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Book of Prestige Classes-Librium Equitus

Book of Prestige Classes-Librium Equitus

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Sections

  • Brotherhood of the Golden Blossom
  • Children of the Snake
  • Imperial Crossbowman
  • Sacred Paladin
  • The Society of Heavenly Movements
  • Two-Fisted Sorcerers of T’Arg
  • Weapon Cult Paragon

librum equitis
A BOOK
OF

PRESTIGE CLASSES

Written by: M Jason Parent Additional Material by: Mike Downs, Brendan Quinn, Denise Robinson Designer: M Jason Parent Editor: Larry Theden Interior Artwork: Tony ‘Squidhead’ Monorchio Layout / Typesetting / Cover: M Jason Parent Dedication To Denise Robinson, for the support, love, and amazing parties.
THIS EDITION OF LIBRUM EQUITIS COMPILED IS PUBLISHED UNDER VERSION 1.0A OF THE OPEN GAME LICENSE AND VERSION 3 OF THE D20 SYSTEM TRADEMARK LICENSE, D20 SYSTEM TRADEMARK LOGO GUIDE AND SYSTEM REFERENCE DOCUMENT BY PERMISSION FROM WIZARDS OF THE COAST. SUBSEQUENT EDITIONS WILL INCORPORATE FINAL VERSIONS OF THE LICENSE, GUIDE AND DOCUMENT. DESIGNATION OF PRODUCT IDENTITY: THE FOLLOWING ITEMS ARE HEREBY DESIGNATED AS PRODUCT IDENTITY IN ACCORDANCE WITH SECTION 1 (E) OF THE OPEN GAME LICENSE, VERSION 1.0A: ANY AND ALL AMBIENT INC. LOGOS AND IDENTIFYING MARKS AND TRADE DRESS INCLUDING ALL AMBIENT INC. PRODUCT AND PRODUCT LINE NAMES INCLUDING BUT NOT LIMITED TO: THE AMBIENT LOGO, DREADGAZEBO GAMING RESOURCES, LIBRUM EQUITIS; ANY LOCATIONS, GODS, HISTORIC EVENTS, ORGANIZATIONS; AND ANY AND ALL STORIES, STORYLINES, PLOTS, CHARACTERS, THEMATIC ELEMENTS, FICTION AND DIALOGUE; AND ALL ARTWORK, SYMBOLS, DESIGNS, DEPICTIONS, ILLUSTRATIONS, MAPS AND CARTOGRAPHY, LIKENESSES, POSES, LOGOS, GRAPHIC DESIGNS, EXCEPT SUCH ELEMENTS THAT ALREADY APPEAR IN THE D20 SYSTEM REFERENCE DOCUMENT AND ARE ALREADY OGC BY VIRTUE OF APPEARING THERE. THE ABOVE PRODUCT IDENTITY IS NOT OPEN GAME CONTENT. DESIGNATION OF OPEN CONTENT: SUBJECT TO THE PRODUCT IDENTITY DESIGNATION ABOVE, THE FOLLOWING PORTIONS OF LIBRUM EQUITIS COMPILED ARE DESIGNATED AS OPEN GAME CONTENT: ALL PRESTIGE CLASSES EXCEPT THE PRESTIGE CLASS DESCRIPTION (MATERIAL BETWEEN THE NAME OF THE PRESTIGE CLASS AND THE HIT DIE), ALL FEATS, SPELLS AND MAGIC AND PSIONIC ITEMS. IT IS THE EXPRESS INTENT TO RELEASE ALL MATERIAL BASED ON THE SRD AS OPEN GAME CONTENT INCLUDING THE NAMES OF THE PRESTIGE CLASSES, ALL PRESTIGE CLASS ABILITIES, SPELLS, FEATS AND MAGIC AND PSIONIC ITEMS. SPELL NAMES ARE RELEASED AS OPEN GAME CONTENT WITH THE EXCEPTION OF THOSE SPELL NAMES LISTED BELOW. THE
SPELL NAMES AND ARE USED UNDER LICENSE. THEIR BOOK

“TREMOR”, “HANDS OF CLAY” AND “ESSENCE OF EARTH” ARE PRODUCT IDENTITY COPYRIGHT 2001 BY ALDERAC ENTERTAINMENT GROUP FROM THEIR BOOK ‘ROKUGAN’ THE SPELL NAMES “MURMUR OF THE EARTH” AND “GUARDIAN OF EARTH” ARE PRODUCT IDENTITY COPYRIGHT BY ALDERAC ENTERTAINMENT GROUP FROM ‘MAGIC OF ROKUGAN’ AND ARE USED UNDER LICENSE. THESE SPELL NAMES ARE NOT OPEN GAME CONTENT.

OGC ORIGINATE FROM THE SYSTEM REFERENCE DOCUMENT AND ARE © 2000 WIZARDS OF THE COAST, INC. THE FOLLOWING OPEN GAME CONTENT ORIGINATING FROM ‘ROKUGAN’ AND IS © 2001 ALDERAC ENTERTAINMENT GROUP., AND IS USED UNDER THE OPEN GAME LICENSE, VERSION 1.0A, ‘CLAY STEP’, ‘HANDS OF CLAY’, ‘TREMOR’, ‘EARTH’S DEFENDER’ AND ‘ESSENCE OF EARTH’ (SPELLS IN CHAPTER 2). THE FOLLOWING MATERIAL IS BASED ON OPEN GAME CONTENT FROM ‘MAGIC OF ROKUGAN’ AND IS © 2001 ALDERAC ENTERTAINMENT GROUP, AND IS USED UNDER THE OPEN GAME LICENSE, VERSION 1.0A, ‘MOUNTAIN’S FORTITUDE’, ‘STONY PURGE’, ‘WALL OF EARTH’, ‘MURMUR OF THE EARTH’, ‘GRANITE STEEL’, SWIM THROUGH EARTH’, ‘EARTH’S DEFENDER’, AND ‘GUARDIAN OF EARTH’ (SPELLS IN CHAPTER 2). THE FOLLOWING MATERIAL IS BASED ON OPEN GAME CONTENT FROM ‘ENCYCLOPEDIA ARCANE: NECROMANCY – BEYOND THE GRAVE’ AND IS © 2001 MONGOOSE PUBLISHING, AND IS USED UNDER THE OPEN GAME LICENSE VERSION 1.0A, ‘SKULL SNARE’, ‘SHADOW SHAFT’, SHRIEKING MISSILE’ (FLETCHINGS IN THE BONE ARCHER PRESTIGE CLASS, CHAPTER 1). THE FOLLOWING MATERIAL IS BASED ON OPEN GAME CONTENT FROM ‘SEAFARER’S HANDBOOK’ AND IS © 2002 FANTASY FLIGHT GAMES, AND IS USED UNDER THE OPEN GAME LICENSE VERSION 1.0A, ‘CRAFT SYMPATHETIC DOLL’ (ABILITY OF THE BOKOR PRESTIGE CLASS, CHAPTER 1). THE FOLLOWING MATERIAL IS BASED ON OPEN GAME CONTENT FROM ‘RELICS & RITUALS’ AND IS © 2001 CLARK PETERSON, AND IS USED UNDER THE OPEN GAME LICENSE VERSION 1.0A, ‘CHAIN POWER’ (METAPSIONIC FEAT IN CHAPTER 3). SOME
OF THE PORTIONS OF THIS BOOK WHICH ARE DELINEATED MATERIAL IS BASED ON

ALL THE

CONTENTS OF THIS PUBLICATION, REGARDLESS OF DESIGNATION, ARE COPYRIGHTED YEAR

2001-2002 AMBIENT INC. ALL

RIGHTS RESERVED.

REPRODUCTION

OR USE WITHOUT THE WRIT-

TEN PERMISSION OF THE PUBLISHER IS EXPRESSLY FORBIDDEN, EXCEPT FOR THE PURPOSE OF REVIEW. MENTION OF OR REFERENCE TO ANY COMPANY OR PRODUCT IN THESE PAGES IS NOT A CHALLENGE TO THE TRADEMARK OR COPYRIGHT CONCERNED. OWNED BY

“D20 SYSTEM” AND THE “D20 SYSTEM LOGO” ARE TRADEMARKS COPY OF THIS LICENSE CAN BE FOUND AT WWW.WIZARDS.COM. “DUNGEONS & DRAGONS® THIS
AND

WIZARDS

OF THE

COAST

AND ARE USED ACCORDING TO THE TERMS OF THE D20

SYSTEM LICENSE

VERSION

3. A

WIZARDS

OF THE

COAST®

ARE

REGISTERED TRADEMARKS ANY

OF

WIZARDS

OF THE

COAST,

AND ARE USED WITH

PERMISSION.”

MATERIAL IS PROTECTED UNDER INTERNATIONAL COPYRIGHT LAWS.

REPRODUCTION OR UNAUTHORIZED USE OF THE NON-OGL MATERIAL OR ARTWORK CONTAINED HEREIN IS PROHIBIT-

ED WITHOUT THE EXPRESS WRITTEN PERMISSION OF

AMBIENT INC.

COPYRIGHT © 2001-2003 AMBIENT INC.

i

table of contents
Chapter 1 - Prestige Classes Algorites Anam’Glac Blighted Slayer Bokor Bone Archer Bounty Hunter Brotherhood of the Golden Blossom Children of the Snake Chosen Warlord Circle of the Lute Collegiate Bard Corpulent Dark Heart Dark Minstrel Dirty Monk Earthbound Elite Cavalry Feral Ravager Forge Singer Imperial Crossbowman Initiates of Cordun Knight Channeler Longbowman Lord of Sorcery The Lotahm Mad Tailor Military Archer Mind Thief New Treant Order of Cordun Pale Riders Phalanx Practical One Prophet Psychopyretic Raserei Riders of the Duras Sacred Paladin Siege Mage Sniper The Society of Heavenly Movements Swashbuckler Tainted Warlock Timer Tribal Berserker Troll Hunter Two-Fisted Sorcerers of T’Arg Venomous Weapon Cult Paragon Zombie Master Chapter 2 - Spells New Spell Lists Clerical Domains Spells (alphabetical) Chapter 3 - Simple Blight Magic Chapter 4 - Psionic Devices of the Duan’Khat Metafragments Dawn Spheres Page 1 Page 2 Page 4 Page 7 Page 9 Page 11 Page 13 Page 16 Page 18 Page 21 Page 23 Page 25 Page 27 Page 29 Page 31 Page 34 Page 36 Page 38 Page 39 Page 41 Page 44 Page 46 Page 48 Page 50 Page 52 Page 54 Page 56 Page 60 Page 62 Page 64 Page 66 Page 68 Page 69 Page 71 Page 73 Page 74 Page 76 Page 78 Page 80 Page 82 Page 84 Page 85 Page 88 Page 90 Page 92 Page 94 Page 96 Page 98 Page 99 Page 101 Page 103 Page 105 Page 105 Page 105 Page 107 Page 111 Page 112 Page 112 Page 113

Ambient Inc.

ii

www.DREADGAZEBO.com

as well as the additional class found in the print edition of Librum Equitis volume 1.Just as in the prior volumes that this book is compiled from. Prestige classes with more than 10 levels are seen as career moves that are as final as becoming a paladin or monk in most game worlds . Others will easily find a home in any campaign. Five level prestige classes are generally used for "professional" prestige classes . 1 www. these classes still do not completely redefine the character who takes it. or employment. give them Knowledge (religion) as a class skill and change the racial requirements to gnomes and half-gnomes. training and military service. prestige classes appropriate for most organizations. rename them to the Tarvin Zephyrs.DREADGAZEBO. Ten level prestige classes are generally used for "subclass" prestige classes. Necromancer’s Legacy. cabals and guilds can be made from the 40 classes published so far in these volumes. being 5. Remember that the campaign world you run your games in is yours to mold and work.com . More than a pass-time or a sub-class. but it also allows for easier printing of the prestige classes you want to use in your campaigns without printing out chunks of other prestige classes also. These can be changed to organizations already in a campaign world. and are most often taken to specialize in a single aspect of a class ability or a tangent from a normal class training. Ambient Inc. More than likely. cults and societies that are fairly campaign-specific.those attached to employment. and thus it cannot make up a majority of his experience levels due to its small span of levels. with little left of his original class or classes when he gets there. We obviously don’t use this formatting style for the print editions of Librum Equitis. A note on formatting . This chapter is the core of the book. while other GMs may find that there are niches these organizations can easily fill. These are prestige classes that can be used to redefine a character. Some classes use unusual level progressions throughout this book. while others may require some amount of contortion to fit in.literally "the book of cavaliers". almost always directly tied to another character class or social function. Many classes make reference to organizations. cults.chapter one prestige classes Welcome to the compiled edition of Librum Equitis . Add some text about the mounted patrols of the Tarvin Zephyrs upon their trained wardogs and you are done. This results in some amount of white space on some pages. Seven level prestige classes are the middle ground between 5 and 10 level classes. 7 and 12 level prestige classes. Do you have a very religious gnomish nation with a large badlands area? Take the Riders of Duras. but for content. These classes include all the classes included in the original electronic editions of Librum Equitis volumes 1 and 2. A high level character in one of these classes may well define himself more by his prestige class than his primary class. We’ve also included several classes from Thee Compleat Librum ov Gar’Udok’s Necromantic Artes including a class only found in the print edition of said book. Here is the basis by which we build the level progressions for our prestige classes. 50 prestige classes handcrafted from the finest d20 components and playtested to a hard edge for use in your fantasy d20 campaigns. classes are formatted such that each class begins on a new page.these are decisions not taken lightly that will lead the character down his own path to power. Finally we have included several new classes that appear here for the first time. Three level prestige classes are minor specializations. Persons of very high level will normally not define themselves by a prestige class of this scale. Feel free to tweak the classes a little for your campaign. but when buying PDFs you aren’t paying per page. and with a little work. They do not define a character. not all the prestige classes will be incorporated into an existing or new campaign.

I rushed towards the blue-white beast with scimitar overhead. Some Algorites see themselves as noble defenders. Angelia loosed a second arrow at it as it blocked out the glow of the moon. Angelia nocked an arrow to her elven longbow. Class Features All of the following are features of the Algorite prestige class. Not that she needed the help . Jarred into action. The moon lit up the white expanses clearly for miles around. Something huge and blue-white came hurtling out of the snow. a trail of ice crystals behind it. and Wilderness Lore (Wis). Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Icy Footing. with a hideous crunching sound of bones snapping as it crashed down upon Moerus. still hunt these beasts and defend the people of the lands against them. Craft (Int). Intimidate (Cha). As the beast turned its head to me. Class Skills The Algorite's class skills (and the key ability for each skill) are Balance (Dex).Algorites Trudging through the hip-deep snow by moonlight was comforting. and to satisfy their Table 1-1: Algorite Level Advancement Class Attack Fort Ref Level Bonus Save Save 1 +1 +2 +0 2 +2 +3 +0 3 +3 +3 +1 4 +4 +4 +1 5 +5 +4 +1 6 +6 +5 +2 7 +7 +5 +2 8 +8 +6 +2 9 +9 +6 +3 10 +10 +7 +3 appetites.com . Climb (Str). and she had already scored home with at least one of her punch-daggers. Beside me. Hard as Ice 2/day Cold Strength 3/day Cold Strike 3/day Ambient Inc. There are still demons and half-demonic things crawling through the white arctic snows. Cold Strike 1/day Favored Enemy Cold Strength 1/day. Others are indeed as cold as their enemies. as there is still bitterness that they were betrayed by the very magi who gave the Algorites the rites of frost and their powers. Most Algorites are rangers and barbarians. Climb. leathery wings making a snapping noise like a flag in the arctic wind. I could feel the moisture of my breath freezing into the many scarves wrapped about my head. barely able to feel the steel hilt through my heavy gloves. the moon just peeking over the snow bank to our right. slaying the magi and closing the gate. Hide. And the beast came flying out. I snapped forwards once again. her arrow jammed into its shoulder. Knowledge (planes) (Int). Track Knowledge (nature): 5 ranks Wilderness Lore: 8 ranks Special: Be chosen by the Algorites to take the Rites of Frost. Listen (Wis). Jump. drawing its attention momentarily from Angelia. burying her under its weight in the thick snow. See Chapter 4: Skills in Core Rulebook 1 for skill descriptions. Note that armor check penalties for armor heavier than leather apply to the skills Balance. I reached for my scimitar. Then the snowbank exploded like a thousand tiny jewels in the night. Escape Artist. possessed and driven hunters who only seek the destruction of the ice-spawned horrors. and then it hurtled down upon her. but not with shields. wings unfurled again like those of a bat. 2 www. the rogue who had been watching our back through this frozen land. Whatever the beast was. it disappeared into a cloud of powdered snow.DREADGAZEBO. now in their sixth generation. feeling the strength of the ice around me driving my blade home. nearly sliding over the snow that seconds before I had been trudging through. my blade dug deep into the beast's flank. Alignment: Any non-evil Base Attack Bonus: 6+ Base Fortitude Save: 6+ Feats: Endurance. Into the cloud of thrown snow. The Algorites are a secret society of arctic adventurers and rangers who fight with the strength of the ice about them. Spot (Wis). and see the mist it created sparkle in the crisp night air. But these same magi betrayed the trust of the Algorites. Knowledge (nature) (Int). Intuit Direction (Wis). her first arrow went flying into the settling cloud of snow. Few spellcasters are suffered within their ranks. Weapon and Armor Proficiency: The Algorite is proficient with all simple and martial weapons and with light and medium armor.her bow was already aside. the whole order of the Algor was sacrificed to the beasts. Pick Pockets and Tumble. And the Algorites. crafting a gate of ice through which the coldests parts of the abyss could be reached. enchanted and enhanced by their icy magics and eldritch runes. Move Silently. As my blade cleared the sheath. But the remnants of that cold night of hell still haunts the lands. And from these recesses of the planes came ice demons ferocious and vile. affording them a sense of security that they were lacking during the snow-blind days. helpers of those not blessed by the rites of frost that they have undergone. with a few hardy warriors also chosen to defend the lands. a character must fulfill all the following criteria. at the same moment as Angelia slammed her left-hand blade into its chest with the sound of shattering ice. somehow already in her hands and ready. Skill Points at Each Level: 4 + Int modifier. Once the Algorites were the defenders of an order of sorcerers and wizards based in the northlands. Those Algorites that survived the night of cold hell struck back. Hit Die: 1d10 Requirements To qualify to become an Algorite (Agt). Frozen Step Hard as Ice 1/day Cold Strike 2/day Cold Strength 2/day Favored Enemy Cold Subtype.

Favored Enemy (Ex): Algorites gain a favored enemy identical to the ranger ability of the same name. This provides the Algorite with complete cold immunity. Material Component: Tattooing equipment and special inks and dyes that cost 500 gp. S. the Algorite is immobile as if frozen to the very ground.DREADGAZEBO. Cold Strength (Sp): Once per day per three character levels. Cold Strike (Su): Once per day a warlord may make a single melee attack with a +2 attack bonus and dealing cold damage equal to twice her level in the Prestige Class (if she hits). The target of this ritual is able to take levels of the Algorite prestige class. M. and makes any balance checks needed on ice or snow with a +20 competence bonus. This stacks directly with the ranger ability.com . those few members who have taken to the study of magic in order to perform these very rituals. Hard as Ice (Su): Once per day per four character levels. Casting Time: 12 hours Range: Close (25 ft + 5 ft / 2 levels) Target: Individual to join the Algorites Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The casting of this ritual is a long and arduous affair requiring the application of ritual eldritch tattoos through a long night (at least 12 hours of darkness) in arctic climates. In addition. thus increasing any other favored enemy bonuses the character may have from levels in the ranger class or other classes or prestige classes that grant this ability. The Algorite is restricted to selecting either Beasts. as most Algorites distrust spellcasters within their ranks and it is seen as a great sacrifice to learn and perform the rites. Level: True Ritual . This ability requires a move-equivalent action to trigger. nor force him to move through any amount of physical force or effort. This ability can only be used when the ambient temperature is below that of the freezing point of water. Rites of Frost The rites of frost are performed by the mystics of the Algorites. The Algorite must declare the smite before making the attack. but only upon herself. snow or frozen ground or rock (and having not moved more than 5 feet this round). Cold Subtype (Ex): At level 8. This ability can only be used when the ambient temperature is below that of the freezing point of water.Wizard 3 Components: V. Creatures cannot bull rush the Algorite. There are very few Algorite mystics who are capable of performing the rites. This is cast as a sorcerer of the Algorite's class level. The target must be naked or lightly dressed for the duration of the ritual (and undoubtedly suffers from subdual or even lethal damage from exposure or frostbite).Icy Footing (Su): The Algorite never suffers movement penalties when moving on or through ice and snow. XP Cost: 800 XP Ambient Inc. 3 www. Any trampling attack against an Algorite using this ability only deals half damage unless the trampling creature is at least 3 size categories larger than the Algorite. Magical Beasts or Outsiders as a favored enemy using this ability. the Algorite gains the cold subtype. the Algorite gains a hardness equal to one half his character level (rounded down). but she then suffers double damage against fire attacks except on a successful save. the Algorite can take upon the hardness of ice. this ritual grants the target Cold Resistance 4. XP Casters Required: 4 Proxy: Yes: Any character with the Gift of Frost ability. At level 5 an Algorite can smite twice per day. the Algorite can use the spell-like ability of bull's strength. and at level 10 this increases to three times per day. During this time. and lasts for one round per character level. Frozen Step (Su): Whenever standing still or nearly still on ice.

He can invest any necromantic. Skill Points at Each Level: 4 + Int modifier. oh All-Father. Scry (Int). Spellcasting: The Anam'Glac's training focuses on the power of the consumed soul over that of magical perfection. They draw power from the souls of the dead into themselves. more often worshipping dark nature gods and godlings. gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead. Careful now. to feed off it and become more powerful. effectively immortal through the mixture of Druidic magics and the souls of those he has consumed. With their cannibalistic ways. or the Dark Circle.000 gp of its base price. Craft the Dead (Ex): At level 1 the Anam'Glac learns how to invest the head of a slain enemy with divine energies. don't damage the heart. With every three levels of Anam'Glac the character gains. Craft (Int). but none are as well organized or as politically powerful as the Anam'Glac.Memories +2 +5 Eating Souls . Alignment: Any evil Spellcasting: Ability to cast reincarnation Table 1-2: Anam’Glac Class Attack Fort Level Bonus Save 1 +0 +0 2 +1 +0 3 +2 +1 4 +3 +1 5 +3 +1 6 +4 +2 7 +5 +2 8 +6 +2 9 +6 +3 10 +7 +3 Class Skills The Anam'Glac's class skills (and the key ability for each skill) are Concentration (Con). As we consume these parts of his body. in time. It is as if in response to their abandoning of the circle of life. Move Silent (Dex). In this way.Physical +1 +4 Eating Souls . Thy Paladin. a lucky find--a mighty religious warrior fallen in battle. metamagic or item creation feats. Any head that has a spell with costly material component or an XP cost invested in it also carries a commensurate cost. I have no use for it--pass it along to those ghouls. divination or evil spell that he can cast into the dried skin cut from a sentient creature's head. he also gains new spells per day as if he had also gained a level in the spellcasting class he belonged to before he added the prestige class (that was able to cast the reincarnation spell). however. Investing a spell into a dried head takes 1 day per 1.. Triggering the spell invested in a dried head takes a standard action as a spelltrigger device (although only persons with the Craft the Dead ability can trigger them). Skinwalking +1 +3 Eating Souls . still warm. Grant me his strength that I may continue to fight better. Swim (Str) and Wilderness Lore (Wis). Spellcraft (Int). Intimidate (Cha).DREADGAZEBO. rare indeed is the Anam'Glac who does not rise once again from the grave as a fell ghoul.. the Anam'Glac must expend the material component or pay the XP cost when investing the spell. Prepare the Chalice. Weapon and Armor Proficiency: The Anam'Glac receive no additional training with armor. let the spirit that animated it inhabit us and bless us with his gifts. the elders ensure that they remain the elders as the young die away beneath them. mmmmm. smaller druidic groups that have embraced this path to power. And even then it doesn't end. the circle will no longer accept them back. Thank you. The most ancient Anam'Glac is an ancient druid. They recruit and train neutral evil druids to become. Level Advancement Ref Will Save Save Special +0 +2 Craft the Dead +0 +3 Affinity for the Dead.Feats +2 +6 Eating Souls . a curved short-sword designed for its ability to cut exceptionally deep because of its axe-like design (see the sidebar on page XX for stats on the Khukuri). Class Features All of the following are features of the Anam'Glac prestige class. they consume them and destroy them.Magic Spellcasting +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level Ambient Inc. and have defiled it. master of nature who attained the power of timeless body. Perfect. Hide (Dex). In addition to the costs derived from the base price. Anam'Glac themselves. however. They barely hold onto their beliefs as worshippers of nature. but learn to use the Khukuri. He does not. They are known as the Blood Druids to some. Heal (Wis). for this. The candles that burn twice as bright. Filed. There are supposedly other. left behind for dead! You there! Remove the armor. Grant me his fortitude that I may withstand the blows of misfortune. yes. 4 www.Mental +1 +4 Eating Souls . Knowledge (Nature) (Int). Diplomacy (Cha).. a character must fulfill all the following criteria.Special: Must be initiated into the secrets of the Anam'Glac Anam’Glac Ooooh.com .Feast of the Dead +3 +7 Eating Souls . pointed teeth and grisly battle rites: the Anam'Glac have discovered the true cycle of life.Skills +2 +5 Eating Souls . are corrupt younger druids desiring the quick fix to power through the souls of their victims. the Anam'Glac must harvest and dry the skin himself from a sentient creature. An Anam'Glac cannot cast spells of an alignment opposed to his own. Instead of returning souls to the circle of life. Most.Life +3 +6 Eating Souls . The base price of such a dried head is its spell level multiplied by its caster level multiplied by 25 gp. and so on). Blessed art Thou for sharing of Thy strength. To invest the spell into a dried head. The Anam'Glac is one of the rare orders of druids founded upon this desecration and perversion of the magic of the circle of life. Hit Die: d8 Requirements To qualify to become one of the Anam'Glac (Agl). and then spend 1/25 of the base price in XP and use up ritual materials costing one fifth of the base price.

the location of the king's castle. Affinity for the dead reflects their affinity for great heroes. 5 www. Eating the dead comes with its own risks. Dexterity and Constitution. Eating Souls (Su): When given (or having taken) the body of a sentient creature recently slain (within 12 hours). DC 25 . but sometimes ritual is discarded to necessity. In game terms. The Anam'Glac gains a +4 profane bonus when using any of these skills. the Anam'Glac gains a 1d6+1 profane bonus to the targeted physical ability score. vomiting. The Anam'Glac cannot have the benefits of more than his level of uses of Eating Souls at one time (an ability score bonus from the physical or mental abilities. this power actually destroys the soul of the person consumed. people. consuming the soul symbolically with the consumption of the flesh. the best inn in town. By consuming the soul of one who is rich in life. with an additional two points of ability drain to the same stat. At higher levels. fallen warriors. or essential mystical power. This power can only target Strength. not just skills the victim had. such as a password he was once told. This does nothing to ease New Disease Cryptosporidios Incubation Period: 1d12 days Damage: 1d2 Con DC: 16 A disease that strikes persons eating in unsanitary conditions. Most Anam'Glac would prefer to savor their dark meals. places and abilities the victim knew intimately. all dead. In the process of eating the soul of the dead. some even cook them. activities. things most people know that the victim may have known. Select a number of skills equal to the Anam'Glac's class level from those that the victim had ranks in. the Anam'Glac must consume the vital organs of the dead. rulers and sages. he must subtract one point from either Intelligence or Dexterity as the neurological damage sets in. although he will initially suffer from complete amnesia for 1 day per level of the Anam'Glac. In order to gain this power. This feat must be chosen from those the victim has. A meal of a creature one size larger than the Anam'Glac counts as two meals (and two sizes larger counts as four meals). such as their employer's face. neurological disorders. the Anam'Glac can consume some of the victim's memories. A meal of a creature one size smaller than the Anam'Glac counts as one-half a meal (and two sizes smaller counts as onequarter. etc. Symptoms of cryptosporidios include abdominal cramps. rolling for the exact type on the following table: 1 2 3 4 Filth Fever (System Reference Document) The Shakes (System Reference Document) Slimy Doom (System Reference Document) Cryptosporidios (see sidebar) Physical: An Anam'Glac of third level has learned the basics of consuming the soul. often fatal. which cause serious. or a spell level from the spellcaster levels ability each count as one benefit). but each feat gained counts as one benefit gained from the Eating of Souls). little things the victim knew well. the Anam'Glac can cannibalize the corpse to gain some of its anima.there is a 10% chance per corpse that the Anam'Glac is exposed to a disease or parasite.DREADGAZEBO. As long as the consumed body had an ability modifier in the targeted stat (thus an ability score of 12 or greater). This ability has no serious long-term after-effects on the victim should he be brought back from the dead. This is identical to Eating Souls. Life: At level 8. Additionally. such as common rumors and gossip. Physical (above) except that it can also target Intelligence. every second character level (in this class or any other) the Anam'Glac goes up after achieving level 3. the Anam'Glac can extend his own lifespan. They can prepare these spells as any other level 2 spell (in the case of affinity for the dead) or level 3 spell (in the case of skinwalking) in their spell list. he consumes a part of their physical prowess."Common Knowledge". the Anam'Glac can consume the mental abilities of the victim as well. cannibalism is often the cause of prion infections. 1/2 the character's class levels of skill bonuses from the skills ability. Five character levels later. and so on). secret hiding places. as he transforms the victim's potential into the skill bonus instead of drawing from the victim's innate skills. A victim of this power who is later returned from the dead suffers a -4 profane penalty on skill checks involving these skills until both 1 day passes per level of the Anam'Glac and the victim receives a restoration spell."Specific Minutia". Technically.com ."Lost Knowledge"."Routine Activities". Skinwalking (Ex): At level 2. Memories: At level 5. minutia that the victim only knew vaguely. he can make a recall roll (1d20 plus class level plus Intelligence bonus) to gather forth a memory that he is searching for (no rerolls are allowed for this roll). the Anam'Glac gains access to two new divine Spells. Feats: At level 7. many of the dead can be a source of parasites and other diseases . Removing and consuming the vital organs of a corpse always takes at least 30 seconds (ten full-round actions) and it provokes an attack of opportunity. At level 10. mild nausea. Ambient Inc. names and habits of close family and friends. For each person's memories the Anam'Glac currently holds. the way to their house. Any benefit gained from Eating Souls lasts for 12 hours per hit die of the victim. Skinwalking allows them to take the skin of someone slain to assume their shape and appearance. DC 15 . the Anam'Glac can choose any skill to take the bonuses in. Skills: At level 6. a single feat from the feats ability. the Anam'Glac gains one of the most horrific of his powers. such as command words. or the taxation rate in the kingdom. DC 20 . passwords. Mental: At level 4. An Anam'Glac can consume at most four meals of this type in a day. the Anam'Glac becomes delusional. and other things the victim knew but didn't use regularly.Affinity for the Dead. suffering a -4 insanity penalty to Sense Motive rolls and a -2 insanity penalty to Spot and Listen checks. the Anam'Glac can draw from the skills of his victims. DC 10 . a single person's memories. Wisdom and Charisma. A victim of this power who is later returned from the dead cannot use these feats (or any feats which require these feats as a prerequisite) until both 1 day passes per level of the Anam'Glac and the victim receives a restoration spell. the Anam'Glac can gain one of the victim's feats (or more. The price paid is far dearer than the two coppers for the ferryman's fee. headache and loss of appetite. A person who is resurrected or otherwise returned from the dead after being the victim of this power loses half of the ability score in question as temporary ability damage.

subtract the victim's age from 20 and divide the result by 5.com . 6 www. a Khukuri chops with exceptional strength. but it pushes back the eventual time of his death. Small Khukuri. the Anam'Glac can provide a bonus to any one chosen ability score (as per the Physical and Mental abilities above) to all those who partake of the feast (up to the Anam'Glac's class level plus his Charisma bonus).either a spellcasting ability. or a spell-like ability for this power to take effect. ability to access higher level spells.DREADGAZEBO. and all benefits derived therefrom (additional spells per day. nor can the victim ever be returned from the dead. Additionally. the Anam'Glac regains a number of spent spell-levels equal to half the victim's hit dice. as his entire soul has been consumed. 1d6 damage. the entire body of the victim must be consumed. 2d4 damage. and each use of this power counts as two abilities gained from the Eating Souls power. Because of the curvature and the heavy head. critical range: 19-20/x3 Large Khukuri. Full decapitations are not unknown using these weapons. down to the jelly of the eyes and cracking the bones to suck out the marrow. For either of these abilities. but no addition to hit points. saving throws and skill checks for 1 week. Alternately. This power completely consumes the soul of the victim. critical range: 19-20/x3 Medium Khukuri. as the Anam'Glac is still subject to all the ability modifications for old age. This is the number of years added to the Anam'Glac's lifespan. This profane ability score bonus only lasts for 4 hours per hit die of the victim. The victim can never be brought back from the dead. Magic: At level 10. 1d4 damage. a supernatural power. the Anam'Glac can prepare a feast for the entire community. Feast of the Dead: At level 9.the pains and ravages of time. the Anam'Glac can draw raw magical power from the souls of those he consumes. All are exotic weapons. This provides a +1 profane bonus to all attack rolls. Khukuri come in three sizes in game terms: Small blades (15 inches long). Immediately. Medium blades (21 inches long) and the enormous 36 inch Large blade. all multiplied by the Hit Dice of the victim. The Khukuri (Exotic Weapon) Khukuri are curved. This version can feed a number of people equal to the Anam'Glac's class level plus his Charisma bonus. bladed weapons based on the most primitive "hooked" swords. dealing significant damage when aimed properly. To determine how much time has been added to the Anam'Glac's final age of death. the Anam'Glac has gained an additional spellcaster level for the duration of this ability. critical range: 19-20/x3 Ambient Inc. The victim must have had some magical ability . the Anam'Glac learns how to extract energy from the soul of the dead and to share it with his fellows. By preparing a feast of the dead. saving throws or other special abilities). and the Anam'Glac cannot use the soul to gain any other abilities with the Eating Souls powers.

Note that armor check penalties for armor heavier than leather apply to the skills Balance. few remain members of any assassin's guild for long. or as a Wizard (as decided Blight Magic [General] Allows the spell caster to practice the art of Blight Magic Prerequisites: Must be of evil alignment. Disable Device (Int). Swim checks suffer a -1 penalty for every 5 pounds of armor or equipment carried. Pick Pocket and Tumble. Climb. but were already adept with arcane spellcraft.Damage 4 +3 +1 +4 +4 5 +3 +1 +4 +4 Blighted Strike . and the lure of blight is thus strong to them . This is a foul art but one that leads to quick power.Persistant 10 +7 +3 +7 +7 Sneak Attack +3d6.com . freelance slayers and killers. Taint Death Spellcasting +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level Ambient Inc.DREADGAZEBO. Spot (Wis) and Use Rope (Dex). Move Silently (Dex). Benefits: Using Blight Magic rituals. Move Silently.Deadly 8 +6 +2 +6 +6 9 +6 +3 +6 +6 Blighted Strike . these eldritch spells are a minor addition to their skills of slaying.Strength 2 +1 +0 +3 +3 Sneak Attack +1d6 3 +2 +1 +3 +3 Corrupt Poison . Weapon and Armor Proficiency: The blighted slayer is proficient in all simple and martial weapons but receives no additional training with armor. both of evil and of destroyed plants and taint. Skill Points per level: 4 + Int modifier Class Features All of the following are class features of the blighted slayer prestige class. those who survive are rarely thought of as assassins any more. The balance of nature is not the concern of the assassin. Jump. Special: Death Attack special ability. Many are quite skilled assassins seeking additional power. Spellcasting: A blighted slayer casts arcane spells according to his prior arcane spellcasting class. Whereas most masters of blight magic have access to potent arcana. Escape Artist (Dex). others have only begun to scratch the surface of the ways of slaying. killing for the sake of the evil act itself. must be able to cast arcane or divine spells. Few are very charismatic to begin with. Knowledge (Arcana) (Int). and become murderers and thrillkillers. most assassins turned blighted slayers have only a small repertoire of spells. Intimidate (Cha). Taking this feat allows you to practice Blight Magic as per the rules in this document. Alignment: Any evil Hide: 12 ranks Knowledge (arcana): 8 ranks Move Silently: 12 ranks Feats: Blight Magic Spellcasting: Able to cast at least level 2 arcane spells. Class Skills The blighted slayer's class skills (and the key ability for each skill) are Balance (Dex). few are even recognizable members of their own race. In a group as immoral as assassins. As the blight takes a firmer hold over their corrupted hearts with the passing of years. Spellcraft (Int). These devotees of corruption and death learn to externalize the corruption within them to increase the potency of their weapons and skills. Bluff (Cha). For many. for example). often they feel pushed to it in a desperate bid for additional power. Blighted slayers are already familiar with the trade of death. and once the blight takes its toll. Table 1-3: The Blighted Slayer Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +2 Corrupt Poison . but some discover new potentials as spellcasters. Also. Climb (Str). Concentration (Con). Intelligence and an amoral outlook on life and the value thereof is essential to the blighted slayers. Some lose sight of their original motivation to become an assassin. and learn other methods to use the blight they collect within themselves. Hit Die: d6 Requirements To qualify to become a blighted slayer (Bls) a character must fulfill all the following criteria. sucking them dry of all life essence.more power in trade for death. In the case of blighted slayers who do not have a core spellcasting class (ie: blighted slayers who’s only spellcasting class is assassin. Search (Int). it is not hard to find one who will take the path of damnation in order to increase his power.Blighted Slayer Many assassins begin to amass a small collection of arcane tricks and magics to aid in their endeavors. Escape Artist. and seek quick roads to power in order to improve their skills and potential. power is taken from nature’s living things. striking out on their own. Hide. 7 www. Because of the trail they leave. These fell assassins have most likely discovered this path to power on their own. Open Lock (Dex). Decipher Script (Int). Hide (Dex). Disguise (Cha).Penetration 6 +4 +2 +5 +5 Sneak Attack +2d6 7 +5 +2 +5 +5 Blighted Strike . These are terms the assassin is familiar with. the blighted slayer gains spellcasting abilities either according to the prestige class they were part of previously.

this extra damage is not multiplied. except that it increases the damage from the poison by up to +1 per 2 class levels. Using this ability forces a roll for corruption just like casting a spell using blight levels.Strength (Su): The blighted slayer can manifest his blight levels into any poison he wields.Strength ability. He does not. Any and all sneak attack damage dealt with either of the blighted strike abilities is rolled again the round after the sneak attack. even those who would normally shrug off his blows. any creature immune to critical hits is similarly immune to sneak attacks. Taint Death (Su): At level 10. Also. Sneak Attack (Ex): Any time the blighted slayer's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not). It takes precision and penetration to hit a vital spot. whenever the blighted slayer makes a successful sneak attack.Deadly (Su): Beginning at level seven. Once per day per 2 class levels. the damage from a blighted slayer's sneak attacks persists even after the weapon is no longer within the wound. there is a synopsis of the blight magic system in chapter 3 of this volume. The blighted slayer can increase the save DC of a poison by 1 per level in this class. and so on). Should the blighted slayer score a critical hit with a sneak attack. We also recommend the Mystic Eye Games book: Arcane Mysteries . gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead. the blighted slayer's attack deals +1d6 points of damage. and incorporeal creatures lack vital areas to attack. This is a full round action which provokes an attack of opportunity as the blighted slayer lets down his guard to draw forth the essence of the slain. and is applied as negative energy damage to the victim. Using this ability forces a roll for corruption just like casting a spell using blight levels. and cannot be subdual. he can spend one or more blight levels to cause the damage to be aggravated by the blight. This is a free action that costs the blighted slayer a single blight level. If a blighted slayer gets a sneak attack bonus from another source (such as rogue levels). A blighted slayer can only sneak attack living creatures with discernible anatomies-undead.Penetration (Su): The corruption and blight of the blighted slayer strikes deeply into all targets. at a cost of 1 blight level per additional point of damage. Blighted Strike . Additionally. constructs. and so on). plants. metamagic or item creation feats. Ambient Inc. Blighted Strike . nor can it be converted into subdual damage by abilities such as regeneration. the blighted slayer can draw forth the last essences of a creature slain in the last six seconds (the previous round). rounded up. By taking a full-round action and kneeling upon the body of the dead. Blighted Strike . This extra damage increases by +1d6 points every three levels (+2d6 at 4th level. or to strengthen a poison prior to its delivery. +3d6 at 7th level. This ability can only be used to augment a poison at the moment the blighted slayer delivers it unto his victim. however. and every level spent increases the sneak attack damage by 1d6. 8 www.Damage (Su): The blighted slayer can enhance the damaging effects of a poison he wields.com . reducing the creature's body to a black ash and drawing from it one-third of the creature's Challenge Rating as blight levels. and thus cannot be used with ingested poisons. The slayer must spend one blight level per two points of DC increase. oozes. even against regenerating creatures. except for an increased effective level of spellcasting. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack. With a sap or an unarmed strike. This is a free action that can be used once per round. For more information about blight magic. because he must make optimal use of his weapon in order to execute the sneak attack. The blighted slayer cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. the blighted slayer can make a sneak attack that deals subdual damage instead of normal damage. not even with the usual -4 penalty.Persistent (Su): Beginning at level 9. This ability can be used a number of times per day equal to the blighted slayer's Wisdom bonus (minimum of once per day). hit points beyond those he receives from the prestige class. He can spend up to a third of his class level in blight levels to fuel this ability. the blighted slayer gains the ability to draw the last life force from a slain foe and twist it to his cruel ways. the blighted slayer must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. the blighted slayer can cause all attacks he makes that round ignore the target's DR and all damage caused by the attack is lethal damage.DREADGAZEBO. Corrupt Poison . The blighted slayer's attacks can ignore a target's DR and always deals lethal damage using this ability.Blight Magic. Corrupt Poison . This power is identical to the Corrupt Poison . so ranged attacks can only count as sneak attacks if the target is 30 feet away or less.by the blighted slayer). the bonuses to damage stack. the character gains new spells per day as if he had also gained a level in the chosen spellcasting class. This damage is always lethal damage. but does not require a corruption roll. Using this ability forces a roll for corruption just like casting a spell using blight levels. At the indicated levels.

Hide. the Bokor gains new spells per day as if he had also gained a level in the spellcasting class he belonged to before adding the prestige class. thus protecting them from their predations. making the job significantly more… challenging. but most Bokor seek not arcane power. the smell of blood thick in the air. Bards are also attracted to this class. with candles all about. Somewhere in this horrid swamp. He can inspire obedience through Table 1-4: The Bokor Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Terrifying Presence -1. Knowledge (arcana) (Int). gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead.DREADGAZEBO. Hit Die: d4 Requirements To qualify to become a Bokor (Bok) a character must fulfill all the following criteria. The hut was abandoned. Skill Points per level: 4 + Int modifier Class Features All of the following are class features of the Bokor prestige class. The hut was quite old. the goblin shaman had heard them coming.Bokor With a deft cut. The Bokor also gains access to a new level 2 spell. They are rumored to traffic with devils. and so on). but power over their fellows. Not that she liked using it. Bluff (Cha). minor curse. there were holes in the roof. Move Silently. however. and rule those around them through intimidation and fear of their dark arts. Spellcasting: At the indicated levels. obviously a caricature of the Burgomaster. and some dark druids have also taken this path . Terrifying Presence (Ex): The Bokor develops the ability and aura of fear and confidence.making out the torchlit glow of the goblin shaman's hut not a hundred feet away. Escape Artist. yellow claws. Note that armor check penalties for armor heavier than leather apply to the skills Balance. someone was enchanting the Burgomaster with a bleeding disease. the bardic music makes the Bokor more intimidating. Unfortunately. Climb. his life-blood gushing over her muddied hands and thick. granting his followers additional abilities during ceremonial chants. as the combination of magical training and the "interpersonal" aspects of the Bokor's pursuits appeal to dark raconteurs. mostly other swamp denizens but obviously some goblin and human skulls in the mix. Beneath it sat a bowl of freshly-drawn blood from a dead. to slay people with strange incantations and then have the slain work for them as their undead servants. Pick Pockets and Tumble. If a character had more than one divine spellcasting class before becoming a Bokor. Concentration (Con). Diplomacy (Cha). not all the guards had gone so quietly. Many Bokor are hurtful. one that returned every night.making their wildernesses something to be feared by the common man. The inside of the hut well lit and almost warm. The Bokor are lords of curses. black rooster. and the last few had been on full alert. even after applications of cure disease from the clerics. Obviously. dark sorcerers of voodoo-esque arcana. and spanish moss draped over it. he must decide to which class he adds the new level for purposes of determining spells per day. Many powerful mages see the Bokor's obsession with intimidation and dark arts used to such ends as petty. except for an increased effective level of spellcasting. Some clerics worship deities who see the path of the Bokor as suited to their divine agents. Jump. Alignment: Any evil Intimidate: 5 ranks Knowledge (arcana): 6 ranks Knowledge (religion): 6 ranks Spellcraft: 10 ranks Feats: Craft Wondrous Item Spellcasting: ability to cast at least two necromancies and bestow curse. They have sought power from dark forces. If anything. Intimidate (Cha). hit points beyond those he receives from the prestige class. Class Skills The Bokor's class skills (and the key ability for each skill) are Alchemy (Int). metamagic or item creation feats. Drelga and Sapphire parted the spanish moss hanging from the swamp-willows . spiteful creatures that revel in their power and dark habits. they made their way inside. detailed in the spells chapter. They approached as quietly as they could through the black knee-deep waters of the swamp. the goblin guard was dispatched by Drelga's knife. Bokor are usually drawn from the ranks of sorcerers and wizards. but nailed to the central post by a dark dagger was a single doll made of burlap and crude stitching. Those living in the same community as a Bokor usually live in awe and fear of his powers. He does not. Craft (Int). Decorating the perimeter were skulls and bones of all shapes and sizes. one that that made him vomit blood.com . but quietly killing guards was not a job for a half-orc warrior with a long spear. Poison Use 2 +1 +0 +0 +3 Sympathetic Figure (Enchantment) 3 +1 +1 +1 +3 Sympathetic Figure (Transmutation) 4 +2 +1 +1 +4 Terrifying Presence -2 5 +2 +1 +1 +4 Sympathetic Figure (Abjuration) 6 +3 +2 +2 +5 Sympathetic Figure (Necromancy) 7 +3 +2 +2 +5 Terrifying Presence -3 8 +4 +2 +2 +6 Sympathetic Figure (Evocation) 9 +4 +3 +3 +6 Sympathetic Figure (Conjuration) 10 +5 +3 +3 +7 Terrifying Presence -4 Spellcasting +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level Ambient Inc. 9 www. Weapon and Armor Proficiency: The Bokor is proficient in all simple weapons but with no armor nor with shields. and Spellcraft (Int). Pushing through the curtains. Knowledge (religion) (Int).

A person reduced to zero Intelligence by zombie dust is not rendered comatose. Poison Use (Ex): The Bokor are skilled in the use of poisons. Bokor use zombies as signs of their power over life and death. skill checks and Will saves against the Bokor. Sympathetic Figure (Su): The level 2 Bokor learns the most well known trick of his class. instead he becomes almost an automaton.DREADGAZEBO. teeth. Evocations at level 8 and Conjurations at level 9. Traditionally. the penalty is -1. Usually the Bokor administering the zombie dust has a circumstance bonus on this roll due to prior brainwashing that has occurred as well as his Terrifying Presence ability. Necromancies at level 6. with zombies watching over them. is used as a very strong means to compel service from commoners and other believers in the Bokor’s magic. the creation of small dolls that represent living people. Bokor and Zombies Bokor and Zombies go hand-in-hand. taking one day per level of the person the Figure represents. Any spell may be cast upon an active Sympathetic Figure. often to persons who are fully aware that the Bokor is poisoning them as they consume the poisonous fare before them. Recharging the Sympathetic Figure requires at least one new item from the person in question. This mastery of their enemies. The objects are crafted into a tiny figure of the target. He gains the ability to cast Transmutations through the Figure at level 3. Anyone who has been successfully Intimidated by the Bokor. and many of their zombie servitors are actually living persons who have been drugged or dominated into a zombie-like state. A DC 20 Intimidate check will make a victim of zombie dust do as he is commanded. and requires a ritual costing half the normal cost in XP and gp and taking half as long to perform as the creation of the Figure.) or be something they have worn or held for many years.com . To create a Sympathetic Figure. Activating the Sympathetic Figure costs 1/25 of the gp cost in XP (40 XP per level of the target). 10 www. These items must be either parts of the person (hair. Spells cast on the Figure that normally have an area of effect are limited to affecting only the person in whose image the Figure is made. even in death. It increases to a -2 penalty at level 4. Abjurations at level 5. Provided the target is on the same plane as the figure and is not protected by spells such as antimagic field or the like. etc. as well as those who are his underlings or who answer to his authority suffer a morale penalty on attacks. as well as 1. Ambient Inc. he undergoes the full effects of the spell cast upon the Figure (with the usual saving throws and spell resistance rolls to avoid the spell's effects). allowing the Bokor to direct spells at a doll that affect the person the figure represents. A level 2 Bokor may only cast Enchantments through a Sympathetic Figure.fear. A Sympathetic Figure is good for 10 uses before it needs to be recharged. A Sympathetic Figure allows the Bokor to use sympathetic magic in order to cast spells against a target not currently within the spell's range. -3 at level 7 and -4 at level 10. nails. the Bokor must collect items that have a strong "sympathy" with the person the Figure is meant to represent. The dolls evoke sympathetic magic. New Poison Zombie Dust Format: Ingested Save DC: 18 Primary Onset: instantaneous Primary Damage: 1d6 Int Secondary Onset: 1 minute Secondary Damage: 2d4 Int Spot DC: 13 Market Value: 420 gp Zombie Dust is normally mixed into drinks or served with food. At level 1. as they often use various toxins to instill fear.000 gp for each level. easily controlled by anyone he fears. making those who fear him nearly unable to attempt to do anything to cross him. and never risk accidentally poisoning themselves when applying poison to a blade or other tool.

exposing his crossbow. political activists and enemies of the state. taking on whatever bounties are offered. Hide (Dex). but all have respect for the profession of the Hunt. The half-orc took it in his rough hand and moved away. He grabbed his trusted weapons and sprang towards the base of the stairs in three graceful strides. Craft (Int). and could almost taste her lingering perfume.. Gritting her teeth she jumped over the railing and landed squarely on the sandy market grounds.. but not always. "get me a mulled wine.." said Herrin. For a time. instead beginning a dash up the rickety stairs that creaked and rattled under his feet. Climb (Str).com . Aleen hesitated. "I've got you now. for a price.. she recognized the elven lord from whom she had stolen the staff walking across the courtyard towards her. she had no time to fumble with Table 1-5: Bounty Hunter Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save 1 +1 +0 +2 +2 2 +2 +0 +3 +3 3 +3 +1 +3 +3 4 +4 +1 +4 +4 5 +5 +1 +4 +4 6 +6 +2 +5 +5 7 +7 +2 +5 +5 8 +8 +2 +6 +6 9 +9 +3 +6 +6 10 +10 +3 +7 +7 the lock. sword. Hit Die: d8 Requirements To qualify to become a Bounty Hunter (Bou) a character must fulfill all the following criteria. Forgery (Int). Aleen wasn't going to take the chances that his treatment of her would be as graceful .business that wouldn't be put off by the dust-stained bounty hunter leaning against the counter. sending her reeling to the ground. Gather Information (Cha). she lay face down in the sand.Bounty Hunter "Mulled wine. she watched the two half-elven children run off with the small carved duck Herrin had been making. Special Bounty +1 Sneak Attack +1d6 Exotic Weapon Bounty +2 Sneak Attack +2d6 Skill Focus Bounty +3 Sneak Attack +3d6 Exotic Weapon Bounty +4 Ambient Inc. worn and concave from the constant traffic in and out of the old rental building over the years. As her vision cleared. In some nations Bounty Hunter guilds exist. Base Attack Bonus: 5+ Spot: 8 ranks Gather Information: 8 ranks Intimidate: 5 ranks Move Silent: 5 ranks Feats: Track. Most Bounty Hunters have little respect for others in their profession (as each is another competitor for their bounties). but they are rarities. Move Silent (Dex). He dodged the shuriken neatly. The ground was a good twenty feet below her. the other planted evenly upon her back. she caught the blur of movement from the corner of her eye. Other Bounty Hunters work for organized crime rings or other powerful entities. Alertness Class Skills The Bounty Hunter's class skills (and the key ability for each skill) are Bluff (Cha). Some states and nations employ Bounty Hunters to track down escaped prisoners. and behind the locked door was a majority of her equipment as well as the elven staff. Usually it's bring them back alive. as were all his obvious armament. He was still sitting in the market six hours later when Aleen walked up to the building. Then something hit her from behind. As she reached into her belt pouch under her green cloak to pull out the key. He glanced up as she began to climb the first flight of stairs. Disguise (Cha). He was patiently whittling a small wooden duck with a short knife. Still hot. Spot (Wis) and Wilderness Lore (Wis). a small pile of shavings at his feet and the admiration of two half-elven children focussed on his every cut. From the edge of her vision she could see one of Herrin's boots. with repeating crossbow and short sword at his side. the door poorly set and the lock mechanism rough to handle. The Bounty Hunter's treasure is the personal or institutional vendettas of others." Herrin said. staring across the street to the run-down house that all leads pointed to. "Bring 'em back". to find they were bound with rough hemp cord. Intimidate (Cha). usually leftovers from previous eras. Jump (Str)." He stood by the merchants' stall in the dusty marketplace. Search (Int). but registered no particular interest in her fair form. Herrin had dropped the carving and flipped over the crate he had been sitting on. the Bounty Hunter is ready to deliver. The stairs were poorly-crafted wood. Few hunters can be found who would work well with others. but not to the half-orc behind the counter.from under he cloak she threw a handful of shuriken at Herrin. but as the dizziness relaxed in her head. coat and hat. many work freelance. He heard the sound of the heavy stoneware mug pushed towards him across the rough plank that served as a counter. and then hesitated looking down the stairs. He pulled out a few silvers more than needed for the drink. But for all she knew the hunter had already been inside and reclaimed the staff. However you want them. looking for more business in the market . His hat and coat were gone. He had been on the trail for three weeks now. or even planted a trap for her. sitting on an old wooden crate that had once carried someone's wares to the market. long after most of the stalls had closed for the day. Aleen's apartment was on the third floor. Sense Motive (Wis). Profession (Wis). As the elven lord handed Herrick a sum of gold in a small leather bag. Listen (Wis). 11 www. but didn't return fire with his crossbow. she recovered and attempted to thrust her arms out before her.DREADGAZEBO. Knowledge (any) (Int). On the landing in front of her door.

Bounty (Ex): Beginning at first level. Gather Information. Dirty Monk or any other source. the subdual damage bonus can be applied when using weapons not meant to deliver subdual damage (such as using the flat of a sword at a -4 penalty on attacks). To gain these advantages the Bounty Hunter must know the target well or have done some research into the target's behaviour and techniques (Gather Information DC 15 and a day of research at the target's haunts). Climb. Pick Pockets and Tumble. Hide. The Bounty Hunter gains a +1 bonus to Bluff. Unlike most sneak attacks. Jump. Spot and Wilderness Lore checks when using these skills against or involving his chosen target. Exotic Weapon (Ex): The tools of the trade are often quite diverse for the typical Bounty Hunter. the Bounty Hunter gains the Sneak Attack ability just like a Rogue. Ambient Inc. 7 and 10) the bonus increases by 1. this sneak attack damage can be subdual damage when used with a weapon dealing subdual damage.DREADGAZEBO. even if the weapon isn't normally used as such (such as using the flat of a sword at a -4 penalty on attacks in order to deal subdual damage). Weapon and Armour Proficiency: Bounty Hunters are proficient with all simple and martial weapons and light and medium armour. Every third level thereafter (level 4. Note that armor check penalties for armor heavier than leather apply to the skills Balance. Move Silently. Assassin. Diplomacy. At level 3 and level 9 a Bounty Hunter gains a bonus Exotic Weapon Proficiency feat. Listen. he gets the same bonus to subdual damage rolls against his target (this damage bonus obviously does not apply to targets who are immune to subdual damage or who are immune to critical hits). If the Bounty Hunter is searching for a small group of people (The Adventurers of the Black Inn) the bonus is reduced by half (round down). Class Features All of the following are class features of the Bounty Hunter prestige class. Likewise. Sense Motive. The Bounty bonus only applies to one target at a time for whom the Bounty Hunter is searching. Escape Artist. Skill Focus (Ex): At level 6 the Bounty Hunter gains a bonus Skill Focus feat for any of the Bounty Hunter class skills. This stacks with any other Sneak Attack abilities granted by levels of Rogue. 12 www. This begins at +1d6 and goes up at levels 5 and 8. the Bounty Hunter gains specific bonuses against his bounty. and for a large group or a species ("the king has posted a reward for all goblins captured!") the bonus is reduced to one third (round down). but not shields. Sneak Attack (Ex): Beginning at level 2. Unlike most damage bonuses.com .Skill Points at Each Level: 6 + Int modifier.

Class Skills The Bone Archer's class skills (and the key ability for each skill) are Alchemy (Int).DREADGAZEBO. a dozen barbed shafts of bone stood. Craft (Int). A Bone Archer must still meet all prerequisites for a feat. 13 www.Skill Points per level: 2 + Int modifier Bone Archer The black sniper sat upon his perch. Archery Feat (Ex): At the indicated levels. PointBlank Shot Spellcraft: 6 ranks Knowledge (arcana): 6 ranks Craft (fletcher): 8 ranks Special: Learned the craft of Bone Fletching from a Bone Archer. Climb. Spot (Wis). Hit Die: d8 Requirements To qualify to become a Bone Archer (Bon) a character must fulfill all the following criteria. Any time he attacks using a missile weapon he is skilled with. Hide. Shot on the Run. Skill Focus (Craft: Fletcher). the Bone Archer gains a bonus archery feat selected from the following list: Improved Critical (any bow)*. Spellcasting: ability to cast four or more necromantic spells. Far Shot.com . Weapon and Armor Proficiency: The Bone Archer is proficient in all simple weapons as well as all bows (longbow. with one at least level 2. Before him. Bone Archers are craftsmen. These arrows are light and barbed. etc) but with no armor nor with shields. Concentration (Con). Jump. all are at least minor spell-casters. they are more likely to qualify for the class with only levels in wizard previously. They have learned an ancient craft of fletching (crafting arrows) using bones. Knowledge (arcana) (Int). shortbow. knowing the curves and spines of each intimately. Some of the bonus feats available to the Bone Archer cannot be acquired until the Bone Archer has gained one or more prerequisite feats. loaded with bone arrows he has personally crafted. Precise Shot. Feats: Weapon Focus (any bow). Because of the necessity for familiarity with necromantic magic to truly take on the path of the Bone Archer. Rapid Shot. Those already familiar with the necromantic arts find these handcrafted bone arrows are easily enchanted with short-duration necromantic energies. and they almost seem to seek out living targets when wielded by their craftsman. Because of the traditional elven skill with bows. A Bone Archer can select feats marked with an asterisk (*) more than once. and Spellcraft (Int). Bone Archery (Ex): As the Bone Archer progresses. Class Features All of the following are class features of the Bone Archer prestige class. mostly multi-classed necromancers or clerics. but it must be for a different weapon each time. each of the hand-carved arrows waiting for a warm target within which to lodge itself. Mounted Archery. he becomes more skilled with his personally crafted bone arrows. Weapon Focus (any bow)*. Pick Pockets and Tumble. including ability score and base attack bonus minimums. Move Silently. he gains a bonus to his attack roll. knowing exactly how each would mate with his longbow for that instant before he kissed it with dark energy and let it fly towards its chosen target. Escape Artist. Appraise (Int). He had carved each one from the bones of his slain foes. Note that armor check penalties for armor heavier than leather apply to the skills Balance. Table 1-6: The Bone Archer Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +2 Bone Archery +1 2 +1 +0 +3 +3 Archery Feat 3 +2 +1 +3 +3 4 +3 +1 +4 +4 Bone Archery +2 5 +3 +1 +4 +4 Archery Feat 6 +4 +2 +5 +5 7 +5 +2 +5 +5 Spontaneous Bones 8 +6 +2 +6 +6 Archery Feat 9 +6 +3 +6 +6 10 +7 +3 +7 +7 Bone Archery +3 Fletchings Known 1 2 3 4 5 1 2 2 1 2 2 3 2 1 3 2 2 3 2 2 1 3 3 2 2 3 3 2 2 1 3 3 3 2 2 Fletchings per Day 1 2 3 4 5 2 4 4 2 6 4 6 4 2 6 4 4 6 6 4 2 6 6 4 4 6 6 4 4 2 6 6 6 4 4 Ambient Inc.

it flees from the Bone Archer as best it can for 1d4 rounds. Living creatures that are not immune to critical hits who fail their save also bleed for 1 point of damage per round until they either receive medical aid in the form of a cure wounds spell or a DC 15 Heal check. skill checks and saving throws for 1 round per 2 class levels. These bone arrows count as personally crafted bone arrows for the purposes of his bone archery and fletchings. weapon damage rolls and saving throws. then the effects of the fletching take effect on the target. Level 1 Bone Archer Fletchings Bloody Arrow This fletching causes the arrow to crackle and hiss with dark energies that immediately cause any wound inflicted with the arrow to weep and bleed. the arrow bending and curving in flight to strike home.Spontaneous Bones (Su): Beginning at level 7. it becomes shaken for 1 round. If the arrow hits. They remain in existence for a maximum of 1 round per Bone Archer level. Creatures not immune to critical hits that are struck by a bloody arrow take one additional point of damage each round thereafter. it fights with a -2 morale penalty on attack. a fletching is a spell that is transmitted by a bone arrow. Fletchings (Su): Bone Archers have the ability to imbue personally crafted bone arrows with negative energy for a variety of effects.com . Effectively. dealing 1 additional point of damage and latching on.DREADGAZEBO. Level 3 Bone Archer Fletchings Explosive Fletching This fletching causes the arrow to shatter into a blast of bone shards. Any living creature struck by it takes 1d6 cold damage and must make a Fortitude save to avoid taking 2 points of Strength damage. All creatures within 10 feet of the point of impact take 2d6 piercing damage (half damage with a successful Reflex save). 14 www. Skull Snare This fletching causes the head of the arrow to become a human skull. Additionally the subject suffers a -2 morale penalty to attack rolls. Imbuing a bone arrow with a fletching and firing it is a standard action which provokes an attack of opportunity. ability checks. Shadow Shaft The target of this fletching is enveloped in a swirling cloud of negative energy. Level 4 Bone Archer Fletchings Ambient Inc. the Bone Archer gains the ability to spontaneously create up to his Con bonus (minimum of 1) bone arrows per day as one or more free actions. The skull bites whomever the arrow strikes. 1 hit point) it reduces the target's speed by one half. If it cannot flee. Hold Person This fletching freezes the target in place. Level 2 Bone Archer Fletchings Chill Arrow This fletching makes the arrow a conduit for the black cold of negative energy. A Bone Archer does not gain additional fletchings per day based on high ability scores. Only one fletching can be used on a particular bone arrow. The energy deals 1d4+1 strength damage and stuns the target the next round (both are negated with a successful Fortitude save). If the creature succeeds at a Will save. It confers a +10 profane bonus on attack rolls. True Arrow This fletching strikes true on target. drawing them from the negative energy plane. The target must succeed at a Will save or be affected as if by a hold person spell for one round per class level. All creatures within 10 feet of the point of impact take 1d4+1 negative energy damage (or are healed the same amount if undead). The save DC against a fletching is equal to 10 plus the fletching level plus the Bone Archer's Con modifier. Until the skull is destroyed (AC 10. If it fails. Bolt of Fear This fletching causes fear in the target struck. for 1 round per level of the Bone Archer. As they gain levels they learn more techniques and can trigger them more often per day. 2 hardness. Black Wave This fletching causes the arrow to explode in a wave of negative energy upon impact.

This effect remains until a remove curse is cast upon the victim. but they are still masterwork weapons providing a +1 bonus on attacks. 15 www. and those of a creature two sizes larger will yield 16. and so forth (multiplying the number of arrows by 4 for each size category larger). they will never result in actual level loss. Filthy Darts The target of this fletching is exposed to Filth Fever. bone arrows have somewhat shorter range than their wooden. barbed arrows suited to “negative energy channelling” out of bones. as long as he has bones. Shrieking Missile This fletching binds nearby spirits to the arrow.Vampiric Shaft This fletching deals an additional 1d6 points of negative energy damage per two caster levels of the Bone Archer (never to exceed the hit points of the target). but it is more of a metaphysical taint.com . Bone Fletching Bone fletching is the craft of manufacturing razor-sharp. something every Bone Archer can attest to) increase the Crit multiplier by one. This craft is taught to few by the Bone Archers except those they are eyeing as potential Bone Archers in their own right. and those that deal damage deal an additional point per die. and the sharp barbs of the arrows (and their supposed determination to rend the flesh of the living. no amount of healing will remove it. Level 5 Bone Archer Fletchings Enervation The target of this fletching is struck with 1d4 negative levels that remain for 1 hour per Bone Archer level. and grants them to the Bone Archer as temporary hit points.DREADGAZEBO. metal tipped counterparts (subtract 20 ft from the normal range increments of the bow they are used with). with the DC to resist it being increased to 14 + Bone Archer's Con modifier and the primary effects taking effect immediately (no incubation period). Initially this may feel like a piece of the arrow. Because of their light weight and strange construction. Soul Biter The target of this fletching has a cold piece of negative energy lodged in his person. These temporary hit points disappear 1 hour later. The bones of a creature the same size category as the archer will only yield a single arrow. Since these cannot remain for 24 hours. unnerving those near it. All necromantic spells and effects (including other fletchings) that target the victim have a +2 profane bonus to their DC. Those of a creature one size category larger will yield four. and it screams the cries of a thousand tortured souls as it flies through the air. Anyone within close range (25 ft + 5 ft / 2 levels) of the target of this fletching is affected as if by a fear spell. Crafting a bone arrow is the equivalent of crafting a masterwork arrow (value 7gp) except that the ingredients are free to the Archer. Ambient Inc.

The meditation and extreme training bring out deeply buried abilities that assist them in overcoming demonic and undead foes. Pick Pockets and Tumble. Once this test has been passed. He looked around the ancient laboratory as he idly kicked the bones away from one another. but that would pose no problem. Spot (Wis). Manifest Destiny Ambient Inc. and monkish weaponry. Shin Tou stood over his downed foe. The place was dusty in some areas. Lured by a longing.. Tou could not guess at the purpose they were to serve. Profession (Wis). Intuit Direction (Wis). outsiders. Spellcraft (Int).taken individually) (Int). True Blade. Weapon and Armor Proficiency: The Golden Brother is proficient in the use of light. The Golden Brothers carry with him the support of their Deity. Climb. to prove their worth. Improved Unarmed Strike Special: Must have the ability to channel positive energy. lifting him up off his feet. Inner Harmony 4 +4 +4 +1 +4 1d12 +2 Improved Ki Strike (+2). and Wilderness Lore (Wis). with whom there can be no parley. Heal (Wis). medium and heavy armor. and simple.com . The melding of the abilities of a paladin and a monk creates one who can face undead and demonic foes. Intimidate (Cha). Those who receive the calling feel an urging. all shields. Jump (Str). and shattering ribs. His hand still tingled where he had disrupted much of the unnatural creature's life force with a single Eagle's Claw blow. Craft (Int). patient. Innuendo (Wis). where they are trained in the knowledge of undead. Once there. He knew that the dread being's soul had fled to its arcane shelter. Alignment: Lawful Good Base Attack Bonus: +10 Skills: Knowledge (Undead) and Knowledge (Planes): 10 ranks in one. and dusty tomes within the monastery's libraries had whispered of in their rustling voices.Brotherhood of the Golden Blossom The blow slammed into Craytex.. they are guided by dreams until they locate one of the hidden Golden Blossom monasteries. Knowledge (all skills . Note that armor check penalties for armor heavier than leather apply to the skills Balance. Move Silently. Sense Motive (Wis). They are armed with the knowledge of the minds. Golden Brothers do not hate their foes. with half completed arcane projects. and careful. fully researching any demonic or undead creature who is preying on members or the church or goodly folk. Move Silently (Dex). In both cases. a longing for a place they have never seen before. 6 ranks in the other (character's choice) Feats: Weapon Focus. they receive a quest. The crushing pain overwhelmed Craytex. Hide (Dex).. Core Strike (Fist) 3 +3 +3 +1 +3 1d12 +2 Sunder the Unholy. within themselves. and the weaponry that their Deity has given to them. and carries his own armor inside of him. Class Skills The Golden Brother's class skills (and the key ability for each skill) are Balance (Dex). Bluff (Cha). is never unarmed. their martial training and understanding of their inner selves have fused into a synthesis that takes them beyond their previous peers. Skill Points per level: 2 + Int modifier Class Features All of the following are class features of the Brotherhood of the Golden Blossom prestige class. Hide. Smite Evil and Ki Strike abilities. 16 www. Climb (Str). Members of the Brotherhood search out and destroy those enemies of the Church. Empower Weapon 2 +2 +3 +0 +3 1d12 +2 True Fist. smashing his foot twice more into the bones. Table 1-7: The Brotherhood of the Golden Blossom Level Advancement Class Attack Fort Ref Will Unarmed AC Level Bonus Save Save Save Damage Bonus Special 1 +1 +2 +0 +2 1d12 +1 Improved Ki Strike (+1). Ride (Dex). Escape Artist. and learn to no longer rely on just swords. wartime service to their Deity overcoming their earlier calling to the ascetic life. or just hands. Diplomacy (Cha). as the calling of their god leads them against some of their churches' most fearsome foes. martial. applying for membership and passing a quest/test/challenge to prove their worthiness to the Elders of the Monastery. The training they receive at the hands of those too old or too injured to carry on the fight brings out abilities deeply buried within them so that they are never unarmed. Hit Die: d8 Requirements: To qualify to become Golden Brother (Gbr) a character must fulfill all the following criteria. Tumble (Dex). He shook his hand out to return feeling to it as he approached what his Elders had spoken of. or a testing. Core Strike (Weapon) 5 +5 +4 +1 +4 1d12 +3 Shielded Soul.DREADGAZEBO. Listen (Wis). Jump. Special: The character must seek out and find a monastery of the Golden Blossom. or had served. the questor becomes an initiate within the Brotherhood of the Golden Blossom. Handle Animal (Cha). and of the forces of Good. he saw the stranger's foot sweep around and noticed that the heavy calluses on the man's bare feet were dusty. Some have left behind the rigorous life of a monk to join the holy martial orders of their churches of their lands. contemplative life of a monastery. but instead respect the abilities and intellect of the Brotherhood's sworn foes. and before the darkness overwhelmed him. There are others who have left their martial order to join the spartan. These warriors mix the Paladin's innate abilities to confront undead and demonic forces with the Monk's fearsome hand to hand combat abilities. Initiates are shown the detailed and massive libraries of the brotherhood. They are methodical. or both. Concentration (Con).

stunned and so on (although he does lose this AC bonus when immobilised). then use the greater of the two abilities. Beginning at level 2 a Golden Brother may attack with an unarmed strike as a touch attack. This damage is scaled as normal for Golden Brothers of sizes larger or smaller than medium. soul and mind trains the Golden Brother also in defensive arts. True Fist (Ex): Seeking a "true" point to strike is central to the training of the Golden Brother. Improved Ki Strike (Su): Because of the damage-resistant nature of the foes of the Brotherhood. Empower Weapon (Su): When wielding any weapon with which the Golden Brother has the Weapon Focus feat. then either use the Golden Brother's combined Ki Strike and Improved Ki Strike. Ex-Golden Brothers: Should the Golden Brother ever change from lawful good. To use this ability with a ranged weapon. the Golden Brother can also cause critical hits against these same targets using weapons with which he has the Weapon Focus feat. Armor Class Bonus (Ex): Training in the arts of body. He may now attack with any weapon with which he has the Weapon Focus feat as a touch attack. Abilities which add directly to unarmed damage instead of changing the die type are still added to this damage. This increases the effective bonus of the Golden Brother's unarmed attacks for the purpose of bypassing damage resistance. Sunder the Unholy (Su): While perfecting his Ki Strike ability. he loses all extraordinary and supernatural abilities granted by his levels in this prestige class (except armor class and unarmed damage modifiers) until his alignment returns to lawful good and he makes an atonement. The creature will be unable to leave the plane for one hour per level of the Golden Brother.com . the Golden Brother may use his Ki Strike ability to determine if the weapon can bypass a creature's Damage Resistance. If the weapon is inherently magical already. Core Strike (Su): Using his unarmed attacks. 17 www. This is conferred as a bonus to Armor Class as indicated. Shielded Soul (Ex): The level 5 Golden Brother does not suffer from negative levels or ability drain when attacked by evil beings utilizing spells or supernatural abilities that cause such damage. and the Golden Brother does not lose it even in situations when he loses his Dexterity modifier due to being flatfooted. Golden Brothers deal significantly more damage unarmed than most characters. the Golden Brother may attempt to force it to manifest on the same plane as the Golden Brother. This bonus is added to the bonus given by the normal Ki strike ability. the Golden Brother learns to specialize this ability against evil undead and evil outsiders. This Armor Class bonus stacks with the Monk's similar Armor Class bonus.DREADGAZEBO. This extraordinary ability can be used a number of times per day equal to the Golden Brother's class level plus his Charisma bonus. If the Golden Brother has another ability which increases his unarmed damage. dealing normal damage. deadly of foot and fist. This extraordinary ability can be used a number of times per day equal to his Charisma bonus plus two. Beginning at level 4. Manifest Destiny (Su): When facing a foe not completely existing on the same plane. This bonus represents a preternatural awareness of danger. or until the Golden Brother is killed. the target must be within 30 feet. Ambient Inc. Outsiders killed while under the effects of this power are treated as if they were killed on their home plane. directly affecting the object or being itself.and morale-based effects. True Blade (Ex): Seeking the "true" point to strike has become a much easier task for the level 4 Golden Brother.Unarmed Damage (Ex): Trained as monks. The target creature must make a Willpower save (DC 10 + Cha Bonus + Golden Brother’s class level) or be pulled physically into the plane and forced to manifest. although this bonus also applies to a Golden Brother wearing armor. or the weapon's magical bonus plus the Golden Brother's Improved Ki Strike bonus. a level 2 Golden Brother can cause critical hits against undead and evil outsiders that are normally immune to critical hits. a level 3 Golden Brother always ignores their damage resistance or hardness ratings. Inner Harmony (Ex): The level 3 Golden Brother becomes immune to all fear. Against these targets. Golden Brothers are trained to improve the ability of their Ki strikes.

Hit Die: d6 Requirements To qualify to become a Child of the Snake (Csn) a character must fulfill all the following criteria. retaking the reigns of power--with Christos at their side. The serpent-priest had left hours ago.Children of the Snake The scream was almost inhuman. Move Silently.com . All the while. drawing out sibilants and keeping large snakes as pets. even through his screams of pain under the burning mid-day sun. the transformation awakens latent psionic ability in those who pass through it alive. Some are also trained as assassins and have been known to join the Red Fangs prestige class in order to perfect their naturally deadly nature. Hide (Int). Note that armor check penalties for armor heavier than leather apply to the skills Balance. his quiet voice easily heard and understood by Christos. non-human and deadly. Spell Resistance 20 Ambient Inc. Once rulers of the world. Power Points (Ex): Children of the Snake gain power points per day as shown on Table 1-5: Children of the Snake Psionics. Climb (Str). He could feel the change tearing him apart . Skill Points per level: 4 + Int modifier Class Features All the following are class features of the Children of the Snake prestige class. Children of the Snake are usually spies and saboteurs or insurgents in societies unfriendly to the yuan-ti priesthood. Finally his knees buckled and he fell to the ancient flagstones. even those who yearn for a connection to the ancient pre-human saurian races that lived here millennia past. As the sun set. they would rise again. Others go on to perfect the psionic potential that is brought about by the change. Hide. Snake Companion (CR 6). half-elf Feats: Alertness. Escape Artist. Weapon and Armour Proficiency: Children of the Snake gain no additional training or proficiency with weapons or armor. They seek out the yuan-ti temples of the Serpent God and his priests to convert them into the yuan-ti themselves. Dodge. Christos was proud of his new place among these ancient serpent creatures. the yuan-ti priest stared him in the eyes and spoke quietly to him in the draconic tongue. or at least halfhuman servants of the yuan-ti. There are those humans who choose alien masters over the rest of humanity. Some of these live out their dreams and nightmares. The priest's eyes were strangely mesmerising. It takes speed and awareness to survive the initiation into the path of the Snake. The ritual involves deadly poisonous snakes and more than one opportunity to be slain by the half-bloods in attendance. These Table 1-8: The Children of the Snake Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +0 Acuity. worn smooth by millennia of worshippers. He watched the veins on his arms stand out in stark relief from his muscled frame as the venomous blood of the yuan-ti concoction worked its way through him. The priests are picky about who gets converted and who will die from the deadly poisons of the ritual. describing his new duties to the ophidian god they worshipped. alien. The jungle birds scattered from the ancient stone temple as he lurched against the chains that restrained him to the yuan-ti altar. Draconic Heritage 2 +1 +0 +3 +0 Deadly Venom 1/day. Christos could hardly believe it was coming from his own throat. Pick Pockets and Tumble. Sneak Attack +1d6. Climb. into something primal and pre-human. Improved Initiative Special: Must make friendly contact with the yuan-ti and be converted to their faith. but often their personalities and mannerisms show their taint: they develop habits such as licking their lips. Disguise (Cha). The Children of the Snake are a varied lot…. 18 www. Craft (Int). Snake Companion (CR 12). yuan-ti. leaving Christos to the last throes of the poison alone on the temple-top. Each moment was burning agony as it changed his body. the last spasms of the venom-shock finally left Christos' dehydrated body. Concentration (Con). Poison Resistance 3 +2 +1 +3 +1 Snake Companion (CR 2). granting them powers and abilities similar to those of a pure-blood yuan-ti. As a slave carried up the keys to release him from his chains.the venoms were something. Infusions 4 +3 +1 +4 +1 Deadly Venom 2/day 5 +3 +1 +4 +1 Inhuman Flexibility 6 +4 +2 +5 +2 Deadly Venom 3/day. Special: Must succeed at a DC 18 Fortitude save or be slain by the deadly venoms during initiation (creatures immune to poison are exempt) Class Skills The Child of the Snake's class skills (and the key ability for each skill) are Animal Empathy (snakes only) (Cha). bit by bit. Jump. Sneak Attack +2d6 7 +5 +2 +5 +2 Spell Resistance 15 8 +6 +2 +6 +2 Deadly Venom 4/day 9 +6 +3 +6 +3 Sneak Attack +3d6 10 +7 +3 +7 +3 Deadly Venom 5/day. The Children of the Snake show little physical change from the mutative process instigated by the yuan-ti priests. Race: Human. those who find solace in the conquering armies and the malevolence of the yuan-ti. Listen (Wis) and Spot (Wis).DREADGAZEBO. More importantly. Knowledge (all skills taken individually) (Int).

Psionic Powers (Sp): Children of the Snake discover a small assortment of psionic powers as they advance in levels. (For example. the Child of the Snake gains Detect Poison (level 1). 19 www. The extra damage is +1d6 at level 3 and an additional 1d6 every three levels thereafter. and his creature type changes to monstrous humanoid. At higher levels more snakes or more potent snakes can be recruited as indicated. Children of the Snake do not gain additional power points based on any ability score. The Venom has a save DC of 10 + class level + Constitution bonus and deals 1d10 Constitution damage immediately and again in one minute. at level one. These powers are added to the character's list of powers known (if any). A minimum of one infusion must be submitted to between levels in order to continue to advance in the class (until level seven. this venom cannot be delivered through a normal touch attack. a +2 racial bonus on all Grappling checks.com . At this point. Infusions (Ex): Many of the powers of the Children of the Snake come from their metamorphosis into yuan-ti. they usually manifest it on a weapon. the transformation of the character into a yuan-ti is nearing completion. but doing so would also eliminate the usefulness of the infusions). This grants the Child of the Snake a +4 racial bonus on all Escape Artist checks. This requires occasional painful infusions of yuan-ti blood and ichor that deal 1d6 Con primary and secondary damage to the recipient (this could be resisted as a poison with a DC of 20. At this level the yuan-ti blood is dominant in the Child of the Snake and he no longer requires infusions to continue to advance in the prestige class. Sneak Attack (Ex): If a Child of the Snake of level 3 or higher attacks an opponent who is unable to defend himself effectively. Snake Companion (Ex): Beginning at level 3. A level 2 Child of the Snake gains a racial bonus on all saving throws against poisons and toxins equal to half his class level. A Child of the Snake can manifest this ability as a standard action once per day per two class levels (provoking an attack of opportunity as any other spell-like ability).power points are added to any power points the character had from other classes (if any). it can be replaced in d3 weeks at no cost to the character. Unlike the normal psionic or magical poison ability. Each power is listed with a level. Poison Resistance (Ex): The Child of the Snake's ability to manifest poison at will also results in subtle metabolic changes which protect him from the same toxins. The Child of the Snake becomes more and more flexible as his blessings increase. The Child of the Snake gains psionic attack and defense modes as a Psychic Warrior of the same level. which will have a base DC of +1 and a power point cost of 1 as with any other level 1 psionic power. The Spell Resistance granted by this ability increases to SR of 20 at level 10. Since most Children of the Snake lack a natural attack to apply the poison to. yuan-ti produce the infusions with their own venom and blood. If the snake is slain. which is used to calculate the cost in power points to manifest the power as well as the DC to resist it. the Child of the Snake can begin to psionically manifest a lethal poison. At level 3 the snake is restricted to a single CR 2 snake (either a medium constrictor or a large viper. but non yuan-ti can also do so with a DC 24 Alchemy check. For example a level 5 Child of the Snake can have CR 6 worth of snakes. the constant infusions of draconic and yuan-ti venoms have imbued the Child of the Snake with spell resistance of 15. Against the natural poisons of other yuan-ti (including the psionically manifested poisons of other Children of the Snake). see the System Reference Document under Animals for more information and stats for snakes). Treat this animal like a Druid's animal companion. Children of the Snake can "recruit" a snake companion. the Child of the Snake is no longer a humanoid. so either 3 medium constrictors (CR 2 each) or a Huge Constrictor (CR 5) and a Medium Viper (CR 1) are appropriate. Spell Resistance (Ex): The transformation into the yuan-ti is nearly complete. his race changes to yuan-ti.DREADGAZEBO. Draconic Heritage (Ex): Shortly after their conversion. Without these infusions the character cannot advance beyond level 3 in this prestige class. when the draconic ichor has finally been successfully internalized).) Acuity (Ex): The sharp senses of the yuan-ti transformation grant the Child of the Snake a +2 racial bonus on all Spot and Listen checks. Children of the Snake are taught the Draconic tongue and the common language of the yuan-ti. this increases to a bonus equal to his class level. the Child of the Snake can strike a vital spot for extra damage. This ability is identical to the rogue ability of the same name. and sneak attack dice granted by the Children of the Snake prestige class stack with sneak attack dice granted by any other source. Table 1-5: Children of the Snake Psionics Level Power Points Powers Discovered 1 +1 Detect Poison (level 1) 2 +1 Animal Trance (level 1 spell) 3 +2 Chameleon (level 2) 4 +2 Cause Fear (level 2 spell) 5 +3 Suggestion (level 3) 6 +3 Aversion (level 3) 7 +4 8 +4 Neutralize Poison (level 4 spell) 9 +5 10 +5 SnakeForm (level 4 special) Ambient Inc. requiring 200 gp worth of ingredients and access to one or more poisonous snakes. Inhuman Flexibility (Ex): At level 5. as well as a +2 racial bonus to Dexterity. until he can warp and contort his body in incredible fashions. as shown on Table 1-5: Children of the Snake Psionics. This also grants a +2 racial bonus to Perform (dance) checks when flexibility is important (such as bellydancing). Deadly Venom (Sp): At level 2.

com . of sizes tiny through large. Ambient Inc. 20 www. those with somatic components are given Visible (Vi) displays and those with Material components are given Mental (Me) displays. SnakeForm Campaigns that don't use the psionics rules can use these abilities as spell-like abilities that the character can trigger as a standard action. minus one. Snake.Treat the spells on Table 1-5: Children of the Snake Psionics as psionic powers with descriptions identical to those of the spells listed. the manifester returns to his normal form. Spells with verbal components are given Audible (Au) displays. Ma Manifestation Time: 1 action Range: Personal Target: You Duration: 10 minutes / level Power Points: 7 As polymorph self. Each one can be cast using power points equal to twice the level listed beside the power.DREADGAZEBO. as indicated in the System Reference Document under Animals. New Psionic Power SnakeForm Psychometabolism (Str) Level: Csn 4 Display: Vi. Cause Fear Psychometabolism: Neutralize Poison. Each psionic power can be treated as a spell of the same name. The Aversion and Chameleon powers are detailed in the yuan-ti entry in the System Reference Document. the manifester can change form once each round as a free action. but not during the action. The spell-like powers on table 1-5: Children of the Snake Psionics are divided into the disciplines as follows: Telepathy: Animal Trance. The new form works like a polymorph self form. The change takes place either immediately before or after the character's regular action. including a poisonous bite. except this power enables the manifester to assume the form of any viper. or return to his normal form. Once this power has been manifested. gaining all extraordinary powers of the new form. When the duration ends.

The faithful stood around him. the second-level Warlord can call upon the supernatural blessing of his deity. Weapon Focus (Deity's favored weapon) Equipment: Magical weapon of his Deity's favored type. others were being dragged by their companions back towards the Hold. Hit Die: d10 Requirements To qualify to become a Chosen Warlord (ChW) a character must fulfill all the following criteria. panting and drained. Knowledge (Religion) (Int). Smite 1/day 2 +2 +3 +0 +0 Personal Blessing +2 3 +3 +3 +1 +1 Mass Blessing +1 4 +4 +4 +1 +1 Personal Blessing +3 5 +5 +4 +1 +1 Smite 2/day 6 +6 +5 +2 +2 Mass Blessing +2 7 +7 +5 +2 +2 Personal Blessing +4 8 +8 +6 +2 +2 Spirit of the Fray 9 +9 +6 +3 +3 Mass Blessing +3 10 +10 +7 +3 +3 Smite 3/daya Special Ambient Inc. and more of them began casting looks towards the walls of Garren's Hold. and seeing only blood and mud. Each of the faithful was stunned to see the gates of Garren's Hold open. Many of them bore minor injuries from the fighting. Leadership. Her own sword almost twitched in her hand in time with her pulse as she looked down at her chainmail covered in mud and the blood of the heathens. These bonuses increase to +3 at level 4 and to +4 at level 7. they rushed into the fold of the faithful. Jump (Str). others work in small elite cadres of warlords as part of a larger army. Blessed by his deity. Courage (Ex): The mere presence of the Chosen Warlord wading into combat gives all allies of the same faith (followers of the same deity exclusively) a +2 morale bonus to will saves and a +1 morale bonus to hit and damage. her mud-soaked armor and her sword arm in defiance of the heathens and their wolves. Many faithful looked to one another for support. but many are of clerical and paladin backgrounds. but then the shock turned to cheers as ten warriors in full plate charged out on their black steeds. Some Chosen Warlords are iconic commanders of their armies. wading into the battlefield wielding his sacred weapons. Table 1-9: The Chosen Warlord Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save 1 +1 +2 +0 +0 Courage.Chosen Warlord Chirn feared that the rally would be too late. She was in no better shape than the rest of the faithful. And upon the faith of those ten warlords of Garren's Hold. This is an extraordinary ability. the faithful renewed in their belief. From the gates then came the sound of horses.DREADGAZEBO. The twenty score heathen infantry were reorganizing the dire wolves for yet another rush on their lines. and all around them know it well. Personal Blessing (Su): Three times per day. Skill Points per level: 2 + Int modifier Class Features All the following are class features of the Chosen Warlord prestige class. the heathens running as fast as they could. Weapon and Armour Proficiency: Chosen Warlords are proficient with all simple and martial weapons and all types of armour and with shields. the tide of battle shifted. "At arms" came the call from the front line as the wolves began their rush. and be in good standing with the church of said Deity to receive the blessings of the Chosen Warlord. Most of the Chosen are taken from the ranks of faithful warriors and fighters of the church (although some primitive religions also have barbarian shock troops to draw Warlords from). with a rush of exaltation she felt the breath of Garren upon her. the Chosen Warlord is an icon of war for the churches of the mighty war-gods. giving a +2 sacred (for good and neutral deities) or profane (for evil deities) bonus to hit and damage rolls and a +2 deflection bonus to AC for 1 round per level in the Prestige Class. and just their pennants were enough to remind the faithful where their loyalty lay. The battle had worn them down. But all carry the blessings of their Deity. Then as a warlord came within hailing distance of Chirn's men. bolstering spirits with their presence. Base Attack Bonus: 7+ Knowledge (religion): 5 ranks Feats: Power Attack. pennants and holy symbols of Garren's power about them. 21 www.com . holy warriors from the beginning. the wolves quickly outrunning them in their run for the faithful lines. Chosen Warlords are living banners of their deity's might. Profession (Wis). their nerve began to break visibly. and the aura was so much more. and Spot (Wis). sweat running in rivers cutting through the grime of the battlefield mud splattered across faces and armor. Special: Must worship a Deity that grants the War domain to his or her clerics. Class Skills The Chosen Warlord's class skills (and the key ability for each skill) are Intimidate (Cha). boosting the morale of faithful troops while bearing the blessings of sharp steel to the infidels. lifting her feet. The aura of strength they bore with them was contagious. and the enemy still approached the temple city of Garren's Hold.

Smite (Su): Once per day a warlord may make a single melee attack with a +4 attack bonus and a damage bonus equal to her level in the Prestige Class (if she hits). 22 www. plus one additional time per point of Charisma bonus. and at level 10 this increases to three times per day. giving all who fight with him within 100 feet (who aren't followers of a deity diametrically opposed to the Chosen Warlord's patron) a +1 sacred (for good and neutral deities) or profane (for evil deities) bonus to hit and damage rolls and a +1 deflection bonus to AC for 1 round per level in the Prestige Class. and cannot advance in level in the Prestige Class until atoned by a high-ranking priest of their faith. At level 5 a warlord can smite twice per day. Ex-Warlords Warlords who give up the calling of their god and/or church (who work against the will of deity or church. an eighth-level Chosen Warlord can call upon her fervour of battle to double her attacks for one round. For example. Spirit of the Fray (Ex): Once per day. With Spirit of the Fray. but the damage bonus is based on the character's combined level (Chosen Warlord plus Cleric or Paladin level). The Warlord must declare the smite before making the attack.Mass Blessing (Su): Once per day. These bonuses increase to +2 at level 6 and +3 at level 9. The attack bonus does not increase.com . once per day she can attack with her primary weapon at +14 / +14 / +9 / +9 / +4 / +4 / -1 / -1 and with her off-hand weapon at +14 / +14. a paladin or cleric with the Destruction domain).DREADGAZEBO. a level 8 warlord / level 8 fighter (BAB +16) with two-weapon fighting and ambidexterity feats normally attacks with her primary weapon at +14 / +9 / +4 / -1 and with her (light) off-hand weapon at +14. This is an extraordinary ability. she can use the ability one extra time per day (two extra at level 5. and three extra times at level 10). If the Chosen Warlord already has a smite evil or smite ability (for example. Ambient Inc. or who cease to follow the desired and demands thereof) lose access to all Supernatural and Extraordinary abilities of the Chosen Warlord prestige class. the Warlord can call upon the supernatural blessing of his deity.

Sense Motive (Wis). Obviously. The Circle of the Lute attempts to quietly foment revolt against the hostile rulership.Still shoulder or shoulder blade. Diplomacy (Cha). a Circle of the Lute member must have an Intelligence score of 10 + the spell's level. Disguise (Cha). In addition. Hide. Innuendo (Wis). To cast a spell. if not exiling them outright from their domain. where the useful pieces are in turn disseminated to whichever other countries can best use the information to further the aims of the College. members of the Circle of the Lute are taught specific arcane spellcasting abilities. Alignment: non-evil Bluff: 10 ranks Diplomacy: 10 ranks Disguise: 8 ranks Innuendo: 6 ranks Knowledge (Arcana): 5 ranks Knowledge (Nobility & Royalty): 5 ranks Special: Either 15 ranks of Gather Information or 10 ranks of Gather Information and the Bardic Knowledge ability or it's equivalent Class Skills The Circle of the Lute's class skills (and the key ability for each skill) are Appraise (Int). 23 www. Since the Bardic College is a generally peaceful organization.Exclusive skill). most members are of the Bard class. Perform (Cha). Spellcasting: Unlike most bards. Escape Artist. and unlike most bardic colleges. his preternaturally refined sight quickly adjusting from the bright day outside to the smoky confines of the establishment. Gather Information (Cha). Intelligence determines how powerful a spell a Circle of the Lute member can cast. The Circle of the Lute requires very specific spellcasting abilities.com . but some rogues have entered the Circle over the years. and now keep Collegiate Bards at arm's length from the seat of power. Knowledge (Int). Scry (Int .Silent 7 +5 +2 +5 +5 8 +6 +2 +6 +6 Alternate Sources (2) 9 +6 +3 +6 +6 10 +7 +3 +7 +7 Subtle Magic . Membership in the Circle of the Lute is by invitation only . members are trained in a very structured arcane mastery more akin to wizardry than sorcery. Intimidate (Cha).most members have proven themselves in the past as members of the College of Mac-Fuirmid and often as Collegiate Bard diplomatic envoys. members of the Circle are rarely dispatched to cause active uprisings or assassinations. Pick Pockets and Tumble. Knowledge (History) (Int). the Bardic College of Mac-Fuirmid sends the Circle of the Lute. and a longer look into the barkeep's mirror as he purchased an ale assured him that none of the patrons were members of the watch working under cover. Note that armor check penalties for armor heavier than leather apply to the skills Balance. and how hard thee spells are to resist. They also collect what information they can from such countries to pass along to the Bardic College. a secret order of spies and diplomats who carry the mission and goals of the college much more quietly than the already subtle Collegiate Bards. instead the few trained Circle members are usually used to keep these hostile countries in check to avoid major wars or conflicts. Some rulers have learned of the Bardic College of Mac-Fuirmid meddling in foreign affairs.DREADGAZEBO. the member gets additional spells per 1 2 3 3 3 3 3 3 4 4 4 Spells 2 0 1 2 3 3 3 3 3 4 per Day 3 4 0 1 2 0 2 1 3 2 3 2 3 3 5 0 1 1 Ambient Inc. Search (Int). All members of the Circle of the Lute have a red tattoo of a stylized lute inside a circle somewhere on their body.Circle of the Lute Braer McFinn glanced around the dark tavern as he entered. Into these kingdoms. usually on a Table 1-10: Circle of the Lute Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +2 Bardic Knowledge 2 +1 +0 +3 +3 Spellcasting Expertise 3 +2 +1 +3 +3 4 +3 +1 +4 +4 Alternate Sources (1) 5 +3 +1 +4 +4 Subliminal Innuendo 6 +4 +2 +5 +5 Subtle Magic . Listen (Wis). Read Lips (Int). Bluff (Cha). Weapon and Armour Proficiency: The Circle of the Lute provides no additional training with weapons or armor. Hit Die: d6 Requirements To qualify to become a member of the Circle of the Lute (Clt) a character must fulfill all the following criteria. Climb. Speak Language. Spellcraft (Int). Because of the training involved. these are not like spontaneous spellcasting of bards or sorcerers. Open Lock (Dex). Knowledge (Nobility & Royalty) (Int). Move Silently. None of the ubiquitous town guard were present on first inspection. Profession (Wis). cabals and secret cults. Jump. Skill Points per level: 6 + Int modifier Class Features All the following are class features of the Circle of the Lute prestige class. Move Silently (Dex). as the king had been faking the on-going battle with the orcs in order to cover up troop movements towards his eastern neighbor. Climb (Str). Braer tipped the dwarven barkeep and asked if he had heard any news about the war with the orc tribes to the north. how many spells he can cast. Of course there was little news. Knowledge (Local) (Int). becoming members of and aiding the efforts of revolutionary groups.

the listening character gets the message without needing to have the skill also. Negates sound in 15 ft radius Suggestion. Fascinates 2d4 HD of creatures Message. each roll requiring a full day of work ingratiating the character into local society). Subject gains 1d4+1 Dex for 1 hour / level class granting the Bardic Knowledge ability. Whispering Wind. Makes one person your friend Change Self. Sends vision dealing 1d10 damage. At level 8 he gains the ability to make a third check in one evening as his network grows.Level 1 Circle of the Lute Spells Charm Person. Alerts you of magical eavesdropping Emotion. At level 10 the member also gains the ability to use the Still Spell feat in an identical manner twice per day. but if the check is successful. Changes your appearance Comprehend Languages. Makes subjects behave oddly for 1 rnd / lvl Detect Scrying. 20 ft radius of supernatural darkness Detect Thoughts. Fools scrying with an illusion Legend Lore. and you can't attack Silence. Sense direction toward object Misdirection. Opens locked or magically sealed door Locate Object. but suffer a -5 circumstance penalty. Circle of the Lute members gain the Bardic Knowledge ability. or a book of songs and hymns. Opponents can't attack you. Table 1-11: Circle of the Lute Spell List Because of this. Compels subject to follow stated course of action Tongues. 24 www. a level 8 Bard with 4 levels of Circle of the Lute casts Bardic spells at spellcaster level 10 and casts Circle of the Lute spells at spellcaster level 8. Mundane or magical writing vanishes Expeditious Retreat. faster and longer Mass Suggestion. Indicates direction to familiar creature Modify Memory. Allows "listening" to surface thoughts Enthrall. For example. travelling bards and so on. Sends a short message one mile / level day based on Intelligence. Misleads divinations for one creature or object Sanctuary. The DC of a saving throw agaisnt a member's spell is 10 + the spell's level + the caster's Intelligence bonus. the character's Circle of the Lute level is added to half his spellcaster level in any one other arcane spellcasting class he may have. Alternate Sources (Ex): Once the Cirlce of the Lute member is well dug into his new environment (requiring a DC 20 Knowledge (Local) and Diplomacy check. only at what spellcaster level he casts them. contacts. Sends message to anyone sleeping False Vision. A member of the Circle of the Lute must prepare spells ahead of time by studying a spellbook exactly the same way a wizard does. Controls humanoid telepathically Dream. plus 1 subject / lvl Mislead. Creatures can't approach you Ambient Inc. As lesser geas. Arouses strong emotion in subject Invisibility Sphere.com . Conceals alignment for 24 hours ity through messengers. At each level gained. Spies on subject from a distance Secret Page. member can use the Innuendo skill even when communicating with characters that don't have it. Changes one page to hide its content Subliminal Innuendo (Ex): At level 5. This can be performed up to twice per day and can be used on spells already modified by other metamagic feats. Level 5 Circle of the Lute Spells Feeblemind. Confuses a single target Cat's Grace. Circle members often conceal their spellbooks in the form of Illuminated texts.DREADGAZEBO. the Circle of the Lute member can apply one half his class level to the spellcaster levels he has in another arcane spellcasting class in order to determine his spellcaster level in those classes when casting spells . Hear or see at a distance for 1 min / lvl Confusion. Magically locks a portal or chest Class stack with levels of the Bard class and with any other Befuddle. Reveals hidden doors within 60 ft Erase. Others trying to discern the hidden message sent using Subliminal Innuendo make an Innuendo skill check as normal. You assume a new form ity to use the Silent Spell metamagic feat spontaneously on Shadow Conjuration. place or thing Locate Creature. Doubles your speed Hold Portal. Subject's Int drops to 1 Geas/Quest. Understand all spoken and written tongues Darkvision. See 60 ft in total darkness Detect Secret Doors. Mimics conjuring below level 4 any spell he can cast without extending the casting time. Effectively. Commands subject of 7HD or less Scrying. Only intended reader can decipher Lesser Geas.Undetectable Alignment. To determine the member's spellcaster level when casting spells gained in this manner. a member of level 4 or greater can tap into many sources of information. Subject gains 1d4+1 Cha for 1 hour / level Invisibility. Holds one person helpless for 1 round / level Hypnotism. affecting any creature Greater Scrying.Polymorph Self. Captivates all within 100 ft + 10 ft / level Fox’s Guile. Makes everyone within 10 ft invisible Illusory Script.this does not increase the number of spells per day he may cast or prepare. Whispered conversation at distance Read Magic. Additional spells can be scribed into their spellbooks in the same manner as a wizard's. Subject is invisible for 10 min / level Knock. the character can now make one additional Gather Information check in one evening of information gathering. the Circle of the Lute Nondetection. and the constant involvement of the Circle Level 2 Circle of the Lute Spells members in local events and society. Turns you invisible and creates illusory double Repulsion. Levels of the Prestige Arcane Lock. Learn tales about a person. Read scrolls and spellbooks Bardic Knowledge (Ex): The College of Mac-Fuirmid Sleep. Changes 5 minutes of subject's memories Nightmare. the Circle of the Lute member gains two new spells chosen from the Circle of the Lute spell list. As suggestion. Darkness. Speak any language Level 3 Circle of the Lute Spells Clairaudience / Clairvoyance. Put 2d4 HD of creatures into comatose slumber keeps the Circle of the Lute up to date to the best of their abil. Spellcasting Expertise (Ex): Starting at level 2. a set of scrolls. The Circle member makes an Innuendo check as normal to communicate. Hides subject from divination / scrying Level 4 Circle of the Lute Spells Dominate Person. As scrying. fatigue Subtle Magic (Ex): A level 6 Circle member gains the abil.

without granting any additional abilities associated Table 1-12: The Collegiate Bard Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Networking." thought Mahndee. gems and coins for her efforts. Sense Motive (Wis). It was his due. satisfied smile. the Collegiate Bard is sent to sway political opinion. Skill Points per level: 4 + Int modifier Class Features All the following are class features of the Collegiate Bard prestige class.where could that poor. She slipped around tables accepting wine and sweets. Gather Information (Cha). Spot (Wis). but his strong presence and military experience was needed far more elsewhere. Decipher Script (Int . Besides. but the invasions were a real threat.was quite adept in politics and maintaining the peace talks with the southern neighbours. and rumored invasions of barbarians. to provide entertainment as a "gift" from the College and to help search out rising bardic talent in the area. In reality. Disguise (Cha). returning to more important conversations about the weather.Collegiate Bard Mahndee Laylat circled the room. commanding voice. Pick Pocket (Dex). storming into the hall. Search (Int). otherwise levels of Collegiate Bard provide for additional spells per day. blustering fool be? Frauzel answered that unspoken query that moment. "I demand to be heard!" boomed his deep. Persons recruited to be representatives of the Bardic College in foreign capitals are trained as diplomats and spies. and yet this is how you repay me? Exiled to some reclusive keep on the borderlands to waste away while this emaciated brat rules? I deserve better! This country deserves better than to be represented by this fading lily!" The court paid Frauzel no heed. The music inspired confidence.DREADGAZEBO. Read Lips (Int . Gather Information: 9 ranks Diplomacy: 9 ranks Bluff: 6 ranks Perform: 8 ranks Special: Bardic knowledge ability Class Skills The Collegiate Bard's class skills (and the key ability for each skill) are Bluff (Cha). and even though the words described the satisfaction of a plowman tending his fields and the rewards of his hard work. 25 www. he was far more malleable than his stronger willed older half-brother. Frauzel would serve his country far better defending the keep from the northern threat.com . Innuendo (Wis). pro-peace agenda of the MacFuirmidh Bardic College. and yet you all deny my proof! I have defended this country since I was able to hold aloft a sword.exclusive skill). Frauzel turned on his heel and left the hall to the court of whispers. Knowledge (all skills. If he had no bardic spellcasting ability prior to his entry into the Collegiate Bard prestige class then he begins to advance from level one as a bard spellcaster. strumming her lute and stopping here and there to entertain the guests with new songs from the Guild. a call to arms to defend the rightful heir disguised as a revised edition of the local anthem. Collegiate Music 1/day 2 +1 +0 +0 +3 Gossip +2 3 +2 +1 +1 +3 Collegiate Music 2/day. taken individually) (Int). modulating the tone of her instrument and upping the tempo to a more martial theme. Mahndee sighed quietly. Disable Device (Int). Spellcasting: The Collegiate Bard advances in spellcasting ability as a bard. Hide (Dex). The Bardic College of Mac-Fuirmidh is considered the premier school of bardic music. Their job in the courts is officially to act as a liaison for the College. Open Lock (Dex). continuing all the while to rant about the injustice. Listen (Wis).exclusive skill). "I am a legitimate heir to the throne. But wait. and is regarded as a politically neutral entity: an opinion the college encourages and propagates as it protects their agents in foreign cities. his fur cloak thrust aside to provide easy access to his sword. and even those who had been his detractors didn't begrudge a nod of approval as the young prince moved through the hall to take his throne. to get the ear of the ruler of the host kingdom. Perform (Cha). "The coronation feast is going smoothly thus far. to keep an eye on current events and to filter news that reaches his host as to best serve the status-quo. wishing that things could have gone another way.and Mahndee suppressed a giggle: he really did look like a wilting flower. Silver Tongue 4 +3 +1 +1 +4 Gossip +4 5 +3 +1 +1 +4 Collegiate Music 3/day 6 +4 +2 +2 +5 Gossip +6 7 +5 +2 +2 +5 Collegiate Music 4/day. Diplomacy (Cha). Forgery (Int). Weapon and Armour Proficiency: Collegiate Bards are proficient with all simple and martial weapons but receive no additional training with armour or shields. sipping her wine with a sad. They pointedly ignored him. spellcaster levels and spells known as if the Collegiate Bard had gone up a level of Bard. The rumors of barbarians were being deliberately squashed to prevent a panic.even a few propositions from the young lusty lordlings of the court.one was missing. Hit Die: d8 Requirements To qualify to become a Collegiate Bard (Clb) a character must fulfill all the following criteria. Mahndee resumed her stroll around the room. Silver Tongue +1 +1 +1 +1 +1 +1 +1 Spellcasting level of bardic casting level of bardic casting level of bardic casting level of bardic casting level of bardic casting level of bardic casting level of bardic casting Ambient Inc. Craft (Int). and whether the weather would affect these incursions. The young prince. Move Silently (Dex). all who heard it couldn't help but smile upon the recently crowned ruler.

with such levels (additional bardic music uses. Gather Information. Diplomacy. causing its memories to change. levels of Collegiate Bard stack with levels of any other class that grants the Bardic Knowledge ability.One subject obeys one-word command for 1 round Comprehend Languages .Notice traps as a rogue does Sanctuary .Teleports you back to designated place Ambient Inc. rumours and other news and history through messengers and travelling bards affiliated with the Mac-Fuirmidh school. and must be able to hear him. He can use these music abilities once per day at level one and one additional use per day every two levels thereafter. These uses of Collegiate Music stack with any uses of Bardic Music the Collegiate Bard may have.One creature acts randomly for one round Remove Fear .Reveals deliberate falsehoods Imbue With Spell Ability . The Collegiate Bard also gains access to a small selection of additional spells not normally in the Bard spell list (listed in table 1-2: additional spells). Treat this effect as though the Collegiate Bard had cast modify memory on the target creature. Gossip: The Collegiate Bard in the field taps in to the court gossip as well as incoming news and current events made accessible by his position in the court.DREADGAZEBO.com . save or check Level 1 Collegiate Bard Spells Command . Because of this. but affects one subject/level Mark of Justice .+1 on one roll.Ghostly hand leads subject to you Knock . except it is camouflaged as song and does not turn up as a spell for spellcraft checks. Altered Memory (Sp) [Mind-Affecting. Enchantment]: A Collegiate Bard with 16 or more ranks in Perform can use his music or poetics to subconsciously affect a target within 60 feet. Table 1-13: Additional Spells for the Collegiate Bard Level 0 Collegiate Bard Spells Detect Poison . etc).Transfer spells to subject Level 5 Collegiate Bard Spells Greater Command . Innuendo (a different skill is chosen at levels 3 and 7). Silver Tongue: At levels 3 and 7 the Collegiate Bard gains a +3 competence bonus to all checks for one of the following skills: Bluff. Collegiate Music: The Collegiate Bard has ability to perform any bardic music abilities he would normally have access to based on his perform skill ranks.detects poison in one creature or small object Guidance .Opponents can't attack you.Designates action that will trigger curse on subject Level 6 Collegiate Bard Spells Word of Recall . increasing to +4 at level 4 and +6 at level 6.+4 on saves against fear for one subject +1/four levels Level 2 Collegiate Bard Spells Find Traps . in addition to one additional ability to Alter Memory.Opens locked or magically sealed door Level 4 Collegiate Bard Spells Discern Lies . Networking: The Collegiate Bard in the field is kept up to date with current events.As command.Understand all spoken and written languages Random Action . Compulsion. This position of trust grants a +2 competence bonus on all Bardic Knowledge and Gather Information checks at level 2. and you can't attack Level 3 Collegiate Bard Spells Helping Hand . 26 www. The creature affected must have a line-of-sight to the musician.

thousands of pounds of fat proppued up on short legs the girth of tree trunks. Listen (Wis). and eight Table 1-14: The Corpulent Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +0 +2 Aberration. and Sense Motive (Wis). There was a collective sigh of love and adoration from the intoxicated tenants which was drowned out by the roar of the beast as it stepped forwards. and another lost his life to the juggernaut's thrashing fists. Few are as "blessed" by the gods as the Corpulent. It looked vaguely and disturbingly human except in magnitude. ready for everything and anything. Its mobility was impaired.it squatted back on its haunches and summoned forth dark power that froze Crosint to his sport. Lying against the wall were still a few locals. Each men-at-arms looked upon his sacred armaments. They shied away from them. Then they were in their element.Corpulent Outside the town walls. they were returning now to raze it. and received another rude slash from Purewinter's holy blade in response. but the blows of the lesser men barely seemed to affect it. we have no choice in this. At the temple doors they met their first solid resistance. bull's strength and endurance. Profession (Wis). pipes still lit and packed with black herb. he would prevail and destroy the unholy temple at the rotten heart of the town. a team that no beast nor dragon nor ancient evil had ever proven stronger. Corpulents are priests of voracious gods of greed. so ungainly in size that they can barely move under their own power. protection from evil. swords swinging. only to have their blows sink into it without visible effect. Then it did what Purewinter least expected . We must avenge and cleanse!" They went in at full prep . Once again the swordsmen rushed the massive beast. Class Skills The Corpulent's class skills (and the key ability for each skill) are Concentration (Con). a curtain in the far wall parted and into the haze stepped a monstrosity . blessed by Purewinter's church. Domain Spells (1 domain) 3 +2 +3 +1 +3 Large Size. hopefully for all time. Great Fortitude Spellcasting: Able to cast 2nd level divine spells Special: Worshipper of a deity with the portfolio of greed or hunger. Intimidate (Cha). A room of cushions. both by its unbelievable girth and by the fact it was still sittig upon Thulkos. Domain Spells (3 domains) 9 +6 +6 +3 +6 Huge Size.they stared languidly at the armored forces that broke into their dreams. Hit Die: d8 Requirements To qualify to become a Corpulent (Cor) a character must fulfill all the following criteria. rooting him to the floor with shield raised and sword back. Scry (Int.divination spells. spells flying. waters flowed black with poisons and waste. this hole was it. through a haze of narcotic smoke. crushing the life from his elven form. from the white order of force and Law. Feat: Endurance. heading straight for black temple through streets covered in refuse and trash. It hurled insults at him.DREADGAZEBO. who gives up increased divine casting ability for other dark blessings of his deity. a score of men-at-arms and his trusted friend Thulkos the conjuror. They had come from this very town. Roll upon roll of fat almost hides their human form. -2 Charisma. 27 www. Armour of medium size for a Corpulent costs double normal price. If ever a place called for a sacred cleansing. suddenly without the ability to move. 1/6 Movement 10 +7 +7 +3 +7 Immunities Ambient Inc. some wrapped in a clear white nimbus of sacred energy. and each looked around at the others and back to the tainted town. In addition. his massive bulk makes armour much heavier and more expensive. and instead of return victorious with tales of glory to share. Corpulents are huge. Domain Spells (2 domains) 6 +4 +5 +2 +5 DR 3/7 +5 +5 +2 +5 -2 Charisma 8 +6 +6 +2 +6 DR 4/-. low seats. neatly folding the wizard Thulkos under a massive pillar of a leg and then squatting on his prone form. and we now ask ourselves what to do? We were never this indecisive with dragons nor nightgaunts. Bludgeoning Reduction 4 +3 +4 +1 +4 DR 2/-. They rushed the beast in a flurry of arms. Skill Points at Each Level: 2 + Int modifier. 2/3 Movement 2 +1 +3 +0 +3 DR 1/-. too dazed in a narcotic stupor to understand why the room was suddenly abandoned . the carnage of the righteous on all sides. Craft (Int). Knowledge (Religion) (Int). and then he too was engulfed in its fleshy mass.com . It finally moved forwards towards Crosing who could only look passively at the crushed form of Thulkos in its wake. Crosint Purewinter was the man to bring it. not three years before. The townsfolk ran from them as they walked into town. "Our people are enslaved or destroyed by the evil here. to bury the blackness that had overtaken it. who's sword had cut a hideous gash in its side. obese leaders of congregations of greed. Weapon and Armour Proficiency: The Corpulent gains no new proficiencies with weapons or armour. why now when faced with the taint of our own kind? As sacred warriors. Armed with the holy might of his deity. Up past pyramids of gold in the center of the temple they went. and it ignored them all except Purewinter. Class Features All of the following are class features of the Corpulent prestige class. Envelop 5 +3 +4 +1 +4 1/3 Movement. As if triggered by their movement. exclusive skill).

For example.which increases as indicated. 28 www. Move Silently. A Strength or Escape Artist roll is required to pry ones self free of a Corpulent's folds (DC 10 + Corpulent Level + Strength modifier). Bludgeoning Reduction (Ex): At level 3 the fatty rolls of the Corpulent also becomes excellent physical protection against bludgeoning weapons. a level 4 Corpulent can access the level 1 through 3 spells on each domain list. Huge Size (Ex): The Corpulent becomes Huge Sized. The Corpulent's unarmed crushing attacks now deal 1d6 damage. Huge Corpulents cannot wear armour as it would immobilize them completely. an Escape Artist roll (DC 10 + Corpulent Level + Dexterity modifier) allows the victim to keep a hand or leg free of the massive Corpulent. a halfling corpulent becomes large at level 9. Damage Reduction (Ex): The Corpulent's sheer bulk provides for an impressive near-immunity to damage. with the size modifications coming from sheer bulk of fat. Beginning at level 2 the Corpulent gains a Damage Reduction of 1/. the Corpulent casts these spells as a cleric of twice his Corpulent level. the Corpulent is usually under 10 feet tall at this size. Pick Pockets and Tumble. This overrides (does not stack with) the benefits of Bludgeoning Reduction. this results in a size increase of one size category. Save DC against these spells is DC 10 + spell level + the Corpulent's Wisdom modifier. At level 1. and is no longer considered to be a humanoid. Corpulents can cast clerical spells from one to three of the domains normally granted by their deity (starting with access to one domain. which now only deal half damage (after any Damage Reduction the Corpulent may have). The Corpulent's unarmed crushing attacks now deal 2d4 damage. This increase in size gives the Corpulent a +4 bonus to Strength and Constitution and a -4 penalty to Dexterity. Note that armour check penalties for armour heavier than leather apply to the skills Balance. (Example. At level 5. This increase in size gives the Corpulent a further +4 bonus to Strength and Constitution. For creatures not initially of Medium size. Large Size (Ex): The Corpulent becomes Large Sized. Unlike most Large creatures. Unlike most Huge creatures. averaging around 3000 pounds at level 6). and can cast each spell once per day).000 pounds (with some level 10 Corpulents reportedly as obscenely large as 24. or any granted domain powers from these domains). the Corpulent’s movement rate is reduced to 1/6 of its normal movement rate (round up to the nearest 5 ft). Immunities (Ex): At tenth level. Victims of the envelop attack are considered to be drowning.000 pounds (normally about 1000 pounds at level 3.000 pounds). They can cast each domain spell once per day. The Corpulent's size modifier to AC and attack rolls is now a -1 (as for all Large creatures). When being enveloped. a halfling corpulent becomes medium-size at level 3. Jump. With a successful grappling check. Climb. which friends can grab hold of to assist in pulling the victim free of the mass of lard (each person helping to a maximum of two helpers provides a +2 on rolls to escape the Corpulent's envelop attack). and gaining additional domains as the Corpulent gains levels). the Corpulent can capture an opponent up to the size indicated (small at level 4. weighing upwards of 6. weighing up to 4. with the size modifications coming from sheer bulk and fat. Domain Spells (Su): Gifted by their lord of greed. this results in a size increase of one size category.DREADGAZEBO. The Corpulent gains no other benefits from this domain access normally accompanying clerical domain access (such as the ability to prepare one clerical spell per day from these domains. For all effects. the Corpulent is usually still under 8 feet tall at this size. Envelop (Ex): The Corpulent may now envelop their enemies. Aberration (Ex): The Corpulent becomes an Aberration. Escape Artist. medium at level 9). Charisma Reduction (Ex): As the Corpulent gains levels. Movement (Ex): As it gains mass. and can access spells on the domain list of levels up to one level below their current Corpulent level. and a -4 penalty to Dexterity.com . Ambient Inc. it's Charisma is reduced (except when dealing with other followers of it's deity) as indicated. the Corpulent’s movement rate is reduced to 1/3 of its normal movment rate (round up to the nearest 5 ft). For creatures not initially of Medium size. the fatty rolls of the Corpulent become an immense soft lump of armour.times normal price (and four times normal weight) for armour for a Large Corpulent. At level 9. the Corpulent’s movement rate is reduced to 2/3 of its normal movement rate (round up to the nearest 5 ft). Hide. the Corpulent finds it more and more difficult to move its bulk around. For example. eliminating all damage from bludgeoning attacks and reducing damage from slashing attacks by half (after any Damage Reduction the Corpulent may have).

the Dark Heart gains the ability to use the level 1 through 3 spell-like abilities three times per day. Spell Focus (necromancy) Special: Must have been undead for at least 4 years. often liches. At the indicated levels. the struggle for conquest became more a trial of habit than the ambition of the ancient necromancer. he also learns to prevent others from having such control over him. Knowledge (all skills taken separately) (Int).com . the actual time spent as an undead is a limiter to the maximum level a character can take in this class. Turn Resistance +2. Each level can only be gained once the character has been undead for the amount of time indicated. this eerie presence is enough to mark the character as being of evil alignment. Weapon and Armor Proficiency: The Dark Heart receives no additional training with weapons or armor. Eerie Presence. Scry (Int). Blighted Touch (+1d6) (level 5). Race: Undead Alignment: Any Evil Base Will Save: 11+ Intimidate: 10 ranks Knowledge (Arcana): 20 ranks Knowledge (Planes): 10 ranks Spellcasting: Ability to cast any 2 level 9 necromancy spells Feats: Turn Resistance. Blighted Touch (+2d6) (level 8). Unholy Presence. they gain the ability to cast necromantic spells as a spell-like ability. and the level 4 through 6 abilities twice each per day. All spell-like abilities gained through this ability are treated as spells cast by a character of the Dark Heart's spellcaster level. The way of the Dark Heart is not for one who wishes to hide his true intent and power. 29 www. that Gar'Udok would only be second to death itself. becoming more and more apparent as the once-human creature ages. until the dark aura of negative energy becomes a cloying. level level level level level level level level level level 1 = 4 yrs 2 = 16 years 3 = 36 years 4 = 64 years 5 = 100 years 6 = 144 years 7 = 196 years 8 = 256 years 9 = 324 years 10 = 400 years Turn Resistance (Ex): As the Dark Heart gains additional control over the negative energies coursing through his corpse. While some undead… exist… others have the power and the ability to channel and make us of the negative energies that keep their corpses animate. Turn Resistance +4 (level 7). and deadly force that surrounds and caresses the ancient form of the undead necromancer. Aged Advancement (Ex): As many of the powers of the Dark Heart require the control and use of the negative energy that animates his form. the Dark Heart selects one necromantic spell of the listed level or lower from any spell list. This grants Turn Resistance equal to one-half the Dark Heart's class level. Intimidate (Cha).Dark Heart With each passing year. This grants the Dark Heart a circumstance bonus to all intimidate checks equal to his class level. Turn Resistance +1 (level 3). Skill Points at Each Level: 4 + Int modifier. The Dark Heart gains the ability to cast this spell as a spell-like ability once per day. The Dark Heart seems to exude negative energy. Aged Advancement (level 2). Class Skills The Dark Heart's class skills (and the key ability for each skill) are Concentration (Con). Unnatural Enhancement (abilities) (level 4). Touch of Desecration (level 6). At level 8. At level 4. the Dark Heart gains the ability to use the level 1 through 3 spell-like abilities twice per day. Turn Resistance +3. who manipulate and shape the dark energy within them to find ever greater powers and to extend the abilities granted to them in undeath. Unhallowed Presence (more castings). Turn Resistance +5 Ambient Inc.DREADGAZEBO. In addition. Hit Die: d12 Requirements To qualify to become a Dark Heart (Dkh). and Spellcraft (Int). black. Eerie Presence (Ex): The mere presence of the Dark Heart is unsettling to most. a character must fulfill all the following criteria. something that cannot be masked or concealed by any known magic. Each day he rose and had to remind himself of his goals and ambitions. Dark Necromancer (Sp): While the Dark Heart does not progress as a spellcaster (which is of little import to most Dark Hearts. Class Features All of the following are features of the Dark Heart prestige class. of how he would be king above all. These are ancient necromancers. who are usually masters of spellcraft already). Table 1-15: The Class Attack Level Bonus 1 +0 2 +1 3 +1 4 +2 5 +2 6 +3 7 +3 8 +4 9 +4 10 +5 Dark Heart Level Advancement Fort Ref Will Save Save Save Special +2 +0 +2 Dark Necromancer +3 +0 +3 Dark Necromancer +3 +1 +3 Dark Necromancer +4 +1 +4 Dark Necromancer +4 +1 +4 Dark Necromancer +5 +2 +5 Dark Necromancer +5 +2 +5 Dark Necromancer +6 +2 +6 Dark Necromancer +6 +3 +6 Dark Necromancer +7 +3 +7 Dark Necromancer (level 1). Unnatural Enhancement (spells) (more castings).

the Dark Heart's great mastery of negative energy allows it to flow around him in an almost palpable field. the Dark Heart's negative energy is enough o cause harm to all those whom he touches. the unhallowed presence effect is dispelled for one round. At level 9. and if a good creature succeeds at a melee attack against the Dark Heart with the unholy presence. cast as a cleric of three times the Dark Heart's class level. Unholy Presence (Su): At level 10. Should the unhallowed presence effect overlap with a hallow spell effect.Unhallowed Presence (Su): Beginning at level 3. the unholy presence blocks possession and mental influence. This grants the Dark Heart the effect of a magic circle against good effect. 30 www. and attempts to dispel the hallow effect again the next round.DREADGAZEBO. Touch of Desecration (Su): At level 6. make a dispelling check using the total character level of the Dark Heart as the caster level of the Unhallowed Presence. While this usually provides no bonus against turning attempts in the area (as the Dark Heart's Uhallowed Presence is more powerful). the Dark Heart's aura of negative energy is a dark and palpable thing.com . it does make undead created by the Dark Heart more powerful and dangerous. Ambient Inc. and will not return until the next nightfall. which results in the slightest touch of the Dark Heart killing nearly any plant-life so unfortunate as to be the victim. this bonus applies also to all the Dark Heart's necromantic spells and spell-like abilities. or a lich's paralyzing touch) is increased by 4. The Dark Heart also gains SR 25 against good spells and spells cast by good creatures. In addition. At level 7. This ability can be used once per day per class level above 5. this damage is doubled to natural (non-magical) plant-life. This unhallowed presence radiates to a range of 10 feet per class level of the Dark Heart. the touch of the Dark Heart can create a desecration effect as the spell of the same name. the attacker takes 1d6 points of temporary Strength damage. Finally. all turning checks to turn undead suffer a -4 profane penalty and turning checks to rebuke undead gain a +4 profane bonus. If this dispelling fails. the Dark Heart gains a +4 deflection bonus to AC and a +4 resistance bonus to saves. This increases the damage from all touch. this increases to 2d6 negative energy damage. dispel magic or holy aura upon it. just as a protection from good does. Blighted Touch (Su): At level 5. Spell resistance does not apply to this effect. slam and natural weapon attacks by 1d6 negative energy damage. the DC to resist any of the Dark Heart's abilities granted as a result of it being undead (such as a vampire's domination. This is treated as an unhallow spell effect centered on the Dark Heart (although without the possibility of an additional spell effect tied to the spell). This is treated as an unholy aura spell effect on the Dark Heart. While the unholy presence is in effect. The unholy presence can be dispelled by casting dispel evil. In addition. evil to the core. This bonus stacks with the DC bonus granted by the Spell Focus (necromancy) feat. Unnatural Enhancement (Ex): At level 4.

Hide (Dex). As the rations wore thin. deep into the wastes away from their beloved forests. The townfolk were awed and curious. but his voice carried throughout the square . the townfolk took to supplementing his fare with bread and cheese from their kitchens. Raconteurs of the last moments of mighty kingdoms. She can cast these spells without needing to memorize them beforehand or Minstrel Level Advancement Fort Ref Will Save Save Save Special +0 +0 +2 Dark Music: Song of Sorrow +0 +0 +3 +1 +1 +3 Dark Music: Song of Silence +1 +1 +4 +1 +1 +4 Dark Music: Cacophony +2 +2 +5 +2 +2 +5 Dark Music: Dark Melody +2 +2 +6 +3 +3 +6 Dark Music: Death Chant +3 +3 +7 Spells per Day 1 2 3 4 1 2 0 2 1 3 1 0 3 1 1 3 2 1 0 3 3 2 1 4 3 2 2 4 3 3 3 4 4 4 3 Spells Known 1 2 3 4 3 4 1 4 2 5 2 1 5 3 2 5 4 2 1 5 4 3 2 6 5 3 2 6 5 4 3 6 6 5 4 Ambient Inc. and that the other farms were burning. Others sat back and watched. Knowledge (any) (Int). listening in awe and fear as the orcs moved to the outskirts of the village. the wanderer began his tales again. spreading the tales of woe and sin they have learned. Move Silently (Dex).. he was obviously an elf.Dark Minstrel He sat by the well in the town square. Hit Die: d6 Requirements To qualify to become a Dark Minstrel (Dkm) a character must fulfill all the following criteria. Climb. They travel now..com . light armour. Speak Language (Int). a lone figure sitting on the masonry. Bluff (Cha). exclusive skill). Note that armour check penalties for armour heavier than leather apply to the skills Balance. Bards of the Abyss. They have witnessed a great wrong that they felt was beyond their ability to do anything about. of orcs and foul beasts tearing down the living city. always remembering. They assembled a quick militia in the square. Escape Artist (Dex). Any race or class may become a Dark Minstrel should the opportunity present itself. Gather Information (Cha). These tales of sorrow bore darkly into the hearts of his listeners. Decipher Script (Int. Move Silently. The children of the village would stop playing when he spoke. He would speak quietly. as if to himself. Listen (Wis). exclusive skill). Skill Points per level: 4 + Int modifier Class Features All the following are class features of the Dark Minstrel prestige class. Alignment: Any non-good Perform: 8 ranks Hide: 4 ranks Feats: Alertness Special: Been a passive witness to a great tragedy or wrongdoing that will forever be remembered (by yourself at least). of thousands of elves falling before fell magics. screaming that dark-skinned humanoids had attacked the farmstead. few elves ever travelled this way. and no training specific to the Prestige Class is required. weaving the stories of dying elves. Perform (Cha). Survivors of tragedies. worn smooth by generation after generation of villagers drawing their water from it's depths. Sense Motive (Wis). Craft (Int). the orcs were within the village already. Profession (Wis).telling tales of the burning forest of his youth. Hide. Disguise (Cha). They would surely be at the village soon. keeping children Table 1-16: Dark Class Attack Level Bonus 1 +0 2 +1 3 +1 4 +2 5 +2 6 +3 7 +3 8 +4 9 +4 10 +5 from sleeping at night. Two moons later. For some the turning point was watching the sack of a great city. But when he began to speak. We wove tales so intricate that the leaders of the militia stood entranced. Diplomacy (Cha). Class Skills The Dark Minstrel's class skills (and the key ability for each skill) are Appraise (Int). some even falling to tears. Jump. Escape Artist. or those witnessed by other Dark Minstrels. Concentration (Con). but none expected that he would be so sombre and dark. He almost never spoke in the first week after his arrival. drinking occasionally from the well and eating sparingly from a bag of rations at his side. Spellcraft (Int). Jump (Str). bringing them nightmares and the lethargy of depression. Spells: A Dark Minstrel casts spells from the Dark Minstrel spell list according to Table 1-1: The Dark Minstrel. tall ears and fair complexion. burning forests and hopeless odds.DREADGAZEBO. just a darkened spirit and musical ability. Only the cries of villagers and the burning of buildings broke them from the tales. The Dark Minstrel spreads the words of great tragedies they have witnessed. and arousing basest fears in adults. but by then the damage was done. it was if the floodgates of torment had been opened. 31 www. The good folk of the village understood all too well that the tales brought to them by the wandering elf were trouble. forever scribing into their memories the death of their families at the hands of barbarians or worse. one of the farmers ran into town exhausted. Use Magic Device (Cha. but they could no less ignore him as they could throw him out into the wastelands during the dry season. this time in more depth and detail. Weapon and Armour Proficiency: A Dark Minstrel is proficient with all simple weapons. medium armour and shields. Pick Pockets and Tumble. and as they began to plan. With his lean frame. Through their dark performances they spread dread and fear across the lands. Swim (Str). and instead of acting they have turned it into their motivation.

Scare Panics creatures up to 5 HD (15-ft. saves. Minor Image As silent image. Silence Negates sound in 15-ft. Affected targets receive a -2 morale penalty to all Will Saves and a -1 morale penalty to attack and weapon damage rolls. Dark Minstrels receive bonus spells for high Charisma and to cast a spell a Dark Minstrel must have a Charisma score at least equal to 10 + the level of the spell. damage. Invisibility Subject is invisible for 10 min. saves. or recite a Song of Silence while taking other mundane actions. As with Song of Sorrow. Cause Fear One creature flees for 1d4 rounds. Each round of the Cacophony. Inflict Moderate Wounds Touch attack. Misdirection Misleads divinations for one creature or object. activate magic items by spell completion (such as scrolls). Whispering Wind Sends a short message one mile/level. Inflict Light Wounds Touch. Magic Weapon Weapon gains +1 bonus. As with Song of Sorrow. reciting or music)./level. radius protection spell Phantom Steed Magical horse appears for 1 hour/level. the Dark Minstrel can fight but cannot cast spells. + 10 ft. Dark Minstrel Spell List 1st Level Dark Minstrel Spells Alarm Wards an area for 2 hours/level. Any ability that requires the channelling of positive energy (such as turning undead). radius./level. Slow One subject/level takes only partial actions. negating emotion effects. 2d8 +1/level damage (max +10). Keen Edge Doubles normal weapon's threat range. Gust of Wind Blows away or knocks down smaller creatures. Deeper Darkness Object sheds absolute darkness in 60-ft. Hypnotism Fascinates 2d4 HD of creatures. but not magical actions. the Dark Minstrel makes a Perform check. invisible. Dark Music: Once per day per level. Invisibility Sphere Makes everyone within 10 ft. Song of Silence: A level 3 Dark Minstrel with 10 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have verbal components). counter mind control. Bull's Strength Subject gains 1d4+1 Str for 1 hr. Any target creature within 60 feet of the Dark Minstrel must make a Will save (DC equal to the Perform roll) or be affected as if by a Confusion spell for that turn. play.keep a spellbook. a Dark Minstrel may sing. 1d8 +1/level damage (max +5). Mage Armor Gives subject +4 armor bonus. Any creature within 30 feet of the Dark Minstrel (including the Dark Minstrel) who is affected by a sonic or language-dependent magical attack may use the Dark Minstrel's Perform check result in place of his saving throw if. Magic Circle against Good/ Law 10-ft. 32 www. the Perform check result proves to be better. more Silent Image Creates minor illusion of your design. Enthrall Captivates all within 100 ft. but not magical actions. Dispel Magic Cancels magical spells and effects. chanting. In order to cast a spell with the "good" descriptor within 60 feet of the Dark Minstrel or upon anyone within 60 feet of the Dark Minstrel. All dark minstrel spells have verbal component (singing. While singing. Summon Swarm Summons swarm of small crawling or flying creatures. after rolling the saving throw. -1 on saves against fear. To be affected. Each round of the Song of Silence. and checks. Protection fr Good/Law +2 AC and saves. and in all other ways is treated as the Circle of Death spell. or activate magic items by magic word (such as wands). -4 on attacks. radius). plus some sound. Emotion Arouses strong emotion in subject. Song of Silence is a supernatural ability. As with casting a spell with a verbal component. The Difficulty Class for a saving throw against a Dark Minstrel's spell is 10 + the spell's level + the Dark Minstrel's Charisma modifier. Darkness 20-ft./level. 3rd Level Dark Minstrel Spells Animate Dead Creates undead skeletons and zombies. Ventriloquism Throws voice for 1 min. and all Paladin special abilities must also succeed at this same check in order to work. The effect lasts as long as the Dark Minstrel sings and for 5 rounds after the Dark Minstrel stops singing (or 5 rounds after the ally can no longer hear the Dark Minstrel). or playing an instrument in combination with some spoken performance. Fear Subjects within cone flee for 1 round/level. with the spell effect centered on the Dark Minstrel. playing an instrument. mind-affecting sonic ability.com . Contagion Infects subject with chosen disease. Ambient Inc. The Dark Minstrel may keep up the Cacophony for 1 round per level of Dark Minstrel. Blur Attacks miss subject 20% of the time. Bane Enemies suffer -1 attack. singing lyrical songs. Cacophony is a supernatural. Cat's Grace Subject gains 1d4+1 Dex for 1 hr. Dark Melody: A level 7 Dark Minstrel with 12 or more ranks in Perform can perform a dirge which magically stills good magical abilities. but any creature. singing melodies. Message Whispered conversation at distance. -2 AC. a Dark Minstrel may cause a Cacophony while taking other mundane actions. Hold Person Holds one person helpless for 1 round/level. Dominate Person Controls humanoid telepathically. they can include reciting poetry./level or until it attacks. Obscure Object Masks object against divination. and checks (more) Confusion Makes subject behave oddly for 1 round/level. -2 melee rolls. Hypnotic Pattern Fascinates 2d4+1 HD/level of creatures. If the Dark Minstrel fails. the Dark Minstrel makes a Perform check. radius of supernatural darkness. Doom One subject suffers -2 on attacks. Dismissal Forces a creature to return to native plane. Expeditious Retreat Doubles your speed. radius./level. mind-affecting sonic ability. While these abilities fall under the category of Dark Music. a deaf Dark Minstrel suffers a 20% chance to fail with Dark Music. Undetectable Alignment Conceals alignment for 24 hours. 2nd Level Dark Minstrel Spells Blindness/Deafness Makes subject blind or deaf. Hold Monster As hold person. Bestow Curse -6 to an ability. Sleep Put 2d4 HD of creatures into comatose slumber. The Dark Minstrel may keep up the Song of Silence for 10 rounds. whistling. a Dark Minstrel can use song or poetics to produce magical effects on those around him or her. The Death Chant takes one full turn to complete. Suggestion Compels subject to follow stated course of action. Locate Object Senses direction toward object (specific or type). a target must hear the Dark Minstrel sing for a full round.DREADGAZEBO. the spellcaster must succeed at a Caster Level Check (d20 + caster level) as if attempting to defeat a Spell Resistance equal to the Dark Minstrel's Perform Check. Death Chant: A level 9 Dark Minstrel with 13 or more ranks in Perform can sing the dreaded Death Chant. the attempt still counts against the daily limit. Erase Mundane or magical writing vanishes. Song of Sorrow is a supernatural. Song of Sorrow: A level 1 Dark Minstrel with 9 or more ranks in Perform can inspire sorrow and feelings of melancholy in his or her enemies. Tongues Speak any language. Cacophony: A level 5 Dark Minstrel with 11 or more ranks in Perform can create a performance so unnerving and unnatural that it causes confusion in those targeted by the act. Calm Emotions Calms 1d6 subjects/level.

Dream Sends message to anyone sleeping. Control Weather Changes weather in local area. but no concentration required. Eyebite Charm. Rainbow Pattern prevents 24 HD from attacking or moving away 4th Level Dark Minstrel Spells Control Water Raises. 33 www. or parts bodies of water. sicken or sleep one subject. Mind Fog Subjects in fog get -10 Wis. Persistent Image As major image. lowers. fear. Nightmare Sends vision dealing 1d10 damage. Mass Suggestion As suggestion.Modify Memory Changes 5 minutes of subject's memories. Will checks. Giant Vermin Turns insects into giant vermin. repeats in 1 min.DREADGAZEBO. Mislead Turns you invisible and creates illusory double.com . fatigue. Poison Touch deals 1d10 Con damage. Ambient Inc. Repulsion Creatures can't approach you. plus one/level subjects.

Dirty Monk With a quick leap he was over the short wall and on his way across the dusty marketplace. but their view was obscured by the sun. he nearly collided with a guard reacting to the alarm. 34 www. Jump. Bonus Feat 2 +1 +3 +3 +3 Throat Strike 3 +2 +3 +3 +3 Preferred Multiclassing. Neutral Feats: Improved Unarmed Strike Heal: 4 ranks Special: must have the Sneak Attack ability dealing 2d6 damage or more. The Dirty Monk is traditionally a monk who has fallen from the path and pursued less honourable and stringent professions. Mikantes could see the town guard quietly working their way around the buildings in the market area. Tumble (Dex). he looked down on the east side. Lawful Evil. max of 3. Class Skills The Dirty Monk's class skills (and the key ability for each skill) are Balance (Dex). taking two steps up the guard's hard leather armor and leaping up to grab the railing of a balcony overhead. Rogues and Assassins. From the peaked rooftop of the tenement. Su): As a student of perfection. Mikantes kept running. the Dirty Monk can smash an opponent's throat. Sneak Attack (Ex): Beginning at level 3. were thrust into motion by the desperate yells of the merchant.) while gripping their throat in extreme pain. Throat Strike (Ex): With a successful unarmed attack.DREADGAZEBO. Diplomacy (Cha). The jeweller was screaming bloody murder and was seemingly grappling with the wall. Slipping the necklace into a pouch sewn into the hem of his silk shirt. The guard looked up in time to see Mikantes' hand jut out impossibly fast and slam into his throat. One had the soundness of mind to blow on the watch whistle to advise the other guards of the alert. the Dirty Monk gains the unarmed attack bonus. landing gracefully if a little hard on the cobbles between the building and the next. jewelled necklace still in hand. In time. Skill Points per level: 4 + Int modifier Class Features All the following are class features of the Dirty Monk prestige class. Student of Perfection (Ex. Base Attack Bonus: +4 Alignment: Neutral Evil. Weapon and Armour Proficiency: The Dirty Monk is proficient in all basic and monk weapons as well as light armour. Bluff (Cha). he slipped a cruel knife into his other hand and began to move quietly through the second-story apartment he had entered.1 rounds (minimum of 1 round. and cannot be combined with multiple attacks. trying to get over it and after Mikantes. unarmed damage. AC bonus and unarmoured speed as if he were a monk whose level equalled the total of his Monk and Dirty Monk levels. This attack causes those struck to roll a fortitude saving throw (DC 10 + damage caused) to avoid being sent stunned and reeling for 1d4 . and sometimes they manage to get it and rejoin their orders. Crawling over the claytiled roof. some of these fallen monks seek again the training and discipline they have lost. This attack takes a full attack action and is executed with a -2 attack penalty. As Mikantes rounded the corner. Move Silently (Dex). Pick Pockets and Tumble. Concentration (Con). Intimidate (Cha). Preferred MultiClassing (Ex): Beginning at level 3. Move Silently. He carefully set a thin silk line to the weathervane on the peak of the roof and dropped the end of the line down the south face of the building. Sneak Attack +2d6 7 +5 +5 +5 +5 Bonus Feat 8 +6 +6 +6 +6 Crippling Blow 9 +6 +6 +6 +6 Sneak Attack +3d6 10 +7 +7 +7 +7 Deadly Strike Ambient Inc. Note that armour check penalties for armour heavier than leather apply to the skills Balance. Two of the town guard. finally leaping down the full four stories in an instant. only dirtied from their deeds beyond the monastery walls. Others are those who have sought the monastic training of monks but who could not meet their stringent requirements and went looking to less reputable institutions for their training such as the Citadel of T'arg. They may even multiclass as monks with a Neutral Evil alignment in this way. Hide (Dex). Escape Artist. It was only a matter of time before they found his current place of concealment. unable to verbalize or make much more than burbling noises. Dirty Monks may multiclass freely as Monks. a character must fulfill all the following criteria. unable to call for help. Jump (Str).com . running straight towards the sun. Bonus Feat 5 +3 +4 +4 +4 Eye Strike 6 +4 +5 +5 +5 Reeling Blow. Climb. the Dirty Monk gains the Sneak Attack ability just like a Rogue. he heard the alarm raised when they found his silk line on the other side of the building. and Mikantes was running with stunning speed. sending him reeling backwards. Now the distraction should be nearly perfect for his run to the port. Climb (Dex). using his monastic skills to "earn" a living as a rogue or even a drunkard. sweating in their leather armor. This begins at +1d6 and Table 1-17: The Dirty Monk Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +2 +2 Student of Perfection. Hit Die: d6 Requirements To qualify to become a Dirty Monk (Drm). About a block away. Sneak Attack +1d6 4 +3 +4 +4 +4 Very Dirty Fighting. Hide.

If he fails this save. if it misses. CloseQuarter Fighting. Blindness and Partial Blindness last for a Dirty Monk's class level in days. provided that it is not immune to critical hits Reeling Blow (Ex): Starting at level 6. Death Blow. Crippling Blow (Ex): At level 8.goes up at levels 6 and 9. Prone Attack. Quick Draw. the Dirty Monk gains one feat. or watch the target fight for three rounds without interruption (in which case he cannot be involved in combat himself). if Dirty Monk makes a successful unarmed strike against a stunned opponent. Eye Strike (Ex): Beginning at level 5. and must be declared before attacking.DREADGAZEBO. Using this skill a second time results in total blindness. The victim remains staggered for a number of rounds equal to the Dirty Monk’s class level. Pain Touch. genitals or other soft spots. This requires that the Dirty Monk fight defensively for three rounds against the target. This stacks with any other Sneak Attack abilities granted by levels of Rogue. The Deadly Strike against that target in the next three rounds may instantly kill the target if he fails a Fortitude Save (DC 10 + Dirty Monk level + Int bonus). Ambient Inc. and cannot be used against creatures not subject to critical hits. but deals 1d6 + Wis modifier temporary Strength damage. during a full attack action. Eye strike can only be used on creatures with obvious and visible eyes. Staggered characters can only take partial actions each round. he is staggered. This is identical to an Eye Strike. selected from the following list: Blind-Fight. 35 www. Deadly Strike (Ex): Once per day the level 10 Dirty Monk can strike a target fatally. This ability can be used once per day for every 2 class levels. They are also treated as Nauseous for the next round. A Deadly Strike is a full-round action. a Dirty Monk may substitute additional attacks for extra damage to a single attack. Assassin or any other source. ALL additional attacks must be substituted for extra damage at a rate of 1 attack for 1d6 extra damage. Throw Anything. striking the foe in eyes. Improved Trip. Feign Weakness. This cannot be combined with Sneak Attack. the Dirty Monk learns the unsubtle art of crippling blows. the use is wasted for the day. on any attack (armed with a light weapon or unarmed) a Dirty Monk may force an opponent to make Fort (DC 10 + 1/2 of damage dealt + Wis mod) save or become partially blinded (opponents enjoy partial concealment) (fully blinded if they only have one eye). Very Dirty Fighting (Ex): Beginning at level 4. Bonus Feats (Ex): At the indicated levels.com . the opponent must make a successful Fortitude save (same DC as a stunning attack).

Move Silently. and barefoot. but the rock had spoken to him. Race: dwarf or stone giant Feats: Toughness. The number of spells an EarthBound knows is not affected by his Wisdom bonus. Troubles the dwarves would be unable to handle without warning and rock-lore. he could feel the defenders step to the winches to open the front gate at his approach.EarthBound Derrace walked slowly towards the Citadel. Most are barefoot. reddish-brown. Climb. He had no desire to return to the confined society he had left so long ago to listen to the rock. if any. Pick Pockets and Tumble. Escape Artist. Class Features Table 1-19: EarthBound Spellcasting Spells per Day Level 1 2 3 4 1 2 2 3 3 4 2 4 5 3 5 6 4 2 6 6 5 3 7 6 6 4 2 8 6 6 5 3 9 6 6 6 4 10 6 6 6 5 11 6 6 6 6 12 6 6 6 6 Table 1-18: EarthBound Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save 1 +0 +2 +0 +2 2 +1 +3 +0 +3 3 +1 +3 +1 +3 4 +2 +4 +1 +4 5 +2 +4 +1 +4 6 +3 +5 +2 +5 7 +3 +5 +2 +5 8 +4 +6 +2 +6 9 +4 +6 +3 +6 10 +5 +7 +3 +7 11 +5 +7 +3 +7 12 +6 +8 +4 +8 Special Earthstep EarthKin EarthFed Craft Tablets EarthBinder One Earth All of the following are class features of the EarthBound prestige class. An EarthBound's selection of spells is limited by his level. and Spellcraft (Int). At each level. Search (Int). but he need not prepare his spells in advance. if any.com . There are also rumors of some stone giants who understand the voice of the earth and who have the necessary spellcasting abilities to become one of the EarthBound. and it warned of troubles. The Difficulty Class for saving throws against EarthBound spells is 10 + the spell's level + the EarthBound's Wisdom modifier. stone and mining deities. Concentration (Con). Skill Points at Each Level: 4 + Int modifier. The number of spells he can cast per day is improved by his bonus spells from Wisdom. earth or sand. the EarthBound are particularly rare specimens of their race. Note that armor check penalties for armor heavier than leather apply to the skills Balance. Hit Die: d8 Requirements To qualify to become an EarthBound (Erb) a character must fulfill all the following criteria. The EarthBound are dwarves who have heard the summons of the earth.DREADGAZEBO. an EarthBound must have a Wisdom score of at least 10 plus the spell's level. An EarthBound may use a higher-level slot to cast a lower-level spell if he so chooses. Earthstep (Ex): At level 2. This bonus increases to +4 at level 6 and to +6 at 5 2 3 4 5 1 3 4 5 6 7 7 8 8 9 9 9 9 2 1 2 3 4 5 6 7 7 8 8 Spells Known 3 1 2 3 4 5 6 7 7 4 1 2 3 4 5 6 5 1 2 3 4 Ambient Inc. Hide. RockBrother Spellcasting: Ability to cast at least 2 different transmutation spells of level 2 or higher. Spellcasting: An EarthBound casts arcane spells according to Table 1-8: EarthBound Spellcasting. Weapon and Armor Proficiency: EarthBound gain no additional training with weapons or armor. Climb (Str). years perhaps since his last visit to the home that had raised him and was now raising his children. Craft (Int). They claim to hear the voice of stone and earth calling to them. with torn and dirty clothing. the EarthBound gains additional spells known and additional spell slots to cast spells. Class Skills The EarthBound's class skills (and the key ability for each skill) are Appraise (Int). talking to them. as indicated. An EarthBound is limited to casting a certain number of spells of eah level per day. Jump. when they make their appearances in deep dwarven communities. To learn or cast a spell. Most are clerics of earth. The EarthBound are usually drawn away from Dwarven society in order to be in silence to listen to the rock and earth around them. the EarthBound gains a +2 circumstance bonus on all move silent checks while barefoot on rock. He was stocky. Through the stone. protecting and even nurturing them. 36 www. with some few drawn from the rare dwarven wizards and sorcerers. Great Fortitude. Since few dwarves take up a path of magic to begin with.

Transforms 2 10 ft cubes / lvl Wall of Stone. cuts. 1d4+1/lvl blast of earth buries targets Flesh to Stone. Subject gains 1d4+1 Con for 1 hr/lvl Glitterdust. 1 sub/lvl takes only part actions. Subject can become a statue at will Stone to Flesh. plus one additional time per two EarthBound levels greater than 7.level 10. Inscription harms those who pass it Meld Into Stone. xorn. Learn about terrain for 1 mile / lvl Earth's Defender. This is treated identically to a negative-energy channeling cleric rebuking or turning undead. Cause a minor earthquake in the area Wall of Earth. One subject / level leaves no tracks Reduce. Huge earth elemental only Level 5 EarthBound spells Earthquake. -2 AC. Sculpts stone into any form Summon Monster III. an Earthbound who maintains contact with large quantities of earth or stone no longer needs food to survive. Intense tremor shakes 5 ft radius / lvl Essence of Earth. They can attempt to do so once per day. deal 1d6+1 damage Mending. Turns subject creature into a statue Greater Glyph of Warding. Other spells are from the System Reference Document. Small earth elemental only Tremor. This ability is identical to the Scribe Scroll feat. Target is hurt. Target is immobilized by dust and rock Passwall. Medium-size earth elemental only Swim Through Earth. Halves movement of target Enlarge. -2 melee attacks Stone Shape. may be slowed Summon Monster V. devouring target Summon Monster VIII. Exhumes one person or object Endurance. Level 3 EarthBound spells Commune with Nature. with the EarthBound's character level being used as his cleric level in the attempt.com . Absorb 12 dmg/lvl from one energy Spike Stones. Characters who already possess this ability gain a +3 inherent bonus on all rolls using Stonecunning. 37 www. Remain motionless to gain DR 10 / +1 Pass Without Trace. 10d8 dmg glyph of warding Guardian of Earth. Table 1-20: EarthBound Spell List Level 1 EarthBound Spells Clay Step. One Earth (Su): At level 12. except for the material being used. stabs and slashes Summon Monster VII. Subject gains 1d4+1 Str for 1 hr/lvl Claim from the Earth. Your body becomes living iron Oubliette. Subject melds into stone and can move Transmute Rock to Mud. but poisons are reduced Level 2 EarthBound spells Barkskin. Greater earth elemental only Ambient Inc. the EarthBound gains the ability to craft stone or clay tablets that contain most of a spell. Tablets are spell-completion items. New Feat RockBrother [General] You know stone like a close family member Prerequisites: Craft (Stonework) skill. plus their Charisma modifier. Grants +3 (or better) natural armor bonus Bull's Strength. EarthFed (Su): Beginning at level 4. EarthKin (Ex): At level 3. and he becomes immune to critical hits. or to the elemental plane of earth. Craft Tablets (Ex): At level 5. Object or creature shrinks 10%/lvl (max -50%) Soften Earth and Stone. has a hardness of 8 and 5 hit points. Shock wave topples targets Slow. You and your gear merge with stone Murmur of the Earth. member of a race with a close connection to stone (dwarf. 20hp / 4lvls. Stops blows. outlines invisible creatures Glyph of Warding. Breaches walls 1 ft thick / lvl Protection from Elements. This contact must be maintained at least 16 hours out of every 24. The EarthBound still requires water to survive. Transforms 2 10 ft cubes / lvl Transmute Mud to Rock. 5-pound telekinesis Magic Stone. the EarthBound becomes one with the earth. the EarthBound gains the ability to rebuke or control creatures with the Earth sub-type. the cost in gold and XP is 25% less than a scroll to scribe. 3 stones gain +1 attack. The contact must be made with at least 100 tons of earth or stone that is connected in some way to the ground. 5 foot cube of earth / level Spells in italics can be found in Chapter 2. His creature type changes to Elemental (earth). Digs trenches and builds hills Statue. May climb stone and earth surfaces Mage Hand.DREADGAZEBO. Allows the subject to act below 0 hit points Granite Steel. Ground collapses. Makes minor repairs on object Mountain's Fortitude. Restores petrified creature Stoneskin. Object or creature grows +10%/lvl (max +50%) Endure Elements. Weapon gains hardness and hit points Magnetic Covering. Turn stone to clay and earth to sand Stony Purge. DR 25 / +1 and minor spell immunity Iron Body. Creatures in area take 1d8 dmg. stone giant. EarthBinder (Su): At level 8. Cobblestones in a cloud city wouldn't count. nor would a dwarven boat with a stone fortress atop it. Because they are made of common materials. the EarthBound gains the ability to speak Terran if he did not have this ability already. Binds an earth elemental to guard an area Move Earth. Each tablet weighs 2 pounds. Blinds creatures. etc) Benefit: The character gains the dwarven Stonecunning racial ability. Ignore 5 damage / rnd from 1 energy type Hands of Clay. can be shaped Level 4 EarthBound spells Blast of Earth.

Pick Pockets and Tumble. DC 20) but only takes a week instead of the usual two. while aiding the steed to avoid blows and aiming it to better targets.exclusive skill). Escape Artist. the Elite Cavalry gains any one feat that has Mounted Combat as a prerequisite as a bonus feat.machines of destruction custombuilt by mother nature for the elite worg riders. a level 3 Elite Cavalry can perfect the placement and attachment of the barding such that a properly trained animal gains additional mobility within it.Skill Points per level: 2 + Int modifier Elite Cavalry Chunks of dirt and sod flew up under the relentless assault of the running wolves. Jump (Str). Table 1-21: Elite Cavalry Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save 1 +1 +2 +0 +0 2 +2 +3 +0 +0 3 +3 +3 +1 +1 4 +4 +4 +1 +1 5 +5 +4 +1 +1 Class Features All of the following are class features of the Elite Cavalry prestige class. Mounted Team (Ex): The level 2 Elite Cavalry learns how to fight with a mount under him. huge teeth reaching forwards to rip the legs out from under the second rank of troops. If a level 5 Elite Cavalry strikes down an opponent (typically by reducing it to below 0 hit points. Spirited Charge. a powerful charger can perform almost as unencumbered in this fashion. The power of each dire wolf would be humbling to most riders. medium and heavy armor as well as with shields. Hit Die: d10 Requirements To qualify to become Elite Cavalry (Ecv) a character must fulfill all the following criteria. but the elite goblin cavalry mounted on these were accustomed to the raw and rippling muscle beneath their saddles . using this extra melee attack anywhere along the new movement of his mount. Combined with masterwork barding. the goblins lay about with morningstars and axes. Training the mount is the same as training it to wear barding in the first place (Handle Animal check. etc. Above them. power and altitude conferred upon him. Before making this attack.) during a Ride-by Attack.com . Mounted Team +3. Base Attack Bonus: 3+ Handle Animal: 6 ranks Ride: 6 ranks Feats: Martial Weapon Proficiency. Mounted Combat. The first crash was the sound of dire wolf barding smashing into the front ranks of troops as the wolves frantically fought for purchase on the armor of those fallen beneath them. Ride (Dex) and Swim (Str). Fast in the Saddle +2. he may continue the movement of his mount as per the Ride-by Attack feat.DREADGAZEBO. Weapon and Armor Proficiency: Elite Cavalry are trained in the use of all simple and martial weapons and with light. elite knights and heavy soldiery of classical warfare. Barding Specialization +4. taking full advantage of the increased mobility. Climb. Jump. Class Skills Elite Cavalry's class skills (and the key ability for each skill) are Animal Empathy (Cha . Most races have their versions of these soldiers . Climb (Sr). Trained as shock troops and brave enough to charge into even heavily fortified troop formations (or at least overconfident enough in the benefits granted by their higher station and heavier armor). Truly this would be a battle for the shamans to chant about for ages! Elite Cavalry are mounted warriors. Intimidate (Cha). Special: Training in the cavalry unit of any standing army. Handle Animal (Cha). 38 www. Note that armor check penalties for armor heavier than leather apply to the skills Balance. Bonus Feat: A levels 4. quickly smashing through the armored forms about them. Most Elite Cavalry are drawn from the ranks of warriors and fighters. Bonus Feat +5. Mounted Cleave (Ex): The Elite Cavalry learn how to follow through on a powerful blow. and the heavy barding and goblin rider increased the weight substantially. Elite Cavalry are an essential part of any standing army. Hide. Each wolf was easily 35 stone. he is granted an extra melee attack at the same attack bonus as the blow that struck down his target. +1 on Reflex saves) and a +1 competence bonus on all attack rolls. Special +1. If the Elite Cavalry already has all feats made available by this ability. Bloodred pennants snapped in the wind of their speed as they tore across the glades towards the elven fortress. The mount treats the barding as having an armor check penalty one point less than normal and a maximum Dexterity bonus one point greater than normal. Man of the Horse (Ex): Extensive training on horseback grants the Elite Cavalry a competence bonus on all ride checks equal to his class level. Move Silently. Mounted Cleave Man Man Man Man Man of of of of of the the the the the Horse Horse Horse Horse Horse Ambient Inc. Barding Specialisation (Ex): Given the necessary time (twice the normal time needed to outfit a steed with barding). most are level 1 warriors aspiring to this station.from the classic human heavy cavalry in full plate to the fanatical goblin wolf riders. This grants both the Elite Cavalry and his mount the benefit of one-quarter cover (+2 Armor Class. As they broke into the glade. he may instead select any feat from the Fighter's bonus feat list. Ride-by Attack. the riders let out a fierce shout as the wolves beneath them sprung forward into the elven troops and their human mercenaries. with some from the other fighting classes and many rangers among the elven troops. killing it. This bonus feat is in addition to the feats that a character gains through level advancement. Not all mounted troops are Elite Cavalry as such. Fast in the Saddle (Ex): The level 1 Elite Cavalry no longer needs to make a Ride check in order to mount or dismount from a steed as a free action.

Lord of the Domain Massive Cleave Rage 1/day Bonus Feat. the halfling (and supposed rogue) Trufence managed to stumble on a tripwire. These bonus feats must be drawn from the same list as the Fighter's bonus feats (see Core Rulebook 1). this time with creatures who lacked nightvision . ancient city of the dark god of madness. home to great treasures and certain madness .DREADGAZEBO. his arms and chest peppered with bolts from the Perrin's and the wizard's crossbows. but the ancient temple of the mad god was still visible in the centre. to show their own superiority even over those of their race. They are not a brotherhood. Weapon and Armour Proficiency: Feral Ravagers are proficient with all simple and martial weapons and all armour but not shields. but without prepared spells they were forced to deal with the threats in open combat. Within sight of a pit leading down into the earth in the center of the temple. and as morning approached it seemed that the humanoids had exhausted their troop supply. and moreover. Weapon Focus (any weapon one size larger than the character) Class Skills The Feral Ravager's class skills (and the key ability for each skill) are Bluff (Cha). But whenever they began to take down attackers. constantly beating back attacks and laughing at their every attempt to harm it. They had travelled the badlands to find the ruins of Telin'Arrak.ter of the giant. time and again. towering above them all. It was as if the towering mass of the giant was an unassailable fortress. Humanoid or Monstrous Humanoid Reach: natural 10 ft reach or greater Base Attack Bonus: 6+ Feats: Power Attack. Initially they were rushed by a small group of orcs and two trolls which were quickly dispatched. some find their calling as Feral Ravagers. Skill Points per level: 2 + Int modifier Class Features All the following are class features of the Feral Ravager prestige class. or stomping their way across it. An hour after sunset another. Aspiring Feral Ravagers are those who have ambitions bigger than even their own size. Race: Giant. And the battles began. although some Giants can become Feral Ravagers without any levels in other classes. Toughness Impassable Domain Mighty Stride Toughness. Intimidate (Cha). a score of well-equipped and combat trained lizardfolk and. chased out of Telin'Arrak by the laughTable 1-22: Feral Ravager Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save 1 +1 +2 +0 +0 2 +2 +3 +0 +0 3 +3 +3 +1 +1 4 +4 +4 +1 +1 5 +5 +4 +1 +1 6 +6 +5 +2 +2 7 +7 +5 +2 +2 8 +8 +6 +2 +2 9 +9 +6 +3 +3 10 +10 +7 +3 +3 Not all large humanoids become warriors and barbarians. Soon dark humanoids were swarming out of the pit in the center of the temple. Finally the party broke ranks and ran. and they hadn't managed to penetrate even to the stairs down to the catacombs. figured Perrin. Bonus Feat (Ex): At levels 1. Certainly enough. But the raid was just a test of their defenses. Intuit Direction (Wis). they found the city based on the research done in the church libraries. They fended off assault after assault. but they proved more potent by far. Unfortunately that was not the case. Climb (Str). a place to show the superiority of their race over the small creatures who think they run the place. all in a mad rush towards their campsite. 5 and 9 the Feral Ravager gets a bonus feat in addition to any other feats they get for their character level. fifteen minutes after daybreak the true assault began. Hit Die: d10 Requirements To qualify to become a Feral Ravager (Fer) a character must fulfill all the following criteria. It lunged out with it's 20 foot spear time and again. Special Bonus Feat Toughness. Initially the battle looked fairly balanced. holding their place on the field of battle. Warriors and Barbarians primarily. and even among those that do. or even an organization. The carnage was already considerable. slamming Krin the ranger back and out of the fight. raiding group of humanoids hit their campsite and the fighting was fierce. Most of it was long destroyed.com .two battle-scarred halfling sorcerers with summoned demons. better prepared. who see the field of battle as a proving grounds. Feral Ravager A dungeon expedition was supposed to occur in the dungeon. Deciding to make camp in order to refresh their spells and switch from travel and exploration magics to combat spells was probably their biggest mistake. These giants of the battlefield take full advantage of their giant gait and massive reach to smite down all who approach. with the party fighting a slow retreat out of the ruined city. the sword of the hill giant would interfere. wading in to battle those smaller than themselves with weapons massive even to their mighty girth.a sure-fire lure for adventurers of all kinds. Feral Ravagers are drawn from the ranks of Fighters. Rage 2/day Bonus Feat Smashing Blow Ambient Inc. Jump (Str) and Wilderness Lore (Wis). a hill giant in armor bearing a massive sword of daunting dimensions. Cleave. The battle was joined and heartily fought. 39 www. and below that was supposedly the catacombs of Telin'Arrak.

This can only be done once per round. With practice. Rage (Ex): Beginning at fourth level. Ambient Inc. 5 and 8 Feral Ravagers gets the Toughness feat as a bonus feat. flying into a screaming blood frenzy. any time a Smashing Blow does 12 or more damage to a target up to one size larger than the Feral Ravager. then he gains the ability to rage one additional time per day (or two additional times per day at level 8). and only if the Feral Ravager has not taken a 5-foot step that round. the Feral Ravager takes full advantage of his longer legs and huge stride to move confidently through the battlefield. the Feral Ravager has mastered the full bounty of her strength. the Feral Ravager learns to let loose his feral nature. If the Feral Ravager can beat the tumbler's Tumble check with a d20 + Feral Ravager level + Tumble skill (or Dex bonus if the Ravager has no Tumble skill or his armour check penalty brings it below zero). he and the opponent must make an opposed strength check (with a +4 bonus for each size category larger he is than the opponent.com . Lord of the Domain (Ex): Kings of the battlefield. thus keeping smaller opponents out of range to attack the Feral Ravager. he is instead entitled to take a 10 foot step (which does not provoke an attack of opportunity). in addition to any other feats they may get for their character level. useable once per day (twice per day at level 8). by taking advantage of their natural reach. This is treated identically to the barbarian rage ability. taking a -5 penalty to hit with the attack. or a -4 penalty for each size category smaller he is than the opponent). Massive Cleave (Ex): At third level. then he may make an Attack of Opportunity as normal against the tumbling foe (and may use the Lord of the Domain ability also). Mighty Stride (Ex): At seventh level.DREADGAZEBO. 40 www. the Feral Ravager gains the extraordinary ability to take a 5-foot step before making a Cleave or Great Cleave attack (if the Feral Ravager has the Great Cleave Feat). If the Feral Ravager already has the ability to rage as a barbarian. In addition. and his movement is ended. Impassable Domain (Ex): The most irritating thing a "small one" can do is bypass the Feral Ravager's natural reach by tumbling. the opponent is forced back five feet into the square he just left. Smashing Blow (Ex): Once at level ten. second level Feral Ravagers can prevent opponents from closing inside their reach. the opponent does not get to make a counter-trip attempt. the level six Feral Ravager learns the extraordinary ability of intercepting tumbling foes.Toughness (Ex): At levels 2. Whenever the Feral Ravager would normally be entitled to take a single 5 foot step (which does not provoke an attack of opportunity). Whenever the Feral Ravager makes a successful attack of opportunity against an opponent moving inside his threatened area. the Feral Ravager gets to make a free trip attack against the target of the attack. She may declare any twohanded attack to be a smashing blow. If the check succeeds. If this trip attack fails. but adding twice her strength bonus to the damage instead of the normal one-and-a-half times for wielding a twohanded weapon.

he must decide to which class he adds the new level for purposes of determining spells per day. There. Hit Die: d8 Requirements To qualify to become a Forge Singer (Fgs) a character must fulfill all the following criteria. the Forge Singer gains new spells per day as if he had also gained a level in the divine spellcasting class he belonged to before adding the prestige class. and sometimes even their souls into the magics they craft there. Spellcasting: At the indicated levels. Skill Points at Each Level: 2 + Int modifier. Concentration (Con). Song of the Forge (Ex): A level 2 Forge Singer with at least 7 ranks in Perform gains the ability to inspire workers to great feats of endurance and skill at the forges. All dwarven Forge Singers are clerics of the dwarven gods. Climb. This effectively doubles how much they can produce in a day of work. Forge Domain: At level 1. Jump. Perform (Cha).DREADGAZEBO. and gaining the domain ability of the Forge Domain.who goad the orcs into building weapons and armor for months at a time in order to successfully field fully equipped armies. He does not. Song of the Forge is an extraordinary. adding the Forge Domain spells to the spells he can select as a domain spell. If the Forge Singer has any Bardic Music or similar musical abilities (such as the Dark Minstrel's Dark Music ability from Librum Equitis volume 1). Heal (Wis). hit points beyond those he receives from the prestige class. With a successful DC 20 Perform check. Fire Resistance (Ex): Constant exposure to the heat of the forge combines with the prayers and magics of the Forge Singer to grant Table 1-23: The Forge Singer Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +0 +2 Forge Domain. Weapon and Armor Proficiency: Forge Singers gain no additional training with armor or weapons. and so on). and the body count during a long build-up to war can be in the thousands as orcs die of heat exhaustion at the forge. Musical Ability 2 +1 +3 +0 +3 Song of the Forge 3 +2 +3 +1 +3 Fire Resistance (2) 4 +3 +4 +1 +4 Song of Strength +4 5 +3 +4 +1 +4 Stoker’s Song 6 +4 +5 +2 +5 Song of Sharing 7 +5 +5 +2 +5 8 +6 +6 +2 +6 Song of Strength +8 9 +6 +6 +3 +6 Fire Resistance (6) 10 +7 +7 +3 +7 Forge of Self Spellcasting +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level Ambient Inc. keeping time with the bellows and hammers of the forges. mind-affecting sonic ability. any worker who can hear the Song of the Forge gains a +2 morale bonus on applicable Craft checks during the time of the song. he gains the ability to use his song or poetic effects one additional time per day per two levels of Forge Singer.indeed the skills of the Forge Singer are almost wasted on those without training in the Bardic traditions. earth. although many have also multi-classed as bards . the Forge Singer gains the Forge Domain. Pick Pockets and Tumble. Supposedly there are black orc Forge Singers as well . Class Skills The Forge Singer's class skills (and the key ability for each skill) are Appraise (Int). Move Silently. Additionally. Diplomacy (Cha). If a character had more than one divine spellcasting class before becoming a Forge Singer. Craft (Int).com . in the depths of the earth. where the dwarven iron priests and Forge Singers beat out the wares of their labor and the heartbeat of their society. the Forge Singers draw together the fire. granting up to twice his level of forge workers the ability to work at the forges for 16 hours a day. It is said that few orcs have the endurance and skill to keep up with the Forge Singers. Forge Singers can perform a number of songs per day granted by this class equal to his class level. gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead. metamagic or item creation feats. Musical Ability (Ex): The Forge Singer is granted divine skill and confidence in his songs. At the center of almost every dwarven citadel is the forge chamber. however. Spellcraft (Int). as well as their spiritual heart. Knowledge (religion) (Int). 41 www. Note that armor check penalties for armor heavier than leather apply to the skills Balance. Escape Artist. Forge Singers are viewed as both the master smiths of the dwarven holds. sweat and song into the souls of his brethren. Class Features All of the following are class features of the Forge Singer prestige class. the Forge Singer keeps his song of inspiration alive for 16 hours a day. Knowledge (religion): 6 ranks Craft (any metal craft): 8 ranks Perform (song): 6 ranks Spellcasting: Ability to cast divine enchantments of at least level 3 Feats: Endurance and at least 1 metamagic feat and 1 item creation feat. Hide. except for an increased effective level of spellcasting.Forge Singer The dwarven pulse is that of the beating hammers at the forge. They sing as they work.

and transforming back out of the living forgemaster form causes 1d8 damage to the Forge Singer's Constitution. 5. Magic Weapon. Permanency. the Forge Singer can fight. this resistance increases to 6 points per round.com . the Forge Singer can fight but cannot cast spells. but it also affects all fires within 120 feet of the Forge Singer. +1 damage per day spent in living forgemaster form. The effect lasts as long as the Forge Singer chants and for 2 The Forge Domain rounds after the Forge Singer stops chanting (or 2 rounds after the ally can no longer hear the Forge Singer). Your body becomes living iron created to increase the heat of smelting operations to draw 9. but not cast spells. Once per week the metamorphosis can be undertaken. This song was originally 8. Song of Strength is a supernatural. Each person must be present for the final 48 hours of the magic item's crafting (or for the full duration of the item creation if the item would take less than 2 days to create). The hands of the living forgemaster are treated as +3 magic warhammers and any Craft rolls performed using them instead of normal hammers and anvils are performed with a +10 equipment bonus. each person will therefore know exactly what the cost in XP will be before entering into the Song. cuts. Each participant in a Song of Sharing must be a willing participant. metal from ore. or working with metal. no amount or type of coercion or mind control can make someone take part who does not want to be part of it in his heart. Iron Body.him a permanent resistance to heat and fire damage. can topple onto foes Stoker's Song (Su): A level 5 Forge Singer with at least 6. the Forge Singer becomes capable of a powerful metamorphosis into a living forgemaster. The transformation is extremely taxing to the Forge Singer. wood) affecting sonic ability. Major Creation. making it 7. changing the Forge Singer's creature type to "Elemental" and granting the effects of the iron body spell as well as complete immunity to fire damage. Forge of Self (Ex): At level 10. capability of flaming weapons and fire magics used to defend the forge when it comes under attack. Song of Sharing (Su): A level 6 Forge Singer gains the ability to share the XP cost of manufacturing magic items. Each participant with the Song of Sharing ability chooses how much XP to invest in the creation of the magic item in question. At level 9.3. Stoker's Song is a supernatural sonic ability. this resistance reduces the amount of damage taken from fire and heat by 2 points per round. Ambient Inc. stabs and slashes stronger. and large weapons 4 times. While singing the Stoker's Song. As long as the Forge Singer sings the Stoker's Song. an ally must be within 200 feet of the Forge Singer and hear the Forge Singer chant for a full round. All other participants (those without the ability but who take part in the song) share the remaining XP cost equally between them. Stoneskin. and much hotter. the effect of this song increases to a +8 morale 2. stone. Small weapons cause twice as much damage and take twice as long to craft. Song of Strength (Su): A level 4 Forge Singer with at least 10 ranks in Perform can inspire his fellows to great feats of strength. At 1. Weapon gains +1 bonus level 8. Granite Arms. Summons 2d4 Large. mind. 42 www. Affected allies receive a +4 morale bonus to Strength. Makes certain spells permanent 11 ranks in Perform can sing to the heart of a fire. Each person who will share in the cost of crafting the magic item must have at least one rank in the Perform skill in order to partake in the Song of Sharing. To be affected. Granted Power: The cleric gains a +4 sacred bonus on all craft checks activate magic items by spell completion (such as scrolls). It is often used to increase the offensive Granite Arms is included in chapter 2 of this book. medium weapons 3 times. Elemental Swarm. activate magic items by magic word (such as wands). Subject gains 1d4+1 Str for 1 hr / lvl bonus to Strength. 30 hp / 4 lvls. Stops blows.DREADGAZEBO. At level 3. Bull's Strength. Creates one metal object (no cloth. While chanting. all fire effects within 120 feet deal an additional 2 points of damage per die. The forgemaster can craft metal weapons out of his own body while in this form. 1d4 Huge Iron Elementals. Wall of Iron. Tiny weapons cost the forgemaster two permanent points of damage to his hit points and take 5 minutes to craft. Weapon gains 5 hardness & hit points 4. brighter. All investments of XP are calculated before the Song is begun. activate magic items by spell completion (such as scrolls) or activate magic items by magic word (such as wands). All weapons crafted in this way are treated as masterwork adamantine weapons.

Int 6. -1 Dex. Ambient Inc. damage reduction 10/+2 Saves: Fort +16. The Forge Singer has the rare ability to summon forth these Iron Elementals from their home.DREADGAZEBO. -2 Dex Sample Iron Elemental: The following sample uses a Huge Earth Elemental as the base creature Iron Elemental. stones and metals. Ref +3. others black as night and some few are as shiny as freshly beaten and polished steel. The combat modifiers given in Earth Mastery also apply to the elemental's opposed Strength checks. (1d6 becomes 2d6. 43 www. Creating an Iron Elemental "Iron Elemental" is a template that can be added to any earth elemental. Abilities: +2 Con. Will +5 Abilities: Str 29. Reduced Dex stat will decrease Initiative bonus by 1 point. Type: Creature type is changed to Elemental (Iron) Hit Dice: As base creature. Increased Con stat will increase hit points by 1 hit point per hit die. Initiative: As base creature. Dex 6. Power Attack. push Special Qualities: Elemental. Speed: speed is decreased by 25% AC: Natural armor improves by one-third (round down) Damage: Increase by 1 die. rivets and spikes. +14 natural) Attacks: Slam +19 / +14 / +9 melee Damage: Slam 3d10+13 (crit x3) Face/Reach: 10 ft by 5 ft / 15 ft Special Attacks: Earth mastery.com . almost entirely made of a single elemental component of the plane. Some are a more "pure" form. Iron elementals look like a steel-plated version of the earth elemental. Some are rusty red-brown. Spot +18 Feats: Cleave. the elemental suffers a -4 penalty to attack and damage. If an opponent is airborne or waterborne. Cha 11 Skills: Listen+18. Con 23. Sunder Earth Mastery (Ex): The Iron Elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. etc). Huge Huge Elemental (Iron) Hit Dice: 16d8+96 (168 hp) Initiative: -2 (Dex) Speed: 15 ft AC: 21 (-2 size.Iron Elemental Not all elementals from the plane of earth are made of a mix of earths. 2d10 becomes 3d10. Wis 11. Spikes increase the crit multiplier by one. Great Cleave. Push (Ex): The Iron Elemental can start a bull rush maneuver without provoking an attack of opportunity. All are adorned with massive steel studs.

The flies walking over it slowly in the sun. feeling the tension in his legs. Skill Points per level: 4 + Int modifier New Feat Improved Crossbow Handling [General] [Fighter] You have trained with a crossbow until you can reload it blindfolded Prerequisites: Weapon Focus (any crossbow) Benefit: When reloading any crossbow or crossbow-styled weapon short of siege engines. sending stones.. others pick up the Crossbow and become snipers and long-range support for their comrades. hearing him.. He stood up finally. he was free to move without the dragon seeing him. He looked again across to the beast and took aim at it. People screamed below.. Instead he raised the crossbow calmly and kept his aim true until he could see the beast's eye. The town guard weren't all trained with the best martial weapons. It was as if the dragon had eaten every last bit of fear he had. Improved Crossbow Handling Base Attack Bonus: +2 or greater Spot: 6 ranks Class Skills The Imperial Crossbowman's class skills (and the key ability for each skill) are Climb (Str). Profession (Int). giving up their Commoner or Warrior pursuits for that of the Fighter class.. He thought of anything else to avoid thinking of what waited for him out there. Listen (Wis). smelling him. Finally. The crossbow in his hands was wet with sweat..com . iron bell. many had cut their teeth in the watch as peasant farmers looking for an extra income. raw fear had taken the run right out of him. While some guards become well trained in melee. it's red reflecting off the rooftops below him. and then diving. Its massive. a character must fulfill all the following criteria. The wing moved. the cramps from hours in the same position. Craft (Int). the shadow it cast drawing the redness away from the rooftops and into itself. Hit Die: d8 Requirements To qualify to become an Imperial Crossbowman (Xbm). it seemed that the redness of this beast bathed the whole town below him. The wyrm veered. and the dragon swept across the sky to another vantage point over the city. serpentine form claimed dominion over all it could see. He had memorized the shape and texture of the bell before him. bathing the city in brilliant crimson.Imperial Crossbowman He had spent the last six hours. as if absorbing every bit of redness that it could draw from there. rising into the sky as if trying to capture the last streaks of the red sun. Weapon Focus (any crossbow). at least. the reload time is improved by one step as follows: Standard Reload Time Move-equivalent action Full-round action More than 1 full round Improved Reload Time Free action Move-equivalent action reduce reload time by half (round up) Additionally. even the shadow sent shudders through his heart.. and sitting upon one of it's parapets. the penalty for firing a crossbow one-handed is halved from -4 to -2. huge and strong. Now perhaps he could run. Watching as it spread its wings in the light of the setting sun.. He looked out the window into the setting sun. Huge and deep red. But six hours of cold. These are the Imperial Crossbowmen. it almost felt like he could feel grooves in it's grip from the pressure he exerted on it in his white-knuckle fear that had trapped him here for so long. The outline of it's wing. Diving straight at the belltower again! He didn't feel the overpowering fear this time.DREADGAZEBO. and his bolt flew home. Table 1-24: Imperial Crossbowman Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +1 +0 +2 +0 Quareller 2 +2 +0 +3 +0 Brutal Shot +1d6 3 +3 +1 +3 +1 Pinpoint Accuracy 4 +4 +1 +4 +1 Brutal Shot +2d6 5 +5 +1 +4 +1 Penetrating Shot Ambient Inc. hiding in the belltower. Intimidate (Cha). He raised the crossbow at his side and carefully loaded his finest bolt from the open case on the floor. trying to turn away and then smashing into the belltower. piercing into the dragon's eye and beyond... for any protection from the great wyrm that had held their town besieged for six hours now. it's black iron form imperfect and rough on the outside. panicking for better cover. perfectly straight and true. and the lone crossbowman to the courtyard below. not 400 yards from the belltower. the watch's preferred ranged weapon. Feats: Point Blank Shot. was the Wyrm. But in time they became known for their accuracy and effectiveness with the Crossbow. His heart began to pound again as the dragon suddenly took flight.. 44 www. He looked to the church. Spot (Wis). Dust motes. its steeple sending up a plume of smoke as it smouldered.

and then gains a +2 circumstance bonus to the attack roll against that target. Brutal Shot damage can be applied anywhere within the crossbow's first range increment. The Crossbowman must use a full-attack action to make one attack that receives this bonus and he cannot be in an area threatened by an enemy while aiming.) Penetrating Shot (Ex): The Crossbowman can take a full round action to make a single attack with his crossbow that is treated as a ranged touch attack. Pinpoint Accuracy (Ex): At 3rd level and higher. Brutal Shot (Ex): The Crossbowman gains the Sneak Attack ability (as the rogue ability) as indicated. Although normal sneak attack damage can only be dealt to a 30 foot range. Climb. (If an enemy moves and threatens the Crossbowman while he is using Pinpoint Accuracy. the Crossbowman can spend a full round action doing nothing else but aiming at a target. Note that armour check penalties for armour heavier than leather apply to the skills Balance. including the exotic hand crossbow. (Aiming can last up to one round per point of Wisdom Bonus.Class Features All of the following are class features of the Imperial Crossbowman prestige class. Pick Pockets and Tumble. This can only be used with a crossbow. but again. adding +2 to the bonus for each additional full round of aiming). If he ever encounters a crossbow that he has never seen before. Hide. Escape Artist. he does not gain any bonuses to his attack. Move Silently. but does stack with other sneak attack bonuses he may have. Ambient Inc.com .DREADGAZEBO. Weapon and Armour Proficiency: The Imperial Crossbowman is proficient in all basic weapons as well as light armour. Jump. 45 www. Quareller (Ex): The Crossbowman gains proficiency with all crossbows. with a minimum of one round and a maximum of 4 rounds. he can still pick it up and use it as a proficient user. spring loaded gauntlet and any other bizarre crossbow-styled weapons. only with crossbows.

Clerics must be worshippers of Cordun (Death." After a slow wave to show off the room. But Korto's stare had her buckle and it ended up sounding like she was begging him. an ancient Cleric / Sorcerer of great renown and evil deeds. In reality only the upper level members of the order have undergone this sacrifice in order to join the Full Circle of the Initiates. There are bards. leaving him with no hand to shake.com . The group has two faces.DREADGAZEBO. masking the new smell of decau. I understand your church is looking for quiet. almost complete. clerics and even the occasional druid in their ranks. and one he hid well.. He was surprised that the man behind the expansive marbletopped desk also bore the tribal tattoos and the indented nose of a half-orc." (Oath of the Initiates) Hit Die: d4 Requirements To qualify to become an Initiate of Cordun (Ini)... slipped into a door near the foot of the staircase. his manicured fingers jabbing into the marble desktop desperately. lit by the fireplace and filled with the sound of the half-orc's powerful voice. memorizing them. "We are no longer Nature's children. you no stay too long." His common was clear and sharp. blotting out sight and sound of the half-orc behind powerful arcane symbols and words. Mistah Gurash's gonna sees you now" she said. But Korto was no longer listening. He was pale. words he completed with one movement of his lips and left hand. "Mistah." She said it meaning to sound threatening. He then reached into his own sharpened mind and found that spell. The two guards also slumped to the floor. Sometimes I let business take over. please. home to the biggest crime lord in the city. Suddenly remembered. Law) Table 1-25: Initiates of Cordun Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Flexible Casting (1/day) 2 +1 +0 +0 +3 Cross Casting 3 +1 +1 +1 +3 Flexible Casting (2/day) 4 +2 +1 +1 +4 Overdrawn Casting (1/day) 5 +2 +1 +1 +4 Flexible Casting (3/day) 6 +3 +2 +2 +5 Overdrawn Casting (2/day). They seemed out of place. welcome to my home. but it was a quick moment off-guard. it rolled around powerfully in his mind. Korto was about to pass her. inroads here. It seemed to Korto that although the mafioso could buy a stylish house. "Good eve. he watched the half-orc mafioso's movements. blackguard. rangers. Suddenly caught off balance. Sacrifice 7 +3 +2 +2 +5 Cross Casting. Flexible Casting (4/day) 8 +4 +2 +2 +6 Flexible Casting (5/day) 9 +4 +3 +3 +6 Overdrawn Casting (3/day) 10 +5 +3 +3 +7 Flexible Casting (6/day) +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 Spellcasting Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Ambient Inc. holding the heavy black mahogany door. at least one of each being a 3rd level spell or higher. the mafioso called in his lieutenants for a meeting.. Ones above or below suspicion as it were. staring at Kortos without understanding. skin slightly pale. assassin's knives thrust into their ribs by Korto's companions. The public in general goes about unknowing of the presence of the Initiates within their cities because of a misconception that all Initiates members have removed one of their hands to become a member. come into my abode. And at the half-orc's side stood a tall dark human with one hand. educated. Madness. still silent. a character must fulfill all the following criteria. The lone guard returned a moment later. The mafioso stopped talkingsuddenly. and the secret membership which exists in most cities across the continent. sorcerers. 46 www. two of the guards staying in the room with the guest party and their boss. "Welcome to my city." The door closed behind them. decked out in fine studded leather. and membership extends across them all... mind-affecting sorceries and necromantic rituals. "Okay. in control. One of the guards.. Lawful Evil Spellcasting: Ability to cast at least 4 spells from the Initiates Spell List (table 1-2 below) and 4 necromantic spells. and rapidly began talking business again. the half-orc stumbled on. The prestige class is open to all spell-casting classes. Mr Gurash. half-orc brutes in the elegant house. The thick smoke of pipeweed and incense filled the room. Alignment: Neutral Evil. The remaining two looked mildly nervous in the presence of the Initiates. the half-orc extended his right hand to shake hands in greeting. The room was immaculate and well-appointed. And he died. embarrassed.. Evil. Knowledge (religion): 5 Ranks Will Save: +4 or greater Special: Must seek and obtain membership in the Order. "Forgive me. he still felt the need to impress through brute muscle instead. Korto just stared at him until he looked down momentarily and noticed that Korto's right arm ended abruptly at the wrist. you are welcome here. His skin paled visibly almost to white in a second. but her masters.Initiates of Cordun The guards followed his procession down the long carpeted foyer. Through the magics of Cordun they have learned great flexibility in the learning and casting of dark magic.. She stepped back from the door.. The Initiates of Cordun are a group of lawful evil arcane and divine spellcasters who gathered together in the worship of Cordun. but his voice still carried well. Lawful Neutral. The next night. a wash of expensive deep red and browns. Korto moved into the room with his two companions. wizards. making their ritual facial tattoos more stark. a "public" gathering at their Ebon Keep where they are universally reviled by their neighbours.

the Table 1-26: Initiates of Cordun Spell List character gains new spells per day as if she had also gained a level in Arcane Spells the spellcasting class she belonged to before adding the prestige class. gain any Darkness other benefit a character of that Death Blade class would have gained (improved Evard's Black Tentacles chance of controlling or rebuking Gloom undead. Divine Spells Bane Blasphemy Darkness Deeper Darkness Desecrate Dictum Divination Doom Giant Vermin Greater Command Magic Circle Against Chaos / Good Protection From Chaos / Good Unhallow Spells in italics are from Relics & Rituals and are copyright 2001. the Initiate may not progress to the next level. wizards as arcane spell. Pick Pockets and Tumble. Clerics may also use Overdrawn Casting to cast additional Domain Spells. Clerics may not sacrifice spells granted by their domains for this. Clerics will learn these spells as divine spells. Weapon and Armour Proficiency: The Initiates of Cordun are proficient in all basic weapons as well as light armour. or any Necromantic spell.DREADGAZEBO. the Initiate of Cordun is expected to Sacrifice one hand of their choice (usually their offhand). hit points beyond those he Magic Circle Against Chaos / Good receives from the prestige class. If a Protection From Chaos / Good character had more than one spellRune of Darkness casting class before becoming an Sacrifice Spell Initiate of Cordun. Flexible Casting (Su): The Initiate of Cordun may convert spell slots or memorized spells into a "spell level pool" for the casting of spells from the Children Spell List (table 1-2 below) or for Necromantic spells as long as the Initiate of Cordun could normally have cast those spells (so you can't sacrifice a fireball to cast a level 3 cleric spell from the list if you didn't have the ability to cast level 3 cleric spells already). The Initiate of Cordun takes 1d6 damage per spell level of the spell she casts in this way. (So an Initiate of Cordun Bard would learn the level 1 Divine "Bane" spell as a level 2 Arcane spell). she must decide Shadow Conjuration to which class she adds the new Summon Monster I-IX (Fiendish Outsiders only) level for purposes of determining VerminPlague spells per day. Contact Other Plane She does not. Skill Points at Each Level: 2 + Int modifier.com . Until this is done. Sacrifice (Ex): At the indicated level. metamagic or item creation Insanity feats. and may cast a maximum number of spells in this way each day as indicated. Mind Fog and so on). Climb. The spells are learned as a spell of the caster's proper type (arcane or divine) at one level higher than the spell is normally. Move Silently. Profession (Wis). Scry (Int) and Spellcraft (Int). or being of levels she could normally cast in the case of a Cleric or Druid). or being spells she already has internalized if she was a Sorcerer. Class Features All of the following are features of the Initiates of Cordun prestige class. Hide. Concentration (Con). For example.Class Skills The Initiate of Cordun's skills are Alchemy (int). 47 www. Jump. These spells must still be ones she would normally be able to cast. Clark Peterson Ambient Inc. either being in her spellbook in the case of this wizard. Escape Artist. Knowledge (Arcane) (Int). Craft (Int). Overdrawn Casting (Su): An Initiate of Cordun may draw upon her very life force to cast spells from the Initiate of Cordun Spell List (table 1-2 below) or necromantic spells. a Level 7 Wizard / Level 1 Initiate may sacrifice a memorized level 4 spell to be able to cast a level two and two level one spells from the Initiates Spell List (as long as she already has access to those spells. except for an increased Mind Raid effective level of spellcasting. even if she has no remaining spells that day. however. Note that armour check penalties for armour heavier than leather apply to the skills Balance. Knowledge (Religion) (Int). Spell Casting: When a new Initiate of Cordun level is gained. They may sacrifice a number of spells per day in this way as indicated on the progression chart (table 11 below). Cross Casting (Ex): An Initiate of Cordun may learn a single spell of any level he or she can normally cast that is not in her actual spell lists but which is on the Initiates Spell List (table 1-2 below). as appropriate.

Class Skills The Knight Channeller's class skills (and the key ability for each skill) are Concentration (Con). Special: Blessing of a church that is Lawful Good or within one alignment step of Lawful Good. as if gauging the encounter. but here it was a cold and deadly reality. Shield Proficiency. Hell had frozen over. Then they were all about him. nor to be gleaned from it's multi-faceted eyes. severing it's head from shoulders and burning it with holy flames. It lowered it's trident at him. sending the pitiful wretches flying. All around him was gray snow and his own plate armor was frosted with dirty ice. one even clambering onto his shield to get at him. Warming himself with these same energies that he struck at his foes with. sending blowing snow his way. Sword drawn he watched them approach. as it is a natural path for a Paladin or militant Cleric to follow. Sword steaming and dripping hot ichor. The only classes rarely encountered among the Knights are arcane spellcasters and rogues. There are those who have learned to channel the energy of the positive elemental plane in order to turn the undead or to heal their comrades. To his left stretched a great plain of ice to the distance. another fell legion of this frozen hell erupted from a bank of filthy snow and surged towards him. Other Knight Channelers come from the ranks of the church itself. Profession (Wis) and Sense Motive (Wis). Bonus Turning Ambient Inc. The Knight Channelers are taken from those who have felt the awesome flow of the very energies of life and rebirth through their bodies and who have somehow become attuned to it. he felt warmed and quickened by the holy fire he bore into the depths of Hell itself. who learn other martial uses of positive energy. where it lay in dirty gray banks in the lee of the cliff face where he walked. Heironomous wreathed himself in the fires of purity and took up the beast's challenge. swinging his sword underhandedly at the devil's midsection. holding back. Reaching for the power of his faith. red crystals that flaked away as he brushed the blade with his armored gauntlet. where his quest led him to release his mentor from the torment's of hell. With a surge of energy drawn from his faith. He travelled ever towards the dark citadel on the horizon. but it is not a crutch or a weapon of it's own. Heavy Armour Proficiency.. embedded his sword's tip into the chest of the slain Devil. Still wreathed in flames. he swung mightily. Jump (Str). 48 www. his soul. as the channelling of positive energy can be a powerful aid. Hit Die: d10 Requirements To qualify to become a Knight Channeler (Knc) a character must fulfill all the following criteria. Heironomous paused in his journey to the dark citadel. he faced the ice devil. a huge spined creature whiter than the filthy snow here bearing a huge frozen trident. Heironomous met the massed charge with a slash and parry. and his holy sword struck it true.DREADGAZEBO. his power.. no expression to be seen on it's insectile head. His shield arm no longer numb. upon which a fierce wendigo of a wind blew. letting the beasts feel the goodness of which his sword was made as it burned into their hides. Bonus Turning 7 +7 +5 +2 +5 Channels II 8 +8 +6 +2 +6 Bonus Turning 9 +9 +6 +3 +6 Channels III 10 +10 +7 +3 +7 Channels III. Almost as if on cue. and said a prayer of thanks to his Lord for his blessings in battle. Weapon Focus (1 martial weapon). grey with filth. striking each one once with the suddenly searing blade in his hand. Bonus Turning 3 +3 +3 +1 +3 Channels I 4 +4 +4 +1 +4 Bonus Turning 5 +5 +4 +1 +4 Channels II 6 +6 +5 +2 +5 Channels II. it's gut torn open and blue sluggish blood dripping down between it's digitigrade legs. His open assault left him wide for the long reach of the beast's trident which tore through his shield and into his shield arm. clawing at his armor. tinted slightly blue by the sheer depth of the ice.Knight Channeler When Hell freezes over. six of them rushing with a seventh. There are others though. The ichor of devils that had smoked on his holy blade was now frozen. Skill Points per level: 2 + Int modifier Table 1-27: The Knight Channeler Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +1 +2 +0 +2 Channels I 2 +2 +3 +0 +3 Channels I. Must have been healed of major damage (at least 75% of total hit points) by divine curing magic. He suddenly stepped forwards. The perpetual heat and sulfurous fumes had given way to this strange nightmare land that Heironomous now trudged through. To his right was a massive cliff face of solid ice. sending the Devil flying backwards. Heironomous pushed the attack. It was a favourite saying of some. This time the Devil had no chance to strike back at him as he bore down upon it.com . As the coldness of the weapon leeched at the strength of his shield arm. Knowledge (Religion) (Int). as if his sacred armor were no more than paper. Base Attack Bonus: 5+ Alignment: Any Good Feats: Martial Weapon Proficiency (any 2). but they always choose those who have enough military training to be able to fend for themselves. his sword struck home and through the fine adamantite blade he forced his faith. Some churches seek these devotees out to train them to use the powers they can tap to greater effect.

This does not improve the potency of any other turnings the character may be able to perform. A Knight Channeler can only perform one channel per round. Turning Undead (Su): The Knight Channeller can turn undead as a cleric of one half her Knight Channeler level (round down).Class Features All the following are class features of the Knight Channeller prestige class. Channels (Su): The Knight Channeler learns many ways to channel the positive energy that flows through them.if the target cannot move back that far it falls prone as far back as it can be moved and takes an additional 1d6 damage. for one round per level of Knight Channeller. Channeled Blade III: Your attacks with a weapon you have the Weapon Focus Feat for deal an additional 2d6 damage against evil enemies and undead for one round per level of Knight Channeller as it burns with holy fire. 49 www. Any evil enemies and undead within 5 feet of you take 1d8 damage plus your Charisma bonus (if any) per round spent within this aura. Channels II (select one of the following. Ambient Inc. Channels I (select one of the following) Mighty Channel: You and all your allies within 10 feet add an sacred bonus to Strength equal to your Charisma bonus (minimum 2) for 1 round per point of Charisma bonus. Vigorous Channel: You gain a burst of speed and vigour. the Knight Channeler can choose a power from the category listed or from a category of lower level than the one listed. which is why they are recruited from those already martially proficient. At each level indicated. Using a channel is a free action for a Knight Channeler. and each use counts as an attempt to turn undead (thus reducing the number of turnings the character has left that day). Weapon and Armor Proficiency: Being too focussed on the channelling of positive energy leaves the Knight Channeler with no time to learn additional Weapon and Armour Proficiencies. For example.com . Channeled Resistance: You and all allies within 30 feet gain resistance to either fire. the least of these being the turning of the undead. increasing your base speed by 10 feet and giving you a +2 sacred bonus to your Constitution for 2 rounds plus twice your Charisma modifier (if any). Channel of Purity: You and all your allies within 30 feet get a +4 sacred bonus on all Fortitude saves for 2 rounds per level of Knight Channeller and all secondary effects that have not yet occurred of poisons already in effect are cancelled (as a remove poison spell). Channeled Blade I: You gain a +1 to the critical threat range of a weapon you have the Weapon Focus feat for. Blessed Aim: You and all your allies within 10 feet get a +4 sacred bonus on all attacks this round. a number of times per day equal to 3 plus her Charisma modifier. Bonus Turnings (Ex): The Knight Channeler can turn undead two additional times per day (this stacks with other Bonus Turnings. for one round per level of Knight Channeller. Channeled Smite: Your next attack deals +1d6 damage and the opponent must make a Fort save (DC 10 + Knight Channeler Level + Strength Bonus) or be knocked back 10 feet from the impact . cold or electricity of 6 points for 1 round per Knight Channeler level. or one Channel from Channels I) Towers Channel: You and your allies within 10 feet each gain a +2 sacred bonus to AC for one round plus one round per point of Charisma bonus (if any) Channeled Blade II: You gain a +1 to the critical multiplier of a weapon you have the Weapon Focus feat for. If a Knight Channeler can no longer turn undead that day. a level 8 cleric / level 2 knight channeller with 12 wisdom can turn undead 3 times per day as a level 8 cleric and 4 more times per day as a level 1 cleric. at level 6 a Knight Channeler can choose a Channelling power from the Channels I or II lists). or one Channel from Channels I or II) Zealous Channel: Your next attack action can be done as if you had the Whirlwind Attack feat. such as those granted by spells ro special abilities. Channel of Life: You and all your allies within 10 feet are cured of damage equal to 1d8 + 1 per level of Knight Channeller (max of 1d8+10). (For example. Holy Fire: You are wreathed in a halo of white flames for 1 round per 2 Knight Channeller levels. Channels III (select one of the following. so a level 6 Knight Channeller can turn undead 9 times per day plus his Charisma modifier). he can use no further Channels. This resistance does not stack with similar resistances.DREADGAZEBO.

Jump (Str).Longbowman "Nice work if you can get it. Skill Points Per Level: 2 + Int Modifier Class Features All of the following are class features of the Longbowman prestige class. he scoped the rest of the skyline. Climb (Str). Quickly spinning about. but who ever said Arbor Samme was honest? To an untrained eye it would appear as though he were brushing a loose strand of his long hair across his forehead behind his slightly pointed ear. with others drawn from Rangers and even Rogues. increasing the likelihood of his creditors from the city he had somewhat hastily left catching up with him. They measure distances in "flights". drink longbow and dream longbow." he chuckled to himself. This bonus stacks with the Weapon Focus feat. At 1st level the character receives a +2 competence bonus to all attacks made with his primary weapon. Craft (Int). With any luck. at 7th level the bonus increases to +4 and at 10th level the bonus increases to +5." The Longbowman is an archer of exceptional skill and mastery over his weapon of choice. does a body good. Getting up before dawn. A silhouette up on the ridge.otherwise they might get spooked and insist upon making camp and battening down the hatches again. Table 1-28: Longbowman Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save 1 +0 +0 +2 +0 2 +1 +0 +3 +0 3 +2 +1 +3 +1 4 +3 +1 +4 +1 5 +3 +1 +4 +1 6 +4 +2 +5 +2 7 +5 +2 +5 +2 8 +6 +2 +6 +2 9 +6 +3 +6 +3 10 +7 +3 +7 +3 While some longbowmen are in large organized armies. and the hours these simple traders keep is ungodly. and carry extra bowstrings and the very straightest arrows. making him a better shot than an equivalent-level Fighter. They live and breathe longbow. He started to craft another arrow with the feather of the exceptional hawk he felled yesterday. Intimidate (Cha). the longbow. Most Longbowmen are drawn from the ranks of Fighters (more often than from the Warriors). eat longbow. he casually nocked it into the bow across his lap. 50 www. but also being significantly less than the range a Longbowman can eke out of his finely tuned weapon. and some with the inclination become Snipers. Most equip themselves with the best mighty composite long bows they can obtain. but the pay is certainly good.shading his eyes with his long-fingered hands. it's no life for an honest person. he silently loosed his arrow. Spot (Wis) and Swim (Str). Precise Shot. Martial Weapon Proficiency (any bow) Special: Training from another Longbowman (any level) or Military Archer of level 5 or greater Base Attack Bonus: 4+ Class Skills The Longbowman's class skills (and the key ability for each skill) are Balance (Dex).something was definitely moving up ahead. See Chapter 4: Skills in Core RuleBook 1 for skill descriptions. (The primary weapon bonus balances out the slower BAB progression for the Military Archer. being the distance an arrow will fly from a standard longbow at an optimal angle of launch (approximately one thousand feet). on the road in time for the East-bound caravan to be trudging into the sunrise. when in fact he was. he saw the lone figure drop. Longbowmen have taken the advantages of their chosen weapon and have trained to exceed the logistical envelope of their chosen role. the Longbowman selects the longbow as his primary weapon. Hit Dice: d8 Requirements To qualify to become a Longbowman (Bow). This bonus increases by one every three levels: at 4th level the bonus increases to +3. Sure. confirming his earlier suspicions. but was unable to see any other potential attackers. Samme hoped that noone else in the wagon train had noticed this little interaction. Feats: Point Blank Shot.DREADGAZEBO. Palming the arrow he kept up his sleeve. Few Barbarians or Paladins find the role satisfying as it doesn't involve any melee combat except as a last-ditch defence while retreating. exercise. but a worse melee combatant.) Special Primary Weapon +2 Range Increase Pinpoint Accuracy Primary Weapon +3 Distance Shot +1 Extreme Range +2 Primary Weapon +4 Distance Shot +2 Extreme Range +4 Primary Weapon +5 Ambient Inc. a character must fulfill all the following criteria. Weapon and Armour Proficiency: The Longbowman gains no new weapon or armour proficiencies.com . "Nice work. More importantly. many more have military training but work in skirmishing units or independently of military units completely. Primary Weapon (Ex): At level 1. the jarring of the cart in the ruts can be annoying and interfere with sleep.a perfect location for an ambush if the caravan were caught unawares. Stretching his arms as if yawning and moving his head about as though working out travel-weary bones. They are also relied upon in the defence of fortifications. the mysterious figure was alone. But Samme hadn't been very lucky lately. Fresh air. casting about visually to see if any suspicion had arisen. and as he sped to release its friend.

(Aiming can last up to one round per point of Wisdom Bonus. 51 www. At level 8 this power allows the Longbowman to shoot at targets as if they were two range increments closer than they are. thus eliminating the -2 penalty for shooting at targets in the second range increment. Extreme Range (Ex): At 6th level.com . (If an enemy moves and threatens the Longbowman while he is using Pinpoint Accuracy. Standard range modifiers still apply. The Longbowman must use a full-attack action to make one attack that receives this bonus and he cannot be in an area threatened by an enemy while aiming.DREADGAZEBO. At 9th level this increases by a further 2 range increments to 4 additional range increments (or a max of 14 range increments).Range Increase (Ex): At 2nd level. He may now shoot up to 2 range increments further than normal (or a max of 12 range increments). This increases the base range increment of the weapon by 50% of it's base value. and reducing the penalties for shooting at more distance targets by 2. the Longbowman can eke extra range out of his longbow. the Longbowman can spend a full round action doing nothing else but aiming at a target. This does not allow the Longbowman to fire beyond the standard 10 range increments. adding +2 to the bonus for each additional full round of aiming). the Longbowman can shoot at targets as if they were one range increment closer than they are. Pinpoint Accuracy (Ex): At 3rd level and higher. the Longowman has the ability to shoot targets (with his primary weapon) who are at fantastic range. and then gains a +2 circumstance bonus to the attack roll against that target. with a minimum of one round and a maximum of 4 rounds.) Distance Shot (Ex): At 5th level. this increases the range increment to double it's base range increment. Ambient Inc. When combined with the Far Shot feat. he does not gain any bonuses to his attack.

including at least three spells at each level from the Chosen School. she must decide to which class she adds the new level for purposes of determining spells per day. scientific answers to life itself. Class Skills The Lord of Sorcery's class skills (and the key ability for each skill) are Concentration (Con). except for an increased effective level of spellcasting. The Lords of Sorcery are those who have learned the true mastery of the sorcerer's ways combined with the arcane knowledge of their wizardly pursuits. page 54. although among them there are rumours of the Silver Tower. See Chapter 4: Skills in Core Rulebook 1 for skill descriptions.com . There are no known schools for these sorcerous spellcasters. Profession (Wis). sidebar). Instead most aspirants must seek their own path. Spells per Day: When a new Lord of Sorcery level is gained. These prohibited schools cannot be chosen from schools the Lord Of Sorcery already has as prohibited schools. She chooses Divination and Necromancy as her additional Prohibited Schools. 52 www. There are some among the wizards who see the spontaneous casting abilities of the Sorcerers and yearn for their flexibility. Spontaneous Casting: 1 2 +1 +0 +0 +3 Spontaneous Casting: 3 3 +1 +1 +1 +3 Spontaneous Casting: 5 4 +2 +1 +1 +4 Spontaneous Casting: 7 5 +2 +1 +1 +4 Spontaneous Casting: 9 Ambient Inc. strange words spouting from his lips. the character gains new spells per day as if she had also gained a level in the prepared arcane spellcasting class she belonged to before adding the prestige class. as the name implies. looking down upon other arcane spellcasters as "dabblers" and unenlightened.DREADGAZEBO. sending barrels of goods and scrambling crewmen up and over the railings and into the sea beyond. and so on). he loses the ability to prepare these spells at all as well as the ability to use spell-trigger or spell-completion items requiring spells from the newly-prohibited school. are usually quite haughty about their mastery of two forms of arcane spellcasting. keeping pace. Men on the Maxwell raised a cry upon sighting the massive beast suddenly on their port side. however. a place where Lords of Sorcery in the field of Divination have gathered over the years to search for the true. Weapon and Armour Proficiency: Lords of Sorcery gain no additional proficiency in any weapon or armour. he turned the power of the spell into a shockwave of force that blasted across the deck of the ship. gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead. Scry (Int. When the Abjurer becomes a Lord Of Sorcery with Abjuration as her Chosen School. Forris raised his staff and looked at the deck of the ship. exclusive skill). they have learned to spontaneously create arcane effects within that field. The giant turtle began to submerge. The Lord Of Sorcery must choose one or more prohibited schools of magic as a specialist wizard of the Chosen School would (see Core Rulebook 1. Forris felt the wood of the deck underfoot and heard the hue and cry of the ship's crew right at hand. Knowledge (Int. By focussing on one aspect of their magical studies. Restricted School (Ex): The Lord of Sorcery's extreme devotion to a flexibility within the Chosen School of magic comes at a cost of inflexibility outside of that Chosen School. sidebar). Special: Must be apprenticed by an arcane spellcaster who can cast spells without preparation including at least 10 spells from the Chosen School. attempting to learn the innate mastery of arcane magics shown by Sorcerers and some Bards. In a blink of cold darkness.Lords of Sorcery As the giant turtle surfaced into the brilliant blue daylight beside the trading frigate "Maxwell's Honor". with the charred ruins of the frigate beside it.not realizing the true danger was barely a speck on its back. Skill Points at Each Level: 2 + Int modifier. but may not be a specialist wizard in any other school. Lords of Sorcery. she must choose another school from the prohibited list which can't include Transmutation. If a character had more than one spellcasting class capable fo casting prepared arcane spells before becoming a Lord of Sorcery. metamagic or item creation feats. Class Features All the following are class features of the Lord of Sorcery prestige class. hit points beyond those he receives from the prestige class. it seemed. The Lords of Sorcery are divided by Schools of Magic. For example. and Spellcraft (Int). but most of those who seek training in the sorcerer's ways find the limitation extreme and unsatisfying when they discover that so little of their relished arcane lore can be used in this way. Craft (Int). Eschewing the passwall he had memorized. Hit Dice: d4 Requirements To qualify to become a Lord of Sorcery (LoS) a character must fulfill all the following criteria. Special: May be a specialist wizard in the Chosen School. Knowledge (Arcana): 8 Ranks Feat: Spell Focus (Chosen School) Spells: Ability to prepare and cast arcane spells of 3rd level or higher. In all ways this is treat- Table 1-29: Lords of Sorcery Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Restricted School. just like specialist wizards (see Core Rulebook 1. an Abjurer (specialist wizard in the School of abjuration) has chosen Transmutation as her prohibited school during character creation. page 54. Forris stepped out of the bubble of air he had attached to its shell. Speak Language (Int). and generally membership in a Chosen School is primarily made up of wizards who are also specialists in that school. She does not. Although it is quite likely that the Lord of Sorcery already knows spells from the newly-prohibited school(s).

com . 53 www. the Lord of Sorcery learns two additional arcane spells. both of these spells must be taken from the Chosen School's spells. These spells are cast as if the Lord of Sorcery was a Sorcerer in all respects. Unlike other spellcasters.ed as a normal prohibited school. Learning Spells (Ex): At each level. just like any other wizard or prepared arcane spellcaster.DREADGAZEBO. The maximum level of spell he can spontaneously cast in this way is indicated on the level chart below. If the spellcaster in question was not a specialist wizard in the Chosen School. he is now considered one for any feats or prestige classes that require school specialization. Spontaneous Casting (Su): The Lord of Sorcery gains the ability to spontaneously exchange one prepared spell for any spell of the Chosen School that he knows of that spell's level or lower. Ambient Inc. although he does not gain the advantages associated with such School Specialization.

such as confidence.the Lotahm Gentle rise. 54 www. stench of burning. the jarring return to flesh. Search. Intuit Direction (Wis). For example. The Mystic Bird has stats as given below. Soaring just above the misty white coldness. the target must make a Reflex save (DC equal to the attack roll) or suffer damage to one eye. approaching the pass between the mountains--a perfect ambush location. Manifesting: Ability to manifest at least one psychometabolic and one clairsentient psionic power. Bigger Bird Improved Bird Evasion. the character calls a Mystic Bird to serve him. Handle Animal (Cha). Alchemy. Disable Special Bird Companion. Decipher Script. Table 1-30: The Lotahm Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save 1 +0 +0 +2 +2 2 +1 +0 +3 +3 3 +2 +1 +3 +3 4 +3 +1 +4 +4 5 +3 +1 +4 +4 6 +4 +2 +5 +5 7 +5 +2 +5 +5 8 +6 +2 +6 +6 9 +6 +3 +6 +6 10 +7 +3 +7 +7 Class Skills The Lotahm's class skills (and the key ability for each skill) are Animal Empathy (Cha). the target. all bows and crossbows. almost still while speeding. metallic grey. Skill Points at Each Level: 4 + Int modifier. wind rushing across fingerfeathertips. it cannot be replaced until the character gains a level (in any class) at which point the slain bird(s) are replaced. Eye Strike (Ex): The Lotahm as well as his Mystic Birds gain the ability to strike an opponents eyes. Wilderness Lore (Wis). Remote View (Int). Eagle's Claws Bird's Eyes. Bird Companion (Ex): Upon becoming a Lotahm. making movement sluggish. empathic link with his bird companion(s) out to a distance of up to onehalf mile per class level. Speaking Bird. Bird Evasion (Ex): The Mystic Bird companion of a Lotahm gains the Evasion ability. Move Silently (Dex). exhilaration and freedom at last. Below-there-yes. They became his most prized scouts. the hunted--the supply train. Intimidate (Cha). silver and gold to bloody. Damage to an eye results in a -2 penalty to Spot. The weight of armor and obligation weighs heavily. If the attack hits. The sudden loss of the joined mind. Appraise. They range in colour from white. Manifesting Eye Strike. Bird Evasion. small specks resolving into distinct forms. Forgery. Armwings outspread. fear. A character's alignment is reflected in the colour of his Mystic Bird. and at level 9 he gains a third. He discovered them when two joined his camp with their swooping black birds and their eye for distance. Senses bombarded with smoke of the camp. then dive through the clouds--we have work to do. a level 5 Lotahm will have gained 15 power points from Lotahm levels. Just past the forest fording the river. psionically bonding with them as extensions of themselves. the joy of riding the thermal. Hit Die: d8 Requirements To qualify to become a Lotahm (Lot) a character must fulfill all the following criteria. Weapon and Armor Proficiency: The Lotahm are proficient with all simple weapons. and he began searching out those who had the abilities to become Lotahm--those with latent psionic abilities and an affinity for animals. Bigger Bird Speed of Flight 2 Bird Companions. Bird Empathy.DREADGAZEBO. who would have been more suited to the task. They gain power points at each level equal to their class level. They take on traits of their birds. not just the black. Concentration (Con). But the Lotahm can be of any alignment. At level 5 the Lotahm gains a second Mystic Bird. Manifesting: The Lotahm are minor psions. Bigger Bird Bird Shape Ambient Inc. able to manifest their unique abilities as psionic powers. Most Lotahm are rangers and nomads. sluggish grime encrusted fingers rub blue eyes in an effort to refocus. The Lotahm were an ancient order even in the days of Gar'Udok. Feats: Skill Focus (Handle Animal) Handle Animal and Animal Empathy: 8 ranks in one. but only from the target of the eye strike. 4 ranks in the other (you choose which to have at 8 ranks). Must report. Shield of Prudence 3 Bird Companions. clanging of weapons repaired. Bigger Bird Endurance. In Gar'Udok's camp almost all were rangers with latent psychic ability instead of nomads. As a full round action. This limits communication to strong feelings. in addition to whatever power points he may have had from previous classes. and light and medium armor. evil Lotahm that people associate with Gar'Udok." The Lotahm are an ancient order of psions who bond with a bird that they enhance with their own psionic energy. Silence of the heights. so misunderstandings are always possible. If a Mystic Bird is slain. but not with shields. and gains abilities based on the level of the Lotahm. Bird Empathy (Su): The Lotahm has a psionic. and a very few are druids. Knowledge (Nature) (Int). resolve and so on. uncertainty. "Captain. I've spotted them. Spot (Wis). unwashed bodies. this attack provokes an attack of opportunity. it takes no damage on a successful saving throw. slight temperature difference. Sir. Class Features All of the following are features of the Lotahm prestige class.com . If it is subjected to an attack that normally allows a Reflex saving throw for half damage. rusty blacks and dark. Animal Affinity Bird's View. they can make a single melee attack at their normal attack bonus. Must notify the dirtbound then we can fly again. Open Lock.

Initiative checks. +1 skill point per hit die). This ability requires a Remote View skill check with the DC being 10 plus the distance to the Mystic Bird in miles. At this level the Lotahm discovers the "Burst" power (if he hadn't discovered this power already) and gains the ability to use it one time per day per class level at no power point cost. Read Lips. Speaking Bird (Ex): At level 7 the Lotahm's Mystic Birds gain the ability of speech. Will +2. Face 2 1/2 ft x 2 1/2 ft. Shield of Prudence (Su): At level 8. Reflex saves and Dexterity checks. Endurance (Ex): At level 6 the Lotahm and his Mystic Birds gain the Endurance Feat as a bonus feat. and can communicate what it has seen to the Lotahm or to others.com . the Lotahm discovers the Shield of Prudence power if he hadn't discovered this power already. SQ Darkvision 60 ft. Scry. the Lotahm gains the ability to change into the form of any avian animal of Tiny to Huge size. their natural armor improves by 2 and their Intelligence improves by 2 as well. Melee claw +7 (1d4). It can be used as a messenger. AC 17 (+2 Size. bite +2 (1d4). the Lotahm's Mystic Bird(s) gain one additional hit die and all commensurate benefits (increased BAB. In addition. the Lotahm gains the ability to extend all his senses through the senses of one of his Mystic Birds. Mystic Birds CR1. The Lotahm at this point discovers the powers of Elfsight. Skills and Feats: Listen +5 (3). The manifester can use this power in conjunction with feats. and it can be used with multiple attacks gained through level advancement. New Psionic Power Eagle's Claws Psychometabolism (Str) Level: Psion 1. Low-light vision. Ma Manifestation Time: 1 action Range: Personal Target: You Duration: 1 hour Power Points: 1 The manifester of this power grows claws that grant a claw attack (which does not draw an attack of opportunity) with a base damage of 1d8. Psychic Warrior 1 Display: Vi. Animal Affinity (Su): At level 6 the Lotahm discovers the Animal Affinity power if he hadn't discovered this power already. Spd 10 ft. Con 12. the Lotahm discovers the Eagle's Claws power if he hadn't discovered this power already. Reach 0 ft. Spot +5 (3). Darkvision. hp 13. Int 2. Speed Of Flight (Su): At level 4 the Lotahm's Mystic Bird(s) increase their speed to: Spd 10 ft. Tiny Magical Beast. It can speak in all the languages the Lotahm can (barring magical assistance). Wis 14.. the Mystic Bird doubles the range of its darkvision and low-light vision. Weapon Finesse (Claw. Bird Shape (Su): At level 10. Bigger Bird (Ex): At the indicated levels. Damage to all eyes results in blindness. base saves. +3 Dex. Expanded Vision and Vigilance (if he hadn't discovered these powers already). Cha 6. as per the Wild Shape druidic ability. Str 10. SV Fort +4. the Lotahm's Mystic Birds gain the Improved Evasion ability as a rogue. Sense Motive and Spellcraft checks. Eagle's Claws (Su): At level 2. Wilderness Lore checks (for tracking only). fly 80 ft (good). Init +3 (+3 Dex). powers or spells allowing additional attacks in 1 round. Bird's View (Su): At level 10. Bird's Eyes (Sp): At level 3. Improved Bird Evasion (Ex): At level 8.DREADGAZEBO. fly 100 ft (good). AL N. Craft. Dex 17. He also discovers the "Glide" power if he hadn't discovered this power already. This damage is only healed when the victim is healed of all damage. Ref +6. +2 Natural Armor). HD 2d10+2. 55 www. Bite) Ambient Inc.Device.

com . 56 www. Hit Die: d4 Requirements To qualify to become a Mad Tailor (Mdt). the messenger froze in his tracks. seeking the missing ingredient for this piece. as few others ever learn the magics needed for the gruesome process of their constructions. Concentration (Con). He can never be found without needle and thread in hand. Weapon and Armor Proficiency: Mad Tailors receive no additional training in armor or weapons use. He does not. Knowledge (Arcana) (Int). The first signs of insanity manifest as inappropriate laughter (Will save. The Mad Tailor crafts his masterpieces using a mix of magic and old-fashioned haute-couture. hit points beyond those he receives from the prestige class. his mind begins to slip (no sane man could do such work as this). Delusions 5 +2 +1 +1 +4 Mad Construct III 6 +3 +2 +2 +5 7 +3 +2 +2 +5 Mad Construct IV 8 +4 +2 +2 +6 Psychosis 9 +4 +3 +3 +6 Mad Construct V 10 +5 +3 +3 +7 Magical Construct +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 Spellcasting Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Ambient Inc. Craft (Int). gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead. a character must fulfill all the following criteria. The act of building a Mad Construct I takes one week of sewing and "modifying" (often the finishing touches are referred to by their creator as "hemming" and "basting") the source creatures. Class Features All of the following are features of the Mad Tailor prestige class. His eyes frozen in mute horror. The Mad Tailor is someone who has decided to "remodel" people and creatures. the materials available this time left a lot to be desired. however. His little beady eyes became two pinpricks over his long nose as he saw the messenger enter his study with a package in hand. Alignment: Any non-lawful. A Mad Construct I requires one small animal or beast as the base for the construction. metamagic or item creation feats. He looked around. and so on). the messenger was quickly sewn into the massive construct of flesh by the agile hands of the tailor. First Signs (Ex): As the Mad Tailor first learns the arts of his trade. then he can elect to treat these spellcasting levels as manifesting levels instead. the tailor examined the masterpiece once more with his critical eye. If the character can manifest the Polymorph Other power instead of casting it. Spellcasting (Su): At each level. Table 1-31: The Mad Tailor Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 First Signs. It is generally a self-taught path. That was what he needed! With a gesture and a word from the tailor.… It was functional. bone.ones that the Mad Tailor can force to listen to commands. Escape Artist. and two to five additional animals or beasts of small size or smaller to complete (if the additional creatures beyond the base are of smaller size than the base creature. Jump. Profession (Int). Chuckling and almost tittering to himself.DREADGAZEBO. and Spellcraft (Int). except for an increased effective level of spellcasting. no doubt. to keep from laughing when doing so would be a bad idea) and minor delusions (cannot take 10 on Listen and Spot rolls. although some truly infamous mad tailors attract a small entourage of wannabes. non-good Craft (Tailor): 10 ranks Handle Animal: 4 ranks Diplomacy: 4 ranks Knowledge (Arcana) or Knowledge (Psionics): 6 ranks Heal or Knowledge (Anatomy): 8 ranks Feat: Craft Wondrous Item Special: Ability to cast or manifest Polymorph Other Class Skills The Mad Tailor's class skills (and the key ability for each skill) are Alchemy (Int). sinew and thread upon animals and other… predictable… victims . but not particularly pretty. Heal (Wis). to craft masterpieces from living flesh. this time with a content smile upon his drawn lips. Note that armor check penalties for armor heavier than leather apply to the skills Balance. Move Silently. But then again. Mad Construct I (Ex): The Mad Tailor first hones his skills with flesh. and was then lifted towards the masterpiece in the middle of the study. not nearstatic golem-like constructs from the inanimate or gruesome animated dead. DC 20. the Mad Tailor gains new spells per day as if he had also gained a level in the spellcasting class he belonged to before adding the prestige class. Mad Tailors are usually wizards and sorcerers. he must decide to which class he adds the new level for purposes of determining spells per day. -2 insanity penalty on Sense Motive checks). Hide. Skill Points at Each Level: 4 + Int modifier. almost furtively. Mad Construct I 2 +1 +0 +0 +3 3 +1 +1 +1 +3 Mad Construct II 4 +2 +1 +1 +4 Homunculus. Climb.Mad Tailor The diminutive tailor looked over his latest masterpiece in progress. If a character had more than one spellcasting class before becoming a Mad Tailor. Knowledge (Anatomy) (Int). Pick Pockets and Tumble.

000 gp worth of ingredients and costs the Mad Tailor 1. Mad Construct V (Ex): At level 9. with a multitude of additional creatures used throughout the assembly. The process consumes 4. his delusions become more prominent. In times of extreme stress (such as combat or being hunted down by a mob of torch-bearing peasants).000 gp worth of special but obtainable ingredients (special threads and cat-gut sutures. able to tower over most siege devices. humanoid or giant as the base creature. Depressed characters receive a -2 morale penalty on all skill checks and saves and rarely take interest in anything except their own masterpieces). parts of the creatures in question are grafted and sewn into the construct). except that he gains no bonuses. beasts or humanoids can be substituted) with two to five additional animals. the Mad Tailor begins making truly monstrous constructs. clamps. but generally brash.DREADGAZEBO. beast. paranoia and mild hallucinations (-4 insanity penalty on sense motive checks. The construction consumes 100 gp of ingredients and materials and costs the Mad Tailor 25 XP to perform. While in hysterics treat the Mad Tailor as being in a barbarian rage. The process consumes 20. beast or humanoid (alternately three small-sized animals. beast. Each Mad Construct can take on one Extraordinary or Supernatural ability from this magical beast (such as a gorgon's breath weapon or a manticore's spike volley). he may fall prone to hysterics (Will save DC 10+1 per round of combat or minute of stress to prevent hysterics).900 XP to perform.such as four dogs substituting for a human). In all other ways the Homunculus is treated as the Homunculus entry in the System Reference Document. the Mad Construct IV takes seven weeks to complete. The process consumes 30. Manic characters gain a +1 morale bonus on all skill checks and a -1 morale penalty on all Will saves and tend to be very outgoing and excitable. These include delusions of grandeur (+2 morale bonus on saves against fear).000 gp worth of ingredients and costs the Mad Tailor 1. the Mad Tailor begins his trade in earnest. the Mad Tailor is truly slipping into the deep end. lab equipment) and costs the Mad Tailor 100 XP to perform. Requiring the same base creatures (although often adding a few more "minor" creatures to the mix for additional limbs and muscle tissue). tubing. the Mad Tailor's constructs require a larger facility for their construction. beasts or humanoids of mediumsize or smaller to complete it. A Mad Construct III is made from a single large-sized animal. Mad Construct III (Ex): At level 5. Mad Construct IV (Ex): At level 7. the Mad Tailor can now use magical beasts as an ingredient in his Mad Constructs. often out of boredom. it will follow simple orders from the Mad Tailor. beasts or humanoids of large size or smaller to complete it. 57 www. He becomes manic-depressive (roll 1d6 for the character's mood each morning and after a major stressful event - on a 1-3 he is manic. 3 creatures of one size smaller than indicated can substitute as a creature of the indicated size . The process consumes 1. Mad Constructs "They were caught short by a pitiful mewing noise.300 XP to perform. Delusions (Ex): As the Mad Tailor's mind slips further away. A Mad Construct II takes three weeks of sewing and modifying the source creatures.000 gp worth of ingredients and costs the Mad Tailor 700 XP to perform. Requiring a single huge-sized animal. staples. (As always. A Mad Construct II is made from a single medium-sized animal. on a 4-6 he is depressed. the Mad Construct V takes nine weeks to assemble. Psychosis (Ex): At level 8. The process consumes 10. able to assemble creatures from much… finer… raw materials. Once created. and mood swings. Homunculus (Ex): The Mad Tailor can begin to ply his trade upon his own form.com . Magical Construct (Ex): At level 10. the Mad Tailor can create a much more powerful construct than the Mad Construct IV. humanoid or giant with two to five additional animals. in the case of creatures of the construct's size.a construct created from the Mad Tailor's own flesh.then they are sewn and grafted entirely into the construct. Mad Construct II (Ex): Beginning at level 3. -2 insanity penalty on listen and spot checks). The usual result of this is a strange homunculus . A Mad Construct III takes five weeks of sewing and modifying the source creatures to create. From around the corner lurched a beast which looked like a patchwork Ambient Inc. The creation of the homunculus' body from the Mad Tailor's own flesh requires a Craft (tailor) check (DC 20) and requires a full week of work. just the -2 to AC and the inability to do anything requiring serious thought or concentration.000 gp worth of ingredients and costs the Mad Tailor 300 XP to perform.

They can be repaired as an object can. although its component parts may be. It snarled. Cha 4 Any land and underground Solitary 2 None Always neutral None Mad Construct III Large Construct 7d10 (38 hp) +0 50 ft 18 (-1 size. Cha 4 Any land and underground Solitary 1/3 None Always neutral None Mad Construct II Medium-size Construct 3d10 (16 hp) +1 (Dex) 40 ft 17 (+1 Dex. While they are still alive.DREADGAZEBO. It takes 1 minute of rest to reset the Mad Construct's berserk chance to 0% Hit Dice Initiative Speed AC Attacks Damage Face / Reach Special Attacks Special Qualities Saves Abilities Climate / Terrain Organization Challenge Rating Treasure Alignment Advancement Mad Construct I Small Construct 1d10 (5 hp) +1 (Dex) 30 ft 15 (+1 size. Dex 13. Berserk (Ex): When a Mad Construct enters combat. phantasms. From its shoulder the mewing continued from the face of a small cat. it is immediately destroyed. which requires a successful Charisma check (DC 20). A construct is not at risk of death from massive damage. Unlike most constructs. there is a cumulative 1% chance each round that the tormented beasts that it is made of manage to regain some small amount of control over its actions causing it to go berserk. Construct: Constructs usually have no Intelligence scores and never have Constitution scores. but when reduced to 0 hit points or less. ability damage. Ref +2. Will +1 Str 19. A construct cannot be raised or resurrected. Con -. subdual damage. Will +3 Str 31. Creating a Mad Construct When crafting a Mad Construct from it's component beings. sewn together from who knows what. +9 natural) Slam +14 melee Slam 1d12+15 5 ft by 5 ft / 10 ft 1 ability from Group II Berserk. paralysis. Constructs cannot heal damage. Each Mad Construct gets a certain number of special abilities from this list. unfathomable limbs. Attempts should be made to keep the powers granted to a Mad Construct in line with the creatures used in it's construction. disease. Cha 4 Any land and underground Solitary 5 None Always neutral None Ambient Inc. Dex 13. ability drain or energy drain.hunting dog. a quilt of various living beings meshed together into a horrific monstrosity under the will of its creator. Con -. now a quiltwork of body parts and strange. A construct is not subject to critical hits. A construct is immune to mindinfluencing effects (charms. Int -. using Craft (Tailor). select special abilities for it from the lists below. dripping bloody foam to the cobbles beneath it. Damage Reduction 5/+1 Fort +2. Will +0 Str 15. They are patchwork creations. Con -. they lose their free will and are otherwise treated as most other constructs in the game . Wis 12. unlike most constructs. if within 60 feet. +1 Dex. Ref +1. It is immune to any effect that requires a Fortitude save (unless the effect also works on objects). though they can be healed using curative magics. then moving on to spread more destruction. The Mad Tailor. 58 www. Int -. patterns and morale effects) and to poison." Mad Constructs are created from living specimens by the Mad Tailor. The uncontrolled Mad Construct goes on a rampage. stunning. +6 natural) Slam +6 melee Slam 1d8+6 5 ft by 5 ft / 5 ft 2 abilities from Group I Berserk Fort +0.albeit constructs that require food and drink to survive. death effects and necromantic effects. compulsions. Wis 10. +3 natural) Slam +3 melee Slam 1d6+3 5 ft by 5 ft / 5 ft 1 ability from Group I Berserk Fort +0. grafted there for some obscure ornamental purpose. can try to regain control by speaking softly and persuasively to the Mad Construct. food and water to survive. a Mad Construct requires air. a towering 20 foot monstrosity that may have once been a small giant. attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach. Then its master followed. Wis 12. Int -. based on the type of construct. Ref +1. sleep. Dex 11.com .

Will +6 Str 35. Choose one of fire. Armor: Implanted exoskeletal bones.DREADGAZEBO. The Mad Construct gains a +4 inherent bonus to Strength. the opponent cannot react to trip the Mad Construct. cold. Wis 14. the Mad Construct can take a charge action to move 10 times normal speed Swim: The Mad Construct is aquatic. Tough (Ex): Made from hardy beasts and animals. tentacles. Mad Construct Group III abilities (You may replace any ability from this Group with three abilities from Group II) Armor Plating (Ex): Entirely covered with armor in the form of bones. Cha 4 Any land and underground Solitary 10 None Always neutral None Ambient Inc. Gristle (Ex): By working only with the hardest muscles and bones. armor class and Reflex saves. Charge (Ex): Headstrong and ferocious. Siege Engine (Ex): The massive fists of the Mad Construct are reinforced with extra bones and armor. Mad Construct Group II abilities (You may replace any ability from this Group with three abilities from Group I) Brutal (Ex): Massive musculature taken from just about any Mad Construct IV Large Construct 13d10 (71 hp) +0 50 ft 21 (-1 size. acid. the Mad Construct gains 3d10 hit points added to its hit point total. Damage Reduction 15/+3 Fort +6.com . and perhaps even nearly streamlined. the construct can run over an opponent at least one size smaller than itself. electricity or sonic resistance 5. Ref +4. the Mad Construct must hit with its slam attack. Sprint (Ex): Powerful legs from a wild animal grant the Mad Construct the ability to run incredibly fast for short periods. Multiple uses of Brutal do not stack.Mad Construct Group I abilities Additional Attack: Extra limbs give the Mad Construct one additional attack at its highest attack bonus. It gains a swim speed of 60 ft. Improved Grab (Ex): A bear hug is always a good tactic for a large creature to take care of smaller threats. Damage Reduction 10/+2 Fort +4. steel plates and other reinforcements. Trip (Ex): Suckers. the Mad Construct gains a +8 inherent bonus to it's natural armor. Will +8 Str 41. Resistance (Ex): Choice materials and special preparations during the crafting of the Mad Construct make it resistant to one or more energy forms. Wis 14. Trample (Ex): As a standard action during its turn each round. They ignore the hardness of targets struck and grant the Mad Construct the benefits of the Sunder feat. or even grasping appendages attached to very strange places grant the Mad Construct a trip attack. This gives it a +1 on initiative rolls. Con -. +12 natural) Slam +20 / +15 melee Slam 1d12+18 5 ft by 5 ft / 10 ft 2 abilities from Group II Berserk. if the Mad Construct charges a foe during the first round of combat. Dex 9. Con -. Heavy Armor (Ex): The use of heavy armor plating (perhaps even the grafting of metal and wooden armor to the construct) grants the Mad Construct a +5 inherent bonus to its natural armor. Multiple uses of Tough do not stack. If the Mad Construct hits with a slam attack it can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. hooks. the Mad Tailor grants his Mad Construct an additional 10d10 hit points. To use this ability. +15 natural) Slam +27 / +22 / +17 melee Slam 2d8+22 10 ft by 10 ft / 15 ft 1 ability from Group III Berserk. 59 www. armor plates or even rhinoceros hide provides a +2 inherent bonus to the Mad Construct's natural armor. It has to move over the opponent to deal bludgeoning damage equal to 1d6 plus Strength modifier (see Trample in the System Reference Document for more information on Trample attacks). If the attempt fails. Once per hour. This gives it an additional +2 on its attack rolls and +3 to damage from its slam attack (and +2 damage with other attacks). it can make a full attack even if it has already taken a move action. Multiple uses of Agile do not stack. Int -. Cha 4 Any land and underground Solitary 8 None Always neutral None source can be of use to a brute like this. Int -. Ref +5. Dex 11. The same resistance can be chosen multiple times and stacks. Hit Dice Initiative Speed AC Attacks Damage Face / Reach Special Attacks Special Qualities Saves Abilities Climate / Terrain Organization Challenge Rating Treasure Alignment Advancement Mad Construct V Huge Construct 19d10 (104 hp) -1 (Dex) 50 ft 23 (-2 size. Multiple uses of Gristle do not stack. Agile (Ex): Use of light and agile creatures for the construction grants the Mad Construct a +2 inherent bonus to Dex.

Climb. their spears like sticks trapped in the flow. Pick Pockets and Tumble. light crossbow. a hawk with a message bearing the signet of Prince Durin. to defeat their opponents. like a bubbling rush of mud flowing down the ravine under eldritch torches.Military Archer Peering down into the ravine from between the low shrubbery. At 1st level the character receives a +2 competence bonus to all attacks made with his primary weapon. longbow. (The primary weapon bonus balances out the slower BAB progression for the Military Archer. Most Military Archers are drawn from the ranks of Warriors with some few Fighters. but a worse melee combatant. Spot (Wis) and Swim (Str). The map indicated the ravine by which the goblins were expected to make their break into the Durin Hills. Skill Points Per Level: 2 + Int Modifier Class Features All of the following are class features of the Military Archer prestige class.and the massed concentration of goblins swarming down towards the Hills. It felt as if the whole of nature was taking a deep breath.and long-bows. A warning was called from the ravine floor. steel on steel. They had spent the last four days working the hills by the broken lands. Intimidate (Cha). While most soldiers rely on melee combat. and fire with deadly accuracy. Archers are important to the success of any army. The rain had been incessant. aim. Jump (Str). even during the heat of battle. and from there. The faerie fires lit them up in an eerie glow. "Loose" Bilthig uttered hoarsely. Hide. They are proficient in light armour but not with shields. Most also carry spare bowstrings in their helmets. Craft (Int). Jump. This bonus stacks with the Weapon Focus feat. longbows. Any country that maintains a standing army recognizes the Military Archer's usefulness. Bilthig's unit tried to find the most advantageous position for the approaching battle. composite short. no less muddy and bestial however. See Chapter 4: Skills in Core RuleBook 1 for skill descriptions. a character must fulfill all the following criteria. He practices regularly to maintain and improve his skills and takes special care of his weapon. Hit Dice: d8 Requirements To qualify to become a Military Archer (Mar). Rapid Shot. Escape Artist. Primary Weapon (Ex): At level 1. making sure they each kept at least one spare string dry in case the weather should return. and they had been forced to unstring their composite shortbows to keep the strings dry. Gnomes were not meant to crawl through mud and sleep under dripping trees. Mixed among them were taller forms of ogres and hobgoblins. This bonus increases by one every three levels: at 4th level the bonus increases to +3. Move Silently.com .DREADGAZEBO. Feats: Point Blank Shot.) Volley Fire (Ex): Trained to work as a unit against other units. the Military Archer relies on his skill with the bow. Military Archers firing at targets beyond 100 feet can elect to fire at Table 1-32: Military Archer Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +0 Primary Weapon +2 2 +1 +0 +3 +0 Volley Fire 3 +2 +1 +3 +1 Pinpoint Accuracy 4 +3 +1 +4 +1 Primary Weapon +3 5 +3 +1 +4 +1 Improved Rapid Shot 6 +4 +2 +5 +2 7 +5 +2 +5 +2 Primary Weapon +4 8 +6 +2 +6 +2 Improved Point-Blank Shot 9 +6 +3 +6 +3 Extreme Range 10 +7 +3 +7 +3 Primary Weapon +5 Ambient Inc. fighting for his life and his countrymen. The orders had arrived the morning before. Then they came. making him a better shot than an equivalent-level Fighter. suddenly truly wishing he was back in the safety of the royal courts instead of knee-deep in mud. and the archery units were to take up skirmishing positions along the hilltops. Constant practice under a variety of conditions allows the archer to concentrate. knowing the moment the arrow is released if their aim was true. Note that armour check penalties for armour heavier than leather apply to the skills Balance. 60 www. The Military Archer is never without his bow while on-duty. straight towards the nearly defenseless gnomish towns on the coast. As the sun set over the Durin Hills. Bilthig kept telling himself. the Military Archer selects one of the following ranged weapons to be his primary weapon: heavy crossbow. almost a mantra against the damp. Base Attack Bonus: 1+ Class Skills The Military Archer's class skills (and the key ability for each skill) are Balance (Dex). Military Archer units wield their bows as a natural extension of themselves. Climb (Str). Martial Weapon Proficiency (any bow) Special: Military training in an Archery unit. and faerie fires lit up the night . at 7th level the bonus increases to +4 and at 10th level the bonus increases to +5. Weapon and Armour Proficiency: The Military Archer is proficient in all basic weapons as well as with shortbows. The royal guard were setting up their defences at the end of the ravine. Bilthig quietly had his men string their bows. Rangers and Rogues. the rains also came to a lull. shortbow. preparing for what was to come.

Hits are then randomly distributed within the unit. with a minimum of one round and a maximum of 4 rounds. Improved Rapid Shot (Ex): A Military Archer at level 5 or higher no longer suffers the -2 penalty to hit for using the Rapid Shot feat. Standard range modifiers still apply.the enemy unit instead of individual enemies. adding +2 to the bonus for each additional full round of aiming). the Military Archer's ability to hit targets within 30 feet with his primary weapon improves. he does not gain any bonuses to his attack. (If an enemy moves and threatens the Military Archer while he is using Pinpoint Accuracy. to a maximum bonus of one-half the Military Archer's level.) This ability can be combined with the Volley Fire ability.DREADGAZEBO. The Military Archer must use a full-attack action to make one attack that receives this bonus and he cannot be in an area threatened by an enemy while aiming. Ambient Inc. the Military Archer can spend a full round action doing nothing else but aiming at a target. This provides a +1 to hit per 3 targets in the enemy unit. and then gains a +2 circumstance bonus to the attack roll against that target. the Military Archer has the ability to shoot targets (with his primary weapon) who are at fantastic range. He gains a +2 competence bonus to hit and damage for these attacks. Extreme Range (Ex): At 9th level. Improved Point-Blank Shot (Ex): At 8th level. but arrows rain down on random soldiers in the enemy unit instead of precise targets.com . This makes the target area much larger and the chance of hitting improves. (Aiming can last up to one round per point of Wisdom Bonus. Pinpoint Accuracy (Ex): At 3rd level and higher. He may now shoot up to 12 range increments. 61 www. this overlaps (does not stack) with the bonus from the Point-Blank Shot feat.

she must decide to which class she adds the new level for purposes of determining manifestation. Manifesting: At the indicated levels. Uncanny Dodge (+1 vs traps) Manifesting +1 Manifester Level +1 Manifester Level +1 Manifester Level +1 Manifester Level +1 Manifester Level +1 Manifester Level +1 Manifester Level Ambient Inc. PsiCraft (Int). 62 www. Jump. Alignment: non-lawful. are the Mind Thieves. minds and souls. Most Mind Thieves were originally psions with a few levels of rogue. and the psychic warriors trained there are known for their combination of psionics and samurai swordsmanship. The Mind Thieves of Tuarek are supreme specialists in mobility and striking into the most tender portions of their foes' bodies. mastering the art of striking deep into their foes with their fearsome mind blades. Weapon and Armor Proficiency: The Mind Thief is proficient in all light simple and martial weapons and with light and medium armors. and so on). Intimidate (Cha). one of which must be at least level 2 and one or more telepathic power Special: Sneak Attack ability Class Skills The Mind Thief's class skills (and the key ability for each skill) are Balance (Dex). Base Attack Bonus: +4 Concentration: 6 ranks Jump: 7 ranks Knowledge (psionics): 5 ranks Tumble: 7 ranks Use Magic Device: 6 ranks Feats: Any two psionic feats (including metapsionic and psionic item creation feats) Manifesting: Ability to manifest at least three psychoportive powers. Tumble (Dex). except for an increased effective level of manifesting. Others are merely rogues with a talent for manifesting psychoportive powers and a knack for the arcane. Uncanny Dodge (cannot be flanked) 6 +4 +2 +5 +2 Soul Bite 7 +5 +2 +5 +2 Sneak Attack +4d6 8 +6 +2 +6 +2 Greater Mind Strike 9 +6 +3 +6 +3 Sneak Attack +5d6 10 +7 +3 +7 +3 Greater Soul Bite. Disable Device (Int). Knowledge (arcana) (Int). A few are soulknives. Hit Die: d4 Requirements To qualify to become a Mind Thief (Mth) a character must fulfill all the following criteria.) Note that armor check penalties for armor heavier than leather apply to the skills Balance. Handle Animal (Cha). Many a young psion has found training behind the tall. Move Silently. Climb (Dex). Escape Artist. Search (Int). hit points beyond those she receives from the prestige class. Most members of this secret society are assassins who hire out specifically against wizards and clerics. however.Mind Thief The Grey School of Tuarek is one of the few known schools of psionics in the world. Craft (Int). and most of these are nomads. Jump (Str). the Mind Thief gains new powers and power points per day as if she had also gained a level in the manifesting class she belonged to before becoming a Mind Thief. Skill Points per level: 6 + Int modifier Class Features All of the following are class features of the Mind Thief prestige class. since she can Table 1-33: The Mind Thief Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +0 Sneak Attack +1d6 2 +1 +0 +3 +0 Uncanny Dodge (Dex bonus to AC) 3 +2 +1 +3 +1 Sneak Attack +2d6 4 +3 +1 +4 +1 Mind Strike 5 +3 +1 +4 +1 Sneak Attack +3d6. This is treated exactly as the Rogue's Sneak Attack ability. Pick Pockets and Tumble. however. Open Lock (Dex). (She still loses her Dexterity bonus to AC if immobilised. he can strike a vital spot for extra damage. gain any other benefit a character of that class would have gained (additional psionic combat modes. Hide. Psions who show promise in the arts of movement are watched to see if they have a certain moral “flexibility”. Gather Information (Cha). Those that do are invited to the order of the Mind Thieves of Tuarek. Knowledge (psionics) (Int). Concentration (Con). and all damage bonuses stack with other Sneak Attack bonuses the character may have. stone walls of Tuarek. She does not.DREADGAZEBO. The true secret of Tuarek. she retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. Sneak Attack (Ex): If a Mind Thief can catch an opponent when she is unable to defend herself effectively from his attack. If a character had more than one manifesting class before becoming a Mind Thief. A very few psionic rogues discover their way to these skills on their own. (Light weapons are weapons up to one size category smaller than the Mind Thief. Move Silent (Dex). At level 2 and above. the Mind Thief can no longer be flanked.com .) At level 5. but a vast majority are trained by the order of the Mind Thieves of Tuarek. Spot (Wis). psions specializing in psychoportive powers. Climb. the Mind Thief gains the extraordinary ability to react to danger before his senses should allow her to even be aware of it. Uncanny Dodge (Ex): Starting at level 2. Use Magic Device (Cha) and Use Rope (Dex).

This defence denies rogues the ability to use flank attacks to sneak attack the Mind Thief. the Mind Thief can spend 5 Power Points and forego 2d6 of his sneak attack damage in order to effect a mind strike. giving her a +1 bonus to Reflex saves made to avoid traps. which duplicates the effects of a normal mind strike. he can trigger a greater mind strike whenever he successfully sneak attacks a spellcaster or manifester. he loses 1d3 times the power point cost of his highest level psionic power. The target of a mind strike must make a Fortitude save (DC 10 + Mind Thief level + Charisma bonus) or be unable to cast any spells or use any spell-like abilities for 1d6+1 rounds. As long as the Mind Thief has at least 7 Power Points. Greater Soul Bite (Su): At level 10. The soul bite is treated identically to a sneak attack. A Mind Thief can only make a soul bite attack if she has at least 9 Power Points. On a successful sneak attack against a spellcaster or manifester. Ambient Inc.com . As long as the Mind Thief has at least 13 Power Points. If the Power Points above his maximum are not spent within 2 rounds per Mind Thief level. and the Mind Thief gains half that many Power Points. but only deals half the normal sneak attack damage bonus (round down). The exception to this defence is that a rogue at least four levels higher than the Mind Thief can flank her (and thus sneak attack her). but also draws away some of the target's spellcasting ability. If the Mind Thief has another class that grants the uncanny dodge ability. Mind Strike (Su): At level 4. whenever he makes a soul bite attack against an undead or construct. The victim of a greater mind strike loses 1d4 prepared spells or spell slots (starting with their highest-level spells) and the Mind Thief gains Power Points equal to the total spell levels of lost spells. the Mind Thief's knowledge of body and soul becomes so finely tuned that she becomes capable of striking into the animating force of undead and constructs.DREADGAZEBO. regardless of the target's immunity to sneak attacks and critical hits. and she becomes able to draw the animating force from them using the same techniques as the greater mind strike. If the victim is a manifester. the Mind Thief gains an intuitive sense that alerts her to danger from traps. At level 10. add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis.react to opponents on opposite sides of her as easily as she can react to a single attacker. Soul Bite (Su): At level 6. The Mind Thief foregoes 4d6 of his sneak attack damage to trigger this ability. they are lost and deal 1 point of damage to the Mind Thief per Power Point lost. he gains half the damage he dealt with the soul bite ability as temporary hit points that remain for one hour. the Mind Thief improves his mind strike ability. the Mind Thief learns the art of the mind strike. Greater Mind Strike (Su): At level 8. 63 www. The Power Points gained by Greater Mind Strike can bring the Mind Thief's Power Point total above his normal maximum. The Mind Thief becomes capable of soul biting undead and constructs in any circumstance that would normally allow a sneak attack. the Mind Thief's ability to strike at the animating force within a construct or undead is improved.

as New Treants are known to live for many times their normal life span. The engagement at Mires Ford had been hard on the Order of Cordun. but the arrows weren't so easily deflected. As he went to brudh it away. There are also stories of Rogue New Treants that travel the world now that their host forests have been destroyed. heedless. he heard screams in the forest. The New Treants is a title not chosen by the druids of this order. perhaps two dozen of the Order in their chitinous black armor and twice that number of mercenaries. Others even allow for more prominent logging operations as long as the woodsmen have been doing it for longer than the New Spellcasting +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level Ambient Inc. brown skin and gradually becoming more sedentary in their activities. washed over the field. Helplessly he was lifted by the living tree. while most find the actual upkeep of their hair to be too much effort and wear hair and facial hair in long. Various New Treants view their oath with different levels of severity. Tree's Age 2 +1 +3 +0 +3 Tree Shape +1/day 3 +1 +3 +1 +3 BarkForm 4 +2 +4 +1 +4 Improved Tree Shape 5 +2 +4 +1 +4 Tree Shape +1/day 6 +3 +5 +2 +5 Untamed Growth 7 +3 +5 +2 +5 8 +4 +6 +2 +6 Tree Shape +1/day 9 +4 +6 +3 +6 Improved Tree Shape 10 +5 +7 +3 +7 Form of the Treant were clear again. then to a walk. the mercenaries began to whisper back and forth strange tales of these woods and the creatures that defend it. There are others who also seek the way of the trees for the longer lives this entails. thicker and lower than the sounds of the pitched battle. it grasped his hand roughly. although fortunately none of the Order. The run quickly dwindled to a forced march. Some even grow green hair. a New Treant resembles his namesake more and more. Only some of the most powerful can leave the home of their bond.they were reduced to a small fractino of their initial force size. incredibly strong. looking for advantageous terrain upon which to make a stand. The elven spellcasters were suddenly much more effective.DREADGAZEBO. watching for elven spellcasters and readying counter-spells. many of them injured. Then a deeper sound. Dedicated to the stolid yet defenceless buttresses of nature.com . Desperately seeking a third wind. hung down from ancient trees overhead. one by one disappearing into Elissa's Grove. into eyes and mouths. Many see no problem in allowing minor woodcutting within their boundaries. the elven outriders erupted from the forest across the river and opened fire with bows and magics. the mercenaries opening cases of bolts for their crossbows.New Treant The run through the hills had been rough on the remaining men. While the Order's knights and Initiates sought higher ground or a natural defensive terrain. as long as full scale deforestation is not the goal. Their dedication to the forest makes poor adventurers of a new Treant. they rushed headlong into the dark forest of Elissa's Grove. Over the years. On the other side of the river before him stood nearly a hundred elves . but now the sky grew black under the wings of thousands of insects which swarmed over the hillsides. they had lost a half dozen mercenaries to the river. Looking up around the tree he saw them pulling back into the woods.the men tied themselves together and began to ford the rushing waters. gaining rough. haunting voice. The voice paused and the sounds of battle Table 1-34: New Treant Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +0 +2 TreeSpeach. and just beyond it was a grassy hill with a lone tree at the top and some loose boulders. A branch from the tree rubbed against his neck. as they must remain in their chosen woods to defend them. As the last of them lay down on the rocks hoping for a moment of respite. But the Initiates ignored these tales. never her thrall. climbing to the top of the hill to be away from them. and then only by creating a Steward for their woods . and then another branch grabbed for his left arm. The Initiates exchanged looks of foreboding. Spanish moss. which began to cast yet another spell in its deep. By the time they assembled on the hilltop around the tree. Gauging the water. biting and stinging all within. pinning it to his side. and the sounds of wild animals. The magic was quickly counter-spelled by the Initiates. dark and moist. but by the elder treants who have met them and aided them in their quest.for his own preservation he quickly dodged behind the sole tree on the hilltop to keep it between himself and their deadly arrows. they called for a crossing. Several yard-long shafts drove themselves home into mercenaries and knights of the Order alike. the New Treants seek to become one with the forests of the land to best defend them from encroachment and ruin. the men ducked for cover behind rocks and tree. for each recognized that the deep otherworldly voice was calling forth powerful magic. some even recognizing the spell in question. 64 www. their spells tearing into the ranks of the Order as the Initiates swatted futilely at the wasps and flies covering them. With the rag-tag army of elves still in pursuit. seeming to reach down to touch or strangle them as they rushed on. running into the woods to escape the cloud of vermin. he heard a cheer from the elven ranks. dirty dreadlocks. Finally Essir broke free of the cloud of insects. but none knowing from whence it came. for they sawy tehmselves as nature's masters. Some of the greener mercenaries broke at that moment. and the war party came upon a river with a visible ford. The other bank was higher. Fire and counter-fire continued with the Initiates reserving most of their magic defensively.either a younger New Treant or an actual Treant who has stepped up to the task. Among them Essir led the four surviving Initiates. crawling under armor. rougher. As he contemplated how fitting it was that the mercenaries who ran had run afoul of the forest's beasts. From behind him. The trees began to thin. under the vigilant silence of the trees. as their chitinous armor was buoyant compared to the chainmail worn by the other troops.

Handle Animal (Cha). Exclusive Skill). Concentration (Con). The New Treant gains a Hardness of 5 and a hit point total of 120 hit points. unable to use any spells or abilities that require Verbal. member of a shapeshifting race. See Chapter 4: Skills in Core Rulebook 1 for skill descriptions. This is identical to the Speak With Plants spell (Core Rulebook 1). Skill Points at Each Level: 4 + Int modifier. Each time the New Treant gains this ability. and so on). Craft (Int). Untamed Growth: At level 6. damage and armour class modifiers of his new size. a level 4 New Treant ages 1 year for every 4 that pass. Tree's Age: Many seek the path of the New Treant not just for altruistic goals. the New Treant gains the ability to Wild Shape into the form of a Treant.DREADGAZEBO. New Treants age much slower than most others of their race. the character gains new spells per day as if she had also gained a level in the divine spellcasting class she belonged to before adding the prestige class. Heal (Wis).com . the New Treant gains a rough. BarkForm: At level 3. the New Treant experiences the culmination of his physical growth. Tree Shape: Beginning at level 2. If a character had more than one divine spellcasting class before becoming a New Treant. Improved Tree Shape: At level 4 and 9 the New Treant can add a new form to his Tree Shape ability. Form of the Treant: At level 10. Ambient Inc. but which is an inate Extraordinary power that cannot be ended. She does not. Knowledge (nature): 10 ranks Wilderness Lore: 8 ranks Spellcraft: 6 ranks Spellcasting: Ability to cast level 3 divine spells Special: Must worship a deity of nature or plants or be a druid. becoming one size level larger than before (so medium-sized New Treants become large-sized). they gain the supernatural ability to speak the language of the trees. etc) Special: Must swear an oath to defend a specific forest from marauders and encroachment. he must decide which class she adds the new level for purposes of determining spells per day. and it takes their New Treant level in years to age the equivalent of one year. the New Treant gains the ability to use Wild Shape to take the form of a foot-wide tree. Knowledge (nature) (Int). except for an increased effective level of spellcasting. with unlimited duration if the New Treant so wishes. Hit Die: d8 Requirements To qualify to become a New Treant (Ntr) a character must fulfill all the following criteria. Others see all human or sentient encroachment to be against the oath. gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead. choosing one of the following forms each time: Carnivorous Tree (Creature Collection II. except it only works with trees and can be used at will as a free action. as per the size increase tables in Core Rulebook 3.Treant has been defending the wood in question. they become Huge sized and immobile. Class Features All of the following are class features of the New Treant prestige class. Dark Menagerie). Diplomacy (Cha). Swim (Str) and Wilderness Lore (Wis). TreeSpeach: Once they begin the metamorphist path of the New Treant. 65 www. even to the extreme of stopping elves from building their living tree citadels. he gains an additional use of Tree Shape per day. Intuit Direction (Wis). For example. Weapon and Armour Proficiency: new Treants gain no new armour or weapon proficiencies. As a tree. however. Spells per Day: When a New Treant level is gained. hit points beyond those he receives from the prestige class. Shambling Mound (Core Rulebook 3) or Tendriculos (Core Rulebook 3). Somatic or Material components or actions. The New Treant gains all stat. Special: Must be able to shapeshift (druidic Wild Shape ability. bark-like hide that acts as the BarkSkin spell. metamagic or item creation feats. Class Skills The New Treant's class skills (and the key ability for each skill) are Animal Empathy (Cha. attack.

Spellcasting: At each even level. Cleave. The Initiates of Cordun may be the true believers in the faith of Cordun. While a majority of the Order of Cordun are drawn from clerics of the faith. and the backing of his church. Above these soldiers of fortune are the elite Order of Cordun . Korto. sleeping off the effects of dark socereries cast in the name of Cordun. the Knight of the Order of Cordun gains new spells per day as if he had also gained a level in the divine spellcasting class he belonged to before adding the prestige class. Class Features All of the following are class features of the Order of Cordun prestige class. metamagic or item creation feats. Move Silently. If a character had more than one divine spellcasting class before becoming a Knight of the Order of Cordun. But more importantly. The heavy oak city gates had been left open. Jump. knights in black armor. Dark tides would soon wash over the city. but they are represented on the field of battle by their armies of mercenaries.except that his left arm ended in a clean white stump where his hand had once been. but they were followed by a team of human and half-orc mercenaries bearing torches and lanterns. the guards lay on the damp stone floors of their watch-stations.warrior-priests of Cordun. He does not. The knights carried no light. Craft (Int). When all he faced were the mercenaries. gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead. but are proficient with all martial weapons. their arrival without incident meant that the rest of the nation was unaware that the Followers of Cordun were re-establishing themselves here. he must decide to which class he adds the new level for purposes of determining spells per day. As the knights rode past him double-file. and so on). Hit Die: d10 Requirements To qualify to become a Knight in the Order of Cordun (Ocd) a character must fulfill all the following criteria. eight dark knights on fell steeds. In the tenderloin they were met by a man in black leathers and cloak who greeted them with both arms outstretched as if crucified on an invisible cross . the Initiate turned also and followed the Knights up into the manor house they had appropriated from its previous owner. Concentration (Con). was relieved to see the Knights of the Order had arrived. the Initiate of Cordun in charge of operations in the city. Note that armor check penalties for armor heavier than leather apply to the skills Balance. it meant that he now had a military presence in town that he lacked previously. Weapon Focus (one martial weapon). a species of armored creature crafted and bred by the Order in their Onyx Keep. Knowledge (religion) (Int). Some of the mercenaries also bore the blue-black exoskeletal armor which they wore with some pride in their station.com . Few looked out their shuttered windows to see the procession work its way through town to the tenderloin district. Alignment: Chaotic Neutral or Chaotic Evil Base Attack Bonus: 6+ Feats: Heavy Armor Proficiency. except for an increased effective level of spellcasting. the best of whom are dressed in armor made from the Tirric. Pick Pockets and Tumble. many wrapped in a hard shell of some strange blue-black organic exoskeleton. First. Table 1-35: Order of Cordun Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +1 +2 +0 +0 Living Armor 2 +2 +3 +0 +0 Aura of Courage 3 +3 +3 +1 +1 4 +4 +4 +1 +1 Unholy Smite 5 +5 +4 +1 +1 6 +6 +5 +2 +2 Armored Grace 7 +7 +5 +2 +2 8 +8 +6 +2 +2 Unholy Strikes 9 +9 +6 +3 +3 10 +10 +7 +3 +3 Unto Death Spellcasting +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level Ambient Inc. Handle Animal (Cha). and rare others are actual Initiates of Cordun with a more martial bent than their fellows. Combat Reflexes Knowledge (religion): 6 ranks Ride: 5 ranks Spellcasting: must be able to cast divine spells Special: Must swear allegiance to the Order of Cordun and the Initiates of Cordun Class Skills The Order of Cordun's class skills (and the key ability for each skill) are Climb (Str).DREADGAZEBO. 66 www.Order of Cordun Out of the darkness they rode. Climb. Skill Points at Each Level: 2 + Int modifier. hit points beyond those he receives from the prestige class. some few are blackguards who have found the road of Cordun to be pleasing to their twisted selves. the Initiate of Cordun touched each with either his fingertips or his stump as he blessed their arrival. those that did made sure to double-bar their doors after they saw the ilk of man that now walked their streets. a half-orc crime lord whose operations they had taken over. Weapon and Armor Proficiency: Knights of the Order of Cordun gain no additional training with armor. fell ravagers and destroyers. however. Hide. Escape Artist. Ride (Dex) and Swim (Str).

and any remaining enhancement bonuses must be spent on additional powers. If the Knight of the Order of Cordun already has +4 Tirric Armor. Gang (2-8). Breeding Pit (3-36). Granting the morale bonus to allies is a supernatural ability. or until the Knight is cured above zero hit points. a level 1 and level 2 spell or a level 3 spell). and increases his max Dex bonus by 1 point. thus making the armor suits crafted from them more effective. the Knight may continue to act as normal when reduced to zero hit points or below. Con 14. When triggered. Unholy Strikes (Su): The Knight of the Order of Cordun can sacrifice his infernal magics in order to rain down a flurry of blows upon his opponents. They prefer to attack in a rush of other Tirrics. Bite 1d6+1 Face/Reach: 5 ft by 5 ft / 5 ft Saves: Fort +3. Colony (5-50).000 +4 1. While the table includes listings for +4 and +6 bonuses. Fortunately they were bred to be cowards.500 something more powerful) he may do so at the same time. indoors Organization: Stragglers (1-3). Ambient Inc. With a successful DC 20 Fort save each round. Int 6. The Knight must sacrifice 3 spell levels worth of spell slots or prepared spells as a free action to trigger this supernatural ability (for example. It is treated as masterwork half-plate with armor spikes and spiked gauntlets. Allies within 10 feet of the Knight of the Order of Cordun gain a +4 morale bonus on saving throws against fear effects. This requires one day per 50 XP spent in this way. The Knight is not required to wear this armor. the Knight's next attack to strike its target gains a damage bonus equal to the Knight's class level plus his Charisma bonus. but the power and the XP that were invested to gain the power are both lost. If the next attack misses. Cha 4 Skills: Hide +4. When an Armored Tirric is killed (usually accomplished by the Initiates of Cordun while they were sleeping by jamming a steel spike into the soft spot under the back of the Tirric's skull). with a max Dex bonus of +2 and an armor check modifier of -6. 67 www.400 8 +5 2. is comparable to a suit of masterwork half-plate armor. Unto Death (Ex): Seemingly propped up by faith and his armor. Armored Tirric Medium Aberration Hit Dice: 3d8+6 (20 hp) Initiative: +0 Speed: 20 ft AC: 18 (+8 Natural) Attacks: 2 Claws +3 melee. he may invest his personal power into the armor. Listen +4. Unholy Smite (Su): The Knight of the Order of Cordun learns to imbue his attacks with the power of the infernal. Tirric hide armor. the power remains in effect until an attack hits or until a number of rounds equal to the Knight's class level have passed.com . The values listed on the table are the total expenditure required.DREADGAZEBO. This supernatural ability can only be used once per round. the plates make for a very economical suit of plate mail.Aura of Courage (Ex. Su): The second-level Knight of the Order of Cordun is immune to fear (magical or otherwise). a Knight may bring his armor to the temple of Cordun to have it imbued. At level 10 the Knight can enhance the armor to the equivalent of a +7 enchancement. or any other magical armor ability in the System Reference Document). If the Knight fails the roll once. COMBAT Armored Tirrics were the first of their kind to ever show any aptitude for combat. This reduces the armor check penalty of any medium or heavy armor the Knight wears by 2 points. At any time. Spot +4. Refl +1. Will +1 Abilities: Str 12. only at even levels does the Knight of the Order gain advances to his maximum enchantment. this ability ends until the Knight is healed back above zero hit points. Move Silently +4 Climate/Terrain: Underground. the Knight gains one additional attack on his next round of combat at his full attack bonus.000 10 +7* 4. Bite +0 melee Damage: Claws 1d4+1. chitinous armor culled from the hide of the Order's own slave race. This save must be made each round at zero hit points or below until it is failed and the Knight topples into unconsciousness and begins to die as normal. biting and clawing with reckless abandon once in the fight. If a Knight of the Order of Cordun wishes to remove a power invested in his armor (usually to replace it with Table 1-36: Order of Cordun Armor Enhancement Class Level Armor Bonus XP Sacrifice 2 +1 100 4 +2 400 6 +3 1.200 +6* 3. the Armored Tirric is almost a piece of art in design. Armored Grace (Ex): The Knight of the Order of Cordun's training in armor has progressed to the point where he moves in it like a natural thing. a level 10 Knight of the Order of Cordun can continue to fight when lesser men would have fallen in their tracks. Challenge Rating: 2 Treasure: ½ Normal Alignment: Usually chaotic neutral Advancement: 4-5 HD (Medium-size). The Armored Tirric is nearly humanoid in shape and size. The Armored Tirrics were also bred to have more natural weaponry than previous Tirrics. As the Knight of the Order of Cordun gains in levels. By sacrificing 6 spell levels worth of spell slots or prepared spells as a free action. 3 level 1 spells. the Tirrics. Living Armor (Ex): The Knights of the Order of Cordun are blessed with a suit of black. especially if he has a superior suit of armor already. and is covered with interlocking armor plates almost as strong as steel plate armor. The bonus (if greater than +1) can include special magical qualities (such as spell resistance. These investments cost the Knight a small portion of his accumulated XP to perform. enchancement bonuses above +5 do not exist. As normal. with protrusions and spikes covering it. with their collection of natural weapons and larger size than the previous Tirrics. and the constant culling of the herd to make armor for the mercenaries hired by the Order of Cordun keeps them in check. Dex 10. He can sacrifice spell slots or prepared spells in order to increase the damage dealt in an attack. Wis 6. then enchanting it to a +5 bonus costs the Knight 800 XP and 16 days in contemplation at the temple (the difference between the new bonus and the old). when properly cured and fitted. 6-8 HD (Large-size) Bred by the Master Breeders of Cordun based on the ornate carapaces exhibited by some Arcane Tirrics. at no cost.

stunning. and then that day and again as such for a fortnight. but they are not exclusive. with the remainder rolled as normal. giving him time to mount defenses against the coming invasion. Mounted Archery. Combat Reflexes. were knights and cavalry in the service of Gar'Udok as well as his representatives in many southern cities. the Eternal Order feigns a face of respectability. Ghoulish Steed (Ex): Upon becoming an Initiate of the Pale Riders of the Eternal Order. even taking in those who would not be accepted into the Eternal Order itself because of a lack of faith in their dark god. Finally. Alignment: Lawful evil or neutral evil. and the smite attempt is lost.Pale Riders They rode all night. Table 1-37: Practical One Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +1 +2 +0 +0 Ghoulish Steed 2 +2 +3 +0 +0 Smite Living 1/day 3 +3 +3 +1 +1 Undeath 4 +4 +4 +1 +1 Turn Resistance. Trample Ride: 10 ranks Class Skills The Pale Rider's class skills (and the key ability for each skill) are Craft (Int). Knowledge (Undead) (Int). Rapid Shot. The steed uses the stats of a heavy warhorse from the System Reference Document with the Ghoul template from the monster chapter of this volume. the Pale Rider gains +2 Turn Resistance.com . subdual damage. with all armors and with shields. Intimidate (Cha). Improved Critical. Smite Living (Su): Once per day a Pale Rider can make a single melee attack against a living foe with a +4 attack bonus and a damage bonus equal to twice his level in this prestige class (if he hits). Turn Resistance (Ex): At level 4. the Pale Rider gains all the abilities of the undead creature type (immunity to mind-influencing effects. The Pale Rider loses his Con stat. At level 5. Handle Animal (Cha). Not subject to critical hits. Ex-Pale Riders: A Pale Rider who falls out with the Eternal Order or who changes alignment to any non-evil or chaotic alignment can no longer advance as a Pale Rider. Ride (Dex) Skill Points at Each Level: 2 + Int modifier. Piercing and Slashing weapons now only deal half damage to the Pale Rider. but they are usually closely watched by those who remember that their military order. a character must fulfill all the following criteria. Class Features All of the following are features of the Pale Riders prestige class. he gains another Ghoulish Steed identical to one granted to a new Pale Rider at level 1. Point-Blank Shot. Most members of the Pale Riders of the Eternal Order come from the ranks of warriors and fighters. It has maximum hit points for its first two hit dice. but loses none of their abilities granted by levels of this class. Generally. poison. Should the Steed be destroyed. The Pale Rider must declare the smite before making the attack. The three riders bore the dark news to their lord Gar'Udok. Pale Riders are granted a significant amount of autonomy in their operations as the Eternal Order is a very patient group. in the form of a skeletal knight. the Pale Rider gains the ability to Smite the Living twice per day. Great Cleave. If the Pale Rider has no steed when he goes up a level in this class. The Eternal Order was founded by priests of a demon who lies in torpor. Undeath (Su): Upon reaching level 3. there is no effect. the Pale Rider is granted the ability to serve the Eternal Order for all time. the Pale Rider is bestowed with a gift of a ghoulish warhorse. his creature type changes to undead. and all hit dice accumulated to this point are converted to d12s (although hit dice gained from class levels after this point are granted as normal). sleep. paralysis. 68 www. Exotic Weapon Proficiency. Mounted Feat (Ex): At level 4. Base Attack Bonus: 6+ Feats: Mounted Combat. Ride-by-Attack). Weapon and Armor Proficiency: Pale Riders are proficient with all simple and martial weapons. energy drain or death from massive damage). neither they nor their fell steeds suffering from the exertion of such a forced march. ability damage.DREADGAZEBO. Steeped in dark traditions and blood cults. disease and similar effects. Power Attack. any warhorse or other mount ridden to death by the Pale Rider will rise the next night as a Ghoul. awaiting those who would awaken him from his dark slumber to rise above the world once again. the Pale Riders of the Eternal Order. If the Smite attack targets a non-living target. Hit Die: d10 Requirements To qualify to become a Pale Rider (Prd). Mounted Feat 5 +5 +4 +1 +1 Smite Living 2/day Ambient Inc. under the command of the Pale Rider. the Pale Rider gains one of the following virtual feats that he can only use while mounted: (Cleave.

69 www. One Initiative Group Mobility. but as a unit they can be nigh unbreakable. Geordy watched the horizon's changes for signs of more of the desert cats that had harassed them the past two weeks. Martial Weapon Proficiency in one spear or sword. shields interlocked and spears extended. common sense assured the second. and the few javelins they threw bounced harmlessly off the nearly continuous wall of interlocking plates. stood forty of Geordy's finest in halfplate. their rush broke. When fighting side-by-side with other soldiers with the Close Order Fighting ability or feat. One Initiative: All characters with One Initiative can select one of their number to roll for initiative for the entire group. Spot (Wis) and Swim (Str). Their huge falchions' hooks become entangled in the bases of shields instead of finding home in the ankles of the defenders. The faithful acolytes who had come with them set the camp and defenses and the elite mercenary force took up guard positions and built temporary barracks and latrines into the desert-covered ruins. but they had torched stores and caused serious damage to morale and confidence. human bodies dropping around as they flowed around and over the defenders like amber flood waters. But this time they left behind their dead and wounded upon the field. Suddently there were everywhere in greater force than ever before. Intimidate (Cha). But just like a wave. There. They were as an immovable object against which the cat-demons threw themselves again and again. Climb (Str). Neither his eyes nor those of his lieutenants were of any helpthe alarm was raised when the cats crossed through a ward. allowing the Phalanx to move as a single model while travelling in combat (and thus maintaining their benefits of Close Order Fighting against attacks of opportunity and so on). not aiming for the supplies. Feats: Medium Armour Proficiency.'s Dragon Lords of Melnibone). armed with reverse-hooked falchions that they used to seiarm and trip the mercenaries before running off to the desert again.Phalanx Before them.DREADGAZEBO. Close Order Fighting: The Phalanx trainee gains the benefits of the Close Order Fighting feat (from Chaosium Inc. Losses of men had been minimal to date. Group Mobility: On a round in which the Phalanx members used their One Initiative ability. a character must fulfill all the following criteria. Weapon and Armour Proficiency: The Phalanx's training gains no additional weapon or armour proficiencies.like humanoid tigers they were. Unbreakable +2 Improved Shield Handling Unbreakable +4 Ambient Inc. defending the sole entrance to the great temple. Under the supervision of ancient wind-eroded stone idols. the soldier on the left gains the benefit of fighting behind one-quarter cover (+2 AC. Craft (Int). lying in heaps around Geordy's mercenary Phalanx. using the average initiative bonus of the group. setting off alarms and outlining the five foremost cats in twinkling faerie fire.. Concentration (Con). Instead of hitting and running as they had in the previous weeks. Listen (Wis). it became a strange deja-vu of the previous strikes. Raksasha magic or heat distortion. Hit Dice: d10 Requirements To qualify to become a Phalanx (Pha). The camp had been set in the ruined city as the two aged clerics led the excavations and exploration of the old temples. Hide (Dex). with the cats slipping back into the desert. Shield Proficiency. providing the solder on his left with a modest bit of cover. Skill Points Per Level: 2 + Int Modifier Class Features All of the following are class features of the Phalanx prestige class. only to be repulsed anew by the wall of armor and weapons. Iron Will Base Attack Bonus: 2+ Special: Training in a Phalanx unit maintained by a standing army. but for the excavation site. Phalanxes are elite heavy foot soldiers trained to maintain a nearly impenetrable rank and file of shields and bristling swords and spears.. The feline forms flowed through the outer lines of mercenaries and acolytes. they continued past the outer guards. +1 Reflex save). Table 1-38: Phalanx Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save 1 +1 +2 +0 +2 2 +2 +3 +0 +3 3 +3 +3 +1 +3 4 +4 +4 +1 +4 Special Close Order Fighting. the horizon wavered and shifted in the sun. The Phalanx trainee knows how to work with a fighting partner. Each individual in a phalanx is not necessarily formidable. the Phalanx members can all take their movement actions simultaneously. seeming to flow over the few defenders they encountered as they rushed through the streets and courtyards of the ruined city. Class Skills The Phalanx's class skills (and the key ability for each skill) are Balance (Dex).com . but two weeks of Raksash probing of their defenses made on jumpy at the possibility of the first. See Chapter 4: Skills in Core RuleBook 1 for skill descriptions. They seemed to appear out of the sand itself. Once their headlong rush through the encampment and ruins was slammed to a standstill. it wasn't clear. not interfering with the blows of his fellows and taking advantage of the slight cover from the shield on his right.tawny catlike forms bearing their huge blades just emerging from the amber sands of the desert like angry ghosts rising from the ground. shattered in the center of the old temples like water on a rock. unseen and nearly invisible.

Ambient Inc.com . In addition.Unbreakable: At levels two and four. all rolls to resist tripping attempts. 70 www. This bonus begins at +2 at level two and increases to +4 at level four. bull rushes and grapple attempts as long as they have other members of the Phalanx prestige class on at least two of their facings. increasing their AC in the same manner as if they were side-by-side (so providing the Close Order Fighting benefits vs arrows to themselves and the soldiers directly in front of themselves).DREADGAZEBO. Improved Shield Handling: Phalanx members now protect each other even better with their shields. This supersedes (does not stack with) the benefits of Close Order Fighting. This increases the benefits of the Close Order Fighting ability to the equivalent of one-half cover (+4 AC and +2 reflex saves). second-rank soldiers can use their shields to protect first and second rank soldiers from bowfire. the Phalanx members gain a bonus to all Will saves.

Suddenly the red glow turned white and molten rock splashed into the water with pops and hisses. the concealment of weapons and how to kill quickly and silently. Class Skills The Practical One's class skills (and the key ability for each skill) are Balance (Dex). Search (Int). Innuendo (Wis). Move Silently (Dex). some rare Bards and even a few Monks have joined the school. The Kalisti Assassins Guild has a strict set of rules regarding killing. awareness and all the important skills of hiding. any initiate may challenge the exercise at any time. As Grutok and Kessa quickly checked their inventory for appropriate spells. but for the sake of the assassin's modesty and his own intact hide. Uncanny Dodge (Dex bonus to AC) 3 +2 +1 +3 +1 Sneak Attack +2d6. (Characters joining the guild who already have the pre-requisites can therefore challenge the test immediately for guild membership). Disguise (Cha). 71 www. The scream and the steam attracted the attention of the two male guards at the tunnel who rushed to investigate. The quickly expanding hole in the ceiling revealed a huge rocklike worm's head emerging from the rock domed chamber. InkFingers surfaced. See Chapter 4: Skills in Core Rulebook 1 for skill descriptions. the three females shucked armor and weaponry for a quick dip in the clear water. a character must fulfill all the following criteria. diplomacy. Three blades flashed from InkFinger's hands and found their way home into the hideous creature's mottled flesh. Students are also taught the proper uses of poison. kept his questions to himself. Disable Device (Int). Advanced Study 4 +3 +1 +4 +1 Grace 5 +3 +1 +4 +1 Sneak Attack +3d6. dusty corridors! A secluded pool in the mines of the crater ridge afforded the considerable luxury of a bath for the gore-encrusted party. languages. writing. Hit Die: d6 Requirements To qualify to become an Practical One (PrO). Binford marvelled at how InkFingers had been practically naked when she was swimming. In fact. The basic training course at the guild is a sevenyear process. Climb (Str). They usually dress in the best in black silks and fine clothes and are usually some of the few in the city that walk around seemingly unarmed (all the more reason to give them a wide berth while travelling the streets of Kalis). Poison Identification. By the end of these seven years. Diplomacy (Cha). Grutok.Practical Ones Finally. Open Lock (Dex). Spot (Wis). Lawful Evil. So much more. The two clerics slowly waded into the water and splashed water over tired limbs while the amphibian assassin happily dove headfirst into the pool. there is a dark and sombre guild-house where many nobles send their sons and daughters for a good education. and InkFingers the Rhood divested herself of cloak. Advanced Study 10 +7 +3 +7 +3 Blindsight 60'. there are few institutions that can offer a better one. This is the Kalisti Assassin's Guild. Uncanny Dodge (cannot be flanked) 6 +4 +2 +5 +2 Blindsight 30'. It dropped. while the population of the city calls them Assassins (but never to their faces). In the city-state of Kalis. dead with a piercing scream into the pool in a billowing cloud of steam. and if the suspicions are confirmed the guild writes an open Guild Writ for the Assassin's death. Poison Use. the Thoqqua dropped. sneaking and the tenderest parts of the human anatomy. In fact. and was simply thankful that they kept her on retainer. Kessa daintily stripped off her mithral chainshirt.com . the crazy half-ogress noisily shed her plate mail. and then they may take the Graduation Exercise. studded leather armor and everything except her modest undergarments. foreign languages and more. a break from sneaking down dry. human anatomy and it's weakest points. Most other Practical Ones fit the same mould. Aristocrats and Rogues (often the same). instructing the initiates in the arts of diplomacy. Most members of this prestige class started within in the class as students at the school and no previous adventuring careers. taking it early is tantamount to suicide. level 1 aristocrats. Alertness Special: Must pass the Assassin's Guild test. and wondered from whence she had procured those daggers. A Practical One even suspected of murdering someone without a Guild Writ is immediately suspended from the guild. Advanced Study 7 +5 +2 +5 +2 Sneak Attack +4d6 8 +6 +2 +6 +2 Fast Sneak 9 +6 +3 +6 +3 Sneak Attack +5d6. Death Attack 2 +1 +0 +3 +0 Acuity.DREADGAZEBO. the would-be assassins (assuming they started their education here) are level 4 rogues. Alignment: Lawful Neutral. Intimidate (Cha). luxuriating on her back in the pool. but for those not brought in from a life of adventure. Hide (Dex). Neutral or Neutral Evil Move Silently: 8 ranks Hide: 8 Ranks Disguise: 4 Ranks Climb: 8 Ranks Spot: 8 Ranks Listen: 6 Ranks Heal: 2 Ranks Diplomacy: 4 Ranks Languages: Three or more Feats: Skill Focus in any of the prerequisite skills. members of the guild call themselves the Practical Ones. Afterwards. Once they graduate. As Binford and Yama kept watch at the cave entrance. Escape Artist (Dex). Listen (Wis). Always Silent Ambient Inc. and almost missed the warm glow emanating from the ceiling and quickly hissed a warning to Grutok and Kessa. Table 1-39: Practical One Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +0 Conceal Blades. Sneak Attack +1d6. in reading.

A Practical One with this ability can conceal on his or her person his class level plus his Dex modifier worth of throwing and climbing knives beyond those that would make immediate sense (so not counting the usual two in the belt. Pick Pockets and Tumble. Sneak Attack: If a Practical One can catch an opponent when she is unable to defend herself effectively from his attack. This ability is identical to the Assassin's Death Attack ability (Core Rulebook 2. a Practical One who kills someone in any other form than pure self-defence or changes alignment away from the alignments of the class must stop progressing in the Prestige Class (although they keep all abilities gained to that point). page 48). To find these knives during anything short of a strip search (even then the knives will quite often remain concealed in the clothing removed and will be regained by the assassin with his clothes) requires a Search roll DC 20 + Practical One level + Wisdom bonus. he can no longer progress as a Practical One (although. Uncanny Dodge: Starting at 2nd level. Fast Sneak: When using Move Silently or Hide. Blindsight: By this level the Practical One has learned to use nonvisual senses. until they've used a few dozen at least. Defensive Roll (as the rogue special ability.com . page 30). reducing the difficulty of climbing any but the smoothest. Unless the Practical One wants to be seen or heard. In fact. Poison Identification: Whenever presented with a poison in any format. This is treated exactly as the Rogue's Sneak Attack ability. Grace: At this level. Concealed Blade: A Practical One is never without a knife. Always Silent: The Practical One is always taking 10 on Move Silently. and if the Practical One has another class that grants the uncanny dodge ability.Skill Points per level: 6 + Int modifier Class Features All of the following are class features of the Practical One prestige class. Hide. Move Silently. 30 for very well concealed poisons) to detect it's presence. the Practical One can move at his normal speed without suffering a penalty to those skills. 72 www. such as sensitivity to vibrations. and all damage bonuses stack with other Sneak Attack bonuses the character may have. Advanced Study: Every three levels a Practical One is given an advanced studies course. as per the rogue ability page 48). This ability functions for the Practical One only when wearing no armour or light armour. page 48). the Practical One gains an additional +2 competence bonus to all Reflex saving throws. the Practical One is allowed to make a spot roll (DC 20. Death Attack: This is the Practical One's ability to kill in a single blow. crack-free surfaces to 15 for 5 feet per dagger used). Invisibility and darkness are irrelevant. he can strike a vital spot for extra damage. Weapon and Armour Proficiency: The Practical One is proficient in all basic and martial weapons as well as with two exotic weapons of his choice. Jump. A second roll (DC 35 minus the poison's DC) allows the Assassin to identify it's type. acute hearing or echolocation to manoeuver and fight just as well in darkness as in light. add together all the class levels of the classes that grant the ability to determine the character's uncanny dodge ability.DREADGAZEBO. Ambient Inc. and follow the Assassin Prestige Class from the DMG). Climb. Normally this is in one of the skills the Practical One finds crucial to his trade (and therefore gains a Skill Focus feat in the appropriate skill). Ex-Assassins: Should a Practical One ever be exiled from the guild. he may attempt to join another Assassin's Guild in another city. though the Practical One still cannot discern ethereal beings. the Practical One gains the extraordinary ability to react to danger before his senses would. Note that armour check penalties for armour heavier than leather apply to the skills Balance. scent. Acuity: The Practical One's training gives him a +2 bonus to all spot and listen checks which stacks with the bonuses given by Alertness. and Skill Mastery (as the rogue special ability. even if they are not exiled from the guild. 25 for poisons in food and drink. if evil. etc). Escape Artist. one in the boot. Evasion (for persons who joined the guild without two levels of rogue. make opposed Listen checks to detect his presence. This ability is functionally identical to the Rogue's Uncanny Dodge ability. Other Advanced Study courses include Knife Climbing (Using knives and daggers as pitons in climbing. They are proficient in light armour but not with shields. Poison Use: The Practical One is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade or other device.

Metamagic Feat (Ex): The prophet gains a free metamagic feat. The Prophet has his own spellcasting progression. Power of God (Su): Once per day the prophet can invoke the power of his god to increase the power of his spells. Innate Spell (Sp): The prophet selects one of his domain spells. For both spells from his original class and for spells gained as a Prophet. The prophet may cast this spell for free once per day and does not need to prepare it. a level 7 Cleric / level 4 Prophet casts his Cleric spells and his Prophet spells as a level 11 spellcaster.DREADGAZEBO. Chondri was slain by a dark form in the night. Domain Mastery (Ex): The prophet chooses one of his domains and gains mastery over it. Hit Die: 1d6 Requirements To qualify to become a Prophet (Prp). The prophet gains an effective caster level 2 levels higher than his actual level. Table 1-40: The Prophet Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Spellcasting. it became too much. The DC of the Prophet's spells is also based on his Charisma. The +d at each level is a domain spell that must be prepared from one of the Prophet's domains. as well as the granted power that comes with the additional domain. The god may continue to give direction during the prophet's quest. where Chondri explained that no cleric has the option to turn down his own God's blessings. Prophet spells are divine and must be prepared from the Cleric spell list. Alignment: Same as Deity Feats: Any two metamagic feats Knowledge (religion): 8 Ranks Spellcraft: 8 Ranks Concentration: 8 Ranks Spellcasting: Can cast level 3 divine spells Special: Has access to at least one divine domain from their patron deity. Once the spell is chosen it cannot be changed.Prophet It was no secret that Gar'Udok had no love of the Gods of Death. Profession (Wis). but its total spell level still cannot exceed the level listed and the metamagic applied to it is also permanent. his effective spellcasting level increases for his divine spellcasting class as well as for his Prophet spells. Prophet levels stack with the character's previous Divine Spellcasting class to determine Domain abilities for domains gained as a Prophet and domains already possessed prior to being a Prophet. making the follower a prophet. If the prophet completes his quest then the god will usually assign him to another task. who sought chaos and destruction and cared little for the comings and goings of the Gods. Spellcasting: As the Prophet gains levels. Weapon and Armor Proficiency: The Prophet receives no additional training in armor or weapon use.com . But when Chondri The Dark. Class Features All of the following are features of the Prophet prestige class. Domain 2 +1 +0 +0 +3 Innate Spell (2) 3 +1 +1 +1 +3 Domain Mastery 4 +2 +1 +1 +4 Metamagic Feat 5 +2 +1 +1 +4 Innate Spell (4) 6 +3 +2 +2 +5 Domain 7 +3 +2 +2 +5 Domain Mastery 8 +4 +2 +2 +6 Innate Spell (6) 9 +4 +3 +3 +6 Metamagic Feat 10 +5 +3 +3 +7 Power of God 1 d 1+d 1+d 1+d 1+d 1+d 1+d 1+d 1+d 1+d 2 d 1+d 1+d 1+d 1+d 1+d 1+d 1+d 1+d 3 d 1+d 1+d 1+d 1+d 1+d 1+d 1+d Spells per Day 4 5 6 7 8 9 d 1+d d 1+d 1+d d 1+d 1+d 1+d d 1+d 1+d 1+d 1+d d 1+d 1+d 1+d 1+d 1+d d 1+d 1+d 1+d 1+d 1+d 1+d Ambient Inc. He can now spontaneously cast his domain spells by converting prepared spells of the domain spell's level or higher. his caster level is equal to the sum of his Divine Spellcasting class level and his Prophet class level. Using this ability is a free action and the effect lasts a number of rounds equal to 3 plus his Charisma bonus. The spell may be a metamagic version of itself. 73 www. he gains no benefit from this power. the prophet becomes less militant and gains greater access to his god's power. This works similar to a good cleric's ability to spontaneously cast cure spells. The spell's level cannot be greater than the level listed. After a private conference with Gar'Udok. If for some the reason the god no longer needs the prophet then the character retains his prophetic abilities but can no longer gain prophet levels. Craft (Int). By serving his god under such circumstances. a character must fulfill all the following criteria. Sometimes a god needs more than his clerics to achieve his goals. and the DC of his spells increases by 2. If the Prophet already has access to all of his Deity's domains. For example. Knowledge (religion) (Int). Domain (Ex): At the indicated levels the Prophet gains access to another Clerical domain from his deity's domains. one of Gar'Udok's High Priests of the "Fallen Priesthood". God of Pestilence. and Bulboros was without voice in the North. and gains additional bonus spells for Charisma. When such times arise. Any components with a GP cost or XP cost needed to cast the spell are still required. Diplomacy (Cha). Class Skills The Prophet's class skills (and the key ability for each skill) are Concentration (Con). He was a cleric of the ideal of undeath. Spellcraft (Int) Skill Points at Each Level: 2 + Int modifier. took on the mantle of prophet for his lord Bulboros. The prophet may only do this if the domain spell also appears on the Cleric Spell list. This is usually done by direct communication from one of the god's minions (such as an angel) or even by appearing himself. the god taps one of his followers and gives him more specific direction.

every trick of psychic armament he ever considered or heard of and it kept getting hotter. He felt somehow detached now. He couldn't see. realizing what would happen to the contents.. Craft (any) (Int). He tried all his defences. And everything became fire. and the bodyguard still trapped within the vagrant's mind. his accomplice tossed the two leather bags into the portable hole. It seemed the bodyguard's sack was no ordinary bag. As the scrawny accomplice went to shove both into the hole. however. earning them the moniker of "Brain Burner". held motionless against his will. the Collector realized that discussion now would be useless. Some angry psions have little control over their own rage and hatred. His mind itself was burning. grotesquely it slid to the floor. She does not. the Collector. his eyes steaming in the night. and he was wound with tension. his back bathed in blue light of the electrical discharges arcing back and forth between his already unconscious companion. Attack Modes: ability to manifest all 5 psionic attack modes Manifester: Ability to manifest at least one flame-based psionic power.. The vagrant-psion's friend put away his hand crossbows quickly and pulled out what most certainly was a portable hole. eyes staring ahead wide open in disbelief. while others learn to channel these hostile emotions into massive barrages of psionic force and the heat of their anger. Manifesting: When a new Psychopyretic level is gained. 74 www. burning. he was a disturbingly powerful psion. The man was not just a vagrant.Psychopyretic "Over to the wall. The vagrant walked back to the street alone.. as if the burning hatred and anger had been purged in that act of flame. and Psicraft (Int). He then grabbed the coin purse and leather sack from the Collector's prize body guard. except for an increased effective level of manifesting. Knowledge (psionics) (Int). A bit of cloth. Weapon and Armour Proficiency: Brain Burners gain no additional proficiency in any weapon or armour. no doubt by the mind of the vagrant. Skill Points per level: 2 + Int modifier Class Features All the following are class features of the Psychopyretic prestige class. and so on). Persons with Psychopyretic tendencies often manifest within psionic groups and cultures that have suffered extreme hardships and tribulations. then slowly.com . Thus they are particularly watched for by mind flayers and other "slave master" races such as the Aboleths. With a *pop*. All he could feel was burning.DREADGAZEBO. His body hung. Base Power Points / Day: 10+ (not including bonus power points) Feats: Mental Adversary Class Skills The Psychopyretic's class skills (and the key ability for each skill) are Concentration (Con).. his eyes red and blurry. hit points beyond those he receives from the prestige class. See Chapter 4: Skills in Core Rulebook 1 for skill descriptions. she must decide to which class she adds the new level for purposes of determining manifestation. looking down on the body of the Collector.. like the cord of a trebuchet. Hit Die: d6 Requirements To qualify to become a Psychopyretic (PsP) a character must fulfill all the following criteria. staring through the trail of vaporous ectoplasm dispersing between himself and the Collector. "Nice and easy. ready to snap and loose at any provocation. the character gains new powers and power points per day as if she had also gained a level in the manifesting class she belonged to before adding the prestige class. Table 1-41: Psychopyretic Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Inner Anger 2 +1 +0 +0 +3 Mental Assault +1 3 +1 +1 +1 +3 Deadly Reflex +6 4 +2 +1 +1 +4 Brain Burn 5 +2 +1 +1 +4 Mental Assault +2 6 +3 +2 +2 +5 Deadly Reflex +4 7 +3 +2 +2 +5 Psionic Backlash 8 +4 +2 +2 +6 Mental Assault +3 9 +4 +3 +3 +6 Deadly Reflex 10 +5 +3 +3 +7 Manifestation of Rage +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 Manifesting Manifester Level Manifester Level Manifester Level Manifester Level Manifester Level Manifester Level Manifester Level Manifester Level Manifester Level Manifester Level Ambient Inc. few knew a dorje from a chunk of crystal besides those psionically endowed... utterly black and non reflective into which he started placing the jewelry and the Collector's dorje of greater concussion. If a character had more than one manifesting class before becoming a PsychoPyretic. his ears ringing even through there had been no noise to the conflict. momentarily motionless. put the dorje on the floor" That pretty much cinched it. gain any other benefit a character of that class would have gained (additional psionic combat modes. taking with it the loot from this very venture of murder. The vagrant stood motionless. The psychopyretic even learns to channel his hatred into physical manifestations of heat that literally burn through the mental channels of other psionically-aware entities. snapped forward and yelled. then turn and face me" From the flicker of pain at the back of his mind.. which suddenly ceased to exist.

divided evenly between Con and Wis. Tower of Iron Will: -1. Au Manifestation Time: 1 action Range: Close (25 ft + 5 ft / 2 levels) Target: One living creature Duration: Instantaneous Saving Throw: Will negates (see text) Power Resistance: No Power Points: 9 With a sharp crackle as if of burning logs.DREADGAZEBO. a pyrokinetic blast launches into the target's psionic channels. Unlike most attack modes. the Brain Burn does physical AND mental damage to the target. This costs a number of power points equal to the attack mode's standard cost +8. Brain Burn (Ex): The PsychoPyretic gains a new attack mode that becomes his namesake. with any remaining damage applied to Con. Nonpsionic Buffer: -10. 75 www. Thought Shield: -2. This backlash (if it defeats the attacker's Power Resistance) deals 1d4 fire damage per ability point of damage the attack would have dealt to the PsychoPyretic if he had failed the save against the attack. Psionic Attack Mode Brain Burn Attack Mode (Cha) Display: Me. he can strike back at the psionic attacker by converting the psionic energy expended into heat energy. nearly burning them out.com . A successful use of Brain Burn deals 2d4 damage. Ambient Inc. Flat Footed or out of power points: +9. These power points can only be used to manifest psionic attack modes or to power augmentations to these attacks (such as Mental Adversary and Disarm Mind). Manifestation of Rage (Ex): You can manifest Psionic Attack Modes as a cone effect with a range of 30 feet instead of a singletarget effect with close range. Save DCs are applied as follows: Empty Mind: +4. Psionic BackLash (Su): Whenever the PsychoPyretic with this ability and a reserve of 5 or more power points successfully saves against a psionic attack mode. Mental Assault (Ex): A Brain Burner gains the indicated bonus to the DC of Will saves against his psionic attack modes. she may convert the feat into another Inner Anger level instead. If a Brain Burner ever gains the Inner Strength feat. the number of points gained is always increased by one).Inner Anger (Ex): At each level the Psychopyretic gains 1 power point plus the number of power points gained from the previous Inner Anger (like the Inner Strength feat. Mental Barrier: -4. Intellect Fortress: +0. the Brain Burn (see sidebar). Deadly Reflex (Ex): The Brain Burner can manifest psionic attack modes as if using the Quicken Power feat at the cost listed.

Climb. as their lives are already nasty. more elves. Pick Pockets and Tumble. The dwarven high lord and his hearth guard held their own at the head table. god of the slaughter. All about were the black-skinned bodies of dark elves. The tribal humanoid cultures such as the Orcs and Ogres may become Raserei for the same goal (selfdestruction). Half-Orc. etc) Base Attack Bonus: +5 Feats: Toughness. They would be exiled from their tribes if they weren't so often culled from the strongest and bravest of the warriors of said tribes (a tactic that the leaders of the cult practice for that very reason). Raserei are both feared and respected by their companions. Ignoring it he lept forward smashing his flail through the shield of the fourth elf who slashed back with a thin rapier. Scattered through the hall were other groups of dwarves. and in fact often leads to admiration and preferential treatment from their tribes until their death upon the field of battle. Power Attack. He smashed the body below him with a mailed boot and yelled again. brutish and short. Hit Die: d12 Requirements To qualify to become a Raserei (Ras) a character must fulfill all the following criteria. Turning with three long. A disgraced dwarven warrior may take up the ways of the Raserei secretly hoping to die in combat. "Graaa!" went forth the cry as Kelthis waded in. huge flail swinging wildly overhead until an elf was unfortunate enough to be close enough to strike. and must perform their rites and ceremonies in secret. he begins to Rage as a barbarian (as per Core Rulebook 1). answered him and four elves emerged from the red fog. Others (primarily dwarves and some humanoid races) become Raserei out of a desire for self-destruction.com . resplendent in gold-crafted armor. Even among the darkest Barbarian tribes the Raserei are a separate culture because of their near-cannibalism. aiming up another shot at his neck. This time again Gore. The duration of the Rage is determined by the amount of damage his was dealt in the attack that triggered the BloodFrenzy . and he struck it down with his flail. The clanging of alarm bells seemed almost in time with his heart-beat as he pounded into the Great Hall.no weapon for dismemboweling dwarves! Another pinprick in his neck he ignored as he smashed the offending elf to the floor and crushed it under the haft of his weapon. Note that armour check penalties for armour heavier than leather apply to the skills Balance. stepped towards the body and screamed for more blood. Ride (Dex) and Wilderness Lore (Wis). 76 www. saw the arrow loose and felt the pin-prick as it struck home into his shoulder. to the point Ambient Inc. All became red in his eyes. it seemed to part like a curtain. Table 1-42: Raserei Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +1 +2 +0 +0 Blood Frenzy 2 +2 +3 +0 +0 Blood Lust 3 +3 +3 +1 +1 Rage Baby 4 +4 +4 +1 +1 Rage Machine 5 +5 +4 +1 +1 Mangler 6 +6 +5 +2 +2 Great Lust 7 +7 +5 +2 +2 Mass Destroyer 8 +8 +6 +2 +2 Hell-Forged Revenge 9 +9 +6 +3 +3 Terror of Madness 10 +10 +7 +3 +3 Great Hack Weapon and Armour Proficiency: The Raserei is proficient in all basic and martial weapons. He charged. As Kelthis waded deeper into the Great Hall he beganb losing track of where his mighty flail lept. Alignment: any chaotic Race: Human. Able to lose control of themselves in combat at a level unhoped for by even the irascible barbarians. From the red fog a tall dark form began to emerge. and Kelthis suddenly felt himself swimming in blood. BloodFrenzy (Ex): Whenever the Raserei is dealt more than 20% of his current hit points (not his total hit points) in a single attack sequence from one opponent.Raserei "By Gore! A fine battle this will be!" Kelthis the crazed swarf called as he rushed down the masterfully constructed dwarven corridors towards the steel-on-steel sounds of combat. See Chapter 4: Skills in Core Rulebook 1 for skill descriptions. With a sickening crunch the flail removed the head of a dark elf. Class Skills The Raserei's class skills (and the key ability for each skill) are Balance (Dex). Orc. Peering blindly into the red fog of war and blood. less well-equipped for the job at hand. The Raserei are the unhinged warriors of various battle cults and chaotic war gods. how many fell before his might. or must have the ability to Rage at least once per day as a barbarian. Bloody and smashed to the floor. unless he makes a Will save (DC 20 plus his Raserei level) (he always has the option to purposefully fail this save). black shafts embedded in his neck. And another elf felt the honor of his steel. but out of a sense of greatness instead of shame. Skill Points per level: 2 + Int modifier Class Features All of the following are class features of the Raserei prestige class. and taking as many foes with him as dwarvenly possible. Hide. A sweep of the flail dealt with two of them almost instantly. Dwarf. They are proficient in light and medium armour but not with shields. Listen (Wis). Jump. The dark elf turned from dispatching a wounded dwarf in time to stare wide-eyed at the head of the flail just before it slammed him. the sounds of battle subdued behind the beating of his heart. As he stepped forwards and swept the third down beneath his might he felt a prickling sensation on the back of his neck. the sooner the better. Intimidate (Cha). the Raserei are members of warrior cults who drink the blood of their foes to gain their strength and who worship dark gods of chaos and destruction. fighting the invaders. Climb (Str).DREADGAZEBO. any primitive humanoid (minotaurs. showing him a dark elven archer.he must deal damage in melee combat equal to three times the amount that triggered the BloodFrenzy. Escape Artist. Move Silently. living it as a Raserei can't make it any worse. he sought the source of his irritation. ogres. Cleave Special: Must worship a Chaotic god of War or Destruction and been inducted into a blood drinking cult. In human and half-orc Barbarian cultures.

Great Lust (Ex): Beginning at level 6. Great Hack (Ex): During a BloodLust or BloodFrenzy. the Raserei is treated as having the Great Cleave feat..DREADGAZEBO. Mangler (Ex): During the duration of a BloodLust or BloodFrenzy.of attacking friends if there are no enemies in sight. A BloodFrenzy is normally triggered in this way when a Raserei knows there are enemies ahead but out of sight. he immediately enters into a Rage as a barbarian (as per Core Rulebook 1). otherwise suffering as if shaken for the remainder of the fight. BloodLust (Ex): When the Raserei deals a critical hit in melee combat. Hell-Forged Revenge (Ex): Beginning at level 8. Creatures with one-half the Bloodrager's level of Hit Dice (or less) are panicked instead of shaken. up to the maximum. Rage Baby (Ex): The Raserei learns how to trigger a BloodFrenzy on his own. possibly triggering a Bloodlust as normal.) Terror of Madness (Ex): When in a BloodFrenzy or BloodLust. The BloodFrenzy is treated identically to a normal Blood Frenzy as above. If any of the flanking targets dies during this Whirlwind attack. -4 to dex. BloodLust rages grant +6 to Strength and Constitution and +3 morale bonus to Will saves. the deathblow is treated as if it had been a critical hit. BloodFrenzies can be triggered during BloodLusts as well as during "regular" barbarian rages. The duration of the Rage is determined by the amount of damage he dealt with the critical hit . can't charge or run) for the remainder of that encounter. Rage Machine (Ex): At level 4 the penalties after a BloodFrenzy or BloodLust are reduced by half to be the same as after a Barbarian Rage (-2 Strength & Dexterity instead of -4). and at least one half of the maximum number. (The AC penalty remains at -2. The aftermath of a BloodLust is twice as debilitating as a Barbarian Rage (-4 to strength. with a "damage quota" of up to 1d20 per level of the Raserei . with a bit of psyching up he gets in the right mood to rush a machine-gun nest or a squad of well-defended archers. the Raserei can execute a Whirlwind attack as a full round action as if he had the feat.) Mass Destroyer (Ex): When caught in a flanked position by two or more enemies. Ambient Inc. can't charge or run) for the remainder of that encounter. -4 to dex..com . Persons affected must make a Will save (DC 10 + Raserei level + Cha bonus) to stand and fight. (The AC penalty remains at -2.the Raserei chooses how many D20 to roll. 77 www.he must deal damage in melee combat equal to three times the amount that triggered the BloodLust. This takes a standard action and a Will save DC 20 and can be tried every round until it begins. The aftermath of a BloodFrenzy is twice as debilitating as a Barbarian Rage (-4 to strength. the Raserei can take a 5-foot step before every Cleave attempt using his Cleave or Great Cleave feat. BloodLust rages cannot be triggered during a BloodFrenzy or any other type of rage. the Raserei causes fear in all opponents within 120 feet with Hit Dice equal to or less than the Raserei level. unless he make a Will save (DC 22 plus his Raserei level). to the point of attacking friends if there are no enemies in sight. BloodFrenzy rages grant +6 to Strength and Constitution and +3 morale bonus to Will saves.

Ride (Dex). Medium Armor Proficiency. he gets the same bonus to weapon damage rolls against this creature. Unlike the ranger ability. but he was certain his appearance would startle or upset his fey kin considering the poor form he kept himself in. Pick Pockets and Tumble. including an eye for trouble and troublemakers. Border Patrol and mounted skirmishers. Others don't even stop there. but are not given additional training with armor or shields. At levels 4 and 7. Climb. Favored Enemy (Ex): At level 1. His elven heritage showed in his fine and pointed ears. Sense Motive. and Wilderness Lore (Wis). Weapon and Armor Proficiency: Riders of the Duras are trained with all simple and martial weapons. in which case the bonuses stack. Note that armor check penalties for armor heavier than leather apply to the skills Balance. but some cavalry move on to this station. his clothes unkempt and worn. Just what they needed . not a creature type. They patrol their edges of their protectorate. perhaps change their selection of favored enemies (Riders in a kingdom constantly threatened by Giants would obviously have the whole selection of Giants in their list) and let them rip Class Skills The Riders of the Duras' class skills (and the key ability for each skill) are Climb (Str). Otyugh. only coming back from extended patrols when they have grave news. Owlbears.DREADGAZEBO. Jump. Spot and Wilderness Lore checks when using these skills against this type of creature. Craft (Int). The creatures available as favored enemies include Dire Animals (all). he could see the obvious signs of recent passage through the undergrowth here. The new favored enemy may be the same creature as a previous favored enemy. Sense Motive (Wis). Mounted Archery. Night Watch Ambient Inc. Intimidate (Cha). Class Features All of the following are class features of the Riders of the Duras prestige class. Coordinated Attack +2 5 +5 +4 +1 +1 Slayer 6 +6 +5 +2 +2 Coordinated Attack +3. Hill Giants. Escape Artist. Likewise. Track Ride: 8 ranks Sense Motive: 5 ranks Wilderness Lore: 5 ranks Using the Riders in another campaign The Riders of the Duras can easily be used for any kingdom or territory that has large. In some campaigns. just like the ranger class ability of the same name. Hit Die: d10 Requirements To qualify to become a Rider of the Duras (Rdr) a character must fulfill all the following criteria. warriors and even the occasional druid. Ettins. the Rider of the Duras gains a +1 bonus to Bluff. Knowledge (local) (Int). Hide. Higher Ground 7 +7 +5 +2 +2 Third Favored Enemy. a Rider of the Duras must select a type of creature as a favored enemy. but they also had a one day lead on him. They have sharp senses.Hurak's goblin raiders were back in the area. evil humanoids and other unwelcome guests.Riders of the Duras Perringlas stood high in the saddle. Skill Points at Each Level: 4 + Int modifier. His fine blond hair was a windblown mess. Most Riders of the Duras are rangers. Knowledge (nature) (Int). or any Humanoid race (taken individually). Due to his training. and from the looks of it not only were they heading straight to Diem. Trolls. Mounted Combat. but only within 30 feet. Intuit Direction (Wis). Race: Elf. keeping an eye out for hostile forces. Listen. Looking down from the comfortably worn saddle on his roan mare. Spot (Wis). this list is subject to change (see sidebar). the Rider must select a new favored enemy. Half-Elf or Human Base Attack Bonus: 5+ Feats: Alertness. Travelers who stick to the main roads and beaten paths are unlikely to meet a Rider except at country inns and taverns. the Rider of the Duras must select a specific creature as a favored enemy. Ogres. For example. a Rider of the Duras would have Owlbears instead. Just rename them. Handle Animal (Cha). Swim (Str). and the bonus associated with every previously selected favored enemy goes up by +1.com . 78 www. Track from the Saddle 2 +2 +3 +0 +0 Coordinated Attack +1 3 +3 +3 +1 +1 Travelling Shot 4 +4 +4 +1 +1 Second Favored Enemy. his brown cloak settling behind him as his mount came to a stop at his signal. outlying sparsely populated areas. as well as fighters. Move Silently. while a ranger may have Beasts as a favored enemy. where they stop in their travels. the Riders of the Duras are looked up to on their steeds as the protectors of the land. Table 1-43: Riders of the Duras Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +1 +2 +0 +0 Favored Enemy +1. something birds could easily mistake for a nest. The Rider also gets the damage bonus with ranged weapons.

For creatures who lack low-light vision. Creatures that are immune to critical hits are immune to this ability. this means they now can see 50% further than most creatures in a low-light condition. often the Riders of the Duras have to engage a fleeing enemy. If multiple mounted Riders charge the same target in the same round. The initial attack does not have to be from someone with this ability. This bonus is not multiplied in the case of a critical hit. In the case of flanking attacks. As long as he is mounted.Track from the Saddle (Ex): Rarely dismounted. Riders of the Duras also gain this benefit to all search checks from the saddle. They are therefore trained in shooting from the saddle of a rapidly moving mount.com . Coordinated Attack (Ex): The Riders of the Duras take full advantage of the mobility. or one at extreme range. he gains a +4 altitude bonus on Spot rolls. 79 www. Whenever a Rider of the Duras scores a critical threat with a weapon (within 30 feet in the case of ranged weapons). A level 7 Rider of the Duras gains a 50% increase to his low-light vision. striking from all sides. Ambient Inc. Night Watch (Ex): Constantly working against creatures that travel under cover of night increases the Rider of the Duras' senses to an almost preternatural level.DREADGAZEBO. Higher Ground (Ex): A level 6 Rider has learned how best to use his elevated position to aid himself in his patrols. For Riders who already have low-light vision. but must have come from someone charging the target from horseback. the Rider of the Duras suffers no penalty when attacking during a double move. he deals an additional 1d6 damage to the target. even from horseback. The competence bonus for a Coordinated Attack increases to +2 at level 4 and +3 at level 6. Slayer (Ex): Level 5 Riders of the Duras are exceptionally skilled at taking down their foes. When using a missile weapon from the saddle. this stacks with the bonus provided for flanking the target. regardless of whether or not the attack resolves as a critical hit. as well as those granted by the Mounted Archery feat. and only a -2 circumstance penalty to hit when his mount is running. a Rider of the Duras gains an eye for tracking. A level 1 Rider can use the Track feat from a mount walking at normal speed without penalty to his Wilderness Lore roll. This supersedes the normal penalties associated with shooting from a moving mount. this increases the range 50% (so a level 7 Rider elf can see 3 times further in the dark than a normal human). each Rider after the first gains a +1 competence bonus on attack rolls against that target as they swarm at it and past it. Travelling Shot (Ex): As scouts and border patrol. size and speed of their mounts.

Russain took the time to gloat as he sheathed his short sword and prepared to teach the noseless priest about the divine right which he bore with him.DREADGAZEBO. and brought forth a storm of axes and swords behind the dark paladin. The priest's staff skipped across the floor as his crimson blood sprayed up onto the altar of his god. Holy warriors of all alignments. the Sacred Paladin represents the wrath and blade of his church. His spiked gauntlets whispered quietly. for political reasons at the very least). Alignment: Same alignment as patron deity Base Attack Bonus: 6+ Feats: Heavy Armor Proficiency. Sacred Paladins are the holy warriors of their church. Craft (Int). Channel Spell Ambient Inc. rending open his skin and exposing bright red skull. all faiths. Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 Special Divine Grace Domain Channel Energy Weapon Specialization Channel Strike Domain Channel Speed Domain. having expended most of his supposedly divine might attempting to prevent Russain's very presence here. They wield their deity's sacred weapons into combat against all forces that may oppose them. the orc raised an invisible shield before him. darkness seeming to ooze forth from them. The second blow came from the left. Finally he stepped forward across the etched stone floor of the dark goblinoid temple towards the inner fane where the high priest stood snarling. They are crusading knights who face the unfaithful. Iron Will. which bore the runes of a hundred slain elves. all churches. god and faith. heretics and infidels at every turn. Skill Points at Each Level: 2 + Int modifier. Handle Animal (Cha). Some few are drawn from the ranks of clerics and even some rogues and other classes have taken up the call over the years. Knowledge (religion) (Int). his bloody back sending him raging to destroy the foul orc. Weapon Focus (deity's favored weapon) Knowledge (religion): 4 ranks Class Skills The Sacred Paladin's class skills (and the key ability for each skill) are Climb (Str). The orc looked slightly impressed. smashing the black spikes into Table 1-44: Sacred Paladin Level Advancement Class Attack Fort Ref Level Bonus Save Save 1 +1 +2 +0 2 +2 +3 +0 3 +3 +3 +1 4 +4 +4 +1 5 +5 +4 +1 6 +6 +5 +2 7 +7 +5 +2 8 +8 +6 +2 9 +9 +6 +3 10 +10 +7 +3 11 +11 +7 +3 12 +12 +8 +4 the orc's foul throat and sending it sprawling from the impact. and soon the village would fall to the encroaching evils. no longer would the Black Rock orcs be useful allies of the village of Trieste. The blades smashed into Russain's armor. who find their vocation of their own will. Knowledge (royalty and nobility) (Int). 80 www.Sacred Paladin Russain's blade dug deep into the body of the last orc bodyguard. Unlike true Paladins. With no further guards between them. Most churches that have any real number of Sacred Paladins have dedicated orders of knight-paladins quartered near the headquarters of the church (although only the most military of churches actually have the knight-paladin order's temple on the same grounds or even in the same city as their primary temple. Ride (Dex) and Swim (Str). but held aloft his staff. Most Sacred Paladins are fighters who have heard the call of the divine and have taken up the station of holy defenders or holy avengers. but not one powerful enough to deflect the profanely charged blow that bore down upon him.com . as the case may be. no longer gloating. As Russain lept. sending him hurling forwards towards the priest. Hit Die: d10 Requirements To qualify to become a Sacred Paladin (Scp) a character must fulfill all the following criteria. Concentration (Con). Russain's gauntlet struck him soundly above his right ear. depending on the church of course. With their temple destroyed and their priest slain. Sacred Paladins are often drawn from the clergy or defenders of the temples.

Class Features All of the following are class features of the Sacred Paladin prestige class. Weapon and Armor Proficiency: Sacred Paladins gain no additional armor training, but are proficient with all simple and martial weapons. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Spellcasting: The Sacred Paladin can cast a small number of divine spells granted by his deity. To cast a spell, the Sacred Paladin must have a Wisdom score of at least 10 + the spell's level. Sacred Paladins do not gain bonus spells based on high abilities. Saving throws against Sacred Paladin spells have a Difficulty Class of 10 + spell level + Wisdom modifier. A Sacred Paladin has a very restricted list of spells known. Each spell known must be selected from either the Paladin or Cleric spell lists. Spells with an alignment descriptor (good, chaos, etc) can only be selected by a Sacred Paladin of that alignment. A Sacred Paladin prepares and casts spells just as a cleric does (though the Sacred Paladin cannot use spontaneous casting to lose a spell and cast a cure or inflict spell in its place). Divine Grace (Ex): A Sacred Paladin receives divine protection from harm from his deity. This manifests as a divine bonus on all saving throws equal to the Sacred Paladin's Charisma bonus. This bonus does not stack with the Divine Grace bonus granted to a core class Paladin. Domain (Ex): At the listed levels, the Sacred Paladin gains access to one of his deity's domains normally granted to their clerics. The Sacred Paladin gains the domain ability of the domain, and adds the level one through six domain spells to his Sacred Paladin spell list. Channel Energy (Su): At third level, the Sacred Paladin gains the ability to channel divine energy. For good Sacred Paladins this is positive energy, and for evil Sacred Paladins, this is negative energy. Neutral Sacred Paladins must select whether it is positive or negative energy, using their deity's attitude and domains as a guide (the Sacred Paladin player should consult with the Game Master on this). Once the Sacred Paladin has chosen what type of energy he channels, this choice cannot be changed. A Sacred Paladin can channel divine energy up to one half his class level times per day (rounded down). The primary use for channelled Table 1-45: Sacred Paladin Spellcasting Spells Known Level 1 2 3 4 1 1 2 2+d 3 2+d 0+d 4 2+d 1+d 5 3+d 1+d 0+d 6 3+d 2+d 1+d 7 3+2d 2+2d 1+2d 0+2d 8 4+2d 2+2d 2+2d 1+2d 9 4+2d 3+2d 2+2d 1+2d 10 4+2d 3+2d 2+2d 2+2d 11 5+2d 3+2d 3+2d 2+2d 12 5+3d 4+3d 3+3d 2+3d

energy is to turn or rebuke undead. A Sacred Paladin turns or rebukes undead as a cleric two levels lower than his Sacred Paladin level. At levels 6, 9 and 12 the Sacred Paladin learns additional methods of channelling this divine energy. Weapon Specialization (Ex): Beginning at level 4, the Sacred Paladin becomes eligible to take the Weapon Specialization feat using one of his normally-obtained feats. This is not a bonus feat. The Weapon Specialization must be taken with the Sacred Paladin's deity's favored weapon. Channel Strike (Su): At level 6, the Sacred Paladin learns to channel the divine energy granted by his deity into his weapon. The Sacred Paladin may declare any melee attack to be a Channel Strike. Regardless of whether or not the attack hits, this counts as a channelling attempt. If the attack hits, it deals an additional 1d8 divine damage to the target. Channel Speed (Su): At level 9, the Sacred Paladin can channel the divine energy granted by his deity into a lightning-fast strike. The Sacred Paladin may use this ability in combination with any attack action, allowing the Sacred Paladin an additional attack at his full attack bonus during that action. This counts as two channelling attempts. Channel Spells (Sp): At level 12, the Sacred Paladin can channel divine energy into spell-like effects. The Sacred Paladin can cast any spell from his Sacred Paladin domain lists using channelling attempts as a spell-like ability. Each spell cast in this way counts as a number of channellings equal to the spell's level.

5 0+2d 1+2d 1+2d 2+3d

6 0+2d 1+3d

1 1 2 2 2 3 3 3 4 4 4 5 5

2 1 2 2 2 3 3 3 4 4 4

Spells per Day 3 4 1 2 2 1 2 2 3 2 3 2 3 3 4 3

5 1 2 2 2

6 1 2

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Siege Mage
The School of Warfare has taught many of the realm's greatest military leaders. The sages there have picked through generations of books and manuscripts regarding tactical warfare, and they hire many old generals to help teach or to aid the scribes in recording their knowledge. The students at this school are warriors and nobles, men who lead (or expect to lead) sizeable military forces. They leave with a strong knowledge of mass combat and warfare, but also with the understanding that war between nations should be kept as civilized as possible (something that not all students take to heart, but a lesson taught nonetheless). But within the repository of information that is the School of Warfare, there are also many books and scrolls detailing the uses of magic in warfare. Against armies, a few strong spells can wield incredible results. Ancient sages and scribes have worked to uncover ancient battle magics that are supposedly recorded in the documents they have collected. Nearly sixty years ago they succeeded at uncovering the lore of tower magic. Now they gather small numbers of arcane students who seek this knowledge some for defending their own towers, but most in the employ of larger military forces who need defensive or offensive aid in coming campaigns. They are known within the school as the Siege Magi. Hit Die: d4 Requirements To qualify to become a Siege Mage (Sgm) a character must fulfill all the following criteria. Knowledge (Arcana): 7 ranks Knowledge (Architecture & Engineering): 7 ranks Feats: Enlarge Spell, Craft Magic Arms and Armor as well as either Craft Wand or Craft Staff Spellcasting: must be able to cast at least one arcane abjuration and one arcane evocation spell of level 3 or greater. Class Skills The Siege Mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills taken individually) (Int), Search (Int), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier.

Class Features All of the following are class features of the Siege Mage prestige class. Weapon and Armor Proficiency: Siege Magi gain no additional training with weapons or armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets and Tumble. Siegecraft (Su): Siege Magi are able to invest some of their spells to improve constructions they are in contact with. The size and type of construction, as well as the level of the Siege Mage, determine how many spells of what levels can be invested. Each type of construction lists a maximum number of spell levels that can be invested into it on the table below. Additionally, a Siege Mage cannot invest a spell of a level higher than the level indicated on table 1-19: Siege Mage Level Advancement. Spells invested into the construction can be activated by the Siege Mage who placed them there as if the construction was a spell trigger device, but requiring only a move-equivalent action to trigger (and not provoking an attack of opportunity). Investing a spell into a construction costs the Siege Mage materials and rare components worth 10gp times the level of the spell times the spellcaster level, and 2/25 of this price in XP. Spellcasters other than the Siege Mage who invested the spells cannot trigger them. All spells invested in military constructions are cast as if under the effect of the enlarge spell feat, at no additional cost in time or spell levels. Spell Striker (Ex): Because damage to buildings and siege constructs is vital to a siege or defeating a siege, Siege Magi are taught how to get the best effect out of their spells against these immobile (yet tough) targets. All spells that a level 2 or higher Siege Mage casts ignore the hardness of constructions or buildings that they target. Fortification (Ex): Defensive spellcasting is a powerful ally, and correctly used walls can shore up even the most damaged structures. Beginning at level 4, the Siege Mage casts all "wall of" spells as a spellcaster of one level higher when determining duration, size, thickness and all other level-based variables. Additionally, at this level a Siege Mage can cast abjuration spells that normally only target "one creature" or "creature touched" to target "structure touched" instead. This is normally used to cast spells such as resist elements on besieged fortifications.

Table 1-46: Siege Mage Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Siegecraft - level 2 +1 +0 +0 +3 Spell Striker 3 +1 +1 +1 +3 Siegecraft - level 4 +2 +1 +1 +4 Fortification 5 +2 +1 +1 +4 Siegecraft - level 6 +3 +2 +2 +5 Danger Zone I 7 +3 +2 +2 +5 Siegecraft - level 8 +4 +2 +2 +6 Danger Zone II 9 +4 +3 +3 +6 Siegecraft - level 10 +5 +3 +3 +7 Siegecraft Lore

1 spells 2 spells 3 spells 4 spells 5 spells

Spellcasting +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level

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Danger Zone (Ex): Evocations during mass warfare are not designed to yield the maximum damage against a target, but to yield damage against the maximum number of targets. At level 6, Siege Magi casting spells with any elemental designator (fire, sonic, acid, cold) that have an area effect gain a 50% increase in the numeric area of effect. For example, a level 7 Siege Mage casting a fireball (a level 3 spell with the fire designator) increases the effect from a 20-foot radius spread to a 30-foot radius spread. Beginning at level 8, the Siege Mage can use this ability with any spell with an area effect, not only those with elemental designators. Siegecraft Lore (Ex): At level 10, Siege Magi have transcended the limits of how much magic can be held within an unprepared receptacle, and are capable of storing twice as many spell levels as normal within a construct using their Siegecraft ability (although they still cannot invest spells of a level higher than fifth without actually building a magical structure).

Table 1-47: Siegecraft Construction Non-military vehicle (cart, wagon, boat) Small non-military construction (house) Large non-military construction (mansion) Siege weapons (catapult, ballista) Siege constructs (siege tower, covered ram) Huge military vehicles (armed boats) Small stone construction (mannor house) Medium stone construction (wizard's tower, gate house) Large stone construction (moathouse, small keep) Huge stone construction (castle, fortress) Massive stone construction (mountain fortress)

Spells 2 spell levels 3 spell levels 6 spell levels 3 spell levels 6 spell levels 10 spell levels 6 spell levels 10 spell levels 16 spell levels 20 spell levels 28 spell levels

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) A sniper who already has the Primary Weapon ability from another class must select the same primary weapon. Weapon and Armour Proficiency: The Sniper's training gains no additional weapon or armour proficiencies. Extended Sneak Attack +2d6 Ambient Inc. able to maintain it for one additional round (for an additional +2 circumstance bonus to his attack roll). breathe in Watch for the perfect shot. This bonus increases by one at level 5. Eagle's Eye (Ex): At fourth level. Instead of working with teams of other archers and longbowmen. Extended Sneak Attack (Ex): Beginning at level 1. See Chapter 4: Skills in Core RuleBook 1 for skill descriptions. hiding among his men. green and brown tunics trying to blend with the forest.. Improved Pinpoint Accuracy (Ex): At 2rd level and higher. At 1st level the character receives a +1 competence bonus to all attacks made with his primary weapon. Snipers are guerrilla and tactical archery experts. work with the beats. your aim. Senses wide open. Hit Dice: d8 Class Skills The Sniper's class skills (and the key ability for each skill) are Balance (Dex). Requirements To qualify to become a Sniper (Sni). this sneak attack an be done at ranges of up to 5 range increments from the Sniper. Listen (Wis). Hide (Dex). breathe out Don't jump at the first shot as the troops appear through the trees. a character must fulfill all the following criteria. considered to be dry of wit and they often seem to have little interest in anything besides their single-minded focus on the perfect shot. the Sniper gains the ability to perform a sneak attack (as per the rogue ability. making him a better shot than an equivalent-level Fighter. Two riders quickly try to spot the assailants as the rest of the unit bolts at top speed. etc.. the Sniper improves his Pinpoint Accuracy ability. breathe out The extremists of the Archer set. usually officers. longbow. Watch for his eyes. as does another across the way. Have faith in your concealment. (and within the other normal restrictions of a sneak attack) then this extraordinary ability stacks with any other sneak attack the character may have from levels of Rogue or Blackguard. Core Rulebook 1) using his primary weapon exclusively.com . one step. the Sniper gains a +4 competence bonus on all spot rolls. In addition. The forest that holds you. spellcasters and unit leaders. find your groove. the commander falling from his horse. unlike a normal sneak attack. Often they will set-up positions before a battle high in trees or in other camouflage locations in preparation for an upcoming battle. hides you. Craft (Int). two steps and.. They are generally serious people. breathe out Try to place yourself outside your body. Near the back of the group is the leader. Know your target. Snipers are recruited from expert archers and longbowmen. This bonus stacks with the Weapon Focus feat as well as with other Primary Weapon bonuses. Skill Points Per Level: 2 + Int Modifier Class Features All of the following are class features of the Sniper prestige class. shortbow. finer horse. (The primary weapon bonus balances out the slower BAB progression for the Sniper. your partner has him sighted too. Haughty elves high in the saddle. as you watch each rider go by. Precise Shot. but a worse melee combatant. Spot (Wis) and Swim (Str). The arrowtip follows him as he rides. Climb (Str). If used within a range of 30 feet..Sniper It's all about control breathe in And patience breathe out Keep your heart under your control. one from each side. the Sniper selects one of the following ranged weapons to be his primary weapon: heavy crossbow. Weapon Focus (any bow) Table 1-48: Sniper Level Advancement Base Attack Bonus: 6+ Special: Pinpoint Accuracy special ability Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +2 Primary Weapon +1. Snipers often set up independently and shoot for particular targets. blood already trickling down his face from open mouth.. better armor. your position. Concentration (Con). Intimidate (Cha). light crossbow. breathe in Watch them ride by. 84 www. absorbing everything around you. but not brave. SNAP . he reaches up desperately to grab the shafts. already dead.. and always have several levels of those prestige classes before becoming snipers.two arrows embed themselves in his throat. Primary Weapon (Ex): At level 1. breathe in Looking for the target. Alignment: non-chaotic Feats: Point Blank Shot.DREADGAZEBO. Extended Sneak Attack +1d6 2 +1 +0 +3 +3 Improved Pinpoint Accuracy 3 +2 +1 +3 +3 Extended Sneak Attack +2d6 4 +3 +1 +4 +4 Eagle’s Eye 5 +3 +1 +4 +4 Primary Weapon +2.

Most of the (now dominant) human membership dismiss these concerns. Millennia ago. SpellCraft (Int). nor for its evils. usually at the location of a researcher who has a large enough observatory to suit a larger group of Society members who share his interests and ethics. Knowledge (all skills . Hit Die: d4 Requirements To qualify to become a member of the Society of Heavenly Movements (Shm) a character must fulfill all the following criteria. And they will have Mars attending as their star. and Use Magic Device (Cha. from the prophecies of Nostradamus The Society of Heavenly Movements tracks the movements of the stars and planets.thus most of them are based on draconic and elven heritage and mythology. Scry (Int).exclusive skill). but are generally used instead to reconnect with old friends and researchers within the society and to introduce new members to the group.DREADGAZEBO. exclusive skill). Skill Points at Each Level: 4 + Int modifier. Additionally. Neither for its good. although only the most upper-ranking members usually arrive at these convocations. pointing out the draconic material's dominance and the continued use of draconic to this day in most matters of arcana. Speak Language. Class Skills The Society of Heavenly Movements' class skills (and the key ability for each skill) are Appraise (Int). there are smaller meetings during many major celestial events. and how each relates to the casting of magical spells and enchantments. almost all members are wizards. the Society meets annually. They are regarded as loremasters of the heavens. Within the society are a variety of cliques and clans. the stars were mapped into constellations that are accepted by the Society for their research. The society is a very loose grouping of sages and wizards dedicated to this study of the heavens and heavenly magic. they will demand fame and praise. Weapon and Armor Proficiency: Members of the Society of Heavenly Movements gain no additional training with weapons or armor. drawing insight and powers from their studies of the night sky. Decipher Script (Int . Due to the studious arcane nature of the Society. The great force which will pass the mountains. Saturn in Sagittarius Mars turning from the fish: Poison hidden under the heads of salmon. although those that do discover they learn new spells quite unusual to their ilk. Profession (Wis). Search (Int). Sense Motive (Wis). Gather Information (Cha). This solar zodiac was based on several racial constellations and the astrological beliefs most prevalent within the Society at the time . 85 www. Note that armor check penalties for armor heavier than Table 1-49: The Society of Heavenly Movements Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Astrological Studies 2 +1 +0 +0 +3 Night Casting +1 3 +1 +1 +1 +3 Heavenly Lore 4 +2 +1 +1 +4 Astrological Studies 5 +2 +1 +1 +4 Night Casting +2 6 +3 +2 +2 +5 Lesser Conjunction 7 +3 +2 +2 +5 Astrological Studies 8 +4 +2 +2 +6 Night Casting +3 9 +4 +3 +3 +6 Greater Conjunction 10 +5 +3 +3 +7 Astrological Studies Spellcasting +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level Ambient Inc. Concentration (Con). Class Features All of the following are class features of the Society of Heavenly Movements prestige class. sometimes by nationality or race. as are most of the old books of astrological lore the Society has collected since its inception. This gives the Society as a whole a subtle but distinct elven bias that is constantly fought against by the few dwarven members. their war-chief hung with cord. groups of wizards and sages who share the same goals and ambitions. Officially.The Society of Heavenly Movements The sky ( of Plancus' city ) forebodes to us Through clear signs and fixed stars. That the time of its sudden change is approaching. The convocations are supposed to be used to establish what major changes have been discovered by various members. Incest will be committed by the stepmother: The state changed.taken individually) (Int). often linked together by alignment. Heal (Wis). Within the pit will be found the bones.com . Knowledge (arcana): 10 ranks Search: 5 ranks Read Language: Elven & Draconic Feats: Any one metamagic feat Spellcasting: Ability to cast at least 2 arcane divinations and 2 arcane enchantments of level 3 or higher. Even some rare bards have become members of the Society over the ages. forever telling tales of the mythology of the constellations and their interactions. Few sorcerers find the pure research to their taste. Major convocations of the Society occur once every nine years at a time that is agreed to be fairly boring for students of the heavens.

can be shaped Summon Nature’s Ally VI. and so on). This bonus increases to +2 at level 5 and +3 at level 8. several planets in the solar system. Using this ability increases the casting time of the spell to a full round action. instead he gains access to new spells as indicated in the Astrological Studies ability below. Calls creature to fight Ambient Inc. Spellcasting: At the indicated levels. At third level. The metamagic feat used cannot be one that would increase the spell slot by more than two levels. rename the constellations and planets or even reassign their spells based on the perceived personalities of these heavenly bodies. He does not. we have included the classic 12 signs of the zodiac. 20 hp / 4 levels.DREADGAZEBO. (one of each level. Lesser Conjunction (Su): Once per night. Intense tremor shakes 5 ft / level radius Summon Nature’s Ally IX. cuts. One animal / two levels doubles in size. Subjects can breathe underwater Solid Fog. members of the Society of Heavenly Movements gain the ability to know legends and information regarding various topics as a bard with the Bardic Knowledge ability. Stops blows. cuts. Hampers vision and movement Stoneskin. a level 9 member of the Society of Heavenly Movements may cast a single spell. If a character had more than one arcane spellcasting class before becoming a Member of the Society of Heavenly Movements.e. nor does he gain the normal spell known for a spontaneous spellcaster). Freezes water or deals cold damage Control Weather. Oak becomes treant guardian Animal Shapes. 86 www. Jump. Stops blows.) associated with the heavenly body or astrological feature studied. One subject / level leaves no tracks Bull's Strength. Body becomes living iron Regenerate. Deals 1d8 damage / level within 30 ft Summon Monster IX. Greater Conjunction (Su): Once per night. we have used several domains to represent the studies of the planets. as he must be exposed to the night sky. spontaneously using any known metamagic feat on it without increasing the level of the spell slot required. metamagic or item creation feats. as per the ability description for the bard class in the System Reference Document. Armor or shield gains +1 / 3 levels Sleet Storm. HD Summon Nature's Ally VI. Natural weapon gets +1 / level (max +5) Animal Growth. Subject gains 1d4+1 Str for 1 hour / level Magic Vestment.: he does not learn two new spells from the spell lists for prepared spellcasters. Astrological Studies (Ex): At the indicated levels. gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead. Water elementals only Aries 1 2 3 4 5 6 7 8 9 Pass without Trace. Night Casting (Ex): Empowered by the stars above. the member of the Society of Heavenly Movements gains new spells per day as if he had also gained a level in the arcane spellcasting class he belonged to before adding the prestige class. the level 2 member of the Society of Heavenly Movements increases the DC of all saves against his spells by one. Changes weather in local area Horrid Wilting. The member of the Society of Heavenly Movements adds half his level and his Intelligence modifier to the Bardic Knowledge check. whenever casting spells under the night sky. For example. stabs. One ally/level polymorphs into chosen animal Summon Nature's Ally IX. The character does not learn new spells as normal for gaining a level in a spellcasting class (i. This grants the member of the Society of Heavenly Movements knowledge of nine spells. Subject’s severed limbs grow back Implosion. When creating new spell lists for your alternate heavenly bodies. Communicate with natural animals Summon Nature's Ally III. Climb. Astrological Studies of the Society Each planet and constellation is given its own spell list of nine spells. Kills one creature / round Capricorn 1 2 3 4 5 6 7 8 9 Magic Fang. For this volume. the member of the Society of Heavenly Movements must select one astrological feature to have learned magical abilities from. as well as the sun and moon. the quick cheat is to select domains that best suit the supposed personas of these entities. he must decide to which class he adds the new level for purposes of determining spells per day. Escape Artist. Heavenly Lore (Ex): The knowledge gathered through the stars is diverse indeed. Natural weapon gets +1bonus Speak with Animals. and slashes Summon Monster VI. To customize the class for your own campaign. Calls creature to fight Liveoak. You and your gear merge with stone Stoneskin. Learn about terrain for one mile / level Luke's Freezing Sphere. and remove the granted power from the domain. except for an increased effective level of spellcasting. Turn stone to clay or dirt to mud Water Breathing. stabs. Blocks vision and slows movement Commune with Nature. Earth elementals only Cancer 1 2 3 4 4 6 7 8 9 Mage Armor. Aquarius 1 2 3 4 5 6 7 8 9 Endure Elements.leather apply to the skills Balance. Subject gains 1d4+1 Str for 1 hr / level Meld into Stone. Fiendish Chuul Iron Body. and slashes Wall of Stone. spontaneously using a known metamagic feat on it without increasing the level of the spell slot required. Ignore 5 dmg / round from one energy type Soften Earth & Stone. based on their supposed persona in Roman myth. however. Earth elementals only Earthquake. Move Silently. This does not apply when the character is underground or in a building. a level 6 member of the Society of Heavenly Movements may cast a single spell. Using this ability increases the casting time of the spell to a full round action. Calls creature to fight Greater Magic Fang. 1d3 dire boars or earth elementals Summon Nature’s Ally VII. Gives subject +4 armor bonus Bull's Strength. hit points beyond those he receives from the prestige class. Hide.com . Pick Pockets and Tumble.

Stops blows. Intense tremor shakes 5 ft / level radius Shield of Law. Reveals invisible creatures and objects Charm Monster. As dominate person. Allies gain +1 attack and +1 saves against fear Bull's Strength. repeat in 1 minute Giant Vermin. Staff becomes a treant on command Sunburst. Learn about terrain for one mile/level Ironwood. sound and smell Insanity. Food for one creature / level cures and blesses Mordenkainen's Sword. Provides cover. We have not included Uranus. an 1 hp per level Wall of Stone. or grapples. 1 touch / level deal 1d6 damage / level Summon Swarm. creatures flee Acid Fog. Leo 1 2 3 4 5 6 7 8 9 Faerie Fire. Touch deals 1d10 Con damage. Calls creature to fight Virgo 1 2 3 4 5 6 7 8 9 Charm Person. Mimics evocation less than 5th level Permanent Image. Arouses strong emotion in subject Shadow Evocation.Water domain spells Pluto . Invisible for 10 min/ level or until attacks Haste. inflicts damage. Makes monster believe it is your ally Emotion. Kills one creature / round. Weapon gains +1 bonus Bull's Strength. can be shaped Stoneskin. Makes one person your friend Mirror Image. Creates decoy duplicates of you Charm Monster. Triggered runes have array of effects Summon Monster IX. 18 Str. and hail the Moon 1 2 3 4 5 6 7 8 9 Faerie Fire. 18 Str. Object or location repels certain creatures Dominate Monster. Includes sight.Love domain spells Mars .War domain spells Saturn . Astral Projection. +4 Resistance. Bends wood (shaft. Storm rains acid. +4 AC. door.Storms domain spells Neptune .Death domain spells Sun . remove the "granted power" of the domain. Cloud deals 4d6 fire damage / round Summon Monster IX. Carpet of insects attacks at your command Horrid Wilting. Magical wood is strong as steel Changestaff. but any creature Pisces 1 2 3 4 5 6 7 8 9 Know Direction. Arouses strong emotion in subject Dominate Person.. You discern north Invisibility. Gain attack bonus. 2d4 berries each cure 1 hp (max hp/24 hours) Warp Wood. Up to eight subjects travel to another plane Horrid Wilting. Fools scrying with an illusion Mislead. plus one / level subjects Sympathy. 20 hp / four levels. Subject gains 1d4+1 Str for 1hr/level Magic Vestment. Your size increases and you gain +4 Str Heroes' Feast. Permanent confusion on one target Animal Shapes. Makes one person your friend Detect Thoughts. Makes one creature your friend Scrying. Mercury . As suggestion. Limits vision. 1d8 damage / level within 30 ft. Shoots flaming projectiles or fiery bolts Summon Nature's Ally IV. deals 3d6 damage Storm of Vengeance. plank) Speak with Plants. Outline subject with light See Invisibility.com . Doubles normal weapon's threat range Divine Power. One ally/level polymorphs into chosen animal Gate. Subject gains 1d4+1 Str for 1 hr.Sun domain spells Sagittarius 1 2 3 4 5 6 7 8 9 Goodberry. Scorpio 1 2 3 4 5 6 7 8 9 Chill Touch. Shows most direct way to a location Plane Shift. stabs. 87 www. Touch attack deals 1d8+1 per 2 levels Flame Arrow. pushes. Learn about terrain for one mile / level Fire Storm. and slashes Earthquake. we've designated a clerical domain that best suits each planet. Step into shadow to travel rapidly Reverse Gravity. Fire elementals Taurus 1 2 3 4 5 6 7 8 9 Bless. You gain attack bonus. & SR 25 vs Chaos Bigby's Crushing Hand. Turns insects into giant vermin Insect Plague. cuts. when converting a domain into a spell list for the Society of Heavenly Movements. and 1 hp / level Righteous Might. change form 1/rnd. Controls humanoid telepathically Mass Suggestion. Turns you invisible and creates illusory double Shadow Walk. lightning. not given his own portfolio. Extra Partial Action and +4 AC Dimension Door. Ice Storm. handle. Makes monster believe it is your ally Emotion. because the traditional Uranus is the father of the gods in Roman myth. As with the constellations. Teleports you and up to 500 lb. Magic blade strikes opponents Symbol. Lion Summon Nature's Ally V. Transform into any form. d3 lions. Keeps animated plants at bay Commune with Nature. Project selft and companions to the astral Planets For the Planets. Armor or shield gains +1 / three levels Divine Power.Plants domain spells Jupiter . Fog deals acid damage Creeping Doom.Travel domain spells Venus . Libra 1 2 3 4 5 6 7 8 9 Magic Weapon. Connects two planes for travel and communication Ambient Inc. Blinds all within 10 ft. Swarm of small crawling or flying creatures Poison./level Keen Edge. 1 dire lion or fire elemental Commune with Nature.DREADGAZEBO. Object or location attracts certain creatures Antipathy. Allows "listening" to surface thoughts Charm Monster. Outline subject with light Flame Blade.Gemini 1 2 3 4 5 6 7 8 9 Charm Person. Objects and creature fall upward Shapechange. Talk to normal plants and plant creatures Antiplant Shell. Spies on subject from a distance False Vision. Deals 1d6 fire damage / level Incendiary Cloud. Deals 1d8 damage / level within 30 ft Implosion. Hail deals 5d6 damage / level Find the Path.

What place indeed. Gather Information (Cha). As per the instructions provided in the letter. forcing Hollace back through the door with fancy footwork and a series of incredibly quick slashes at his knees. Balance (Dex). Jordan dropped his whole 3 foot form prone. Deftly cutting free his voin purse while tumbling across his prone form. Swashbucklers otherwise are not fond of travel. This is not a job for the armoured fighter. he struck once at the squinty-eyed half-orc with the axe and flipped back to the floor. for the suave swordsman? The swashbuckler is a man of style over substance. Once downstairs the guild sprung its trap. neatly avoiding the axe readied for his arrival. Jordan sprang to the attack against the superior sword-arm of Hollace. Jordan had entered the basement of the abandoned east block prison for the meeting. they use their fighting skills to pull themselves out of predicaments that their sharp tongues may put them into. moreover. Sense Motive (Wis). Expertise Class Skills The Swashbuckler's class skills (and the key ability for each skill) are Appraise (Int). short sword in one hand. nor with any projectile weapons) and light armour but not shields. the backs of toppling chairs. Swashbucklers are usually charismatic rogues and bards first and foremost. swashbucklers add their Int bonus (if any) to their Dexterity bonus to modify AC and Reflex saves. As crossbow bolts flew past overhead. With a curse and a laugh he rolled for the stairs opposite the ones he had descended and flipped nimbly to his feet. living life day-to-day in the urban centers or upon the decks of boats with their only destination being excitement. From the moment he received the letter indicating that an anonymous buyer was interested in the star sapphire of Rhodan his common sense screamed it was a setup. Hit Die: d8 Requirements To qualify to become a Swashbuckler (Swa) a character must fulfill all the following criteria. It turns out. Bluff (Cha). Listen (Wis). Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Quick Wits Evasion Bonus Feat Uncommon Footing Fancy Footwork Bonus Feat Tumbling Step Pressing Attack Bonus Feat Uncanny Defence Ambient Inc. Knowing that the half-orc was moving towards his back. Base Attack Bonus: 6+ Perform: 6 ranks Tumble: 6 ranks Balance: 6 ranks Jump: 6 ranks Feats: Dodge. Spot (Wis). sending the axe-man sprawling on the floor. Move Silently (Dex). He is about wits and style. Jordan swept onto the ground floor of the old jail. they do it with style and flair. Jordan tripped him with a kick to the shin just as he was landing. But even as a setup. and they are not cut out for mercenary Table 1-50: Swashbuckler Level Advancement Class Attack Fort Ref Level Bonus Save Save 1 +0 +0 +2 2 +1 +0 +3 3 +2 +1 +3 4 +3 +1 +4 5 +3 +1 +4 6 +4 +2 +5 7 +5 +2 +5 8 +6 +2 +6 9 +6 +3 +6 10 +7 +3 +7 work (or any other real employ for that matter). Escape Artist (Dex). leaving the table between himself and the halforc. Uncommon Footing (Ex): The Swashbuckler is used to fighting on unusual and uneven surfaces (such as beer-moistened tabletops. Weapon and Armour Proficiency: Swashbucklers are proficient with all simple and martial weapons of up to their size level (not with any weapons a size level larger than they are. He snapped the dagger out towards one of the jail cells the bolts had been launched from and immediately bolted up the stairs. Innuendo (Wis). Climb (Str). Jordan then made for the back door where the well-known Guild thug waited. Jordan made speed to get out of that end of town completely. Perform (Cha). Jordan's interest in finding out who knew he had stolen the sapphire overcame his reason. Diplomacy (Cha). Swim (Str) and Tumble (Dex). it was the thieve's guild. Quick Wits (Ex): When not wearing armour (or wearing armour with an armour-check penalty of zero).DREADGAZEBO. Disguise (Cha). Skill Points per level: 6 + Int modifier Class Features All the following are class features of the Swashbuckler prestige class. They can wield a sword with style. but they are not trained to be a deadly opponent with it. sword down.Swashbuckler He couldn't claim he hadn't known better. Mobility. as caravans can become quickly tiresome. and can fight at full proficiency on nearly any terrain or surface. unless he fails the balance check. daring-do and aplomb. and so on) and receives a +4 competence bonus on all balance checks. As the half-orc jumped over the table. avoiding a second hail of quarrels. one who hopes his reputation and fancy showmanship can win through any fight.com . Jump (Str). See Chapter 4: Skills in Core Rulebook 1 for skill descriptions. dodging all but one of the bolts which tore through his left forearm. Jumping up onto a table top. dagger in the other. 88 www. Any situation that would deny their Dex bonus to AC also denies this Int bonus. Ambidexterity. Free of the confines of the old prison. swashbucklers don't do it with huge axes.

With each attack. Improved Trip. Tumbling Step (Ex): Whenever the Swashbuckler would normally be entitled to take a single 5 foot step (which does not provoke an attack of opportunity). the Swashbuckler gains a bonus feat. and gaining an additional +4 surprise bonus to hit the first time he does this in a combat. Improved Disarm. This extraordinary ability only functions when the swashbuckler is wearing no armour or armour with an armour check penalty of zero. the swashbuckler can declare any full attack action to be a pressing attack action. and a +2 surprise bonus the second time. the swashbuckler takes no damage with a successful saving throw. If the Swashbuckler already has the Evasion ability. Blind-Fight. as if he had the improved unarmed strike feat). the Swashbuckler masters the ability to survive any fight through agility and wits. This feat must be taken from the following list of feats: Spring Attack. Improved Two-Weapon Fighting. Evasion can only be used if the swashbuckler is wearing no armour (or armour with an armour check penalty of zero). without provoking an attack of opportunity (as long as he is also wielding a weapon.com . or armour with an armour check penalty of zero. the opponent must make a Will save (DC = 10 + Swashbuckler level + Cha bonus) or take a five-foot step backwards (this may also force a balance check for crossing terrain without looking. Pressing Attack (Ex): When wearing no armour.DREADGAZEBO. the swashbuckler can involve his feet in any altercation. The swashbuckler may follow up into their old square as a free action. he suffers a -2 AC penalty. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage. For the turn that Swashbuckler committed himself to a pressing attack. The swashbuckler can use his feet in an off-hand kick attack or trip attack as per the normal two-weapon fighting rules. the Swashbuckler is entitled to take a 10 foot step (which does not provoke an attack of opportunity). 89 www. Bonus Feat (Ex): At third. a swashbuckler gains evasion. Quick Draw.Evasion (Ex): At 2nd level. He gains both the Defensive Roll and Improved Evasion abilities of a highlevel rogue. Two-Weapon Fighting. It is an extraordinary ability. Fancy Footwork (Ex): With a whirl and a twist. or one at DC 15 if run into a wall in this way). sixth and ninth level. Ambient Inc. he instead gains a +2 bonus to all Reflex saves that Evasion would normally apply to. Uncanny Defence (Ex): At level 10.

Hide. The Tainted Warlock can never hold more than one negative level in this way. I could tear through them. exclusive skill). Many Tainted Warlocks are necromancer specialist wizards who have found another source of power than the traditional armies of the undead. I drew a small portion of it into my heart. Craft (Int). Their magic becomes infused with negative energy. Alignment: Any Evil Base Will Save: 6+ Knowledge (Arcana): 8 ranks Knowledge (Planes): 8 ranks Feats: Iron Will Spellcasting: Able to cast at least two arcane spells dealing directly with negative energy such as Animate Dead. trying to make me one with it. From the moment they grasp the dark hole within themselves to be the root of their power. Intimidate (Cha). Note that armour check penalties for armour heavier than leather apply to the skills Balance. Concentration (Con). Move Silently.the undead. etc). crackling energy that originates on the Negative Material Plane.DREADGAZEBO. Jump.the Tainted Warlock suffering a -1 penalty to all skill checks. effects of spells. Scry (Int. they contained or were a product of a link between their own plane and another. I emerged from that dark place hurt and frozen. crackling energy that was bitter cold. This is done by using the Carry Taint supernatural ability. and Spellcraft (Int). attack rolls and saving throws. This loss of vital energy is treated as a normal negative level in all other ways . They have somehow captured a small piece of negative energy and held it within their bodies until it has encroached upon their soul and essence. and to hundreds. Effectively this "traps" the negative level. darker than black. Circle of Death.refilling the frozen soul with dark energy and providing the energy for muscles to move and for magic to be cast. perhaps thousands of others. Energy Drain. Skill Points at Each Level: 2 + Int modifier. so that it never goes away (and therefore will also not result in actual level loss). 90 www.. The boundaries of the planes were as paper to me.com . Carry Taint (Su): To use any powers granted by the Tainted Warlock prestige class (including bonus spells and additional spellcaster levels). Climb. Finally. Knowledge (arcana or planes) (Int). but empowered by its darkest energies. Hit Die: d4 Requirements To qualify to become a Tainted Warlock (Twa) a character must fulfill all the following criteria. Pick Pockets and Tumble. and a 1 effective level penalty for all calculations based on character level except for spellcasting abilities (levels of spells cast. In my journeys I encountered many strange entities. Profession (Wis). even burn them as I needed. Finger of Death and Horrid Wilting. Weapon and Armour Proficiency: The Tainted Warlock gains no new proficiencies with weapons or armour. It sucked at my soul. Class Skills The Tainted Warlock's class skills (and the key ability for each skill) are Bluff (Cha). but the most fascinating to me was one form that I found nearly everywhere. See Chapter 4: Skills in Core Rulebook 1 for skill descriptions. Somehow planar boundaries applied differently to them.a source of dark. Using a prepared action. blacker than night. Enervation. They become cold to the touch and the whites of their eyes turn deep purple. Table 1-51: Tainted Warlock Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Carry Taint 2 +1 +0 +0 +3 Black Spellcasting +1d6 3 +1 +1 +1 +3 4 +2 +1 +1 +4 Black Spellcasting +1d8 5 +2 +1 +1 +4 6 +3 +2 +2 +5 Black Spellcasting +1d12 7 +3 +2 +2 +5 Unholy Spellcasting 8 +4 +2 +2 +6 Black Spellcasting +2d8 9 +4 +3 +3 +6 10 +5 +3 +3 +7 Black Spellcasting +3d8 Spellcasting Bonus Spells 3 3 3 3 +1 spellcaster level +1 spellcaster level 3 3 +1 spellcaster level 4 Ambient Inc. pulling the warmth of my being from me. It was a world cold beyond reason. feeling prepared by my research into the phenomenon.to every part of my world that I found remotely interesting. Escape Artist. dark blue or even black. Class Features All of the following are class features of the Tainted Warlock prestige class. ability checks. I travelled across the planar boundary to the source of this dark energy. the black. But this energy could animate the dead just as life animates the living. But instead of losing my life to it. drawing the warmth of life from them.. Tainted Warlocks have embraced the hurt and degeneration of negative energy.Tainted Warlock I had travelled far and wide. a Tainted Warlock can absorb a portion of a negative-level attack and carry it as the core of his magical abilities. Many are also wizards and sorcerers who crave more power but who don't have the high intelligence or charisma needed to master powerful spells. Tainted Warlocks are transformed. savored its raw cold and drew power from it. the character must always maintain an inner piece of negative energy. and that could touch a person's very soul.

metamagic or item creation feats. if any). the character gains new spells per day as if he had also gained a level in the arcane spellcasting class she belonged to before adding the prestige class. hit points beyond those he receives from the prestige class. gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead. He can take one bonus level 6 spell (the highest level spells he can cast) and one bonus spell in one other level (level 0 through level 5 . Spell Casting: At every third level of Tainted Warlock. however. the Tainted Warlock can give extra power to any spells (arcane or divine) when casting them by adding negative material energy. all spells cast by the Tainted Warlock (arcane or divine) gain the [evil] descriptor (replacing the [good] descriptor if applicable) and add +2 to the save DC if the target or creatures within the area are of good alignment.DREADGAZEBO. he must decide to which class he adds the new level for purposes of determining spells per day. the character gains bonus spells to the number of arcane spells per day he normally casts. Unholy Casting (Su): Beginning at level 7. For spellcasting effects. any spell also inflicts the indicated amount of negative energy damage to the target if the spell takes effect (assuming the target fails his saving throw. These bonus spells can be added to whatever level of spells the Tainted Warlock can currently cast. In addition to its normal effect.most likely level 5). Black Spellcasting (Su): At the indicated levels. For example.com . Tainted Warlock levels do not increase the caster's spellcasting level. 91 www. and so on). Spells with different effects based on the success or failure of a saving throw (such as disintegrate or slay living) inflict the additional damage either way. If a character had more than one arcane spellcasting class before becoming a Tainted Warlock. except for an increased effective level of spellcasting. but no more than one can be added to the character's highest current spell level at each level.Bonus Spells (Ex): At most levels of Tainted Warlock gained. except as indicated. This damage heals undead instead of damaging them. Ambient Inc. He does not. Christos leNoir is a level 11 Wizard who takes a level of Tainted Warlock.

The Timer can reassign his opponents as a free action on each action. Every second level after level 2. sending a shockwave rippling past him that no amount of dodging could avoid. This can be the same opponent or opponents designated for the standard Dodge and Psionic Dodge feats. Psionic Charge. The mind flayer turned. preparing a blast of psionic energy to send Errises back to the recesses from which he had exploded. additional psionic combat modes. Climb. Up the Walls Class Skills The Timer's class skills (and the key ability for each skill) are Balance (Dex). Weapon and Armor Proficiency: Timers gain no additional training with weapons or armor. Manifesting: At the indicated levels. the Timer can focus his dodging against a single opponent. then struck it with his crystal katana as it began to fall. Mental Speed 10 +7 +7 +7 +3 Dodge This (5) Manifesting +1 manifester level +1 manifester level +1 manifester level +1 manifester level +1 manifester level Ambient Inc. The Timer may manifest this ability once per day per class level at no cost. Psionic Dodge. to the point of bending time to their needs. Pick Pockets and Tumble. Once again time seemed to play tricks on the flayer. Errises stepped forwards again and tripped the beast. almost all timers are psychic warriors with a few drawn from other psionic classes. But momentarily. time seemed to cease for the flayer.DREADGAZEBO. Instant Action 8 +6 +6 +6 +2 Dodge This (4) 9 +6 +6 +6 +3 Act Up 4/day. Move Silently. run up walls and dodge harder than anyone else. move faster. saving throws. tentacled head of the mind flayer. They have honed their psionic arts to be able to move faster than anyone else. the Timer designates an opponent and receives a +1 dodge bonus to Armor Class against attacks from that opponent. Mental Speed 4 +3 +4 +4 +1 Dodge This (2) 5 +3 +4 +4 +1 Act Up 2/day. Climb (Str). He gains no other benefits normally associated with gaining a level in that class (hit points. During his action. Knowledge (Psionics): 5 ranks Tumble: 8 ranks Feats: Dodge. Personal Time (Su): The level 1 Timer can slow his perceptions of time just enough that he never feels harassed or worried. Hit Die: d8 Requirements To qualify to become a Timer (Tmr) a character must fulfill all the following criteria. As time seemed to right itself. Jump. They jump further. Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are class features of the Timer prestige class. 92 www. Hide. The blast jarred his mind.com . the surprised flayer launched a blast of psychic energy at Errises. and can be used for an attack action or a move-equivalent action or for anything else that does not require a full round action to complete. Escape Artist. Timers are as fast as thought itself. and Use Psionic Device (Cha). Manifesting this ability is a free action for the Timer. At level 3 the Timer can manifest this ability once per day. but did not slow his progress. Dodge This (Su): At level 2. Up and Over 6 +4 +5 +5 +2 Dodge This (3) 7 +5 +5 +5 +2 Act Up 3/day. This allows him to take 10 on any skill check even in situations where this would normally not be allowed. in which case the dodge bonuses stack. a Timer gains additional power points per day and discovers psionic abilities as if increasing in level in the manifesting class he had prior to becoming a Timer. following up the blow with yet another strike once the flayer landed upon the basalt beneath it. Tumble (Dex). Stabilize Self (Str). most typically nomads. Jump (Str).Timer Like an arrow from a tight-strung bow. Act Up (Su): A level 3 Timer can accelerate his own time frame sufficiently to allow an additional partial action in a round. as Errises ran along the wall and ceiling. A condition that makes the Timer lose his Dexterity bonus to Armor Class (if any) does not make him lose the dodge bonus(es) from this feat. as normal). Swim (Str). etc). This partial action is treated the same as any other partial action. the Timer gains an additional opponent that he may target with this ability (or he may apply the dodge bonuses against the same opponent. Due to the incredible amount of psionic and physical prowess required to become a Timer. Errises erupted from the shadows towards the hideous. It may be manifested one additional time per day per two class levels thereafter (as per table 1-22: The Timer). Knowledge (psionics) (Int). Speed of Thought. dropping down in front of the creature and sending it reeling back towards the black precipice. Concentration (Con). A Timer may manifest Table 1-52: Timer Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +2 +0 Personal Time 2 +1 +3 +3 +0 Dodge This (1) 3 +2 +3 +3 +1 Act Up 1/day. Note that armor check penalties for armor heavier than leather apply to the skills Balance. additional manifestations of this ability cost 1 power point per use.

a level 5 Timer can use the Up the Walls feat to move under overhangs. Up and Over (Su): Through a combination of the Up the Walls feat and sheer speed. Once the Timer has used Instant Action in a round. he cannot use the Act Up ability for the remainder of the round. as long as he has not manifested the ability already during the round. except the Timer has the option to select what he will do with the action when he elects to manifest the ability. across ceilings and so on. a Timer gains one of either Mental Leap. In this way.com . Quicken Power or Speed of Thought as a bonus feat. Instant Action (Su): A level 7 Timer can manifest the Act Up ability at any point in a round.this ability no more than twice in one round. This is treated as a readied action. instead of when readying the action. a Timer may interrupt another person's action with an Act Up action. Mental Speed (Ex): A levels 3.DREADGAZEBO. Ambient Inc. 93 www. 6 and 9. These bonus feats are in addition to the feats that a character gains through level advancement.

stopping many in their tracks to feed their blood to the earth mother. No elf that met Mingar today would live to tell the tale. The phalanx shattered even before Mingar was within it. Hit Die: d12 Requirements To qualify to become a Tribal Berserker (Tbz).com . Berserk Rage 4/day Ambient Inc. He yearned for the blood of his foes. but Dark Wolf pulled Mingar forwards through the rain of wood. stronger again with every elf that fell to his axe that day. a mass rush towards the elven lines. Across the muddy field were the organized phalanxes and archers of the high elven armies. 94 www. Table 1-53: Tribal Berserker Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +1 +2 +0 +0 Berserk Rage 1/day 2 +2 +3 +0 +0 Damage Reduction 1/3 +3 +3 +1 +1 Heightened Senses. Handle Animal (Cha). the horde exploded into movement. Intuit Direction (Wis). The red of the Dark Wolf welled up within him. the Berserkers are ready and willing front-line shocktroops known for their savage frenzies even within a culture where raging barbarians are the norm. Alignment: any non-lawful alignment Base Attack Bonus: +6 or higher Base Fortitude Save: +5 or higher Intimidate: 6 Ranks Feats: Power Attack. although some are holy warriors of the blood cults. while in other tribes the Berserkers are more of a religious blood cult tolerated within the tribe because of their fierce nature as tribal warriors. Ride (Dex) and Wilderness Lore (Wis). not the exception. Many tribal bloodcults or warrior groups keep a magically pre- served store of blood from their lycanthropic totem. Around him. he launched himself towards the phalanx that stood between himself and the Archers. Regardless. Tribal Berserkers are at once feared and revered by the barbarian tribes they come from. Almost all Tribal Berserkers are barbarians. And they ran. Special: Ability to rage. clerics and druids who have multiclassed as barbarians before gaining levels of Tribal Berserker. Listen (Wis). filled with revulsion for such frail creatures who dared to claim stewarship over the vast forests that the tribes needed for their own survival. it would be a day of slaughter for the Dark Wolf whom he served. They are members of strange animal battle-cults that were originally founded ages ago. Arrows rained down among them. Screaming and frothing. his charge pulling him through their ranks and straight into the archers who were preparing for the next volley. and they saw it in him. Damage Reduction 3/9 +9 +6 +3 +3 WereTiger Shape. Jump (Str). Mingar Gowl felt the bile rise in his throat. Mingar surged forward with a feral cry on his lips. Intimidate (Cha). Beyond them. A promising young warrior of the tribes is sometimes chosen to join the ranks of the berserker tribes in a ritual that involves the mingling of her blood with the tribal stores of their lycanthropic totem.DREADGAZEBO. filling him with power and ferocity.Tribal Berserker Mingar knew neither fear nor reluctance. Skill Points at Each Level: 2 + Intelligence modifier Class Features All of the following are class features of the Tribal Berserker prestige class. Detect Invisible 7 +7 +5 +2 +2 WereWolf Shape. Berserk Rage 3/day 8 +8 +6 +2 +2 WereBoar Shape. Fearsome Rage 4 +4 +4 +1 +1 Berserk Rage 2/day 5 +5 +4 +1 +1 Damage Reduction 2/6 +6 +5 +2 +2 WereRat Shape.trees that would soon be used for longhouses and warships. Class Skills The Tribal Berserker's class skills (and the key ability for each skill) are Control Shape (Wis). Great Berserk Rage 10 +10 +7 +3 +3 WereBear Shape. Cleave Special: Been bitten by or have consumed the blood of a lycanthrope in the heat of combat and have been accepted into the ranks of one of the lycanthrope-affiliated barbarian tribes or blood-cults. the tall and fine trees of their home . a character must fulfill all the following criteria. The Dark Wolf leaping up within him at the promise of blood. Some tribes are aligned with a specific lycanthrope.

and most berserkers can choose to either berserk rage or barbarian rage. Escape Artist. Berserk Rages are always distinguished from normal Barbarian Rages. WereShape (Su): Beginning at the level indicated. except for a shield) and in warpaint.Table 1-54: Effects of Fearsome Rage Level Difference Effect 5+ -4 morale penalty +1 to +4 -3 morale penalty 0 -2 morale penalty -1 to -4 -1 morale penalty -5 No effect to to to to attacks rolls. The Berserk Rage lasts for (5 + new Constitution modifier) rounds. concentration and saves. -1 morale penalty to target's allies within 40' attack rolls. This chance is reduced by 1% per level in the Tribal Berserker prestige class. and this shape is determined by what Lycanthropic tribe the Berserker is a member of. crossbows and the like) and shields. treat the Tribal Berserker as being two levels higher if she is wearing no armour other than a shield.DREADGAZEBO. there is a flat 11% chance each round that he will turn on a friendly character. 95 www. For Barbarian Tribal Berserkers. or four levels higher if she is completely skyclad (again. then treat her as having the Whirlwind Attack feat.com . Fearsome Rage (Ex): The Tribal Berserker's Berserk Rage can cause morale penalties in enemies. Each Tribal Berserker can assume only one wereshape. Note that armor check penalties for armor heavier than leather apply to the skills Balance. If the Tribal Berserker has the Great Cleave feat already and is wearing light or no armour. concentration checks and saving throws Weapon and Armour Proficiency: Tribal Berserkers are proficient in all basic and martial weapons except projectile weapons (bows. During a Berserk Rage. For purposes of this table only. Climb. If the Berserker is still in his Berserk Rage when all opponents have fallen. -2 morale penalty to target's allies within 40' attacks rolls. Damage Reduction (Ex): A Tribal Berserker's damage reduction (gained at level 2) does not stack with damage reduction provided by other sources or classes except the Barbarian class. Berserk Rage (Ex): The Tribal Berserker's Berserk Rage ability is almost identical to the Barbarian's rage except as follows. A Tribal Berserker of the weretiger tribe would only gain his wereshape ability at level 9. Hide. Ambient Inc. concentration and saves. Jump. a Tribal Berserker of the wererat blood cult gains the wereshape ability at level 6. the Tribal Berserker gains the ability to shapeshift into the form of his lycanthropic totem during his Berserk and regular Rages. at this level the Berserker's stat bonuses are greater during a Berserk Rage (but not during a Barbarian Rage). For example. Listen and Search rolls from her refined animallike senses (this does not stack with racial modifiers). Great Berserk Rage (Ex): As with the Barbarian "Great Rage" ability. Move Silently. a Tribal Berserker with the Cleave feat in light or no armour is treated as having the Great Cleave feat. one half the Tribal Berserker damage reduction can be stacked with the character's Barbarian damage reduction if it would produce a higher damage reduction than the Tribal Berserker damage reduction on its own. but are not trained with any armor. Pick Pockets and Tumble. concentration checks and saving throws attack rolls. Detect Invisible (Ex): The Tribal Berserker's senses are preternaturally sharp and she now treats invisible foes as having 50% concealment (20% miss chance instead of 50% miss chance). Heightened Senses (Ex): The Tribal Berserker gains a +2 bonus to Spot. Treat this in all ways as the Druidic wildshape abilities. Compare the Tribal Berserker's level to the opponent's level or Hit Dice on table 124: Effects of Fearsome Rage when a Tribal Berserker in Fearsome Rage attacks.

Prerequisites: Toughness. Troll Hunters that manage to survive are some of the hardiest and most scarred members of their races. This is because the Troll Hunter is ripping and cleaving this flesh from the body of his opponent. Escape Artist. Special: Must have fought with and slain at least two regenerating creatures Class Skills The Troll Hunter's class skills (and the key ability for each skill) are Climb (Str). They are the toughest. able to take punishment that a raging. Bloody Murder (Ex): Beginning at level 4. Hit Die: d12 Requirements To qualify to become a Troll Hunter (Trh) a character must fulfill all the following criteria. They keep the beasts down not with finesse. but not with shields. meanest guys in town. Pick Pockets and Tumble. Move Silently. Troll Hunters have it in spades. New Feat Hardcore [General] You are as tough as they come. Rending Blow (Ex): Whenever a level 2 Troll Hunter successfully deals a critical hit with a weapon that he has the Weapon Focus feat with. When wielding a weapon at least one size category larger than himself.Toughness. Troll Hunters tend to be loud and boisterous. Intimidate (Cha). Because of their focus on offense instead of defense. This bonus damage increases by 1d6 at levels 5 and 8. add your current base Fortitude save +1 to your hit point total. half of any damage dealt by the Troll Hunter's Rending Blow ability is exceedingly hard to heal (even in the case of regenerating monsters).Troll Hunter It takes a special kind of crazy to go out looking for trolls. Base Attack Bonus: 7+ Wilderness Lore: 5 ranks Feats: Hardcore. Con 15+ Benefit: When you gain this feat. the benefits stack. Mighty Charges gain a +4 bonus to hit and a +2 bonus to damage. More than that. Greater Power Attack (Ex): The first lesson of Troll Hunting is to take them down as fast as possible. Special: This feat can be taken multiple times. often sending gobbets of troll-meat flying for yards around with every attack. most Troll Hunters are drawn from the ranks of barbarians and fighters. Class Features All of the following are class features of the Troll Hunter prestige class. he deals an additional 1d6 damage above and beyond the normal damage dealt by the attack. trained to be savage butchers. This ability supersedes (does not stack with) the extra damage normally granted by the Power Attack feat. Power Attack. Mighty Charge (Ex): When a level 3 Troll Hunter charges a foe. Weapon Focus (any weapon at least one size larger than the character with a critical multiplier of x3 or greater). it takes some serious combat training to take down a troll and keep it down until the backup shows up with the alchemist's fire. Note that armor check penalties for armor heavier than leather apply to the skills Balance. Jump. Each point of damage Table 1-55: Troll Hunter Level Advancement Class Attack Fort Ref Level Bonus Save Save 1 +1 +2 +0 2 +2 +3 +0 3 +3 +3 +1 4 +4 +4 +1 5 +5 +4 +1 6 +6 +5 +2 7 +7 +5 +2 8 +8 +6 +2 9 +9 +6 +3 10 +10 +7 +3 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Greater Power Attack Rending Blow +1d6 Mighty Charge Bloody Murder Rending Blow +2d6 Massive Power Attack Rending Blow +3d6 Limb Ripper Ambient Inc. Skill Points at Each Level: 2 + Int modifier. This ability supersedes (does not stack with) the normal bonuses for charging into melee. with some particularly determined rangers making up most of the remainder. hardened barbarian would cringe at. but with massive damage and gory chunks. and Swim (Str). Troll Hunters favor large two-handed weapons that can rend gobbets from their foes. Weapon and Armor Proficiency: Troll Hunters are proficient with all simple and martial melee weapons as well as with all types of armor. he may declare it to be a Mighty Charge. Climb. 96 www. Hide. usually axes and other large blades. Jump (Str).com . Craft (Int). Obviously.DREADGAZEBO. but reduce the charging Troll Hunter's Armor Class by 5 points for the round. a Troll Hunter using the Power Attack feat gains +3 to damage for every -2 taken to his attack roll. living life as a grand and deadly game that seems to revolve around drinking and chopping up Trolls.

com . roll a d6 on the table below to determine what has been removed from the creature. a level 7 Troll Hunter using the Power Attack feat gains +2 to damage for every -1 taken on his attack roll.DREADGAZEBO. but more than likely one of these chunks is one of its limbs. Massive Power Attack (Ex): When wielding a weapon at least one size category larger than himself.dealt in this way is treated as 5 points of damage for the creature to regenerate (so a creature with regeneration of 3 will take 5 rounds to heal 3 points of damage dealt with this ability). In addition. If the save is failed. 1 Hand 2 Arm 3 Arm 4 Leg 5 Leg 6 Ear Ambient Inc. This ability supersedes (does not stack with) the extra damage granted by the Power Attack feat or the Greater Power Attack ability. half the bonus damage dealt by this ability is always in the form of hard to heal damage as per the Bloody Murder ability. Limb Ripper (Ex): Whenever the level 10 Troll Hunter successfully deals a critical hit. 97 www. The target must make a Fortitude saving throw with a DC equal to the damage dealt by the critical hit. the target not only has chunks of itself flung around the battlefield.

the two dwarves on its back firing bolts from steel crossbows at the other defenders. foreshortening the gestures needed to manifest the eldritch bolts. Move Silently. a shadow blotted out the noonday sun for an instant. Concentration (Con). Knowledge . Tulakos took a single step back across the grainy sand and hurled the dwarf back. to seek out fist-fights and barroom brawls in the hopes of encountering a teacher of the order (often on the other side of the brawl). and must be checked for both 5 +3 +1 +1 +4 +1 Spellcaster Level spells cast. and through them by T'arg himself. but making them with both hands. Wreathing himself in flames. Weapon and Armour Proficiency: The Two-Fisted Sorcerer is proficient in all basic weapons as well but with no armour nor with shields. but is mostly Sorcerers and a few Bards. far from the great cities of the realms. Deep within the deserts. Membership includes several multiclassed Sorcerer / Rangers and Sorcerer / Monks. the griffon was already flying upwards with the caravan's mercenary archer and pointman pinned between its bloody talons. the sand around them exploded to life as dwarven raiders erupted from hidden doors. Class Skills The Two-Fisted Sorcerer's class skills (and the key ability for each skill) are Alchemy (Int). 6 +4 +2 +2 +5 +1 Spellcaster Level Two-Way Casting (Su): Two7 +5 +2 +2 +5 Two-Way Casting 8 +6 +2 +2 +6 +1 Spellcaster Level Fisted Sorcerers with this ability can 9 +6 +3 +3 +6 +1 Spellcaster Level cast two-fisted spells (using the Two-Fisted Casting ability above) at 10 +7 +3 +3 +7 Level 3 Two-Fisted Casting.Arcana (Int). These nomadic spellcasters consider themselves an elite corps of brawling sorcerers who have been hand-picked by older members of the group. as long as the spell has a casting time of 1 action or less and is of the level indicated or lower. can be found the Two-Fisted Sorcerers of T'arg. A dusty dwarf in a red turban and cloak over banded mail rushed at Tluakos. Hide. Ambient Inc. Hit Die: d4 Requirements To qualify to become a Two-Fisted Sorcerer (2FS) a character must fulfill all the following criteria. In a moment. The 2 +1 +0 +0 +3 +1 Spellcaster Level Arcane Spell Failure chance for any 3 +2 +1 +1 +3 +1 Spellcaster Level armour worn is doubled for this abil4 +3 +1 +1 +4 Level 2 Two-Fisted Casting. Diplomacy (Cha). Skill Points per level: 2 + Int modifier Class Features All of the following are class features of the Two-Fisted Sorcerer prestige class. having previously been a monk / sorcerer who had fallen to the thrall of the Gods of Chaos hundreds of years ago. More dwarven raiders were emerging from a trap door suddenly thrown open just beside the caravan trail. Jump. 2/day ity.and the attack on the caravan began. Improved Unarmed Strike Spellcraft: 6 ranks Knowledge (arcana): 6 ranks Special: Been witnessed (and considered worthy) in a barehand brawl by a member of the Two-Fisted Sorcerers of T'arg (often against a member of the Two-Fisted Sorcerers). 1/day spells up to level 2 in this way. For example a Class Attack Fort Ref Will level 5 Two-Fisted Sorcerer with Level Bonus Save Save Save Special Spellcasting Two-Fisted Casting:2 can cast up 1 +0 +0 +0 +2 Level 1 Two-Fisted Casting. SpellCasting: At most levels the Two-Fisted Sorcerer gains spellcasting ability as if he had gained a level in his primary arcane spell spontaneous-casting class. greataxe held overhead in a deadly charge. laying about with flaming fists. he followed the bolts into the middle of the fray. and SpellCraft (Int). Both spells must be cast at Table 1-56: Two-Fisted Sorcerer Level Advancement the same target. Note that armour check penalties for armour heavier than leather apply to the skills Balance. At the same moment. Tulakos summoned his arcane magics forth once more. a group of sorcerers and bards who have learned to produce magic using both hands. Pick Pockets and Tumble. the Two-Fisted Sorcerer gains the supernatural ability to cast two copies of the same spell at the same time in one combat round as a full round action. instead sending aspirants to the deserts where they were trained. with a telekinetic punch that winded both the raider and his companion onto whom he had been hurled. The Two-Fisted Sorcerers travel the deserts with caravans and nomadic tribesfolk who are always glad for their presence and spellcasting abilities (if not their hard drinking and brawling habits). bringing their strange magics to the rest of the world. 98 www. These travellers.Two-Fisted Sorcerers of T’Arg Like an omen. Two-Fisted Casting (Su): Beginning at first level. Appraise (Int).com . his silk pants a deep purple blur across the desert sands. deadly talons outstretched. Spellcasting: Ability to spontaneously cast arcane magic spells of 3rd level or higher Feats: Ambidexterity. however. From his outstretched hands two volleys totalling over a dozen bolts of fire between them flew into the midst of the dwarves. T'arg is believed to have founded the order. don't usually recruit new members to the order of the Two Fisted Sorcerers. end over end. The screech of the griffon spooked the horses as it hurtled out of the sky. Still Spell. Climb. 3/day two different targets. See Chapter 4: Skills in the Core Rulebook 1 for skill descriptions. Some grow tired of the lifestyle of the deserts (particularly among those Two-Fisted Sorcerers recruited from foreigners who were just "passing through" at the time) and begin to travel further.DREADGAZEBO. Tulakos hasted himself and surged forwards. Certain that he wasn't threatened for a moment. Escape Artist.

decided by the Venomous when the attack is made. The Venomous focuses training on physical movement and manipulation as well as the fortification of their natural poisons. Climb. 99 www. when the Venomous gain complete immunity to poison. This increases an additional 2 points every two class levels thereafter. Alternate Damage (Su): Beginning at level 3. Most NPC Venomous are low-brow assassins . Magical Poison Deadly Poison +7 More Poison (3/day). Move Silently. Spot (Wis). Poison Resistance (Ex): The Venomous work constantly with poisons and slowly grow more and more resistant to their effects.Venomous The Venomous is a prestige class followed by several different groups and organizations. This is reflected by a resistance bonus on all saving throws against poison gained at level 1 that increases at each level gained until level 6. Pick Pockets and Tumble. Listen (Wis). Deadly Poison +3 Poison Resistance +5 Poison Immunity. Poison Use (Ex): The Venomous are keenly aware of the effects of poisons. the DC of all saves against these poisons are increased by 1. Hide. and from then on. but does not include those created alchemically or via the Craft (poison) skill. the venomous can select a second alternate ability score that the poison can damage.those who are more concerned with the dispatching of their target than the finer arts of getting to and from the target. as a spell-like Table 1-57: Venomous Level Class Attack Fort Level Bonus Save 1 +1 +2 2 +2 +3 3 +3 +3 4 +4 +4 5 +5 +4 6 +6 +5 7 +7 +5 8 +8 +6 9 +9 +6 10 +10 +7 Advancement Ref Will Save Save +2 +0 +3 +0 +3 +1 +4 +1 +4 +1 +5 +2 +5 +2 +6 +2 +6 +3 +7 +3 Special Poison Resistance +1. and even some senior assassins and evil sorcerers with the poison spell have learned the tricks of this trade. the first choice is obviously to deal Con damage. Hit Die: d6 Requirements To qualify to become a Venomous (Vnm) a character must fulfill all the following criteria. Alternate Damage. Weapon and Armor Proficiency: Venomous are proficient with all simple weapons. Poison Use Poison Resistance +2. Jump (Str). Beginning at level 2. Hide (Dex). Body of Ichor Deadly Poison +9. They gain no additional proficiencies with armor or shields. Deadly Poison (Su): The core of the art of the Venomous is their extremely potent. The new ability score must be selected when the Venomous gains this ability. Some few are top professional assassins who seek ways to make their venoms deadlier for use against more powerful opponents. or members of nearforgotten races who seek to make their mark in the world. At level 7. Note that armor check penalties for armor heavier than leather apply to the skills Balance. the Venomous can change the form of his spontaneously created venom such that it deals damage to a different ability score than normal. Escape Artist (Dex).DREADGAZEBO. Jump. Deadly Poison +1 Poison Resistance +3. For most Venomous who have natural poisons that don't deal Con damage. any dose of poison can either deal its normal damage. their choice of three light and one nonlight martial weapon.com . Escape Artist. as opposed to the more personal and interpersonal skills that many assassins master. Deadly Poison +5. Magical Poison Ambient Inc. Class Features All of the following are class features of the Venomous prestige class. More Poison (1/day) Poison Resistance +4. Alignment: Any evil Base Fortitude Save: +7 or greater (including any save bonuses specifically versus poison the character may have automatic if the character is immune to poison through any nonmagical means) Move Silently: 10 ranks Hide: 10 ranks Special: Ability to create poison spontaneously either through a natural poison ability. and never risk accidentally poisoning themselves when applying poison to a blade. Disguise (Cha). or the same damage to the alternate ability score. Search (Int). granted special powers by their dark saurian gods. spontaneously created poisons. Move Silently (Dex). or the poison spell Class Skills The Venomous' class skills (and the key ability for each skill) are Balance (Dex). More Poison (2/day) Alternate Damage. and any one exotic weapon. Other sentient races with natural poisons such as medusae have duplicated the efforts of the Venomous. This includes poisons from natural attack forms as well as those created through the use of the spell or psionic ability poison. Climb (Str). This ability allows the Venomous to spontaneously create poison as if casting the Poison spell once per day. Swim (Str) and Tumble (Dex). Skill Points at Each Level: 4 + Int modifier. Most of the Venomous are holy yuan-ti assassins (as were the original members of the class). More Poison (Sp): The level 3 Venomous is capable of producing more poison per day than is normal for his racial or class ability. Intimidate (Cha). Disable Device (Int).

The wielder can decide to use the power after he has struck. Caster Level: 5. such as HeartBurning and SoulChilling). HeartBurning: the victim suffers an additional 2d6 fire damage with each failed saving throw against the poison. Dex and Con. he does not recognize that he has been poisoned. If failed. While this is rarely deadly. skill checks and saving throws for 1 minute per failed saving throw against the poison. Magical Poison (Su): A level 7 Venomous has begun to transcend the barriers between mere toxins and magic. Prerequisites: Craft Magic Arms and Armor. Crippling: The incredible pain caused by the poison gives the victim a -3 pain penalty to attack rolls. the Venomous selects a second magical effect he can add to his poisons (both effects take place. Subtle: The victim must make a Will save in addition to a Fort save against the poison. it can be quite distressing.DREADGAZEBO. Black: The victim suffers one negative level each time he fails a saving throw against the poison. and again at level 9. even if they seem contradictory. SoulChilling: the victim suffers an additional 2d6 cold damage with each failed saving throw against the poison. The Venomous may select one of the qualities from the list below to be added to all his spontaneously created poisons. but the poison must be inflicted on the same round that the dagger strikes. Any person who ingests any bodily fluid or part of the Venomous becomes subject to a variety of ill effects. Treat all such bodily humours as being a mild ingested poison (DC 10 + half venomous class level + Con bonus) that causes primary and secondary damage of 1d2 Wisdom.com . The Venomous can use this ability one additional time per day at level 6.ability. Poison Immunity (Ex): Constant exposure to and experimentation with poisons and venoms has rendered the Venomous completely immune to poisons at level 6. This causes 1 point of damage to the Venomous for a weapon two sizes smaller than himself. By cutting himself with a piercing or slashing weapon. Body of Ichor (Ex): The constant exposure to more and more deadly poisons has made the level 9 Venomous mildly poisonous in his own right. plus one point of damage per size category of the weapon larger. Market Price: +1 bonus Ambient Inc. the Venomous can coat the weapon with an injury version of this same venom. Fear: the victim must make a Will save to avoid suffering as if panicked for 1d8 rounds. poison. New Weapon Enhancement Venomous This piercing weapon allows the wielder to inflict a poison spell (DC 14) upon a creature struck by the blade once per day. 100 www. At level 10. Doing so is a free action.

Weapon and Armor Proficiency: The Weapon Cult Paragon is proficient in all simple and martial weapons and with light and medium armors and shields. and the warrior cults they normally bring with them are even less welcome. but the damage bonus is based on the character's combined level (Weapon Cult Paragon plus Cleric or Paladin level). The attack bonus does not increase. She does not. The Weapon Cult Paragon must declare the smite before making the attack. Sense Motive (Wis). Hit Die: d8 Requirements To qualify to become Weapon Cult Paragon (Wcp) a character must fulfill all the following criteria. she can use the ability one extra time per day (two extra at level 5. Skill Points per level: 2 + Int modifier Class Features All of the following are class features of the Weapon Cult Paragon prestige class. The leaders of the Weapon Cults are often not actual members of the individual cells. If a character had more than one divine spellcasting class before becoming a Weapon Cult Paragon. a paladin or cleric with the Destruction domain). except for an increased effective level of spellcasting. Table 1-58: Paragon Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +0 +0 Smite 1/day 2 +1 +3 +0 +0 Wandering Warlord 3 +2 +3 +1 +1 Renown +2 4 +3 +4 +1 +1 Faithful Blow 1/day 5 +3 +4 +1 +1 Smite 2/day 6 +4 +5 +2 +2 Renown +4. If the Weapon Cult Paragon already has a smite evil or smite ability (for example. Climb. hit points beyond those she receives from the prestige class. The weapon cults are often the reaction of a people who have been converted to the faith of such a deity who’s worship is unwelcome in their lands.Weapon Cult Paragon Many militaristic and warlike religions sponsor the existance of the weapon cults. gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead. Gather Information (Cha). Weapon Cults usually see themselves as fighting for their right to worship. some deities well known for their armament have so-called weapon cults in their worship also. and so on). metamagic or item creation feats. but wandering warrior clerics who fight for their faith. Knowledge (local) (Int). Class Skills The Weapon Cult Paragon's class skills (and the key ability for each skill) are Concentration (Con). Jump. Escape Artist. Base Attack Bonus: +5 Gather Information: 5 ranks Knowledge (religion): 8 ranks Feats: Leadership. she must decide to which class he adds the new level for purposes of determining spells per day. as their chosen weapon is an easy sign of faith and a tangible benefit of worship. Some lesser evil deities cultivate weapon cults as a primary form of worship for their young religions. These Paragons use the weapon cults as a means to hide when under too much duress and a place to re-equip or to collect needed help for strikes against the established religions in the area. Move Silently. and SpellCraft (Int). Note that armor check penalties for armor heavier than leather apply to the skills Balance. At level 5 a Weapon Cult Paragon can smite twice per day. and at level 10 this increases to three times per day. Intimidate (Cha). Weapon Focus (deity's favored weapon) Spellcasting: ability to cast level 2 divine spells Special: Access to either the War or Weaponry domains. as underdogs and believers among heretics and infidels. Faithful Blow 2/day 7 +5 +5 +2 +2 8 +6 +6 +2 +2 Faithful Blow 3/day 9 +6 +6 +3 +3 Renown +6 10 +7 +7 +3 +3 Smite 3/day. however. the Weapon Cult Paragon gains new spells per day as if she had also gained a level in the divine spellcasting class he belonged to before adding the prestige class. Craft (Int). Faithful Blow 4/day Spellcasting +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level Ambient Inc. Handle Animal (Cha). Smite (Su): Once per day a Weapon Cult Paragon may make a single melee attack with a +4 attack bonus and a damage bonus equal to her level in the prestige class (if she hits). Spellcasting: At the indicated levels. 101 www. Few deities of war are welcome in peace-loving countries. Hide. Deities who are particularly out of favor in an area are more likely to have weapon cults in that area than a deity who is well received. Pick Pockets and Tumble.com . Knowledge (religion) (Int).DREADGAZEBO. But not all weapon cults serve secret deities or hidden agendas. and three extra times at level 10). Weapon cults are usually small churches or cult cells who represent themselves by their use of their deity's favored weapon instead of their deity's holy symbol.

since most Weapon Cult Paragons travel with only their Cohorts. The Paragon may declare any single melee attack with her deity's favored weapon to be a faithful blow. 102 www. With one day's notice. This also affects her leadership score as appropriate.DREADGAZEBO.com . she can collect twice this number (half her normal limit for her leadership score) and in a week she can collect her full number of followers in the region. allowing her to collect one quarter of the number of followers normally available based on her leadership score in a matter of hours. Because of this. (For example. a level 10 Paragon with 14 Charisma would only have the ability to make 2 faithful blows per day). increasing to +4 at level 6 and +6 at level 9. 3 at level 8 and 4 at level 10). Faithful Blow (Ex): At level 4. to a maximum of her Charisma bonus of Faithful blows per day.Wandering Warlord (Ex): Paragons of the Weapon Cults are expected to travel. the Paragon no longer suffers the -1 Leadership Modifier for moving around. plus an additional time per day every two levels of the prestige class thereafter (2 at level 6. the Paragon gains the ability to make a faithful blow once each day. Additionally. At level 3 this begins as a +2 circumstance bonus to Charisma. at level 2. Renown (Ex): As tales of the Paragon's deeds spread. the Paragon may "tap" a local cell of the Weapon Cult whenever in a settlement of sufficient size. she gains an effective boost to her Charisma ability score whenever dealing with members of her faith (not just members of her faith's weapon cults). Ambient Inc. A faithful blow counts against the Paragon's turning attempts for the day and is always a critical threat.

Class Features All of the following are features of the Zombie Master prestige class. He caught himself just short of a large pool of water and began looking for a clear way around it when he heard the sound of bushes being pushed aside behind him. Spell Advancement: Each time the character gains a level of Zombie Master. but it seemed rigor mortis had taken its toll.the lights that floated over the water like three will-o-the-wisps under the direction of the dark mage. Bolster Undead (Su): The Zombie Master can bolster undead to prevent turning / rebuking or to cancel a successful turning / rebuking as a negative-energy-channelling cleric of three times his Zombie Master level. Horde (Su): The Zombie Master has the ability to control three times his spellcaster level in Hit Dice of undead (instead of the usual limit of twice his spellcaster level). The paths of the necromancer are many. never separated from them for the duration. See Chapter 4: Skills in Core Rulebook 1 for skill descriptions. the Zombie Master focuses on the simpler-to-control animated corpses of his namesake. cold and wet like the hands of the corpses that had dragged him here before. Zombie Doctor 3 +1 +3 +1 +3 Empower Zombies 4 +2 +4 +1 +4 Spontaneous Animation 5 +2 +4 +1 +4 Army of Darkness +1 +1 +1 +1 +1 Spellcasting Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Spellcaster Level Ambient Inc. more cautiously this time. expecting to see more of the undead corpses. Bolster Undead 2 +1 +3 +0 +3 Returning Dead. black waters. Skill Points at Each Level: 2 + Int modifier. Table 1-59: Zombie Master Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +0 +2 Horde.. A strand of spanish moss brushed past his face and shoulder. he was startled by the magician himself stepping into the hopn not twenty paces behind. This power can be used (three plus charisma modifier) times per day. desperately swimming towards the lights. Derek saw the warmth of firelight. 103 www. Some Zombie Masters become so familiar with the undead that they seek the transformation themselves. Knowledge (Arcane) (Int). Finally through the huge ancient sycamores. Zombie Doctor (Su): Zombie Masters can cast Inflict Wounds spells upon zombies under their control within close range. Derek turned and jumped into the water. Returning Dead (Su): Zombies animated by the Zombie Master which later fall in combat can be re-animated with another application of the Animate Dead spell (normally slain undead creatures cannot be re-animated). but few are as singlemindedly devoted as that of the Zombie Master. Their master was a foul magician who lived deep in the marsh in an old water-logged manor house. hoping that he was indeed travelling north. Concentration (Con). she gains additional spell slots and casting ability as if going up a level in her original or favoured spell-casting class that meets the class prerequisites. Many arcane necromancers have come to this path. Cursing for allowing himself to be misled by such lowly magics. The corpses controlled by the foul magician had tried to stop his escape. Alignment: non good Spellcasting: Ability to cast Animate Dead Knowledge (undead): 8 Ranks Heal: 5 Ranks Special: Must surround self with unintelligent animated dead for at least one month. Profession (Wis). Knowledge (Undead) (Int). He escaped the room they locked him in by pulling the bars out of the rotten window frame and began his run across the fens. their putrid flesh may have the strength of the dead. Weapon and Armour Proficiency: The Zombie Master receives no additional training in armour or weapon use. Peering through the trees he saw the lights flickering gently in the distance. and Spellcraft (Int).lanterns in the village! He began a headlong sprint that sent him into a deep pool of rancid water. While the true necromancer and many other lords of the dead work with the many varieties of animated corpses and life-beyond-death.Zombie Master Derek ran through the swamp. They had carried him from the Inn in town under a veil of total silence. There Derek had been force-fed a meal of raw meat the source of which he did not dare imagine. Turning.DREADGAZEBO. even the old wooden stairs failed to creak as they had descended. Craft (Int).. and is in addition to any other bolstering / rebuking abilities the Zombie Master may have from other classes.com . but they were slow and clumsy and easily outrun. back towards the village. Class Skills The Zombie Master's skills are Alchemy (int). Hit Die: d6 Requirements To qualify to become a Zombie Master (Zmb). he continued to swim forwards into the clutching garsp of the zombies who dragged him down into the deep. These bolstering uses cannot be used to control undead or for any other use that requires negative energy channelling. desperately trying to avoid the deeper water in the dark. while it remains significantly less common among divine spellcasters who gain access to more powerful undead creations at higher levels. a character must fulfill all the following criteria. climbing up the roots of a tree on the edge of the pond he sought out the lights again and made for them.

DREADGAZEBO. being able to spontaneously convert any spell slot or memorized / prepared spell of the same level or higher into an Animate Dead spell.com . Spontaneous Animation (Su): The Zombie Master always has access to the tricks of his trade.Empower Zombies (Su): Zombies created by the Zombie Master can (at the Zombie Master's choice) be animated with 50% more hit dice than a normal zombie of it's size. and with a +4 Strength bonus. 104 www. Army of Darkness (Su): The Zombie Master has the ability at level 5 to control four times his spellcaster level in Hit Dice of undead (superseding the Horde ability). Ambient Inc.

Subject treads on air as if solid Solid Fog. Exhumes one person or object Murmur of the Earth. stabs and slashes Iron Body. Stops blows. 1 2 3 4 5 6 7 8 9 Horses Domain Spells Mount. Level 7 Essence of Earth. 105 www. 1 2 3 4 5 6 7 8 9 Clouds Domain Spells Obscuring Mist. stone. fog and rain without any impairment. As heal on warhorse or other mount Summon Monster V. Weapon gains +1 bonus Bull's Strength. Target gains 1d4+1 Cha for 1 hour / level Clouds Domain Granted Power: Clerics of Clouds can see through natural and supernatural clouds. Shock wave topples targets Horses Domain Granted Power: Clerics of Horses can maintain a hustle for one half hour per point of constitution. (Nightmare) Level 4 Blast of Earth. Summons riding horse for 2 hours / level Expeditious Retreat. 2d4 Large. (Celestial or Fiendish Pegasus) Summon Monster VI. Subject gains 1d4+1 Str for 1 hr / lvl Granite Arms. Allows the subject to act below 0 hit points Forge Domain Granted Power: The cleric gains a +4 sacred bonus on all craft checks working with metal. Confusion affects a single target Fox’s Guile. 30 hp / 4 lvls. wood) Wall of Iron. Fog surrounds you Fog Cloud. Target is immobilized by dust and rock Ambient Inc. 1d4+1/lvl blast of earth buries targets Magnetic Covering. Confusion affects a single target Claim from the Earth. Create a metal object (no cloth.com .chapter two spells & magic Bard Spell List Additions Level 2 Befuddle. Magical horse appears for 1 hour / level Heal Mount. Nauseating vapours. You and your allies turn vaporous and travel fast Animal Shapes. 4-6 HD save or die Acid Fog. Doubles your speed Phantom Steed. Your body becomes living iron Elemental Swarm. Makes certain spells permanent Stoneskin. Kills 3 HD or less. can topple onto foes Permanency. Target is hurt. Fog deals acid damage Prismatic Spray. Target gains 1d4+1 Cha for 1 hour / level Level 3 Earth's Defender. 1 2 3 4 5 6 7 8 9 Forge Domain Spells Magic Weapon. DR 25 / +1 and minor spell immunity Sorcerer / Wizard Spell List Additions Level 2 Fox’s Guile. Target gains 1d4+1 Cha for 1 hour / level Level 3 Befuddle. One ally / level polymorphs into animal form Summon Monster IX. 1d4 Huge Iron Elementals. Cloud deals 4d6 fire damage / round Druid Spell List Additions Level 1 Stony Purge. Rays hit subject with a variety of effects Incendiary Cloud. Weapon gains 5 hardness & hit points Major Creation. cuts. Blocks vision and slows movement Cloudkill. 1 round / level Air Walk. (Celestial or Fiendish Unicorn) Wind Walk. Fog obscures vision Stinking Cloud.DREADGAZEBO. but poisons are reduced Level 2 Fox’s Guile.

Earth Elementals only Ambient Inc. plus restores levels and stats Holy Aura. +4 resistance. Cures all damage. Wards an area for 2 hours / level Glyph of Warding. 20 hp / 4 lvls. Resist level and ability drain Death Ward. Fills area with positive energy Negative Energy Protection. Blades encircling you deal 1d6 dmg / lvl Legend Lore. +4 resistance. Imprisons subject within gem Imprisonment. restoration. Subject loses all but 1d4 hit points Destruction. Kills one or more targets Stone Domain Granted Power: Clerics of Stone get the Toughness feat as a bonus feat.com . 1d6+1 damage Endurance. 1 2 3 4 5 6 7 8 9 Weaponry Domain Spells Magic Weapon. Target gains 1d4+1 Con for 1 hr / level Stone Shape. Your body becomes living iron Power Word: Kill. Fills are with negative energy Animate Dead. +4 AC. SR 25 vs good spells Energy Drain. Subject can become a statue at will Earthquake. Inscription harms those who pass it Explosive Runes. Designate location as holy Heal. Resurrection. stabs. Kills subject and destroys remains Unholy Aura. diseases and mental conditions Greater Restoration. Tremor shakes 5-ft radius per level Elemental Swarm. 1 2 3 4 5 6 7 8 9 Negative Energy Domain Spells Bane. place or thing Iron Body. Subject gains 2d4 negative levels Traps Domain Granted Power: Clerics of Traps gain the rogue ability to detect traps when the search DC is higher than 20. Glyph deals 10d8 or level 6 spell Guards and Wards. Array of magical effects protect area Symbol. Sculpts stone into any form Spike Stones. Deals 1d8+1/level damage in all directions Unhallow. Creatures take 1d8 damage. Entombs subject beneath the earth Positive Energy Domain Granted Power: Clerics of Positive Energy can create a Positive Energy Ward . Weapon gains +1 bonus Spiritual Weapon. 106 www. Deals 6d6 damage when read Fire Trap. Learn tales about a person. Enemies suffer -1 attack. +4 AC. remains aren’t needed Weaponry Domain Granted Power: Clerics of Weaponry gain a +3 sacred bonus on Craft and Appraise rolls regarding weapons. Magical weapon attacks on its own Keen Edge. Touch attack kills target Blade Barrier. SR 25 vs evil spells True Resurrection. Designates location as unholy Harm. may be slowed Wall of Stone. Doubles threat range of slashing or piercing wpn Greater Magic Weapon. Triggered runes have array of effects Trap the Soul. Stops blows. 1 2 3 4 5 6 7 8 9 Traps Domain Spells Alarm. cuts. Immunity to death spells and effects Hallow. Opened object deals 1d4+1/level damage Greater Glyph of Warding. slashes Statue. Creates undead skeletons and zombies Circle of Doom. +1 bonus / 3 levels (max +5) Slay Living. -1 on saves vs fear Desecrate. 1 2 3 4 5 6 7 8 9 Positive Energy Domain Spells Bless. 3 Stones gain +1 attack. Allies gain +1 attack and +1 on saves vs fear Consecrate. can be shaped Stoneskin. a spell-like ability to grant herself or someone touched a +5 sacred bonus on all saves against attacks utilizing negative energy (such as inflict wounds spells) and all special abilities of the undead. 1 2 3 4 5 6 7 8 9 Stone Domain Spells Magic Stone.Negative Energy Domain Granted Power: Clerics of Negative Energy cast all Inflict Wounds spells at +2 caster levels.DREADGAZEBO.

The target's speed and jump distances are halved (rounded down). heroes.DREADGAZEBO. Material Component: a small piece of fool's gold. Sor/Wiz 3 Components: V. Creatures of up to Large size struck by the cone who fail their Reflex save are partially buried and must spend 1-2 rounds digging their way out. Ambient Inc. While digging their way out. to remind the ancient dead of their connection with the living.S.in order to gain an inkling of their power. M Casting Time: 1 action Range: Close (25 ft + 5 ft / 2 levels) Target: Once creature Duration: Ten minutes Saving Throw: Special Spell Resistance: Yes The target of this spell has his own strength turned against him as the earth in his body is weighed down. S. to a maximum of 10d4+10 damage. the caster may elect to exhume a body buried in a grave plot without knowing its identity or how long it has been interred. Befuddle Enchantment (Compulsion) [Mind-Affecting] Level: Brd 2. This power manifests as a bonus to one ability score of the caster's choice. or would be knocked unconscious or even immediately killed. The cone inflicts 1d4+1 impact damage per level of the caster. causes the ground to shift.M Casting Time: 1 action Range: Personal Target: You Duration: 1 hour / level (D) The Anam'Glac draws upon his knowledge and familiarity with the ancient dead . Material Component: a pinch of wet clay. if the target ever drops to 0 (or lower) hit points. Expeditious retreat dispels and counters clay step and is countered by clay step. Sor/Wiz 3 Components: V. S Casting Time: 1 action Range: Touch Target: One living creature touched Duration: 1 minute / level Saving Throw: Will negates Spell Resistance: Yes By summoning the inner strength of the target. This effect is broken if the target is reduced to -50 hit points. sages and mighty shamans . Clay Step Transmutation Level: Erb 1 Components: V. Clt 2. Huge and largersized creatures cannot be buried by this spell (but still receive damage as normal). Each casting can only benefit one ability score.S Casting Time: 1 action Range: Short (25 ft + 5 ft / 2 levels) Target: 1 Creature or 1 object up to 1 cu ft / level Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: No Claim from the earth. Those victims who make a successful reflex saving throw suffer half damage and are not buried. Sor/Wiz 4 Components: V.Affinity for the Dead Necromancy Level: Agl 2 Components: V.S.M Casting Time: 1 action Range: Short (25 ft + 5 ft / 2 levels) Area of Effect: Cone Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes This spell creates a blast of hurtling earth in a cone of short range. although multiple castings can in turn affect multiple ability scores. Blast of Earth Evocation (earth) Level: Erb 4. they are considered prone and immobile. Material Component: 2 half nut shells knocked together. The caster must know that such a creature or object exists for the spell to work. gently raising to the surface any single buried creature (dead or alive) or object designated by the caster. Each casting provides an enhancement bonus to one ability score of 1d3+1 points. 107 www. the spell fails.com . S. For example. Earth’s Defender Transmutation Level: Erb 3. or 1d4+1 points if the material component was freshly cut from someone slain within the day. the opposite of oubliette. this spell allows a creature to continue to function for a time after they normally would have been laid low.kings. Drd 3 Components: V. he instead may continue to move and act normally for the duration of the spell. If the creature or object to be exhumed is buried deeper than ten feet. Material Component: A piece of flesh from a dead sentient creature. M Casting Time: One action Range: Medium (100 ft + 10 ft / level) Target: One creature Duration: 1 round per level Saving Throw: Will negates Spell Resistance: Yes Creatures affected by this spell behave in a strange and random fashion. although he need not know its exact nature. Claim from the Earth Transmutation Level: Erb 2. For the duration of the spell. as per the confusion spell.

but must remain in the area defined by the spell. Granite Arms Abjuration Level: Erb 3. Arcane Material Component: a few hairs. sand or gravel and dust.S. Clt 2. Two gallons of liquid per size category of the victim (ten gallons for man-sized creatures) can wash the matter away. The caster's movement rate is also reduced by one-third (rounded down). adding the usual benefits to all Charisma-based skill checks. Drd 2. greatly strengthening the steel against wear and damage.S. The target weapon gains +5 hardness and +5 hit points. the dust causes him only to sneeze once. ft area + 5 sq. disrupting his concentration (DC 20 Concentration check to not lose a spell being cast). ft per level Duration: Permanent Saving Throw: None Spell Resistance: No This spell calls a medium-sized or two small earth elementals. Material Component: One small rock or two pebbles. His features become a little sharper and more angular. the caster gains 25/ +1 DR and is immune to damage from spells of 3rd level or lower.M/DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour / level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The target of this spell gains an enhancement bonus to Charisma of 1d4+1 points.M Casting Time: 1 action Range: Short Target: One creature Duration: 4 rounds + 1 round / level Saving Throw: Fort partial Spell Resistance: Yes When this spell is cast. Fox's Guile Transmutation Level: Brd 2. Forge 3 Components: V.S.DREADGAZEBO. Material Component: 400 gp worth of gemstone dust. M. M Casting Time: 1 action Range: Personal Target: You Duration: 5 minutes / level This spell turns the caster into a walking incarnation of the earth. Sor/Wiz 4 Components: V.com . Material Component: Dust containing manganese or molybdenum ore (5 gp value) XP cost: 100 XP Ambient Inc. and his skin and hair take on a gray-brown tone. on the first round. he is covered by a thin film of dust particles. They can obey simple commands from the caster. Sor/Wiz 2 Components: V. Hands of Clay Transmutation Level: Erb 1 Components: V. attack rolls and all skill checks that normally suffer from an armor check penalty. S Casting Time: 1 action Range: Personal Target: You Duration: 1 minute This spell allows the caster the benefits of a spider climb spell. Enough particles of significant size accumulate on the second round to cause a -2 circumstance penalty to the victim's armor class. Magnetic Covering Transmutation Level: Erb 3. S. but only when climbing on earthen or stone surfaces. turning / rebuking undead. and he cannot be affected by a haste spell. 108 www. and so on. If the victim fails a Fortitude saving throw. A weapon may only be targeted by this spell once. the victim is covered in a "magnetic" field that attracts nearby loose earth. the victim is immobilized until a successful dispel magic is cast upon him or the accumulated particles are washed away. or a pinch of dung from a fox. Guardian of Earth Conjuration (Summoning) [Earth] Level: Erb 4 Components: V. No two spells of this type (including other "Guardian of…" spells) may have overlapping areas of effect. Drd 7 Components: V. M Casting Time: 1 full round Range: 10 ft Effect: 1 50 sq. On the fourth round and thereafter. S. The victim suffers the effects of a slow spell on the third round.Essence of Earth Enchantment Level: Erb 5. While this spell is in effect. Material Component: dried quicksand and magnetized iron filings. XP Casting Time: 8 hours Range: Touch Target: Weapon touched Duration: Permanent Saving Throw: Will negates (object) Spell Resistance: Yes (object) This spell allows the caster to place a portion of his own essence within a blade. If the victim makes his saving throw.

in addition to their voice and intonation. If there is an open space ten feet beneath the location where the spell is cast. S Casting Time: 1 action Range: Close (25 ft + 5 ft / 2 levels) Area: 2-dimensional cone parallel to a flat surface Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: No By striking the ground with your fist. Stony Purge Conjuration Level: Erb 1. and grants the target a +5 resistance bonus against poison and disease for the next hour. you generate a shock wave. In the case of entombed objects. Mountain's Fortitude Transmutation Level: Erb 1 Components: V. S Casting Time: 1 action Range: Personal Target: You Duration: 1 minute (D) Mountain's fortitude allows you to take on some of the enduring qualities of a mountain. Asn 4. a victim failing a Reflex save tumbles into the hole created by the spell and is buried alive. S. An entombed victim must Ambient Inc. Agl 3 Components: V. rounded up. the victim was too startled to fill his lungs with air and can hold his breath for only one-half the normal time. This causes 1d4 subdual damage. mannerisms and so on. All creatures in the affected area take 2d6 damage and are knocked prone. full round or move-equivalent) and aren't forced to make a Reflex saving throw. attack rolls and saving throws. Material Component: a pinch of salt.com . his head is always located ten feet beneath the surface. Sor/Wiz 3 Components: V. A victim who makes a successful save leaps clear of the hole and is not entombed. Sor/Wiz 3. make a second Reflex saving throw to determine whether he managed to get a good gulp of air while falling. As long as you take no action (standard. Regardless of the victim's size. 109 www. Drd 1 Components: V. The target of this spell gains a perfect visual disguise of the slain individual.S. Murmur of the Earth Evocation Level: Erb 2. he can hold his breath as normal. This grants a +25 on all disguise checks to imitate the slain individual for the duration of the spell. The spell can be dispelled by the target by removing the spell focus (see below). S Casting Time: 1 action Range: Medium (100 ft + 10 ft / level) Target: One living creature Duration: 10 minutes / level Saving Throw: Will negates Spell Resistance: Yes This minor curse gives the target a -3 profane penalty on all skill and ability checks. Persons who rely on this spell such as the SkinDancer are known to carry three or four such skins at a time. a person can take on the full semblance of someone they have slain. A minor curse can be dispelled or removed by any spell or effect that removes the effects of a bestow curse spell. The ground beneath the target suddenly collapses. you gain damage reduction of 10 / +1. The skin must be peeled off and placed over the face of the target of this spell. If the second save fails. Oubliette Transmutation Level: Erb 5 Components: V. then the target is deposited there (with normal falling damage). without the knowledge of the spellcaster. Skinwalking Transmutation Level: Clr 4. marking the site of the entombment.DREADGAZEBO.Minor Curse Transmutation Level: Bok 2 Components: V. The ground upon which the victim formerly stood is immediately safe to walk upon but has obviously been disturbed.F Casting Time: 1 full round Range: Touch Target: Touched creature Duration: 3 hours / level Saving Throw: Will negates (harmless) Spell Resistance: Yes Through this spell. The victim cannot move and eventually suffocates unless freed as per the drowning rules. M Casting Time: 1 action Range: Touch Target: Creature touched Duration: See text Saving Throw: Fortitude half Spell Resistance: Yes This spell sends a surge through the target's body. clearing our all impurities it encounters. accompanied by a low rumble.S Casting Time: 1 action Range: Short (25 ft + 5 ft / level) Target: 1 Creature or 1 object up to 1 cu ft / level Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: No By means of this spell. which topples creatures and loose objects (flying creatures are unaffected). tics. the caster causes the target to be swallowed by the ground beneath him. If the saving throw succeeds. Spell Focus: The skin from the face of the slain individual to be imitated. the top of the object is always ten feet beneath the surface. The skin is only good for 1 day times the result of a Wilderness Lore roll made by the person skinning the victim.

Wall of Earth Conjuration (Creation) Level: Erb 2 Components: V. at most. except that it affects a willing creature by touch. Staying atop a horse that is knocked to the ground incurs the same penalties as failing your saving throw. 110 www. taking 2d6 subdual damage. S.com . 10 feet tall. Tremor Evocation Level: Erb 2 Components: V. This barrier has 10 hit points per inch and can be toppled by a successful Strength check (DC 25). When the wall is destroyed (or the duration expires). S Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 minute / level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) As meld into stone.DREADGAZEBO. Material Component: a sprinkle of earth. The barrier takes up a single 5 foot cube per level of the caster and can be stacked. In addition. S Casting Time: 1 action Range: Medium (100 ft + 10 ft / level) Target: 100 ft radius area Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: No Everyone caught within the area of effect of this spell (except the caster) must make a Reflex save or be knocked prone. 1 5 ft cube per level Duration: 1 minute / level This spell creates a barrier of soft earth in an unoccupied area. the target can move through natural stone and earth at normal walking speed for the duration of the spell.Swim Through Earth Transmutation Level: Erb 3 Components: V. M Casting Time: 1 action Range: Close (25 ft + 5 ft / 2 levels) Effect: Earthen wall. the entire wall crumbles into dust and vanishes. The wall can be used as cover or used as a simple obstacle. Mounted characters must make a Ride check at a -5 penalty or be thrown from their mount. Ambient Inc.

chapter three simple blight magic
This is a capsule version of the Blight Magic rules as presented in Arcane Mysteries: Blight Magic and The Hunt: Rise of Evil World Book by Mystic Eye Games. For more information on Blight Magic and its uses, we recommend both of these titles.

Corrupt Level
1 2

Corruption Effects
-1 Charisma (change in demeanor) -1 Charisma (physical change) Phobia: Suffer from a single phobia. Will save DC 20 or suffer as if the target of a fear spell cast by a 10th-level spellcaster until the cause of the phobia is gone. Cannot be raised from the dead except by wish or miracle or divine intervention. -1 Charisma (pallid skin, blackened nails) Character must make a Will save (DC 18) Success: Phobia DC increases to 22 Failure: Paranoia - no longer trusts fellows, distrusts all motivations and friends. If the character failed the Will save at Corruption Level 4, then they immediately gain an additional phobia. If the character succeeded, they must make a Will save DC 25 suffering the results of Corruption Level 4 again. -1 Charisma (physically repulsive) If the character has not yet gained the paranoia, then make a Will save as per Corruption Level 4 again, at DC 26. If the character has not yet suffered from the paranoia, it begins to manifest now. In addition, he begins to suffer from an obsession. Every time he faces the obsession, he must make a Will save (DC 20) or pursue the obsession with all of his power for 24+1d6 hours. -1 Charisma (easily mistaken for undead) Obsession DC increases to 24. Whenever under stress or in combat, a Will save DC 14 is required to prevent convulsive fits lasting 1d6+2 rounds. -1 Charisma At this point, the madness takes over completely, and each time the character casts spells from his Blight magic, he must make another corruption roll as normal. If failed, the character's body and mind cease to function and the character dies. A character that dies in this way cannot be brought back by any means short of divine intervention.

The Blight Magic ritual takes one or more hours to perform. Setting up the ritual takes one hour before the actual ritual proper. The ritual causes a circle of destruction ten feet in diameter, which grows by 10 feet for each hour the ritual is performed (so a 1 hour ritual produces a 20 ft. diameter circle, while a 10 hour ritual will destroy a 110 ft. diameter circle). The destruction is caused by the means chosen by the ritual caster, but the caster must have the means to cause it (ie: a torch to destroy the area with fire, a box of insects to destroy it by insect plague, a vial of poison to destroy it by poison). To perform the ritual, the character must have the Blight Magic feat and the ritual costs 50 gp x the length of the ritual in hours. Once the ritual is almost complete, Constitution damage is rolled and the ritual caster makes the Knowledge (arcana) check to see if the ritual is a success. If the ritual is a failure, then the swathe of destruction's diameter increases by 5 feet per point the check is failed, and the caster gains no blight levels. Either way, all plant and minor animal and insect life in the area is destroyed, and the patch of blight will never support life again. The blight caster can use the blight levels gained to prepare spells (for classes that prepare spells) or to spontaneously cast spells (for sorcerers and bards). In addition, the caster can substitute blight levels for the additional levels needed to apply a metamagic feat to a spell. Whenever a spellcaster accumulates spell levels via blight magic, it is tallied and kept track of. The total levels of spells is never reduced. Each time the character casts spell levels gained from these powers, a d20 roll is made, and any time the roll is 21 or greater, a new level of corruption is gained. There is no way to gain a corruption level until 10 spell levels have been accumulated via blight magic, and thus it is not necessary to make corruption rolls until the 10th spell level has been added to the pool. The Blight Magic feat can be found with the Blighted Slayer prestige class on page 5.

3 4

5

6

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8 9 10

Accumulated Corruption Spell Levels Roll
0 10 25 50 100 150 200 250 +0 +1 +2 +3 +4 +5 +6 +7

Hours DC Blight Levels Con Damage 1 12 1 2+1d4 2 14 1d3 3+1d4 3 16 1d4+1 4+1d4 4 18 1d6+1 5+1d4 5 20 1d6+2 6+1d4 6 22 1d8+2 7+1d4 7 24 2d4+2 8+1d4 8 26 2d6+2 9+1d4 9 28 2d8+2 10+1d4

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psionic devices of the duankhat
The Duan'Khat (doo-on - kaht) were an ancient human citystate controlled by six imperial families, each dedicated to one of the six known psionic disciplines. Their patron deity taught that the psionic disciplines were his gift to their enduring reign. During the peak of their rule, their temples researched many great psionic creations and are even credited with the creation of the first psicrystals, trapping a small piece of a person's essence and subconscious personality into a crystal matrix where it can grow and become a semi-independent part of the psion. More information on the Duan'Khat, their fallen city-state and their many wondrous creations will be the central focus of the 2003 Ambient Inc. module, "Jungles of the Mind". Persistent MetaFragment The user can manifest one psionic power as if using the Persistent Power metapsionic feat. Manifester Level: 10; Prerequisites: Craft Universal Item, Persistent Power feat; Market Price: 3,000 gp Hidden MetaFragment The user can manifest one psionic power as if using the Hide Power metapsionic feat. Manifester Level: 10; Prerequisites: Craft Universal Item, Hide Power feat; Market Price: 500 gp Maximizing MetaFragment The user can manifest one psionic power as if using the Maximize Power metapsionic feat. Manifester Level: 10; Prerequisites: Craft Universal Item, Maximize Power feat; Market Price: 2,000 gp Twinning MetaFragment The user can manifest one psionic power as if using the Twin Power metapsionic feat. Manifester Level: 10; Prerequisites: Craft Universal Item, Twin Power feat; Market Price: 3,000 gp Spellcasters & MetaFragments The energies imbued in a MetaFragment can be accessed by spellcasters also. With a successful DC 15 Psicraft or DC 20 Spellcraft roll, a spellcaster can successfully use a MetaFragment with a divine or arcane spell.

MetaFragments
MetaFragments, or "metashards" are very small fragments of crystal, usually too flawed to be used in most psionic work, but not so insignificant in size and quality as to be used as skill Shards. Each MetaFragment is charged with psionic energy embedded in a power matrix to augment the manifestation of a psionic power. Using a MetaFragment requires only that the manifester be holding it in a hand or other grasping appendage and manifest a power "through" the MetaFragment, burning out the fragile psionic matrix within it in the process. This grants the benefit of the encoded metapsionic feat to the power manifested through it. This does not increase the power point cost of the psionic power it alters. MetaFragments are use-activated (but manifesting psionic powers in a threatened area still provokes attacks of opportunity). A manifester may only use one MetaFragment on any given psionic power, but can also combine the metapsionic augmentation from the MetaFragment with with any metapsionic feat the character possesses (although these obviously would affect the power point cost of the psionic power manifested). Chaining MetaFragment The user can manifest one psionic power as if using the Chain Power metapsionic feat. Manifester Level: 10; Prerequisites: Craft Universal Item, Chain Power feat; Market Price: 2,000 gp Delaying MetaFragment The user can manifest one psionic power as if using the Delay Power metapsionic feat. Manifester Level: 10; Prerequisites: Craft Universal Item, Delay Power feat; Market Price: 2,000 gp Enlarging MetaFragment The user can manifest one psionic power as if using the Enlarge Power metapsionic feat. Manifester Level: 10; Prerequisites: Craft Universal Item, Enlarge Power feat; Market Price: 500 gp Extending MetaFragment The user can manifest one psionic power as if using the Extend Power metapsionic feat. Manifester Level: 10; Prerequisites: Craft Universal Item, Extend Power feat; Market Price: 500 gp

Chain Power

[metapsionic] You can manifest powers that arc to secondary targets. Benefit: The power manifested with this feat targets a single primary target (if it normally targeted multiple targets or had an area effect, it becomes a single target power; cone powers become ray powers with this feat). The Power resolves against the primary target as normal. Once the power hits the primary target, secondary rays then arc from the primary target to hit a number of secondary targets. The manifester may generate a maximum number of secondary rays equal to his caster level. The caster makes a ranged touch attack to strike each additional target. The caster may choose which secondary targets he hits, but they must all be within 30 feet of the primary target. While more than one extra ray may be targeted at a secondary target, the target will only suffer the results of one secondary ray, no matter how many succeed in striking him. The manifester may choose to affect fewer additional targets than the feat allows. Secondary targets sufer half damage from the power. If the power causes an effect other than damage, the save DC for secondary targets is reduced by 4 points. For example, a chained disintegrate power's secondary targets would receive +4 to their saving throw, and the characters would suffer only half damage on a failed save. A chained power costs a number of power points equal to its standard cost +6.

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Dawn Spheres
As crystals became more and more scarce, the Duan'Khat conducted extensive research into the art of non-crystal psionic energy conduction such as psionic skins and psionic tattoos. One major breakthrough was the creation of the Dawn Spheres, 1 inch diameter metallic spheres etched with psionic runes that hover, rotating about the head of the owner at a distance of 1d3 feet. In order for the Dawn Spheres to have any effect upon the owner, they must be in their orbital path and must be within 3 feet of the owner's head. Attacking a Dawn Sphere is the same as attacking an attended object, with an AC of 19 (+4 size, +5 in-hand) plus the bearer's Dexterity bonus and the bearer's deflection bonus. This attack provokes an attack of opportunity. Dawn Spheres have a hardness of 10 and 5 hit points. In order to grab a Dawn Sphere, the attacker must initiate a grapple with the Dawn Sphere. The grapple check is made as if the Dawn Sphere had a Strength of 10 and no size modifiers are used for either party. If the grapple check succeeds, the attacker now has the Dawn Stone in his hand and possession. A large variety of Dawn Spheres exist, duplicating many of the effects of Ioun stones without requiring the valuable crystal components used therein. They are difficult to tell apart, seemingly identical in construction except for the psionic runes and tracings embossed across the entire spherical surface. All the basic Ioun stones from the System Reference Document are available as Dawn Spheres, in addition to the following. Armed Sphere These Dawn Spheres can spontaneously produce long pointed shafts and blades of steel from their surface as they spin about. By concentrating on a Arm Sphere, the owner can trigger this effect, suddenly creating a 3-foot long blade extending from the Dawn Sphere as a standard action. This blade gets a single attack at the owner's full attack bonus with a +2 surprise bonus the first time it is used in a combat, and never twice against the same opponent. An Arm Sphere blade is treated as a +1 scimitar. Once it has been triggered, the owner can grasp the newlyformed blade using the sphere as a handle as a move equivalent action and wield it as a +1 scimitar. Otherwise the blade "retracts" instantly back "into" the sphere. Caster Level: 12; Prerequisites: Craft Universal Item, Craft Psionic Arms and Armor; Market Value: 4,000 gp Psi Shielding These sought-after Dawn Spheres provide 1 point of mental hardness against any psionic attack performed by or against the owner of the Dawn Sphere. While debilitating to a powerful psion's own combat manifesting, they are an invaluable aid for weaker psions or those who will be fighting against psionic creatures who have unlimited uses of potentially deadly psionic attack modes such as mind flayers. Caster Level: 12; Prerequisites: Craft Universal Item, Psychic Bastion feat; Market Value: 4,000 gp Shield Sphere This variant on the Arm Sphere can spontaneously generate a rounded plate of steel extending from the Dawn Sphere as a shield. Since the owner of the Dawn Sphere does not need to wield the shield, it has no armor check penalty or arcane spell failure chance, nor does it take up one of the user's hands. When

active, the Shield Sphere provides a +2 shield bonus to AC that stacks with any other shield or armor bonuses the owner may have. Also, when active, the large metal shield circling the owner's head can interfere with sight, causing a -4 circumstance penalty on all Spot and Search rolls while the Dawn Sphere is active. Activating or deactivating the Dawn Sphere requires a command word. Caster Level: 12; Prerequisites: Craft Universal Item, Craft Psionic Arms and Armor; Market Value: 5,000 gp Mirror Sphere The mirror sphere protects against gaze attacks and all forms of petrification. It grants its owner a +2 resistance bonus on all saving throws against gaze attacks and against any form of petrification. Caster Level: 12; Prerequisites: Craft Universal Item, steadfast gaze; Market Value: 2,000 gp QuickSilver Sphere Bright and darting, the QuickSilver Sphere has an additional +4 dodge bonus to its own AC against attacks aimed at the sphere. Additionally, it grants its owner a +2 speed bonus to initiative. Caster Level: 12, Prerequisites: Craft Universal Item, combat prescience; Market Value: 7,500 gp Radiant Sphere While the owner has the Radiant Sphere in use, all light sources in his or her possession illuminate an additional 20 ft beyond their normal range or radius. Caster Level: 12; Prerequisites: Craft Universal Item, my light; Market Value: 7,500 gp

Non-Psionic Campaigns
The Duan’Khat are also an interesting way to incorporate psionics into a non-psionic campaign. As the Duan’Khat civilization was destroyed millenia ago, they are an easy method to introduce psionic items and some minor psionic abilities to a campaign world that has no other psionics. This “dead race” has few artifacts left to this day, and no surviving members to pass on the psionic disciplines, thus not opening the can of worms that many people see as the psionic rules. The items in this chapter were included for exactly this reason; none of them require the use of psionic characters or the psionics rules (except for descriptions of the metapsionic feats in question).

Jason Parent is a 30 year old cannuck living on a 200 acre chunk of privacy in Eastern Ontario with his lovely wife and two kids. He has been playing these crazy games since his introduction to the red box Basic Rules set bought by his parents over 20 years ago. He was the webmaster and chief writer for the largest CyberPunk fansite on the net. He still ran original Basic Rules style campaigns for his family and friends until late 1999. With the advent of the d20 license, he put his gaming skills towards the writing of d20 supplements. On line, he can usually be found sneaking around the message boards at www.realmsofevil.net, even occasionally posting preview and playtest material there.

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FORMATS. NO TERMS MAY BE ADDED TO OR SUBTRACTED FROM THIS LICENSE EXCEPT AS DESCRIBED BY THE LICENSE ITSELF. 12 INABILITY TO COMPLY: IF IT IS IMPOSSIBLE FOR YOU TO COMPLY WITH ANY OF THE TERMS OF LICENSE WITH RESPECT TO SOME OR ALL OF THE OPEN GAME CONTENT DUE TO STATUTE. THE PRIMAL CODEX COPYRIGHT 2001. COPYRIGHT 2001-2002.A. GRANT AND CONSIDERATION: IN CONSIDERATION FOR AGREEING TO USE THIS LICENSE. (C) "DISTRIBUTE" MEANS TO REPRODUCE. ANDREW GETTING. THE TIDE OF YEARS COPYRIGHT 2001. DODSON. SELL. DISTRIBUTE. REE SOESBEE. USE OF 2001. NAMES. COPYRIGHT 2001. SPELLS. JOHN T. SYSTEM REFERENCE DOCUMENT COPYRIGHT 2000-2002. LIBRUM EQUITIS COMPILED.BEYOND 2001. POSES.0 COPYRIGHT 2000.NOTICE OF LICENSE COPYRIGHT: YOU MUST UPDATE THE COPYRIGHT NOTICE PORTION OF THIS LICENSE TO INCLUDE THE EXACT TEXT OF THE COPYRIGHT NOTICE OF ANY OPEN GAME CONTENT YOU ARE COPYING. OR GRAPHIC DESIGNS. MYSTIC EYE GAMES LIBRUM EQUITIS VOL 1 COPYRIGHT 2001-2002. 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THE COPYRIGHT DATE. COPYRIGHT 2001. MARK. UPGRADE. MONGOOSE PUBLISHING THE GRAVE CREATURE COLLECTION COPYRIGHT 200. OR GOVERNMENTAL REGULATION THEN YOU MAY NOT USE ANY OPEN GAME MATERIAL SO AFFECTED. COMPILATION. TRAVIS HEERMAN. JAMIE CHAMBERS. E. EXCEPT AS EXPRESSLY LICENSED IN ANOTHER. BROWN SEAFARER’S HANDBOOK. AUTHORS A. DON PERRIN. ERIC STEIGER. NO OTHER TERMS OR CONDITIONS MAY BE APPLIED TO ANY OPEN GAME CONTENT DISTRIBUTED USING THIS LICENSE. INC. 15 COPYRIGHT NOTICE OPEN GAME LICENSE V 1. PLOTS. SIGN. ALL RIGHTS RESERVED.T. PETER FLANAGAN. YOU MUST AFFIX SUCH A NOTICE TO ANY OPEN GAME CONTENT THAT YOU USE. SOVEREIGN STONE CAMPAIGN SOURCEBOOK COPYRIGHT 2001. STORYLINES. 7. AMBIENT INC. YOU REPRESENT THAT YOUR CONTRIBUTIONS ARE YOUR ORIGINAL CREATION AND/OR YOU HAVE SUFFICIENT RIGHTS TO GRANT THE RIGHTS CONVEYED BY THIS LICENSE. AUTHORS NOAH DUDLEY. DIALOGUE. IDENTIFICATION: IF 9. UNDEAD COPYRIGHT 2001. BUT SPECIFICALLY PRODUCT IDENTITY. 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DESIGNS THAT ARE USED BY A CONTRIBUTOR TO IDENTIFY ITSELF OR ITS PRODUCTS OR THE ASSOCIATED PRODUCTS CONTRIBUTED TO THE OPEN GAME LICENSE BY THE CONTRIBUTOR (G) "USE". AUTHOR CHRIS PRAMAS OF ARCANA: SOCIETIES MAGIC. AND ANY OTHER TRADEMARK OR REGISTERED TRADEMARK CLEARLY IDENTIFIED AS PRODUCT IDENTITY BY THE OWNER OF THE PRODUCT IDENTITY.OPEN GAME LICENSE VERSION 1. WITH THE OWNER OF EACH ELEMENT OF THAT AGREEMENT EVIL: WORLD BOOK COPYRIGHT 2002. ARTWORK. (E) "PRODUCT IDENTITY" MEANS PRODUCT AND PRODUCT LINE NAMES. 1. ROKUGAN. INC. ADDITION. TRANSFORMED OR ADAPTED. OPEN GAME CONTENT NEPHEW. MODIFYING OR DISTRIBUTING. DARBY DOUBLAS III. JIM PINTO. J. DOUGLAS SUN. GREEN RONIN PUBLISHING. LOCATIONS. OF BEER (THIS PRODUCT CONTAINS NO ALCOHOL). SIONS OF THIS A COPY OF THIS OF PLACES MOST FOUL. AND 2000 WIZARDS OF THE COAST. PUBLICLY DISPLAY. COPY. BASED ON ORIGINAL MATERIAL GARY GYGAX AND DAVE ARNESON. "USED" OR "USING" MEANS TO USE. TEAMS. TRANSMIT OR OTHERWISE DISTRIBUTE. 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