +2 Search, Spot, and Survival Checks10 Fighting +1 Attack Rolls

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44444ththththth Deed: Deed: Deed: Deed: Deed: Dream Speaker.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have some form of contact,

hostile or otherwise, with an outsider.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast dream once per day.

55555ththththth Deed: Deed: Deed: Deed: Deed: Dream Raider.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must be involved in (and at least

struck a blow toward) the defeat of an outsider oppo-nent.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast nightmare once per day.

Farmer�s BanePrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Fox or Rabbit only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Can’t Catch What You Can’t Find!PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must have been actively chased

by a humanoid or a predator.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast pass without trace once per

day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: You Call That a Gate?PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must gain entry into a humanoid

occupied building and remain undetected for a full day.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast knock once per day.

33333rrrrrddddd Deed: Deed: Deed: Deed: Deed: You Can’t See Me!PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must avoid a battle through the

use of the Hide skill.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast nondetection once per day.

44444ththththth Deed: Deed: Deed: Deed: Deed: No Fence Can Stop Me!PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must beat an Escape Artist DC of

25 or better.Benefit:Benefit:Benefit:Benefit:Benefit: You can pass through any opening, no mat-

ter how small.

55555ththththth Deed: Deed: Deed: Deed: Deed: Look Over There!PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must successfully Bluff during a

chase or a battle.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast mislead once per day.

Font of WisdomPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Owl or Constrictor only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Recognize.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must beat a Concentration or Med-

itation DC of 15.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast detect magic 3 times per day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Understand.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must give counsel or advice to

another character that helps them.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast owl’s wisdom once per day.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: Reject Things Unreal.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must successfully save versus an

Illusion spell.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast dispel magic once per day.

44444ththththth Deed: Deed: Deed: Deed: Deed: Foresee.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have accurately predicted

an element of your campaign’s plot or a plot twist.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast divination once per day.

55555ththththth Deed: Deed: Deed: Deed: Deed: Know the Truth.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have somehow penetrated a

magical disguise.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast true seeing once per day.

Forked TonguePrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Snake only.

11111ststststst Deed: Deed: Deed: Deed: Deed: The Serpent’s Guile.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must, through the use of Diplo-

macy and Bluff alone, change a non-player character’sattitude from hostile.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast charm animal once per day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: It’s What You Want.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must successfully Bluff a creature

when not in a combat situation.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast suggestion once per day.

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33333rrrrrddddd Deed: Deed: Deed: Deed: Deed: The Serpent’s Wit.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must charm an opponent while

in combat.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast charm monster once per day.

44444ththththth Deed: Deed: Deed: Deed: Deed: Trust in Me.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must tell a completely bald-faced

lie and be believed by everyone who hears it for atleast 2 days.

Benefit: Benefit: Benefit: Benefit: Benefit: You can cast glibness 3 times per day.

55555ththththth Deed: Deed: Deed: Deed: Deed: Playing the Crowd.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must pull a successful scam on a

group of at least 5 people.Benefit: Benefit: Benefit: Benefit: Benefit: You can cast mass suggestion once per day.

Fortune�s FavoritePrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Elephant or Rabbit only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Lucky Feet.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must roll two natural 20s in one

gaming session.Benefit:Benefit:Benefit:Benefit:Benefit: Once per session, you can cause any At-

tack Roll, Skill Check, or Saving Throw to be re-rolled.The new roll must be taken, even if the result is worse.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Better Lucky Than Good.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have rolled 3 successful Saves

in one gaming session.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast heroism once per day.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: Shaving the Dice.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must “call” the number rolled on

any to hit roll, saving throw, or skill check. In otherwords, you must call out the number you expect to rollon the die before it is rolled, and then roll that number.You can attempt this no more than 10 times in onesession.

Optional Rule: If you can successfully use a loaded— or otherwise tampered-with — die during the gamewithout getting caught, you can then show the die tothe GM and announce that you cheated, qualifying forthis deed. The altered die roll and any results from itremain, but the GM has the option of confiscating the die.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast prayer once per day.

44444ththththth Deed: Deed: Deed: Deed: Deed: Too Lucky To Be Real.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must go five sessions without us-

ing your Lucky Feet ability.Benefit:Benefit:Benefit:Benefit:Benefit: You can now re-roll up to three Attack Rolls,

Skill Checks, or Saving Throws per day. The new rollmust be taken, even if the result is worse. This abilityreplaces the Lucky Feet ability.

55555ththththth Deed: Deed: Deed: Deed: Deed: Charmed Life.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must beat any single DC or AC by

20 or more.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast greater heroism once per day.

God�s ArrowPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Good birds only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Holy Talon.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have been personally in-

volved in (and at least struck a blow toward) the defeatof at least 4 Hit Dice worth of undead creatures.

Benefit:Benefit:Benefit:Benefit:Benefit: Your talons now have a +2 enhancementbonus to hit and damage versus undead.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Godspeed.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must chase down a fleeing ene-

my.Benefit:Benefit:Benefit:Benefit:Benefit: You gain +10 feet to your fly speed.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: No Evil Shall Prevail.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must have personally defeated at

least 8 Hit Dice worth of undead creatures in a singlebattle.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast halt undead once per day.

44444ththththth Deed: Deed: Deed: Deed: Deed: Faster Than Flesh.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have been personally in-

volved in (and at least struck a blow toward) the defeatof a non-corporeal creature that successfully hit you incombat.

Benefit:Benefit:Benefit:Benefit:Benefit: You can swoop through an opponent asthough he wasn’t there. Once during each battle, youcan dive and make a swoop attack at an enemy, be-coming immaterial for the duration of the round. Youcannot be hit during this round, except by ethereal at-tacks. This attack does your normal damage.

55555ththththth Deed: Deed: Deed: Deed: Deed: Bless the Aerie.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must defend a sacred place against

desecration.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast hallow once per day.

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Harbinger of PeacePrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Dove only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Inviolate Messenger.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must avoid being hit during an

entire combat in which you are involved (you may nothide or conceal yourself.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast sanctuary once per day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Dove’s Glamour.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must successfully use Diplomacy

against an Unfriendly creature.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast eagle’s splendor once per day.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: Aura of Peace.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must successfully use Diplomacy

against a Hostile creature.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast calm emotions 3 times per

day.

44444ththththth Deed: Deed: Deed: Deed: Deed: Anointing the Righteous.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must be involved in the rescue of

one or more innocent creatures from hostile forces.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast cure critical wounds once per

day.

55555ththththth Deed: Deed: Deed: Deed: Deed: Healing the Multitude.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have been returned from the

dead somehow.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast mass cure light wounds once

per day.

Herald of the MoonPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Wolf only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Servant of The Pale Lady.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must spend an entire night of a

full moon howling.Benefit:Benefit:Benefit:Benefit:Benefit: You receive a bonus to all rolls at night,

depending on the phase of the moon.

Phase of MoonPhase of MoonPhase of MoonPhase of MoonPhase of Moon BonusBonusBonusBonusBonusNew +1Quarter +2Half +3Full +4

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Wisdom of the Pale Lady.

PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must spend a night sleeping inthe presence of an oracle, seer, or prophet of some kind.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast augury once per day.

33333rrrrrddddd Deed: Deed: Deed: Deed: Deed: The Pale Lady’s Blessing.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must bathe or swim in a moonlit

sacred pool.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast magical vestment on your fur

once per day.

44444ththththth Deed: Deed: Deed: Deed: Deed: Vision of the Pale Lady.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must travel to the moon or to an-

other plane of existence.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast commune with nature once

per day.

55555ththththth Deed: Deed: Deed: Deed: Deed: The Pale Lady’s Champion.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must kill a werewolf in single com-

bat.Benefit:Benefit:Benefit:Benefit:Benefit: Once per day, you can evoke this spell-like

ability. Your height immediately doubles, and yourweight increases by a factor of eight. This increase

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changes your size category to the next larger one, andyou gain a +8 size bonus to Strength and a +4 sizebonus to Constitution. You gain a +4 enhancement bo-nus to your natural armor. You gain damage reduction5/-. Your size modifier for AC and attacks changes asappropriate to your new size category. This effect doesn’tchange your speed. Determine space and reach as ap-propriate to your new size. This effect lasts for oneround per your character level.

If insufficient room is available for the desired growth,you attain the maximum possible size and may make aStrength check (using your increased Strength) to burstany enclosures in the process. If you fail, you are con-strained without harm by the materials enclosing you—increasing your size cannot crush you.

All equipment you wear or carry is similarly enlargedby the spell. Melee and projectile weapons deal moredamage. Other magical properties are not affected bythis spell. Any enlarged item that leaves your posses-sion (including a projectile or thrown weapon) instant-ly returns to its normal size. This means that thrownweapons deal their normal damage (projectiles deal dam-age based on the size of the weapon that fired them).

Multiple magical effects that increase size do notstack.

Judge of the FallenPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Raven or Vulture only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Battlefield Spectator.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must eat the eyes of a fallen hu-

manoid warrior from a battlefield (at least 20 corpses).Benefit:Benefit:Benefit:Benefit:Benefit: You can cast deathwatch once per day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Cheating The Valkyries.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must perform a coup-de-grace on

a dying humanoid.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast death knell once per day.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: The Dead Have No Secrets.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must have been personally involved

in (and at least struck a blow toward) the defeat of atleast 10 Hit Dice worth of undead creatures.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast speak with dead once per day.

44444ththththth Deed: Deed: Deed: Deed: Deed: Master of the Fallen.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have attended the funerary

rites for a friend.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast animate dead 3 times per day.

55555ththththth Deed: Deed: Deed: Deed: Deed: Judge’s Choice.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have been raised from the

dead.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast raise dead once per day.

Keeper of SecretsPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Cat only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Magic Eye.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must have spent at least one month

sleeping on a wizard’s spellbook or in a magical li-brary.

Benefit: Benefit: Benefit: Benefit: Benefit: You can detect magic 3 times per day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Night’s Eye.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must spend an entire 24 hour pe-

riod away from any source of light.Benefit: Benefit: Benefit: Benefit: Benefit: You can cast darkvision once per day.

33333rrrrrddddd Deed: Deed: Deed: Deed: Deed: Cat’s Touch.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have stolen and hidden a

magic key of some sort. The key can never be recov-ered, even by you.

Benefit:Benefit:Benefit:Benefit:Benefit: 3 times per day, you can cast arcane lockon any door, chest, or box by touching it.

44444ththththth Deed: Deed: Deed: Deed: Deed: X-Ray Vision.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have been the only charac-

ter to find an object when at least three others werealso looking.

Benefit: Benefit: Benefit: Benefit: Benefit: You can see through up to two feet of solidobjects except for lead, for one round per characterlevel per day.

55555ththththth Deed: Deed: Deed: Deed: Deed: Ghost Eye.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have taken ability damage

or negative level damage as the result of a supernatu-ral creature’s attack and survived.Benefit: Benefit: Benefit: Benefit: Benefit: You can see ethereal or invisible creatures andobjects.

King of BeastsPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Lion only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Presence.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have led your party during

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at least one battle.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast command once per day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Duty of A King.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have successfully negotiat-

ed with animals of different species.Benefit:Benefit:Benefit:Benefit:Benefit: +2 to Bluff, Diplomacy, Intimidate, and Sense

Motive checks when dealing with animals.

33333rrrrrddddd Deed: Deed: Deed: Deed: Deed: Duty To A King.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must have gathered different spe-

cies of animal together in an alliance for a specificpurpose.

Benefit: Benefit: Benefit: Benefit: Benefit: You can cast summon nature’s ally III onceper day.

44444ththththth Deed: Deed: Deed: Deed: Deed: Mighty Roar.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have made a successful In-

timidate check at least twice during a single combat.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast shout once per day.

55555ththththth Deed: Deed: Deed: Deed: Deed: Regal Presence.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have led a force of at least

20 individuals into battle.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast greater command once per

day.

Larger Than LifePrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Size tiny or smaller. If you ever grow

to Medium size or larger, you immediately lose alldeeds from this tree. If you return to a smaller sizewithin a day, the benefits will return; otherwise, theyare gone forever, and the deeds must be performedand the experience spent again.

If you lose the deeds from this tree due to growth,the experience points spent for it are not regained. Thisdeed tree is not recommended if your species will growto Medium or larger size.

11111ststststst Deed: Deed: Deed: Deed: Deed: By Fang Alone.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have defeated a foe of equal

or greater size than yourself in single combat.Benefit:Benefit:Benefit:Benefit:Benefit: For as long as you have a negative Strength

modifier, you never need to apply it to melee damageinflicted with your primary attack form.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Overreach.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must defeat an opponent who is

at least two size categories larger than yourself.Benefit: Benefit: Benefit: Benefit: Benefit: You now have a 5-foot space and reach in

combat, and can threaten adjacent squares according-ly, including the ability to make attacks of opportunity.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: The Size of the Fight in the Dog.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have successfully grappled

for at least one round with a foe larger than yourself.Benefit:Benefit:Benefit:Benefit:Benefit: For the purposes of Grappling, you are con-sidered to be 1 size category larger than yourself.

44444ththththth Deed: Deed: Deed: Deed: Deed: Never Let Go.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must have defeated a larger foe

through use of grappling attacks.Benefit:Benefit:Benefit:Benefit:Benefit: For the purposes of Grappling, you are con-sidered to be 2 size categories larger than yourself.

55555ththththth Deed: Deed: Deed: Deed: Deed: Leaping Terror.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have been personally in-

volved in (and at least struck a blow toward) the defeatof a Huge or larger creature; or have single-handedlydefeated a group of at least 20 individuals.

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Benefit:Benefit:Benefit:Benefit:Benefit: You now have a 5-foot space and a 10-footreach in combat, and can threaten all squares in yourarea of control. This includes the ability to make at-tacks of opportunity.

Living BlessingPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Elephant or Gazelle only.

11111ststststst Deed: Deed: Deed: Deed: Deed: A Walking Good Omen.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have been prayed over by a

humanoid priest for at least two hours.Benefit:Benefit:Benefit:Benefit:Benefit: You may cast bless once per day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Curses Revealed.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have interacted in a non-

violent way with a cursed individual.Benefit:Benefit:Benefit:Benefit:Benefit: Once a week, you can divine the exact na-

ture of a curse with a successful Knowledge: Arcanaor Knowledge: History check versus a DC of 15. If youmeet or exceed a 20 on this roll, then you also knowwhat is necessary to lift the curse.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: Curses Lifted.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must receive a visitation from your

deity or an ancestor (if you are an ancestor worshiper).Benefit:Benefit:Benefit:Benefit:Benefit: You can cast remove curse once per day.

44444ththththth Deed: Deed: Deed: Deed: Deed: Repairing Misfortune.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have participated in the lift-

ing of a curse that has been in place for at least 100years.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast restoration once per day.

55555ththththth Deed: Deed: Deed: Deed: Deed: A Blessing On Your House.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must defend a sacred place.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast hallow once per day.

Living EchoPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Mina Bird, Parrot or Raven only.

11111ststststst Deed: Deed: Deed: Deed: Deed: The Gift of Tongues.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have learned at least 4 addi-

tional languages over and above the ones your specieshas as automatic languages.

Benefit:Benefit:Benefit:Benefit:Benefit: You can learn a language (animal, human-oid, or otherwise) after hearing it only once, by makinga Listen roll with a DC of 20. If this roll is failed, you maynot attempt to learn this language again for one month.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: A Chorus of One.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must beat a Perform DC of 16.Benefit: Benefit: Benefit: Benefit: Benefit: You get a +3 mimic bonus to any Bluff, Dis-

guise, or Perform rolls in which sounding like anothercreature may help.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: Arcane Echo I.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must survive an attack by arcane

means in which a 5th level or higher spell was usedagainst you.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast any 3rd level or lower arcanespell with a verbal component that was cast in yourpresence within the last hour, whether you know it ornot. This can be done once per day. If the spell is oneyou do not know (or you have no levels in any arcanespell-casting class), you must make a Will save versusa DC of 10 + the spell’s level in order to cast it.

44444ththththth Deed: Deed: Deed: Deed: Deed: Arcane Echo II.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must survive an attack by arcane

means in which a 6th level or higher spell was usedagainst you.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast any 4th level or lower arcanespell with a verbal component that was cast in yourpresence within the last hour, whether you know it ornot. This can be done a number of times a day equal tothe number of bonus spells granted by your Cha score(for instance, a noble mina bird with a 16 Cha couldrepeat one 1st, one 2nd, and one 3rd level spell per day).If the spell is one you do not know (or you have nolevels in any arcane spell-casting class), you must makea Will save versus a DC of 10 + the spell’s level in orderto cast it. A failed roll does not use up one of yourArcane Echo slots. This replaces Arcane Echo I.

55555ththththth Deed: Deed: Deed: Deed: Deed: Arcane Echo III.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must survive an attack by arcane

means in which a 7th level or higher spell was usedagainst you.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast any 5th level or lower arcanespell with a verbal component that was cast in yourpresence within the last hour, whether you know it ornot. This can be done a number of times a day equal tothe number of bonus spells granted by your Cha score+1 per spell level (for instance, a noble mina bird witha 16 Cha could repeat two 1st, two 2nd, two 3rd, one 4th,and one 5th level spell per day). If the spell is one youdo not know (or you have no levels in any arcane spell-

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casting class), you must make a Will save versus a DCof 10 + the spell’s level in order to cast it. A failed rolldoes not use up one of your Arcane Echo slots. Thisreplaces Arcane Echo II.

Magic ClawPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must have defeated a foe in combat.Only available to noble animals with a natural attack.

This deed tree can be taken once for each naturalattack the character has. The qualifying actions that acharacter must perform to gain these deeds must beperformed separately for each time it is taken.

Bonuses from this deed tree can stack with boonsand spells that also grant bonuses, up to a maximum of+5. This deed tree can also be taken to enhance natu-ral weapons gained as boons. If the boon is ever lost,the experience points used to pay for the boon are notregained.

Note:Note:Note:Note:Note: This deed tree is different and separate from thespell magic fang.

11111ststststst Deed: Deed: Deed: Deed: Deed: +1.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must be involved in (and at least

struck a blow toward) the defeat of an opponent whoselevel is equal to or greater than your own.

Benefit: Benefit: Benefit: Benefit: Benefit: +1 enhancement bonus to attack and dam-age for one natural weapon.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: +2.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must be involved in (and at least

struck a blow toward) the defeat of an opponent whohas some sort of magical resource (spells, items, etc.)

Benefit:Benefit:Benefit:Benefit:Benefit: +2 enhancement bonus to attack and dam-age for the same natural weapon.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: +3.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must win a battle in which you

are outnumbered.Benefit: Benefit: Benefit: Benefit: Benefit: +3 enhancement bonus to attack and dam-

age for the same natural weapon.

44444ththththth Deed: Deed: Deed: Deed: Deed: +4.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must be involved in (and at least

struck a blow toward) the defeat of an undead oppo-nent.

Benefit:Benefit:Benefit:Benefit:Benefit: +4 enhancement bonus to attack and dam-age for the same natural weapon.

55555ththththth Deed: Deed: Deed: Deed: Deed: +5.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must win a battle in which you

are outnumbered at least 5 to 1.Benefit:Benefit:Benefit:Benefit:Benefit: +5 enhancement bonus to attack and dam-

age for the same natural weapon.

Man�s Best FriendPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Dog only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Loyalty.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have been, or currently be,

a pet for a human master.Benefit: Benefit: Benefit: Benefit: Benefit: You gain a +2 morale bonus to all Hit, Save,

and Skill rolls as long as a friendly human is within 20feet of you.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: A Dog’s Love.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have defended a human ally

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during combat.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast shield other on a human ally

up to 3 times a day.33333rrrrrddddd Deed: Deed: Deed: Deed: Deed: Healing Tongue.

PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must eat a magical healing de-vice (not a potion).

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast cure serious wounds on a hu-man up to 3 times per day.

44444ththththth Deed: Deed: Deed: Deed: Deed: Your Master’s Mind.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have a human master.Benefit:Benefit:Benefit:Benefit:Benefit: You have a telepathic link with a single

human whom you designate. This link is permanentuntil you or your human dies. If your human partnerdies, you may choose another partner after six months.

55555ththththth Deed: Deed: Deed: Deed: Deed: Devotion.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have saved your master’s

life from certain death.Benefit:Benefit:Benefit:Benefit:Benefit: You gain a +4 morale bonus to all Hit, Save,

and Skill rolls as long as a friendly human is within100 feet of you. This replaces the bonus granted by Loyalty.

Merry BurglarPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Ferret or Raccoon only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Invisible Fingers.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have stolen some small magic

item and hidden it so well that even you do not knowhow to find it anymore (the item is lost for good).

Benefit:Benefit:Benefit:Benefit:Benefit: You can exert a small psychic force over anobject within your line of sight, within 30 feet. Thisforce can perform any fine manipulation, as if human-oid fingers were performing the task. In order to deter-mine the success of such a task under taken, considerthe invisible hand to have a Strength equal the charac-ter’s Charisma, and a Dexterity equal to the character’sIntelligence.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Dance of Joy.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must spend an entire battle in to-

tal defense mode, without getting hit.Benefit:Benefit:Benefit:Benefit:Benefit: By jumping around in a seemingly random

fashion, the character can choose total defense, effec-tively granting him 50% concealment for as long as heremains defensive.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: Where’d It Go?

PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have been involved in a bat-tle in which you took active part (not defensively) with-out getting hit once.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast blink once per day.

44444ththththth Deed: Deed: Deed: Deed: Deed: No Shiny Thing Is Safe.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must successfully steal some valu-

able object and then inform the item’s owner that youdid so. You must then keep the item for at least 24hours, foiling any attempts at recovery without violence.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast dimension door once per day.

55555ththththth Deed: Deed: Deed: Deed: Deed: The Getaway.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must successfully steal some valu-

able object from a demon, a devil, or a dragon, andthen inform the item’s owner that you did so. You mustthen keep the item for at least 24 hours, foiling anyattempts at recovery.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast teleport once per day.

Mighty SilverbackPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Ape only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Bluff Charge.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must successfully Intimidate a foe

with a higher level than yourself.Benefit: Benefit: Benefit: Benefit: Benefit: If you have enough room to make a suc-

cessful charge, you may make an Intimidate check in-stead, with a +10 fearsome bonus to the roll. You mustactually charge up to your foe, but not attack for thistactic to be effective. This does not provoke an attackof opportunity.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Ape’s Might.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must successfully break something

that had a Break DC of 13 or better.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast bull’s strength once per day.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: Rend.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must defeat an opponent of at least

your size through grappling.Benefit:Benefit:Benefit:Benefit:Benefit: If you hit a single opponent with two un-

armed attacks in the same round, you immediately dealan additional 2d6 + (2 x STR mod) in damage as youattempt to rip your foe in two.

44444ththththth Deed: Deed: Deed: Deed: Deed: Thick Hide.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must survive a critical hit.

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Benefit:Benefit:Benefit:Benefit:Benefit: You gain Damage Reduction (DR) of 1/-.

55555ththththth Deed: Deed: Deed: Deed: Deed: A King On His Own.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must receive a blood sacrifice,

whether from other animals or humanoids.Benefit:Benefit:Benefit:Benefit:Benefit: Once per day, you can evoke this spell-like

ability. Your height immediately doubles, and yourweight increases by a factor of eight. This increasechanges your size category to the next larger one, andyou gain a +8 size bonus to Strength and a +4 sizebonus to Constitution. You gain a +4 enhancement bo-nus to your natural armor. You gain damage reduction5/-. Your size modifier for AC and attacks changes asappropriate to your new size category. This effect doesn’tchange your speed. Determine space and reach as ap-propriate to your new size. This effect lasts for oneround per your character level.

If insufficient room is available for the desired growth,you attain the maximum possible size and may make aStrength check (using your increased Strength) to burstany enclosures in the process. If you fail, you are con-strained without harm by the materials enclosing you—increasing your size cannot crush you.

All equipment you wear or carry is similarly enlargedby the spell. Melee and projectile weapons deal moredamage. Other magical properties are not affected bythis spell. Any enlarged item that leaves your posses-sion (including a projectile or thrown weapon) instant-ly returns to its normal size. This means that thrownweapons deal their normal damage (projectiles dealdamage based on the size of the weapon that fired them).

Multiple magical effects that increase size do notstack.

Night�s FriendPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Nocturnal noble animals only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Ill Omen.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have failed a Will save ver-

sus a magical fear effect.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast cause fear once per day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Banish the Light.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must spend an entire 24-hour period

in total darkness, with no source of light whatsoever.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast darkness once per day.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: Fell Servant.

PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must establish social dominanceover an animal of your size category or larger.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast dominate animal once per day.

44444ththththth Deed: Deed: Deed: Deed: Deed: The Still Of Night.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must make a Move Silently check

against a DC of 30.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast zone of silence once per day.

55555ththththth Deed: Deed: Deed: Deed: Deed: No Safety In Sleep.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must have caused an enemy of

no more than two levels lower than yourself to flee.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast nightmare once per day.

The Path BelowPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Badger or Wolverine only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Swimming Through The Earth.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have tunneled 400 feet in a

single day.Benefit:Benefit:Benefit:Benefit:Benefit: Your burrowing speed increases by 10 feet,

for a total of 20.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: The Ground Like Air.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must spend an entire 24 hour pe-

riod underground without surfacing, burrowing up toyour movement rate at least once an hour.

Benefit:Benefit:Benefit:Benefit:Benefit: You can use the run action while burrow-ing, provided you move in a straight line.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: Claws of SteelPrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must eat a magical weapon or tool,

which is utterly and permanently destroyed.Benefit:Benefit:Benefit:Benefit:Benefit: You can burrow through solid rock at a rate

of 10 feet per hour.

44444ththththth Deed: Deed: Deed: Deed: Deed: Bullete’s Kin.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must kill and eat at least a part of

a magical beast or abomination with a burrow speed.Benefit:Benefit:Benefit:Benefit:Benefit: Your burrowing speed increases by anoth-

er 10 feet, for a total of 30.

55555ththththth Deed: Deed: Deed: Deed: Deed: Claws of Diamond.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must eat a diamond worth at least

6,000 gold pieces.Benefit:Benefit:Benefit:Benefit:Benefit: You can burrow through solid metal at a

rate of 1 foot per hour.

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A Plague of OnePrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Bat, Crow, Frog, Mouse, Rat or Toadonly.

11111ststststst Deed: Deed: Deed: Deed: Deed: Miasma.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have successfully resisted a

disease.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast touch of fatigue 3 times per

day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Calling The Brothers.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must participate in a swarm, ei-

ther natural or supernatural, for at least two hours.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast summon swarm once per day.

The swarm summoned will always be of your species.33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: A Whiff of Rot.

PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must consume a portion of a flesh-bearing undead creature of some type.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast stinking cloud once per day.44444ththththth Deed: Deed: Deed: Deed: Deed: Plaugebringer.

PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must contract a disease and livethrough it without resisting it.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast contagion 3 times per day. Inaddition, you are immune to the disease you contract-ed in order to gain this deed.

55555ththththth Deed: Deed: Deed: Deed: Deed: Sickness on the Wind.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must have eaten a portion of a

victim of a magical disease.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast waves of fatigue once per day.

Serpent KillerPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Mongoose only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Snake Hater.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have been personally in-

volved in (and at least struck a blow toward) the defeatof a reptilian creature.

Benefit:Benefit:Benefit:Benefit:Benefit: You gain a Preferred Prey (similar to a Rang-er’s Favored Enemy – see the Mighty Hunter prestigeclass) bonus against the species or race of creature youhelped defeat.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Snake Killer.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have been personally in-

volved in (and at least struck a blow toward) the defeatof at least 4 Hit Dice worth of reptilian creatures.

Benefit:Benefit:Benefit:Benefit:Benefit: Your bite now has a +2 enhancement bo-nus to hit and damage versus any creature with thereptilian type or subtype. This bonus does not stackwith the bonus granted by Snake Hater.

33333rrrrrddddd Deed: Deed: Deed: Deed: Deed: Serpent’s Bane.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must personally defeat (with no

assistance) your own Hit Dice or more worth of yourpreferred prey.

Benefit:Benefit:Benefit:Benefit:Benefit: You do +1d6 additional damage any timeyou successfully hit a member of your preferred preyspecies or race.

44444ththththth Deed: Deed: Deed: Deed: Deed: Dragon Hunter.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must survive a hostile encounter

with a dragon.Benefit:Benefit:Benefit:Benefit:Benefit: Your bite now has a +2 enhancement bo-

nus to hit and damage versus any creature with thedragon type or subtype.

55555ththththth Deed: Deed: Deed: Deed: Deed: Dragon Slayer.

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PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must have been involved in thedefeat of either a dragon or 25 Hit Dice worth of reptil-ian creatures in one battle.

Benefit: Benefit: Benefit: Benefit: Benefit: You do +1d6 additional damage any timeyou successfully hit a dragon or a reptilian creature.This bonus stacks with the Serpent’s Bane bonus dam-age that you already deal to your preferred prey.

Tale-WeaverPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Coyote, Monkey, or Mouse only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Master of Guile.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have gotten out of a hostile

encounter through guile, without fighting.Benefit:Benefit:Benefit:Benefit:Benefit: You gain a +3 guile bonus to all Bluff checks.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: A Cast of One.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must successfully feint during com-

bat.Benefit: Benefit: Benefit: Benefit: Benefit: You can cast ventriloquism 3 times per day.

33333rrrrrddddd Deed: Deed: Deed: Deed: Deed: Storyteller.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must beat a Perform check DC of

28.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast major image once per day.

44444ththththth Deed: Deed: Deed: Deed: Deed: Master Trickster.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must successfully tell a lie (Bluff)

which has a –10 believability penalty due to its im-plausibility.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast glibness 3 times per day.

55555ththththth Deed: Deed: Deed: Deed: Deed: Lasting Story.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must make a Perform check with

a DC of 35.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast persistent image once per day.

Terrible FuryPrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: Noble Bear, Lion or Tiger only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Rage.Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Must have been wounded in combat.Benefit:Benefit:Benefit:Benefit:Benefit: You gain the ability to Rage once per day,

as per the Barbarian class feature. If you already havethe Rage ability, or gain it later, this deed grants you anadditional Rage per day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Mighty Roar.

PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have made a successful In-timidate check during combat.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast fear once per day.

33333rrrrrddddd Deed: Deed: Deed: Deed: Deed: Ferocity.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have been brought to 0 or

fewer hit points as a result of combat, but recovered,either with or without aid.

Benefit:Benefit:Benefit:Benefit:Benefit: You can continue fighting even while dis-abled or dying without penalty.

44444ththththth Deed: Deed: Deed: Deed: Deed: Thick Hide.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have been victorious in a

battle in which you were wounded.Benefit:Benefit:Benefit:Benefit:Benefit: You gain Damage Reduction (DR) of 1/-.

55555ththththth Deed: Deed: Deed: Deed: Deed: Paw of Doom.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have slain (or taken part in

the slaying of) a foe at least one size category largerthan yourself.

Benefit:Benefit:Benefit:Benefit:Benefit: Your claw damage for one paw (player’schoice) increases by one step. Therefore, a bear whopreviously did 1d8 damage with his claw now does2d6. This deed stacks with other deeds, boons, andfeats that increase the size of the claw, so a bear whoused to do 2d6 damage now does 3d6.

TerritorialityPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must have at least 4 ranks in Spot

and Listen.

11111ststststst Deed: Deed: Deed: Deed: Deed: Alarm.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must spend at least 2 shifts stand-

ing guard over friends or family, on at least 2 separatenights.

Benefit: Benefit: Benefit: Benefit: Benefit: You can cast alarm once a day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Marking.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must claim a lair or territory and

be able to defend it. The size of the area needed isdetermined by your size as seen on the table below.You can have either a lair or a territory, never both.The size listed for territory is the maximum allowable;you may choose a smaller area if you wish.

To take a lair or territory, you must first ensure thatthere are no others who lay claim to it. If there are,they must be slain or driven off. Next, you must per-form an initial survey, in which you walk, swim, or fly

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the entire circumference without interruption. If any-thing does interrupt you, you must begin the surveyagain.

CharacterCharacterCharacterCharacterCharacter LairLairLairLairLair Maximum TMaximum TMaximum TMaximum TMaximum TerererererritorritorritorritorritoryyyyySizeSizeSizeSizeSize SizeSizeSizeSizeSize SizeSizeSizeSizeSizeDiminutive 1 ft. x 1 ft. 10 ft. x 10 ft.Tiny 3 ft. x 3 ft. 40 ft. x 40 ft.Small 5 ft. x 5 ft. 100 ft. x 100 ft.Medium 10 ft. x 10 ft. ½ mile x ½ mileLarge 20 ft. x 20 ft. 10 miles x 10 milesHuge 40 ft. x 40 ft. 20 miles x 20 miles

Benefit:Benefit:Benefit:Benefit:Benefit: Once you have marked the boundaries ofyour home lair or territory, any natural animals attempt-ing to enter it must make a Will save or find them-selves unable to do so. The DC of the Will save is 15 fora territory, and 20 for a lair. An animal that has previ-

ously been given your permission can pass throughunhindered. This permission cannot be rescinded with-out the entire Marking being undone. If you decide todo this, the border comes down and you must retakeyour territory, including the initial survey.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: The Call of Home.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have a home lair or territory,

which you have Marked (see above).Benefit:Benefit:Benefit:Benefit:Benefit: You unerringly know the direction to your

home, whether you can see, hear, or smell or not.

44444ththththth Deed: Deed: Deed: Deed: Deed: Home Turf.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have defended your home

from a larger foe than yourself, who also has some sortof magical resource (spells, items, etc.)

Benefit:Benefit:Benefit:Benefit:Benefit: While in a lair you have marked you gain a+4 morale bonus to hit rolls and DR of 2/-. While in aterritory you have marked you gain a +2 morale bonusto hit and a DR of 1/-.

55555ththththth Deed: Deed: Deed: Deed: Deed: No Trespassing.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have a Marked lair or terri-

tory, and you must have expelled or slain 40 HD worthof invaders since you claimed it.

Benefit:Benefit:Benefit:Benefit:Benefit: Any noble animals or humanoids attempt-ing to enter your lair or territory must make a Will saveor find themselves unable to do so. The DC of the Willsave is 15 for a territory, and 20 for a lair. A characterthat has previously been given your permission canpass through unhindered. This permission cannot berescinded without the entire Marking being undone. Ifyou decide to do this, the border comes down and youmust retake your territory, including the initial survey.

ThunderbirdPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Condor only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Symbol of Omen.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must successfully resist a magi-

cal fear effect.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast cause fear once per day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: One of the Storm’s Own.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must survive a lightning strike or

lighting-based attack of some sort.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast resist energy (electrical) once

per day.

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33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: Call the Lightning.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must fly through a thunderhead

cloud in the middle of a storm.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast call lightning once per day.

44444ththththth Deed: Deed: Deed: Deed: Deed: The Cry of Thunder.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must survive a sound-based at-

tack of some sort.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast shout once per day.

55555ththththth Deed: Deed: Deed: Deed: Deed: Call the Storm.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must fly through the eye of a hur-

ricane or typhoon.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast call lightning storm once per

day.

Wild-Man of the ForestPrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Noble Orangutan only.

11111ststststst Deed: Deed: Deed: Deed: Deed: Ape’s Leap.Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Must make a successful jump of at least

20 feat, where consequences for failure would includeat least 2d6 lethal falling damage.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast jump once per day.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: Brother to Trees.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must have taken at least 6 hit points

of damage from a single hit from a wooden weapon.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast barkskin once per day.

33333rrrrrddddd Deed: Deed: Deed: Deed: Deed: At Home in the Trees.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must survive a fall of at least 60

feet without magical aid. Magical healing after the factdoes not disqualify you for this deed; feather fall or flyspells or being caught by another character would.

Benefit:Benefit:Benefit:Benefit:Benefit: You gain a +3 to all Climb and Balancechecks while in contact with trees.

44444ththththth Deed: Deed: Deed: Deed: Deed: All Trees Are One.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must cross an entire forest or jun-

gle without touching the ground or flying.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast tree stride once per day.

55555ththththth Deed: Deed: Deed: Deed: Deed: With the Blessing of the Forest.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must beat an Escape Artist DC of

35.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast freedom of movement 3 times

per day.

With the Substance of ShadowPrerequisite: Prerequisite: Prerequisite: Prerequisite: Prerequisite: Only a noble animal with entirely black

fur, feathers, scales, or skin can take this deed tree.

11111ststststst Deed: Deed: Deed: Deed: Deed: Shadowkin.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have made a successful Hide

check in a life-and-death situation.Benefit:Benefit:Benefit:Benefit:Benefit: You are considered to have 20% conceal-

ment whenever you are in shadows or darkness.

22222ndndndndnd Deed: Deed: Deed: Deed: Deed: The Sound of a Falling Shadow.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must move among other creatures

(humanoid, animal, or noble animal) for an entire night,never being farther than 10 feet from one of them, butnever being noticed, for an entire night.

Benefit:Benefit:Benefit:Benefit:Benefit: You can cast silence once per day.

33333rdrdrdrdrd Deed: Deed: Deed: Deed: Deed: No Light Survives.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have slain an enemy who

had some sort of magical light source.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast deeper darkness once per day.

44444ththththth Deed: Deed: Deed: Deed: Deed: Ghost Matter.PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: You must have done damage to an in-

corporeal undead with your natural weapons.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast solid fog once per day.

55555ththththth Deed: Deed: Deed: Deed: Deed: The Paths of Night.PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: You must have slain a shadow in sin-

gle combat.Benefit:Benefit:Benefit:Benefit:Benefit: You can cast shadow walk once per day.

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Chapter 6: Magic & Spells

Magical TransparencyThe magic practiced by noble animals is simply differ-ent from that used by humanoids. In fact, without priorknowledge or a specific feat, a humanoid present at amagical duel between two animals may not even beaware that anything supernatural occurred. If a squir-rel sorcerer and an owl wizard faced off at each otherwith spells, to the humanoid eye they would appear tobe chattering and hooting at each other furiously, untilone of them died, apparently of a heart attack.

Detect magic, dispel magic, counterspells, and sim-ilar spells and abilities are simply ineffective againstmagic from the “other side.”

Gross physical effects of magic, such as a fireball ora deer turning into a toad, are still visible and can af-fect humanoids, but as a rule they would not be able toidentify the difference between a noble animal caster’ssomatic or verbal components and other natural ani-mal behaviors.

By the same token, noble animals cannot see hu-manoid magic either, and the evidence of it is oftenjust chalked up to more inexplicable humanoid behav-ior.

Following is a list of spells whose effects cannot beseen or heard by characters on the “wrong side” of thehumanoid / animal divide. Note that these invisiblespell effects still affect all characters.

Arcane MarkBarkskinBlade BarrierChaos HammerClenched FistCloak of ChaosCrushing HandDimensional AnchorDimensional LockDisintegrateEnergy DrainEnervationEntropic Shield

Fire ShieldFlame BladeForceful HandGrasping HandInterposing HandMage’s SwordPhantom SteedResilient SphereShield of LawSpectral HandStoneskinTelekinetic Sphere

The following spells simply will not affect or func-tion for characters or targets on the “wrong side” of thehumanoid / animal divide.

AlarmAnalyze DweomerArcane SightArcane Sight, GreaterAtonementComprehend LanguagesDetect ChaosDetect EvilDetect GoodDetect LawDetect MagicDetect ScryingDiscern LiesEnthrallEraseExplosive RunesFalse VisionGeasGeas, LesserGlyph of WardingGlyph of Warding, GreaterIdentifyIllusory ScriptImbue Spell AbilityMage’s Disjunction

Magic and spells as they pertain to noble animals characters are the subject of this chapter, whichhighlights the fundamental differences between humanoid and animal magic, including the concept of Blood Components. In addition, more than a dozen new spells are introduced, including a

new type of spell, the Boon, which allows noble animal spell casters to bestow some of their own naturaladvantages upon others.

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Mage’s Private SanctumMagic AuraMagic MouthMark of JusticeMisdirectionNondetectionPermanencyRead MagicResistanceSepia Snake SigilSymbol of DeathSymbol of FearSymbol of InsanitySymbol of PainSymbol of PersuasionSymbol of SleepSymbol of StunningSymbol of WeaknessSympathyTonguesUndetectable Alignment

Blood ComponentsAnother important difference between humanoid andanimal spell casters is material components. Animalssimply do not place the same associations onto inani-mate objects, nor do they generally carry a lot of trin-kets with them.

For the noble animal version of any given spell, re-place material components with blood components. Inorder to cast a spell with blood components, a spellcaster must voluntarily take damage, using his bloodto power the spell.

For any spell whose material component is worthup to one gold piece, the blood component is one hitpoint. For any spell whose material component has alisted gold piece value, the blood component is tenpercent of that value, rounded down, up to a maxi-mum of 20 hit points.

Hit points spent to power spells cannot be healedthrough natural or magical means, short of a wish spell,for 24 hours (one entire cycle of the sun).

Only noble animal spells have blood components. Ifa noble animal spell caster has the Gift of Understand-ing feat, any humanoid spells they cast that requirematerial components still require those components.By the same token, any humanoid with that feat who

casts an animal spell with a blood component mustalso take the damage.

If taking the blood component damage causes thecaster to be reduced to between 0 and –9 hit points, heimmediately passes out, but is stable. He remains, as ifin a coma, until his hit points are again over 0.

If taking the blood component damage reduces thecaster to -10 or fewer hit points, the spell is cast but hedies instantly.

FociNoble animal spell casters can simply ignore any fo-cus or divine focus listed in a spell’s description. Ani-mals simply don’t use them.

BoonsBoons can be granted by spells or created by a spellcaster with the appropriate Boon Creation feats. Anyspell with the [Boon] type can only be cast by a nobleanimal caster or a character with the Gift of Under-standing feat, and can only target noble animal char-acters. A spell-caster can only cast boon spells thatgrant a trait or ability that he himself naturally has. Inother words, if a bear wizard had been granted antlersthrough a deer sorcerer’s use of the grant natural weap-on spell, the bear could not then turn around and grantthe same boon to another character.

A noble animal spell caster automatically knows anyspell with the [Boon] type that grants an ability he pos-sesses. These spells do not count toward the maximumnumber of spells known, but they do count towards acharacter’s spells per day.

Recognizing BoonsEvery boon (whether created by spell or feat) leavessome sort of mark on a creature that possesses it. Thesetell-tale signs of power are easily recognized by magi-cally knowledgeable characters. A Spellcraft roll againsta DC of 5 + the boon’s effective level will tell a charac-ter what a particular boon is. Note that these marks areonly visible to humanoids with The Gift of Understand-ing, and animals.

Gaining Spell BoonsA noble animal can gain spell boons in one of two ways.The easiest way is to be granted one by a friendly spell

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caster. The other, and more gruesome, way is to eat afallen foe that had the boon, even if the character isherbivorous by nature. Whenever a noble animal char-acter eats part of the body of another noble animal, hemay choose to attempt to gain a boon that creature had.Only one spell boon can be gained in this way, andonly by one character. Any temporary boons the crea-ture had fade with their deaths, so only permanent boonscan be transferred this way.

In order to gain the boon, the player must state whichboon he is seeking. If the fallen creature did not havethat boon, then the attempt is wasted and no spell boonscan be gained from that carcass. If the boon was present,the devouring creature must make a Will Save againsta DC equal to 10 + the boon’s effective level If the saveis successful, the boon is gained instantly.

A spell boon gained from devouring a foe lasts forthe spell’s listed duration unless the devouring crea-ture pays the experience point cost.

Created boons, those made with a Boon Creationfeat, are simply transferred at will to any living nobleanimal who knows to look for them. See Chapter 6 formore information on this.

New Spells

Dire ShapeTransmutationLevel:Level:Level:Level:Level: Clr 3, Drd 3, Rgr 4, Sor/Wiz 3Components:Components:Components:Components:Components: V, SCasting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 roundRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 1 minute/levelSaving ThrSaving ThrSaving ThrSaving ThrSaving Throw:ow:ow:ow:ow: Yes (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

When this spell is cast on any animal or noble animal,that creature transforms into a dire version of itself. Ifthe target creature is of a species with a dire variantlisted in the core rules (ape, badger, bat, bear, boar,lion, rat, shark, tiger, weasel, wolf, wolverine, or anyothers that may become available), then it changes intothat sort of creature, with all attributes being adjustedappropriately, except for Intelligence and Charisma. Ifthe dire form has any special attacks or abilities, thetarget gains these as well.

If the target does not have a dire form listed in therules, then it gains +8 increase to it’s Strength, a +4increase to its Constitution, and a +4 increase to itsnatural armor bonus as it grows bony protrusions andplates along its joints, spine, and head. It also increas-es in size by one category, with all of the penalties andbonuses that entails. In addition, the creature’s ownnatural weapons grow even more lethal than simplesize would suggest, with the damage increasing by twosteps instead of just one.

This transformation lasts for a number of minutesequal to the caster’s level.

A creature so transformed still has the same loyal-ties and drives that it had before, only now it will alsobe highly aggressive for the duration of the transforma-tion.

Grant Climb SpeedEnchantment [Boon]Level:Level:Level:Level:Level: Brd 2, Clr 1, Drd 1, Pal 2, Rgr 2, Sor/Wiz 1Components:Components:Components:Components:Components: V, S, (XP)Casting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 roundRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 1 min./levelSaving ThrSaving ThrSaving ThrSaving ThrSaving Throw:ow:ow:ow:ow: Yes (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

When this boon is granted, the target gains a Climbspeed bonus of +10. If the target does not already havea climb speed, then it gains a base Climb speed of 10.The target’s Climb speed cannot exceed the caster’s. Ifthe bonus from this spell would increase the target’s

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Climb speed to greater than the caster’s, it stops at equalto it. This spell can only be cast be characters with anatural Climb speed.

While a character with a granted Climb speed isclimbing, they lose all benefits from any defensive atti-tude they may have up. The attitude is still consideredactive however (unless climbing was the trigger condi-tion to drop it), and the benefits return once the char-acter stops climbing.

If this spell is cast two levels higher than the levellisted then the duration for the spell is doubled. Whenthe spell is cast two levels higher, if either the caster orthe recipient elects to pay 300 Experience Points thenthe effect is permanent.

Grant HandsEnchantment [Boon]Level:Level:Level:Level:Level: Brd 3, Clr 3, Drd 3, Pal 4, Rgr 4, Sor/Wiz 2Components:Components:Components:Components:Components: V, S, (XP)Casting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 roundRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 1 hour/levelSaving ThrSaving ThrSaving ThrSaving ThrSaving Throw:ow:ow:ow:ow: Yes (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

This spell can grant the recipient spectral hands thatextend from the creature’s body like natural limbs. This

spell cannot be cast on a creature that already hashands. Only a caster with natural hands can cast thisspell. The hands granted will be similar in appearanceto the caster’s own.

If cast at its base level this spell grants the target 2spectral hands. These hands can be used for attacks orskills with no penalty.

The hands granted by this spell will always be sizedto the recipient, no matter what the size of the caster.Therefore, any weapons used in these hands must alsobe of the appropriate size.

The hands granted by this boon replace a creature’sfront legs for purposes of determining how many natu-ral weapons they can have. In other words, an animalwith hands (natural or granted) can have an additionalnatural weapon for each rear leg, one for the head, onefor the mouth, and one for the tail, for a total of fivenatural weapons and two hands

If this spell is cast two levels higher than the levellisted, then the duration for the spell is doubled. Whenthe spell is cast two levels higher, if either the caster orthe recipient elects to pay 600 Experience Points, thenthe effect is permanent.

Grant Natural ArmorEnchantment [Boon]Level:Level:Level:Level:Level: Brd 1, Clr 0, Drd 1, Pal 1, Rgr 1, Sor/Wiz 0Components:Components:Components:Components:Components: V, S, (XP)Casting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 roundRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 1 hour/levelSaving ThrSaving ThrSaving ThrSaving ThrSaving Throw:ow:ow:ow:ow: Yes (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

This boon gives the recipient a natural armor bonusthat replaces its own. This spell can only be granted bya caster with a natural armor bonus.

If cast at its base level, this spell grants up to a +2natural armor bonus. If cast one level higher, the recip-ient gains up to a +4 natural armor bonus. At two lev-els higher, the target gains up to a +6 natural armorbonus. At three levels higher, the target gains up to a+8 natural armor bonus.

The recipient of this armor will also get a reductionto their Base Speed as seen on the table below. Witheach adjustment is listed a minimum speed. The ad-justed Base Speed should not go below this number

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unless the recipient’s own Base Speed is already low-er than the minimum, in which case there is no changein speed.

If this spell is cast two levels higher than the levellisted for natural armor bonus granted, then the dura-tion for the spell is doubled. When the spell is cast twolevels higher, if either the caster or the recipient electsto pay the Experience Point cost listed on the table be-low, then the effect is permanent.

The armor granted through this spell will manifestas ghostly fur, scales, feathers, or even a shell, basedon the species of the caster. A noble animal cannotgrant better natural armor than his own, but he cangrant lesser armor (it will still appear the same, however).

Grant Natural WeaponEnchantment [Boon]Level:Level:Level:Level:Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0Components:Components:Components:Components:Components: V, S, (XP)Casting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 roundRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 1 min./levelSaving ThrSaving ThrSaving ThrSaving ThrSaving Throw:ow:ow:ow:ow: Yes (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

This boon gives the recipient a natural weapon similarto one of the caster’s (chosen by the caster). To cast,the noble animal must lay the weapon of choice ontothe same part of the recipient’s body. This may lookvery disconcerting to some smaller creatures, as a ti-ger bites a monkey on the face to grant his bite. Nodamage is dealt through this exchange.

Whichever weapon is granted, it will take up thesame place on the recipient’s body. For instance: a ti-ger grants his right claw attack to a wolf — the wolf didnot have a claw attack before, but now he does. If therecipient already has an attack of the type granted, or

using the limb affected, then the granted weapon willoverlay his own. In other words, if the same tiger grant-ed his bite to a weasel, the weasel would no longer dohis own damage, but the damage granted by this spell.

When used in combat, a spectral shape of the grant-ed weapon will appear around the noble animal’s ownlimb, head, or mouth. In cases in which the attack mim-ics a body part the character just doesn’t have (such asa snake with a kick attack), then the spectral shapewill extend from the noble animal’s body with no sub-stance behind it. If the granted weapon is replacing anon-existent body part, then any defensive ability thatwould apply to physical or ethereal attacks will apply.

Each of the following body parts can grant one (andonly one) attack type per character. A noble animal’sfront limb can be used for claw, hoof, kick, stamp ortalon attacks. A noble animal’s rear limb can be usedfor claw, hoof, kick, rake, or talon attacks. A noble an-imal’s mouth can be used for bite, fang, jaw, or teethattacks. A noble animal’s head can be used for butt orgore attacks. A noble animal’s tail can be used for slap

Chapter 6: Magic & Spells

Grant Natural Armor Modifiers TableSpell LevelSpell LevelSpell LevelSpell LevelSpell Level Natural ArmorNatural ArmorNatural ArmorNatural ArmorNatural Armor Base SpeedBase SpeedBase SpeedBase SpeedBase Speed Spell Level AdjustmentSpell Level AdjustmentSpell Level AdjustmentSpell Level AdjustmentSpell Level Adjustment XP CostXP CostXP CostXP CostXP CostAdjustmentAdjustmentAdjustmentAdjustmentAdjustment Bonus GrantedBonus GrantedBonus GrantedBonus GrantedBonus Granted AdjustmentAdjustmentAdjustmentAdjustmentAdjustment for Extended Effectfor Extended Effectfor Extended Effectfor Extended Effectfor Extended Effect0 +1 or +2 None +2 200+1 +3 or +4 -5 feet (min. 30) +3 500+2 +5 or +6 -10 feet (min. 20) +4 1,000+3 +7 or +8 -20 feet (min 5) +5 2,000

Grant Natural Weapon Modifiers TableSpellSpellSpellSpellSpell NaturalNaturalNaturalNaturalNatural Spell LevelSpell LevelSpell LevelSpell LevelSpell Level XPXPXPXPXPLevelLevelLevelLevelLevel WWWWWeaponeaponeaponeaponeapon Adjust. forAdjust. forAdjust. forAdjust. forAdjust. for CostCostCostCostCostAdjust.Adjust.Adjust.Adjust.Adjust. DamageDamageDamageDamageDamage Extended EffectExtended EffectExtended EffectExtended EffectExtended Effect+0 1d2, 1d3, 1d4 +2 75+1 1d6 +3 100+2 1d8 +4 150+3 2d6, 1d10 +5 300+4 3d6, 2d8 +6 600+5 4d6, 3d8 +7 1,200+6 6d6, 4d8 +8 2,400+7 8d6, 6d8 +9 4,800+8 12d6, 8d8 — —+9 12d8 — —

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attacks. Slam attacks are a special case; if a noble ani-mal is granted a slam attack, he can choose to use the“slot” for head or a rear limb. The most natural attacks(the character’s own and boons) any noble animal canhave is seven: one for each of four limbs (no matterwhether the character has those limbs or not), one forthe mouth, one for the head, and one for the tail (whetherit exists or not).

Characters with wings can be granted front limb at-tacks, but they cannot fly while using them.

This spell can be cast at a higher level, granting alarger natural weapon. The table below will show thedifferent spell levels and the damage available at eachone.

If this spell is cast two levels higher than the levellisted for the damage type granted, then the durationfor the spell is doubled. When the spell is cast at thatlevel, if either the caster or the recipient elects to paythe Experience Point cost listed on the table below, thenthe effect is permanent.

When figuring the spell level for Paladins or Rang-ers, simply add +1 to the level given on the table.

A noble animal cannot grant a natural attack withdamage greater than his own.

Grant PounceEnchantment [Boon]Level:Level:Level:Level:Level: Brd 2, Clr 1, Drd 1, Pal 2, Rgr 2, Sor/Wiz 1Components:Components:Components:Components:Components: V, S, (XP)Casting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 roundRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 1 round/levelSaving ThrSaving ThrSaving ThrSaving ThrSaving Throw:ow:ow:ow:ow: Yes (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

When this boon is granted the recipient gains the abil-ity to make a full attack action the same round in whichhe charges. Only a character with a natural pounceability can cast this spell.

If this spell is cast two levels higher than the levellisted then the duration for the spell is doubled. Whenthe spell is cast two levels higher, if either the caster orthe recipient elects to pay 600 Experience Points thenthe effect is permanent.

Grant Powerful ChargeEnchantment [Boon]Level:Level:Level:Level:Level: Brd 4, Clr 3, Drd 3, Pal 4, Rgr 4, Sor/Wiz 3Components:Components:Components:Components:Components: V, S, (XP)Casting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 roundRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 1 round/levelSaving ThrSaving ThrSaving ThrSaving ThrSaving Throw:ow:ow:ow:ow: Yes (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

When this boon is granted the recipient deals doubletheir primary attack damage + 2x their Strength modi-fier when they charge. This cannot be used in con-junction with a pounce attack. Only spell-casters whonaturally have the powerful charge ability can cast thisspell.

If this spell is cast two levels higher than the levellisted then the duration for the spell is doubled. Whenthe spell is cast two levels higher, if either the caster orthe recipient elects to pay 600 Experience Points thenthe effect is permanent.

Grant Skill BonusEnchantment [Boon]Level:Level:Level:Level:Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0Components:Components:Components:Components:Components: V, S, (XP)

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Casting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 roundRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 1 min./levelSaving ThrSaving ThrSaving ThrSaving ThrSaving Throw:ow:ow:ow:ow: Yes (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

When this boon is granted the recipient gains a skillbonus to a single skill. The bonus granted can onlyapply to a skill in which the caster has a racial bonus.A character cannot grant a higher bonus than his own.The amount of the bonus is determined by the level ofthe spell.

This Spell can be cast at 2 levels higher than listedfor extended effect. If cast for extended effect, the du-ration of the spell is doubled. When cast at this level, ifeither the caster or the recipient elects to pay the Expe-rience Point cost listed then the effect is permanent.

When figuring the spell level for Paladins or Rang-ers, simply add +1 to the level given on the table.

Grant SpeedEnchantment [Boon]Level:Level:Level:Level:Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0Components:Components:Components:Components:Components: V, S, (XP)Casting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 roundRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 1 min./levelSaving ThrSaving ThrSaving ThrSaving ThrSaving Throw:ow:ow:ow:ow: Yes (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

When this boon is granted, the target gains a Base Speedbonus of +10. If the bonus from this spell would in-

crease the target’s Base Speed to greater than the cast-er’s, it stops at equal to it.

This spell can be cast at a 1st level, increasing thespeed granted to up to +30.

If this spell is cast two levels higher than the levellisted for the speed bonus granted, then the durationfor the spell is doubled. When the spell is cast at thatlevel, if either the caster or the recipient elects to paythe Experience Point cost listed on the table below, thenthe effect is permanent.

When figuring the spell level for Paladins or Rang-ers, simply add +1 to the level given on the table.

No noble animal spell-caster can grant a Base Speedgreater than his own.

Grant SprintEnchantment [Boon]Level:Level:Level:Level:Level: Brd 2, Clr 1, Drd 1, Pal 2, Rgr 2, Sor/Wiz 1Components:Components:Components:Components:Components: V, S, (XP)Casting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 roundRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 1 min./levelSaving ThrSaving ThrSaving ThrSaving ThrSaving Throw:ow:ow:ow:ow: Yes (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

When this boon is granted the recipient gains the abil-ity move six times its normal speed when it makes acharge, once during the spell’s duration. If the recipi-ent does not use this ability in the time allotted, it islost. Only spell-casters who naturally have the Sprintability can cast this spell.

If this spell is cast two levels higher than the levellisted then the duration for the spell is one hour/level,and the recipient can use the ability once during eachhour. When the spell is cast two levels higher, if eitherthe caster or the recipient elects to pay 600 ExperiencePoints then the effect is permanent.

Chapter 6: Magic & Spells

Grant Skill Bonus Modifiers TableSpellSpellSpellSpellSpell SkillSkillSkillSkillSkill Spell LevelSpell LevelSpell LevelSpell LevelSpell Level XPXPXPXPXPLevelLevelLevelLevelLevel BonusBonusBonusBonusBonus Adjust. forAdjust. forAdjust. forAdjust. forAdjust. for CostCostCostCostCostAdjust.Adjust.Adjust.Adjust.Adjust. Extended EffectExtended EffectExtended EffectExtended EffectExtended Effect+0 +2 +2 300+1 +3 +3 400+2 +4 +4 600+3 +5 +5 800+4 +6 +6 1,200+5 +7 +7 1,600+6 +8 +8 2,400

Grant Speed Modifiers TableSpellSpellSpellSpellSpell BaseBaseBaseBaseBase Spell LevelSpell LevelSpell LevelSpell LevelSpell Level XPXPXPXPXPLevelLevelLevelLevelLevel SpeedSpeedSpeedSpeedSpeed Adjust. forAdjust. forAdjust. forAdjust. forAdjust. for CostCostCostCostCostAdjust.Adjust.Adjust.Adjust.Adjust. BonusBonusBonusBonusBonus Extended EffectExtended EffectExtended EffectExtended EffectExtended Effect+0 +10 +2 200+1 +30 +3 500

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Grant Swim SpeedEnchantment [Boon]Level:Level:Level:Level:Level: Brd 2, Clr 1, Drd 1, Pal 2, Rgr 2, Sor/Wiz 1Components:Components:Components:Components:Components: V, S, (XP)Casting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 roundRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 1 hour/levelSaving ThrSaving ThrSaving ThrSaving ThrSaving Throw:ow:ow:ow:ow: Yes (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

When this boon is granted, the target gains a Swimspeed bonus of +10. If the target does not already havea Swim speed, then it gains a base Swim speed of 20.The target’s Swim speed cannot exceed the caster’s. Ifthe bonus from this spell would increase the target’sSwim speed to greater than the caster’s, it stops at equalto it.

While a character with a granted Swim speed isswimming, they lose all benefits from any defensiveattitude they may have up. The attitude is still consid-ered active however (unless swimming was the triggercondition to drop it), and the benefits return once thecharacter stops swimming.

If this spell is cast two levels higher than the levellisted then the duration for the spell is doubled. Whenthe spell is cast two levels higher, if either the caster orthe recipient elects to pay 300 Experience Points thenthe effect is permanent.

Grant TrampleEnchantment [Boon]Level:Level:Level:Level:Level: Brd 5, Clr 3, Drd 3, Pal 5, Rgr 4, Sor/Wiz 3Components:Components:Components:Components:Components: V, S, (XP)Casting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 roundRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 1 round/levelSaving ThrSaving ThrSaving ThrSaving ThrSaving Throw:ow:ow:ow:ow: Yes (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

When this boon is granted the recipient gains the abil-ity to perform one trample attack per round for the du-ration of the spell, provided the proper conditions aremet. Only characters with a natural trample attack cancast this spell.

For purposes of trampling, the recipient’s effectivearea is increased to match that of the spell-caster. This

increase is for determining targets of the trample, andnothing else. In other words, a rabbit granted a trampleeffect by a huge elephant can trample over large crea-tures and smaller, but cannot make a melee attackagainst any creature outside his normal reach, nor canopponents strike him if they are not within their ownreach of the rabbit’s actual position.

As a full-round action, the recipient can charge anyopponents at least one size category smaller than itseffective area as an area-effect attack. The charactermerely has to move over the opponents in its path; anycreature whose space is completely covered by the tram-pling creature’s effective space is subject to the tram-ple attack.

If a target’s space is larger than 5 feet, it is only con-sidered trampled if the trampling creature moves overall the squares it occupies. If the trampling creaturemoves over only some of a target’s space and the tram-pling creature’s actual body passes within the target’sthreat range, the target can make an attack of opportu-nity against the trampling creature at a –4. A tramplingcreature that accidentally ends its movement in an il-legal space returns to the last legal position it occu-pied, or the closest legal position, if there’s a legal po-sition that’s closer.

A trample attack does 2d8 + 1 ½ Str Modifier dam-age.

Trampled opponents can attempt attacks of oppor-tunity if the trampling creature’s actual body passeswithin the target’s threat range, but these take a –4 pen-alty. If they do not make attacks of opportunity, tram-pled opponents can attempt Reflex saves against a DCof 20 to take half damage.

A trampling creature can only deal trampling dam-age to each target once per round; no matter how manytimes its movement takes it over a target creature.

If this spell is cast two levels higher than the levellisted then the duration for the spell is doubled. Whenthe spell is cast two levels higher, if either the caster orthe recipient elects to pay 1000 Experience Points thenthe effect is permanent.

Grant TripEnchantment [Boon]Level:Level:Level:Level:Level: Brd 2, Clr 1, Drd 0, Pal 2, Rgr 1, Sor/Wiz 0Components:Components:Components:Components:Components: V, S, (XP)Casting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 roundRange:Range:Range:Range:Range: Touch

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TTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 1 round/levelSaving ThrSaving ThrSaving ThrSaving ThrSaving Throw:ow:ow:ow:ow: Yes (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

When this boon is granted the recipient gains the abil-ity to make an attempt to trip an opponent after anysuccessful bite or claw attack as a free action withoutmaking a touch attack or provoking an attack of oppor-tunity.

If the attempt fails, the opponent cannot react to tripthe recipient. Only a spell-caster with a natural Tripability can cast this spell.

If this spell is cast two levels higher than the levellisted then the duration for the spell is doubled. Whenthe spell is cast two levels higher, if either the caster orthe recipient elects to pay 300 Experience Points thenthe effect is permanent.

Grant TrunkEnchantment [Boon]Level:Level:Level:Level:Level: Brd 1, Clr 1, Drd 1, Pal 2, Rgr 2, Sor/Wiz 0Components:Components:Components:Components:Components: V, S, (XP)Casting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 roundRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 1 hour/levelSaving ThrSaving ThrSaving ThrSaving ThrSaving Throw:ow:ow:ow:ow: Yes (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

This spell can grant the recipient a spectral trunk thatextends from the creature’s body like a natural one.This spell cannot be cast on a creature that already hasa trunk. Only a caster with a natural trunk can cast thisspell. The trunk granted will be similar in appearanceto the caster’s own.

If cast at its base level, this spell grants a spectraltrunk that extends from the recipient’s nose that willalways count as an off-hand.

The trunk granted by this spell will always be sizedto the recipient, no matter what the size of the caster.Therefore, any weapons used in this trunk must alsobe of the appropriate size.

If this spell is cast two levels higher than the levellisted, then the duration for the spell is doubled. Whenthe spell is cast two levels higher, if either the caster orthe recipient elects to pay 150 Experience Points, thenthe effect is permanent.

Grant VenomEnchantment [Boon]Level:Level:Level:Level:Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 4, Sor/Wiz 3Components:Components:Components:Components:Components: V, S, (XP)Casting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 roundRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 1 round/levelSaving ThrSaving ThrSaving ThrSaving ThrSaving Throw:ow:ow:ow:ow: Yes (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

When this boon is granted, the target gains the abilityto inject venom into an enemy through a bite attack. Inorder to use this venom, the recipient must make asuccessful bite attack and deal damage. The venomthen does initial and secondary damage of 1d6 Con.The venom has a Fort save DC of 10. The secondarydamage, as well as the save to prevent it, takes place

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one minute after the initial bite. This special attackcan be used on any attack in which the recipient suc-cessfully bites a foe. Only a character with a naturalpoison attack can cast this spell.

If this spell is cast two levels higher than the levellisted then the duration for the spell is doubled. Whenthe spell is cast two levels higher, if either the caster orthe recipient elects to pay 800 Experience Points thenthe effect is permanent.

A character with a permanent venom boon can usethis a number of times a day equal to their Constitutionmodifier x 3 (minimum of 1). Once used, the poisonwill replenish itself at a rate of the character’s Con bo-nus (minimum 1) per hour of rest.

Grant Vestigial HandsEnchantment [Boon]Level:Level:Level:Level:Level: Brd 2, Clr 2, Drd 2, Pal 3, Rgr 3, Sor/Wiz 1Components:Components:Components:Components:Components: V, S, (XP)Casting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 roundRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 1 hour/levelSaving ThrSaving ThrSaving ThrSaving ThrSaving Throw:ow:ow:ow:ow: Yes (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

This spell can grant the recipient spectral vestigialhands that extend from the creature’s body like naturallimbs. This spell cannot be cast on a creature that al-ready has hands. Only a caster with natural vestigialhands can cast this spell. The hands granted will besimilar in appearance to the caster’s own.

If cast at its base level, the recipient gains 2 spectralvestigial hands, which suffer a -2 penalty to all attackrolls and skill checks using them.

The hands granted by this spell will always be sizedto the recipient, no matter what the size of the caster.Therefore, any weapons used in these hands must alsobe of the appropriate size.

The hands granted bythis boon replace a crea-ture’s front legs for purpos-es of determining howmany natural weaponsthey can have. In otherwords, an animal withhands (natural or granted)can have an additional nat-

ural weapon for each rear leg, one for the head, one forthe mouth, and one for the tail, for a total of five naturalweapons and two hands

If this spell is cast two levels higher than the levellisted, then the duration for the spell is doubled. Whenthe spell is cast two levels higher, if either the caster orthe recipient elects to pay 300 Experience Points, thenthe effect is permanent.

Grant WingsEnchantment [Boon]Level:Level:Level:Level:Level: Brd 3, Clr 2, Drd 3, Pal 3, Rgr 3, Sor/Wiz 2Components:Components:Components:Components:Components: V, S, (XP)Casting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 roundRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 1 min./levelSaving ThrSaving ThrSaving ThrSaving ThrSaving Throw:ow:ow:ow:ow: Yes (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

When this boon is granted, the target gains spectralwings of a type similar to the caster’s and a Fly speedof 30 feet. Only characters with natural wings and aFly speed can cast this spell.

If this spell is cast at a higher level, the fly speed orthe maneuverability class may be improved. See thetable below for details.

While a character with granted wings is flying, theylose all benefits from any defensive attitude they mayhave up. The attitude is still considered active howev-er (unless flying was the trigger condition to drop it),and the benefits return once the character lands.

A character with granted wings cannot use any frontlimb attacks while flying.

If this spell is cast two levels higher than the levellisted for the speed and maneuverability granted, thenthe duration for the spell is doubled. When the spell iscast two levels higher, if either the caster or the recip-

Grant Wings Modifiers TableSpell LevelSpell LevelSpell LevelSpell LevelSpell Level MaximumMaximumMaximumMaximumMaximum MaximumMaximumMaximumMaximumMaximum Spell LevelSpell LevelSpell LevelSpell LevelSpell Level XPXPXPXPXPAdjustmentAdjustmentAdjustmentAdjustmentAdjustment SpeedSpeedSpeedSpeedSpeed ManeuverabilityManeuverabilityManeuverabilityManeuverabilityManeuverability Adjustment forAdjustment forAdjustment forAdjustment forAdjustment for CostCostCostCostCost

GrantedGrantedGrantedGrantedGranted Class GrantedClass GrantedClass GrantedClass GrantedClass Granted Extended EffectExtended EffectExtended EffectExtended EffectExtended Effect0 30 feet Poor +2 400+1 40 feet Average +3 600+2 60 feet Good +4 1,000

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ient elects to pay the Experience Point cost listed onthe table below, then the effect is permanent.

A noble animal cannot grant a Fly speed or Maneu-verability class better than his own, but he can grant alower speed or class.

Heal EscortConjuration [Healing]Level:Level:Level:Level:Level: Pal 3Components:Components:Components:Components:Components: V, SCasting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 standard actionRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Your escort touchedDuration:Duration:Duration:Duration:Duration: InstantaneousSaving Throw:Saving Throw:Saving Throw:Saving Throw:Saving Throw: Will negates (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes (harmless)

This spell functions just like heal, but it affects onlythe paladin’s special escort.

Hide from HumanoidsAbjurationLevel:Level:Level:Level:Level: Drd 1, Rgr 1Components:Components:Components:Components:Components: V, SCasting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 standard actionRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: One creature touched/levelDuration:Duration:Duration:Duration:Duration: 10 min./levelSaving Throw:Saving Throw:Saving Throw:Saving Throw:Saving Throw: Will negates (harmless)Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes

Humanoids cannot see, hear, or smell the warded crea-tures. Even extraordinary or supernatural sensory ca-pabilities, such as blindsense, blindsight, scent, andtremorsense, cannot detect or locate warded creatures.Humanoids simply act as though the warded creaturesare not there. If a warded character touches a human-oid or attacks any creature, even with a spell, the spellends for all recipients.

This spell can only be cast by noble animal characters.

Chapter 6: Magic & Spells

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Note that boons granted from spells are different fromcreated boons. Created boons (all of the boons present-ed in this chapter) can be transferred by the possessoronto a willing recipient.

In addition, a noble animal character can steal acreated boon with a successful Deft of Jaw check againsta DC of 20.

Finally, a created boon can be taken from a fallenfoe, whether dead or simply incapacitated, at will. Gen-erally, the victor gains the boon by eating the appropri-ate part of the foe (limb for a weapon, brain for a great-er fetish, etc.).

Spell, or granted, boons are much harder to takefrom a fallen foe, as they have become an integral partof the creature. See Chapter 7 for details on this.

Sometimes a noble animal will die with one or moreboons left unclaimed. This can happen if humanoidsor others who don’t know any better kill the noble, or ifthey are defeated and the victors cannot carry any moreor decide not to loot them. When this happens, grant-ed boons dissipate within two days, and can never beregained afterwards (if the character is resurrected heloses any granted boons), but created boons stay there,waiting to be discovered. The creature’s corpse willdecompose, but any noble animal who happens uponit will be able to detect something odd about the bones.Once a created boon has been found on a corpse, itcan be transferred to a new owner.

A noble animal can choose to drop any non-cursedcreated boon without transferring it to another charac-ter. If this is done, the boon will appear as a glowingmark on the ground, visible only to other noble ani-mals. The shape of the mark will vary greatly, depend-ing on the purpose of the boon. A magical weapon boonwill look like a paw-print or something similar. Othermarks will be as individualistic and difficult to divineas any humanoid magic items.

If a noble animal character eats any part of a nobleanimal with a cursed boon, that character automatical-ly gains the cursed boon in addition to whichever boonshe may have been attempting to claim.

Ability SacrificeNoble animals, generally, do not place value on mate-rial things. This means that a noble animal spell casteris unlikely to ever gather the necessary materials thathumanoid would need to create a magic item. Instead,when creating a boon, noble animal spell casters sacri-fice some of their own abilities to bestow a gift on them-selves or another creature.

When creating a boon, calculate the gold piece costjust as if it were a humanoid item, and then divide thatnumber by 10,000, rounding up. This is how many abil-ity points the boon’s creator must sacrifice.

The creator can choose which ability to give up, andmultiple points can be taken from different abilities orthe same, at the character’s option.

Ability points sacrificed in this manner can only beregained after a full cycle of the moon with the appli-cation of a restoration, greater restoration, or wish spell.

However long a boon takes to create, the ability sac-rifice does not happen until the very end of the pro-cess.

If the process of sacrificing reduces any of the cre-ator’s abilities to zero or less, the boon is successfullycreated, but the creator dies on the spot, with no possi-bility of raising or resurrection. The reason for this isthat the creator’s spirit now resides within the recipi-ent of the boon, as a voice in the character’s head, usu-ally offering advice and opinion, whether wanted ornot. If the boon is ever transferred, this voice goes tothe new possessor.

FetishesFetishes are objects or creatures with a magical spellcharged into them. Any noble animal who eats onegains the benefits of the spell, just as if a humanoidhad quaffed a potion. A fetish charged into a livingcreature overwrites its personality, making it the obe-dient servant of the noble who possesses it. Ownershipof fetish animals can pass between characters easily.

Overall, animals — whether of the natural or noble variety — tend to have little use for what humanoidsconsider “treasure.” But, just as humanoid adventurers may find magical items in their travels thatmay aid them in vanquishing their foes or completing their quests; so too, can noble animals discover

“boons” that may aid them. Each type of created boon a noble animal character may come in contact withcorresponds to a specific type of magical item from the Dungeon Master’s Guide. Whenever a question arises,refer to the rules for the item and apply them as appropriate.

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The fetish cannot tell its “master” from any other crea-ture, so if a fetish is stolen, it will follow the thief’sinstructions just like it did its previous owner.

The only limits on how many fetishes a charactercan have are practical ones; how many glowing micedo you wish to have trailing behind you on an adven-ture? Do you really want to appear to be infested withglowing fleas?

For more information on fetishes, see the Create Fetishfeat.

GiftsGifts are magical abilities that seem to be a part of acharacter. These gifts grant abilities like those of a magicring.

A character can only have two gifts at any one time.For more information, see the Bestow Gift feat.

Greater FetishesGreater fetishes contain the commensurate abilities ofa wand within the body of a living creature.A creature can contain the effects of up to three greaterfetishes.

For more information, see the Create Greater Fetishfeat.

JujusJujus are one-shot boons that contain a single spell.Usually accessed by scratching a patch of fur, a scale,or a feather on the user’s own body, a juju disappearsimmediately upon use.

There are no limits to the number of jujus that acharacter may carry.

For more information, see the Create Juju feat.

Lesser SpellthrallsA lesser spellthrall is a living creature that containsthe effects of a magical rod.

A single creature can contain the effects of up totwo lesser spellthralls.

For more information, see the Imbue LesserSpellthrall feat.

Magical MightThe magical weapons and armor of the noble animalworld, magical might is actually quite a bit more versa-tile than similar humanoid treasures. A noble rhinoc-eros who just vanquished a tiger that had a +2 clawcan transfer the bonus onto his own hoof, despite thefact that he does not have a claw. It is the bonus thattransfers, not the weapon itself.

A character can gain magical might by having itgranted, through use of the Grant Magical Might feat,or by a friendly character giving it to him, or by takingit from the body of a fallen foe. In any case, the bonusfrom magical might must go to the same or analogous,body part that it began on. In other words, the tiger’sbonus to his front right claw cannot be placed on therhinoceros’ horn, but must go to his right front hoof.

A bonus that applies to a body part that the recipientdoes not have (either natural or spectral) simply can-not be transferred. It stays with the body until an ablerecipient comes along.

A character can only have as many magical mightbonuses as he has natural weapons (including spec-tral), plus one for his natural armor.

For more information, see the Grant Magical Mightfeat.

SpellthrallsA spellthrall is a creature with the abilities of a magi-cal staff, but no will or motives of its own. Ownershipof a spellthrall can be transferred just like any othercreature-based boon.

A single creature can contain the effects of onespellthrall.

For more information, see the Imbue Spellthrall feat.

Wondrous TraitsA noble animal with a wondrous trait seems to havestepped out of legend. These boons are similar to gifts,but often much more powerful.

A character can have up to three wondrous traits.For more information, see the Grant Wondrous Trait

feat.

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Chapter 8: Campaigns

Walking With HumansReggin refastened the cinch on his mare’s saddle. Hechecked and double checked every inch of the straparound the animal’s midsection to make sure that itwasn’t twisted again, or that any stray bit of rope orsaddle blanket was caught under it.

“There, does that feel better?” He addressed thehorse, but his words were actually intended for thewolf-dog at his side.

The dog made a short sound like “huff,” which wasthen answered by a whicker from the saddled mare.“She says that’s much better,” the dog said. “You know,most humans wouldn’t bother with a mount’s minordiscomfort.”

Reggin gave his mare an affectionate caress andscratch on the throat and swung himself up into thesaddle. “Well, most humans don’t have you there toconstantly complain about the horse’s incessant whin-ing about an itch under a saddle strap.” He gave themare a gentle nudge with his heels, which was enoughto get her moving at a quick trot.

They traveled together quickly, speaking in shortexchanges whenever the wolf-dog could spare thebreath and the man could hear him over the sounds ofthe forest rushing past them. “So Pik-pik just showedup out of the blue with this? I haven’t seen her in ages.She should have stopped by to say hello to me.” Thedog seemed genuinely hurt at the slight.

Reggin glanced down at his friend with a small smirk.“She probably didn’t want to take the chance after hear-ing what happened to Alderman Gurtz’s chickens.”

The conversation paused for a moment while wolf-dog and horse both jumped over a fallen log.

“You know that was a set-up, right? That rooster hadit in for me from day one.” The dog grumbled.

“So, despite the fact that you are leagues smarterthan him and you have magic powers, that rooster some-how tricked you into breaking into the coop and killingand eating him and all his hens?”

“You see! His hatred of me went beyond reason andhis instinct for self-preservation.” A small grin creptinto his voice, which was answered by a guffaw fromhis human companion.

The dog went by the name of Mr. Fluffy, given tohim by Reggin’s oldest daughter when she was a smallchild. It hadn’t been the name he was born with, butlike most dogs of the noble blood, when a human gavehim a name, he renounced his old one and remained“Mr. Fluffy.” Mr. Fluffy had lived with Reggin and hisfamily for over twenty years, and had seen all three ofthe children grown strong and true. He had felt everybit as much pride as Reggin had when Trisa, the young-est, took her vows of marriage. With the children gone,Mr. Fluffy found himself spending more and more timeaiding the aging ranger in his duties, keeping the man-king’s forest free of enemies.

After a short while the two friends and the horsereached a clearing. At the center of the clearing stooda fat, gnarled, and blackened tree. From within thehollow of the tree a voice bellowed, “Who challengesthe sovereignty of this sacred grove? Begone! Lest Isummon the spirits of this wood to savage you!”

“Clamp it, Vesa, we’re here to speak to Jisso.” Reg-gin called with a mixture of amusement and contempt.

A filthy figure crouched out of the tree. Through thesticks and leaves braided through its mud-caked hair,it was barely possible to identify the shape as elven.“How did you know it was me?”

Reggin leaned forward in his saddle. “Because onlyelves say ‘lest.’ Now shut up and wake your master.”

The grubby elf slinked to a nearby low-hangingbranch, and began to have what appeared to be a star-ing contest, with what appeared to be a twisted vine.

Mr. Fluffy looked up at his human friend. “Why areyou always so mean to him, Reggin?”

Reggin seemed to chew on the thought for a mo-ment. “Because he’s filthy, smelly, obsequious, anddim, and I can’t fathom any man or elf so lacking inambition that they let themselves be treated like an…”

“Animal?” The canine finished for him.The man blushed, brought low by his friend’s expo-

sure of his hypocrisy. “Well, … that is,… but you’redifferent, aren’t you? You’re more than just an animal,and so is Jisso.”

“And my familiar is more than just an elf, my pe-destrian friends.” This last came from the enormousgreen and black python entwined about the elf’s neck

In this section of the book are presented several different possible models for campaigns involving nobleanimals, including “Walking With Humans,” “At The Forest’s Edge,” and “Far From The Eyes Of Man,”along with stats for sample non-player characters and some suggested reading and viewing.

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and shoulders. The elf was just now approaching themagain. He showed no indication of having noticed theexchange that the snake on his shoulders had takenpart in.

Reggin dismounted and took to one knee in front ofthe elf. “My apologies, master sorcerer, and to you Vesa;my attitude is an unworthy one.”

Vesa took the offered hand. “No apology is needed,friend ranger; it is difficult for one to understand thegifts of service who has not felt the call.”

Reggin stood again. After the elf walked on a fewmore feet, he bent down to whisper to Mr. Fluffy. “Hestill stinks, though.”

The elf did not break his stride as he said, “That’sthe only way I can cover over my natural elven musk;otherwise every time I went anywhere near a town I’dbe mobbed by lonely, unfulfilled human women.”

The dog’s and the snake’s laughter shook leaves fromthe nearby trees.

Megah and Guk were doing what they did best: com-plaining.

“I hate these woods. Too much sun, not enough deer,and the rabbits seem to know all about our traps. Whydo we have to hide here?” Megah whined.

“And how come we’re takin’ orders from a runtylittle goblin?” his fellow orc, Guk added.

The blade boss strode purposefully over to the pairand stood directly in front of them. With casual brutal-ity he grabbed each by the side of his head and crackedtheir skulls together hard enough so that they both fellto the ground. While the two sat there rubbing theirheads he said, “We are here because this is where theworthless human king is going to pass. It’d do no goodto set up an ambush for him if he didn’t show up.”

The massive orc turned on the rest of his band, hisbejeweled eyepatch sending errant beams of red overtheir green faces, “And we’re following the sugges-tions of Silga Bentback because he got us the informa-tion to make this possible, and because he’s smarterthan any four of you put together. So I want all of you tosuck it up and do what he says, and stop this mutter-ing about a nice juicy goblin pie.” He stopped andgrinned. “At least until the battle starts – accidentshappen, as we all know.” The massed orcs seemed tobrighten with the prospect of future treachery.

“Now you all have your orders, so get to it, while Igo consult with our ‘advisor.’” With that the blade-bossstomped out of the cave, leaving the warriors to pre-pare for the coming battle. There were forty of them;the king, traveling incognito, had a retinue of only 15men. They would be caught completely unawares. Itwould be a slaughter.

There was a sudden disturbance in the center of thecave as five orcs fell, bleeding from horrible wounds.Standing in the middle of this event, now visible, werea man and a dog. The man smiled. So did the dog.

Reggin helped Vesa haul the last of the orc corpsesdeeper into the cave. The elf remarked, “Well I’m cer-tainly glad your rampant bigotry extends to orcs; I daresay you enjoyed that.”

The ranger huffed under the weight of a particularlyheavy-set orc. “When are you going to let that go? Iapologized for what I said, and I meant it.” They heavedthe body onto the pile. “And besides, it wasn’t thatyou’re an elf that I found distasteful; it was that you’refilthy. My brother-in-law’s an elf; terrific card player.”

Reggin leaned suddenly against the cave wall, press-ing his fist into the small of his back. “I seem to recallthis not hurting quite so much, once upon a time.”

Vesa looked worriedly at the man. “Well no wonder;you’re what, eighty? Eighty-five?”

Reggin shot a glare at him. “I’m forty-eight, youmoron.”

“Oh right: human.” Vesa didn’t know what else tosay so he simply walked back to his master.

Mr. Fluffy was sniffing around the edges of the cave,seeing if Jisso’s fireball had missed anything. “Hedoesn’t mean anything by it, you know.” He mutteredto Reggin, who was, indeed, looking older.

“I know; I’ll try to be nicer.”The elf walked back toward the pair, this time with

the python draped across his shoulders again. The snakespoke. “Reggin, I will bow to your expertise when itcomes to orcs, but why did you let their alpha getaway?”

“Because I recognized him, Jisso. That was HulrekGravefiller.” The elf gasped at this name, and Reggincontinued, “There is no way I would want to face himalongside a ready band of his followers. We need to befresh when we face him, and make sure he has no

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Chapter 8: Campaigns

allies to back him up.”The dog looked up at him, “He’s that dangerous?”“Easily; you saw that eyepatch?”“That sparkly thing covering his eye? Why would

he do that?”Reggin chuckled. “Because he lost that eye in a bat-

tle. In fact, he lost it fighting the dragon, Kylstreak, justas he killed her.”

The snake hissed, “He slew Kylstreak? She was afriend to my old teacher.”

The man nodded, “And more powerful than all ofus put together by a wide margin. We want prepara-tion to go after him.”

“Well, we know that he’s dealing with a goblinnamed Silga Bentback, so that should help some.”

Jisso mused, “I’ve heard the name Silga before, butI can’t recall where.”

Reggin readjusted his pack after loading a few use-ful odds and ends from off the orcs and walked towardthe cave entrance. “Well, we’d best be back to camp sowe can figure out the best approach to that monster.”

They moved through the forest as quietly as theyhad on the way out, but this time without the aid ofJisso’s magical invisibility. They had almost reachedthe campsite when Jisso said, “Wait! Silga! I know whereI’ve heard the name before: but it wasn’t a goblin.”

Whatever Jisso was about to say was interupted whena massive axeblade split Vesa’s skull in half. Throughthe link he shared with his familiar, Jisso felt all of Ve-sa’s shock, all of his confusion, and – surprisingly –quite a bit of pain as the elf died.

Before he could recover his wits, the axe came downagain and bit deeply into his serpentine body.

Wielding the axe was Hulrek himself, visible now;the enchantment provided by the ring he wore havingbeen broken when he struck, just as it had for the manand the dog earlier.

Reggin sprang into action, knowing it was hopeless.The orc outweighed him by a good sixty pounds – allmuscle, he was at least twenty-five years younger, andhe was really good at being brutal. The ranger launcheda series of attacks and feints against the orc, hoping atleast to distract him long enough for Jisso or Mr. Fluffyto engage.

The orc simply slashed across Reggin’s midsectionas he approached, opening a broad red streak on theranger’s chest, causing him to burn with pain.

Mr. Fluffy attempted to circle around the lethal green-

skin but found his path impeded by the trees.Having recovered slightly and crawled safely out of

reach, Jisso spoke a few whispered words of power,and twin beams of blood-red light lanced out from hiseyes, singeing the orc’s skin and setting his armor brieflyaflame.

The orc howled in rage and showed his utter con-tempt for his human attacker by turning his back onhim and closing the distance with the sorcerer snake.With a casual backhanded swing he beheaded the rep-tile. Reggin threw himself at the orc’s back, slashingwith his longsword while simultaneously stabbing witha long dirk in his left hand.

A mass of furred fury was suddenly upon Hulrek, asMr. Fluffy leapt across the ground where two of hisfriends lay dead. The spectral form of a crocodiliansnout appeared over his head as the wolf-dog clampedhis jaws on the thickly muscled throat of their killer.

Chunks of the orc’s flesh were torn away by the dog,but he kept fighting. He smacked the dog with the flatof the axe, sending him into a tree-trunk with a heart-breaking yelp.

Wounded, Reggin lurched forward bringing hisblades to bear on the monster. “Don’t you hurt my dog!”he yelled. His long blade found purchase deep in Grave-filler’s gut, but the orc barely seemed to notice.

They slammed into each other with murderous in-tent and began to pour vicious blows upon each other,spattering the forest floor with blood, both human andorc. Reggin fought well, but he was just no match forthe stronger, younger, more savage foe. Hulrek’s axenearly mashed the human’s right arm from his body.Only by falling backward did he avoid being jointedlike a festival lamb. He saw the orc raise its axe for thelast time and thought, “Well, at least I won’t have totell Trisa how I got her dog killed.”

The blow never fell. Mr. Fluffy had recovered enoughof his strength to sink his teeth into the orc’s calf, dis-tracting him for the fatal moment it took Reggin to drivehis dirk up to the hilt into Hulrek’s chest, stilling theblack heart within.

Finding a tree to sit against, Reggin surveyed thecarnage. The dog limped over to him and began to lickthe ranger’s wounds. The blood stopped flowing out ofhim seemingly of its own accord. The bones began toknit themselves back into their proper places and theflesh resealed. He stroked Mr. Fluffy’s blood-soaked fur.“Good dog. Good dog.”

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DescriptionHeroes gather, hoping to put right some ancient wrong.Villains plot, and send their minions out into the worldto execute their plans. On the surface, a Walking WithHumans campaign is exactly like any other fantasyadventure campaign. The difference lies in the factthat, along side the human, elven, and dwarven he-roes; there are also dogs, birds, even snakes who havetaken up the call as well.

This campaign model is best if you wish to run mixedparties of humanoids and noble animals. The nobleanimal characters will simply be other members of theparty with different capabilities than their humanoidcompanions. And isn’t that what an adventuring partyis supposed to be, anyway?

In this campaign, the learned and gifted among thetwo legged folk know of the existence of noble animals,and may even count some of them among their friends.The world at large still does not know, but in a worldpopulated by magical creatures, a talking rabbit is notgoing to shock very many people.

Most of the noble animal player characters in thistype of campaign will have chosen the “Serve” side ofthe Serve or Challenge question, but that doesn’t makethem slaves, any more than a soldier or a policemanare slaves in the modern world.

Many of the same adventures usable for humanoidparties can be used with very little adjustment for amixed humanoid and animal party. What adjustmentsneed to be made, for the most part, are in the realms ofopposition, npcs, and treasure.

The GM of such a campaign should take a look atany villain or group of villains (especially the human-oid ones) and decide; would this encounter be improvedor damaged if the opponents were noble animals? Youdon’t want to turn every single bad-guy in your cam-paign into a malevolent cat, so make sure to keep somesort of balance. A good rule of thumb would be to havethe same ratio of noble animal to humanoid villains asyou have of noble animal to humanoid heroes. Non-humanoid monsters, like dragons, griffons, and the like,don’t need to be adjusted, since they are alien to bothportions of the party.

Likewise, instead of having the heroes trudge throughthe forest to find the hut of a mysterious hermit whohas vital information about the foe they will soon face,perhaps they could instead trudge through the forest tofind the burrow of a wise old badger who can tell them

what they need to know.Treasure is a bit different. It really isn’t necessary to

swap out normal treasure for boons. All you need to dois make sure that the heroes face a few noble animalopponents with Boons that can be transferred to victo-rious heroes. Having the bones of an ancient noble ratcrushed in amongst a dragon’s horde can be an excel-lent way for the noble animal characters in the party tohave something to divide up while the humans anddwarves are fighting over rings and swords. Anotheroption may be to allow some creatures of the MagicalBeast type access to Boons, so that the noble animalsin the party will also have some stake in the encounter(this may also increase the challenge rating of a givenencounter, so do so only after careful consideration).

A Walking With Humans campaign has great poten-tial to become something very special, or it can be-come very silly. Don’t shy away from the occasionalsilly scene: who doesn’t need to suppress a smile atthe thought of a rat rogue getting the drop on an ogreand taking him down? But try to balance it out withhonest drama and peril. A campaign with all that andhumor will be one that is remembered for years.

Adventure SeedsA dying elk begs a party of humanoid adventurers to

save his herd from a band of wolf-riding goblins.A vast treasure of gold and jewels (and ivory) is hid-

den somewhere in the elephant’s graveyard, but theelephant’s will never tell anyone where it is.

A horde of undead prehistoric creatures plagues theland. It seems the root cause is a raven necromancer,building himself an army.

The dragon Truxiikx is enraged over the death of hismate. He is killing everything in his path, human oranimal.

At the Forest�s EdgeThe killer watched, crouched in shadow, unseen andunheard. He needn’t have bothered masking his scent,Taltu reflected, since the goblins’ noses were patheticinstruments indeed, almost as useless as humans’.Certainly not to the level of feline perfection that hiswas.

The small black cat had trailed this band of stuntedgreen creatures for two days now. His mission, givento him by an old dog named “Mr. Fluffy,” was to find

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the mysterious goblin wizard Silga Bentback and killhim. Of course, the dog never said “kill him.” He said,“Find some way to deal with him, and put a stop towhatever plot has him setting up ambushes for the man-king.” Killing him sounded easier.

Taltu hated performing a mission in what was es-sentially the service of the pointless human ruler, buthe had little choice. He still owed the damned dog adebt, and he was honor bound to repay it. Not that hecared one way or the other about honor, but he knewthat many of the nobles he dealt with did, and it couldharm his position with them if he were to renege.

Of course, Mr. Fluffy had sweetened the deal thistime. He said, “Do this, and do it well, and the matterbetween us is closed. Your service is ended.” The oldson-of-a-bitch must have wanted this Bentback crea-ture pretty bad; Taltu still had four seasons of serviceleft. Now that he thought about it, the dog was in prettybad shape when he spoke to him, and looked every bitof his forty years old.

Mr. Fluffy was friends with the Human Reggin, oneof the few in the entire land who knew of noble ani-mals. Normally, the dog would never ask Taltu to getinvolved in what was essentially an internal human-oid matter, but there were a couple of things that hehad noticed in a recent battle, he said, that didn’t addup: first, the orc, Gravefiller, had known enough to kill

the python sorcerer Jisso; and secondly, Jisso’s last wordsbefore the attack seemed to suggest that he knew SilgaBentback from somewhere. With the snake dead, theconnection remained unknown, and as long as therewas a humanoid out there with malevolent intentionwho knew about noble animals, their secrecy wasn’tsafe.

Finding the goblins was easy. They caused morenoise and mayhem than a troop of chimps under akilling moon. It was then a simple matter to shadowthem and wait for them to return to their master. In theintervening three days, he had silently watched thegoblins commit all manner of petty offenses; stealingfood and animals that humans had told themselvesbelonged to them, vandalizing the big wood and stoneboxes the humanoids built to hide in, even stampedinga herd of slow-witted natural cattle through a collec-tion of those boxes. But what they did yesterday, tothose halflings; that was almost too much even for Tal-tu’s jaded eyes.

He knew he could have stopped them. There wereonly twenty of them; they wouldn’t have stood a chance.But then he never would have been able to find Bent-back’s lair. And they were only two-legs, after all.

So he watched as the goblins dragged the family offive small folk out from their beds in the dead of night.He saw the male fight back with all his might, and saw

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him get borne down under a hail of goblin fists andknives. He saw them taunt and toy with the females,allowing them to run a bit before catching them again.This cruelty appealed to him in a detached, almostclinical way, but the goblins were clearly amateurs attormenting prey. They eventually murdered the entirefamily, leaving their bodies to burn in the wreckage oftheir home.

He kept telling himself that it didn’t matter. Theywere only two-legs.

The goblin band had finally come to a pile of rockssitting atop a lonely cliff. After studying the stones for afew minutes, Taltu was able to recognize that the pilehad once been what the human’s called a “fortress.” Ithad collapsed over what was probably centuries andbecome just another example the folly of humans evertrying to build anything: the wild always reclaims itsown.

It appeared they were making this site their head-quarters, for there were other goblins running to andfro, and it seemed that some portions of the structurehad been repaired and converted into rude shelter.

He followed the band into their lair, taking note ofthe escape routes. He stopped to groom himself for amoment and grabbed at a blue glowing flea on his shoul-der. He bit into the insect and chewed it thoughtfully,letting the magic do its work, causing him to fade fromsight. He then slinked over to the beams that held theroof up over the other exit and began his work.With his own claws, the task would have taken forev-er. Luckily, he had been given new claws by one of thelionesses in King Bashta’s pride. They were very effec-tive, and they were the reason he had been bound toservice for the last three seasons. Slowly, he chippedthe beam away, until it groaned and creaked, ready tocollapse. He groomed another flea from his thigh andplaced it, carefully on the beam and whispered a wordto it.

Taltu crept back over to the entrance and coughedand cleared his throat. He spoke in clear Common,loud enough for the goblins to hear him. “Is anyoneinterested in a lesson in tormenting prey?” A couple ofthe goblins looked up. Just at that moment, the beamexploded, causing the ceiling on that end of the cham-ber to collapse. The sounds of the explosion and thecrashing stone rebounded within the enclosed space,deafening the goblins, and the dust it raised made itimpossible to see.

The goblins began to race for the only way out of thedeath trap, taking them to within reach of the waitinginvisible cat. They really never stood a chance. He madethem last.

Taltu had enjoyed watching the chaos that the loss ofthe garrison had caused. At first, they sent a team fromone of the fortress’ other rooms to investigate. He hiduntil they left, satisfied that whatever had killed over ascore of goblins was gone. Then they sent a single gob-lin to assess the damage. That one he killed. He didthis for a while, letting some live, killing others, so thatthe goblins didn’t know what to think. Then he movedto another room and began again. By morning, the halfof the goblin tribe that was still alive was convincedthat the fortress was haunted, and they deserted.

He didn’t see any of them that looked like a wizard,or with a bent back. He explored the ruins, finally lo-cating his quarry in one of the lower levels.

The creature was twisted. Ugly, even for a goblin.Taltu could see the twist in his spine that gave Silgahis name and caused him to walk in that strange, roll-ing gait, almost like an ape. Taltu leapt to the top of ashelf and crouched, observing his final prey.

Silga Bentback had apparently decided to pack upand leave. He had one of those big pouches that two-leggers carry on their back, and he was filling it withvarious objects from around the room. Taltu had noidea what any of it was. Then he saw the wizard wavehis hand, and the cat’s enchanted eyes could see thespell form, taking the shape of an ethereal mule, ontowhich the pouch was loaded. Taltu supposed thatsomeone who couldn’t see magic like him would haveseen the bag simply floating in mid air. Then he lookedagain. He could see the mule. But he couldn’t see hu-manoid magic. That meant … Oh, ratcrap!

The wizard had been aware of Taltu’s presence forsome time, and was simply waiting for the right mo-ment. He spun on his heel and pointed three gnarledfingers at the cat on top of his bookshelf. A jagged rib-bon of electrical energy struck the spot where the cathad been sitting only a split second before. Withouteven singed fur, Taltu leapt onto the mage, rending,tearing and biting with the fangs and claws of a lion.He mauled his opponent terribly, but suddenly felt apinch as a huge stony hand grabbed him from behind.

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The stone hand dashed him to the ground, where aneven bigger stone foot pressed down on him, pinning him.

“Don’t kill it yet!” Silga instructed the earth elemen-tal. The goblin hunched down in front of the cat. “Wewants to know why the bad kitty wanted to hurt us.”

Taltu knew he was a goner. The elemental’s strengthwas just too great, and a single squeeze would squashhim flat. The wizard could kill him any number of un-pleasant ways, and he would not be able to dodge themall. He was going to die here. But at least, he thought,I can accomplish my mission. He had begun to have asuspicion, and his suspicion led him to a plan. He gam-bled. He said, in High Fauna, “It’s going to take morethan pretending to be a goblin for you to escape KingBashta’s justice, Shilgha.” He hoped he had guessedright.

The wizard took a step back. He frowned. The hesmiled again, nastier. Taltu had guessed right. “Well, Isuppose there’s no more need for this, then,” he saidas Silga Bentback, the goblin faded away, replaced byShilgha the baboon. “How long have you known?”

“We’ve known for weeks,” Taltu lied. “The king sentme here to take care of you, and stop your bid for pow-er over the two-legs. He knew banishment would nev-er end your threat.”

“Well, cracking my back with his paw didn’t endmy threat, so why should anything else.” He pacedabout the room, getting more and more agitated. Ishould have known! Every step of this plan, there’sbeen animals, gumming up the works! Those dogs! The

bird! No wonder! The humans haven’t had a clue! It’sall been Bashta and his flunkies! And now that stupidpile of muscle, Gravefiller, is dead, and my goblins haveall fled.” He wheeled on Taltu, simian rage buildingup behind his voice. “And now you come here to killME? After I’ve done for you, I’m taking this feud backto that sanctimonious, mangy lion.”

Taltu was pinned to the floor, with no hope of mov-ing. The baboon was enraged, not even bothering withhis spells. Taltu never really stood a chance. He didn’tlast.

DescriptionHeroic animals try their best the keep their homes andfamilies safe in a world overrun by humans and civili-zation. Greedy dwarves dig up the countryside in searcha shiny metal that does no one any good. An At theForest’s Edge campaign has a party of mostly animals(there may be a humanoid familiar in the mix) trying toserve or challenge, but without tipping the humanoidsoff to their existence.

In this type of campaign, the encroachment of civili-zation will be a large theme and a constant danger tonoble animals in the wild. A select few humanoidsmay be chosen by the characters to share their secret,if only so that they can help keep it from the rest oftheir race.

Humanoids in this campaign model will be reluc-tant to trust or even believe in talking animals, think-ing it’s some sort of trickery. Others will have caught a

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Suggested Reading and Viewing

BooksAnimal Farm; George OrwellCall of the Wild; Jack LondonThe Chronicles of Narnia; C.S. LewisGulliver’s Travels; Jonathan SwiftLord of The Rings: J.R.R. TolkienMhs of Kerbridge; Paul KiddPlague Dogs; Richard AdamsMrs. Brisby and the Rats of Nimh; Richard C. O’BrienSilverwing; Kenneth OppelTailchaser’s Song; Tad WilliamsWatership Down; Richard Adams

MoviesThe Adventures of Milo and OtisThe BearLady and The TrampThe Lion KingPrideThe Secret of NimhTwo BrothersWhispers: An Elephant’s Story

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glimpse of the truth at some point, and may becomeobsessed with uncovering the truth. This can make fora very amusing, almost sit-com-like atmosphere for thecampaign, and should only be used if that is the direc-tion you want to take.

It is entirely possible that an At the Forest’s EdgeCampaign can take place on a world where a WalkingWith Humans campaign is also based. The differencescan be explained by a number of things: different hu-manoid cultures may be more or less accepting of talk-ing animals, some noble animal leaders may be moreparanoid about keeping hidden from the two-leggers,or perhaps geography isolates a region where nobleanimal and humanoid live side-by-side from the moreusual type of land. This makes it possible to changethe style of campaign, simply by moving the action.

The majority of challenges faced by the heroes inthis campaign should spring from the intersection ofthe wild with civilization. The villains will be othernoble animals, monsters, and most of all, humanoidswho will not even be aware who their real enemy is.

Adventure SeedsThe party hears of a halfling with a traveling show,

who claims to have a talking bear. Can he be rescued?Does he want to be?

A strange disease is afflicting the livestock of a localfarm, and it has started to spread to the wild. In orderto save their own, the characters must also save thefarm animals.

A human wizard has discovered the existence ofnoble animals. He is demanding service in return forhis silence.

Some recent killings are being blamed on wolves.Before the kill-happy mob starts killing every wolf inthe forest, you must find the real killer: a werewolf!

Far From the Eyes of ManShilgha surveyed his army. Three separate troops ofbaboons had come under his rule, along with five packsof hyenas. The hyenas would be handy for runningdown the enemy’s swifter members, while the brutali-ty of the baboons, while certainly impressive, reallyonly had one application. He liked the notion of a mixedarmy; one with different types of fighters for differentroles, allowing him to plan effectively. His time withthe goblins had taught him much about the use of troops

and strategy.The baboon with the twisted spine stalked back and

forward on all fours. It probably hadn’t done his backany good to pretend to stand so straight all the timewhen he was masquerading as a goblin wizard, but ithad been worth it for the power. But he had lost thatpower thanks to the efforts of a few do-gooder beaststhat didn’t know their place.

And so he had made the long journey back to theveldt. He abandoned the trappings of his goblin life-style and returned to the world he knew best.

He eyed the troops. They were a motley-lookingbunch, hungry, vicious, and nasty. They were perfect.

“Okay, you lot! You want to have first choices of thekills? You want to wander where you will, kill whatyou like? You listen to me, and you’ll have it!” A few ofthe hyenas began their laughing call, riling up the oth-ers. “The first thing we’ll do is separate the young fromBashta’s pride and kill them. Without their whelps toconcern them, most of the lions will simply wanderoff. Then we’ll take out that big bull elephant that keepscouncil with the lion, scattering his herd into the veldt.All of us working together can take him easily, as longas we don’t let him get his spells off.” His instructionswere relayed by to the baboons and hyenas by the troopand pack leaders, nobles like Shilgha. They had noidea what “spells” were, but they we looking forwardto the kill. In fact, some of them swore they could smellthe elephant already, and it made their drool flow free-ly. “And finally, with his allies broken and scattered,we go after the remnants of Bashta and his pride.”

One of the hyenas turned to one of her fellows. “Well,what do you think, Sire? Is it a good plan?”

The hyena addressed grinned, “I have doubts.”Within the image of a hyena, the monkey Kive, raised

and lowered her hands, undoing the illusion that hadcloaked her and her companions. King Bashta, him-self, stood there bristling with fury. Next to him wasthe monkey, hands and feet working another spell al-ready, and an enormous elephant whose form had beenhidden by the images of six hyenas. The elephant spokein a low rumble, “Your majesty, it’s about that time.”

The lion turned briefly towards him. “Of course it’sthat time; we’ve dropped the spell, we’re on to thekilling now… Oh, you mean that time.”

Bashta and Kive leapt onto a rock outcropping, un-seating a small knot of baboons in doing so. Turol, theelephant moved around to one side of the rock and

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leaned against it.While they were doing all this, rage and panic were

fighting for possession of Shilgha’s mind. He seemedabout to marshal his wits when the rumbling started. Itgrew louder and louder. The baboons were in a frenzyof despair. They dithered for a moment, trying to figurethe best direction to run, and so were caught directlyin the center of the clearing when the stampede hit.

Several dozen elephants, in answer to Turol’s call,thundered through the clearing, flattening grass, bush-es, hyenas, and baboons.

The chaos continued for several long seconds, andthen was over.

King Bashta leapt down from the rock and stalkedover to where the last baboon still stood. Shilgha hadmanaged to raise a protective spell just in time to stophimself from being made into jelly, but his followers(those who weren’t crushed) had run off, leaving himto face the King’s justice for the second time.

“I told you once what happens to insurrectionists in

my realm, Shilgha. I was kind; I only broke your backand exiled you. You should have learned your lessonand lived a quiet life outside my kingdom. But then myagents uncover a plot by you to overthrow a humankingdom! You would jeopardize the safety of every noblein the world for your silly, doomed grab at power. Yourcreatures slew the sorcerer Jisso, your better in everyrespect, and you yourself killed Taltu, a feline of in-comparable grace and finesse. The time when banish-ment would do is long past. Now you are a meal.”

This last he said as he leapt on the baboon, slashingand tearing, slowly wearing down the protective spellaround the wizard’s flesh. Shilgha tried to bring moremagic to bear upon the lion, but he couldn’t. After al-most a full minute, Bashta’s teeth hit flesh, then bone.The unmistakable pop of fang puncturing skull couldbe heard across the clearing, to where Kive and Turolwere investigating the fallen animals.

After the king had had his fill, he stood up from thecarcass. “Kive, Turol, do you want any?”

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DescriptionThe last campaign model to be presented, Far Fromthe Eyes of Man takes place entirely in the wilderness,with no influence from any humanoids. In this cam-paign model, the “Serve or Challenge” question is moot.The noble animals are the leaders of their kind, justlike in the other models, but there are no humanoidsaround.

Survival should be the major theme of this campaign,with few (if any) monsters appearing. The villains inthis campaign will be other noble animals who haveturned to evil, but they shouldn’t be the only threat.Natural disasters, the elements, and the land itself canprovide endless peril.

Another great source of threats and NPCs for thistype of campaign are the templates available in thecore rules. Celestial, fiendish, skeleton, vampire, andzombie variants of noble and natural animals can makefor surprising and interesting opponents or mentors.

On the surface, this campaign may seem a trifle sim-ple for veteran role-players, but it holds a lot of poten-tial for a unique gaming experience. In addition, thissort of campaign would be an ideal way to introduceyounger players to gaming

Adventure SeedsA volcano is erupting, threatening the entire valley,

Who was supposed to be watching the cubs?A young elephant has been separated from her herd.

Can the party get her to safety through lion territory?The ghost of the lord of the crocodiles is haunting

the river. Can you put him to rest? Or destroy him?A powerful half-celestial horse is attempting to unite

all of the noble animals under his just rule. Will youjoin his crusade, or will you fight to the last?

Sample Non Player CharactersTTTTTarararararu:u:u:u:u: CR 5; Male Wolf Canine2/Fighter3; Medium No-ble Animal; HD 2d8+3d10+20; hp 51; Init +3; Spd 40;AC 19 (touch 17, flat-footed 15); Atk +11 (1d6+6 bite);SA: trip; SQ: noble animal traits, noble canine traits;AL NG; SV Fort +10, Ref +7, Will +1; Str 16, Dex 16,Con 18, Int 11, Wis 11, Cha 13.

Attitude:Attitude:Attitude:Attitude:Attitude: Aggressive.Skills:Skills:Skills:Skills:Skills: Intimidate +4, Jump +5, Spot +2, Survival

+13, Swim +4.Languages: Languages: Languages: Languages: Languages: Canine, High Fauna.

Feats:Feats:Feats:Feats:Feats: Cleave, Improved Bull Rush, Power Attack,Track, Weapon Focus (bite).

Deeds:Deeds:Deeds:Deeds:Deeds: Armored Aura: +3; Herald of the Moon: Ser-vant of The Pale Lady, Wisdom of The Pale Lady, ThePale Lady’s Blessing; Magic Claw: +3 (bite); Territorial-ity: Alarm, Marking, The Call of Home.

Sweetums:Sweetums:Sweetums:Sweetums:Sweetums: CR 5; Male Dog Canine2/Rogue3; MediumNoble Animal; HD 3d6+2d8+20; hp 39; Init +6; Spd 40;AC 23 (touch 21, flat-footed 15); Atk +7 (1d6+4 bite);SA: sneak attack +2d6; SQ: noble animal traits, noblecanine traits, evasion, trap sense +1, trapfinding; ALCG; SV Fort +5, Ref +12, Will +2; Str 14, Dex 19, Con15, Int 10, Wis 12, Cha 8.

Attitude:Attitude:Attitude:Attitude:Attitude: Aggressive.Skills:Skills:Skills:Skills:Skills: Balance +10, Bluff +5, Climb +4, Deft of Jaw

+10, Diplomacy +3, Escape Artist +10, Gather Informa-tion +6, Hide +10, Intimidate +5, Jump +5, Knowledge(humanoids) +7, Listen +5, Move Silently +10, Search+6, Spot +5, Survival +10, Tumble +8.

Languages: Languages: Languages: Languages: Languages: Canine, High Fauna.Feats:Feats:Feats:Feats:Feats: Combat Reflexes, Dodge, Track.Deeds: Deeds: Deeds: Deeds: Deeds: Armored Aura: +3; Magic Claw: +3 (bite);

Man’s Best Friend: Loyalty, A Dog’s Love, HealingTongue.

Pik-pik:Pik-pik:Pik-pik:Pik-pik:Pik-pik: CR 5; Female Sparrow Sorcerer5; DiminutiveNoble Animal; HD 5d4+10; hp 22; Init +6; Spd 10, Fly40 (average); AC 19 (touch 19, flat-footed 16); Atk +8(1d2-2 claws); SQ: noble animal traits, noble songbirdtraits; AL CG; SV Fort +3, Ref +4, Will +7; Str 1, Dex 16,Con 15, Int 15, Wis 17, Cha 17.

Attitude:Attitude:Attitude:Attitude:Attitude: None.Skills:Skills:Skills:Skills:Skills: Bluff +8, Concentration +14, Knowledge (ar-

cane) +10, Perform (singing) +9, Spellcraft +10.Languages: Languages: Languages: Languages: Languages: Canine, Common, High Fauna, Song-

bird.Feats:Feats:Feats:Feats:Feats: Combat Casting, Eschew Materials, Weapon

Finesse.Deeds:Deeds:Deeds:Deeds:Deeds: Armored Aura: +3; Dawn’s Usher: Song of

Peace, Song of Support, Song of the Harsh Light; Dream-timer: Active Dreamer, Lucid Dreamer, Dream Seeker;Larger Than Life: By Fang Alone, Overreach; MagicClaw: +3 (claws).

Spells: Spells: Spells: Spells: Spells: (6/7/5; save DC 13 + spell level): 0 – detectmagic, flare, grant natural weapon (1d2), grant skillbonus (+2), light, mage hand, prestidigitation, ray offrost; 1st – burning hands, grant skill bonus (+3), magic

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missile, reduce animal, sleep; 2nd – extended grantnatural weapon (1d2), extended grant skill bonus (+2),grant skill bonus (+4), protection from arrows, scorch-ing ray.

Snowbelly:Snowbelly:Snowbelly:Snowbelly:Snowbelly: CR 5; Male Rabbit Cleric5; Tiny NobleAnimal; HD 5d8+5; hp 38; Init +0; Spd 30; AC 17 (touch15, flat-footed 17); Atk +7 (1d6+2 rear horse kick), +0(1d3 bite); SA: Turn Undead; SQ: DR 1/-, low-light vi-sion, scent; AL NG; SV Fort +5, Ref +1, Will +9; Str 3,Dex 11, Con 12, Int 13, Wis 16, Cha 16.

Attitude:Attitude:Attitude:Attitude:Attitude: Sturdy.Skills:Skills:Skills:Skills:Skills: Diplomacy +11, Heal +7, Hide +12, Jump +4,

Knowledge (nature) +9, Move Silently +4, Spellcraft+3, Survival +5.

Languages: Languages: Languages: Languages: Languages: Rodent, High Fauna, Woodland.Feats:Feats:Feats:Feats:Feats: Create Fetish, Iron Will, Weapon Finesse.Deeds:Deeds:Deeds:Deeds:Deeds: Armored Aura: +3; Dreamtimer: Active

Dreamer, Lucid Dreamer, Dream Seeker; Fortune’s Fa-vorite: Lucky Feet, Better Lucky Than Good, ShavingThe Dice; Larger Than Life: By Fang Alone, Overreach;Magic Claw: +2 (right rear kick).

Boons:Boons:Boons:Boons:Boons: Right Rear Horse Kick.Fetishes:Fetishes:Fetishes:Fetishes:Fetishes: Aid (CL5), Cure Light Wounds (CL5) (x5),

Cure Moderate Wounds (CL5) (x2), Cure SeriousWounds (CL 5).

Domains: Domains: Domains: Domains: Domains: Animal, Healing.Spells:Spells:Spells:Spells:Spells: (5/3+1/2+1/1+1; save DC 13 + spell level).

MrMrMrMrMr. Fluf. Fluf. Fluf. Fluf. Fluffy:fy:fy:fy:fy: CR 10; Male Wolf-Dog Canine2/Ranger8;Medium Noble Animal; HD 10d8+30; hp 92; Init +8;Spd 40; AC 21 (touch 19, flat-footed 16); Atk +17 (1d8+6crocodile bite), +14 (1d4+3 right leopard claw), +14(1d4+3 left leopard claw); SQ: endurance, favored ene-my (big cats) +4, favored enemy (orcs) +2, improvedmulti-attack, low-light vision, multi-attack, scent, swifttracker, wild empathy +8, woodland stride; AL NG; SVFort +12, Ref +13, Will +5; Str 14, Dex 18, Con 17, Int 9,Wis 16, Cha 10.

Attitude:Attitude:Attitude:Attitude:Attitude: Aggressive.Skills:Skills:Skills:Skills:Skills: Climb +10, Handle Animal +6, Heal +7, Jump

+6, Listen +9, Move Silently +10, Spot +9, Survival +20.Languages: Languages: Languages: Languages: Languages: Canine, Common, Equine, High Fauna.Feats:Feats:Feats:Feats:Feats: Dodge, Endurance, Improved Initiative, Spring

Attack, Track.Deeds:Deeds:Deeds:Deeds:Deeds: Armored Aura: +4; Man’s Best Friend: Loyalty,

A Dog’s Love, Healing Tongue; Magic Claw: +4 (bite);Magic Claw: +2 (right claw); Magic Claw: +2 (left claw).

Boons:Boons:Boons:Boons:Boons: Crocodile Bite, Leopard Claw (right), Leop-ard Claw (left), Gift of Invisibility.

Spells:Spells:Spells:Spells:Spells: (2/1; save DC 13 + spell level).Animal Companion: Swoop:Animal Companion: Swoop:Animal Companion: Swoop:Animal Companion: Swoop:Animal Companion: Swoop: Female Owl; Tiny An-

imal; HD 3d8; hp 13; Init +3; Spd 10, Fly 40 (average);AC 17 (touch 15, flat-footed 14); Atk +5 (1d4+3 talons);SQ: evasion, link, low-light vision, share spells; AL NG;SV Fort +2, Ref +5, Will +2; Str 4, Dex 17, Con 10, Int 2,Wis 14, Cha 4.

Skills:Skills:Skills:Skills:Skills: Listen +14, Move Silently +17, Spot +6 (+14in shadows); Tricks: Attack, Come, Down, Fetch, Heel,Seek, Stay.

Feats:Feats:Feats:Feats:Feats: Weapon Finesse.

Jisso:Jisso:Jisso:Jisso:Jisso: CR 10; Male Python Constrictor2/Sorcerer8; Me-dium Noble Animal; HD 2d8+8d4+30; hp 64; Init +2;Spd 20, Climb 20, Swim 20; AC 16 (touch 14, flat-foot-ed 14); Atk +9 (1d4+3 bite); SQ: noble animal traits,noble constrictor traits; SA: constrict (1d3+3), greaterfamiliar (Vesa) immune to sleep, improved grab; AL N;SV Fort +8, Ref +7, Will +7; Str 16, Dex 15, Con 16, Int13, Wis 11, Cha 15.

Attitude:Attitude:Attitude:Attitude:Attitude: None.Skills:Skills:Skills:Skills:Skills: Balance +3, Bluff +5, Climb +6, Concentra-

tion +4, Hide +8, Knowledge (arcana) +4, Listen +2,Move Silently +4, Spellcraft +4, Spot +3, Survival +4,Swim +7.

Languages: Languages: Languages: Languages: Languages: Common, Draconic, High Fauna, Ser-pent.

Feats:Feats:Feats:Feats:Feats: Athletic, Eschew Materials, Greater EschewMaterials.

Deeds: Deeds: Deeds: Deeds: Deeds: Armored Aura: +2; Font of Wisdom: Recog-nize, Understand.

Spells: Spells: Spells: Spells: Spells: (6/7/7/5/3; save DC 12 + spell level): 0 – acidsplash, dancing lights, flare, grant natural armor (+2),grant natural weapon (1d4), grant skill bonus (+2), ghostsound, mage hand, message, prestidigitation; 1st – burn-ing hands, grant climb speed, grant skill bonus (+3),hypnotism, mage armor, ray of enfeeblement, sleep;2nd – extended grant natural weapon (1d4), extendedgrant skill bonus (+2), grant skill bonus (+4), invisibili-ty, scorching ray; 3rd – extended grant climb speed,fireball, wind wall; 4th dimension door, ice storm, wallof fire .

Familiar: VFamiliar: VFamiliar: VFamiliar: VFamiliar: Vesa:esa:esa:esa:esa: CR 8; Male Elf Greater Familiar8;Medium Humanoid; HD 8d6; hp 32; Init +7; Spd 30;AC 13 (touch 13, flat-footed 10); Atk +8 (1d6 bow); SQ:elf traits; SA: deliver touch spells*, empathic link*,

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grant familiar benefit (immunity to sleep)*, improvedevasion, telepathy*, share spells*; AL N; SV Fort +2,Ref +7, Will +6; Str 8, Dex 16, Con 10, Int 9, Wis 11,Cha 14.

Skills:Skills:Skills:Skills:Skills: Concentration +2, Escape Artist +5, Listen+4, Search +1, Spellcraft +3, Spot +4, Tumble +5.

Languages: Languages: Languages: Languages: Languages: Common, Elven.Feats:Feats:Feats:Feats:Feats: Alertness, Gift of Understanding, Improved

Initiative, Lightning Reflexes, Maximize Spell*.Possessions:Possessions:Possessions:Possessions:Possessions: Shortbow, quiver with 20 arrows, dag-

ger, cloak of rags.Counterspells: Counterspells: Counterspells: Counterspells: Counterspells: (4/4/4/2/1): 0 – acid splash (x2), mage

hand, prestidigitation; 1st – burning hands (x2), magearmor, ray of enfeeblement; 2nd – scorching ray (x4); 3rd

– fireball (x2).*This ability only applies to Jisso.

TTTTTaltu:altu:altu:altu:altu: CR 15; Male Cat Rogue15; Tiny Noble Animal;HD 15d6+15; hp 73; Init +10; Spd 30; AC 24 (touch 24,flat-footed 17); Atk +24 (1d2+5, right claw), +24 (1d2+5left claw), +19 (1d3+5, bite); SA: crippling strike, sneakattack +8d6; SQ: improved evasion, improved uncan-ny dodge, noble animal traits, noble cat traits, trap sense+5, trapfinding; AL CG; SV Fort +6, Ref +15, Will +7;Str 2, Dex 22, Con 12, Int 14, Wis 15, Cha 12.

Attitude:Attitude:Attitude:Attitude:Attitude: Aggressive.Skills:Skills:Skills:Skills:Skills: Balance +32, Climb +28, Escape Artist +24,

Hide +36, Jump +28, Listen +20, Move Silently +28,Search +20, Spot +20, Tumble +24.

Languages: Languages: Languages: Languages: Languages: Simian, Common, Feline, High Fauna.Feats:Feats:Feats:Feats:Feats: Combat Reflexes, Dodge, Hamstring, Im-

proved Initiative, Mobility, Spring Attack, Weapon Fi-nesse.

Deeds:Deeds:Deeds:Deeds:Deeds: Armored Aura: +5; Keeper of Secrets: MagicEye, Night’s Eye, Cat’s Touch, X-Ray Vision, Ghost Eye;Larger Than Life: By Fang Alone, Overreach, The Sizeof the Fight in the Dog, Never Let Go, Leaping Terror;Magic Claw: +5 (right claw); Magic Claw: +5 (left claw);Magic Claw: +5 (bite); Night’s Friend: Ill Omen, BanishThe Light, Fell Servant, The Still of Night, No Safety InSleep; With the Substance of Shadow: Shadowkin, TheSound of a Falling Shadow, No Light Survives, GhostMatter, The Paths of Night.

Boons: Boons: Boons: Boons: Boons: Pounce.

Bashta:Bashta:Bashta:Bashta:Bashta: CR 20; Male Lion Fighter10/Great Cat5/Alpha5;Large Noble Animal; HD 15d10+5d8+54; hp 180; Init+4; Spd 40; AC 23 (touch 14, flat-footed 19); Atk +30/

+30/+26/+28 (1d8+13 right front claw, 1d6+13 left frontclaw, 1d8+9 bite, 1d8+13 right front claw); SA: pounce,rake (+24, 1d4+9 x2); SQ: DR 2/-, improved grab, in-spire confidence, inspire courage, low-light vision,magnificent beast, scent, superior tactics; AL LG; SVFort +15, Ref +11, Will +10; Str 26, Dex 18, Con 16, Int10, Wis 16, Cha 18.

Attitude:Attitude:Attitude:Attitude:Attitude: Sturdy.Skills:Skills:Skills:Skills:Skills: Balance +10, Climb +8, Diplomacy +11, Hide

+6, Intimidate +8, Jump +20, Listen +7, Move Silently+10, Sense Motive +7, Spot +7, Survival +5, Swim +10.

Languages: Languages: Languages: Languages: Languages: Simian, Feline, Herdbeast, High Fauna.Feats:Feats:Feats:Feats:Feats: Alertness, Awesome Blow, Cleave, Great

Cleave, Greater Multi-Attack, Improved Bull Rush, Im-proved Multi-Attack, Improved Overrun, Multi-Attack,Negotiator, Power Attack, Roar, Run.

Deeds: Deeds: Deeds: Deeds: Deeds: Armored Aura: +5; King of Beasts: Presence,Duty of a King, Duty to a King, Mighty Roar, Regal Pres-ence; Magic Claw: +5 (right front claw); Magic Claw:+5 (left front claw); Magic Claw: +5 (bite); Magic Claw:+5 (right rear rake); Magic Claw: +5 (left rear rake);Terrible Fury: Rage, Mighty Roar, Ferocity, Thick Hide,Paw of Doom; Territoriality: Alarm, Marking, The Callof Home, Home Turf, No Trespassing.

FollowersCohorCohorCohorCohorCohort: t: t: t: t: KiveKiveKiveKiveKive: CR17; Female Monkey Bard17; TinyNoble Animal; HD 17d6; hp 68; Init +3; Spd 30, Climb30; AC 15 (touch 15, flatfooted 12), Atk +17(1d3-4 bite);SA: SQ: Bardic knowledge (+18), Bardic music 17/day,Inspire Heroics (Su), can always take 10 on Climbchecks, low-light vision; AL: CG; SV: Fort +5, Ref +15,Will +9; Str 3, Dex 16, Con 10, Int 12, Wis 8, Cha 15.

Attitude:Attitude:Attitude:Attitude:Attitude: Aggressive.Skills:Skills:Skills:Skills:Skills: Balance +18, Bluff +22, Climb +16, Diploma-

cy +28, Disguise +21, Escape Artist +9, Gather Infor-mation +29, Hide +11, Intimidate +4, Jump +-2, Knowl-edge (Local) +6, Knowledge (Nature) +6, Listen +4,Search +8, Sense Motive +9, Spellcraft +5, Tumble +11.

Feats:Feats:Feats:Feats:Feats: Investigator, Lightning Reflexes, Negotiator,Prehensile Tail, Skill Focus (Gather Information)

Spells:Spells:Spells:Spells:Spells: (4/5/5/4/3/3/1; save DC 12 + spell level): 0 –dancing lights, detect magic, ghost sound, grant natu-ral weapon (1d3 bite), grant skill bonus (+2), mage hand,message, prestidigitation; 1st – confusion, lesser, curelight wounds, disguise self, grant skill bonus (+3), hid-eous laughter, sleep; 2nd – alter self, calm emotions,extended grant natural weapon (1d3 bite), extended

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grant skill bonus (+2), grant climb speed, grant skillbonus (+4), hypnotic pattern, suggestion, whisperingwind; 3rd – charm monster, cure serious wounds, deepslumber, extended grant skill bonus (+3), glibness, granthands, skill bonus (+5); 4th – cure critical wounds, ex-tended grant climb speed, extended grant skill bonus(+4), grant skill bonus (+6), hallucinatory terrain, mod-ify memory, rainbow pattern; 5th – extended granthands, extended grant skill bonus (+5), grant skill bo-nus (+7), mass suggestion, mislead, seeming, song ofdiscord.

Bashta’Bashta’Bashta’Bashta’Bashta’s Prides Prides Prides Prides PrideAdult Lions (26)Adult Lions (26)Adult Lions (26)Adult Lions (26)Adult Lions (26); CR3; Large Animal; HD 5d8+10; hp32; Init +3; Spd 40; AC 15 (touch 12, flat-footed 12);Atks +7/+7/+2 (1d4+5 claws x2, 1d8+2 bite); SA: im-proved grab, pounce, rake; SQ: low-light vision; AL N;SV Fort +6, Ref +7, Will +2; Str 21, Dex 17, Con 15, Int2, Wis 12, Cha 6.

Skills:Skills:Skills:Skills:Skills: Balance +7, Hide +3, Listen +5, Move Silent-ly +11, Spot +5.

Feats:Feats:Feats:Feats:Feats: Alertness, Run.

Male Lion CubMale Lion CubMale Lion CubMale Lion CubMale Lion Cub; CR2; Medium Animal; HD 3d8+3; hp17; Init +2; Spd 30; AC 14 (touch 12, flat-footed 11);Atks +4/+4/-1 (1d3+4 claws x2, 1d6+2 bite); SA: im-proved grab, pounce; SQ: low-light vision; AL N; SVFort +6, Ref +7, Will +2; Str 19, Dex 15, Con 13, Int 2,Wis 12, Cha 6.

Skills:Skills:Skills:Skills:Skills: Balance +5, Hide +5, Listen +5, Move Silent-ly +9, Spot +4.

Feats:Feats:Feats:Feats:Feats: Alertness, Run.

TTTTTurururururol:ol:ol:ol:ol: CR 20; Male African Elephant Elephant10/Wiz-ard10; Huge Noble Animal; HD 10d8+10d4+90 hp 171;Init +1; Spd 50; AC 19 (touch 14, flat-footed 18); Atk+21 (2d8+11 tusks), +13 (2d6+8 stamp (x2)), +13 (2d6+8slam); SA: Trample (2d8+12); SQ: noble animal traits,noble elephant traits; AL LG; SV Fort +14, Ref +10,Will +13; Str 26, Dex 12, Con 20, Int 18, Wis 15, Cha 13.

Skills:Skills:Skills:Skills:Skills: Concentration +9, Diplomacy +9, Intimidate+7, Knowledge (arcana) +10, Listen +13, Move Silently+3, Search +10, Sense Motive +9, Spellcraft +11, Spot+10, Survival +8.

Languages: Languages: Languages: Languages: Languages: Celestial, Elephant, Feline, Herdspeak,High Fauna.Feats:Feats:Feats:Feats:Feats: Alertness, Call Stampede, Create Juju, Endur-ance, Eschew Materials, Grant Magical Might, Grant

Wondrous Trait, Greater Eschew Materials, Imbue Less-er Spellthrall, Iron Will, Skill Focus (Listen).

Deeds: Deeds: Deeds: Deeds: Deeds: Armored Aura: +5; Dreamtimer: ActiveDreamer, Lucid Dreamer, Dream Seeker, Dream Speaker,Dream Raider; Magic Claw: +3 (tusks).

Boons: Boons: Boons: Boons: Boons: Feet of Flying (use Carpet of Flying stats);Cheetah’s Speed (+10 to Base Speed, already figuredin above); Sprint (once per hour, charge up to 300 feet).

Spells:Spells:Spells:Spells:Spells: (4/5/5/4/4/2; save DC 14 + spell level).Spellbook:Spellbook:Spellbook:Spellbook:Spellbook: 0 – acid splash, arcane mark, dancing

lights, daze, detect magic, detect poison, disrupt un-dead, flare, ghost sound, grant natural armor (+2), grantspeed (+10), grant trunk, light, mage hand, mending,message, open/close, prestidigitation, ray of frost, readmagic, resistance, touch of fatigue; 1st - alarm, endureelements, shield, mage armor, obscuring mist, unseenservant, charm animal, grant natural armor (+4), hyp-notism, sleep, burning hands, magic missile, shockinggrasp, color spray, silent image, animate rope, expedi-

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tious retreat, feather fall, magic fang, reduce animal;2nd – blur, cat’s grace, darkness, detect thoughts, ex-tended grant natural armor (+2), extended grant speed(+10), extended grant trunk, fog cloud, grant naturalarmor (+5), gust of wind, invisibility, levitate, obscureobject, owl’s wisdom, see invisibility, spectral hand,spider climb, summon swarm, web, whispering wind;3rd – arcane sight, clairaudience/clairvoyance, direshape, dispel magic, extended grant natural armor (+4),gaseous form, grant trample, greater magic fang, haste,heroism, hold animal, invisibility sphere, lightning bolt,major image, nondetection, sleet storm, suggestion; 4th

– animal growth, arcane eye, charm monster, extend-ed grant natural armor (+5), grant natural weapon (2d8),greater invisibility, hallucinatory terrain, ice storm, less-er geas, lesser remove curse, locate creature, shout,solid fog, stoneskin, wall of ice; 5th – baleful polymor-ph, break enchantment, cone of cold, extended granttrample, feeblemind, hold monster, mind fog, perma-nency, persistent image, prying eyes, telekinesis, tele-port, wall of force.

Shilgha:Shilgha:Shilgha:Shilgha:Shilgha: CR 20; Male Baboon Wizard10/Man-Ape10;Small Noble Animal; HD 10d4+10d8; hp 88; Init +2;Spd 30, Climb 30; AC 21 (touch 21, flat-footed 19); Atk+17 (1d4+6 bite), +12 (1d8+6 deer antlers), +14 (1d6+3short sword); SA: Disappear in the Crowd, Literacy,Man Shape, Think Like a Human; SQ: noble animaltraits, noble baboon traits; AL CE; SV Fort +6, Ref +12,Will +14; Str 12, Dex 14, Con 11, Int 19, Wis 11, Cha 14.

Skills:Skills:Skills:Skills:Skills: Appraise +6, Bluff +9, Climb +15, Concen-tration +15, Decipher Script +10, Disguise +14, Knowl-edge (arcana) +19, Knowledge (human politics) +19,Knowledge (humanoids) +12, Spellcraft +23, Survival+10, Use Rope +7.

Languages: Languages: Languages: Languages: Languages: Common, Goblin, High Fauna, Simian.Feats:Feats:Feats:Feats:Feats: Alertness, Create Fetish, Create Juju, Eschew

Materials, Exotic Weapon Proficiency (pistol crossbow),Gift of Understanding, Improved Manipulation, Sim-ple Weapon Proficiency.

Deeds:Deeds:Deeds:Deeds:Deeds: Armored Aura: +5; Magic Claw: +5 (bite);Magic Claw: +5 (deer antlers).

Boons:Boons:Boons:Boons:Boons: Deer Antlers (spectral weapon, already fig-ured in above); Man-Shape: Silga Bentback: Silga Bentback: Silga Bentback: Silga Bentback: Silga Bentback: goblin,small humanoid; Str 10, Dex 14, Con 11, Int 19, Wis 11,Cha 14.

Possessions:Possessions:Possessions:Possessions:Possessions: Shortsword +2 (+4 versus Good), ringof protection +3.

Spells:Spells:Spells:Spells:Spells: (4/5/5/5/5/4/3/2/1; save DC 14 + spell level).Spellbook:Spellbook:Spellbook:Spellbook:Spellbook: 0 – acid splash, arcane mark, dancing

lights, daze, detect magic, detect poison, disrupt un-dead, flare, ghost sound, grant natural weapon (1d4),grant skill bonus (+2), light, mage hand, mending,message, open/close, prestidigitation, ray of frost, readmagic, resistance, touch of fatigue; 1st – alarm, burn-ing hands, cause fear, charm animal, chill touch, colorspray, disguise self, endure elements, expeditious re-treat, feather fall, grant climb speed, grant skill bonus(+3), hold portal, hypnotism, jump, mage armor, mag-ic fang, magic missile, magic weapon, mount, protec-tion from good, ray of enfeeblement, shocking grasp,sleep, summon monster I, unseen servant; 2nd – acidarrow, alter self, arcane lock, blindness/deafness,charm person, extended grant natural weapon (1d4),extended grant skill bonus (+2), fog cloud, ghoul touch,grant hands, grant skill bonus (+4), gust of wind, invis-ibility, knock, protection from arrows, scorching ray,summon monster II, summon swarm, touch of idiocy;3rd – dire shape, explosive runes, extended grant climbspeed, extended grant skill bonus (+3), fireball, flamearrow, fly, grant skill bonus (+5), greater magic fang,haste, heroism, hold animal, hold person, lightning bolt,magic circle against good, nondetection, rage, slow,stinking cloud, suggestion, summon monster III; 4th –bestow curse, black tentacles, charm monster, confu-sion, contagion, crushing despair, extended granthands, extended grant skill bonus (+4), fire shield, globeof invulnerability, grant skill bonus (+6), greater invisi-bility, hallucinatory terrain, ice storm, phantasmal kill-er, polymorph, shadow conjuration, shout, stoneskin,summon monster IV; 5th – baleful polymorph, cloud-kill, cone of cold, contact other plane, dismissal, dom-inate person, extended grant skill bonus (+5), feeble-mind, grant skill bonus (+7), hold monster, lesser pla-nar binding, shadow evocation, summon monster V,telekinesis, waves of fatigue; 6th – acid fog, contingen-cy, disintegrate, extended grant skill bonus (+6), eye-bite, globe of invulnerability, grant skill bonus (+8), great-er heroism, mass suggestion, planar binding, summonmonster VI; 7th – banishment, delayed blast fireball,extended grant skill bonus (+7), greater scrying, great-er shadow conjuration, insanity, power word blind,prismatic spray, simulacrum, spell turning, summonmonster VII, waves of exhaustion; 8th – clone, extend-ed grant skill bonus (+8), greater planar binding, horridwilting, summon monster VIII.

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Appendix I: Animals

AlligatorMedium Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 3d8+9 (22 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +1Speed:Speed:Speed:Speed:Speed: 20 ft. (4 squares), swim 30 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 15 (+1 Dex, +4 natural),

touch 11, flat-footed 14Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +2/+6Attack:Attack:Attack:Attack:Attack: Bite +6 melee (1d8+6) or

tail slap +6 melee (1d12+6)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Bite +6 melee (1d8+6) or

tail slap +6 melee (1d12+6)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Improved grabSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Hold breath, low-light visionSaves:Saves:Saves:Saves:Saves: Fort +6, Ref +4, Will +2Abilities:Abilities:Abilities:Abilities:Abilities: Str 17, Dex 12, Con 17,

Int 1,Wis 12, Cha 4Skills:Skills:Skills:Skills:Skills: Hide +7*, Listen +4, Spot +4,

Swim +10Feats:Feats:Feats:Feats:Feats: Alertness, Skill Focus (Hide)Environment:Environment:Environment:Environment:Environment: Warm marshesOrganization:Organization:Organization:Organization:Organization: SolitaryChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2Advancement:Advancement:Advancement:Advancement:Advancement: 4–5 HD (Medium)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Alligators are aggressive predators 8 to 10 feet long.They lie mostly submerged in rivers or marshes, withonly their eyes and nostrils showing, waiting for preyto come within reach.

CombatImprImprImprImprImproved Grab (Ex):oved Grab (Ex):oved Grab (Ex):oved Grab (Ex):oved Grab (Ex): To use this ability, an alligator

must hit with its bite attack. It can then attempt to starta grapple as a free action without provoking an attackof opportunity. If it wins the grapple check, the alligatorestablishes a hold on the opponent with its mouth and dragsit into deep water, attempting to pin it to the bottom.

Hold Breath (Ex):Hold Breath (Ex):Hold Breath (Ex):Hold Breath (Ex):Hold Breath (Ex): An alligator can hold its breathfor a number of rounds equal to 4 x its Constitutionscore before it risks drowning.

Entries for animals whose noble variants appear in these rules either appear here. The animals represented by the stats below are all full-grown members of their respective species. In addition to the animals,the entries for selected Swarms are also reprinted at the end of this appendix, as well as some new

swarm types.

Skills: Skills: Skills: Skills: Skills: An alligator has a +8 racial bonus on anySwim check to perform some special action or avoid ahazard. It can always choose to take 10 on a Swimcheck, even if distracted or endangered. It can use therun action while swimming, provided it swims in astraight line.

*An alligator gains a +4 racial bonus on Hide checkswhen in the water. Further, an alligator can lie in thewater with only its eyes and nostrils showing, gaininga +10 cover bonus on Hide checks.

AntelopeSee Gazelle.

BeaverSmall Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1d8+1 (5 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +2Speed:Speed:Speed:Speed:Speed: 30 ft. (6 squares), swim 20 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 14 (+1 size, +2 Dex, +1

natural), touch 13, flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/-5Attack:Attack:Attack:Attack:Attack: Claw -1 melee (1d2–1)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: 2 claws -1melee (1d2–1) and

bite -6 melee (1d6–1)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: -—Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +3, Ref +4, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 8, Dex 15, Con 12,

Int 2, Wis 12, Cha 6Skills:Skills:Skills:Skills:Skills: Listen +5, Spot +5, Swim +7Feats:Feats:Feats:Feats:Feats: AlertnessEnvironment:Environment:Environment:Environment:Environment: Temperate streams and riversOrganization:Organization:Organization:Organization:Organization: Solitary or pairChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/2Advancement:Advancement:Advancement:Advancement:Advancement: 2 HD (Small)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

The beaver is a small furry animal with a broad, flat tail andvery pronounced front teeth. Beavers live in sophisticatedlairs, called “dams” that they build themselves.

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CombatBeavers will attack with their sharp claws and teeth ifcornered, but they prefer to flee to the safety of theirdam.

Skills:Skills:Skills:Skills:Skills: A beaver has a +4 racial bonus on Swimchecks.

ChimpanzeeMedium Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 3d8+6 (18 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +1Speed:Speed:Speed:Speed:Speed: 30 ft. (6 squares), climb 30 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 13 (+1 Dex, +2 natural),

touch 11, flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +2/+3Attack:Attack:Attack:Attack:Attack: 2 Fists +5 melee (1d2+3)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: 2 Fists +5 melee (1d2+3), and

bite +0 melee (1d4+1)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +4, Ref +4, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 17, Dex 13, Con 12,

Int 2, Wis 10, Cha 9Skills:Skills:Skills:Skills:Skills: Climb +13, Jump +5 , Listen +6,

Spot +6Feats:Feats:Feats:Feats:Feats: Alertness, ToughnessEnvironment:Environment:Environment:Environment:Environment: Warm forestsOrganization:Organization:Organization:Organization:Organization: Solitary, pair, or

company (6–12)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2Advancement:Advancement:Advancement:Advancement:Advancement: 4–6 HD (Medium)

Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

These primates are intelligent and curious; they oftenuse rocks and sticks as simple tools.

CombatA chimpanzee’s fists are considered natural weapons,and therefore do not provoke attacks of opportunity.

Skills:Skills:Skills:Skills:Skills: Chimpanzees have a +10 racial bonus onClimb checks and can always choose to take 10 onClimb checks, even if rushed or threatened.

CondorMedium Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 4d8+2 (10 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +3Speed:Speed:Speed:Speed:Speed: 10 ft. (2 squares),

fly 80 ft. (average)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 18 (+4 Dex, +4 natural),

touch 14, flat-footed 14Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +3/+5Attack:Attack:Attack:Attack:Attack: Talons +6 melee (1d6+2)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: 2 talons +6 melee (1d6+2) and

bite +1 melee (1d6+1)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light visionSaves:Saves:Saves:Saves:Saves: Fort +4, Ref +7, Will +3Abilities:Abilities:Abilities:Abilities:Abilities: Str 14, Dex 18, Con 12,

Int 2, Wis 16, Cha 6Skills:Skills:Skills:Skills:Skills: Listen +7, Spot +13,

Survival +7Feats:Feats:Feats:Feats:Feats: Track, Weapon FinesseEnvironment:Environment:Environment:Environment:Environment: Temperate mountainsOrganization:Organization:Organization:Organization:Organization: Solitary or pairChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2Advancement:Advancement:Advancement:Advancement:Advancement: 5–8 HD (Large)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

These massive birds of prey tend to inhabit remotemountainous terrain. A typical condor is about 5 feetlong and has a wingspan of about 12 feet.

CombatCondors swoop down on prey, often clutching themwith their talons and flying them away.

Skills:Skills:Skills:Skills:Skills: Condors have a +8 racial bonus on Spotchecks.

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Appendix I: Animals

CougarSee Leopard.

CoyoteSmall Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1d8+2 (6 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +3Speed:Speed:Speed:Speed:Speed: 40 ft. (8 squares)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 16 (+1 size, +4 Dex,

+1 natural), touch 15,flat-footed 12

Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/–3Attack:Attack:Attack:Attack:Attack: Bite +2 melee (1d4+1)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Bite +2 melee (1d4+1)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +4, Ref +6, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 13, Dex 19, Con 15,

Int 2, Wis 12, Cha 6Skills:Skills:Skills:Skills:Skills: Jump +7, Listen +5, Spot +5,

Survival +1*Feats:Feats:Feats:Feats:Feats: Alertness, TrackEnvironment:Environment:Environment:Environment:Environment: Temperate plainsOrganization:Organization:Organization:Organization:Organization: Solitary or pack (2–8)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/3Advancement:Advancement:Advancement:Advancement:Advancement: —Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Coyotes are hardy, wily predators and scavengers, ableto survive in very harsh environments.

CombatCoyotes generally hunt in packs, chasing and exhaust-ing prey until they can drag it down.

Skills: Skills: Skills: Skills: Skills: Coyotes have a +4 racial bonus on Jumpchecks.

*Coyotes have a +4 racial bonus on Survival checkswhen tracking by scent.

CrowSee Raven.

DeerMedium Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 2d8 (8 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +0Speed:Speed:Speed:Speed:Speed: 40 ft. (8 squares)

Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 12 (+2 natural), touch 10,flat-footed 12

Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +1/+1Attack:Attack:Attack:Attack:Attack: Antlers +1 melee (1d8+1)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Antlers +1 melee (1d8+1),

bite -4 melee (1d2)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +3, Ref +3, Will +0Abilities:Abilities:Abilities:Abilities:Abilities: Str 11, Dex 10, Con 11,

Int 2, Wis 10, Cha 6Skills:Skills:Skills:Skills:Skills: Jump +10, Listen +5, Spot +5Feats:Feats:Feats:Feats:Feats: AlertnessEnvironment:Environment:Environment:Environment:Environment: Temperate plains and forestsOrganization:Organization:Organization:Organization:Organization: Herd (5-60)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/2Advancement:Advancement:Advancement:Advancement:Advancement: 3–4 HD (Medium)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Deer are highly prized by hunters; for the meat, as tro-phies, and for the wide variety of uses various parts ofits body serve.

CombatWhen confronted with danger, deer prefer flight to bat-tle, trusting that their speed will keep the greatest num-ber of the herd from the jaws of its enemies. A deer’santlers are more often used in fights for dominance ormating rights among its own kind than in defense frompredators.

DolphinMedium Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 2d8+2 (11 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +3Speed:Speed:Speed:Speed:Speed: Swim 80 ft. (16 squares)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 15 (+3 Dex, +2 natural),

touch 13, flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +1/+1Attack:Attack:Attack:Attack:Attack: Slam +4 melee (1d6)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Slam +4 melee (1d6)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Blindsight 120 ft., hold breath,

low-light visionSaves:Saves:Saves:Saves:Saves: Fort +4, Ref +6, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 11, Dex 17, Con 13,

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Int 2, Wis 12, Cha 6Skills:Skills:Skills:Skills:Skills: Listen +8*, Spot +7*, Swim +8Feats:Feats:Feats:Feats:Feats: Weapon FinesseEnvironment:Environment:Environment:Environment:Environment: Temperate aquaticOrganization:Organization:Organization:Organization:Organization: Solitary, pair, or school (3–20)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/2Advancement:Advancement:Advancement:Advancement:Advancement: 3–4 HD (Medium);

5–6 HD (Large)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Dolphins are aquatic mammals that tend to be playful,friendly, and helpful. A typical porpoise is 4 to 6 feetlong and weighs 110 to 160 pounds.

CombatBlindsight (Ex): Blindsight (Ex): Blindsight (Ex): Blindsight (Ex): Blindsight (Ex): Dolphins can “see” by emitting

high-frequency sounds, inaudible to most other crea-tures, that allow them to locate objects and creatureswithin 120 feet. A silence spell negates this and forcesthe porpoise to rely on its vision, which is approxi-mately as good as a human’s.

Hold Breath (Ex): Hold Breath (Ex): Hold Breath (Ex): Hold Breath (Ex): Hold Breath (Ex): A dolphin can hold its breath fora number of rounds equal to 6 x its Constitution scorebefore it risks drowning.

Skills: Skills: Skills: Skills: Skills: A dolphin has a +8 racial bonus on any Swimcheck to perform some special action or avoid a haz-ard. It can always choose to take 10 on a Swim check,even if distracted or endangered. It can use the runaction while swimming, provided it swims in a straightline.

*A dolphin has a +4 racial bonus on Spot and Listenchecks. These bonuses are lost if its blindsight is ne-gated.

DoveSee Songbird.

Elephant, AsianHuge Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 11d8+55 (104 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +0Speed:Speed:Speed:Speed:Speed: 40 ft. (8 squares)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 15 (–2 size, +7 natural),

touch 8, flat-footed 15Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +8/+26Attack:Attack:Attack:Attack:Attack: Gore +16 melee (2d8+15)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Slam +16 melee (2d6+10) and

2 stamps +11 melee (2d6+5);or gore +16 melee (2d8+15)

Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 15 ft./10 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Trample 2d8+15Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +12, Ref +7, Will +6Abilities:Abilities:Abilities:Abilities:Abilities: Str 28, Dex 10, Con 21,

Int 2, Wis 15, Cha 7Skills:Skills:Skills:Skills:Skills: Listen +13, Spot +11Feats:Feats:Feats:Feats:Feats: Alertness, Endurance,

Iron Will, Skill Focus (Listen)Environment:Environment:Environment:Environment:Environment: Warm plainsOrganization:Organization:Organization:Organization:Organization: Solitary or herd (6–30)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 7Advancement:Advancement:Advancement:Advancement:Advancement: 12–22 HD (Huge)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Asian elephants are symbols of good fortune and treat-ed with great reverence by many cultures.

CombatElephants tend to charge at threatening creatures.

TTTTTrample (Ex): rample (Ex): rample (Ex): rample (Ex): rample (Ex): Reflex half DC 24. The save DC isStrength-based.

FerretTiny Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1/2 d8 (2 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +2Speed:Speed:Speed:Speed:Speed: 20 ft. (4 squares), climb 20 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 14 (+2 size, +2 Dex), touch 14,

flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/–12Attack:Attack:Attack:Attack:Attack: Bite +4 melee (1d3–4)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Bite +4 melee (1d3–4)

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Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 2-1/2 ft./0 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: AttachSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +2, Ref +4, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 3, Dex 15, Con 10,

Int 2, Wis 12, Cha 7Skills:Skills:Skills:Skills:Skills: Balance +10, Climb +10,

Escape Artist +7, Hide +11,Move Silently +7, Spot +3

Feats:Feats:Feats:Feats:Feats: Weapon FinesseEnvironment:Environment:Environment:Environment:Environment: Temperate hillsOrganization:Organization:Organization:Organization:Organization: SolitaryChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/4Advancement:Advancement:Advancement:Advancement:Advancement: —Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

These little mammals are playful and inquisitive aswell as being aggressive predators.

CombatSkills:Skills:Skills:Skills:Skills: Ferrets have a +4 racial bonus on Escape

Artist and Move Silently checks and a +8 racial bonuson Balance and Climb checks. They use their Dexteri-ty modifier for Climb checks. A ferret can always chooseto take 10 on a Climb check, even if rushed or threat-ened.

FoxSmall Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1d8+2 (6 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +3Speed:Speed:Speed:Speed:Speed: 40 ft. (8 squares)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 16 (+1 size, +4 Dex,

+1 natural), touch 15,flat-footed 12

Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/–3Attack:Attack:Attack:Attack:Attack: Bite +2 melee (1d4+1)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Bite +2 melee (1d4+1)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +4, Ref +6, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 13, Dex 19, Con 15,

Int 2, Wis 12, Cha 6Skills:Skills:Skills:Skills:Skills: Hide +8, Jump +7, Listen +5,

Move Silently +8, Spot +5,Survival +1

Feats:Feats:Feats:Feats:Feats: Alertness, Dodge

Environment:Environment:Environment:Environment:Environment: Temperate forestsOrganization:Organization:Organization:Organization:Organization: Solitary or set (2-3)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/3Advancement:Advancement:Advancement:Advancement:Advancement: —Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Foxes are stealthy predators, preferring small animalsand eggs.

CombatFoxes hunt by stealth and cunning, sneaking into nestsand coops to get their meals.

Skills: Skills: Skills: Skills: Skills: Foxes have a +4 racial bonus on Jump, Hide,and Move Silently checks.

FrogDiminutive Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1/4 d8 (1 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +1Speed:Speed:Speed:Speed:Speed: 5 ft. (1 square)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 15 (+4 size, +1 Dex), touch 15,

flat-footed 14Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/–17Attack:Attack:Attack:Attack:Attack: —Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: —Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 1 ft./0 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Amphibious, low-light visionSaves:Saves:Saves:Saves:Saves: Fort +2, Ref +3, Will +2Abilities:Abilities:Abilities:Abilities:Abilities: Str 1, Dex 12, Con 11,

Int 1, Wis 14, Cha 4Skills:Skills:Skills:Skills:Skills: Hide +13, Jump +7, Listen +4,

Spot +4

Appendix I: Animals

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Feats:Feats:Feats:Feats:Feats: AlertnessEnvironment:Environment:Environment:Environment:Environment: Temperate marshesOrganization:Organization:Organization:Organization:Organization: Swarm (10–100)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/10Advancement:Advancement:Advancement:Advancement:Advancement: —Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

These diminutive amphibians are innocuous and ben-eficial, since they eat insects.

Skills: Skills: Skills: Skills: Skills: Frogs have a +8 racial bonus on Jump checks.

GazelleMedium Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 2d8 (8 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +0Speed:Speed:Speed:Speed:Speed: 50 ft. (10 squares)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 12 (+2 natural), touch 10,

flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +1/+1Attack:Attack:Attack:Attack:Attack: Horns +1 melee (1d8+1)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Horns +1 melee (1d8+1),

bite -4 melee (1d2)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +3, Ref +3, Will +0Abilities:Abilities:Abilities:Abilities:Abilities: Str 11, Dex 10, Con 11,

Int 2, Wis 10, Cha 6Skills:Skills:Skills:Skills:Skills: Jump +12, Listen +5, Spot +5Feats:Feats:Feats:Feats:Feats: AlertnessEnvironment:Environment:Environment:Environment:Environment: Subtropical plains and

savannahOrganization:Organization:Organization:Organization:Organization: Herd (10-200)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/2Advancement:Advancement:Advancement:Advancement:Advancement: 3–4 HD (Medium)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Gazelles are graceful herd beasts capable of tremen-dous leaps when fleeing from encroaching predators.

CombatWhen confronted with danger, gazelles prefer flight tobattle, trusting that their impressive speed will keepthe greatest number of the herd from the jaws of itsenemies. In order to protect the greatest number of herdmembers, any gazelle that finds itself cut off from therest is truly on its own, and must then rely on its hornsfor defense.

GibbonSmall Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1d8 (4 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +0Speed:Speed:Speed:Speed:Speed: 30 ft. (6 squares), climb 30 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 11, touch 11, flat-footed 11Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +1/-4Attack:Attack:Attack:Attack:Attack: Bite +0 melee (1d4)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Bite +0 melee (1d4)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +2, Ref +2, Will +0Abilities:Abilities:Abilities:Abilities:Abilities: Str 11, Dex 11, Con 10,

Int 2, Wis 10, Cha 7Skills:Skills:Skills:Skills:Skills: Climb +13, Jump +5 , Listen +6,

Spot +6Feats:Feats:Feats:Feats:Feats: AlertnessEnvironment:Environment:Environment:Environment:Environment: Warm forestsOrganization:Organization:Organization:Organization:Organization: Solitary, pair, or

company (6–12)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/2Advancement:Advancement:Advancement:Advancement:Advancement: 2–4 HD (Medium)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

These primates are intelligent and curious; they oftenuse rocks and sticks as simple tools.

CombatSkills:Skills:Skills:Skills:Skills: Gibbons have a +8 racial bonus on Climb

checks and can always choose to take 10 on Climbchecks, even if rushed or threatened.

GoatMedium Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1d8 (4 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +0Speed:Speed:Speed:Speed:Speed: 30 ft. (6 squares)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 12 (+2 natural), touch 10,

flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/-4Attack:Attack:Attack:Attack:Attack: Horns +1 melee (1d4)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Horns +1 melee (1d4),

bite -4 melee (1d2)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +6, Ref +2, Will +0

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Abilities:Abilities:Abilities:Abilities:Abilities: Str 11, Dex 10, Con 11,Int 2, Wis 10, Cha 6

Skills:Skills:Skills:Skills:Skills: Balance +6, Jump +6,Listen +4, Spot +4

Feats:Feats:Feats:Feats:Feats: AlertnessEnvironment:Environment:Environment:Environment:Environment: Temperate plains and

mountainsOrganization:Organization:Organization:Organization:Organization: Herd (5-60)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/2Advancement:Advancement:Advancement:Advancement:Advancement: 3–4 HD (Medium)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Goats are hardy and stubborn, and will eat nearly any-thing.

CombatWhen confronted with danger, goats will charge at athreat unless it seems clear that they are outmatched,in which case they will flee, often leaping to ledgesand promontories where predators may have difficultyreaching them.

GorillaMedium Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 4d8+7 (23 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +1Speed:Speed:Speed:Speed:Speed: 30 ft. (6 squares), climb 30 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 14 (+1 Dex, +3 natural),

touch 11, flat-footed 13Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +3/+8Attack:Attack:Attack:Attack:Attack: 2 Fists +8 melee (1d2+5)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: 2 Fists +8 melee (1d2+5), and

bite +2 melee (1d4+2)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 10 ft./10 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +5, Ref +5, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 21, Dex 13, Con 12,

Int 2, Wis 10, Cha 7Skills:Skills:Skills:Skills:Skills: Climb +21, Listen +5, Spot +5Feats:Feats:Feats:Feats:Feats: Alertness, ToughnessEnvironment:Environment:Environment:Environment:Environment: Warm forestsOrganization:Organization:Organization:Organization:Organization: Solitary, pair, or

company (3–5)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2Advancement:Advancement:Advancement:Advancement:Advancement: 5–8 HD (Large)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Gorillas are docile and peaceful by nature, but theywill protect their young with a terrible fury.

CombatA gorilla’s fists are considered natural weapons, andtherefore do not provoke attacks of opportunity.

Skills:Skills:Skills:Skills:Skills: Gorillas have a +8 racial bonus on Climbchecks and can always choose to take 10 on Climbchecks, even if rushed or threatened.

JaguarSee leopard.

LynxSmall Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1d8+1 (5 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +4Speed:Speed:Speed:Speed:Speed: 30 ft (6 squares), climb 20 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 15 (+4 Dex, +1 natural),

touch 14, flat-footed 11Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +2/+5Attack:Attack:Attack:Attack:Attack: Bite +2 melee (1d4+2)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Bite +2 melee (1d4+2) and

2 claws -3 melee (1d3+1)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: PounceSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +3, Ref +4, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 14, Dex 15, Con 13,

Appendix I: Animals

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Int 2, Wis 12, Cha 6Skills:Skills:Skills:Skills:Skills: Balance +10, Climb +12,

Hide +12, Jump +12, Listen +6,Move Silently +10, Spot +6

Feats:Feats:Feats:Feats:Feats: Alertness, Weapon FinesseEnvironment:Environment:Environment:Environment:Environment: Warm forestsOrganization:Organization:Organization:Organization:Organization: Solitary or pairChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2Advancement:Advancement:Advancement:Advancement:Advancement: 4–5 HD (Medium)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

These cats are about 2 1/2 feet long and weigh about60 pounds. They usually hunt at night.

CombatPounce (Ex):Pounce (Ex):Pounce (Ex):Pounce (Ex):Pounce (Ex): If a lynx charges a foe, it can make a

full attack.Skills: Skills: Skills: Skills: Skills: Lynxes have a +8 racial bonus on Jump checks

and a +4 racial bonus on Hide and Move Silently checks.Lynxes have a +8 racial bonus on Balance and Climbchecks. A lynx can always choose to take 10 on a Climbcheck, even if rushed or threatened.

Mina BirdSee Songbird.

MongooseTiny Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1/2 d8 (2 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +2Speed:Speed:Speed:Speed:Speed: 20 ft. (4 squares), climb 20 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 14 (+2 size, +2 Dex), touch 14,

flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/–12Attack:Attack:Attack:Attack:Attack: Bite +4 melee (1d3–3)

Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Bite +4 melee (1d3–3)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 2-1/2 ft./0 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +2, Ref +4, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 4, Dex 15, Con 10,

Int 2, Wis 12, Cha 5Skills:Skills:Skills:Skills:Skills: Balance +12, Climb +10,

Hide +12, Move Silently +8,Spot +3

Feats:Feats:Feats:Feats:Feats: Weapon FinesseEnvironment:Environment:Environment:Environment:Environment: Tropical forestsOrganization:Organization:Organization:Organization:Organization: SolitaryChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/4Advancement:Advancement:Advancement:Advancement:Advancement: —Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

These little mammals are famous for their abilities inhunting and killing snakes.

CombatSkills:Skills:Skills:Skills:Skills: Mongoose have a +4 racial bonus on Move

Silently checks and a +8 racial bonus on Balance andClimb checks. They use their Dexterity modifier forClimb checks. A mongoose can always choose to take10 on a Climb check, even if rushed or threatened.

MooseLarge Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 5d8+15 (37 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +0Speed:Speed:Speed:Speed:Speed: 40 ft. (8 squares)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 13 (–1 size, +4 natural),

touch 9, flat-footed 13Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +3/+13Attack:Attack:Attack:Attack:Attack: Gore +8 melee (1d8+9)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Gore +8 melee (1d8+9)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 10 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: StampedeSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +7, Ref +4, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 22, Dex 10, Con 20,

Int 2, Wis 11, Cha 4Skills:Skills:Skills:Skills:Skills: Listen +7, Spot +5Feats:Feats:Feats:Feats:Feats: Alertness, EnduranceEnvironment:Environment:Environment:Environment:Environment: Temperate mountainsOrganization:Organization:Organization:Organization:Organization: Solitary or herd (6–30)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2

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Advancement:Advancement:Advancement:Advancement:Advancement: 6–7 HD (Large)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

These herd animals can be aggressive when protect-ing young and during the mating season, but they gen-erally prefer flight to fighting. A bison stands more than6 feet tall at the shoulder and is 9 to 12 feet long. Itweigh 1,800 to 2,400 pounds. The bison’s statistics canbe used for almost any large herd animal.

CombatStampede (Ex):Stampede (Ex):Stampede (Ex):Stampede (Ex):Stampede (Ex): A frightened herd of bison flees as a

group in a random direction (but always away from theperceived source of danger). They literally run overanything of Large size or smaller that gets in their way,dealing 1d12 points of damage for each five bison inthe herd (Reflex DC 18 half ). The save DC is Strength-based.

Mountain LionSee Leopard.

MouseDiminutive AnimalHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1/4 d8 (1 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +2Speed:Speed:Speed:Speed:Speed: 15 ft. (3 squares), climb 15 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 14 (+2 size, +2 Dex), touch 14,

flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/–12Attack:Attack:Attack:Attack:Attack: Bite +4 melee (1hp–5)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Bite +4 melee (1hp–5)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 2-1/2 ft./0 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +2, Ref +4, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 1, Dex 15, Con 10,

Int 2, Wis 12, Cha 6Skills:Skills:Skills:Skills:Skills: Balance +12, Climb +12,

Hide +22, Jump +4,Move Silently +12

Feats:Feats:Feats:Feats:Feats: Weapon FinesseEnvironment:Environment:Environment:Environment:Environment: AnyOrganization:Organization:Organization:Organization:Organization: Solitary or plague (10–100)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/10Advancement:Advancement:Advancement:Advancement:Advancement: —Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

These timid rodents can befound in great numbersalmost anywhere.

CombatMice usually run away.They bite only as a last re-sort.

Skills:Skills:Skills:Skills:Skills: Mice have a +8racial bonus on Balance,Climb, Hide, and MoveSilently checks. A mousecan always choose to take 10 on Climb checks, even ifrushed or threatened. A mouse uses its Dexterity mod-ifier instead of its Strength modifier for Climb and Jumpchecks.

OcelotSee Lynx.

OrangutanMedium Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 3d8+6 (18 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +2Speed:Speed:Speed:Speed:Speed: 30 ft. (6 squares), climb 30 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 13 (+1 Dex, +2 natural),

touch 11, flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +2/+5Attack:Attack:Attack:Attack:Attack: Bite +5 melee (1d4+3)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Bite +5 melee (1d4+3)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +4, Ref +5, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 17, Dex 15, Con 12,

Int 2, Wis 10, Cha 7Skills:Skills:Skills:Skills:Skills: Climb +13, Jump +5 , Listen +6,

Spot +6Feats:Feats:Feats:Feats:Feats: Alertness, ToughnessEnvironment:Environment:Environment:Environment:Environment: Tropical junglesOrganization:Organization:Organization:Organization:Organization: Solitary or pairChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2Advancement:Advancement:Advancement:Advancement:Advancement: 4–6 HD (Medium)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

These distinctive and unique primates are the sourceof many myths and stories about “wild-men” in theirjungle homes.

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CombatSkills:Skills:Skills:Skills:Skills: Orangutan have a +10 racial bonus on Climb

checks and can always choose to take 10 on Climbchecks, even if rushed or threatened.

OtterTiny Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1/2 d8 (2 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +2Speed:Speed:Speed:Speed:Speed: 20 ft. (4 squares), swim 30 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 16 (+2 size, +2 natural,

+2 Dex), touch 14,flat-footed 14

Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/–11Attack:Attack:Attack:Attack:Attack: Bite +4 melee (1d3–3)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Bite +4 melee (1d3–3)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 2-1/2 ft./0 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +2, Ref +4, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 4, Dex 15, Con 10,

Int 2, Wis 12, Cha 7Skills:Skills:Skills:Skills:Skills: Balance +10, Hide +10,

Move Silently +6, Spot +1,Swim +14, Tumble +10

Feats:Feats:Feats:Feats:Feats: Weapon FinesseEnvironment:Environment:Environment:Environment:Environment: Temperate hillsOrganization:Organization:Organization:Organization:Organization: SolitaryChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/4Advancement:Advancement:Advancement:Advancement:Advancement: —Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

These little mammals are playful and inquisitive aswell as being aggressive predators.

CombatSkills:Skills:Skills:Skills:Skills: Otters have a +4 racial bonus on Move Si-

lently and Tumble checks and a +8 racial bonus onBalance and Swim checks. They use their Dexteritymodifier for Swim checks. A ferret can always chooseto take 10 on a Swim check, even if rushed or threat-ened.

OxLarge Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 5d8+15 (37 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +0Speed:Speed:Speed:Speed:Speed: 40 ft. (8 squares)

Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 13 (–1 size, +4 natural),touch 9, flat-footed 13

Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +3/+11Attack:Attack:Attack:Attack:Attack: Gore +8 melee (1d8+4)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Gore +8 melee (1d8+4)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 10 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: StampedeSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +7, Ref +4, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 18, Dex 10, Con 16,

Int 2, Wis 12, Cha 4Skills:Skills:Skills:Skills:Skills: Listen +8, Spot +9Feats:Feats:Feats:Feats:Feats: Alertness, EnduranceEnvironment:Environment:Environment:Environment:Environment: Temperate plainsOrganization:Organization:Organization:Organization:Organization: Solitary or herd (6–30)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2Advancement:Advancement:Advancement:Advancement:Advancement: 6–7 HD (Large)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

These massive creatures are commonly used as beastsof burden by many different cultures.

CombatStampede (Ex):Stampede (Ex):Stampede (Ex):Stampede (Ex):Stampede (Ex): A frightened herd of oxen flees as a

group in a random direction (but always away from theperceived source of danger). They literally run overanything of Large size or smaller that gets in their way,dealing 1d12 points of damage for each five oxen inthe herd (Reflex DC 18 half ). The save DC is Strength-based.

PantherSee Leopard.

ParrotTiny Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1d8 (4 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +3Speed:Speed:Speed:Speed:Speed: 10 ft. (2 squares),

fly 60 ft. (average)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 17 (+2 size, +3 Dex,

+2 natural), touch 15,flat-footed 14

Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/–10Attack:Attack:Attack:Attack:Attack: Talons +5 melee (1d4–2)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Talons +5 melee (1d4–2)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 2-1/2 ft./0 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —

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Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light visionSaves:Saves:Saves:Saves:Saves: Fort +2, Ref +5, Will +2Abilities:Abilities:Abilities:Abilities:Abilities: Str 6, Dex 17, Con 10,

Int 2, Wis 14, Cha 6Skills:Skills:Skills:Skills:Skills: Listen +4,

Perform (mimicry) +10,Spot +12

Feats:Feats:Feats:Feats:Feats: Weapon FinesseEnvironment:Environment:Environment:Environment:Environment: Temperate forestsOrganization:Organization:Organization:Organization:Organization: Solitary or pairChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/3Advancement:Advancement:Advancement:Advancement:Advancement: —Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

These brightly colored birds are well known for theircapacity for mimicry, and are often taken and trainedas pets.

CombatParrots combine both talons into a single attack.

Skills:Skills:Skills:Skills:Skills: Parrots have a +8 racial bonus on Perform(mimicry) and Spot checks.

PumaSee Leopard.

RabbitTiny Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1/4 d8 (1 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +2Speed:Speed:Speed:Speed:Speed: 40 ft. (8 squares)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 14 (+2 size, +2 Dex), touch 14,

flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/–12Attack:Attack:Attack:Attack:Attack: Bite +4 melee (1d3–4)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Bite +4 melee (1d3–4),

rear kick -1 (1hp–4)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 2-1/2 ft./0 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +2, Ref +4, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 3, Dex 15, Con 10,

Int 2, Wis 12, Cha 6Skills:Skills:Skills:Skills:Skills: Balance +10, Climb +12,

Hide +14, Move Silently +10,Swim +10

Feats:Feats:Feats:Feats:Feats: Weapon FinesseEnvironment:Environment:Environment:Environment:Environment: AnyOrganization:Organization:Organization:Organization:Organization: Solitary or warren (2–20)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/8Advancement:Advancement:Advancement:Advancement:Advancement: —Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

These omnivorous rodents thrive almost anywhere.

CombatRats usually run away. They bite only as a last resort.

Skills:Skills:Skills:Skills:Skills: Rats have a +4 racial bonus on Hide, Jump,and Move Silently checks. A rabbit uses its Dexteritymodifier instead of its Strength modifier for Jumpchecks.

RaccoonSmall Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1d8 (4 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +2Speed:Speed:Speed:Speed:Speed: 30 ft. (6 squares), climb 20 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 14 (+2 size, +2 Dex), touch 14,

Appendix I: Animals

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flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/–12Attack:Attack:Attack:Attack:Attack: Bite +4 melee (1d3–2)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Bite +4 melee (1d3–2),

2 claws (1d2–2)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 2-1/2 ft./0 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +2, Ref +4, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 6, Dex 15, Con 10,

Int 2, Wis 12, Cha 4Skills:Skills:Skills:Skills:Skills: Climb +2, Disable Device +6,

Escape Artist +6, Listen +5,Open Locks +6, Spot +5

Feats:Feats:Feats:Feats:Feats: AlertnessEnvironment:Environment:Environment:Environment:Environment: AnyOrganization:Organization:Organization:Organization:Organization: Solitary or warren (2–20)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/8Advancement:Advancement:Advancement:Advancement:Advancement: —Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

These omnivorous scavengers have a knack for gettinginto almost anything.

CombatRaccoons only fight when cornered.

Skills:Skills:Skills:Skills:Skills: Raccoons have a +4 racial bonus on DisableDevice, Escape Artist, and Open Locks checks.

SheepMedium Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1d8 (4 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +0Speed:Speed:Speed:Speed:Speed: 30 ft. (6 squares)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 12 (+2 natural), touch 10,

flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/-4Attack:Attack:Attack:Attack:Attack: Horns +1 melee (1d6+1)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Horns +1 melee (1d6+1),

bite -4 melee (1d2)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +2, Ref +2, Will +0Abilities:Abilities:Abilities:Abilities:Abilities: Str 13, Dex 10, Con 11,

Int 2, Wis 10, Cha 4Skills:Skills:Skills:Skills:Skills: Balance +6, Jump +6,

Listen +4, Spot +4Feats:Feats:Feats:Feats:Feats: AlertnessEnvironment:Environment:Environment:Environment:Environment: Temperate plains and

mountainsOrganization:Organization:Organization:Organization:Organization: Flock (5-60)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/2Advancement:Advancement:Advancement:Advancement:Advancement: 2–4 HD (Medium)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Sturdy and easily domesticated, sheep are a source ofboth meat and wool.

CombatWild sheep will follow the lead of the flock’s chief ram,whether that leads to fight or flight. Domestic sheepare entirely dependent on shepherds and sheepdogsfor defense.

SkunkTiny Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1d8+2 (6 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +3Speed:Speed:Speed:Speed:Speed: 30 ft. (6 squares)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 16 (+2 size, +3 Dex,

+1 natural), touch 15,flat-footed 13

Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/–5Attack:Attack:Attack:Attack:Attack: Claw +4 melee (1d2–1)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: 2 claws +4 melee (1d2–1) and

bite –1 melee (1d3–1)

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Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: RageSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +4, Ref +5, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 8, Dex 17, Con 15,

Int 2, Wis 12, Cha 6Skills:Skills:Skills:Skills:Skills: Escape Artist +7, Listen +3,

Spot +3Feats:Feats:Feats:Feats:Feats: Weapon FinesseEnvironment:Environment:Environment:Environment:Environment: Temperate forestsOrganization:Organization:Organization:Organization:Organization: Solitary or pairChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/2Advancement:Advancement:Advancement:Advancement:Advancement: 2 HD (Small)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

The distinctive white stripe on this creature’s black furserves as a warning to potential predators.

CombatWhen threatened, a skunk will spray its scent at a foeand attempt to escape.

Spray Scent:Spray Scent:Spray Scent:Spray Scent:Spray Scent: Up to three times a day a noble skunkcan spray its scent on its enemies. This is an area-effect attack, affecting a cone-shaped area in a range of15 feet. A successful Reflex Save versus a DC of 15avoids the spray entirely.

Any creature hit by the spray is now covered in theskunk’s trademark “stink” and must now make a Fortsave against a DC of 10 or be nauseated. A successfulsave means the creature can at least “tolerate” thesmell. The scent spray stays with the victim for 1d6days unless extraordinary measures are taken to cleanit off (bathing in tomato juice, remove curse, etc.). Whileunder the stink, the creatures can be detected by scentat triple the normal range, and anyone attempting totrack them gets a +4 situational bonus.

Skills:Skills:Skills:Skills:Skills: A skunk has a +4 racial bonus on EscapeArtist checks.

SongbirdTiny Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1d8 (4 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +2Speed:Speed:Speed:Speed:Speed: 10 ft. (2 squares),

fly 40 ft. (average)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 17 (+2 size, +3 Dex,

+2 natural), touch 15,flat-footed 14

Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/–13Attack:Attack:Attack:Attack:Attack: Claws +4 melee (1d2–5)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Claws +4 melee (1d2–5)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 2-1/2 ft./0 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light visionSaves:Saves:Saves:Saves:Saves: Fort +2, Ref +4, Will +2Abilities:Abilities:Abilities:Abilities:Abilities: Str 1, Dex 15, Con 10,

Int 2, Wis 14, Cha 6Skills:Skills:Skills:Skills:Skills: Listen +6, Spot +6Feats:Feats:Feats:Feats:Feats: Weapon FinesseEnvironment:Environment:Environment:Environment:Environment: Temperate forestsOrganization:Organization:Organization:Organization:Organization: Solitary, pair, or flock (6-100)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/8Advancement:Advancement:Advancement:Advancement:Advancement: —Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

These are the most common type of bird most oftenseen, encompassing many hundreds of different spe-cies, from cardinals to sparrows.

CombatSongbirds only attack when desperate or sick.

SquirrelTiny Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1/4 d8 (1 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +2Speed:Speed:Speed:Speed:Speed: 15 ft. (3 squares), climb 15 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 14 (+2 size, +2 Dex), touch 14,

flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/–12Attack:Attack:Attack:Attack:Attack: Bite +4 melee (1d3–4)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Bite +4 melee (1d3–4)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 2-1/2 ft./0 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +2, Ref +4, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 2, Dex 15, Con 10,

Int 2, Wis 12, Cha 6Skills:Skills:Skills:Skills:Skills: Balance +10, Climb +12,

Hide +14, Move Silently +10Feats:Feats:Feats:Feats:Feats: Weapon FinesseEnvironment:Environment:Environment:Environment:Environment: AnyOrganization:Organization:Organization:Organization:Organization: Solitary or Gang (2-12)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/8Advancement:Advancement:Advancement:Advancement:Advancement: —Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Appendix I: Animals

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While essentially similar to rats, the squirrel’s bushytail and endearing manner give it a much better repu-tation.

CombatSquirrels usually run away. They bite only as a lastresort.

Skills:Skills:Skills:Skills:Skills: Squirrels have a +4 racial bonus on Hide andMove Silently checks, and a +8 racial bonus on Bal-ance and Climb checks. A squirrel can always chooseto take 10 on Climb checks, even if rushed or threat-ened. A squirrel uses its Dexterity modifier instead ofits Strength modifier for Climb checks. A squirrel canuse a run action while climbing.

TortoiseSmall Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1d8+5 (9 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +2Speed:Speed:Speed:Speed:Speed: 5 ft. (1 square), swim 20 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 13 (+1 size, -3 Dex, +5 natural),

touch 8, flat-footed 16Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/–4Attack:Attack:Attack:Attack:Attack: Bite +0 melee (1d3)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Bite +0 melee (1d3)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light visionSaves:Saves:Saves:Saves:Saves: Fort +4, Ref -1, Will +2Abilities:Abilities:Abilities:Abilities:Abilities: Str 10, Dex 4, Con 14,

Int 2, Wis 14, Cha 4Skills:Skills:Skills:Skills:Skills: Listen +5, Spot +5, Swim +10Feats:Feats:Feats:Feats:Feats: ToughnessEnvironment:Environment:Environment:Environment:Environment: Deserts and

temperate wetlandsOrganization:Organization:Organization:Organization:Organization: SolitaryChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/2Advancement:Advancement:Advancement:Advancement:Advancement: 2–3 HD (Medium)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

These reptiles have an extremely hard shell to protectthem from all but the most determined of predators.

CombatWhen threatened, a tortoise will simply pull its legs,head, and tail into their shell and wait for their foes totire and leave.

Hold Breath (Ex):Hold Breath (Ex):Hold Breath (Ex):Hold Breath (Ex):Hold Breath (Ex): A tortoise can hold its breath for a

number of rounds equal to 4 x its Constitution scorebefore it risks drowning.

Skills:Skills:Skills:Skills:Skills: A tortoise has a +8 racial bonus on any Swimcheck to perform some special action or avoid a haz-ard. It can always choose to take 10 on a Swim check,even if distracted or endangered. It can use the runaction while swimming, provided it swims in a straightline.

VultureSmall Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1d8+1 (5 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +2Speed:Speed:Speed:Speed:Speed: 10 ft. (2 squares), fly 60 ft. (poor)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 14 (+1 size, +2 Dex,

+1 natural), touch 13,flat-footed 12

Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +0/–4Attack:Attack:Attack:Attack:Attack: Talons +3 melee (1d4)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: 2 talons +3 melee (1d4) and

bite –2 melee (1d4)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light visionSaves:Saves:Saves:Saves:Saves: Fort +4, Ref +4, Will +2

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Abilities:Abilities:Abilities:Abilities:Abilities: Str 10, Dex 15, Con 14,Int 2, Wis 16, Cha 4

Skills:Skills:Skills:Skills:Skills: Listen +2, Spot +14Feats:Feats:Feats:Feats:Feats: Weapon FinesseEnvironment:Environment:Environment:Environment:Environment: Temperate mountainsOrganization:Organization:Organization:Organization:Organization: Solitary or pairChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1/2Advancement:Advancement:Advancement:Advancement:Advancement: 2–3 HD (Medium)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Notorious carrion eaters, few welcome the sight of cir-cling vultures.

CombatVultures usually come on the scene after a creaturehas already lost its last battle, but they are not abovehelping a weakened creature on its way for the sake offresh meat.

Skills:Skills:Skills:Skills:Skills: Vultures have a +8 racial bonus on Spotchecks.

ZebraMedium Animal

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 3d8+6 (19 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +1Speed:Speed:Speed:Speed:Speed: 60 ft. (12 squares)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 13 (–1 size, +1 Dex,

+3 natural), touch 10,flat-footed 12

Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +2/+8Attack:Attack:Attack:Attack:Attack: Hoof –2 melee (1d4+1*)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: 2 hooves –2 melee (1d4+1*)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 10 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, scentSaves:Saves:Saves:Saves:Saves: Fort +5, Ref +4, Will +2Abilities:Abilities:Abilities:Abilities:Abilities: Str 14, Dex 13, Con 15,

Int 2, Wis 12, Cha 6Skills:Skills:Skills:Skills:Skills: Listen +4, Spot +4, Hide +4*Feats:Feats:Feats:Feats:Feats: Endurance, RunEnvironment:Environment:Environment:Environment:Environment: Temperate plainsOrganization:Organization:Organization:Organization:Organization: Domesticated or herd (6–30)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1Advancement:Advancement:Advancement:Advancement:Advancement: —Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

A zebra resembles nothing so much as a horse withblack and white stripes.

CombatSkills:Skills:Skills:Skills:Skills: Zebras have a +8 racial bonus to Hide checks

while in areas of tall grass.

SwarmsSwarms are dense masses of Fine, Diminutive, or Tinycreatures that would not be particularly dangerous insmall groups, but can be terrible foes when gathered insufficient numbers.

For game purposes, a swarm is defined as a singlecreature with a space of 10 feet—gigantic hordes areactually composed of dozens of swarms in close prox-imity. A swarm has a single pool of Hit Dice and hitpoints, a single initiative modifier, a single speed, anda single Armor Class. It makes saving throws as a sin-gle creature.

Many different creatures can mass as swarms; batswarms, crow swarms, frog swarms, mouse swarms,rat swarms, and toad swarms are described here. Theswarm’s type varies with the nature of the componentcreature, but all swarms have the swarm subtype.

A swarm of Tiny creatures consists of 300 nonflyingcreatures or 1,000 flying creatures. A swarm of Dimin-utive creatures consists of 1,500 nonflying creatures or5,000 flying creatures. Swarms of nonflying creaturesinclude many more creatures than could normally fitin a 10-foot square based on their normal space, be-cause creatures in a swarm are packed tightly togetherand generally crawl over each other and their prey whenmoving or attacking. Larger swarms are representedby multiples of single swarms. A large swarm is com-pletely shapeable, though it usually remains contigu-ous.

CombatIn order to attack, a single swarm moves into oppo-nents’ spaces, which provokes an attack of opportuni-ty. It can occupy the same space as a creature of anysize, since it crawls all over its prey, but remains acreature with a 10-foot space. Swarms never make at-tacks of opportunity, but they can provoke attacks ofopportunity.

Unlike other creatures with a 10-foot space, a swarmis shapeable. It can occupy any four contiguous squares,and it can squeeze through any space large enough tocontain one of its component creatures.

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Vulnerabilities of SwarmsSwarms are extremely difficult to fight with physicalattacks. However, they have a few special vulnerabili-ties, as follows:

A lit torch swung as an improvised weapon deals1d3 points of fire damage per hit.

A weapon with a special ability such as flaming orfrost deals its full energy damage with each hit, even ifthe weapon’s normal damage can’t affect the swarm.

A lit lantern can be used as a thrown weapon, deal-ing 1d4 points of fire damage to all creatures in squaresadjacent to where it breaks.

Crow SwarmTiny Animal (Swarm)

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 4d8 (17 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +2Speed:Speed:Speed:Speed:Speed: 10 ft. (1 square),

fly 40 ft. (average)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 16 (+4 size, +2 Dex), touch 14,

flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +3/—Attack:Attack:Attack:Attack:Attack: Swarm (1d8)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Swarm (1d8)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 10 ft./0 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: DistractionSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Half damage from slashing and

piercing, low-light vision,swarm traits

Saves:Saves:Saves:Saves:Saves: Fort +3, Ref +5, Will +3Abilities:Abilities:Abilities:Abilities:Abilities: Str 3, Dex 15, Con 10,

Int 2, Wis 14, Cha 6Skills:Skills:Skills:Skills:Skills: Listen +11, Spot +11Feats:Feats:Feats:Feats:Feats: Alertness, Weapon FinesseEnvironment:Environment:Environment:Environment:Environment: AnyOrganization:Organization:Organization:Organization:Organization: Solitary, flock (2–4 swarms), or

murder (11–20 swarms)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2TTTTTrrrrreasureasureasureasureasure:e:e:e:e: NoneAlignment:Alignment:Alignment:Alignment:Alignment: Always neutralAdvancement:Advancement:Advancement:Advancement:Advancement: NoneLevel Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Crow swarms sometimes form on battlefields after thefighting is done.

CombatA crow swarm seeks to surround and attack any meat-

bearing creatures or corpses it encounters. The swarmdeals 1d8 points of damage to any creature whose spaceit occupies at the end of its move.

Distraction (Ex): Distraction (Ex): Distraction (Ex): Distraction (Ex): Distraction (Ex): Any living creature that begins itsturn with a swarm in its space must succeed on a DC11 Fortitude save or be nauseated for 1 round. The saveDC is Constitution-based.

Frog SwarmDiminutive Animal (Swarm)

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 2d8 (9 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +2Speed:Speed:Speed:Speed:Speed: 5 ft. (1 square), swim Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 16 (+4 size, +2 Dex), touch 14,

flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +2/—Attack:Attack:Attack:Attack:Attack: Swarm (1d3)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Swarm (1d3)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 10 ft./0 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Distraction, spoilageSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Half damage from slashing and

piercing, low-light vision,swarm traits

Saves:Saves:Saves:Saves:Saves: Fort +2, Ref +3, Will +2Abilities:Abilities:Abilities:Abilities:Abilities: Str 2, Dex 12, Con 11,

Int 1, Wis 14, Cha 4Skills:Skills:Skills:Skills:Skills: Listen +11, Spot +11Feats:Feats:Feats:Feats:Feats: AlertnessEnvironment:Environment:Environment:Environment:Environment: Temperate wetlandsOrganization:Organization:Organization:Organization:Organization: Solitary, clutch (2–4 swarms),

or plague (11–20 swarms)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2TTTTTrrrrreasureasureasureasureasure:e:e:e:e: NoneAlignment:Alignment:Alignment:Alignment:Alignment: Always neutralAdvancement:Advancement:Advancement:Advancement:Advancement: NoneLevel Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Frog swarms generally come onto land near river banksthat have recently flooded.

CombatA frog swarm will seek out the nearest unspoiled sourceof water and move towards it. The swarm deals 1d3points of damage to any creature whose space it occu-pies at the end of its move.

Distraction (Ex): Distraction (Ex): Distraction (Ex): Distraction (Ex): Distraction (Ex): Any living creature that begins itsturn with a swarm in its space must succeed on a DC11 Fortitude save or be nauseated for 1 round. The save

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DC is Constitution-based.Spoilage (Ex):Spoilage (Ex):Spoilage (Ex):Spoilage (Ex):Spoilage (Ex): Any foodstuffs or perishable goods of

any kind are unrecoverably ruined if the swarm movesthrough the space in which they are contained.

Mouse SwarmDiminutive Animal (Swarm)

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 3d8 (13 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +2Speed:Speed:Speed:Speed:Speed: 10 ft. (1 square), fly 40 ft. (good)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 16 (+4 size, +2 Dex), touch 14,

flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +2/—Attack:Attack:Attack:Attack:Attack: Swarm (1d3)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Swarm (1d3)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 10 ft./0 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Distraction, spoilageSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Half damage from slashing and

piercing, low-light vision,swarm traits

Saves:Saves:Saves:Saves:Saves: Fort +3, Ref +7, Will +3Abilities:Abilities:Abilities:Abilities:Abilities: Str 3, Dex 15, Con 10,

Int 2, Wis 14, Cha 4Skills:Skills:Skills:Skills:Skills: Listen +11, Spot +11Feats:Feats:Feats:Feats:Feats: Alertness, Lightning ReflexesEnvironment:Environment:Environment:Environment:Environment: AnyOrganization:Organization:Organization:Organization:Organization: Solitary, pack (2–4 swarms), or

infestation (11–20 swarms)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2TTTTTrrrrreasureasureasureasureasure:e:e:e:e: NoneAlignment:Alignment:Alignment:Alignment:Alignment: Always neutralAdvancement:Advancement:Advancement:Advancement:Advancement: NoneLevel Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Mouse swarms can be found in many farming areas.

CombatA mouse swarm will seek out and devour all sourcesof food in its path. The swarm deals 1d3 points of dam-age to any creature whose space it occupies at the endof its move.

Distraction (Ex): Distraction (Ex): Distraction (Ex): Distraction (Ex): Distraction (Ex): Any living creature that begins itsturn with a swarm in its space must succeed on a DC11 Fortitude save or be nauseated for 1 round. The saveDC is Constitution-based.

Spoilage (Ex):Spoilage (Ex):Spoilage (Ex):Spoilage (Ex):Spoilage (Ex): Any foodstuffs or perishable goods ofany kind are unrecoverably ruined if the swarm movesthrough the space in which they are contained.

Toad SwarmDiminutive Animal (Swarm)

Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 2d8 (9 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +2Speed:Speed:Speed:Speed:Speed: 5 ft. (1 square), swim Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 16 (+4 size, +2 Dex), touch 14,

flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +2/—Attack:Attack:Attack:Attack:Attack: Swarm (1d3)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Swarm (1d3)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 10 ft./0 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Distraction, irritationSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Half damage from slashing and

piercing, low-light vision,swarm traits

Saves:Saves:Saves:Saves:Saves: Fort +2, Ref +3, Will +2Abilities:Abilities:Abilities:Abilities:Abilities: Str 2, Dex 12, Con 11,

Int 1, Wis 14, Cha 4Skills:Skills:Skills:Skills:Skills: Listen +11, Spot +11Feats:Feats:Feats:Feats:Feats: AlertnessEnvironment:Environment:Environment:Environment:Environment: Temperate wetlandsOrganization:Organization:Organization:Organization:Organization: Solitary, clutch (2–4 swarms),

or plague (11–20 swarms)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2TTTTTrrrrreasureasureasureasureasure:e:e:e:e: NoneAlignment:Alignment:Alignment:Alignment:Alignment: Always neutralAdvancement:Advancement:Advancement:Advancement:Advancement: NoneLevel Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

A toad swarm sometimes appears as a result of flood-ing.

CombatA toad swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d3points of damage plus Irritation to any creature whosespace it occupies at the end of its move.

Distraction (Ex): Distraction (Ex): Distraction (Ex): Distraction (Ex): Distraction (Ex): Any living creature that begins itsturn with a swarm in its space must succeed on a DC11 Fortitude save or be nauseated for 1 round. The saveDC is Constitution-based.

Irritation (Ex):Irritation (Ex):Irritation (Ex):Irritation (Ex):Irritation (Ex): The secretions from the toads’ skinare normally inoffensive, but with so many in a smallspace, the concentration of the secretions can causean itching irritating rash to develop. A living creaturein contact with the swarm must make a Fort save ver-sus a DC of 12 or suffer a -1d6 irritation penalty to itsDexterity score for the next 1d4 days.

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“Good morning, Doctor Ramsey,” said the janitor.“Good morning,” the doctor glanced down at the

young man’s nametag, “Henry. How are Zeke’s roundsgoing?”

“Pretty good. I think he’s finished, actually.” Theape, almost as if on cue, thrust a clipboard up underRamsey’s nose.

One of the board members, a dignified looking manwith white hair, lifted an eyebrow. “Rounds?”

“Oh yes, Zeke was one of our earliest successes,and now he’s one of my best lab assistants.” He gaveZeke’s head a pat.

If anyone noticed the orangutan glare at the doctorin return, no one said anything.

Ramsey showed the clipboard to the tour group. Thebright white paper had large, blocky symbols printedon it, organized into a table. Some of the symbols hadclumsy crosses or circles drawn through or aroundthem, using the red marker that was tethered to the topof the clipboard. “Of course, written language is still abit beyond him, but he is quite adept at symbol recog-nition. This is his morning diet report. He marks downhere which test animals have been eating what foods,and how much.” He added, in a much lower tone, “It’snot really important work, but he likes to feel helpful.”

Zeke began to tug on the doctor’s coat. “Zeke workgood. Zeke mark food. Play now.” The voice wasstrangely deep, and had an unnatural quality to it. Andit was coming from an ape.

“Good lord,” said the white-haired man, “He talks?”“Zeke talk. Good. Play now.” The artificial voice in-

sisted. The other two board members were equallyamazed.

“Yes, Zeke was one of the first two recipients of ournew voice-box implant. It’s an electronic device thatinterprets signal’s coming from the newly enlarged lan-guage centers in animal’s brain and translates theminto English. As you can see, the Shakespeare and type-writer project is still a ways off.” He chuckled at hisjoke, which only one of the board members actuallygot. Ramsey fished in his pocket and retrieved a keyring. He singled out one key and handed the entire

ring to Henry. “Open cage 7B.”Henry unlocked a small cage set at roughly eye lev-

el on the rack of cages and returned the key ring totheir owner. Ramsey continued. “You’ll want to seethis; Zeke has developed what seems to be real affec-tion for another of the test subjects, a rabbit we’ve tak-en to calling ‘Little B.’ Now, I know that apes in captiv-ity have been known to care for pets in the past, but inthis case, the rabbit actually returns the affection.” Ashe said this, Zeke held his hands up under the opencage and a good-sized white rabbit jumped into hisarms and nuzzled his ear. “We think this may be theresult of increased neuro-receptor production in therabbit’s brain. This particular subject has shown anincrease in neuro-chemical activity that dwarfs all ofour other trials. In fact, she has more active neuro-re-ceptors than most humans.”

Zeke walked back toward the tour group holdingthe rabbit close. Seemingly randomly, he kicked twoseparate cages as he passed.

“More than most humans?” The white-haired manseemed to be the spokesman for the group.

“Ah … yes … well … Campos on the seventh floorhad shown me some test results from a patient of his,but I want you to know that my project has no connec-tion to his whatsoever.”

The only female member of the trio broke her si-lence. “Isn’t Doctor Campos investigating E.S.P.?”

Ramsey smirked. “Like I said — nothing to do with it.”Zeke proudly offered Little B to each of the board

members and to Henry to pet, always taking her backand gently stroking her fur after about 40 seconds. Whenhe got to Ramsey, instead of holding his friend out tothe doctor, he looked up at him and said, “B not hap-py. Food bad. Better before.”

Ramsey looked down at the orangutan holding therabbit. “Well, I’m sorry, Zeke, but she’s just going tohave to get used to it. We’ve changed vendors for someof the supplies we use, and the particular brand of al-falfa hay we used to buy isn’t available any more.”

The ape squared his feet and lifted the rabbit direct-ly to the doctor’s face. The rabbit’s nose twitched at

And this is where we house some of our more advanced subjects.” Dr. Ramsey escorted the three well-dressed members of the board into a large room lined with cages. Chimpanzees, dogs, rabbits, and ratsall occupied cubicles on the wall, almost like they were products on a supermarket shelf. One animal,

an orangutan named Zeke, was outside of his cage and being led around the room by the hand by a man inoveralls.

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him. Zeke brought Little B back down a held onto heras he climbed a tall lab stool and sat down.

Ramsey began to lead the tour group over towardsone of several workbenches. “Naturally, the monetarysavings from switching to the new supplier were sig-nificant.” He stopped and turned in his tracks. “Ofcourse, I’ve continued to report the expenses at theirprevious level, and I’ve been funneling the excess intoan account in the Caymans. Heck, two thirds of theequipment we have listed in inventory as on lease; Iactually sold months ago. I think I’ll clear an easy quartermillion this year alone.” He stopped speaking and allthe blood seemed to drop out of his face. “I don’t knowwhy I just said that.”

The white-haired man stepped up to Ramsey. “Well,obviously, you knew that we had come here with ex-actly these suspicions and you were hoping to bribeus. But it’s no good Ramsey, I’m going to make sure notonly that you do time, but that you never get near an-other test-tube for the rest of your life.”

Over the next hour, the lab saw the coming and goingof several uniformed security personnel, as well as twoactual police officers, and Ramsey being led away inhandcuffs. As he disappeared into the elevator at the endof the hall, Henry and Zeke exchanged a “high-five.”

The board members finally followed him out, withthe spokesman musing, “I just wish we’d been able tofind the young lady who called me about this; I wantedto give her a nice big bonus. Oh well, I suppose shehad a good reason to remain anonymous.”

When Henry was the last human left in the lab, Zekebegan hooting with laughter. He turned to one of thecages he had kicked. “Peanut? Are you in there?” heasked in a voice not at all slow or simple sounding.

A squeak from behind him caught his attention. Pea-nut, a large white rat, was perched on the worktable.“Did you get them?” In answer, the rat reared back onhis hind legs and appeared to stare intently at a pointin the air in front of Zeke. Ramsey’s keys rose fromtheir hiding place in the wastebasket and hovered atthat point. Zeke snatched them, “Don’t tire yourselfout, we have a long day ahead, yet.” He handed thekey to Henry, who stooped to open the door of the othercage that had been kicked.

Cindy the chimpanzee walked out of the cubicle and

hugged Henry. “Too bad I couldn’t tell them I was theone who called them; I bet a bonus would be neat.”Her voice had an eerily feminine ring to it, and theslightest hint of a southern drawl.

Don’t worry; Little B’s voice said in her head, withmy brains and your thumbs, money is not going to be aproblem.

Henry began helping Zeke load the cleaning cartthey had prepared for just this occasion. “I know youguys needed a diversion for your escape, but what madeyou pick Ramsey? I’m not saying he didn’t deserve it,I’m just curious.”

Scumbag changed my hay!

Wild Adventure in a �Civilized� AgeWhile primarily designed for use in fantasy d20 games,The Noble Wild can also be used for a very unusualModern d20 campaign.

Very little needs to be changed to run a campaignthat follows the At The Forest’s Edge model: the nobleanimals are still the leaders of their kind, and they arestill trying to keep their very existence from the hu-mans who are inexorably encroaching on their world.In the modern world, of course, human civilization isan ever-present threat to nearly every animal, noble orotherwise. The focus of such a campaign would necessar-ily include this as a constant backdrop for your adventures.

Of course, this assumes that you wish to keep thesupernatural flavor of the Noble Wild setting. Anotheroption is to go in an entirely different direction; insteadof mystically endowed noble animals, players can takeon the roles of genetically engineered super-animals.

If you are planning on using this model, Deeds andBoons are no longer available.

Genetically modified super-animals can also take lev-els in the Telepath or Battle Mind advanced classes ifyou like, giving a paranormal, rather than supernatu-ral focus to your campaign.

In the real world, most animals simply do not havethe correct types of vocal cords to speak in any under-standable manner, so these super-animals will also beunable to. That is not to say that they don’t understand,however. And some may wish to take the Voice-boxImplant feat (below) so that they can communicate.

Aside from this, communication between non-ver-bal animals is actually quite simple, with no languagebarriers between species.

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Character CreationCharacter creation for animal characters in Modern d20follows the same procedure as that for human charac-ters with the following exceptions.

Choose Your SpeciesBefore ability scores are generated (or after, if you pre-fer), you need to choose the species you wish to play.Dependant on where the campaign is set, some spe-cies will be more suitable than others; elephants, forexample, will find it more difficult to blend in amongthe wilds of Central Park than a wolf would.

Choose Your ClassIn addition to the six basic classes (Strong, Fast, Tough,Smart, Dedicated, and Charismatic), animal charac-ters can also take levels in their respective species class-es as presented in this book. Remember that, exceptfor the 1st level, a noble animal character cannot take alevel in its species if it has already taken a higher levelin another class.

Defense BonusSpecies classes grant a Defense bonus to characterswho take levels in them, just like any other class. Aspecies class grants a +1 Defense bonus at 2nd level,and increases by 1 at every even level.

ReputationSpecies classes do not grant a Reputation bonus. No-ble animal characters still gain a Reputation bonus forlevels taken in other classes as normal.

Starting OccupationAnimal characters can only take starting occupationsthat are appropriate for them. Unless your GM saysdifferent, the only occupations that fit this bill are theones presented here.

Select SkillsIf the first character level is in a basic class, subtract 4from the number of skill points the character beginswith. For subsequent levels in any basic or advancedclass, subtract 1 from the number of skill points gainedper level.

Select FeatsAnimal characters start the game with only one feat,rather than two. Animal characters also do not get theSimple Weapons Proficiency feat from taking levels inany basic classes. Some starting occupations also granta bonus feat.

Determine Wealth and Buy GearAnimal characters do not gain any Wealth Bonus atall, having no use for money. If you want your animalcharacter to have a favorite squeaky toy or little blueblanket, just clear it with your GM.

New Starting OccupationsAny of the following occupations are appropriate fornoble animal characters in a fantasy-themed Modernd20 campaign. In a campaign centered on geneticallyengineered super-animals, the Wild Animal occupa-tion is not appropriate. In such a campaign, intelligentanimals are simply not found in nature.

PetPets are beloved members of a human family that justhappen not to be human. The range of animals kept aspets is staggering, limited only by the tastes of the indi-vidual and the laws of the region. Some animals aremore domesticated than others, of course, and makebetter pets than wild ones. No matter how much youlove your pet grizzly, the threat that he will turn on youis always there.

Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: animal or noble animal.Skills:Skills:Skills:Skills:Skills: Choose three of the following skills as per-

manent class skills: Bluff, Deft of Jaw, Diplomacy, Es-cape Artist, Gather Information, Hide, Jump, Knowl-edge (humanoids), Listen, Perform (dance, sing, ortricks), Ride, Sense Motive, Sleight of Hand (hands re-quired), Spot, Tumble. If a skill you select is already aclass skill, you receive a +1 competence bonus onchecks using that skill.

WWWWWealth Bonus:ealth Bonus:ealth Bonus:ealth Bonus:ealth Bonus: None.

Test SubjectPharmaceutical companies, genetics laboratories, evencosmetics firms, all have uses for living creatures todiscover the effects of various products, compounds,procedures, etc. Or perhaps the creature is the resultof an experiment, genetically altered or grown in the lab.

Appendix II: Modern d20 Campaigns

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Whatever the cause, test subjects will have led arelatively sheltered existence. Whether their lives havebeen horrific nightmares of unending torture or pam-pered dreams of privilege will depend on the regard inwhich their handlers hold them.

Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: non-human or age 9+.Skills:Skills:Skills:Skills:Skills: Choose two of the following skills as perma-

nent class skills: Balance, Climb, Concentration, Dis-able Device, Escape Artist, Handle Animal, Hide, In-vestigate, Knowledge (behavioral sciences, earth & lifesciences, humanoids, or physical sciences), Listen,Research, Search, Sense Motive. If a skill you select isalready a class skill, you receive a +1 competence bo-nus on checks using that skill.

Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Select one of the following: Great Forti-tude, Voice-Box Implant, or Wild Talent.

WWWWWealth Bonus:ealth Bonus:ealth Bonus:ealth Bonus:ealth Bonus: None.

Wild AnimalYou have never known the yoke of human oppression;nor have you tasted the comforts of civilization. Youlive a life that’s fraught with peril, but free from limits.

Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: animal or noble animal.Skills:Skills:Skills:Skills:Skills: Choose two of the following skills as perma-

nent class skills: Balance, Climb, Escape Artist, Hide,Jump, Listen, Move Silently, Search, Spot, Survival,Swim, Tumble. If a skill you select is already a classskill, you receive a +1 competence bonus on checksusing that skill.

Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat:Bonus Feat: Select one of the following: Acrobatic,Alertness, Athletic, Dodge, Endurance, Guide, Endur-ance, Guide, Run, Stealthy, Toughness, or Track.

WWWWWealth Bonus:ealth Bonus:ealth Bonus:ealth Bonus:ealth Bonus: None.

Working AnimalPolice dogs, quarter horses, and helper monkeys arejust a few examples of the ways animals are an inte-gral part of even our modern society. Humans will trainthese animals, usually dogs and horses, to performtasks for which they are uniquely suited.

Most working animals enjoy a close partnership withtheir handlers, as the handler will know that he is onlyas good at his job as his animal.

Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: animal or noble animal.Skills:Skills:Skills:Skills:Skills: Choose three of the following skills as per-

manent class skills: Climb, Gather Information, Han-dle Animal, Intimidate, Jump, Knowledge (humanoids),Profession (bloodhound, border dog, chase hound, guide

animal, messenger, rescue animal, or retriever), Ride,Search, Sense Motive, Spot, Survival, Swim. If a skillyou select is already a class skill, you receive a +1competence bonus on checks using that skill.

WWWWWealth Bonus:ealth Bonus:ealth Bonus:ealth Bonus:ealth Bonus: None.

New FeatsFollowing are a number of new feats appropriate to aModern d20 campaign setting.

Feral [General]You were once domesticated, but you have since bro-ken free of civilization (or been abandoned) and re-turned to the wild.

PrPrPrPrPrerererererequisite:equisite:equisite:equisite:equisite: Animal; Pet, Test Subject, or Workinganimal starting occupation.

Benefit:Benefit:Benefit:Benefit:Benefit: You have a +3 morale bonus to Intimidatechecks versus humans and domestic animals, and a+1 competence bonus to all saves versus threats fromcivilized sources (Fortitude versus tranquilizer darts,Reflex versus a speeding car, Will versus baited traps,etc.).

Human Identity [General]You have established a false human identity, and canconduct a wide variety of administrative or economictransactions over the phone or the Internet.

Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Non-human, Int 15+.Benefit:Benefit:Benefit:Benefit:Benefit: You gain a 2d4 Wealth Bonus and can con-

duct most business as if you were human, providedyou never meet face-to-face (unless some extremelyeffective disguise can be managed).

Voice-box Implant [General, Animal]The scientists who created you gave you a means tocommunicate. A state of the art computer voice syn-thesizer was implanted in your throat.

Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Animal.Benefit:Benefit:Benefit:Benefit:Benefit: You can speak English (or whatever lan-

guage your creators spoke) with only a slight “unnatu-ral” quality to your voice. The system is actually quitesophisticated, and will learn new words as you do.There is no need to worry about a power source, as itruns on your body’s own bioelectric current.

This feat is only necessary if the campaign does notinclude supernatural elements.

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Sample Modern d20 CharactersLittle B, Rabbit Charismatic HerLittle B, Rabbit Charismatic HerLittle B, Rabbit Charismatic HerLittle B, Rabbit Charismatic HerLittle B, Rabbit Charismatic Hero/To/To/To/To/Telepath 3/4:elepath 3/4:elepath 3/4:elepath 3/4:elepath 3/4: CR7; Female Rabbit; Tiny-size Animal; HD 7d6; hp 29;Mas 10; Init +3; Spd 40; Defense 17; touch 17; flat-foot-ed 14; BAB +3; Grap –9; Atk +6 melee (bite 1d3); FullAttack +8 melee (bite 1d3-4), +3 melee (rear kick 1hp-4); FS 2 ½ ft. by 2 ½ ft.; Reach 0 ft.; SQ: Low-lightvision, scent, use Dex mod instead of Str mod for Jumpchecks; AL Self, Zeke; SV Fort +2, Ref +8, Will +8; AP4; Rep n/a; Str 3, Dex 17, Con 10, Int 14, Wis 14, Cha 16.

Occupation:Occupation:Occupation:Occupation:Occupation: Test Subject (bonus class skills: Bluff,Knowledge (humanoids)).

Skills:Skills:Skills:Skills:Skills: Autohypnosis +5, Bluff +13, Concentration+6, Diplomacy +15, Gather Information +15, Hide +15,Jump +7, Knowledge (behavioral sciences) +9, Knowl-edge (humanoids) +10, Knowledge (popular culture)+6, Move Silently +7, Psicraft +6, Sense Motive +7,Speak Language (English).

Feats:Feats:Feats:Feats:Feats: Dodge, Iron Will, Lightning Reflexes, Mobili-ty, Trustworthy, Weapon Finesse, Wild Talent (Missive).

TTTTTalents (Charismatic Heralents (Charismatic Heralents (Charismatic Heralents (Charismatic Heralents (Charismatic Hero):o):o):o):o): Charm, Favor.TTTTTalents (Talents (Talents (Talents (Talents (Telepath):elepath):elepath):elepath):elepath): Trigger Power (Charm Person),

Power Crystal (not yet obtained).Psionic Powers:Psionic Powers:Psionic Powers:Psionic Powers:Psionic Powers: 0- Burst, Detect Psionics, Distract,

Missive (Wild Talent); 1st- Attraction, Charm Person(Triggered), Lesser Mindlink; 2nd- Suggestion.

Power Points per Day:Power Points per Day:Power Points per Day:Power Points per Day:Power Points per Day: 10

Peanut, Rat Fast Hero/Infiltrator 3/4:Peanut, Rat Fast Hero/Infiltrator 3/4:Peanut, Rat Fast Hero/Infiltrator 3/4:Peanut, Rat Fast Hero/Infiltrator 3/4:Peanut, Rat Fast Hero/Infiltrator 3/4: CR 7; Male Rat;Tiny-size Animal; HD 7d8+14; hp 50; Mas 12; Init +8;Spd 15; Climb 15; Swim 15; Defense 24; touch 24; flat-footed 24; BAB +4; Grap -8; Atk +9 melee (bite 1d3-4);Full Attack +9 melee (bite 1d3-4); FS 2 ½ ft. by 2 ½ ft.;Reach 0 ft.; SQ: Low-light vision, scent, vestigial hands,use Dex mod instead of Str mod for Climb and Swimchecks, can always take 10 for Climb and Swim checks,can use run action while swimming; AL Self; SV Fort+4, Ref +13, Will +3; AP 4; Rep n/a; Str 3, Dex 20, Con14, Int 12, Wis 13, Cha 6.

Occupation:Occupation:Occupation:Occupation:Occupation: Test Subject (bonus class skills: Bluff,Escape Artist).

Skills:Skills:Skills:Skills:Skills: Balance +16, Bluff +9, Climb +17, Escape Artist+15, Hide +27, Listen +7, Move Silently +20, Search +8,Speak Language (English), Swim +13, Tumble +14.

Feats:Feats:Feats:Feats:Feats: Dodge, Improved Initiative, Lightning Reflexes,Mobility, Stealthy, Weapon Finesse, Wild Talent (Far Hand).

TTTTTalents (Fast Heralents (Fast Heralents (Fast Heralents (Fast Heralents (Fast Hero):o):o):o):o): Evasion, Uncanny Dodge I.

TTTTTalents (Infiltrator):alents (Infiltrator):alents (Infiltrator):alents (Infiltrator):alents (Infiltrator): Sweep, Improvised Imple-ments, Improved Evasion.

Psionic Powers:Psionic Powers:Psionic Powers:Psionic Powers:Psionic Powers: 0- Far Hand (Wild Talent).

Zeke, Orangutan Ape/Smart Hero/Field Scientist 3/Zeke, Orangutan Ape/Smart Hero/Field Scientist 3/Zeke, Orangutan Ape/Smart Hero/Field Scientist 3/Zeke, Orangutan Ape/Smart Hero/Field Scientist 3/Zeke, Orangutan Ape/Smart Hero/Field Scientist 3/1/3:1/3:1/3:1/3:1/3: CR 7; Male Orangutan; Medium-size Animal; HD5d8+2d6+17; hp 54; Mas 14; Init +4; Spd 30; Climb 30;Defense 20; touch 18; flat-footed 13; BAB +3; Grap +7;Atk +5 melee (bite 1d4+2); Full Attack +5 melee (bite1d4+2), or +5/+0 (unarmed 1d3+2) x2, or +5 (club1d6+2); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ: Low-light vi-sion, scent, hands, cannot swim, can always take 10 forClimb checks; AL Self, Little B; SV Fort +7, Ref +9, Will +2;AP 4; Rep n/a; Str 14, Dex 18, Con 14, Int 16, Wis 10, Cha 13.

Occupation:Occupation:Occupation:Occupation:Occupation: Test Subject (bonus class skills: Knowl-edge (earth & life sciences), Research).

Skills:Skills:Skills:Skills:Skills: Bluff +7, Climb +12, Computer Use +4, Craft (chem-ical) +11, Craft (pharmaceutical) +5, Decipher Script +7,Forgery +4, Intimidate +1, Investigate +5, Jump +2, Knowl-edge (earth & life sciences) +12, Listen +5, Research +12,Search +5, Speak Language (English), Spot +5, Survival +0.

Feats:Feats:Feats:Feats:Feats: Alertness, Toughness, Simple Weapons Pro-ficiency, Studious, Voice-box Implant.

TTTTTalents (Smaralents (Smaralents (Smaralents (Smaralents (Smart Hert Hert Hert Hert Hero):o):o):o):o): Savant (Craft (chemical).TTTTTalents (Field Scientist):alents (Field Scientist):alents (Field Scientist):alents (Field Scientist):alents (Field Scientist): Smart Defense, Scientific

Improvisation.

CindyCindyCindyCindyCindy, Chimpanzee Str, Chimpanzee Str, Chimpanzee Str, Chimpanzee Str, Chimpanzee Strong Herong Herong Herong Herong Hero/Ape/Maro/Ape/Maro/Ape/Maro/Ape/Maro/Ape/Martial Artial Artial Artial Artial Artisttisttisttisttist2/2/3:2/2/3:2/2/3:2/2/3:2/2/3: CR 7; Female Chimpanzee; Medium-size Ani-mal; HD 7d8+7; hp 9; Mas 13; Init +2; Spd 30; Climb30; Defense 18; touch ; flat-footed ; BAB +6; Grap +11;Atk +11 melee (bite 1d4+6), or +12 melee (unarmed1d6+6, nonlethal); Full Attack +11 melee (bite 1d4+6),or +10/+10 (unarmed 1d6+6, nonlethal) x2; FS 5 ft. by 5ft.; Reach 5 ft.; SQ: Low-light vision, scent, hands, can-not swim, can always take 10 for Climb checks; ALFriends; SV Fort +7, Ref +9, Will +0; AP 4; Rep n/a; Str20, Dex 16, Con 13, Int 10, Wis 8, Cha 14.

Occupation:Occupation:Occupation:Occupation:Occupation: Test Subject (bonus class skills: Inves-tigate, Search).

Skills:Skills:Skills:Skills:Skills: Balance +4, Bluff +3, Climb +18, Intimidate+4, Investigate +3, Jump +10, Search +3, Speak Lan-guage (English), Tumble +5.

Feats:Feats:Feats:Feats:Feats: Brachiation, Combat Martial Arts, Combat Re-flexes, Defensive Martial Arts, Voice-box Implant, Weap-on Focus (unarmed).

TTTTTalents (Stralents (Stralents (Stralents (Stralents (Strong Herong Herong Herong Herong Hero):o):o):o):o): Melee Smash.TTTTTalents (Maralents (Maralents (Maralents (Maralents (Martial Artial Artial Artial Artial Artist):tist):tist):tist):tist): Living Weapon 1d6, Flying Kick.

Appendix II: Modern d20 Campaigns

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Appendix III: Open Game License Version 1.0aThe following text is the property of Wizards of the Coast,Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wiz-ards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Con-tent; (b)”Derivative Material” means copyrighted materialincluding derivative works and translations (including intoother computer languages), potation, modification, correc-tion, addition, extension, upgrade, improvement, compila-tion, abridgment or other form in which an existing workmay be recast, transformed or adapted; (c) “Distribute” meansto reproduce, license, rent, lease, sell, broadcast, publicly dis-play, transmit, or otherwise distribute; (d)”Open Game Con-tent” means the game mechanic and includes the methods,procedures, processes and routines to the extent such contentdoes not embody the Product Identity and is an enhancementover the prior art and any additional content clearly identi-fied as Open Game Content by the Contributor, and meansany work covered by this License, including translations andderivative works under copyright law, but specifically ex-cludes Product Identity. (e) “Product Identity” means prod-uct and product line names, logos and identifying marks in-cluding trade dress; artifacts; creatures characters; stories, sto-rylines, plots, thematic elements, dialogue, incidents, language,artwork, symbols, designs, depictions, likenesses, formats,poses, concepts, themes and graphic, photographic and othervisual or audio representations; names and descriptions ofcharacters, spells, enchantments, personalities, teams, perso-nas, likenesses and special abilities; places, locations, envi-ronments, creatures, equipment, magical or supernatural abil-ities or effects, logos, symbols, or graphic designs; and anyother trademark or registered trademark clearly identified asProduct identity by the owner of the Product Identity, andwhich specifically excludes the Open Game Content; (f)“Trademark” means the logos, names, mark, sign, motto, de-signs that are used by a Contributor to identify itself or itsproducts or the associated products contributed to the OpenGame License by the Contributor (g) “Use,” “Used,” or “Us-ing” means to use, Distribute, copy, edit, format, modify, trans-late and otherwise create Derivative Material of Open GameContent. (h) “You” or “Your” means the licensee in terms ofthis agreement.

2. The License: This License applies to any Open GameContent that contains a notice indicating that the Open GameContent may only be Used under and in terms of this License.You must affix such a notice to any Open Game Content thatyou Use. No terms may be added to or subtracted from thisLicense except as described by the License itself. No otherterms or conditions may be applied to any Open Game Con-tent distributed using this License.

3.Offer and Acceptance: By Using the Open Game ContentYou indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeingto use this License, the Contributors grant You a perpetual,worldwide, royalty-free, non-exclusive license with the ex-act terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You arecontributing original material as Open Game Content, Yourepresent that Your Contributions are Your original creation

and/or You have sufficient rights to grant the rights conveyedby this License.

6.Notice of License Copyright: You must update the COPY-RIGHT NOTICE portion of this License to include the exacttext of the COPYRIGHT NOTICE of any Open Game ContentYou are copying, modifying or distributing, and You mustadd the title, the copyright date, and the copyright holder’sname to the COPYRIGHT NOTICE of any original Open GameContent you Distribute.

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8. Identification: If you distribute Open Game Content Youmust clearly indicate which portions of the work that you aredistributing are Open Game Content.

9. Updating the License: Wizards or its designated Agentsmay publish updated versions of this License. You may useany authorized version of this License to copy, modify anddistribute any Open Game Content originally distributed un-der any version of this License.

10. Copy of this License: You MUST include a copy of thisLicense with every copy of the Open Game Content You Dis-tribute.

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13. Termination: This License will terminate automatical-ly if You fail to comply with all terms herein and fail to curesuch breach within 30 days of becoming aware of the breach.All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held tobe unenforceable, such provision shall be reformed only tothe extent necessary to make it enforceable.

15. COPYRIGHT NOTICE: Open Game License v 1.0a Copy-right 2000, Wizards of the Coast, Inc. System Reference Doc-ument Copyright 2000–2003, Wizards of the Coast, Inc.; Au-thors Jonathan Tweet, Monte Cook, Skip Williams, Rich Bak-er, Andy Collins, David Noonan, Rich Redman, Bruce R. Cord-ell, John D. Rateliff, Thomas Reid, James Wyatt, based onoriginal material by E. Gary Gygax and Dave Arneson. TheNoble Wild Copyright 2008 by Lee Garvin and SkirmisherPublishing LLC.

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Cthulhu Live 3rd EditionCthulhu Live 3rd EditionCthulhu Live 3rd EditionCthulhu Live 3rd EditionCthulhu Live 3rd Edition Products Products Products Products Products_____ Cthulhu Live 3rd Edition (Cthulhu Mythos LARP Rules); $19.95_____ Cthulhu Live 3rd Edition Companion CD-ROM (CL3 Supplement); $9.95_____ Cthulhu Live 3rd Edition and Companion CD-ROM; $24.95_____ The Old Man of Damascus (Cthulhu Live 3rd Edition script booklet); $9.95_____ House of Pain (Cthulhu Live 3rd Edition script/scenario in PDF format on CD);$6.99

MiniaturesMiniaturesMiniaturesMiniaturesMiniaturesAll of the following miniatures are hand-painted and come with full d20 stats andfree miniatures rules._____ Orcs of the Triple Death: Orc Champions (two miniatures); $7.95_____ Orcs of the Triple Death: Orc Archers (three miniatures); $11.95_____ Orcs of the Triple Death: Orc Berserkers (three miniatures); $11.95_____ Orcs of the Triple Death: Orc Halberdiers (three miniatures); $11.95_____ Orcs of the Triple Death: Orc Swordsmen (three miniatures); $11.95_____ Orcs of the Triple Death: Orc Taskforce (eight miniatures); $31.95_____ Orcs of the Triple Death: Orc Army (100 miniatures); $199.95

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Page 179: D&D 3rd Ed.-the Noble Wild
Page 180: D&D 3rd Ed.-the Noble Wild

Welcome to the Noble Wild!Welcome to the Noble Wild!Created by Lee Garvin, author of the acclaimed

Tales From the Floating Vagabond, this bookintroduces comprehensive rules for playingintelligent animals. It will be popular witheveryone from groups that want to try all-animal or mixed animal-humanoid parties,

to players who want to expand their animalcompanions and familiars, to gamemasters who

wish to spring interesting and unexpected foes againsttheir players.

Features of this OGL “Animal Player’s Handbook”include:

Statistics for more than 60 species

Class, skill, and feat modifications and additions

Equipment, magic, and modern-day rules

Deeds, magical abilities acquired by performingheroic actions and paying an experience point cost

Illustrations by dozens of artists, includingDragan Ciric, Sharon Daugherty,Todd Diamond, Phil Kightlinger,

Russell Prime, Ryan Rouse,George Sieretski, Geoff

Weber, and KiraWoodmansee