Their dream effect is expanded to include the various speak with spells and commune. They detect incorporeal spirits and incorporeal undead within ten feet. They gain bonus proficiencies of direction sense, weather sense and fire-building. They don't wear armor but can use shields. While most wallaras gain a +1 bonus to Dexterity, mendoos gain a +1 bonus to Wisdom instead. Each time they cast a spell, a small piece of quartz or opal is consumed.these are collected in caverns or the mines of Tooburra and Wirrawa. They prefer spells from the animal, charm, divination, plant and protection spheres. Mendoo can't turn undead or cast the spell animate dead, but can cast all other clerical and druidic spells. They worship the Great One and revere the other Immortals of the Wallara pantheon. Of the remaining three new kits, the first is Mendoo(aka Medicine Man) which is a kit that wallaras must take if they are a cleric. Shamans also can start at 1st level with one item that is unusual or outside of their culture such as an item of advanced technology that is handed down from their mentor. Listed consistently here and in the SC Campaign Book which I did not mention before, shamans can't cast raise dead or resurrection but are able to cast reincarnation at 9th level as if it were a 5th level spell. These abilities were copied from Dragon #188. Shamans of Ui(Ordana) move silently and hide in shadows of a thief of the same experience level while in trees, shamans of Mother-Earth(Terra) gain speak with animals, and shamans of the Huntsman(Zirchev) gain bonus tracking and alertness proficiencies. The benefit phanaton shamans get depends on which Immortal they follow. The Shaman kit is given a Special Benefit here, for phanatons only, where as the SC Campaign Book had none listed. The Savage kit there is renamed the Savage Warrior kit, and is otherwise exactly the same as before. While it lists and describes what it says are five new character kits, two of these were first described in the Savage Coast Campaign Book. All of the kits are designed for the more primitive cultures of the Orc's Head Peninsula, although the Wilderness Warrior kit is also found elsewhere. I will cover the new kits first and then discuss the new player races. Some new material has been added but it varies depending on the entry, with the Arm of the Immortals getting less development. Much of the text from the Dragon articles have been copied over with updates sporadic. The unpolished text of this supplement becomes clear by comparing it to the original Dragon Magazines that visited these places. The ee'aar, the enduks, the Nimmurian manscorpions, the phanatons and the wallaras(aka chameleon men) are all given rules here as player character races, serving as a 2E update of the equivalent BECMI/RC character class rules provided in the Princess Ark/Known World Grimoire series. But it also covers the remaining races on the peninsula as well as two of the major races on the Arm of the Immortals. It revisits the Squamous Kingdoms and reprints the rules for the three lizardkin races (shazak/lizardmen,gurrash/gatormen,caymas/cay-men). This supplement serves as the expansion book covering the Orc's Head Peninsula, partially overlapping with the Red Steel Box set and the Savage Coast Campaign book which preceded it. 1996 - Orc's Head Peninsula Campaign Book
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