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DMG Page 169

Standard Point Buy:
All ability scores start at 8. Take 25
points to spread out among all abilities. For ability scores of 14 or
lower, you buy additional points on a 1-for-1 basis. For ability
scores higher than 14, it costs a little more (see the table below).
This method allows for maximum customization, but you should
expect each PC to have at least one really good score.

Ability Score Point Costs


DMG Page 135

Character Wealth
One of the ways in which you can maintain measurable control on
PC power is by strictly monitoring their wealth, including their
magic items. Table 5–1: Character Wealth by Level is based on
average treasures found in average encounters compared with the
experience points earned in those encounters. Using that information,
you can determine how much wealth a character should
have based on her level.
The baseline campaign for the D&D game uses this “wealth by
level” guideline as a basis for balance in adventures. No adventure
meant for 7th-level characters, for example, will require or assume
that the party possesses a magic item that costs 20,000 gp.
Table 5–1: Character Wealth by Level
Character Character
Level Wealth
2nd—-900 gp
3rd—-2,700 gp
4th—-5,400 gp
5th—-9,000 gp
6th—-13,000 gp
7th—-19,000 gp
8th—-27,000 gp
9th—-36,000 gp
10th—49,000 gp
12th—88,000 gp
13th—110,000 gp
14th—150,000 gp
15th—200,000 gp
16th—260,000 gp
17th—340,000 gp
18th—440,000 gp
19th—580,000 gp
20th—760,000 gp

PH Page 162

Table 9–1: Carrying Capacity
Strength Score:Light Load~Medium Load~Heavy Load
1:3 lb. or less~4–6 lb.~7–10 lb.
2:6 lb. or less~7–13 lb.~14–20 lb.
3:10 lb. or less~11–20 lb.~21–30 lb.
4:13 lb. or less~14–26 lb.~27–40 lb.
5:16 lb. or less~17–33 lb.~34–50 lb.
6:20 lb. or less~21–40 lb.~41–60 lb.
7:23 lb. or less~24–46 lb.~47–70 lb.
8:26 lb. or less~27–53 lb.~54–80 lb.
9:30 lb. or less~31–60 lb.~61–90 lb.
10:33 lb. or less~34–66 lb.~67–100 lb.
11:38 lb. or less~39–76 lb.~77–115 lb.
12:43 lb. or less~44–86 lb.~87–130 lb.
13:50 lb. or less~51–100 lb.~101–150 lb.
14:58 lb. or less~59–116 lb.~117–175 lb.
15:66 lb. or less~67–133 lb.~134–200 lb.
16:76 lb. or less~77–153 lb.~154–230 lb.
17:86 lb. or less~87–173 lb.~174–260 lb.
18:100 lb. or less~101–200 lb.~201–300 lb.
19:116 lb. or less~117–233 lb.~234–350 lb.
20:133 lb. or less~134–266 lb.~267–400 lb.
21:153 lb. or less~154–306 lb.~307–460 lb.
22:173 lb. or less~174–346 lb.~347–520 lb.
23:200 lb. or less~201–400 lb.~401–600 lb.
24:233 lb. or less~234–466 lb.~467–700 lb.
25:266 lb. or less~267–533 lb.~534–800 lb.
26:306 lb. or less~307–613 lb.~614–920 lb.
27:346 lb. or less~347–693 lb.~694–1,040 lb.
28:400 lb. or less~401–800 lb.~801–1,200 lb.
29:466 lb. or less~467–933 lb.~934–1,400 lb.

Table 9–2: Carrying Loads

Load: Max Dex~Check Penalty~ Speed (30 ft.)~Speed (20 ft.)~Run
Medium: +3~–3~20 ft.~15 ft.~x4
Heavy: +1~–6~20 ft.~15 ft.~x3

UA Page 91

Flaws are like the fl ip side of feats. Whereas a feat enables a
character to be better than normal at performing a task (or even
to do something that normal characters can’t), a fl aw restricts a
character’s capabilities or imposes a penalty of some sort.
A player may select up to two fl aws when creating a character.
After 1st level, a character cannot take on additional fl aws unless
the DM specifi cally allows it (for examples of times when doing
this might be appropriate, see Character Traits, above). Each fl aw
a player selects entitles his character to a bonus feat. In other
words, when you create a character, if you select two fl aws, you
can also take two bonus feats beyond those your character would
be normally entitled to.
Unlike traits (see above), fl aws are entirely negative in their
impact on a character’s capabilities.
Each of the fl aws described here has a specifi c game effect.
Some fl aws can only be taken by a character who meets a special
You are unathletic and uncoordinated.
Effect: You take a –2 penalty on Strength-, Dexterity-, and
Constitution-based ability checks and skill checks.
You are thin and weak of frame.
Effect: Subtract 1 from the number of hit points you gain at
each level. This fl aw can reduce the number of hit points you
gain to 0 (but not below).
Special: You must have a Constitution of 4 or higher to take
this fl aw.
You are particularly unaware of your surroundings.
Effect: You take a –4 penalty on Listen checks and Spot checks.
Meager Fortitude
You are sickly and weak of stomach.
Effect: You take a –3 penalty on Fortitude saves.
Your vision is obscured.
Effect: In combat, every time you attack an opponent that
has concealment, roll your miss chance twice. If either or both
results indicate that you miss, your attack fails.
You are relatively inept at melee combat.
Effect: You take a –2 penalty on all melee attack rolls.
You are weaker in an attribute than you should be.
Effect: Reduce one of your ability scores by 2.
Special: You cannot take this fl aw if the total of your ability
modifi ers is 8 or higher.
Poor Reflexes
You often zig when you should have zagged.
Effect: You take a –3 penalty on Refl ex saves.
You are relatively poor at ranged combat.
Effect: You take a –2 penalty on all ranged attack rolls.
You move exceptionally slowly.
Effect: Your base land speed is halved (round down to the
nearest 5-foot interval).
Special: You must have a base land speed of at least 20 feet to
take this fl aw.
You are slow to react to danger.
Effect: You take a –6 penalty on initiative checks.
You are not good at defending yourself.
Effect: You take a –1 penalty to Armor Class.

Weak Will
You are highly suggestible and easily duped.
Effect: You take a –3 penalty on Will saves.

You can create new fl aws, but be careful: Flaws can unbalance
your game. When creating fl aws, keep a few issues in mind:
—A fl aw must have a numeric effect on a character’s specifi c
capabilities. Flaws with primarily roleplaying or story effects have
unpredictable effects on game balance.
—Flaws are generally bigger in magnitude than feats. That’s
because players always choose fl aws that have the least impact
on their characters, while taking feats that have the most. For
example, while a feat affecting skills grants a +2 bonus on
two skills, its counterpart fl aw might impose a –4 penalty on
two skills.
—A fl aw must have a meaningful effect regardless of character
class or role. That way, a player can’t reduce the fl aw’s
importance through multiclassing. For instance, a fl aw that only
affects spellcasters might seem reasonable—but for nonspellcaster
characters, the fl aw likely proves meaningless. Even if
you restrict the selection of such feats to characters of specifi c
classes, a player can easily select a spellcasting class at 1st level,
choose two fl aws that apply to spellcasters, gain the bonus feats,
multiclass into a nonspellcasting class at 2nd level and thereafter
proceed as a primarily nonspellcasting character. The player has
sacrifi ced a level to gain two bonus feats, a tradeoff that appeals
to some players.
—Similarly, a flaw that penalizes a character’s Charismabased
skill checks only has a significant impact on the party
spokesperson—the quiet fi ghter or barbarian likely won’t feel
any impact from the penalties.

Black Jack’s Poisons of Note!—-

-DMG Poisons

Oil of taggit Ingested DC 15 0 Unconsciousness 90 gp

-Drow of the Underdark Poisons (SU)

Creeping nullscourge Injury DC 20 5 SR 5 SR 1,000 gp

Slow taint Contact DC 15 10 ft. 10 ft. 300 gp

-Book of Vile Darkness Poisons

Eyeblast Injury DC 22 Blindness Blindness 500 gp

Devilseye Injury DC 21* 1 point of SR* 1d3 points of SR* 1,000 gp 22

  • Affects outsiders otherwise immune to poison.
    Damage to SR returns at the same rate as ability score damage.

-Book of Exalted Deeds “Ravages*”

Unicorn blood Injury DC 17 1d3 Str 1d4 Str 500 gp

Jade water Injury DC 14 1d4 Wis 1d4 Int, 1d4 Wis 350 gp

*In contrast to most
diseases and poisons,
all ravages
and afflictions are

Ravages and afflictions deal damage only to evil creatures.

Any evil creature takes damage
equal to that listed on either
Table 3–2 or Table 3–3, plus its Charisma bonus. An evil elemental
or evil undead takes an extra 1 point of damage, and an
evil outsider or an evil cleric of an evil deity takes an extra
2points of damage. If more than one kind of damage is listed,
the creature’s Charisma modifier and additional damage are
added to each kind of damage.l

-Complete Scoundrel Poisons

Blasphemix Injury DC 22 (Craft)22 Special* –1 CL (divine spells) 750 gp

Elemental rime Injury DC 16 (Craft)18 1d4 Dex plus vulnerability to fire/ 1d4 Dex 200 gp

Slow death Injury DC 14 (Craft)19 1d6 hp/round* n/a 250 gp

If the subject of this poison fails
the initial saving throw, its ability
to cast divine spells is hindered. For the
next 10 rounds, the subject must succeed
on a caster level check (DC 15 + spell level) each time it
attempts to cast a divine spell. Failure means the spell
is lost and has no effect.


Contact: Merely touching this type of poison necessitates a
saving throw. It can be actively delivered via a weapon or a touch
attack. Even if a creature has sufficient damage reduction to avoid
taking any damage from the attack, the poison can still affect it. A
chest or other object can be smeared with contact poison as part of
a trap.
Ingested: Ingested poisons are virtually impossible to utilize in
a combat situation. A poisoner could administer a potion to an unconscious
creature or attempt to dupe someone into drinking or
eating something poisoned. Assassins and other characters tend to
use ingested poisons outside of combat.
Inhaled: Inhaled poisons are usually contained in fragile vials
or eggshells. They can be thrown as a ranged attack with a range
increment of 10 feet. When it strikes a hard surface (or is struck
hard), the container releases its poison. One dose spreads to fill the
volume of a 10-foot cube. Each creature within the area must make
a saving throw. (Holding one’s breath is ineffective against inhaled
poisons; they affect the nasal membranes, tear ducts, and other
parts of the body.)
Injury: This poison must be delivered through a wound. If a
creature has sufficient damage reduction to avoid taking any damage
from the attack, the poison does not affect it. Traps that cause
damage from weapons, needles, and the like sometimes contain
injury poisons.

Poison Spells—-


Level: Druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Mist spreads in a 40-ft. radius,
20 ft. high
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
With a word of power and flick of your
wrist, a foul-smelling, fine mist appears.
The DC of any saving throw made
within the mist against poison or
disease increases by 2.
The mist does not provide concealment.

Level: Sorcerer/wizard 3
Components: V, S, M
Ca sting Time: 1 standard
Range: Touch
Ta rget: Living creature
Du ration: Instantaneous;
see text
Sa ving Throw: Fortitude
negates; see text
Spell Resistance: Yes
You spit on your fingers and whip your
hand in a snakelike motion, imbuing it
with poisoning magic.
You infect the subject with a poison
that saps willpower, dealing 1d10
points of Wisdom damage immediately
and another 1d10 points of Wisdom
damage 1 minute later. Each instance of
damage can be negated by a Fortitude
save (DC 10 + 1/2 your caster level +
your Int or Cha modifier, for wizards
or sorcerers, respectively).
Material Component: A piece of a

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