Third Edition (Endhaven Supplement)
From D&D Wiki
- 1 Character Creation
- 2 Common Classes and Prestige Classes
- 3 Races
- 3.1 Humans
- 3.2 Significant Minorities
- 3.3 Goblinoids
- 3.4 Marginal Minorities
- 3.5 Uncommon Races
- 4 Prestige Classes
- 5 Feats
- 6 General Rules
- 7 Spells and Powers
- 8 Cleric Domains
- 9 Materials
- 10 Equipment
The following methods work well with Endhaven:
- 25 point buy
- Elite Array (15, 14, 13, 12, 10, 8)
Use of large point buys (30 pts+) tends to create unintended consequences in the character creation system. These should be avoided.
Common Classes and Prestige Classes
The classes from the DnD Wiki are available. These classes may need playtesting and modification. Here are a few interesting classes:
These less common classes may be found at DnD Classes.
Endhaven is composed of a myriad of races and sub-races. The most common of these races can be found in the SRD under SRD:Races.
Humans are the default race of Endhaven. They have spread far and wide. They survived the Wars of Law and Chaos well, but their continued ascendancy is now being challenged. The various lesser races have grown so numerous that they sometimes outnumber humans in their own kingdoms. In some places, the other races have begun banding together to counter the human hegemony.
By the laws of Thule (and in all lands that were once the Thule Empire), anyone who is part human is considered human.
These do not constitute separate races in the eyes of other humans. Being half-human, they are treated as human. They are rare enough to be curiosities. There are not enough of these beings to constitute their own culture.
The half-giants are a product of the Psychotic Assembly. The half-giants formed the backbone of the assembly's underclass. The half-giants were eventually freed, and now find homes for themselves all across the world. They are rare enough to be curiosities. They have their own distinct cultures and traditions.
Half-orcs, once an unusual sight, now commonly appear in cities and human settlements. They grow increasingly unhappy with their low status, and it is they who push for greater rights. They were created by evil during the Crusade of Light. They have their own cultures, with the cultures varying by region.
Any being that is half-human counts as human in the eyes of Charystan law. This has allowed many marginally human creatures to enter and settle in human lands. There is great debate in many human society whether such creatures should be considered human. Many are simply lumped together with the other minorities. As these creatures are usually rare and can not breed, they do not represent a threat. Some are considered either dwarves or fey, depending on their traits. Large size therionthropes, such as minotaur, are considered giantish, and so are not human.
The Wars of Law and Chaos greatly stressed the great dwarven kingdoms. These pressures pushed them into forming the Great Dwarven Union. They are more united today than they have ever been. They have formed a true, modern nation. They are proud of their great achievement. However, not all dwarves are part of this. Many never joined the Union, and these other dwarves can be occasionally found making their way in the world. Some dwarven races who were once hidden have emerged into the public, such as the Loam, who quietly supplied their brethren with food for centuries.
- The highest caste of dwarf. These fill the highest positions of the Great Dwarven Union.
- Union Dwarf or Randsfjorden
- These are the most common type of dwarf, being members of the Great Dwarven Union.
- "Working class" dwarves. These are dwarves with relatively few skills that most perform manual labor.
- Agricultural dwarves. A quiet, introspective people, tolerant of others, and willing to bear great hardship. They are bald. Their skin as veined rock, such as malachite, azurite, and marble. Most live in the Twelve Kingdoms amid the Hadean mountains.
The fey are creatures of generative and wild territories who appear human, or mostly human. There are many type of Fey minorities. They are frequently encountered in the world, and have mostly learned to live among humans. Some types of fey are very common, such as the elves.
- Descendents of Sagi elves. They are born of the element of water. They are pale with blue tones.
- Glittering Elves or Sagi
- The most prolific type of fey are Elves, though due to the years of war they have become a rarer race. The Crusade of Light destroyed Empire of the Magi and lead to the first elven diaspora. The Wars of Law and Chaos and the destruction of Glittering Vale shattered what unity the elves still had.
There are still some elves who call themselves "elves" as if there were one magnificent elven kingdom standing upon the world, but more often than not, they of the newer tribes of elves see themselves as their own separate people.
- Drow or Apostate Elves
- The Drow are currently an unknown subgroup of elves. They only exist if the DM chooses to include them as villains. Should they exist, they are elves who fled underground following the destruction of their homeland. They adopted a new and dark god. They have continued using their age old tactic of placing influential mages in critical locations, and by that, extending their power. The drow appear as normal elves, as they are normal elves. It is only the clerics and other divine classes who change in appearance. As they rise in level, the evil of their gold also increases, turning their hair black and their skin white.
- These elves forge and duel in the fiery land of Schanderna. Their eyes and hair are as steel, while their skin is as copper. These elves claim no kinship with the mainline elven population.
Orcs were driven from their homeland during the Wars of Law and Chaos. Orcs now range far and wide across the worlds, carving themselves niches wherever they can find a foothold. They began that war as the primary troops of evil, but were eventually driven to near extinction, resulting in the creation of new evil humanoids. After the war, the numbers rebounded from deserters, bringing their scourge to many new lands.
- Forest Goblin or Free Nation Goblin
- The forest goblin is the most frequently encountered goblin.
- Blue Goblin
- These strange goblins hail from the lands in and around the Blood Alliance. They are odd, warped creatures, possessing psychic energy.
- Feral Nation Goblilns
- The Feral Nation goblin is a newer, more insidious race of goblin.
The dromites are people from a far-away land. Most are decedents of the mercenaries that came here during the wars. Dromites wish to find a way back to the dromite homeland. They appear to be related to formians as a half-race, much like the aasimar and tiefling are related to extra-planar creatures as half-races.
- War Gnoll
- The gnolls are created during the Crusade of Light by the Black Alliance. Those that live in and around human lands are descending of those warbands that once raided civilized lands. These creatures fit poorly into human society. Those that do are frequently in the employ of herders. They fit poorly in human society, but often fit just as badly into gnoll society. They frequently turn to raiding and banditry.
- These gnolls are the ancestors of the war gnolls. Unlike their cousins, they were never enslaved by the forces of Evil. Their aspect is more wolfish than hyena. Many have been driven out of their homelands by the Feral Nation. The peoples of other lands are still growing used to these new humanoids. Those people that live near the wild have long known these gnolls. Their heights, weights, and ages are similar to humans.
- Reynards are a race of gnoll more akin to foxes than hyena. They are shorter than their warlike cousins, having similar heights and weights to elves, but their ages are similar to humans. Their favored class is rogue. They live in small, traveling communities, surviving as they can through skills and trades. They are frequently coppersmiths, tinsmiths, traders, and entertainers.
The gnomes were never a high-profile people. They are often the quiet workers in government and organizations. Few live a life of adventure. Yet, despite this reclusivity, they often hold positions that require great skill in communication. Gnomes are famous for their inventiveness, creating things that no practical dwarf would ever invent.
Halflings are a pastoral people displaced by the goblins. The Feral Nation has pushed them out of their usual farming grounds. Many are coming to human lands for the first time. Many are winding up in the slums of the great human cities. Having no great advantage, halflings are a people on the decline. Halfling are especially plentiful in the Border League and the Twelve Kingdoms. They often inhabit abandoned dwarven buildings.
- Halflings are a favorite race of the fey. Many are taken, although some are released again. Those that are releases are an odd people.
The Kobolds have become a more peaceful race in recent years. As their most militant tribes were destroyed in the recent wars, while those who are more cooperative have made peace with their neighbors and moved themselves into underpopulated areas of the human cities. They are hesitant to push for their rights, but their dragon blood stirs in them, and they only need a hero to set their blood on fire.
The lizardfolk were created by the Black Alliance during the Crusade of Light. They now live along the great seas. They are often dockworkers or grunt laborers. They come into conflict with humans when humans drain their swamps. Their tendency to eat their neighbors makes them generally disliked.
Maenads keep a low profile in the world. From among their race came the Psychotic Assembly, a most hated organization of recent memory. Memories of the Psychotic Assembly are strong enough that there is still a hatred towards all maenads. Most Maenads had no relation to the Assembly, but the taint of those crimes follows their people. Most can pass as human or as "human enough" as people simply do not know what a maenad looks like.
The Psychotic Assembly was responsible for the near genocide of the Xephs.
The Xephs are a fairly rare race. Most believe them to be either human, elf, or half-elf. They seem content with these labels. They lived in the Flintlands until they were nearly wiped out by the Psychotic Assembly, their civilization utterly destroyed. They seek to remake their way in this world, and hope one day to have a new homeland.
There are many races in Endhaven. They are located in 3.5e Races.
In Endhaven, most prestige classes are attached to organizations. Prestige classes are not open to players unless they have appropriate contact with special organizations or individuals.
SRD Prestige Classes
|Prestige Class||Organization and/or Requirements|
|Arcane Archer||Order of the Darkwood Forest|
|Archmage||Mage's Cooperative, Enforcement Branch|
|Assassin||NPC class. Shadow Empire.|
|Blackguard||NPC class. Shadow Empire.|
|Dragon Disciple||Cult of the Dragon King|
|Duelist||Self-made. Your character has won at least three street duels.|
|Dwarven Defender||You are declared a "clan defender" by your dwarven clan.|
|Eldritch Knight||Find and befriend an Eldritch Knight.|
|Horizon Walker||Far Plane Trading Company|
|Loremaster||Mage's Cooperative, Library Branch.|
|Mystic Theurge||Axiomites or Transgressors|
DnD Wiki Prestige Classes
|Prestige Class||Organization and/or Requirements|
|* Blood Soldier||Shadow Empire|
|* Warrior of the Soul||Teachers|
|* Knight of the Order of the Union||Order of the Union|
The DM is free to add or remove feats from Endhaven. The feats highlighted here are recommendations.
The following feats are no longer Epic in Endhaven.
|Armor Skin||May only choose once.|
|Bane of Enemies||Third favored enemy, Survival 15 ranks|
|Blinding Speed||Dex 17, Sneak Attack +6d6, may only choose once|
|Bonus Domain||Wis 15, ability to cast divine spells. You gain the domain spell list. You do not gain the domain ability.|
|Bulwark of Defense||Defensive stance 3/day.|
|Chaotic Rage||Rage 4/day|
|Damage Reduction||BAB 11+, Con 15|
|Deafening Song||Perform 8 ranks. Counts as a use of daily bardic music.|
|Diminutive Wild Shape|
|Dire Charge||Improved Initiative, BAB +11 or better|
|Distant Shot||BAB +15, any five Category:Ranged feats.|
|Efficient Item Creation||Any Item Creation Feat|
|Energy Resistance||Con 15, Endurance. May only be chosen once. Gain energy resistance 5.|
|Enhance Spell||Maximize Spell. Enhances spells by 5 dice. May be chosen multiple times.|
|Epic Dodge||Dodge, Tumble 14 ranks|
|Epic Endurance||Con 13+, Endurance, Fortitude save 6 or better.|
|Epic Fortitude||Great Fortitude, Level 11+. Replaces Great Fortitude.|
|Epic Reflexes||Lightning Reflexes, Level 11+. Replaces Lightning Reflexes.|
|Epic Toughness||BAB +16 or better|
|Epic Will||Iron Will, Level 11+. Replaces Iron Will.|
|Exceptional Deflection||BAB +8 or better, Wis 13, Dex 13|
|Hindering Song||Inspire Courage +3|
|Holy Strike||BAB +12|
|Improved Aura of Courage||10th level|
|Improved Aura of Despair|
|Improved Favored Enemy|
|Improved Low-Light Vision|
|Improved Spell Resistance|
|Improved Stunning Fist|
|Incite Rage||Inspire Courage +2, uses daily bardic music ability|
|Inspire Excellence||Inspire Courage +2, uses daily bardic music ability|
|Intuitive Trapfinding||Spot 5 ranks, Search 5 ranks|
|Keen Strike||Str 13, Wis 13|
|Legendary SKILL||15 ranks in selected skill|
|Legendary Climber||15 ranks in selected skill|
|Legendary Leaper||15 ranks in selected skill|
|Legendary Rider||15 ranks in selected skill|
|Legendary Wrestler||BAB +12 or better, Improved Grapple|
|Magical Beast Companion||Remove all requirements|
|Magical Beast Wild Shape||Wildshape 3/day. Do no gain supernatural abilities.|
|Mobile Defense||Remove requirements|
|Overwhelming Critical||BAB +9 or better|
|Penetrate Damage Reduction|
|Perfect Health||Con 15+|
|Positive Energy Aura|
|Righteous Strike||Wis 15+|
|Ruinous Rage||BAB +12 or better|
|Self-Concealment||Dex 13+, Hide 5 ranks, Tumble 5 ranks)|
|Shattering Strike||Concentration 5 ranks|
|Spectral Strike||BAB +9 or better|
|Spontaneous Domain Access||No pre-requisites. Use now uses a turn attempt.|
|Storm of Throws||Dex 15, BAB +12|
|Swarm of Arrows||Dex 15, BAB +12|
|Uncanny Accuracy||Dex 15, Spot 12 ranks|
Exalted and Vile Feats
Endhaven is a gray setting. Exalted and Vile feats may not work well in this setting, and so are discouraged.
Flaws are not used in Endhaven games.
Highlighted Feat Groups
The Gift: This alternate to psionics enables any character to acquire extra-sensory abilities.
Monk Fighting Styles: Monks come in many types and flavors.
- Ability Surge
- Animal Feat Training
- Animal Ken
- Careful Planner
- Combat Intimidation
- Critter Care
- Crossbow Dead-Eye
- Elite Training
- Experienced Adventurer
- Fast Reload
- Favored Child
- Push Magic Device
- Train Wild Animal
- Favored Class
Endhaven uses magic-psionic transparency rules. There is no difference between magic and psionics.
Spells and Powers
Spell and Powers from this Wiki may be used. The spells may have balance issues or unintended consequences. The DM must approve all such spells before use in play. If the spell has issues, you may fix it.
- Non-Aligned Domains
There are many materials in Endhaven. A material as a "property that you pay for." The actual material itself can be anything.
For example, "adamantine" could be anything that substitutes for metal, such as stone, crystal, or glass.
With this in mind, any material in Endhaven can be anything, as long as you can measure the cost.
Token of Recall: This magical item takes you to the plane that it is attuned to. You arrive at whatever location is embedded into the token, or as close as possible if the location has changed in the intervening years. These token are single-use (follow the rules for potions), charged (follow the rules for wands), or permanent (follow the rules for wondrous items).
Planar Compass: This device gives you a +2 to skill checks for walking between planes.
Roadmarks: Many societies leave markings to indicate cross-planar roads or paths. If you are following such a trail, you get a +4 on your knowledge check for that day.
Heroes of Endhaven come from a myriad of cultures and civilizations, having knowledge of unusual materials and secret techniques. This knowledge is called a "material theme." The theme helps define and describe your character, as well as guiding the development of your character.
Materials that are part of your theme are "themed materials".
Each hero in Endhaven should have knowledge of one material theme. This theme should be narrow enough to define the look and feel of your character, but not so narrow as to strangle their options. Characters should pick themes appropriate to their roles, race, cultures, and personality.
Characters may make items from these materials, both mundane and magical. The cost of these items is always the market price for a similar item of similar performance. For example, a ceramic longsword would have the same cost as a steel longsword, the same hardness, and the same damage.
A material may give your character an advantage in some circumstances. For example, a ceramic longsword would be impervious to rusting and wood armor would float. These are nice advantages in particular circumstances, but these same properties may be liabilities in other circumstances. For example, wood armor may take more damage from acid and ceramic longswords may be worthless on the secondary market.
With themed materials, you only pay for the mechanical advantages that you equipment actually provides. Scaled armor made from pottery shards will have the same AC as scale armor and cost the same as scale armor. If you were to give this armor the "mithral" quality, it would gain all the advantages of mithril. Instead of mithral metal, the item would be made of some rare clay of equal cost.
The character can make items for this theme even if he cannot use the item. For example, a dwarven stonecarver can make a stone destrier even if he can't ride a horse, or a stone of earthquakes even if he cannot cast earthquake.
Here are some example themes:
- Air Materials
- You can create such things as feathered cloaks, silk robes, and giant bird eggshell armor.
- Animal Materials
- You can create such things as horn-and-bone bows, bone armor, and fang-spears. These materials are all harvested from living things.
- Dark Materials
- You create things from things steeped in dark energies, such as hair, skin, skulls, coffin parts, and designs used in dark rituals. Typical items include skull masks, pentacle shields, and death shroud cloaks.
- Fire Materials
- You can create such things as glass blades, slag armor, basalt flail, and gold rings. These things grow soft or liquid in fire, or were once liquid in fire.
- Hard Earth Materials
- You can create such items as steel maces, granite armor, and ebony blades. These things must be hammered and chipped.
- Light Materials
- You create items centered around light. Items include stained-glass shields, ivory blades, and sun-motifs.
- Plant Materials
- You can make longbows, thorn-head arrows with leaf fletching, and woven-branch armor. You can strengthen materials or make them more flexible.
- Soft Earth Materials
- You can create such items as pottery scale armor, ceramic warmasks, and ceramic blades. These materials are created soft and dry or are baked into hard substances.
- Sea Materials
- You can create such items as seashell armor, whalebone bows, and sharktooth swords. Other materials include coral and mother-of-pearl. Some practitioners even make items from ice.
- Characters can make any item appropriate to their theme.
- The item must be equal to or less than the characters total level (including level adjustments) per the Magic Item Compendium.
- Characters need not meet any minimum level or spell requirement for items made within their theme.
- These magical items do not cost XP. Instead, the character must pay the full market cost of the item.
- The character may discount the cost of the item by using valuable items or themed ingredients.
- The character can create items that he can not use.
Appropriate treasure and materials can discount the cost of a magic item. For example, a fighter with a "fire materials" theme makes a staff of fire from a red dragon's bones. Since that dragon was old enough, the DM determines that the bone is appropriate treasure and discounts the cost of creating the staff of fire.
Objects can acquire themed qualities by being located in a themed place or used by a themed creature. For example: A spear is not normally a fire item. However, as it was used extensively by a salamander, the item acquired the fire theme. Likewise, a sword left for years in a volcano may acquire the fire theme.