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Copyright © 1996 TSR, Inc. All Rights Reserved. Made in the U.S.A.
ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, D&D, DRAGON,
DUNGEON MASTER, AD&D, MYSTARA, MONSTROUS COMPENDIUM, and RED STEEL are
registered trademarks owned by TSR, Inc. MONSTROUS MANUAL, SAVAGE COAST, and the TSR logo
are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof
are trademarks owned by TSR, Inc.
Random House and its affiliate companies have worldwide distribution rights in the book trade for English
language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.
Distributed to the toy and hobby trade by regional distributors.
This material is protected under the copyright laws of the United States of America. Any reproduction or
other unauthorized use of the material or artwork printed herein is prohibited without the express written
permission of TSR, Inc.
Credits
Design: Tim Beach and Bruce Heard Additional Design: David Gross, Cindi M. Rice, and Ed Stark
Editing: Cindi M. Rice Editorial Assistance: Tony Bryant, Jonatha Ariadne Caspian, and Lester Smith
Project Coordination: Karen S. Boomgarden Art Coordination: Bob Galica Cover Painting: Paul Jaquays
Cartography: John Knecht and Diesel Graphic Design: Heather Le May
Playtesting and Review: Many people at WarCon, Hurricon, and Concentric; Carrie A. Bebris; Anne
Brown; Steven Brown; Bruce Cordell; Miranda Horner; Mike Huebbe; Kevin Melka; Sean Reynolds; and
Ed Stark
Special Thanks to the following, without whom this would have been a lesser product: Rich Baker,
Wolfgang Baur, Tim Brown, Angela Clay, William W. Connors, David "Zeb" Cook, Patty Corbett, Flint
Dille, Dan Donelly (and the Society of the Grand Gauche), Cathy Griffin, David Gross, Jeff Grubb, Andria
Hayday, Bruce Heard, Dori Hein, Gordon Hookailo, Gwendolyn Kestrel, Brad Lavendar, Julia Martin,
Colin McComb, Dominic Messinger, Bruce Nesmith, Faith Price, John Rateliff, Thomas Reid, Marshall
Simpson, Bill Slavicsek, Lester Smith, Dave Sutherland, Audra Timmer, Sue Weinlein, Skip Williams,
David Wise, and Phi Mu Alpha Sinfonia (especially John Cereso and Ky Hascall)
A number indicates the maximum level attainable by a given race in a given class; “U” indicates unlimited
advancement; and “—” indicates that members of that race cannot advance in that class.
* This entry covers all wizard classes; some races are restricted from certain wizard classes. For a list of wizard
classes available to each race, see Table 11.5. Level limits are the same for all wizards of the same race,
regardless of specific class.
** These races are relatively primitive and have not developed extremely specialized professions. Therefore,
they are more limited in classes.
Table 11.3: RACIAL ABILITY REQUIREMENTS Table 11.4: RACIAL ABILITY ADJUSTMENTS
Race Str Dex Con Int Wis Cha Aranea +2 Dex, +2 Int, -2 Str, -2 Con
Aranea 3/18 8/18 3/16 12/18 3/18 3/18 Cayma +2 Dex, -1 Str, -1 Wis
Cayma 3/13 8/18 3/18 3/16 3/16 3/18 Gurrash +2 Str, +2 Con, -2 Wis, -2 Cha
Gurrash 10/18 3/18 8/18 3/12 3/18 3/16 Lupin +1 Str, +1 Con, -1 Int, -1 Wis
Lupin 8/18 3/18 8/18 3/18 3/18 3/18 Rakasta +2 Dex, -2 Wis
Rakasta 9/18 8/18 3/18 3/18 3/18 3/18 Shazak +1 Str, -1 Wis
Shazak 8/18 3/18 6/18 3/17 3/18 3/16 Tortle +1 Wis, +1 Con, -2 Dex
Tortle 6/18 3/18 6/18 3/18 3/18 3/18
Local Languages
Determining Languages
The local human languages of the Savage Coast in-
If this setting is being used in the world of Mystara, clude the following: Slagich (which is almost the same
the common language of the Savage Coast is a trade as the Traladaran tongue spoken elsewhere in the
tongue similar to Thyatian, the common tongue of world), used by the peasants of the City-States; Verdan,
the lands east of the Serpent Peninsula. Known as spoken by commoners of Vilaverde and Texeiras; Espa,
“Slag” in other parts of the world—because of the used by most people in the other Savage Baronies
association with Slagovich—Savage Coast common also (except Cimmaron, where common dominates);
contains words derived from the languages of the Ranax, used by almost everyone in Robrenn; and
various nonhuman races of the region. However, the Eusdrian (similar to the Antalian language used in
Float
Fog
Ability Score: Dexterity
Duration: Special Ability Score: Constitution
Description: With the use of this Legacy, the caster can Duration: 1 round/level
slow the rate of a fall to a mere two feet per second Description: The caster can create enough fog to fill a
(120 feet per round). This allows the character to cube 10 feet on each side. This fog can take any
fall as much as 100 feet per three caster levels (100 shape the caster desires but remains stationary. It
feet at 1st–3rd level, 200 feet at 4th–6th, etc.), up is thick enough to obscure vision, limiting visibility
to a maximum of 500 feet, without taking damage (both normal and infravision) to a range of two
from the fall. The character can instead use the feet within the fog and blocking vision through the
Legacy to float upward for a number of rounds equal fog entirely. A strong wind disperses the effect in a
to his level, levitating slowly at a rate of 10 feet per single round, while a moderate wind reduces the
round. A single activation of the Legacy works to Legacy’s duration by 50%. If this Legacy is used
slow a fall or to levitate upward, but not both. underwater, it clouds the water in the same area.
Detriment: The character’s body weight is reduced by Currents can disperse the effect before the Legacy
half, while mass remains the same. The Afflicted actually expires.
also sprouts feathers from various places on the Detriment: The Afflicted’s flesh becomes puffy and feels
body. soft to the touch. This affects most of the character’s
body, so the face becomes misshapen and the
character looks as if he has gained quite a lot of
Fly weight. In addition, the character breathes out wisps
of fog and “sweats” them from the pores.
Ability Score: Wisdom
Duration: 2 rounds/level
Description: For the duration of this Legacy, the caster Gas Breath
can f ly at a movement rate of 12 and a
maneuverability class of C. For a caster who can Ability Score: Charisma
already fly, normal flight speed is increased by 6 Duration: 1 round/level
and maneuverability class by 2 places, to a maximum Description: By activating this Legacy, the caster can
of A, but duration is only a number of rounds equal expel poisonous, gaseous breath from his lungs. If
to the caster’s level. Many, but not all, characters the gas is not expelled before the Legacy expires, its
transform when this Legacy is activated. Most grow damaging effects wear off. The gas is greenish-yellow
two or four wings (batlike, birdlike, dragonlike, and smells vile. It can be expelled to affect a single
insectlike, etc.), some characters’ arms transform opponent within five feet of the caster, requiring
into wings, and other characters’ bodies flatten. The an attack roll (including Dexterity adjustments, if
exact transformation, if any, is chosen by the caster any). The target takes 1d4 points of damage per
when the Legacy is acquired and can never be three levels of the caster (1d4 at 1st–3rd level, 2d4
changed. Transformation takes place at 4th–6th, etc.). It is not necessary for the victim
instantaneously. The character’s clothing or armor to inhale the gas to suffer from its effects; it is a
does not automatically change to accommodate contact poison. Magical effects that work against
(unless made of red steel—see the “Magic” chapter). poison can help the target, usually by granting a
Leap Meld
Ability Score: Intelligence Ability Score: Charisma
Duration: Instantaneous Duration: 2 rounds/level
Description: With this Legacy, the caster can leap great Description: This Legacy allows the caster to meld his
distances from a standing start. The distance body and possessions into stone, dirt, or wood.
possible is forward or straight upward 20 feet, plus The caster becomes part of the surface of the material
one foot per level of the caster, to a maximum of for the duration of the Legacy. Up to 100 pounds
35 feet. The character can also leap backward 10 of possessions can meld with the caster. The material
feet. Horizontal leaps forward or backward have into which the character melds (typically a wall,
only a slight arc—about two feet per 10 feet traveled. floor, tree, or even a table or door) must be at least
This Legacy does not ensure a safe landing. as large as the caster. Any damage done to the surface
Detriment: A character’s leg muscles may grow to huge of the item is passed on to the caster. Melding into
proportions. Some Afflicted suffer a greater change, material requires one round, though exiting is
their legs changing to look like a grasshopper’s legs. instantaneous.
Detriment: The character’s body tends to merge with
any earth or wood being touched if the character
Light rests too long in a single spot. For example, the
character’s arm might sink into a table, feet into a
Ability Score: Dexterity
path, and so forth. In addition, the Afflicted’s body
Duration: 2 rounds/level
acquires the look of the material being touched. A
Description: This Legacy creates a reddish light that
character leaning against a stone wall would find
illuminates the surroundings in a radius of 20 feet.
his flesh (and fur or scales, if applicable) taking on
The Light springs from one of the character’s hands
a stony appearance, or a character touching a tree
or the forehead. The point of emanation is chosen
would begin to gain a barklike covering. This lasts
by the caster when the Legacy is acquired and is
until the Afflicted touches another item into which
unchangeable thereafter. While it is just bright
he could meld.
enough to show details in the area, it is not enough
to cause harm or even temporary blindness.
Detriment: The character is constantly outlined in a Missile
reddish glow, and his eyes glow red. Consequently,
the caster’s distance vision is impaired, giving the Ability Score: Constitution
character a –2 penalty to attack rolls with missile Duration: Special
weapons. When the Legacy is activated, the glow Description: The caster can release missiles of magical
dissipates, and the Light springs forth as described. energy from the fingertips. Each Missile causes 1d6
points of damage, and the caster can release one
Missile per every three levels of experience (one at
Luck 1st–3rd level, two at 4th–6th, etc.), up to a
maximum of five missiles per activation of the
Ability Score: Player’s Choice
Legacy. For each Missile fired, an attack roll must
Duration: Instantaneous
be made (Dexterity adjustments apply). The missiles
Description: When activated, this Legacy enables the
can be fired all at the same time or one per round
caster to re-roll a failed saving throw or ability check.
until used up. Similarly, they all can be shot at the
Detriment: The character is somewhat clumsy and tends
same target or at different targets without penalty.
to drop things and stumble a lot (though the effect
Even inanimate objects can be the target of the
is not pronounced enough to affect the character’s
Missile Legacy.
Phase Poison
Ability Score: Intelligence Ability Score: Charisma
Duration: 1 round/level Duration: Special
Description: The character can adjust the composition Description: The character can produce poison from
of his body, so it becomes possible to pass through fangs, sharp claws, or a stinger of some sort, which
solid matter and for solid matter to pass through appear when the Legacy is activated. The method
the caster. Any equipment worn is affected, but any of delivery causes no damage other than that
single item carried in the hand remains solid if the produced by the poison. A successful attack roll is
caster so desires when the Legacy is activated. Also, necessary to deliver the poison. If the poison is not
the character can walk along the ground without used before the Legacy expires, it loses its potency
sinking into it, even while passing through and becomes inactive. The poison’s effects vary with
something else. Otherwise, all items pass through the caster’s level. A caster of 1st–3rd level can gene-
the character, who likewise passes through all solid rate poison that causes the victim to fall asleep in
material. Though the character is immune to solid 1d4 rounds, remaining that way for a number of
weapons, he can still be affected by magical fire, rounds equal to the caster’s level. A caster of 4th-
cold, and electricity, as well as the magic missile spell 6th level can produce either the sleep poison or
and the Missile Legacy. another form that causes paralysis, beginning within
Detriment: The Afflicted’s flesh becomes soft and puffy, one round of delivery and lasting a number of
distorting form and features. The character tends rounds equal to the caster’s level. A caster of 7th–
to sink into solid matter if he spends more than a 9th level can produce sleep or paralysis poison or a
moment in the same place, and any clothing of a poison that causes damage of a number of hit points
weave coarser than silk tends to merge with his body. equal to twice the caster’s level, applied immediately
Extrication takes about one round, and can be when the target is hit. A caster of 10th–12th level
rather painful, as if the character were pulling a can produce sleep, paralysis, or damaging poison,
bandage from a fresh wound. or a combination of damage and paralysis, again
taking effect instantaneously. A caster of 13th or
Regenerate
Separation
Ability Score: Charisma
Duration: Special Ability Score: Charisma
Description: With each activation of this Legacy, the Duration: 2 rounds/level
caster regenerates a number of hit points equal to Description: The character can detach a hand or an eye
his level at a rate of one hit point per round. The from his body, which can then act on its own. For
Legacy does not operate when the character has 0 example, a detached eye left in a room can see
or fewer hit points, but it can help the character whatever crosses in front of it, or it can roll around
regrow small body parts such as a nose or finger. for a better view, while transmitting visual images
Detriment: The caster constantly sprouts small growths, to the caster. A detached hand can move on its
and skin flakes away from these spots. Some Afflicted own and even retrieve small items. The detached
grow additional body parts—like an extra nose, ear, parts are controlled by the caster. The separation is
or finger—which eventually flake away and fall off. bloodless and painless. At the end of that time,
the part reappears where it belongs. Detached parts
can be damaged normally and are considered to
Repel Metal have the same Armor Class as the caster (though
the part can find cover more easily).
Ability Score: Intelligence
Detriment: At unpredictable intervals, the character’s
Duration: 1 round/level
Weaken Webcasting
Ability Score: Constitution Ability Score: Strength
Duration: 1 round/level Duration: 2 rounds/level
Description: Using this Legacy, the caster can weaken Description: When this Legacy is activated, the character
any other living being within 10 yards. The caster assumes a demispider form. An extra eye appears at
need not see the target but must aim the Legacy’s each temple, the fingers and thumbs acquire an extra
effect at a specific area. The Legacy affects the joint, and two fangs grow in the character’s mouth.
individual closest to that place. The target individual The new eyes cannot see, and the change in the
can make a saving throw vs. spell to completely avoid fingers grants no advantage or ability. However, the
the Legacy’s effects. If the saving throw fails, the fangs can be used to bite for 1d2 damage (or an
target suffers the loss of Strength. An individual additional 1d2 points of damage if the character
who has a Strength score is reduced to a Strength already has a bite attack). A caster who normally
Weapon Specialization
In SAVAGE COAST campaigns, only single class
Nonweapon Proficiencies
fighters can specialize in the use of a weapon unless a
kit specifies otherwise. They can also specialize in the Some of the proficiencies detailed here are adapted
use of more than one weapon if they care to devote from other sources. In the case of any disagreements,
the slots to the skill. In other ways, specialization is descriptions in this book take precedence. The
treated just as it is in the PHB, with the addition of nonweapon proficiencies groups available to each class
some new weapons presented for the setting. are listed in Table 14.8. Additionally, Table 14.9 lists
A character with natural weapons can also specialize. new nonweapon proficiencies available, along with the
These specializations are treated exactly like melee slots required for each proficiency, its relevant ability,
weapon specialization. Since the claw proficiency and modifiers applied to that ability to determine the
already allows the character two attacks per round, score for the proficiency.
specialization allows one extra attack per round.
Lasso (or web-casting) specialization is also possible Table 14.8: GROUP CROSSOVERS
in the Savage Coast campaign. The specialist gains the Class Proficiency Groups
normal +1 bonus to attack rolls and +2 to bonus Fighter Warrior, General
damage rolls; this damage bonus applies to all Paladin Warrior, Priest, General
damaging effects except for strangulation (if a target is Ranger Warrior, Wizard, General
suspended with a lasso). A web-casting specialist can Cleric Priest, General
make two attacks in the same round if able to genera- Druid Priest, Warrior, General
te a web from each hand). Specialization does not Any Wizard Wizard, General
otherwise grant extra attacks. Thief Rogue, General
Boomerang specialization grants additional attacks, Bard Rogue, Warrior, Wizard, General
as indicated in Table 14.7. Specialization in throwing
stones acts like dagger specialization in regard to the Note: All wizards—whether mages, wild mages,
number of attacks allowed. specialists, or elementalists—have access to the same
Fighters, Swashbuckler warriors and rogues, and proficiency groups. However, some specialty priests
Honorbound duelists can specialize in the use of the might be able to access groups other than those listed
wheellock belt pistol or horse pistol. Such a specialist for the cleric. This is left to the DM’s discretion, but
gains the point-blank range category like that of a bow access to other proficiency groups should make sense
or crossbow specialist, except with a range of 6 to 15 for the priest’s chosen Immortal.
feet. The effect is a +2 bonus to attack rolls at point-
blank range. No additional damage is caused, unless
the character’s bullets have a magical bonus. The Proficiency Descriptions
number of shots allowed per round is shown in Table Details regarding the use of each new nonweapon
14.7. As with bow or crossbow specialization, proficiency follow. For convenience, the group to
specialization in wheellock pistols allows a character which the proficiency belongs is listed in parentheses
to fire at the beginning of a round (before initiative after the proficiency’s name.
rolls), if the pistol is loaded and cocked and a target is
insight.
* Pronounced dee-EHS
** Pronounced ray-AHL
* These weapons are typically made of primitive materials and suffer a penalty to attack and damage rolls as
listed in Table 15.2. See the individual weapon descriptions to determine which materials (stone, bone, or
wood) are used and which penalties apply.
** See the weapon description for special details.