PRESTIGE CLASSES, VOLUME 2
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 VOL 2 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 VOL 1 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 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 ITEMS. SPELL NAMES ARE RELEASED AS OPEN GAME CONTENT WITH THE EXCEPTION OF THOSE SPELL NAMES LISTED BELOW. THE
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librum equitis volume two
table of contents
Chapter 1 - Prestige Classes
Bokor Bone Archer Brotherhood of the Golden Blossom Children of the Snake Circle of the Lute Earthbound Elite Cavalry Forge Singer Mad Tailor Mind Thief Order of Cordun Riders of the Duras Sacred Paladin Siege Mage The Society of Heavenly Movements Timer Tribal Berserker Troll Hunter Venomous Weapon Cult Paragon
Page 2 Page 4 Page 7 Page 9 Page 12 Page 14 Page 16 Page 17 Page 20 Page 24 Page 26 Page 28 Page 30 Page 32 Page 34 Page 37 Page 39 Page 41 Page 43 Page 45
Chapter 2 - Spells
New Spell Lists Clerical Domains Spells (alphabetical)
Page 47 Page 47 Page 49
Chapter 3 - Psionic Devices of the Duan’Khat
Metafragments Dawn Spheres
This volume of the Librum Equitis series is my fourth foray into writing d20 books. My first title, Librum Equitis volume 1, should be arriving in book stores now in a printed edition, published by the hoopy froods at Mystic Eye Games. But this introduction is about electronic publication. I was first introduced to electronic games publications four years ago through a game called StaRPlay: Armageddon; StaRPlay is a game system written by Phillip McGregor and published by his one-man company Phalanx Games Design. Phillip McGregor is one of the authors of the FGU Sci Fi classic "Space Opera" as well as "The Riggers Black Book" for Shadowrun. The full StaRPlay game system along with rules for use in the modern day and the Armageddon rules set (some 380 pages in total) was made available through what is very probably the first electronic RPG store, at a very reasonable price. Through electronic gaming storefronts such as RPGnow (one of the pioneers of such ecommerce sites), new publishers can make their breakthough into the gaming market without the massive risk and investment required to jump directly into print publication. This has allowed companies like Ambient Inc. and several others to release product to showcase their writers abilities without having to submit the material to publisher after publisher for it to see the light of day. Thank you for buying the second book in the Librum Equitis series, I hope you enjoy it as much as I did creating and using these classes in my own campaigns.
Page 53 Page 54
I have to thank Larry for editing this work on the fly for me. The prestige classes themselves went through his fine comb, however much of the flavor material managed to teleport into the document after his revisions were done, so errors and glaring omissions therein are entirely my own fault. This year we will be releasing at least one more volume in the Librum Equitis series (most likely two more) and are currently working on a mega-module entitled “Jungles of the Mind”. Late in the year, we are planning the release of the deadEarth d20 game, a conversion of the hardcore violent and gritty deadEarth RPG to the d20 system. This is designed to work both as its own RPG as well as being quite possible to use as a supplement for any other post-apocalyptic d20 game. We also have the free Son of a Portable Hole Full of Beer warming up for an April 1st release (you can download the original Portable Hole Full of Beer for free right now for a taste of the strange things to come) as well as a few other project getting ready for launch in 2003. Once again, thanks have to go out to my playtesters and to my gaming groups for the hours of quality play that goes into a good RPG. I’ve been gaming with some of you for 20 years now, and it keeps getting better. Don’t forget to check out our site (www.dreadgazebo.com/dnd) and Mystic Eye Games’ site (www.mysticeyegames.com) for more information on our upcoming works and releases.
librum equitis volume two
chapter one prestige classes
Welcome to the second volume of Librum Equitis - literally "the book of cavaliers". This chapter is the core of the book, 20 prestige classes handcrafted from the finest d20 components and playtested to a hard edge for use in your fantasy d20 campaigns. More than likely, not all the prestige classes will be incorporated into an existing or new campaign. Others will easily find a home in any campaign, while others may require some amount of contortion to fit in. Many classes make reference to organizations, cults and societies that are fairly campaign-specific. These can be changed to organizations already in a campaign world, while other GMs may find that there are niches these organizations can easily fill. Remember that the campaign world you run your games in is yours to mold and work, and with a little work, prestige classes appropriate for most organizations, cults, cabals and guilds can be made from the 40 classes published so far in these volumes. Feel free to tweak the classes a little for your campaign. Do you have a very religious gnomish nation with a large badlands area? Take the Riders of Duras, rename them to the Tarvin Zephyrs, give them Knowledge (religion) as a class skill and change the racial requirements to gnomes and half-gnomes. Add some text about the mounted patrols of the Tarvin Zephyrs upon their trained wardogs and you are done. A note on formatting - Just as in Librum Equitis volume 1, classes are formatted such that each class begins on a new page. This results in some amount of white space on some pages, 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. We obviously don’t use this formatting style for the print editions of Librum Equitis, but when buying PDFs you aren’t paying per page, but for content. Some classes use unusual level progressions throughout this book, being 5, 7 and 12 level prestige classes. Here is the basis by which we build the level progressions for our prestige classes. Three level prestige classes are minor specializations, almost always directly tied to another character class or social function, or employment. They do not define a character, and are most often taken to specialize in a single aspect of a class ability or a tangent from a normal class training. Five level prestige classes are generally used for "professional" prestige classes - those attached to employment, training and military service. Persons of very high level will normally not define themselves by a prestige class of this scale, and thus it cannot make up a majority of his experience levels due to its small span of levels. Seven level prestige classes are the middle ground between 5 and 10 level classes. More than a pass-time or a sub-class, these classes still do not completely redefine the character who takes it. Ten level prestige classes are generally used for "subclass" prestige classes. These are prestige classes that can be used to redefine a character. A high level character in one of these classes may well define himself more by his prestige class than his primary class. 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 - these are decisions not taken lightly that will lead the character down his own path to power, with little left of his original class or classes when he gets there.
librum equitis volume two
With a deft cut, the goblin guard was dispatched by Drelga's knife, his life-blood gushing over her muddied hands and thick, yellow claws. Not that she liked using it, but quietly killing guards was not a job for a half-orc warrior with a long spear. Unfortunately, not all the guards had gone so quietly, and the last few had been on full alert, making the job significantly more… challenging. Somewhere in this horrid swamp, someone was enchanting the Burgomaster with a bleeding disease; one that that made him vomit blood; one that returned every night, even after applications of cure disease from the clerics. Drelga and Sapphire parted the spanish moss hanging from the swamp-willows - making out the torchlit glow of the goblin shaman's hut not a hundred feet away. The hut was quite old; there were holes in the roof, and spanish moss draped over it. They approached as quietly as they could through the black knee-deep waters of the swamp. Decorating the perimeter were skulls and bones of all shapes and sizes, mostly other swamp denizens but obviously some goblin and human skulls in the mix. Pushing through the curtains, they made their way inside. The inside of the hut well lit and almost warm, with candles all about, the smell of blood thick in the air. Obviously, the goblin shaman had heard them coming. The hut was abandoned, but nailed to the central post by a dark dagger was a single doll made of burlap and crude stitching, obviously a caricature of the Burgomaster. Beneath it sat a bowl of freshly-drawn blood from a dead, black rooster. The Bokor are lords of curses, dark sorcerers of voodoo-esque arcana. They have sought power from dark forces, and rule those around them through intimidation and fear of their dark arts. They are rumored to traffic with devils, to slay people with strange incantations and then have the slain work for them as their undead servants. Those living in the same community as a Bokor usually live in awe and fear of his powers. Many powerful mages see the Bokor's obsession with intimidation and dark arts used to such ends as petty, but most Bokor seek not arcane power, but power over their fellows. Many Bokor are hurtful, spiteful creatures that revel in their power and dark habits. Bokor are usually drawn from the ranks of sorcerers and wizards. Some clerics worship deities who see the path of the Bokor as suited to their divine agents, and some dark druids have also taken this path - making their wildernesses something to be feared by the common man, thus protecting them from their predations. Bards are also attracted to this class, as the combination
of magical training and the "interpersonal" aspects of the Bokor's pursuits appeal to dark raconteurs. If anything, the bardic music makes the Bokor more intimidating, granting his followers additional abilities during ceremonial chants. Hit Die: d4 Requirements To qualify to become a Bokor (Bok) a character must fulfill all the following criteria. 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. Class Skills The Bokor's class skills (and the key ability for each skill) are Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), and Spellcraft (Int). Skill Points per level: 4 + Int modifier Class Features All of the following are class features of the Bokor prestige class. Weapon and Armor Proficiency: The Bokor is proficient in all simple weapons but with no armor nor with shields. 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: At the indicated levels, 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. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a Bokor, he must decide to which class he adds the new level for purposes of determining spells per day. The Bokor also gains access to a new level 2 spell, minor curse, detailed in the spells chapter.
Table 1-1: The Bokor Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +1 +0 +0 +2 Terrifying Presence -1, Poison Use 2 +2 +0 +0 +3 Sympathetic Figure (Enchantment) 3 +3 +1 +1 +3 Sympathetic Figure (Transmutation) 4 +4 +1 +1 +4 Terrifying Presence -2 5 +5 +1 +1 +4 Sympathetic Figure (Abjuration) 6 +6 +2 +2 +5 Sympathetic Figure (Necromancy) 7 +7 +2 +2 +5 Terrifying Presence -3 8 +8 +2 +2 +6 Sympathetic Figure (Evocation) 9 +9 +3 +3 +6 Sympathetic Figure (Conjuration) 10 +10 +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
the creation of small dolls that represent living people. instead he becomes almost an automaton. even in death. Recharging the Sympathetic Figure requires at least one new item from the person in question. Bokor use zombies as signs of their power over life and death. as well as 1. with zombies watching over them. 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. He gains the ability to cast Transmutations through the Figure at level 3. and never risk accidentally poisoning themselves when applying poison to a blade or other tool. Anyone who has been successfully Intimidated by the Bokor. These items must be either parts of the person (hair. skill checks and Will saves against the Bokor. teeth. nails. taking one day per level of the person the Figure represents.com
. etc. as they often use various toxins to instill fear. Poison Use (Ex): The Bokor are skilled in the use of poisons. Abjurations at level 5. 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. At level 1. is used as a very strong means to compel service from commoners and other believers in the Bokor’s magic. Traditionally. This mastery of their enemies.
Bokor and Zombies
Bokor and Zombies go hand-in-hand.DREADGAZEBO.librum equitis volume two
Terrifying Presence (Ex): The Bokor develops the ability and aura of fear and confidence. Evocations at level 8 and Conjurations at level 9. The objects are crafted into a tiny figure of the target.) or be something they have worn or held for many years. Sympathetic Figure (Su): The level 2 Bokor learns the most well known trick of his class. 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). the Bokor must collect items that have a strong "sympathy" with the person the Figure is meant to represent.000 gp for each level. A Sympathetic Figure is good for 10 uses before it needs to be recharged. It increases to a -2 penalty at level 4. and many of their zombie servitors are actually living persons who have been drugged or dominated into a zombie-like state. 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. A DC 20 Intimidate check will make a victim of zombie dust do as he is commanded. A person reduced to zero Intelligence by zombie dust is not rendered comatose. -3 at level 7 and -4 at level 10. A level 2 Bokor may only cast Enchantments through a Sympathetic Figure. as well as those who are his underlings or who answer to his authority suffer a morale penalty on attacks. Provided the target is on the same plane as the figure and is not protected by spells such as antimagic field or the like. allowing the Bokor to direct spells at a doll that affect the person the figure represents. He can inspire obedience through fear.
www. Activating the Sympathetic Figure costs 1/25 of the gp cost in XP (40 XP per level of the target). 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. 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. The dolls evoke sympathetic magic.
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. Necromancies at level 6. easily controlled by anyone he fears. making those who fear him nearly unable to attempt to do anything to cross him. the penalty is -1.
Ambient Inc. To create a Sympathetic Figure.
A Bone Archer can select feats marked with an asterisk (*) more than once. Mounted Archery.librum equitis volume two
The black sniper sat upon his perch. Move Silently. Jump. Rapid Shot. Knowledge (arcana) (Int). shortbow. each of the hand-carved arrows waiting for a warm target within which to lodge itself. a dozen barbed shafts of bone stood. Skill Focus (Craft: Fletcher). Far Shot. Precise Shot. with one at least level 2. Weapon and Armor Proficiency: The Bone Archer is proficient in all simple weapons as well as all bows (longbow. he gains a bonus to his attack roll.
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. Appraise (Int). Concentration (Con). Archery Feat (Ex): At the indicated levels. Table 1-2: 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
Skill Points per level: 2 + Int modifier Class Features All of the following are class features of the Bone Archer prestige class. PointBlank Shot Spellcraft: 6 ranks Knowledge (arcana): 6 ranks Craft (fletcher): 8 ranks Special: Learned the craft of Bone Fletching from a Bone Archer. Before him. Spot (Wis).DREADGAZEBO. loaded with bone arrows he has personally crafted. Spellcasting: ability to cast four or more necromantic spells. Some of the bonus feats available to the Bone Archer cannot be acquired until the Bone Archer has gained one or more prerequisite feats. They have learned an ancient craft of fletching (crafting arrows) using bones. etc) but with no armor nor with shields. He had carved each one from the bones of his slain foes. Craft (Int). Because of the necessity for familiarity with necromantic magic to truly take on the path of the Bone Archer. Class Skills The Bone Archer's class skills (and the key ability for each skill) are Alchemy (Int). Those already familiar with the necromantic arts find these handcrafted bone arrows are easily enchanted with short-duration necromantic energies. but it must be for a different weapon each time. Feats: Weapon Focus (any bow). and Spellcraft (Int). Hide. Hit Die: d8 Requirements To qualify to become a Bone Archer (Bon) a character must fulfill all the following criteria.com
. Escape Artist. Weapon Focus (any bow)*. the Bone Archer gains a bonus archery feat selected from the following list: Improved Critical (any bow)*. Pick Pockets and Tumble. Bone Archers are craftsmen. and they almost seem to seek out living targets when wielded by their craftsman. they are more likely to qualify for the class with only levels in wizard previously.
www. Note that armor check penalties for armor heavier than leather apply to the skills Balance. he becomes more skilled with his personally crafted bone arrows. Bone Archery (Ex): As the Bone Archer progresses. Any time he attacks using a missile weapon he is skilled with. knowing the curves and spines of each intimately. mostly multi-classed necromancers or clerics. Climb. 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. A Bone Archer must still meet all prerequisites for a feat. Because of the traditional elven skill with bows. including ability score and base attack bonus minimums. Shot on the Run. all are at least minor spell-casters. These arrows are light and barbed.
Additionally the subject suffers a -2 morale penalty to attack rolls. weapon damage rolls and saving throws. Creatures not immune to critical hits that are struck by a bloody arrow take one additional point of damage each round thereafter. 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. Effectively. for 1 round per level of the Bone Archer. The energy deals 1d4+1 strength damage and stuns the target the next round (both are negated with a successful Fortitude save). Shadow Shaft The target of this fletching is enveloped in a swirling cloud of negative energy. ability checks. Any living creature struck by it takes 1d6 cold damage and must make a Fortitude save to avoid taking 2 points of Strength damage. These bone arrows count as personally crafted bone arrows for the purposes of his bone archery and fletchings. Level 3 Bone Archer Fletchings Explosive Fletching This fletching causes the arrow to shatter into a blast of bone shards. it flees from the Bone Archer as best it can for 1d4 rounds. Fletchings (Su): Bone Archers have the ability to imbue personally crafted bone arrows with negative energy for a variety of effects.com
. Only one fletching can be used on a particular bone arrow. 2 hardness. 1 hit point) it reduces the target's speed by one half. The target must succeed at a Will save or be affected as if by a hold person spell for one round per class level. it becomes shaken for 1 round.DREADGAZEBO. The skull bites whomever the arrow strikes. it fights with a -2 morale penalty on attack. Skull Snare This fletching causes the head of the arrow to become a human skull. skill checks and saving throws for 1 round per 2 class levels.librum equitis volume two
Spontaneous Bones (Su): Beginning at level 7. As they gain levels they learn more techniques and can trigger them more often per day. 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 arrow bending and curving in flight to strike home. a fletching is a spell that is transmitted by a bone arrow. The save DC against a fletching is equal to 10 plus the fletching level plus the Bone Archer's Con modifier. They remain in existence for a maximum of 1 round per Bone Archer level. A Bone Archer does not gain additional fletchings per day based on high ability scores. Imbuing a bone arrow with a fletching and firing it is a standard action which provokes an attack of opportunity. Level 2 Bone Archer Fletchings Chill Arrow This fletching makes the arrow a conduit for the black cold of negative energy. Hold Person This fletching freezes the target in place. True Arrow This fletching strikes true on target.
Ambient Inc. If it cannot flee. All creatures within 10 feet of the point of impact take 2d6 piercing damage (half damage with a successful Reflex save). 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. dealing 1 additional point of damage and latching on. It confers a +10 profane bonus on attack rolls. Black Wave This fletching causes the arrow to explode in a wave of negative energy upon impact.
www. If the arrow hits. If it fails. then the effects of the fletching take effect on the target. If the creature succeeds at a Will save. 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. drawing them from the negative energy plane. Until the skull is destroyed (AC 10. Bolt of Fear This fletching causes fear in the target struck.
something every Bone Archer can attest to) increase the Crit multiplier by one. but they are still masterwork weapons providing a +1 bonus on attacks. and so forth (multiplying the number of arrows by 4 for each size category larger). Those of a creature one size category larger will yield four. metal tipped counterparts (subtract 20 ft from the normal range increments of the bow they are used with). bone arrows have somewhat shorter range than their wooden. Soul Biter The target of this fletching has a cold piece of negative energy lodged in his person. and grants them to the Bone Archer as temporary hit points. unnerving those near it.
www. This craft is taught to few by the Bone Archers except those they are eyeing as potential Bone Archers in their own right. Filthy Darts The target of this fletching is exposed to Filth Fever. and those of a creature two sizes larger will yield 16. 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. These temporary hit points disappear 1 hour later.DREADGAZEBO. no amount of healing will remove it. The bones of a creature the same size category as the archer will only yield a single arrow.
Bone fletching is the craft of manufacturing razor-sharp. Because of their light weight and strange construction. 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). This effect remains until a remove curse is cast upon the victim. All necromantic spells and effects (including other fletchings) that target the victim have a +2 profane bonus to their DC. barbed arrows suited to “negative energy channelling” out of bones. Initially this may feel like a piece of the arrow. Anyone within close range (25 ft + 5 ft / 2 levels) of the target of this fletching is affected as if by a fear spell. Since these cannot remain for 24 hours.
Ambient Inc. but it is more of a metaphysical taint. and the sharp barbs of the arrows (and their supposed determination to rend the flesh of the living. as long as he has bones. and those that deal damage deal an additional point per die.librum equitis volume two
Level 4 Bone Archer Fletchings 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). they will never result in actual level loss.com
. and it screams the cries of a thousand tortured souls as it flies through the air. Shrieking Missile This fletching binds nearby spirits to the arrow. Crafting a bone arrow is the equivalent of crafting a masterwork arrow (value 7gp) except that the ingredients are free to the Archer.
The melding of the abilities of a paladin and a monk creates one who can face undead and demonic foes. Spellcraft (Int). They are armed with the knowledge of the minds. their martial training and understanding of their inner selves have fused into a synthesis that takes them beyond their previous peers. Empower Weapon 2 +2 +3 +0 +3 1d12 +2 True Fist. Hit Die: d8 Requirements: To qualify to become Golden Brother (Gbr) a character must fulfill all the following criteria. all shields. smashing his foot twice more into the bones. Move Silently (Dex). and shattering ribs. These warriors mix the Paladin's innate abilities to confront undead and demonic forces with the Monk's fearsome hand to hand combat abilities. where they are trained in the knowledge of undead. Spot (Wis). Those who receive the calling feel an urging.. and the weaponry that their Deity has given to them. Ride (Dex). Shin Tou stood over his downed foe. they are guided by dreams until they locate one of the hidden Golden Blossom monasteries. and careful. fully researching any demonic or undead creature who is preying on members or the church or goodly folk. 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. There are others who have left their martial order to join the spartan. lifting him up off his feet. Core Strike (Fist) 3 +3 +3 +1 +3 1d12 +2 Sunder the Unholy. or had served. Inner Harmony 4 +4 +4 +1 +4 1d12 +2 Improved Ki Strike (+2). Special: The character must seek out and find a monastery of the Golden Blossom. Jump (Str). Manifest Destiny
Ambient Inc. to prove their worth. but that would pose no problem. In both cases. wartime service to their Deity overcoming their earlier calling to the ascetic life. applying for membership and passing a quest/test/challenge to prove their worthiness to the Elders of the Monastery. 6 ranks in the other (character's choice) Feats: Weapon Focus. Initiates are shown the detailed and massive libraries of the brotherhood. Note that armor check penalties for armor heavier than leather apply to the skills Balance. 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. Knowledge (all skills . with half completed arcane projects. and before the darkness overwhelmed him. and learn to no longer rely on just swords. he saw the stranger's foot sweep around and noticed that the heavy calluses on the man's bare feet were dusty. Move Silently. Sense Motive (Wis).taken individually) (Int). Members of the Brotherhood search out and destroy those enemies of the Church.DREADGAZEBO. within themselves. Class Skills The Golden Brother's class skills (and the key ability for each skill) are Balance (Dex). and Wilderness Lore (Wis). Once this test has been passed. Pick Pockets and Tumble. Golden Brothers do not hate their foes. Alignment: Lawful Good Base Attack Bonus: +10 Skills: Knowledge (Undead) and Knowledge (Planes): 10 ranks in one. Handle Animal (Cha). patient. but instead respect the abilities and intellect of the Brotherhood's sworn foes. or a testing. and monkish weaponry. medium and heavy armor. Hide (Dex). Escape Artist. outsiders. or just hands. Jump. Improved Unarmed Strike Special: Must have the ability to channel positive energy. Bluff (Cha). Some have left behind the rigorous life of a monk to join the holy martial orders of their churches of their lands. and dusty tomes within the monastery's libraries had whispered of in their rustling voices. Weapon and Armor Proficiency: The Golden Brother is proficient in the use of light. They are methodical. He looked around the ancient laboratory as he idly kicked the bones away from one another. Unarmed Damage (Ex): Trained as monks. The place was dusty in some areas. a longing for a place they have never seen before.com
. Heal (Wis).librum equitis volume two
Brotherhood of the Golden Blossom
The blow slammed into Craytex. deadly of foot and
Table 1-3: 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). Profession (Wis). the questor becomes an initiate within the Brotherhood of the Golden Blossom. as the calling of their god leads them against some of their churches' most fearsome foes. with whom there can be no parley. is never unarmed.
www. Hide. Listen (Wis). or both. Diplomacy (Cha). Intimidate (Cha). Climb. martial. Intuit Direction (Wis). He shook his hand out to return feeling to it as he approached what his Elders had spoken of. Tumble (Dex). Tou could not guess at the purpose they were to serve. His hand still tingled where he had disrupted much of the unnatural creature's life force with a single Eagle's Claw blow. contemplative life of a monastery. and of the forces of Good. The crushing pain overwhelmed Craytex. they receive a quest. Core Strike (Weapon) 5 +5 +4 +1 +4 1d12 +3 Shielded Soul. The meditation and extreme training bring out deeply buried abilities that assist them in overcoming demonic and undead foes. Lured by a longing. The Golden Brothers carry with him the support of their Deity. Innuendo (Wis). Craft (Int). Smite Evil and Ki Strike abilities. and carries his own armor inside of him.. He knew that the dread being's soul had fled to its arcane shelter. True Blade.. Once there. Concentration (Con). and simple. Climb (Str).
This Armor Class bonus stacks with the Monk's similar Armor Class bonus. This bonus represents a preternatural awareness of danger.and morale-based effects. the Golden Brother may use his Ki Strike ability to determine if the weapon can bypass a creature's Damage Resistance. This extraordinary ability can be used a number of times per day equal to his Charisma bonus plus two. and the Golden Brother does not lose it even in situations when he loses his Dexterity modifier due to being flatfooted. Armor Class Bonus (Ex): Training in the arts of body. 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. 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. He may now attack with any weapon with which he has the Weapon Focus feat as a touch attack. True Blade (Ex): Seeking the "true" point to strike has become a much easier task for the level 4 Golden Brother. Beginning at level 2 a Golden Brother may attack with an unarmed strike as a touch attack. the Golden Brother may attempt to force it to manifest on the same plane as the Golden Brother. or the weapon's magical bonus plus the Golden Brother's Improved Ki Strike bonus. a level 3 Golden Brother always ignores their damage resistance or hardness ratings. then either use the Golden Brother's combined Ki Strike and Improved Ki Strike. dealing normal damage. If the Golden Brother has another ability which increases his unarmed damage. the target must be within 30 feet. Golden Brothers are trained to improve the ability of their Ki strikes. Beginning at level 4. To use this ability with a ranged weapon. or until the Golden Brother is killed. the Golden Brother learns to specialize this ability against evil undead and evil outsiders. Manifest Destiny (Su): When facing a foe not completely existing on the same plane. Inner Harmony (Ex): The level 3 Golden Brother becomes immune to all fear. This increases the effective bonus of the Golden Brother's unarmed attacks for the purpose of bypassing damage resistance. True Fist (Ex): Seeking a "true" point to strike is central to the training of the Golden Brother.com
. Against these targets. then use the greater of the two abilities. Abilities which add directly to unarmed damage instead of changing the die type are still added to this damage. a level 2 Golden Brother can cause critical hits against undead and evil outsiders that are normally immune to critical hits. This bonus is added to the bonus given by the normal Ki strike ability. Sunder the Unholy (Su): While perfecting his Ki Strike ability. Outsiders killed while under the effects of this power are treated as if they were killed on their home plane. This is conferred as a bonus to Armor Class as indicated.
www. 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.DREADGAZEBO. Golden Brothers deal significantly more damage unarmed than most characters.librum equitis volume two
fist. soul and mind trains the Golden Brother also in defensive arts. although this bonus also applies to a Golden Brother wearing armor. the Golden Brother can also cause critical hits against these same targets using weapons with which he has the Weapon Focus feat. This damage is scaled as normal for Golden Brothers of sizes larger or smaller than medium. stunned and so on (although he does lose this AC bonus when immobilised). directly affecting the object or being itself. If the weapon is inherently magical already. This extraordinary ability can be used a number of times per day equal to the Golden Brother's class level plus his Charisma bonus.
Ambient Inc. Empower Weapon (Su): When wielding any weapon with which the Golden Brother has the Weapon Focus feat. Improved Ki Strike (Su): Because of the damage-resistant nature of the foes of the Brotherhood. Ex-Golden Brothers: Should the Golden Brother ever change from lawful good. Core Strike (Su): Using his unarmed attacks. The creature will be unable to leave the plane for one hour per level of the Golden Brother.
Knowledge (all skills taken individually) (Int). even through his screams of pain under the burning mid-day sun. Weapon and Armour Proficiency: Children of the Snake gain no additional training or proficiency with weapons or armor. Race: Human. It takes speed and awareness to survive the initiation into the path of the Snake. Jump. Disguise (Cha). 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.librum equitis volume two
Children of the Snake
The scream was almost inhuman. retaking the reigns of power--with Christos at their side. Once rulers of the world. Snake Companion (CR 12). The Children of the Snake are a varied lot…. He could feel the change tearing him apart . Each moment was burning agony as it changed his body. Others go on to perfect the psionic potential that is brought about by the change. Finally his knees buckled and he fell to the ancient flagstones.DREADGAZEBO. they would rise again. Improved Initiative Special: Must make friendly contact with the yuan-ti and be converted to their faith. the transformation awakens latent psionic ability in those who pass through it alive. 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 Children of the Snake show little physical change from the mutative process instigated by the yuan-ti priests.com
. The priests are picky about who gets converted and who will die from the deadly poisons of the ritual. drawing out sibilants and keeping large snakes as pets. non-human and deadly. those who find solace in the conquering armies and the malevolence of the yuan-ti. into something primal and pre-human. Move Silently.
Table 1-4: The Children of the Snake Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +0 Acuity. Skill Points per level: 4 + Int modifier Class Features All the following are class features of the Children of the Snake prestige class. but often their personalities and mannerisms show their taint: they develop habits such as licking their lips. All the while. Climb. Christos was proud of his new place among these ancient serpent creatures. alien. 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). More importantly. Hit Die: d6 Requirements To qualify to become a Child of the Snake (Csn) a character must fulfill all the following criteria. Poison Resistance 3 +2 +1 +3 +1 Snake Companion (CR 2). Hide (Int). the yuan-ti priest stared him in the eyes and spoke quietly to him in the draconic tongue. Sneak Attack +1d6. They seek out the yuan-ti temples of the Serpent God and his priests to convert them into the yuan-ti themselves. Spell Resistance 20
Ambient Inc. Climb (Str). The jungle birds scattered from the ancient stone temple as he lurched against the chains that restrained him to the yuan-ti altar. Craft (Int). The priest's eyes were strangely mesmerising.
www. granting them powers and abilities similar to those of a pure-blood yuan-ti. Dodge. leaving Christos to the last throes of the poison alone on the temple-top. As the sun set. Hide. Note that armor check penalties for armor heavier than leather apply to the skills Balance. 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. yuan-ti. Some of these live out their dreams and nightmares. bit by bit.the venoms were something. Draconic Heritage 2 +1 +0 +3 +0 Deadly Venom 1/day. worn smooth by millennia of worshippers. the last spasms of the venom-shock finally left Christos' dehydrated body. Snake Companion (CR 6). or at least half-human servants of the yuan-ti. As a slave carried up the keys to release him from his chains. describing his new duties to the ophidian god they worshipped. half-elf Feats: Alertness. Escape Artist. The ritual involves deadly poisonous snakes and more than one opportunity to be slain by the half-bloods in attendance. Concentration (Con). Listen (Wis) and Spot (Wis). There are those humans who choose alien masters over the rest of humanity. The serpent-priest had left hours ago. 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. even those who yearn for a connection to the ancient pre-human saurian races that lived here millennia past. Pick Pockets and Tumble. Children of the Snake are usually spies and saboteurs or insurgents in societies unfriendly to the yuan-ti priesthood. Christos could hardly believe it was coming from his own throat. his quiet voice easily heard and understood by Christos.
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. Sneak Attack (Ex): If a Child of the Snake of level 3 or higher attacks an opponent who is unable to defend himself effectively. see the System Reference Document under Animals for more information and stats for snakes). yuan-ti produce the infusions with their own venom and blood. when the draconic ichor has finally been successfully internalized).
www. as shown on Table 1-5: Children of the Snake Psionics. those with somatic components are given Visible (Vi) displays and those with Material components are given Mental (Me) displays. Treat this animal like a Druid's animal companion. Against the natural poisons of other yuan-ti (including the psionically manifested poisons of other Children of the Snake). this venom cannot be delivered through a normal touch attack. the transformation of the character into a yuan-ti is nearing completion. A minimum of one infusion must be submitted to between levels in order to continue to advance in the class (until level seven. his race changes to yuan-ti. the Child of the Snake can strike a vital spot for extra damage. 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. (For example. This also grants a +2 racial bonus to Perform (dance) checks when flexibility is important (such as belly-dancing). and his creature type changes to monstrous humanoid. but non yuan-ti can also do so with a DC 24 Alchemy check. Children of the Snake do not gain additional power points based on any ability score. Spells with verbal components are given Audible (Au) displays. The Child of the Snake gains psionic attack and defense modes as a Psychic Warrior of the same level. it can be replaced in d3 weeks at no cost to the character. the Child of the Snake is no longer a humanoid. The extra damage is +1d6 at level 3 and an additional 1d6 every three levels thereafter. as well as a +2 racial bonus to Dexterity. the Child of the Snake gains Detect Poison (level 1). but doing so would also eliminate the usefulness of the infusions). which will have a base DC of +1 and a power point cost of 1 as with any other level 1 psionic power. the Child of the Snake can begin to psionically manifest a lethal poison.librum equitis volume two
Power Points (Ex): Children of the Snake gain power points per day as shown on Table 1-5: Children of the Snake Psionics.DREADGAZEBO. These powers are added to the character's list of powers known (if any). The Venom has a save DC of 10 + class level + Constitution bonus and deals 1d10 Constitution damage immediately and again in one minute. At higher levels more snakes or more potent snakes can be recruited as indicated. Draconic Heritage (Ex): Shortly after their conversion. Since most Children of the Snake lack a natural attack to apply the poison to. Without these infusions the character cannot advance beyond level 3 in this prestige class. Each power is listed with a level.
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) Treat the spells on Table 1-5: Children of the Snake Psionics as psionic powers with descriptions identical to those of the spells listed. until he can warp and contort his body in incredible fashions. 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. at level one. Psionic Powers (Sp): Children of the Snake discover a small assortment of psionic powers as they advance in levels. the constant infusions of draconic and yuan-ti venoms have imbued the Child of the Snake with spell resistance of 15. At level 3 the snake is restricted to a single CR 2 snake (either a medium constrictor or a large viper. Deadly Venom (Sp): At level 2. Infusions (Ex): Many of the powers of the Children of the Snake come from their metamorphosis into yuan-ti. a +2 racial bonus on all Grappling checks. they usually manifest it on a weapon. This ability is identical to the rogue ability of the same name. Children of the Snake can "recruit" a snake companion. Inhuman Flexibility (Ex): At level 5. 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. requiring 200 gp worth of ingredients and access to one or more poisonous snakes. which is used to calculate the cost in power points to manifest the power as well as the DC to resist it. This grants the Child of the Snake a +4 racial bonus on all Escape Artist checks. this increases to a bonus equal to his class level. For example a level 5 Child of the Snake can have CR 6 worth of snakes. The Spell Resistance granted by this ability increases to SR of 20 at level 10. If the snake is slain.) 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. 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). 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. and sneak attack dice granted by the Children of the Snake prestige class stack with sneak attack dice granted by any other source. The Child of the Snake becomes more and more flexible as his blessings increase.com
. Children of the Snake are taught the Draconic tongue and the common language of the yuan-ti. These power points are added to any power points the character had from other classes (if any).
Ambient Inc. Snake Companion (Ex): Beginning at level 3. Unlike the normal psionic or magical poison ability. At this point.
gaining all extraordinary powers of the new form. 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. including a poisonous bite.
www. The new form works like a polymorph self form. of sizes tiny through large. except this power enables the manifester to assume the form of any viper. Cause Fear Psychometabolism: Neutralize Poison. Each psionic power can be treated as a spell of the same name. When the duration ends. as indicated in the System Reference Document under Animals. the manifester returns to his normal form. minus one. Once this power has been manifested.DREADGAZEBO. or return to his normal form. Snake. Each one can be cast using power points equal to twice the level listed beside the power. 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. but not during the action.
Ambient Inc. Ma Manifestation Time: 1 action Range: Personal Target: You Duration: 10 minutes / level Power Points: 7 As polymorph self. The change takes place either immediately before or after the character's regular action.com
New Psionic Power
SnakeForm Psychometabolism (Str) Level: Csn 4 Display: Vi.librum equitis volume two
The spell-like powers on table 1-5: Children of the Snake Psionics are divided into the disciplines as follows: Telepathy: Animal Trance.
Pick Pockets and Tumble. Climb. 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). members of the Circle of the Lute are taught specific arcane spellcasting abilities.Silent +2 +5 +5 +2 +6 +6 Alternate Sources (2) +3 +6 +6 +3 +7 +7 Subtle Magic . Knowledge (Nobility & Royalty) (Int). 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. Skill Points per level: 6 + Int modifier Class Features All the following are class features of the Circle of the Lute prestige class.com
. Weapon and Armour Proficiency: The Circle of the Lute provides no additional training with weapons or armor. The Circle of the Lute attempts to quietly foment revolt against the hostile rulership. Speak Language. Profession (Wis). Hide. Knowledge (Int). Intimidate (Cha). and unlike most bardic colleges. where the useful pieces are in turn disseminated to whichever other countries can best use the information to further the aims of the College. a Circle of the Lute member must have an Intelligence score of
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. Disguise (Cha). and how hard thee spells are to resist. To cast a spell. Into these kingdoms. Listen (Wis). Gather Information (Cha). the Bardic College of Mac-Fuirmid sends the Circle of the Lute. as the king had been faking the on-going battle with the orcs in order to cover up troop movements towards his eastern neighbor. most members are of the Bard class. his preternaturally refined sight quickly adjusting from the bright day outside to the smoky confines of the establishment. Sense Motive (Wis). Read Lips (Int).Still
stylized lute inside a circle somewhere on their body. Spellcraft (Int). Since the Bardic College is a generally peaceful organization. None of the ubiquitous town guard were present on first inspection. cabals and secret cults. Of course there was little news. Search (Int). Bluff (Cha). Climb (Str). Knowledge (Local) (Int). usually on a shoulder or shoulder blade. 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. and now keep Collegiate Bards at arm's length from the seat of power.DREADGAZEBO.librum equitis volume two
Circle of the Lute
Braer McFinn glanced around the dark tavern as he entered. Diplomacy (Cha). They also collect what information they can from such countries to pass along to the Bardic College. Note that armor check penalties for armor heavier than leather apply to the skills Balance. Membership in the Circle of the Lute is by invitation only . members of the Circle are rarely dispatched to cause active uprisings or assassinations. Obviously. Scry (Int . Knowledge (History) (Int). Escape Artist. Because of the training involved. Spellcasting: Unlike most bards. Jump. Open Lock (Dex). Some rulers have learned of the Bardic College of Mac-Fuirmid meddling in foreign affairs. these are not like spontaneous spellcasting of bards or sorcerers. 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. but some rogues have entered the Circle over the years. Move Silently (Dex). becoming members of and aiding the efforts of revolutionary groups. members are trained in a very structured arcane mastery more akin to wizardry than sorcery. Perform (Cha). Move Silently.most members have proven themselves in the past as members of the College of Mac-Fuirmid and often as Collegiate Bard diplomatic envoys. instead the few trained Circle members are usually used to keep these hostile countries in check to avoid major wars or conflicts. how many spells he can cast.Exclusive skill). Braer tipped the dwarven barkeep and asked if he had heard any news about the war with the orc tribes to the north. Innuendo (Wis). The Circle of the Lute requires very specific spellcasting abilities.
www. Intelligence determines how powerful a spell a Circle of the Lute member can cast. if not exiling them outright from their domain. All members of the Circle of the Lute have a red tattoo of a Table 1-6: Circle Class Attack Level Bonus 1 +0 2 +1 3 +2 4 +3 5 +3 6 +4 7 +5 8 +6 9 +6 10 +7 of the Lute Level Advancement Fort Ref Will Save Save Save Special +0 +2 +2 Bardic Knowledge +0 +3 +3 Spellcasting Expertise +1 +3 +3 +1 +4 +4 Alternate Sources (1) +1 +4 +4 Subliminal Innuendo +2 +5 +5 Subtle Magic .
Subject's Int drops to 1 Geas/Quest. Table 1-7: Circle of the Lute Spell List
Level 1 Circle of the Lute Spells Charm Person. Misleads divinations for one creature or object classes when casting spells . Mundane or magical writing vanishes Expeditious Retreat. Mimics conjuring below level 4 Level 5 Circle of the Lute Spells Feeblemind. Hear or see at a distance for 1 min / lvl Confusion.Locate Object. Indicates direction to familiar creature Modify Memory. Others trying to discern the hidden message sent using Subliminal Innuendo make an Innuendo skill check as normal. contacts. place or thing Locate Creature. a set of scrolls. Creatures can't approach you level 10 the member also gains the ability to use the Still Spell feat in an identical manner twice per day. each roll requiring a full day of work ingratiating the character into local society). Circle of the Lute members gain the Bardic Knowledge ability. travelling bards and so on. Put 2d4 HD of creatures into comatose slumber Undetectable Alignment. the Invisibility. Sends message to anyone sleeping False Vision.
Level 3 Circle of the Lute Spells Clairaudience / Clairvoyance. or a book of songs and hymns. fatigue Polymorph Self. and you can't attack number of spells per day he may cast or prepare. Sends vision dealing 1d10 damage. This can be performed up to twice per day and can be used Mislead. Negates sound in 15 ft radius what spellcaster level he casts them.librum equitis volume two
10 + the spell's level. only at Silence. Holds one person helpless for 1 round / level Hypnotism. As suggestion. but if the check is successful. Read scrolls and spellbooks Sleep. The Circle member makes an Innuendo check as normal to communicate.DREADGAZEBO. Fascinates 2d4 HD of creatures Message. Doubles your speed Hold Portal. Opens locked or magically sealed door to the spellcaster levels he has in another arcane spellcast. affecting any creature Greater Scrying. Commands subject of 7HD or less Scrying. Captivates all within 100 ft + 10 ft / level Fox’s Guile. Compels subject to follow stated course of action Bard with 4 levels of Circle of the Lute casts Bardic spells at Tongues. In addition. As scrying. the listening character gets the message without needing to have the skill also. Only intended reader can decipher Lesser Geas. Subliminal Innuendo (Ex): At level 5. Opponents can't attack you. Levels of the Prestige Class stack with levels of the Bard class and with any other class granting the Bardic Knowledge ability. At each level gained. The DC of a saving throw agaisnt a member's spell is 10 + the spell's level + the caster's Intelligence bonus. Conceals alignment for 24 hours Whispering Wind.com
. Effectively. Subject gains 1d4+1 Cha for 1 hour / level Spellcasting Expertise (Ex): Starting at level 2.
Ambient Inc. Arouses strong emotion in subject Invisibility Sphere. Subject gains 1d4+1 Dex for 1 hour / level Darkness. the Circle of the Lute member can use the Innuendo skill even when communicating with characters that don't have it. Changes your appearance Comprehend Languages. Bardic Knowledge (Ex): The College of Mac-Fuirmid keeps the Circle of the Lute up to date to the best of their ability through messengers. As lesser geas. Sense direction toward object ing class in order to determine his spellcaster level in those Misdirection. 20 ft radius of supernatural darkness Detect Thoughts. Turns you invisible and creates illusory double on spells already modified by other metamagic feats. Because of this. Subject is invisible for 10 min / level Circle of the Lute member can apply one half his class level Knock. At Repulsion. Changes one page to hide its content Nondetection. Magically locks a portal or chest Befuddle. At level 8 he gains the ability to make a third check in one evening as his network grows. Controls humanoid telepathically Dream. faster and longer Mass Suggestion. 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. You assume a new form Shadow Conjuration. 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. Makes subjects behave oddly for 1 rnd / lvl Detect Scrying.this does not increase the Sanctuary. Reveals hidden doors within 60 ft Erase. the member gets additional spells per day based on Intelligence. plus 1 subject / lvl
Subtle Magic (Ex): A level 6 Circle member gains the ability to use the Silent Spell metamagic feat spontaneously on any spell he can cast without extending the casting time. but suffer a -5 circumstance penalty. Understand all spoken and written tongues Darkvision. a level 8 Suggestion. Circle members often conceal their spellbooks in the form of Illuminated texts. Changes 5 minutes of subject's memories Nightmare. See 60 ft in total darkness Detect Secret Doors. a member of level 4 or greater can tap into many sources of information. To determine the member's spellcaster level when casting spells gained in this manner. Additional spells can be scribed into their spellbooks in the same manner as a wizard's. Speak any language
spellcaster level 10 and casts Circle of the Lute spells at spellcaster level 8. 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. Whispered conversation at distance Read Magic. Learn tales about a person. and the constant involvement of the Circle members in local events and society. Makes one person your friend Change Self. Allows "listening" to surface thoughts Enthrall. Fools scrying with an illusion Legend Lore. Spies on subject from a distance Secret Page. the Circle of the Lute member gains two new spells chosen from the Circle of the Lute spell list. Sends a short message one mile / level
Level 2 Circle of the Lute Spells Arcane Lock. Confuses a single target Cat's Grace. Makes everyone within 10 ft invisible Illusory Script. Alerts you of magical eavesdropping Emotion.
www. the character can now make one additional Gather Information check in one evening of information gathering. For example. Hides subject from divination / scrying Level 4 Circle of the Lute Spells Dominate Person.
Move Silently. the EarthBound gains additional spells known and additional spell slots to cast spells. 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 lowerlevel spell if he so chooses. Hit Die: d8 Requirements To qualify to become an EarthBound (Erb) a character must fulfill all the following criteria. and it warned of troubles. the EarthBound are particularly rare specimens of their race. The EarthBound are usually drawn away from Dwarven society in order to be in silence to listen to the rock and earth around them. Troubles the dwarves would be unable to handle without warning and rock-lore. as indicated. He was stocky. and Spellcraft (Int). Great Fortitude. Craft (Int). he could feel the defenders step to the winches to open the front gate at his approach. An EarthBound's selection of spells is limited by his level. protecting and even nurturing them. but he need not prepare his spells in advance. if any. RockBrother Spellcasting: Ability to cast at least 2 different transmutation spells of level 2 or higher. Jump. reddish-brown. An EarthBound is limited to casting a certain number of spells of eah level per day. Through the stone.com
. Spellcasting: An EarthBound casts arcane spells according to Table 1-8: EarthBound Spellcasting. The number of spells he can cast per day is improved by his bonus spells from Wisdom. if any. when they make their appearances in deep dwarven communities. Climb. Concentration (Con). Note that armor check penalties for armor heavier than leather apply to the skills Balance. Class Skills The EarthBound's class skills (and the key ability for each skill) are Appraise (Int). The Difficulty Class for saving throws against EarthBound spells is 10 + the spell's level + the EarthBound's Wisdom modifier. with torn and dirty clothing. with some few drawn from the rare dwarven wizards and sorcerers. Race: dwarf or stone giant Feats: Toughness. The EarthBound are dwarves who have heard the summons of the earth. stone and mining deities. Weapon and Armor Proficiency: EarthBound gain no additional training with weapons or armor.
Special Earthstep EarthKin EarthFed Craft Tablets
Class Features All of the following are class features of the EarthBound prestige class. At each level. He had no desire to return to the confined society he had left so long ago to listen to the rock. Climb (Str). Since few dwarves take up a path of magic to begin with.
www. and barefoot.DREADGAZEBO. The number of spells an EarthBound knows is not affected by his Wisdom bonus. talking to them.
Table 1-9: 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
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. 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. They claim to hear the voice of stone and earth calling to them. Pick Pockets and Tumble. Most are barefoot. years perhaps since his last visit to the home that had raised him and was now raising his children. Hide.
Table 1-8: 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 Skill Points at Each Level: 4 + Int modifier. Search (Int). To learn or cast a spell. Most are clerics of earth. but the rock had spoken to him.librum equitis volume two
Derrace walked slowly towards the Citadel. Escape Artist.
the EarthBound gains the ability to speak Terran if he did not have this ability already. cuts. Inscription harms those who pass it Meld Into Stone. Creatures in area take 1d8 dmg.
RockBrother [General] You know stone like a close family member Prerequisites: Craft (Stonework) skill. member of a race with a close connection to stone (dwarf. the EarthBound gains the ability to craft stone or clay tablets that contain most of a spell. Learn about terrain for 1 mile / lvl Earth's Defender. Characters who already possess this ability gain a +3 inherent bonus on all rolls using Stonecunning. Turns subject creature into a statue Greater Glyph of Warding. Object or creature grows +10%/lvl (max +50%) Endure Elements. One subject / level leaves no tracks Reduce. Ground collapses. Cobblestones in a cloud city wouldn't count. Restores petrified creature Stoneskin. stone giant. nor would a dwarven boat with a stone fortress atop it. Transforms 2 10 ft cubes / lvl Wall of Stone. with the EarthBound's character level being used as his cleric level in the attempt. Allows the subject to act below 0 hit points Granite Steel. Digs trenches and builds hills Statue.DREADGAZEBO. Absorb 12 dmg/lvl from one energy Spike Stones. and he becomes immune to critical hits. the EarthBound gains the ability to rebuke or control creatures with the Earth sub-type. the EarthBound becomes one with the earth. Stops blows. Greater earth elemental only
www. deal 1d6+1 damage Mending.
Table 1-10: EarthBound Spell List Level 1 EarthBound Spells Clay Step. an Earthbound who maintains contact with large quantities of earth or stone no longer needs food to survive. Halves movement of target Enlarge. 1 sub/lvl takes only part actions.
EarthBinder (Su): At level 8. Small earth elemental only Tremor. Sculpts stone into any form Summon Monster III. The EarthBound still requires water to survive. Makes minor repairs on object Mountain's Fortitude. etc) Benefit: The character gains the dwarven Stonecunning racial ability. This ability is identical to the Scribe Scroll feat. Turn stone to clay and earth to sand Stony Purge.com
. Intense tremor shakes 5 ft radius / lvl Essence of Earth. Target is immobilized by dust and rock Passwall. One Earth (Su): At level 12. EarthFed (Su): Beginning at level 4. May climb stone and earth surfaces Mage Hand. 3 stones gain +1 attack. Shock wave topples targets Slow. the cost in gold and XP is 25% less than a scroll to scribe. DR 25 / +1 and minor spell immunity Iron Body. EarthKin (Ex): At level 3. Target is hurt. plus their Charisma modifier. This bonus increases to +4 at level 6 and to +6 at level 10. -2 AC. 20hp / 4lvls. They can attempt to do so once per day. Craft Tablets (Ex): At level 5. Weapon gains hardness and hit points Magnetic Covering. Blinds creatures. except for the material being used. Your body becomes living iron Oubliette. outlines invisible creatures Glyph of Warding. the EarthBound gains a +2 circumstance bonus on all move silent checks while barefoot on rock. His creature type changes to Elemental (earth). 1d4+1/lvl blast of earth buries targets Flesh to Stone. This contact must be maintained at least 16 hours out of every 24. -2 melee attacks Stone Shape. Breaches walls 1 ft thick / lvl Protection from Elements. Transforms 2 10 ft cubes / lvl Transmute Mud to Rock. Subject can become a statue at will Stone to Flesh. Each tablet weighs 2 pounds. Object or creature shrinks 10%/lvl (max -50%) Soften Earth and Stone. Huge earth elemental only Level 5 EarthBound spells Earthquake. Tablets are spell-completion items. Subject gains 1d4+1 Con for 1 hr/lvl Glitterdust. Medium-size earth elemental only Swim Through Earth. This is treated identically to a negative-energy channeling cleric rebuking or turning undead. The contact must be made with at least 100 tons of earth or stone that is connected in some way to the ground. 5-pound telekinesis Magic Stone. Remain motionless to gain DR 10 / +1 Pass Without Trace. Exhumes one person or object Endurance. plus one additional time per two EarthBound levels greater than 7. stabs and slashes Summon Monster VII. but poisons are reduced Level 2 EarthBound spells Barkskin. Because they are made of common materials. Subject melds into stone and can move Transmute Rock to Mud. may be slowed Summon Monster V. Grants +3 (or better) natural armor bonus Bull's Strength. xorn. earth or sand. Binds an earth elemental to guard an area Move Earth. Other spells are from the System Reference Document. or to the elemental plane of earth. has a hardness of 8 and 5 hit points. Ignore 5 damage / rnd from 1 energy type Hands of Clay. can be shaped Level 4 EarthBound spells Blast of Earth. You and your gear merge with stone Murmur of the Earth. Subject gains 1d4+1 Str for 1 hr/lvl Claim from the Earth. Cause a minor earthquake in the area Wall of Earth. 5 foot cube of earth / level Spells in italics can be found in Chapter 2. devouring target Summon Monster VIII.librum equitis volume two
Earthstep (Ex): At level 2.
Level 3 EarthBound spells Commune with Nature. 10d8 dmg glyph of warding Guardian of Earth.
exclusive skill). Mounted Combat. Combined with masterwork barding. Fast in the Saddle feat. taking full advantage of the increased mobility. Intimidate (Cha). +1 on Reflex saves) and a +1 competence bonus on all attack rolls. Spirited Charge. Truly this would be a battle for the shamans to chant about for ages! Elite Cavalry are mounted warriors. Hide. Climb (Sr). If the Elite Cavalry already has all feats made available by this ability. Mounted Team ment of his mount. Mounted Cleave (Ex): The Elite Cavalry learn how to follow through on a powerful blow. Note that armor check penalties for armor heavier than leather apply to the skills Balance. Move Silently.machines of destruction custom-built by mother nature for the elite worg riders. Each wolf was easily 35 stone.DREADGAZEBO.com
. Mounted Team (Ex): The level 2 Elite Cavalry learns how to fight with a mount under him. using this extra melee attack anywhere along the new move+2. elite knights and heavy soldiery of classical warfare. most are level 1 warriors aspiring to this station. Blood-red pennants snapped in the wind of their speed as they tore across the glades towards the elven fortress. Bonus Feat +5. Base Attack Bonus: 3+ Handle Animal: 6 ranks Ride: 6 ranks Feats: Martial Weapon Proficiency. Bonus Feat: A levels 4. quickly smashing through the armored forms about them. while aiding the steed to avoid blows and aiming it to better targets. killing it. Class Skills The Elite Cavalry's class skills (and the key ability for each skill) are Animal Empathy (Cha . 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. Special: Training in the cavalry unit of any standing army. the Elite Cavalry gains any one feat that has Mounted Combat as a prerequisite as a bonus feat. Elite Cavalry are an essential part of any standing army. he is granted an extra melee attack at the same attack bonus as the blow that struck down his target. but the elite goblin cavalry mounted on these were accustomed to the raw and rippling muscle beneath their saddles . The power of each dire wolf would be humbling to most riders. Climb. +3. with some from the other fighting classes and many rangers among the elven troops. power and altitude conferred upon him. Jump (Str).from the classic human heavy cavalry in full plate to the fanatical goblin wolf riders. Barding Specialisation (Ex): Given the necessary time (twice the normal time needed to outfit a steed with barding). Handle Animal (Cha). Above them. Ride-by Attack. medium and heavy armor as well as with shields. Jump. Most races have their versions of these soldiers . Escape Artist. 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. Most Elite Cavalry are drawn from the ranks of warriors and fighters. Pick Pockets and Tumble. the riders let out a fierce shout as the wolves beneath them sprung forward into the elven troops and their human mercenaries. Ride (Dex) Table 1-11: 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
Skill Points per level: 2 + Int modifier Class Features All of the following are class features of the Elite Cavalry prestige class. Hit Die: d10 Requirements To qualify to become Elite Cavalry (Ecv) a character must fulfill all the following criteria. the goblins lay about with morningstars and axes. he may continue the movement of his Special mount as per the Ride-by Attack +1. If a level 5 Elite Cavalry strikes down an opponent (typically by reducing it to below 0 hit points. etc. 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. As they broke into the glade. Before making this attack. Training the mount is the same as training it to wear barding in the first place (Handle Animal check.) during a Ride-by Attack. DC 20) but only takes a week instead of the usual two. Mounted Cleave
Man Man Man Man Man
of of of of of
the the the the the
Horse Horse Horse Horse Horse
Ambient Inc. This grants both the Elite Cavalry and his mount the benefit of one-quarter cover (+2 Armor Class. Not all mounted troops are Elite Cavalry as such. 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.librum equitis volume two
and Swim (Str). 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). huge teeth reaching forwards to rip the legs out from under the second rank of troops. a powerful charger can perform almost as unencumbered in this fashion. This bonus feat is in addition to the feats that a character gains through level advancement. he may instead select any feat from the Fighter's bonus feat list. 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. and the heavy barding and goblin rider increased the weight substantially.
www. Barding Specialization +4. Weapon and Armor Proficiency: Elite Cavalry are trained in the use of all simple and martial weapons and with light.
Chunks of dirt and sod flew up under the relentless assault of the running wolves.
Spellcraft (Int). Weapon and Armor Proficiency: Forge Singers gain no additional training with armor or weapons. Forge Singers can perform a number of songs per day granted by this class equal to his class level. granting up to twice his level of forge workers the ability to work at the forges for 16 hours a day. hit points beyond those he receives from the prestige class. 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). sweat and song into the souls of his brethren. At the center of almost every dwarven citadel is the forge chamber.indeed the skills of the Forge Singer are almost wasted on those without training in the Bardic traditions. although many have also multi-classed as bards . Class Skills The Forge Singer's class skills (and the key ability for each skill) are Appraise (Int). Hide. With a successful DC 20 Perform check. Perform (Cha). He does not. as well as their spiritual heart. Class Features Table 1-12: The Forge Singer Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +2 +0 +2 Forge Domain. the Forge Singer keeps his song of inspiration alive for 16 hours a day.DREADGAZEBO. This effectively doubles how much they can produce in a day of work. Forge Singers are viewed as both the master smiths of the dwarven holds. earth.com
. Diplomacy (Cha). Additionally. 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. 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. keeping time with the bellows and hammers of the forges. Heal (Wis). he gains the ability to use his song or poetic effects one additional time per day per two levels of Forge Singer. Forge Domain: At level 1. gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead. mindaffecting sonic ability. Climb. except for an increased effective level of spellcasting. the Forge Singer gains the Forge Domain. 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. Craft (Int). There. If a character had more than one divine spellcasting class before becoming a Forge Singer.librum equitis volume two
The dwarven pulse is that of the beating hammers at the forge. Song of the Forge is an extraordinary. and gaining the domain ability of the Forge Domain. They sing as they work. and sometimes even their souls into the magics they craft there. Jump. Note that armor check penalties for armor heavier than leather apply to the skills Balance. 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
All of the following are class features of the Forge Singer prestige class. and so on). Move Silently. the Forge Singers draw together the fire. in the depths of the earth. metamagic or item creation feats. he must decide to which class he adds the new level for purposes of determining spells per day. It is said that few orcs have the endurance and skill to keep up with the Forge Singers. Pick Pockets and Tumble. 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.
www. Musical Ability (Ex): The Forge Singer is granted divine skill and confidence in his songs. adding the Forge Domain spells to the spells he can select as a domain spell. Hit Die: d8 Requirements To qualify to become a Forge Singer (Fgs) a character must fulfill all the following criteria. Knowledge (religion) (Int). however. Escape Artist. Fire Resistance (Ex): Constant exposure to the heat of the forge combines with the prayers and magics of the Forge Singer
Spellcasting +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level
Ambient Inc.who goad the orcs into building weapons and armor for months at a time in order to successfully field fully equipped armies. Concentration (Con). 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. Spellcasting: At the indicated levels. where the dwarven iron priests and Forge Singers beat out the wares of their labor and the heartbeat of their society. All dwarven Forge Singers are clerics of the dwarven gods. Supposedly there are black orc Forge Singers as well . Skill Points at Each Level: 2 + Int modifier.
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. Song of Sharing (Su): A level 6 Forge Singer gains the ability to share the XP cost of manufacturing magic items. Subject gains 1d4+1 Str for 1 hr / lvl Strength. Tiny weapons cost the forgemaster two permanent points of damage to his hit points and take 5 minutes to craft. each person will therefore know exactly what the cost in XP will be before entering into the Song. Stoneskin. mind-affecting sonic ability. While chanting. Iron Body. Makes certain spells permanent 11 ranks in Perform can sing to the heart of a fire. feet of the Forge Singer. 1d4 Huge Iron Elementals. but it also affects all fires within 120 Granite Arms is included in chapter 2 of this book. an ally must be within 200 feet of the Forge Singer and hear the Forge Singer chant for a full round. As long as the Forge Singer sings the Stoker's Song. stone. or activate magic items by magic word (such as 1. the Forge Singer can fight.
www. Summons 2d4 Large. Each participant with the Song of Sharing ability chooses how much XP to invest in the creation of the magic item in question. Bull's Strength. 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. this resistance reduces the amount of damage taken from fire and heat by 2 points per round. To be affected. the Forge Singer can fight but cannot cast Granted Power: The cleric gains a +4 sacred bonus on all craft checks working with metal. and much hotter. 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. Your body becomes living iron 9.
Ambient Inc. Song of Strength is a super.librum equitis volume two
to grant him a permanent resistance to heat and fire damage. This song was original. 5. but not cast spells. Affected allies receive a +4 morale bonus to 2. medium weapons 3 times.3. Weapon gains 5 hardness & hit points 4. 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. +1 damage per day spent in living forgemaster form. brighter. all fire effects within 120 feet deal an additional 2 points of damage per die. the Forge Singer becomes capable of a powerful metamorphosis into a living forgemaster. the effect of this song increases to a +8 morale bonus to Strength. Major Creation. Permanency. 30 hp / 4 lvls.8. At level 3. Forge of Self (Ex): At level 10. Elemental Swarm. Weapon gains +1 bonus wands). can topple onto foes Stoker's Song (Su): A level 5 Forge Singer with at least 6. activate magic items by spell completion (such as scrolls). Each participant in a Song of Sharing must be a willing participant. All investments of XP are calculated before the Song is begun. 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. Wall of Iron. wood) natural.DREADGAZEBO. 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). At level 8. cuts. The forgemaster can craft metal weapons out of his own body while in this form. Small weapons cause twice as much damage and take twice as long to craft.com
. stabs and slashes stronger. The effect lasts as long as the Forge Singer chants and for The Forge Domain 2 rounds after the Forge Singer stops chanting (or 2 rounds after the ally can no longer hear the Forge Singer). Creates one metal object (no cloth. Stoker's Song is a supernatural sonic ability. Granite Arms. making it 7. All other participants (those without the ability but who take part in the song) share the remaining XP cost equally between them. and transforming back out of the living forgemaster form causes 1d8 damage to the Forge Singer's Constitution. and large weapons 4 times. this resistance increases to 6 points per round. At level 9. ly created to increase the heat of smelting operations to draw metal from ore. The transformation is extremely taxing to the Forge Singer. 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. Magic Weapon. It is often used to increase the offensive capability of flaming weapons and fire magics used to defend the forge when it comes under attack. While singing the Stoker's Song. Once per week the metamorphosis can be undertaken. Stops blows. spells.
Sunder Earth Mastery (Ex): The Iron Elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. Abilities: +2 Con. The combat modifiers given in Earth Mastery also apply to the elemental's opposed Strength checks. +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.
Ambient Inc. The Forge Singer has the rare ability to summon forth these Iron Elementals from their home. Push (Ex): The Iron Elemental can start a bull rush maneuver without provoking an attack of opportunity. Reduced Dex stat will decrease Initiative bonus by 1 point. Creating an Iron Elemental "Iron Elemental" is a template that can be added to any earth elemental. Some are rusty red-brown. Speed: speed is decreased by 25% AC: Natural armor improves by one-third (round down) Damage: Increase by 1 die. Dex 6. Iron elementals look like a steel-plated version of the earth elemental. others black as night and some few are as shiny as freshly beaten and polished steel. -2 Dex Sample Iron Elemental: The following sample uses a Huge Earth Elemental as the base creature
Iron Elemental.DREADGAZEBO. Type: Creature type is changed to Elemental (Iron) Hit Dice: As base creature. rivets and spikes. stones and metals. If an opponent is airborne or waterborne. Will +5 Abilities: Str 29. Wis 11. Cha 11 Skills: Listen+18. Huge
Huge Elemental (Iron) Hit Dice: 16d8+96 (168 hp) Initiative: -2 (Dex) Speed: 15 ft AC: 21 (-2 size.librum equitis volume two
Not all elementals from the plane of earth are made of a mix of earths. Ref +3. push Special Qualities: Elemental. Spikes increase the crit multiplier by one. etc). 2d10 becomes 3d10. Initiative: As base creature. almost entirely made of a single elemental component of the plane. the elemental suffers a -4 penalty to attack and damage. Power Attack. Spot +18 Feats: Cleave. -1 Dex. Con 23. Increased Con stat will increase hit points by 1 hit point per hit die. Int 6. Some are a more "pure" form. Great Cleave.
. (1d6 becomes 2d6. All are adorned with massive steel studs. damage reduction 10/+2 Saves: Fort +16.
librum equitis volume two
The diminutive tailor looked over his latest masterpiece in progress. Craft (Int). The Mad Tailor crafts his masterpieces using a mix of magic and old-fashioned haute-couture. as few others ever learn the magics needed for the gruesome process of their constructions. Knowledge (Arcana) (Int). The first signs of insanity manifest as inappropriate laughter (Will save. Class Features All of the following are features of the Mad Tailor prestige class. Mad Construct I 2 +1 +0 +0 +3 3 +1 +1 +1 +3 Mad Construct II 4 +2 +1 +1 +4 Homunculus. bone. Knowledge (Anatomy) (Int). his mind begins to slip (no sane man could do such work as this). this time with a content smile upon his drawn lips. Escape Artist. Spellcasting (Su): At each level.DREADGAZEBO. almost furtively. seeking the missing ingredient for this piece. Concentration (Con). Climb. no doubt. the messenger froze in his tracks. If the character can manifest the Polymorph Other power instead of casting it. He does not. 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). hit points beyond those he receives from the prestige class. he must decide to which class he adds the new level for purposes of determining spells per day. to craft masterpieces from living flesh. the messenger was quickly sewn into the massive construct of flesh by the agile hands of the tailor.
www. DC 20. but not particularly pretty. and so on). and two to five additional
Table 1-13: The Mad Tailor Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 First Signs. metamagic or item creation feats. not near-static golem-like constructs from the inanimate or gruesome animated dead. Hit Die: d4 Requirements To qualify to become a Mad Tailor (Mdt). If a character had more than one spellcasting class before becoming a Mad Tailor. Heal (Wis). Jump. Mad Construct I (Ex): The Mad Tailor first hones his skills with flesh. gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead. It is generally a self-taught path. Mad Tailors are usually wizards and sorcerers. The Mad Tailor is someone who has decided to "remodel" people and creatures. A Mad Construct I requires one small animal or beast as the base for the construction. then he can elect to treat these spellcasting levels as manifesting levels instead. Note that armor check penalties for armor heavier than leather apply to the skills Balance. 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. the tailor examined the masterpiece once more with his critical eye. and was then lifted towards the masterpiece in the middle of the study. 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. and Spellcraft (Int). Chuckling and almost tittering to himself. -2 insanity penalty on Sense Motive checks). First Signs (Ex): As the Mad Tailor first learns the arts of his trade. however.com
. the materials available this time left a lot to be desired. Weapon and Armor Proficiency: Mad Tailors receive no additional training in armor or weapons use. He looked around. sinew and thread upon animals and other… predictable… victims . That was what he needed! With a gesture and a word from the tailor. His eyes frozen in mute horror. 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. Profession (Int). Skill Points at Each Level: 4 + Int modifier. Move Silently. although some truly infamous mad tailors attract a small entourage of wannabes. He can never be found without needle and thread in hand. Hide. But then again.… It was functional. 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.ones that the Mad Tailor can force to listen to commands. except for an increased effective level of spellcasting. Pick Pockets and Tumble. to keep from laughing when doing so would be a bad idea) and minor delusions (cannot take 10 on Listen and Spot rolls.
www. staples. Magical Construct (Ex): At level 10. Requiring a single huge-sized animal. Mad Construct II (Ex): Beginning at level 3.300 XP to perform.such as four dogs substituting for a human). He becomes manic-depressive (roll 1d6 for the character's mood each morning and after a major stressful event . beast or humanoid (alternately three small-sized animals. 3 creatures of one size smaller than indicated can substitute as a creature of the indicated size . on a 4-6 he is depressed. humanoid or giant with two to five additional animals. In times of extreme stress (such as combat or being hunted down by a mob of torch-bearing peasants). A Mad Construct II is made from a single medium-sized animal. beasts or humanoids can be substituted) with two to five additional animals. The process consumes 10. Depressed characters receive a -2 morale penalty on all skill checks and saves and rarely take interest in anything except their own masterpieces). the Mad Tailor begins making truly monstrous constructs.a construct created from the Mad Tailor's own flesh. beasts or humanoids of medium-size or smaller to complete it. While in hysterics treat the Mad Tailor as being in a barbarian rage. the Mad Tailor's constructs require a larger facility for their construction. The process consumes 4. 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. with a multitude of additional creatures used throughout the assembly. able to assemble creatures from much… finer… raw materials.
Ambient Inc. paranoia and mild hallucinations (-4 insanity penalty on sense motive checks. the Mad Construct IV takes seven weeks to complete. in the case of creatures of the construct's size.on a 1-3 he is manic. the Mad Construct V takes nine weeks to assemble. he may fall prone to hysterics (Will save DC 10+1 per round of combat or minute of stress to prevent hysterics).000 gp worth of special but obtainable ingredients (special threads and cat-gut sutures. A Mad Construct III takes five weeks of sewing and modifying the source creatures to create. parts of the creatures in question are grafted and sewn into the construct). Delusions (Ex): As the Mad Tailor's mind slips further away. then they are sewn and grafted entirely into the construct. The process consumes 30. beasts or humanoids of large size or smaller to complete it. Once created.librum equitis volume two
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. The construction consumes 100 gp of ingredients and materials and costs the Mad Tailor 25 XP to perform. and mood swings. In all other ways the Homunculus is treated as the Homunculus entry in the System Reference Document. the Mad Tailor can now use magical beasts as an ingredient in his Mad Constructs. the Mad Tailor begins his trade in earnest. humanoid or giant as the base creature. -2 insanity penalty on listen and spot checks).900 XP to perform. 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. but generally brash. Homunculus (Ex): The Mad Tailor can begin to ply his trade upon his own form. just the -2 to AC and the inability to do anything requiring serious thought or concentration. beast. his delusions become more prominent. The process consumes 1.
Mad Construct V (Ex): At level 9.000 gp worth of ingredients and costs the Mad Tailor 700 XP to perform.000 gp worth of ingredients and costs the Mad Tailor 1. Psychosis (Ex): At level 8. The usual result of this is a strange homunculus . Requiring the same base creatures (although often adding a few more "minor" creatures to the mix for additional limbs and muscle tissue). lab equipment) and costs the Mad Tailor 100 XP to perform. tubing.000 gp worth of ingredients and costs the Mad Tailor 1. able to tower over most siege devices. the Mad Tailor can create a much more powerful construct than the Mad Construct IV. A Mad Construct II takes three weeks of sewing and modifying the source creatures. (As always.000 gp worth of ingredients and costs the Mad Tailor 300 XP to perform. clamps. These include delusions of grandeur (+2 morale bonus on saves against fear).DREADGAZEBO. it will follow simple orders from the Mad Tailor. often out of boredom.com
. The process consumes 20. Mad Construct III (Ex): At level 5. Mad Construct IV (Ex): At level 7. except that he gains no bonuses. 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). beast. the Mad Tailor is truly slipping into the deep end. A Mad Construct III is made from a single large-sized animal.
They are patchwork creations. death effects and necromantic effects.
www. It snarled. ability damage. Ref +2. A construct is not at risk of death from massive damMad Construct I Small Construct 1d10 (5 hp) +1 (Dex) 30 ft 15 (+1 size. then moving on to spread more destruction.DREADGAZEBO. Each Mad Construct gets a certain number of special abilities from this list. The Mad Tailor. Choose one of fire. +9 natural) Slam +14 melee Slam 1d12+15 5 ft by 5 ft / 10 ft 1 ability from Group II Berserk. Wis 12. unfathomable limbs. Creating a Mad Construct When crafting a Mad Construct from it's component beings.albeit constructs that require food and drink to survive. Armor: Implanted exoskeletal bones. Wis 10. sewn together from who knows what. 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.librum equitis volume two
"They were caught short by a pitiful mewing noise. +6 natural) Slam +6 melee Slam 1d8+6 5 ft by 5 ft / 5 ft 2 abilities from Group I Berserk Fort +0. using Craft (Tailor). though they can be healed using curative magics. From its shoulder the mewing continued from the face of a small cat. food and water to survive. Construct: Constructs usually have no Intelligence scores and never have Constitution scores. Dex 13. now a quiltwork of body parts and strange. The same resistance can be chosen multiple times and stacks. although its component parts may be. stunning. armor plates or even rhinoceros hide provides a +2 inherent bonus to the Mad Construct's natural armor. grafted there for some obscure ornamental purpose. but when reduced to 0 hit points or less. armor class and Reflex saves. select special abilities for it from the lists below. Dex 13. unlike most constructs. they lose their free will and are otherwise treated as most other constructs in the game . based on the type of construct. Int -. cold. Once per hour. Int -. Ref +1. it is immediately destroyed. sleep. Cha 4 Any land and underground Solitary 2 None Always neutral None
Ambient Inc. which requires a successful Charisma check (DC 20). electricity or sonic resistance 5. Cha 4 Any land and underground Solitary 1/3 None Always neutral None age. paralysis. subdual damage. compulsions. +1 Dex. Will +0 Str 15. Berserk (Ex): When a Mad Construct enters combat. A construct is immune to mindinfluencing effects (charms. It is immune to any effect that requires a Fortitude save (unless the effect also works on objects). Con -. Resistance (Ex): Choice materials and special preparations during the crafting of the Mad Construct make it resistant to one or more energy forms. Damage Reduction 5/+1 Fort +2. Will +3 Str 31. The uncontrolled Mad Construct goes on a rampage. Constructs cannot heal damage. disease. Wis 12. While they are still alive. Cha 4 Any land and underground Solitary 5 None Always neutral None
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 II Medium-size Construct 3d10 (16 hp) +1 (Dex) 40 ft 17 (+1 Dex. a towering 20 foot monstrosity that may have once been a small giant. From around the corner lurched a beast which looked like a patchwork hunting dog. Con -. They can be repaired as an object can." Mad Constructs are created from living specimens by the Mad Tailor. Trample (Ex): As a standard action during its turn each round. Multiple uses of Agile do not stack. This gives it a +1 on initiative rolls. a Mad Construct requires air. Con -. Agile (Ex): Use of light and agile creatures for the construction grants the Mad Construct a +2 inherent bonus to Dex. attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach. the construct can run over an opponent at least one size smaller Mad Construct III Large Construct 7d10 (38 hp) +0 50 ft 18 (-1 size. Attempts should be made to keep the powers granted to a Mad Construct in line with the creatures used in it's construction. if within 60 feet. It gains a swim speed of 60 ft. a quilt of various living beings meshed together into a horrific monstrosity under the will of its creator. Sprint (Ex): Powerful legs from a wild animal grant the Mad Construct the ability to run incredibly fast for short periods. patterns and morale effects) and to poison. It takes 1 minute of rest to reset the Mad Construct's berserk chance to 0% Mad Construct Group I abilities Additional Attack: Extra limbs give the Mad Construct one additional attack at its highest attack bonus. ability drain or energy drain. can try to regain control by speaking softly and persuasively to the Mad Construct.com
. A construct is not subject to critical hits. and perhaps even nearly streamlined. Will +1 Str 19. Int -. Then its master followed. +3 natural) Slam +3 melee Slam 1d6+3 5 ft by 5 ft / 5 ft 1 ability from Group I Berserk Fort +0. dripping bloody foam to the cobbles beneath it. A construct cannot be raised or resurrected. acid. Unlike most constructs. phantasms. Ref +1. Dex 11. the Mad Construct can take a charge action to move 10 times normal speed Swim: The Mad Construct is aquatic.
www. hooks. the Mad Construct must hit with its slam attack. it can make a full attack even if it has already taken a move action. To use this ability. Tough (Ex): Made from hardy beasts and animals. +12 natural) Slam +20 / +15 melee Slam 1d12+18 5 ft by 5 ft / 10 ft 2 abilities from Group II Berserk. +15 natural) Slam +27 / +22 / +17 melee Slam 2d8+22 10 ft by 10 ft / 15 ft 1 ability from Group III Berserk.librum equitis volume two
than itself. Will +8 Str 41. Wis 14. Gristle (Ex): By working only with the hardest muscles and bones. 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. if the Mad Construct charges a foe during the first round of combat. the Mad Construct gains 3d10 hit points added to its hit point total. 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. Damage Reduction 15/+3 Fort +6. the opponent cannot react to trip the Mad Construct.DREADGAZEBO. Multiple uses of Tough do not stack. Con -. Trip (Ex): Suckers. steel plates and other reinforcements. Improved Grab (Ex): A bear hug is always a good tactic for a large creature to take care of smaller threats. Int -. Dex 11. Damage Reduction 10/+2 Fort +4. Ref +4. Cha 4 Any land and underground Solitary 10 None Always neutral None
Ambient Inc. Siege Engine (Ex): The massive fists of the Mad Construct are reinforced with extra bones and armor. Dex 9. Ref +5. This gives it an additional +2 on its attack rolls and +3 to damage from its slam attack (and +2 damage with other attacks). They ignore the hardness of targets struck and grant the Mad Construct the benefits of the Sunder feat. Charge (Ex): Headstrong and ferocious.
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 IV Large Construct 13d10 (71 hp) +0 50 ft 21 (-1 size. Will +6 Str 35. 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. Wis 14. or even grasping appendages attached to very strange places grant the Mad Construct a trip attack. tentacles. the Mad Construct gains a +8 inherent bonus to it's natural armor. Int -. The Mad Construct gains a +4 inherent bonus to Strength. Con -. 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). Cha 4 Any land and underground Solitary 8 None Always neutral None
Mad Construct V Huge Construct 19d10 (104 hp) -1 (Dex) 50 ft 23 (-2 size.com
. If the attempt fails. Multiple uses of Brutal do not stack. 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 source can be of use to a brute like this. Multiple uses of Gristle do not stack. the Mad Tailor grants his Mad Construct an additional 10d10 hit points.
Open Lock (Dex). (She still loses her Dexterity bonus to AC if immobilised. and all damage bonuses stack with other Sneak Attack bonuses the character may have. Sneak Attack (Ex): If a Mind Thief can catch an opponent when she is unable to defend herself effectively from his attack. This is treated exactly as the Rogue's Sneak Attack ability. and so on). Uncanny Dodge (Ex): Starting at level 2. Psions who show promise in the arts of movement are watched to see if they have a certain moral “flexibility”. however. hit points beyond those she receives from the prestige class. stone walls of Tuarek.librum equitis volume two
The Grey School of Tuarek is one of the few known schools of psionics in the world. Tumble (Dex). Jump (Str). Many a young psion has found training behind the tall. Handle Animal (Cha). At level 2 and above. minds and souls. Jump. Those that do are invited to the order of the Mind Thieves of Tuarek. Use Magic Device (Cha) and Use Rope (Dex). Gather Information (Cha). Others are merely rogues with a talent for manifesting psychoportive powers and a knack for the arcane. Manifesting: At the indicated levels.DREADGAZEBO. Hit Die: d4 Requirements To qualify to become a Mind Thief (Mth) a character must fulfill all the following criteria.)
Table 1-14: 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. 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). Most Mind Thieves were originally psions with a few levels of rogue. 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. and the psychic warriors trained there are known for their combination of psionics and samurai swordsmanship. Craft (Int). psions specializing in psychoportive powers. Most members of this secret society are assassins who hire out specifically against wizards and clerics. Spot (Wis). 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. Weapon and Armor Proficiency: The Mind Thief is proficient in all light simple and martial weapons and with light and medium armors. If a character had more than one manifesting class before becoming a Mind Thief. and most of these are nomads. he can strike a vital spot for extra damage. Move Silently. however. except for an increased effective level of manifesting. but a vast majority are trained by the order of the Mind Thieves of Tuarek. the Mind Thief gains the extraordinary ability to react to danger before his senses should allow her to even be aware of it. Intimidate (Cha). She does not. PsiCraft (Int). 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. mastering the art of striking deep into their foes with their fearsome mind blades. she must decide to which class she adds the new level for purposes of determining manifestation. Climb. A very few psionic rogues discover their way to these skills on their own. The Mind Thieves of Tuarek are supreme specialists in mobility and striking into the most tender portions of their foes' bodies. are the Mind Thieves. Climb (Dex).
www. Knowledge (arcana) (Int). Disable Device (Int). Search (Int).com
. Move Silent (Dex). Escape Artist.) Note that armor check penalties for armor heavier than leather apply to the skills Balance. Pick Pockets and Tumble. A few are soulknives. 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. Skill Points per level: 6 + Int modifier Class Features All of the following are class features of the Mind Thief prestige class. (Light weapons are weapons up to one size category smaller than the Mind Thief. Concentration (Con). Hide. Knowledge (psionics) (Int). 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. Alignment: non-lawful. gain any other benefit a character of that class would have gained (additional psionic combat modes.
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. giving her a +1 bonus to Reflex saves made to avoid traps. but also draws away some of the target's spellcasting ability. If the Mind Thief has another class that grants the uncanny dodge ability. The Mind Thief becomes capable of soul biting undead and constructs in any circumstance that would normally allow a sneak attack. This defence denies rogues the ability to use flank attacks to sneak attack the Mind Thief. and the Mind Thief gains half that many Power Points. he loses 1d3 times the power point cost of his highest level psionic power. Greater Soul Bite (Su): At level 10. The Power Points gained by Greater Mind Strike can bring the Mind Thief's Power Point total above his normal maximum.librum equitis volume two
At level 5. the Mind Thief learns the art of the mind strike. regardless of the target's immunity to sneak attacks and critical hits. As long as the Mind Thief has at least 13 Power Points.com
. On a successful sneak attack against a spellcaster or manifester. The soul bite is treated identically to a sneak attack. the Mind Thief can no longer be flanked. 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.
www. At level 10. If the victim is a manifester. whenever he makes a soul bite attack against an undead or construct. since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. the Mind Thief's ability to strike at the animating force within a construct or undead is improved. 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. he can trigger a greater mind strike whenever he successfully sneak attacks a spellcaster or manifester. add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis. Greater Mind Strike (Su): At level 8. but only deals half the normal sneak attack damage bonus (round down). A Mind Thief can only make a soul bite attack if she has at least 9 Power Points. the Mind Thief improves his mind strike ability. The Mind Thief foregoes 4d6 of his sneak attack damage to trigger this ability. the Mind Thief gains an intuitive sense that alerts her to danger from traps. and she becomes able to draw the animating force from them using the same techniques as the greater mind strike. As long as the Mind Thief has at least 7 Power Points. Soul Bite (Su): At level 6. they are lost and deal 1 point of damage to the Mind Thief per Power Point lost.DREADGAZEBO. If the Power Points above his maximum are not spent within 2 rounds per Mind Thief level. 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). the Mind Thief can spend 5 Power Points and forego 2d6 of his sneak attack damage in order to effect a mind strike. Mind Strike (Su): At level 4. which duplicates the effects of a normal mind strike. he gains half the damage he dealt with the soul bite ability as temporary hit points that remain for one hour.
Spellcasting: At each even level.librum equitis volume two
Order of Cordun
Out of the darkness they rode. Dark tides would soon wash over the city. many wrapped in a hard shell of some strange blue-black organic exoskeleton. the Initiate of Cordun touched each with either his fingertips or his stump as he blessed their arrival. hit points beyond those he receives from the prestige class. a half-orc crime lord whose operations they had taken over. except for an increased effective level of spellcasting. Hit Die: d10 Requirements To qualify to become a Knight in the Order of Cordun (Ocd) a character must fulfill all the following criteria. but are proficient with all martial weapons. The knights carried no light. 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. If a character had more than one divine spellcasting class before becoming a Knight of the Order of Cordun. and rare others are actual Initiates of Cordun with a more martial bent than their felTable 1-15: 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
lows. Handle Animal (Cha). and the backing of his church. Note that armor check penalties for armor heavier than leather apply to the skills Balance. Ride (Dex) and Swim (Str).com
. Jump. First. He does not. 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). Few looked out their shuttered windows to see the procession work its way through town to the tenderloin district. Pick Pockets and Tumble. he must decide to which class he adds the new level for purposes of determining spells per day. Concentration (Con). Above these soldiers of fortune are the elite Order of Cordun . eight dark knights on fell steeds. metamagic or item creation feats. fell ravagers and destroyers.DREADGAZEBO. but they were followed by a team of human and half-orc mercenaries bearing torches and lanterns.warrior-priests of Cordun. knights in black armor. it meant that he now had a military presence in town that he lacked previously. Escape Artist. the guards lay on the damp stone floors of their watch-stations. While a majority of the Order of Cordun are drawn from clerics of the faith. Cleave.
Spellcasting +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level +1 Spellcaster Level
Ambient Inc. 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 . their arrival without incident meant that the rest of the nation was unaware that the Followers of Cordun were re-establishing themselves here.
www. The heavy oak city gates had been left open. Alignment: Chaotic Neutral or Chaotic Evil Base Attack Bonus: 6+ Feats: Heavy Armor Proficiency. the Initiate turned also and followed the Knights up into the manor house they had appropriated from its previous owner. the best of whom are dressed in armor made from the Tirric. Hide. but they are represented on the field of battle by their armies of mercenaries. was relieved to see the Knights of the Order had arrived. 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. and so on). But more importantly. Move Silently. the Initiate of Cordun in charge of operations in the city. The Initiates of Cordun may be the true believers in the faith of Cordun. Climb. Some of the mercenaries also bore the blue-black exoskeletal armor which they wore with some pride in their station. Skill Points at Each Level: 2 + Int modifier. Korto. a species of armored creature crafted and bred by the Order in their Onyx Keep. Knowledge (religion) (Int). Weapon and Armor Proficiency: Knights of the Order of Cordun gain no additional training with armor.except that his left arm ended in a clean white stump where his hand had once been. Craft (Int). Weapon Focus (one martial weapon). some few are blackguards who have found the road of Cordun to be pleasing to their twisted selves. As the knights rode past him double-file. Class Features All of the following are class features of the Order of Cordun prestige class. those that did made sure to double-bar their doors after they saw the ilk of man that now walked their streets. however.
a Knight may bring his armor to the temple of Cordun to have it imbued. Living Armor (Ex): The Knights of the Order of Cordun are blessed with a suit of black. By sacrificing 6 spell levels worth of spell slots or prepared spells as a free action. At level 10 the Knight can enhance the armor to the equivalent of a +7 enchancement. chitinous armor culled from the hide of the Order's own slave race. with protrusions and spikes covering it. Granting the morale bonus to allies is a supernatural ability. It is treated as masterwork halfplate with armor spikes and spiked gauntlets. Int 6.
www. He can sacrifice spell slots or prepared spells in order to increase the damage dealt in an attack. They prefer to attack in a rush of other Tirrics. or until the Knight is cured above zero hit points. the Tirrics. The bonus (if greater than +1) can include special magical qualities (such as spell resistance. the Knight gains one additional attack on his next round of combat at his full attack bonus.000 10 +7* 4. Fortunately they were bred to be cowards. If a Knight of the Order of Cordun wishes to remove a power invested in his armor (usually to replace it with something more powerful) he may do so at the same time. at no cost. Wis 6. Challenge Rating: 2 Treasure: ½ Normal Alignment: Usually chaotic neutral Advancement: 4-5 HD (Medium-size). While the table includes listings for +4 and +6 bonuses. Listen +4. Con 14. If the Knight of the Order of Cordun already has +4 Tirric Armor. Unto Death (Ex): Seemingly propped up by faith and his armor. thus making the armor suits crafted from them more effective. Move Silently +4 Climate/Terrain: Underground. The Knight is not required to wear this armor.DREADGAZEBO. and increases his max Dex bonus by 1 point.
Ambient Inc. Allies within 10 feet of the Knight of the Order of Cordun gain a +4 morale bonus on saving throws against fear effects. he may invest his personal power into the armor. This supernatural ability can only be used once per round. biting and clawing with reckless abandon once in the fight. 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. indoors Organization: Stragglers (1-3). 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. a level 1 and level 2 spell or a level 3 spell). The Armored Tirric is nearly humanoid in shape and size. especially if he has a superior suit of armor already. 6-8 HD (Large-size) Bred by the Master Breeders of Cordun based on the ornate carapaces exhibited by some Arcane Tirrics. Cha 4 Skills: Hide +4. the Knight's next attack to strike its target gains a damage bonus equal to the Knight's class level plus his Charisma bonus. These investments cost the Knight a small portion of his accumulated XP to perform. with a max Dex bonus of +2 and an armor check modifier of -6. a level 10 Knight of the Order of Cordun can continue to fight when lesser men would have fallen in their tracks. enchancement bonuses above +5 do not exist. 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. the power remains in effect until an attack hits or until a number of rounds equal to the Knight's class level have passed. Colony (5-50). Dex 10. As normal.com
. the Knight may continue to act as normal when reduced to zero hit points or below. Will +1 Abilities: Str 12. When triggered. the Armored Tirric is almost a piece of art in design. The Armored Tirrics were also bred to have more natural weaponry than previous Tirrics.
Medium Aberration Hit Dice: 3d8+6 (20 hp) Initiative: +0 Speed: 20 ft AC: 18 (+8 Natural) Attacks: 2 Claws +3 melee. If the Knight fails the roll once. or any other magical armor ability in the System Reference Document). this ability ends until the Knight is healed back above zero hit points. the plates make for a very economical suit of plate mail. and is covered with interlocking armor plates almost as strong as steel plate armor. 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. At any time. With a successful DC 20 Fort save each round. with their collection of natural weapons and larger size than the previous Tirrics. when properly cured and fitted. Su): The second-level Knight of the Order of Cordun is immune to fear (magical or otherwise). but the power and the XP that were invested to gain the power are both lost. 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). As the Knight of the Order of Cordun gains in levels. Bite 1d6+1 Face/Reach: 5 ft by 5 ft / 5 ft Saves: Fort +3. This reduces the armor check penalty of any medium or heavy armor the Knight wears by 2 points. Breeding Pit (3-36).200 +6* 3. and the constant culling of the herd to make armor for the mercenaries hired by the Order of Cordun keeps them in check.000 +4 1. 3 level 1 spells. The values listed on the table are the total expenditure required. and any remaining enhancement bonuses must be spent on additional powers. If the next attack misses. Bite +0 melee Damage: Claws 1d4+1. Tirric hide armor.400 8 +5 2. then enchanting it to a +5 bonus costs the Knight 800 XP and 16 days in contemplation at the temple (the Table 1-16: Order of Cordun Armor Enhancement Class Level Armor Bonus XP Sacrifice 2 +1 100 4 +2 400 6 +3 1. This requires one day per 50 XP spent in this way.500 difference between the new bonus and the old).librum equitis volume two
Aura of Courage (Ex. only at even levels does the Knight of the Order gain advances to his maximum enchantment. is comparable to a suit of masterwork half-plate armor. Gang (2-8). Spot +4. Unholy Smite (Su): The Knight of the Order of Cordun learns to imbue his attacks with the power of the infernal. Refl +1. COMBAT Armored Tirrics were the first of their kind to ever show any aptitude for combat.
Otyugh. Coordinated Attack +2 5 +5 +4 +1 +1 Slayer 6 +6 +5 +2 +2 Coordinated Attack +3. the Rider of the Duras must select a specific creature as a favored enemy. Owlbears. his clothes unkempt and worn. Knowledge (nature) (Int). Weapon and Armor Proficiency: Riders of the Duras are trained with all simple and martial weapons. Climb. For example. evil humanoids and other unwelcome guests. Others don't even stop there. not a creature type. he gets the same bonus to weapon damage rolls against this creature. a Rider of the Duras would have Owlbears instead. They have sharp senses. 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. At levels 4 and 7. Just rename them. 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). and the bonus associated with every previously selected favored enemy goes up by +1. his brown cloak settling behind him as his mount came to a stop at his signal.Hurak's goblin raiders were back in the area. a Rider of the Duras must select a type of creature as a favored enemy. he could see the obvious signs of recent passage through the undergrowth here. but some cavalry move on to this station.librum equitis volume two
Riders of the Duras
Perringlas stood high in the saddle. the Rider of the Duras gains a +1 bonus to Bluff. Most Riders of the Duras are rangers.com
. Sense Motive. Looking down from the comfortably worn saddle on his roan mare. Half-Elf or Human Base Attack Bonus: 5+ Feats: Alertness. Handle Animal (Cha). His elven heritage showed in his fine and pointed ears. this list is subject to change (see sidebar). but he was certain his appearance would startle or upset his fey kin considering the poor form he kept himself in. Knowledge (local) (Int). in which case the bonuses stack. Pick Pockets and Tumble. Note that armor check penalties for armor heavier than leather apply to the skills Balance. They patrol their edges of their protectorate. but are not given additional training with armor or shields. Trolls. the Riders of the Duras are looked up to on their steeds as the protectors of the land. Escape Artist. the Rider must select a new favored enemy. The new favored enemy may be the same creature as a previous favored enemy. as well as fighters. Likewise.
Table 1-17: 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. only coming back from extended patrols when they have grave news. Just what they needed . Spot and Wilderness Lore checks when using these skills against this type of creature. Favored Enemy (Ex): At level 1. Travelers who stick to the main roads and beaten paths are unlikely to meet a Rider except at country inns and taverns. Ettins. Move Silently. Hit Die: d10 Requirements To qualify to become a Rider of the Duras (Rdr) a character must fulfill all the following criteria.
www. Intimidate (Cha). just like the ranger class ability of the same name. The creatures available as favored enemies include Dire Animals (all). but they also had a one day lead on him. something birds could easily mistake for a nest. and from the looks of it not only were they heading straight to Diem. warriors and even the occasional druid. Medium Armor Proficiency. where they stop in their travels. Hill Giants. Mounted Combat. Race: Elf. Higher Ground 7 +7 +5 +2 +2 Third Favored Enemy. Craft (Int). Swim (Str). In some campaigns. Sense Motive (Wis). Intuit Direction (Wis). 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. while a ranger may have Beasts as a favored enemy. The Rider also gets the damage bonus with ranged weapons. outlying sparsely populated areas. Ogres. Mounted Archery. Night Watch
Ambient Inc. including an eye for trouble and troublemakers. and Wilderness Lore (Wis). His fine blond hair was a windblown mess. Hide. Ride (Dex). Unlike the ranger ability. Class Features All of the following are class features of the Riders of the Duras prestige class. or any Humanoid race (taken individually). Due to his training. Skill Points at Each Level: 4 + Int modifier. Listen. Spot (Wis). keeping an eye out for hostile forces. Jump.DREADGAZEBO. Border Patrol and mounted skirmishers. but only within 30 feet.
librum equitis volume two
Track from the Saddle (Ex): Rarely dismounted. For Riders who already have low-light vision.
Ambient Inc. Riders of the Duras also gain this benefit to all search checks from the saddle. This bonus is not multiplied in the case of a critical hit. regardless of whether or not the attack resolves as a critical hit. If multiple mounted Riders charge the same target in the same round. A level 1 Rider can use the Track feat from a mount walking at normal speed without penalty to his Wilderness Lore roll. this increases the range 50% (so a level 7 Rider elf can see 3 times further in the dark than a normal human). The initial attack does not have to be from someone with this ability. even from horseback. For creatures who lack low-light vision. Slayer (Ex): Level 5 Riders of the Duras are exceptionally skilled at taking down their foes. When using a missile weapon from the saddle. In the case of flanking attacks. They are therefore trained in shooting from the saddle of a rapidly moving mount. Creatures that are immune to critical hits are immune to this ability.com
. he deals an additional 1d6 damage to the target. Higher Ground (Ex): A level 6 Rider has learned how best to use his elevated position to aid himself in his patrols. but must have come from someone charging the target from horseback.DREADGAZEBO. A level 7 Rider of the Duras gains a 50% increase to his low-light vision. Travelling Shot (Ex): As scouts and border patrol. as well as those granted by the Mounted Archery feat. As long as he is mounted. the Rider of the Duras suffers no penalty when attacking during a double move. this stacks with the bonus provided for flanking the target. or one at extreme range. this means they now can see 50% further than most creatures in a low-light condition.
www. each Rider after the first gains a +1 competence bonus on attack rolls against that target as they swarm at it and past it. size and speed of their mounts. 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. The competence bonus for a Coordinated Attack increases to +2 at level 4 and +3 at level 6. often the Riders of the Duras have to engage a fleeing enemy. Coordinated Attack (Ex): The Riders of the Duras take full advantage of the mobility. This supersedes the normal penalties associated with shooting from a moving mount. and only a -2 circumstance penalty to hit when his mount is running. striking from all sides. Whenever a Rider of the Duras scores a critical threat with a weapon (within 30 feet in the case of ranged weapons). he gains a +4 altitude bonus on Spot rolls. a Rider of the Duras gains an eye for tracking.
Sacred Paladins are often drawn from the clergy or defenders of the temples. The orc looked slightly impressed. god and faith. Concentration (Con). smashing the black spikes into the orc's Table 1-18: 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
foul throat and sending it sprawling from the impact. Finally he stepped forward across the etched stone floor of the dark goblinoid temple towards the inner fane where the high priest stood snarling. 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. 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. Unlike true Paladins.
www. depending on the church of course. Knowledge (religion) (Int). heretics and infidels at every turn. darkness seeming to ooze forth from them. The blades smashed into Russain's armor. Ride (Dex) and Swim (Str). no longer gloating. and soon the village would fall to the encroaching evils. Russain's gauntlet struck him soundly above his right ear. Hit Die: d10 Requirements To qualify to become a Sacred Paladin (Scp) a character must fulfill all the following criteria. Skill Points at Each Level: 2 + Int modifier. Class Features
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. but not one powerful enough to deflect the profanely charged blow that bore down upon him.librum equitis volume two
Russain's blade dug deep into the body of the last orc bodyguard. 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. Some few are drawn from the ranks of clerics and even some rogues and other classes have taken up the call over the years. but held aloft his staff. all churches. having expended most of his supposedly divine might attempting to prevent Russain's very presence here. no longer would the Black Rock orcs be useful allies of the village of Trieste. all faiths. Handle Animal (Cha). the Sacred Paladin represents the wrath and blade of his church. his bloody back sending him raging to destroy the foul orc. The second blow came from the left. Alignment: Same alignment as patron deity Base Attack Bonus: 6+ Feats: Heavy Armor Proficiency. As Russain lept. sending him hurling forwards towards the priest. With their temple destroyed and their priest slain. as the case may be.DREADGAZEBO. Iron Will. Knowledge (royalty and nobility) (Int). rending open his skin and exposing bright red skull. who find their vocation of their own will. They wield their deity's sacred weapons into combat against all forces that may oppose them. Holy warriors of all alignments. With no further guards between them. the orc raised an invisible shield before him. 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 priest's staff skipped across the floor as his crimson blood sprayed up onto the altar of his god. Craft (Int). for political reasons at the very least). Sacred Paladins are the holy warriors of their church. Channel Spell
Ambient Inc. His spiked gauntlets whispered quietly. and brought forth a storm of axes and swords behind the dark paladin. which bore the runes of a hundred slain elves.com
. They are crusading knights who face the unfaithful.
At levels 6. To cast a spell. Hide. Pick Pockets and Tumble. Weapon Specialization (Ex): Beginning at level 4. Channel Speed (Su): At level 9. it deals an additional 1d8 divine damage to the target. Regardless of whether or not the attack hits. Move Silently. This manifests as a divine bonus on all saving throws equal to the Sacred Paladin's Charisma bonus. the Sacred Paladin gains the ability to channel divine energy. Escape Artist. The Sacred Paladin gains the domain ability of the domain. Channel Spells (Sp): At level 12. Spells with an alignment descriptor (good. Spellcasting: The Sacred Paladin can cast a small number of divine spells granted by his deity. The Weapon Specialization must be taken with the Sacred Paladin's deity's favored weapon. the Sacred Paladin can channel divine energy into spell-like effects. Sacred Paladins do not gain bonus spells based on high abilities. the Sacred Paladin learns to channel the divine energy granted by his deity into his weapon.
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
Ambient Inc. Weapon and Armor Proficiency: Sacred Paladins gain no additional armor training. Climb. This is not a bonus feat. using their deity's attitude and domains as a guide (the Sacred Paladin player should consult with the Game Master on this). Jump. The Sacred Paladin may declare any melee attack to be a Channel Strike. 9 and 12 the Sacred Paladin learns additional methods of channelling this divine energy. The Sacred Paladin can cast any spell from his Sacred Paladin domain lists using channelling attempts as a spell-like ability. Divine Grace (Ex): A Sacred Paladin receives divine protection from harm from his deity. This bonus does not stack with the Divine Grace bonus granted to a core class Paladin. but are proficient with all simple and martial weapons. Neutral Sacred Paladins must select whether it is positive or negative energy. Channel Energy (Su): At third level. Each spell cast in this way counts as a number of channellings equal to the spell's level. and adds the level one through six domain spells to his Sacred Paladin spell list.com
. the Sacred Paladin becomes eligible to take the Weapon Specialization feat using one of his normally-obtained feats. this is negative energy. the Sacred Paladin can channel the divine energy granted by his deity into a lightning-fast strike. If the attack hits. The Sacred Paladin may use this ability in combination with any attack action. Saving throws against Sacred Paladin spells have a Difficulty Class of 10 + spell level + Wisdom modifier. the Sacred Paladin must have a Wisdom score of at least 10 + the spell's level. Once the Sacred Paladin has chosen what type of energy he channels. Each spell known must be selected from either the Paladin or Cleric spell lists. chaos. A Sacred Paladin has a very restricted list of spells known.
www. this choice cannot be changed.DREADGAZEBO. Domain (Ex): At the listed levels. This counts as two channelling attempts. this counts as a channelling attempt. The primary use for channelled energy is to turn or rebuke undead. etc) can only be selected by a Sacred Paladin of that alignment. and for evil Sacred Paladins. For good Sacred Paladins this is positive energy. allowing the Sacred Paladin an additional attack at his full attack bonus during that action. A Sacred Paladin can channel divine energy up to one half his class level times per day (rounded down). Note that armor check penalties for armor heavier than leather apply to the skills Balance.librum equitis volume two
All of the following are class features of the Sacred Paladin prestige class. Channel Strike (Su): At level 6. 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). the Sacred Paladin gains access to one of his deity's domains normally granted to their clerics. A Sacred Table 1-19: 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 Paladin turns or rebukes undead as a cleric two levels lower than his Sacred Paladin level.
Spell Striker (Ex): Because damage to buildings and siege constructs is vital to a siege or defeating a siege. The sages there have picked through generations of books and manuscripts regarding tactical warfare. the Siege Mage casts all "wall of" spells as a spellcaster of one level higher when determining duration. Now they gather small numbers of arcane students who seek this knowledge some for defending their own towers. Climb.level 6 +3 +2 +2 +5 Danger Zone I 7 +3 +2 +2 +5 Siegecraft . 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. but also with the understanding that war between nations should be kept as civilized as possible (something that not all students take to heart. The size and type of construction. but a lesson taught nonetheless). size. Hide. Knowledge (Arcana): 7 ranks Knowledge (Architecture & Engineering): 7 ranks Feats: Enlarge Spell.
www. and Spellcraft (Int). Siegecraft (Su): Siege Magi are able to invest some of their spells to improve constructions they are in contact with. there are also many books and scrolls detailing the uses of magic in warfare. 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. Additionally. All spells that a level 2 or higher Siege Mage casts ignore the hardness of constructions or buildings that they target. and 2/25 of this price in XP.DREADGAZEBO. Search (Int). Jump. men who lead (or expect to lead) sizeable military forces. as well as the level of the Siege Mage. determine how many spells of what levels can be invested.librum equitis volume two
The School of Warfare has taught many of the realm's greatest military leaders. Escape Artist. Craft (Int). This is normally used to cast spells such as resist elements on besieged fortifications. They are known within the school as the Siege Magi. at no additional cost in time or spell levels. Beginning at level 4.level 8 +4 +2 +2 +6 Danger Zone II 9 +4 +3 +3 +6 Siegecraft . 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. All spells invested in military constructions are cast as if under the effect of the enlarge spell feat. Class Skills The Siege Mage's class skills (and the key ability for each skill) are Concentration (Con). thickness and all other level-based variables. Spellcasters other than the Siege Mage who invested the spells cannot trigger them.level 4 +2 +1 +1 +4 Fortification 5 +2 +1 +1 +4 Siegecraft . Hit Die: d4 Requirements To qualify to become a Siege Mage (Sgm) a character must fulfill all the following criteria. The students at this school are warriors and nobles. Nearly sixty years ago they succeeded at uncovering the lore of tower magic. Note that armor check penalties for armor heavier than leather apply to the skills Balance. but requiring only a move-equivalent action to trigger (and not provoking an attack of opportunity).level 2 +1 +0 +0 +3 Spell Striker 3 +1 +1 +1 +3 Siegecraft .level 10 +5 +3 +3 +7 Siegecraft Lore
All of the following are class features of the Siege Mage prestige class. Against armies. Weapon and Armor Proficiency: Siege Magi gain no additional training with weapons or armor. Additionally. a few strong spells can wield incredible results. Skill Points at Each Level: 2 + Int modifier. a Siege Mage cannot invest a spell of a level higher than the level indicated on table 1-19: Siege Mage Level Advancement. Pick Pockets and Tumble. Ancient sages and scribes have worked to uncover ancient battle magics that are supposedly recorded in the documents they have collected. Each type of construction lists a maximum number of spell levels that can be invested into it on the table below. Knowledge (all skills taken individually) (Int). Siege Magi are taught how to get the best effect out of their spells against these immobile (yet tough) targets. Class Features Table 1-20: Siege Mage Level Advancement Class Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +0 +2 Siegecraft . Move Silently. They leave with a strong knowledge of mass combat and warfare.com
. and they hire many old generals to help teach or to aid the scribes in recording their knowledge. but most in the employ of larger military forces who need defensive or offensive aid in coming campaigns. Danger Zone (Ex): Evocations during mass warfare are not
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
Ambient Inc. But within the repository of information that is the School of Warfare. at this level a Siege Mage can cast abjuration spells that normally only target "one creature" or "creature touched" to target "structure touched" instead. and correctly used walls can shore up even the most damaged structures. Fortification (Ex): Defensive spellcasting is a powerful ally.
covered ram) Huge military vehicles (armed boats) Small stone construction (mannor house) Medium stone construction (wizard's tower. wagon. boat) Small non-military construction (house) Large non-military construction (mansion) Siege weapons (catapult. 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
. the Siege Mage can use this ability with any spell with an area effect. At level 6. cold) that have an area effect gain a 50% increase in the numeric area of effect.
www. For example. acid.librum equitis volume two
designed to yield the maximum damage against a target. Beginning at level 8. not only those with elemental designators. gate house) Large stone construction (moathouse. Table 1-21: Siegecraft Construction Non-military vehicle (cart. 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). but to yield damage against the maximum number of targets. Siegecraft Lore (Ex): At level 10.DREADGAZEBO. Siege Magi casting spells with any elemental designator (fire. Siege Magi have transcended the limits of how much magic can be held within an unprepared receptacle. 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. small keep) Huge stone construction (castle. sonic. ballista) Siege constructs (siege tower.
Incest will be committed by the stepmother: The state changed. Decipher Script (Int . 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 how each relates to the casting of magical spells and enchantments. Weapon and Armor Proficiency: Members of the Society of Heavenly Movements gain no additional training with weapons or
Table 1-22: 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. 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. Saturn in Sagittarius Mars turning from the fish: Poison hidden under the heads of salmon. but are generally used instead to reconnect with old friends and researchers within the society and to introduce new members to the group. Additionally. This gives the Society as a whole a subtle but distinct elven bias that is constantly fought against by the few dwarven members. They are regarded as loremasters of the heavens. Gather Information (Cha). The great force which will pass the mountains. Skill Points at Each Level: 4 + Int modifier. Speak Language. Profession (Wis). The society is a very loose grouping of sages and wizards dedicated to this study of the heavens and heavenly magic. forever telling tales of the mythology of the constellations and their interactions.exclusive skill). the Society meets annually. they will demand fame and praise. Search (Int). Officially. although only the most upper-ranking members usually arrive at these convocations. although those that do discover they learn new spells quite unusual to their ilk. 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. sometimes by nationality or race. Concentration (Con). as are most of the old books of astrological lore the Society has collected since its inception. Class Skills The Society of Heavenly Movements' class skills (and the key ability for each skill) are Appraise (Int). their war-chief hung with cord. the stars were mapped into constellations that are accepted by the Society for their research.DREADGAZEBO. 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. from the prophecies of Nostradamus The Society of Heavenly Movements tracks the movements of the stars and planets. pointing out the draconic material's dominance and the continued use of draconic to this day in most matters of arcana. Heal (Wis). Most of the (now dominant) human membership dismiss these concerns. Scry (Int).taken individually) (Int). Within the society are a variety of cliques and clans.thus most of them are based on draconic and elven heritage and mythology. Neither for its good. groups of wizards and sages who share the same goals and ambitions. Millennia ago. Even some rare bards have become members of the Society over the ages. Few sorcerers find the pure research to their taste. often linked together by alignment. That the time of its sudden change is approaching. almost all members are wizards. Sense Motive (Wis). exclusive skill). and Use Magic Device (Cha. Due to the studious arcane nature of the Society. Within the pit will be found the bones. nor for its evils.com
. drawing insight and powers from their studies of the night sky. there are smaller meetings during many major celestial events. Class Features All of the following are class features of the Society of Heavenly Movements prestige class.librum equitis volume two
The Society of Heavenly Movements
The sky ( of Plancus' city ) forebodes to us Through clear signs and fixed stars. SpellCraft (Int).
www. And they will have Mars attending as their star. This solar zodiac was based on several racial constellations and the astrological beliefs most prevalent within the Society at the time . The convocations are supposed to be used to establish what major changes have been discovered by various members.
One subject / level leaves no tracks Bull's Strength. If a character had more than one arcane spellcasting class before becoming a Member of the Society of Heavenly Movements. a level 9 member of the Society of Heavenly Movements may cast a single spell. When creating new spell lists for your alternate heavenly bodies. Intense tremor shakes 5 ft / level radius Summon Nature’s Ally IX. Blocks vision and slows movement Commune with Nature. Stops blows. (one of each level. as well as the sun and moon. however. Earth elementals only
1 2 3 4 4 6 7 8 9 Mage Armor. as per the ability description for the bard class in the System Reference Document. Greater Conjunction (Su): Once per night. Subject gains 1d4+1 Str for 1 hour / level Magic Vestment. For this volume. 1d3 dire boars or earth elementals Summon Nature’s Ally VII. a level 6 member of the Society of Heavenly Movements may cast a single spell. Hampers vision and movement Stoneskin. Learn about terrain for one mile / level Luke's Freezing Sphere. Deals 1d8 damage / level within 30 ft Summon Monster IX.e.DREADGAZEBO. Calls creature to fight Greater Magic Fang. and slashes Wall of Stone. Subject gains 1d4+1 Str for 1 hr / level Meld into Stone. he must decide to which class he adds the new level for purposes of determining spells per day. we have used several domains to represent the studies of the planets. Body becomes living iron Regenerate. Turn stone to clay or dirt to mud Water Breathing. Subject’s severed limbs grow back Implosion. and remove the granted power from the domain. except for an increased effective level of spellcasting.librum equitis volume two
armor. nor does he gain the normal spell known for a spontaneous spellcaster). One ally/level polymorphs into chosen animal Summon Nature's Ally IX. Heavenly Lore (Ex): The knowledge gathered through the stars is diverse indeed.
Astrological Studies of the Society
Each planet and constellation is given its own spell list of nine spells. 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.
www. The metamagic feat used cannot be one that would increase the spell slot by more than two levels. stabs. Communicate with natural animals Summon Nature's Ally III. whenever casting spells under the night sky. and slashes Summon Monster VI. based on their supposed persona in Roman myth. cuts.) associated with the heavenly body or astrological feature studied. the level 2 member of the Society of Heavenly Movements increases the DC of all saves against his spells by one. Water elementals only
1 2 3 4 5 6 7 8 9 Pass without Trace. The member of the Society of Heavenly Movements adds half his level and his Intelligence modifier to the Bardic Knowledge check. can be shaped Summon Nature’s Ally VI. Using this ability increases the casting time of the spell to a full round action. Ignore 5 dmg / round from one energy type Soften Earth & Stone. cuts. The character does not learn new spells as normal for gaining a level in a spellcasting class (i. Escape Artist. Astrological Studies (Ex): At the indicated levels. He does not.
1 2 3 4 5 6 7 8 9 Endure Elements. Natural weapon gets +1 / level (max +5) Animal Growth. stabs. gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead. hit points beyond those he receives from the prestige class. the member of the Society of Heavenly Movements must select one astrological feature to have learned magical abilities from. Changes weather in local area Horrid Wilting. Oak becomes treant guardian Animal Shapes. spontaneously using a known metamagic feat on it without increasing the level of the spell slot required. Armor or shield gains +1 / 3 levels Sleet Storm. One animal / two levels doubles in size. Calls creature to fight
Ambient Inc. This bonus increases to +2 at level 5 and +3 at level 8. rename the constellations and planets or even reassign their spells based on the perceived personalities of these heavenly bodies. This does not apply when the character is underground or in a building. Move Silently. Note that armor check penalties for armor heavier than leather apply to the skills Balance. instead he gains access to new spells as indicated in the Astrological Studies ability below. 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. Subjects can breathe underwater Solid Fog. metamagic or item creation feats. This grants the member of the Society of Heavenly Movements knowledge of nine spells. Gives subject +4 armor bonus Bull's Strength. several planets in the solar system. For example. Jump. Night Casting (Ex): Empowered by the stars above. we have included the classic 12 signs of the zodiac. Natural weapon gets +1bonus Speak with Animals. You and your gear merge with stone Stoneskin.: he does not learn two new spells from the spell lists for prepared spellcasters. as he must be exposed to the night sky. Pick Pockets and Tumble. Earth elementals only Earthquake. Kills one creature / round
1 2 3 4 5 6 7 8 9 Magic Fang. Stops blows. and so on). Lesser Conjunction (Su): Once per night. To customize the class for your own campaign. 20 hp / 4 levels. Using this ability increases the casting time of the spell to a full round action. spontaneously using any known metamagic feat on it without increasing the level of the spell slot required. Spellcasting: At the indicated levels. At third level.com
. HD Summon Nature's Ally VI. Climb. Hide. Freezes water or deals cold damage Control Weather. the quick cheat is to select domains that best suit the supposed personas of these entities. Fiendish Chuul Iron Body. Calls creature to fight Liveoak.
Lion Summon Nature's Ally V. Hail deals 5d6 damage / level Find the Path. Project selft and companions to the astral
For the Planets. Mimics evocation less than 5th level Permanent Image. 18 Str. Mercury . Arouses strong emotion in subject Shadow Evocation. 1 dire lion or fire elemental Commune with Nature. Shoots flaming projectiles or fiery bolts Summon Nature's Ally IV. sound and smell Insanity. Storm rains acid. Calls creature to fight 1 2 3 4 5 6 7 8 9
Charm Person. not given his own portfolio. deals 3d6 damage Storm of Vengeance.
1 2 3 4 5 6 7 8 9 Magic Weapon. Intense tremor shakes 5 ft / level radius Shield of Law. d3 lions.Plants domain spells Jupiter . Your size increases and you gain +4 Str Heroes' Feast. You gain attack bonus. Makes one person your friend Detect Thoughts. Magic blade strikes opponents Symbol. because the traditional Uranus is the father of the gods in Roman myth. Touch attack deals 1d8+1 per 2 levels Flame Arrow. Outline subject with light See Invisibility. Invisible for 10 min/ level or until attacks Haste. & SR 25 vs Chaos Bigby's Crushing Hand. Creates decoy duplicates of you Charm Monster. lightning.War domain spells Saturn .librum equitis volume two
1 2 3 4 5 6 7 8 9 Charm Person. Teleports you and up to 500 lb. Shows most direct way to a location Plane Shift. cuts. 1 2 3 4 5 6 7 8 9
Chill Touch. Fools scrying with an illusion Mislead. Subject gains 1d4+1 Str for 1 hr. repeat in 1 minute Giant Vermin. Kills one creature / round. handle. inflicts damage..Love domain spells Mars . Connects two planes for travel and communication
Ambient Inc. Makes monster believe it is your ally Emotion. Carpet of insects attacks at your command Horrid Wilting. plus one / level subjects Sympathy. Touch deals 1d10 Con damage. Controls humanoid telepathically Mass Suggestion. Magical wood is strong as steel Changestaff. 20 hp / four levels. 1d8 damage / level within 30 ft.Death domain spells Sun ./level Keen Edge. Weapon gains +1 bonus Bull's Strength. change form 1/rnd. Stops blows. Fire elementals 1 2 3 4 5 6 7 8 9
Bless. You discern north Invisibility. and hail
1 2 3 4 5 6 7 8 9 Faerie Fire. but any creature
1 2 3 4 5 6 7 8 9 Know Direction. Turns you invisible and creates illusory double Shadow Walk. can be shaped Stoneskin. and 1 hp / level Righteous Might. Armor or shield gains +1 / three levels Divine Power. 1 touch / level deal 1d6 damage / level Summon Swarm. Triggered runes have array of effects Summon Monster IX. and slashes Earthquake. We have not included Uranus. an 1 hp per level Wall of Stone. Arouses strong emotion in subject Dominate Person. Allows "listening" to surface thoughts Charm Monster. Deals 1d6 fire damage / level Incendiary Cloud. when converting a domain into a spell list for the Society of Heavenly Movements. Provides cover. Learn about terrain for one mile / level Fire Storm.
1 2 3 4 5 6 7 8 9 Faerie Fire. Learn about terrain for one mile/level Ironwood. Fog deals acid damage Creeping Doom. pushes. Outline subject with light Flame Blade. Makes monster believe it is your ally Emotion. Talk to normal plants and plant creatures Antiplant Shell. 18 Str. Swarm of small crawling or flying creatures Poison. stabs. Extra Partial Action and +4 AC Dimension Door. Reveals invisible creatures and objects Charm Monster. Step into shadow to travel rapidly Reverse Gravity. remove the "granted power" of the domain. As suggestion. Includes sight. Up to eight subjects travel to another plane Horrid Wilting. Transform into any form. plank) Speak with Plants.Travel domain spells Venus . Object or location attracts certain creatures Antipathy. Makes one person your friend Mirror Image. Spies on subject from a distance False Vision. As dominate person. Food for one creature / level cures and blesses Mordenkainen's Sword.Water domain spells Pluto .Sun domain spells
1 2 3 4 5 6 7 8 9 Goodberry. Object or location repels certain creatures Dominate Monster. Blinds all within 10 ft. Gain attack bonus. Astral Projection.
www. Deals 1d8 damage / level within 30 ft Implosion. Makes one creature your friend Scrying. Doubles normal weapon's threat range Divine Power. Limits vision.DREADGAZEBO. door. Turns insects into giant vermin Insect Plague. As with the constellations. Permanent confusion on one target Animal Shapes. 2d4 berries each cure 1 hp (max hp/24 hours) Warp Wood. creatures flee Acid Fog.Storms domain spells Neptune . Bends wood (shaft. Subject gains 1d4+1 Str for 1hr/level Magic Vestment. Staff becomes a treant on command Sunburst. Keeps animated plants at bay Commune with Nature. Cloud deals 4d6 fire damage / round Summon Monster IX.com
. Objects and creature fall upward Shapechange. we've designated a clerical domain that best suits each planet. Ice Storm. or grapples. +4 AC. Allies gain +1 attack and +1 saves against fear Bull's Strength. +4 Resistance. One ally/level polymorphs into chosen animal Gate.
most typically nomads. Stabilize Self (Str). As time seemed to right itself. then struck it with his crystal katana as it began to fall. Climb. in which case the dodge bonuses stack. This allows him to take 10 on any skill check even in situations where this would normally not be allowed. A Timer may manifest
Table 1-23: 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. following up the blow with yet another strike once the flayer landed upon the basalt beneath it. tentacled head of the mind flayer.
Class Features All of the following are class features of the Timer prestige class. the Timer can focus his dodging against a single opponent. Every second level after level 2. Up the Walls Class Skills The Timer's class skills (and the key ability for each skill) are Balance (Dex). as Errises ran along the wall and ceiling. The mind flayer turned. move faster. but did not slow his progress. Knowledge (Psionics): 5 ranks Tumble: 8 ranks Feats: Dodge. etc). 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. At level 3 the Timer can manifest this ability once per day. The Timer can reassign his opponents as a free action on each action. The Timer may manifest this ability once per day per class level at no cost. 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. Hide. Due to the incredible amount of psionic and physical prowess required to become a Timer. Hit Die: d8 Requirements To qualify to become a Timer (Tmr) a character must fulfill all the following criteria. Once again time seemed to play tricks on the flayer. But momentarily. Act Up (Su): A level 3 Timer can accelerate his own time frame sufficiently to allow an additional partial action in a round. Manifesting this ability is a free action for the Timer. Personal Time (Su): The level 1 Timer can slow his perceptions of time just enough that he never feels harassed or worried. dropping down in front of the creature and sending it reeling back towards the black precipice. Jump. saving throws. Note that armor check penalties for armor heavier than leather apply to the skills Balance. This can be the same opponent or opponents designated for the standard Dodge and Psionic Dodge feats. almost all timers are psychic warriors with a few drawn from other psionic classes. as normal). Dodge This (Su): At level 2. Climb (Str). Weapon and Armor Proficiency: Timers gain no additional training with weapons or armor.DREADGAZEBO. run up walls and dodge harder than anyone else. Concentration (Con). Timers are as fast as thought itself. They jump further. Pick Pockets and Tumble. Psionic Dodge. to the point of bending time to their needs. Tumble (Dex). They have honed their psionic arts to be able to move faster than anyone else. Swim (Str). Psionic Charge. Jump (Str). Skill Points at Each Level: 4 + Int modifier. Escape Artist.librum equitis volume two
Like an arrow from a tight-strung bow. Instant Action 8 +6 +6 +6 +2 Dodge This (4) 9 +6 +6 +6 +3 Act Up 4/day. additional manifestations of this ability cost 1 power point per use. time seemed to cease for the flayer. 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. additional psionic combat modes. It may be manifested one additional time per day per two class levels thereafter (as per table 1-22: The Timer). Errises stepped forwards again and tripped the beast.
www. Mental Speed 4 +3 +4 +4 +1 Dodge This (2) 5 +3 +4 +4 +1 Act Up 2/day. He gains no other benefits normally associated with gaining a level in that class (hit points. 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. the Timer designates an opponent and receives a +1 dodge bonus to Armor Class against attacks from that opponent. Knowledge (psionics) (Int). the surprised flayer launched a blast of psychic energy at Errises. This partial action is treated the same as any other partial action. sending a shockwave rippling past him that no amount of dodging could avoid. The blast jarred his mind. and Use Psionic Device (Cha). Manifesting: At the indicated levels. During his action. Errises erupted from the shadows towards the hideous. the Timer gains an additional opponent that he may target with this ability (or he may apply the dodge bonuses against the same opponent.com
. Up and Over 6 +4 +5 +5 +2 Dodge This (3) 7 +5 +5 +5 +2 Act Up 3/day. Speed of Thought. Move Silently. preparing a blast of psionic energy to send Errises back to the recesses from which he had exploded.
he cannot use the Act Up ability for the remainder of the round. Once the Timer has used Instant Action in a round. a Timer may interrupt another person's action with an Act Up action. These bonus feats are in addition to the feats that a character gains through level advancement. 6 and 9.
www. across ceilings and so on. This is treated as a readied action. instead of when readying the action.
Ambient Inc. Instant Action (Su): A level 7 Timer can manifest the Act Up ability at any point in a round.com
. a level 5 Timer can use the Up the Walls feat to move under overhangs. Quicken Power or Speed of Thought as a bonus feat. Mental Speed (Ex): A levels 3. except the Timer has the option to select what he will do with the action when he elects to manifest the ability.DREADGAZEBO. as long as he has not manifested the ability already during the round. Up and Over (Su): Through a combination of the Up the Walls feat and sheer speed. In this way.librum equitis volume two
this ability no more than twice in one round. a Timer gains one of either Mental Leap.
Some tribes are aligned with a specific lycanthrope. the horde exploded into movement. Berserk Rage 3/day 8 +8 +6 +2 +2 WereBoar Shape. No elf that met Mingar today would live to tell the tale. 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. He yearned for the blood of his foes. Arrows rained down among them. The phalanx shattered even before Mingar was within it. 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. a character must fulfill all the following criteria. Detect Invisible 7 +7 +5 +2 +2 WereWolf Shape. Listen (Wis). a mass rush towards the elven lines. Almost all Tribal Berserkers are barbarians. Jump (Str). Intimidate (Cha). The Dark Wolf leaping up within him at the promise of blood.
www. filling him with power and ferocity. 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. stopping many in their tracks to feed their blood to the earth mother. Intuit Direction (Wis). Around him. clerics and druids who have multiclassed as barbarians before gaining levels of Tribal Berserker. Damage Reduction 3/9 +9 +6 +3 +3 WereTiger Shape. his charge pulling him through their ranks and straight into the archers who were preparing for the next volley.com
. Many tribal bloodcults or warrior groups keep a magically pre-
served store of blood from their lycanthropic totem. Skill Points at Each Level: 2 + Intelligence modifier Class Features All of the following are class features of the Tribal Berserker prestige class. Ride (Dex) and Wilderness Lore (Wis).
Table 1-24: 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. not the exception. And they ran. Berserk Rage 4/day
Ambient Inc. but Dark Wolf pulled Mingar forwards through the rain of wood. it would be a day of slaughter for the Dark Wolf whom he served. Special: Ability to rage. They are members of strange animal battle-cults that were originally founded ages ago. Mingar Gowl felt the bile rise in his throat. Hit Die: d12 Requirements To qualify to become a Tribal Berserker (Tbz).trees that would soon be used for longhouses and warships. 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. stronger again with every elf that fell to his axe that day. Across the muddy field were the organized phalanxes and archers of the high elven armies. Handle Animal (Cha).DREADGAZEBO. Class Skills The Tribal Berserker's class skills (and the key ability for each skill) are Control Shape (Wis). the tall and fine trees of their home . he launched himself towards the phalanx that stood between himself and the Archers. Tribal Berserkers are at once feared and revered by the barbarian tribes they come from. Regardless. Mingar surged forward with a feral cry on his lips. 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. Great Berserk Rage 10 +10 +7 +3 +3 WereBear Shape. filled with revulsion for such frail creatures who dared to claim stewarship over the vast forests that the tribes needed for their own survival. Beyond them.librum equitis volume two
Mingar knew neither fear nor reluctance. 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. Screaming and frothing. and they saw it in him.
-2 morale penalty to target's allies within 40' attacks rolls. except for a shield) and in warpaint. For example.DREADGAZEBO. 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).
WereShape (Su): Beginning at the level indicated. a Tribal Berserker with the Cleave feat in light or no armour is treated as having the Great Cleave feat. Heightened Senses (Ex): The Tribal Berserker gains a +2 bonus to Spot. and this shape is determined by what Lycanthropic tribe the Berserker is a member of. 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. 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. but are not trained with any armor. Treat this in all ways as the Druidic wildshape abilities. treat the Tribal Berserker as being two levels higher if she is wearing no armour other than a shield. For purposes of this table only. concentration and saves. If the Berserker is still in his Berserk Rage when all opponents have fallen. then treat her as having the Whirlwind Attack feat. at this level the Berserker's stat bonuses are greater during a Berserk Rage (but not during a Barbarian Rage). there is a flat 11% chance each round that he will turn on a friendly character. Jump. Climb. During a Berserk Rage. or four levels higher if she is completely skyclad (again. This chance is reduced by 1% per level in the Tribal Berserker prestige class. 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. Note that armor check penalties for armor heavier than leather apply to the skills Balance. Fearsome Rage (Ex): The Tribal Berserker's Berserk Rage can cause morale penalties in enemies. Berserk Rage (Ex): The Tribal Berserker's Berserk Rage ability is almost identical to the Barbarian's rage except as follows. -1 morale penalty to target's allies within 40' attack rolls. The Berserk Rage lasts for (5 + new Constitution modifier) rounds. If the Tribal Berserker has the Great Cleave feat already and is wearing light or no armour. a Tribal Berserker of the wererat blood cult gains the wereshape ability at level 6. Listen and Search rolls from her refined animallike senses (this does not stack with racial modifiers). For Barbarian Tribal Berserkers.
www. concentration checks and saving throws
Weapon and Armour Proficiency: Tribal Berserkers are proficient in all basic and martial weapons except projectile weapons (bows. crossbows and the like) and shields.librum equitis volume two
Table 1-25: 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.
Ambient Inc. Pick Pockets and Tumble.com
. the Tribal Berserker gains the ability to shapeshift into the form of his lycanthropic totem during his Berserk and regular Rages. and most berserkers can choose to either berserk rage or barbarian rage. A Tribal Berserker of the weretiger tribe would only gain his wereshape ability at level 9. Hide. Great Berserk Rage (Ex): As with the Barbarian "Great Rage" ability. concentration and saves. Each Tribal Berserker can assume only one wereshape. Move Silently. Escape Artist. concentration checks and saving throws attack rolls. Berserk Rages are always distinguished from normal Barbarian Rages.
DREADGAZEBO. Escape Artist. living life as a grand and deadly game that seems to revolve around drinking and chopping up Trolls. This ability supersedes (does not stack with) the extra damage normally granted by the Power Attack feat. Hide. 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. but with massive damage and gory chunks. Special: This feat can be taken multiple times. the benefits stack. most Troll Hunters are drawn from the ranks of barbarians and fighters. able to take punishment that a raging. add your current base Fortitude save +1 to your hit point total. Skill Points at Each Level: 2 + Int modifier. Troll Hunters favor large two-handed weapons that can rend gobbets from their foes. meanest guys in town. Move Silently.
Weapon and Armor Proficiency: Troll Hunters are proficient with all simple and martial melee weapons as well as with all types of armor. Greater Power Attack (Ex): The first lesson of Troll Hunting is to take them down as fast as possible. but not with shields. Jump. trained to be savage butchers. often sending gobbets of troll-meat flying for yards around with every attack. Base Attack Bonus: 7+ Wilderness Lore: 5 ranks Feats: Hardcore. Troll Hunters that manage to survive are some of the hardiest and most scarred members of their races. he may declare it to be a Mighty Charge. 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).
Hardcore [General] You are as tough as they come.librum equitis volume two
It takes a special kind of crazy to go out looking for trolls. This ability supersedes (does not stack with) the normal bonuses for charging into melee. Each point of damage
Table 1-26: 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. Prerequisites: Toughness. 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. This is because the Troll Hunter is ripping and cleaving this flesh from the body of his opponent. with some particularly determined rangers making up most of the remainder. Class Features All of the following are class features of the Troll Hunter prestige class. Hit Die: d12 Requirements To qualify to become a Troll Hunter (Trh) a character must fulfill all the following criteria. usually axes and other large blades. 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). Intimidate (Cha). but reduce the charging Troll Hunter's Armor Class by 5 points for the round. Troll Hunters tend to be loud and boisterous. Con 15+ Benefit: When you gain this feat. Mighty Charges gain a +4 bonus to hit and a +2 bonus to damage. Because of their focus on offense instead of defense.Toughness. a Troll Hunter using the Power Attack feat gains +3 to damage for every -2 taken to his attack roll. Pick Pockets and Tumble. 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).com
. hardened barbarian would cringe at. They keep the beasts down not with finesse. Jump (Str). Power Attack. This bonus damage increases by 1d6 at levels 5 and 8. More than that. When wielding a weapon at least one size category larger than himself. Climb. Note that armor check penalties for armor heavier than leather apply to the skills Balance. Troll Hunters have it in spades. Bloody Murder (Ex): Beginning at level 4. and Swim (Str). Craft (Int). They are the toughest. he deals an additional 1d6 damage above and beyond the normal damage dealt by the attack. Obviously.
www. 1 Hand 2 Arm 3 Arm 4 Leg 5 Leg 6 Ear
Ambient Inc. Massive Power Attack (Ex): When wielding a weapon at least one size category larger than himself.DREADGAZEBO. roll a d6 on the table below to determine what has been removed from the creature.librum equitis volume two
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).com
. Limb Ripper (Ex): Whenever the level 10 Troll Hunter successfully deals a critical hit. the target not only has chunks of itself flung around the battlefield. If the save is failed. The target must make a Fortitude saving throw with a DC equal to the damage dealt by the critical hit. but more than likely one of these chunks is one of its limbs. a level 7 Troll Hunter using the Power Attack feat gains +2 to damage for every -1 taken on his attack roll. 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.
the venomous can select a second alternate ability score that the poison can damage. Jump. decided by the Venomous when the attack is made. For most Venomous who have natural poisons that don't deal Con damage. The Venomous focuses training on physical movement and manipulation as well as the fortification of their natural poisons. Deadly Poison +5. Disable Device (Int). when the Venomous gain complete immunity to poison. Skill Points at Each Level: 4 + Int modifier. Beginning at level 2. The new ability score must be selected when the Venomous gains this ability. This increases an additional 2 points every two class levels thereafter. granted special powers by their dark saurian gods. Magical Poison
Ambient Inc. Pick Pockets and Tumble. Deadly Poison +3 Poison Resistance +5 Poison Immunity. their choice of three light and one nonlight martial weapon. Move Silently. Intimidate (Cha). More Poison (2/day) Alternate Damage. Jump (Str). and never risk accidentally poisoning themselves when applying poison to a blade. Note that armor check penalties for armor heavier than leather apply to the skills Balance. spontaneously created poisons. but does not include those created alchemically or via the Craft (poison) skill. and even some senior assassins and evil sorcerers with the poison spell have learned the tricks of this trade. the DC of all saves against these poisons are increased by 1. Body of Ichor Deadly Poison +9. Deadly Poison (Su): The core of the art of the Venomous is their extremely potent. or the same damage to the alternate ability score.
Class Features All of the following are class features of the Venomous prestige class. Escape Artist (Dex). as a spell-like
Table 1-27: 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. 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.those who are more concerned with the dispatching of their target than the finer arts of getting to and from the target. Swim (Str) and Tumble (Dex). Hit Die: d6 Requirements To qualify to become a Venomous (Vnm) a character must fulfill all the following criteria. Other sentient races with natural poisons such as medusae have duplicated the efforts of the Venomous. Weapon and Armor Proficiency: Venomous are proficient with all simple weapons. Deadly Poison +1 Poison Resistance +3. Listen (Wis). or members of nearforgotten races who seek to make their mark in the world. Magical Poison Deadly Poison +7 More Poison (3/day). Escape Artist. Alternate Damage. Poison Use Poison Resistance +2. This includes poisons from natural attack forms as well as those created through the use of the spell or psionic ability poison. Some few are top professional assassins who seek ways to make their venoms deadlier for use against more powerful opponents. and from then on. Hide (Dex). Move Silently (Dex). Spot (Wis). as opposed to the more personal and interpersonal skills that many assassins master. Climb. Most of the Venomous are holy yuan-ti assassins (as were the original members of the class). Alternate Damage (Su): Beginning at level 3. Disguise (Cha). At level 7. More Poison (Sp): The level 3 Venomous is capable of producing more poison per day than is normal for his racial or class ability.
www. 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. any dose of poison can either deal its normal damage. This ability allows the Venomous to spontaneously create poison as if casting the Poison spell once per day. Most NPC Venomous are low-brow assassins . They gain no additional proficiencies with armor or shields. Climb (Str). Poison Use (Ex): The Venomous are keenly aware of the effects of poisons. or the poison spell Class Skills The Venomous' class skills (and the key ability for each skill) are Balance (Dex).librum equitis volume two
The Venomous is a prestige class followed by several different groups and organizations. and any one exotic weapon. Search (Int).DREADGAZEBO. Poison Resistance (Ex): The Venomous work constantly with poisons and slowly grow more and more resistant to their effects. the first choice is obviously to deal Con damage. the Venomous can change the form of his spontaneously created venom such that it deals damage to a different ability score than normal. Hide.com
Poison Immunity (Ex): Constant exposure to and experimentation with poisons and venoms has rendered the Venomous completely immune to poisons at level 6. The wielder can decide to use the power after he has struck.com
. Black: The victim suffers one negative level each time he fails a saving throw against the poison. If failed. While this is rarely deadly. HeartBurning: the victim suffers an additional 2d6 fire damage with each failed saving throw against the poison. At level 10. Any person who ingests any bodily fluid or part of the Venomous becomes subject to a variety of ill effects. he does not recognize that he has been poisoned. Doing so is a free action. Fear: the victim must make a Will save to avoid suffering as if panicked for 1d8 rounds. it can be quite distressing. 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. Prerequisites: Craft Magic Arms and Armor. Magical Poison (Su): A level 7 Venomous has begun to transcend the barriers between mere toxins and magic. even if they seem contradictory.
New Weapon Enhancement
This piercing weapon allows the wielder to inflict a poison spell (DC 14) upon a creature struck by the blade once per day.librum equitis volume two
ability. The Venomous may select one of the qualities from the list below to be added to all his spontaneously created poisons.
www. SoulChilling: the victim suffers an additional 2d6 cold damage with each failed saving throw against the poison. This causes 1 point of damage to the Venomous for a weapon two sizes smaller than himself.DREADGAZEBO. 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. 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. skill checks and saving throws for 1 minute per failed saving throw against the poison. By cutting himself with a piercing or slashing weapon. and again at level 9. but the poison must be inflicted on the same round that the dagger strikes. Crippling: The incredible pain caused by the poison gives the victim a -3 pain penalty to attack rolls. Caster Level: 5. such as HeartBurning and SoulChilling). poison. The Venomous can use this ability one additional time per day at level 6. Market Price: +1 bonus
Ambient Inc. Dex and Con. plus one point of damage per size category of the weapon larger. the Venomous can coat the weapon with an injury version of this same venom.
and the warrior cults they normally bring with them are even less welcome. gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead. Knowledge (religion) (Int). But not all weapon cults serve secret deities or hidden agendas. but wandering warrior clerics who fight for their faith. as their chosen weapon is an easy sign of faith and a tangible benefit of worship. 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. and SpellCraft (Int). She does not. Pick Pockets and Tumble. Some lesser evil deities cultivate weapon cults as a primary form of worship for their young religions. 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. Climb. but the damage bonus is based on the character's combined level (Weapon Cult Paragon plus Cleric or Paladin level).
Class Skills The Weapon Cult Paragon's class skills (and the key ability for each skill) are Concentration (Con).
www. and at level 10 this increases to three times per day. and so on). she must decide to which class he adds the new level for purposes of determining spells per day.DREADGAZEBO. 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. Hit Die: d8 Requirements To qualify to become Weapon Cult Paragon (Wcp) a character must fulfill all the following criteria. a paladin or cleric with the Destruction domain).librum equitis volume two
Weapon Cult Paragon
Many militaristic and warlike religions sponsor the existance of the weapon cults. Weapon Focus (deity's favored weapon) Spellcasting: ability to cast level 2 divine spells Special: Access to either the War or Weaponry domains. Sense Motive (Wis). except for an increased effective level of spellcasting. 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. Move Silently. Base Attack Bonus: +5 Gather Information: 5 ranks Knowledge (religion): 8 ranks Feats: Leadership. and three extra times at level 10). she can use the ability one extra time per day (two extra at level 5. The Weapon Cult Paragon must declare the smite before making the attack. Note that armor check penalties for armor heavier than leather apply to the skills Balance. Weapon and Armor Proficiency: The Weapon Cult Paragon is proficient in all simple and martial weapons and with light and medium armors and shields. If the Weapon Cult Paragon already has a smite evil or smite ability (for example. 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). Escape Artist. metamagic or item creation feats. however. Skill Points per level: 2 + Int modifier Class Features All of the following are class features of the Weapon Cult Paragon prestige class.com
Spellcasting: At the indicated levels. Gather Information (Cha). some deities well known for their armament have so-called weapon cults in their worship also.
Table 1-28: 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. The attack bonus does not increase. The leaders of the Weapon Cults are often not actual members of the individual cells. 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. If a character had more than one divine spellcasting class before becoming a Weapon Cult Paragon. Weapon Cults usually see themselves as fighting for their right to worship. Jump. Intimidate (Cha). Craft (Int). 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. Few deities of war are welcome in peace-loving countries. Knowledge (local) (Int). 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. At level 5 a Weapon Cult Paragon can smite twice per day. Handle Animal (Cha). Hide. as underdogs and believers among heretics and infidels.
Because of this. to a maximum of her Charisma bonus of Faithful blows per day. Faithful Blow (Ex): At level 4.com
. 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). the Paragon gains the ability to make a faithful blow once each day. at level 2.
Ambient Inc. This also affects her leadership score as appropriate. the Paragon may "tap" a local cell of the Weapon Cult whenever in a settlement of sufficient size. a level 10 Paragon with 14 Charisma would only have the ability to make 2 faithful blows per day). the Paragon no longer suffers the -1 Leadership Modifier for moving around.librum equitis volume two
Wandering Warlord (Ex): Paragons of the Weapon Cults are expected to travel. increasing to +4 at level 6 and +6 at level 9. With one day's notice. 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. At level 3 this begins as a +2 circumstance bonus to Charisma.
www. Additionally. 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. allowing her to collect one quarter of the number of followers normally available based on her leadership score in a matter of hours. A faithful blow counts against the Paragon's turning attempts for the day and is always a critical threat. plus an additional time per day every two levels of the prestige class thereafter (2 at level 6. Renown (Ex): As tales of the Paragon's deeds spread. (For example. 3 at level 8 and 4 at level 10).DREADGAZEBO.
wood) Wall of Iron. Exhumes one person or object Murmur of the Earth.librum equitis volume two
chapter two spells & magic
Bard Spell List Additions
Befuddle. but poisons are reduced
Fox’s Guile. Target gains 1d4+1 Cha for 1 hour / level
Befuddle. Nauseating vapours. 1d4+1/lvl blast of earth buries targets Magnetic Covering. Rays hit subject with a variety of effects Incendiary Cloud. 1 2 3 4 5 6 7 8 9 Clouds Domain Spells Obscuring Mist. 2d4 Large. As heal on warhorse or other mount Summon Monster V.
Essence of Earth. (Nightmare)
Blast of Earth. Target gains 1d4+1 Cha for 1 hour / level
Earth's Defender. You and your allies turn vaporous and travel fast Animal Shapes. Target is immobilized by dust and rock
Ambient Inc. Summons riding horse for 2 hours / level Expeditious Retreat. cuts. Confusion affects a single target Fox’s Guile. Create a metal object (no cloth. Target gains 1d4+1 Cha for 1 hour / level
Granted Power: Clerics of Clouds can see through natural and supernatural clouds. Subject treads on air as if solid Solid Fog. (Celestial or Fiendish Pegasus) Summon Monster VI. Fog surrounds you Fog Cloud. 30 hp / 4 lvls. can topple onto foes Permanency. Target is hurt. Cloud deals 4d6 fire damage / round
Druid Spell List Additions
Stony Purge. Doubles your speed Phantom Steed. DR 25 / +1 and minor spell immunity
Sorcerer / Wizard Spell List Additions
Fox’s Guile. 1 round / level Air Walk. Makes certain spells permanent Stoneskin. 1 2 3 4 5 6 7 8 9 Horses Domain Spells Mount. Fog obscures vision Stinking Cloud. Weapon gains +1 bonus Bull's Strength. Shock wave topples targets
Granted Power: Clerics of Horses can maintain a hustle for one half hour per point of constitution. Your body becomes living iron Elemental Swarm. Confusion affects a single target Claim from the Earth. stabs and slashes Iron Body. Kills 3 HD or less. Stops blows. 1d4 Huge Iron Elementals. Weapon gains 5 hardness & hit points Major Creation.com
. Fog deals acid damage Prismatic Spray. Blocks vision and slows movement Cloudkill.DREADGAZEBO. 1 2 3 4 5 6 7 8 9 Forge Domain Spells Magic Weapon. Magical horse appears for 1 hour / level Heal Mount. fog and rain without any impairment. Subject gains 1d4+1 Str for 1 hr / lvl Granite Arms. (Celestial or Fiendish Unicorn) Wind Walk. 4-6 HD save or die Acid Fog.
www. stone. One ally / level polymorphs into animal form Summon Monster IX. Allows the subject to act below 0 hit points
Granted Power: The cleric gains a +4 sacred bonus on all craft checks working with metal.
Kills subject and destroys remains Unholy Aura. slashes Statue. Glyph deals 10d8 or level 6 spell Guards and Wards. 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. Your body becomes living iron Power Word: Kill. Subject loses all but 1d4 hit points Destruction. 1 2 3 4 5 6 7 8 9 Negative Energy Domain Spells Bane. Wards an area for 2 hours / level Glyph of Warding. diseases and mental conditions Greater Restoration.DREADGAZEBO.com
. +4 AC. Magical weapon attacks on its own Keen Edge. Creatures take 1d8 damage. Array of magical effects protect area Symbol. +4 AC. Triggered runes have array of effects Trap the Soul. place or thing Iron Body. Opened object deals 1d4+1/level damage Greater Glyph of Warding. Kills one or more targets
Granted Power: Clerics of Stone get the Toughness feat as a bonus feat. SR 25 vs good spells Energy Drain. 20 hp / 4 lvls. Blades encircling you deal 1d6 dmg / lvl Legend Lore. plus restores levels and stats Holy Aura.
www. Deals 1d8+1/level damage in all directions Unhallow. Designate location as holy Heal. Sculpts stone into any form Spike Stones. Doubles threat range of slashing or piercing wpn Greater Magic Weapon. +4 resistance. 1 2 3 4 5 6 7 8 9 Traps Domain Spells Alarm. Inscription harms those who pass it Explosive Runes. Entombs subject beneath the earth
Positive Energy Domain
Granted Power: Clerics of Positive Energy can create a Positive Energy Ward . cuts. Fills area with positive energy Negative Energy Protection. can be shaped Stoneskin. Cures all damage. 1 2 3 4 5 6 7 8 9 Stone Domain Spells Magic Stone. 3 Stones gain +1 attack. SR 25 vs evil spells True Resurrection. Fills are with negative energy Animate Dead. -1 on saves vs fear Desecrate. Stops blows. Earth Elementals only
Ambient Inc. Designates location as unholy Harm. Learn tales about a person. Subject can become a statue at will Earthquake. +4 resistance. Tremor shakes 5-ft radius per level Elemental Swarm. restoration. 1d6+1 damage Endurance. Allies gain +1 attack and +1 on saves vs fear Consecrate. may be slowed Wall of Stone. 1 2 3 4 5 6 7 8 9 Positive Energy Domain Spells Bless. Imprisons subject within gem Imprisonment. Subject gains 2d4 negative levels
Granted Power: Clerics of Traps gain the rogue ability to detect traps when the search DC is higher than 20. Deals 6d6 damage when read Fire Trap. stabs. Touch attack kills target Blade Barrier. Target gains 1d4+1 Con for 1 hr / level Stone Shape. Resist level and ability drain Death Ward. Resurrection. Enemies suffer -1 attack. Immunity to death spells and effects Hallow. Weapon gains +1 bonus Spiritual Weapon. Creates undead skeletons and zombies Circle of Doom. 1 2 3 4 5 6 7 8 9 Weaponry Domain Spells Magic Weapon.librum equitis volume two
Negative Energy Domain
Granted Power: Clerics of Negative Energy cast all Inflict Wounds spells at +2 caster levels. +1 bonus / 3 levels (max +5) Slay Living. remains aren’t needed
Granted Power: Clerics of Weaponry gain a +3 sacred bonus on Craft and Appraise rolls regarding weapons.
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. Drd 3 Components: V. he instead may continue to move and act normally for the duration of the spell.
Blast of Earth
Evocation (earth) Level: Erb 4. Huge and largersized creatures cannot be buried by this spell (but still receive damage as normal). if the target ever drops to 0 (or lower) hit points. While digging their way out. Material Component: a pinch of wet clay. 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.
Essence of Earth
Enchantment Level: Erb 5. they are considered prone and immobile.com
. and he cannot be affected by a haste spell. The cone inflicts 1d4+1 impact damage per level of the caster. as per the confusion spell.S. Material Component: 2 half nut shells knocked together. Clt 2. While this spell is in effect. Sor/Wiz 3 Components: V. the caster gains 25/ +1 DR and is immune to damage from spells of 3rd level or lower. this spell allows a creature to continue to function for a time after they normally would have been laid low.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. Sor/Wiz 3 Components: V. the caster may elect to exhume a body buried in a grave plot without knowing its identity or how long it has been interred.librum equitis volume two
Enchantment (Compulsion) [Mind-Affecting] Level: Brd 2. 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. For the duration of the spell. or would be knocked unconscious or even immediately killed. 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. For example. the spell fails.DREADGAZEBO. although he need not know its exact nature.
www. The caster's movement rate is also reduced by one-third (rounded down). Material Component: a small piece of fool's gold. Those victims who make a successful reflex saving throw suffer half damage and are not buried. Drd 7 Components: V.
Transmutation Level: Erb 1 Components: V. This effect is broken if the target is reduced to -50 hit points. 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.
Ambient Inc. If the creature or object to be exhumed is buried deeper than ten feet. and his skin and hair take on a gray-brown tone. Expeditious retreat dispels and counters clay step and is countered by clay step. 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. His features become a little sharper and more angular. The caster must know that such a creature or object exists for the spell to work.S. to a maximum of 10d4+10 damage. The target's speed and jump distances are halved (rounded down). causes the ground to shift. gently raising to the surface any single buried creature (dead or alive) or object designated by the caster. the opposite of oubliette. Material Component: 400 gp worth of gemstone dust.
Claim from the Earth
Transmutation Level: Erb 2. S. Sor/Wiz 4 Components: V.
Transmutation Level: Erb 3.
No two spells of this type (including other "Guardian of…" spells) may have overlapping areas of effect. disrupting his concentration (DC 20 Concentration check to not lose a spell being cast). attack rolls and all skill checks that normally suffer from an armor check penalty. The target weapon gains +5 hardness and +5 hit points.
Transmutation Level: Erb 3.DREADGAZEBO. On the fourth round and thereafter.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.S.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. Material Component: dried quicksand and magnetized iron filings.
Ambient Inc. sand or gravel and dust. If the victim fails a Fortitude saving throw. Drd 2.
www. attack rolls and saving throws. greatly strengthening the steel against wear and damage. but only when climbing on earthen or stone surfaces. and so on.
Transmutation Level: Bok 2 Components: V. Enough particles of significant size accumulate on the second round to cause a -2 circumstance penalty to the victim's armor class. A weapon may only be targeted by this spell once. Material Component: One small rock or two pebbles. adding the usual benefits to all Charisma-based skill checks. S Casting Time: 1 action Range: Personal Target: You Duration: 1 minute This spell allows the caster the benefits of a spider climb spell. the victim is covered in a "magnetic" field that attracts nearby loose earth. ft per level Duration: Permanent Saving Throw: None Spell Resistance: No This spell calls a medium-sized or two small earth elementals. Arcane Material Component: a few hairs. Forge 3 Components: V. ft area + 5 sq. If the victim makes his saving throw. S. Clt 2. but must remain in the area defined by the spell.com
. Sor/Wiz 2 Components: V. the dust causes him only to sneeze once. or a pinch of dung from a fox. 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. the victim is immobilized until a successful dispel magic is cast upon him or the accumulated particles are washed away.S. M Casting Time: 1 full round Range: 10 ft Effect: 1 50 sq. on the first round. he is covered by a thin film of dust particles. M.
Hands of Clay
Transmutation Level: Erb 1 Components: V.
Abjuration Level: Erb 3. They can obey simple commands from the caster. Sor/Wiz 4 Components: V. S. 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. Two gallons of liquid per size category of the victim (ten gallons for man-sized creatures) can wash the matter away. The victim suffers the effects of a slow spell on the third round. turning / rebuking undead. Material Component: Dust containing manganese or molybdenum ore (5 gp value) XP cost: 100 XP
Guardian of Earth
Conjuration (Summoning) [Earth] Level: Erb 4 Components: V.librum equitis volume two
Transmutation Level: Brd 2. A minor curse can be dispelled or removed by any spell or effect that removes the effects of a bestow curse spell.
If the saving throw succeeds.
Conjuration Level: Erb 1. The ground upon which the victim formerly stood is immediately safe to walk upon but has obviously been disturbed.librum equitis volume two
Transmutation Level: Erb 1 Components: V. If there is an open space ten feet beneath the location where the spell is cast. rounded up. All creatures in the affected area take 2d6 damage and are knocked prone. clearing our all impurities it encounters. you generate a shock wave. marking the site of the entombment. An entombed victim must make a second Reflex saving throw to determine whether he managed to get a good gulp of air while falling. without the knowledge of the spellcaster. full round or move-equivalent) and aren't forced to make a Reflex saving throw. the victim was too startled to fill his lungs with air and can hold his breath for only one-half the normal time. except that it affects a willing creature by touch.
Ambient Inc. and grants the target a +5 resistance bonus against poison and disease for the next hour. 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. his head is always located ten feet beneath the surface. In the case of entombed objects. The ground beneath the target suddenly collapses. 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. If the second save fails.com
. then the target is deposited there (with normal falling damage). the caster causes the target to be swallowed by the ground beneath him. the top of the object is always ten feet beneath the surface. This causes 1d4 subdual damage. you gain damage reduction of 10 / +1. 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. Material Component: a pinch of salt. accompanied by a low rumble. he can hold his breath as normal. In addition. Sor/Wiz 3 Components: V. which topples creatures and loose objects (flying creatures are unaffected).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. The victim cannot move and eventually suffocates unless freed as per the drowning rules. Regardless of the victim's size.
www. Drd 1 Components: V.DREADGAZEBO.
Transmutation Level: Erb 5 Components: V. S. A victim who makes a successful save leaps clear of the hole and is not entombed. a victim failing a Reflex save tumbles into the hole created by the spell and is buried alive. 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. the target can move through natural stone and earth at normal walking speed for the duration of the spell.
Murmur of the Earth
Evocation Level: Erb 2. As long as you take no action (standard.
Swim Through Earth
Transmutation Level: Erb 3 Components: V.
taking 2d6 subdual damage. Material Component: a sprinkle of earth. the entire wall crumbles into dust and vanishes.DREADGAZEBO. at most. The wall can be used as cover or used as a simple obstacle. Staying atop a horse that is knocked to the ground incurs the same penalties as failing your saving throw. The barrier takes up a single 5 foot cube per level of the caster and can be stacked.com
Ambient Inc. M Casting Time: 1 action Range: Close (25 ft + 5 ft / 2 levels) Effect: Earthen wall. 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. When the wall is destroyed (or the duration expires). 1 5 ft cube per level Duration: 1 minute / level This spell creates a barrier of soft earth in an unoccupied area.librum equitis volume two
Evocation Level: Erb 2 Components: V. 10 feet tall.
Wall of Earth
Conjuration (Creation) Level: Erb 2 Components: V. Mounted characters must make a Ride check at a -5 penalty or be thrown from their mount. This barrier has 10 hit points per inch and can be toppled by a successful Strength check (DC 25). S.
Market Price: 2. The caster makes a ranged touch attack to strike each additional target. For example. 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). Persistent Power feat. Prerequisites: Craft Universal Item. "Jungles of the Mind". 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. Manifester Level: 10. This does not increase the power point cost of the psionic power it alters. their temples researched many great psionic creations and are even credited with the creation of the first psicrystals. cone powers become ray powers with this feat). Manifester Level: 10. a spellcaster can successfully use a MetaFragment with a divine or arcane spell. Manifester Level: 10. but they must all be within 30 feet of the primary target. Secondary targets sufer half damage from the power. Market Price: 500 gp Maximizing MetaFragment The user can manifest one psionic power as if using the Maximize Power metapsionic feat. and the characters would suffer only half damage on a failed save. the target will only suffer the results of one secondary ray.000 gp Spellcasters & MetaFragments The energies imbued in a MetaFragment can be accessed by spellcasters also.000 gp Hidden MetaFragment The user can manifest one psionic power as if using the Hide Power metapsionic feat. but not so insignificant in size and quality as to be used as skill Shards. The caster may choose which secondary targets he hits. Benefit: The power manifested with this feat targets a single primary target (if it normally targeted multiple targets or had an area effect. While more than one extra ray may be targeted at a secondary target. their fallen city-state and their many wondrous creations will be the central focus of the 2003 Ambient Inc. Prerequisites: Craft Universal Item. module.
www. or "metashards" are very small fragments of crystal. Prerequisites: Craft Universal Item.
MetaFragments. With a successful DC 15 Psicraft or DC 20 Spellcraft roll. 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. Market Price: 2. The Power resolves against the primary target as normal. Extend Power feat. Each MetaFragment is charged with psionic energy embedded in a power matrix to augment the manifestation of a psionic power. Market Price: 500 gp
[metapsionic] You can manifest powers that arc to secondary targets. Enlarge Power feat. The manifester may generate a maximum number of secondary rays equal to his caster level. Manifester Level: 10. Prerequisites: Craft Universal Item. Maximize Power feat. a chained disintegrate power's secondary targets would receive +4 to their saving throw. Persistent MetaFragment The user can manifest one psionic power as if using the Persistent Power metapsionic feat. each dedicated to one of the six known psionic disciplines. Chain Power feat. Their patron deity taught that the psionic disciplines were his gift to their enduring reign. This grants the benefit of the encoded metapsionic feat to the power manifested through it. Manifester Level: 10. Once the power hits the primary target. usually too flawed to be used in most psionic work.librum equitis volume two
psionic devices of the duankhat
The Duan'Khat (doo-on .DREADGAZEBO. A manifester may only use one MetaFragment on any given psionic power.kaht) were an ancient human citystate controlled by six imperial families. Market Price: 3.000 gp Delaying MetaFragment The user can manifest one psionic power as if using the Delay Power metapsionic feat. A chained power costs a number of power points equal to its standard cost +6. burning out the fragile psionic matrix within it in the process. it becomes a single target power. Market Price: 3.
Ambient Inc. Hide Power feat. secondary rays then arc from the primary target to hit a number of secondary targets. Prerequisites: Craft Universal Item. Twin Power feat. Manifester Level: 10. Manifester Level: 10.com
. Chaining MetaFragment The user can manifest one psionic power as if using the Chain Power metapsionic feat. Market Price: 500 gp Extending MetaFragment The user can manifest one psionic power as if using the Extend Power metapsionic feat. If the power causes an effect other than damage. During the peak of their rule. no matter how many succeed in striking him. Prerequisites: Craft Universal Item. More information on the Duan'Khat. Prerequisites: Craft Universal Item. the save DC for secondary targets is reduced by 4 points. The manifester may choose to affect fewer additional targets than the feat allows.000 gp Twinning MetaFragment The user can manifest one psionic power as if using the Twin Power metapsionic feat. 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. MetaFragments are use-activated (but manifesting psionic powers in a threatened area still provokes attacks of opportunity). Delay Power feat.
Ambient Inc. thus not opening the can of worms that many people see as the psionic rules. 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. steadfast gaze.com
. he put his gaming skills towards the writing of d20 supplements. The items in this chapter were included for exactly this reason. 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.000 gp QuickSilver Sphere Bright and darting. Prerequisites: Craft Universal Item. it has no armor check penalty or arcane spell failure chance. He still ran original Basic Rules style campaigns for his family and friends until late 1999. When active. Market Value: 4.librum equitis volume two
As crystals became more and more scarce. Market Value: 5. On line. he can usually be found sneaking around the message boards at www. Activating or deactivating the Dawn Sphere requires a command word. It grants its owner a +2 resistance bonus on all saving throws against gaze attacks and against any form of petrification. the attacker must initiate a grapple with the Dawn Sphere. suddenly creating a 3-foot long blade extending from the Dawn Sphere as a standard action. A large variety of Dawn Spheres exist. 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. the large metal shield circling the owner's head can interfere with sight. The grapple check is made as if the Dawn Sphere had a Strength of 10 and no size modifiers are used for either party. In order for the Dawn Spheres to have any effect upon the owner. rotating about the head of the owner at a distance of 1d3 feet. While debilitating to a powerful psion's own combat manifesting. Since the owner of the Dawn Sphere does not need to wield the shield. Caster Level: 12.500 gp
The Duan’Khat are also an interesting way to incorporate psionics into a non-psionic campaign. none of them require the use of psionic characters or the psionics rules (except for descriptions of the metapsionic feats in question). causing a -4 circumstance penalty on all Spot and Search rolls while the Dawn Sphere is active. Craft Psionic Arms and Armor.realmsofevil. Otherwise the blade "retracts" instantly back "into" the sphere. 1 inch diameter metallic spheres etched with psionic runes that hover. my light. the attacker now has the Dawn Stone in his hand and possession. As the Duan’Khat civilization was destroyed millenia ago. Market Value: 7. If the grapple check succeeds. Market Value: 2. the Duan'Khat conducted extensive research into the art of non-crystal psionic energy conduction such as psionic skins and psionic tattoos. Additionally. Caster Level: 12. Attacking a Dawn Sphere is the same as attacking an attended object. and never twice against the same opponent. even occasionally posting preview and playtest material there.net. Market Value: 4. Psychic Bastion feat. seemingly identical in construction except for the psionic runes and tracings embossed across the entire spherical surface. Caster Level: 12. Prerequisites: Craft Universal Item. Armed Sphere These Dawn Spheres can spontaneously produce long pointed shafts and blades of steel from their surface as they spin about. All the basic Ioun stones from the System Reference Document are available as Dawn Spheres. This attack provokes an attack of opportunity. With the advent of the d20 license. 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. Caster Level: 12. Dawn Spheres have a hardness of 10 and 5 hit points. By concentrating on a Arm Sphere. Prerequisites: Craft Universal Item. He was the webmaster and chief writer for the largest CyberPunk fansite on the net. An Arm Sphere blade is treated as a +1 scimitar. Once it has been triggered.
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. Prerequisites: Craft Universal Item. Craft Psionic Arms and Armor. Caster Level: 12. it grants its owner a +2 speed bonus to initiative. nor does it take up one of the user's hands. the QuickSilver Sphere has an additional +4 dodge bonus to its own AC against attacks aimed at the sphere. Also.
www. in addition to the following. Market Value: 7. combat prescience.000 gp Mirror Sphere The mirror sphere protects against gaze attacks and all forms of petrification. when active. duplicating many of the effects of Ioun stones without requiring the valuable crystal components used therein. Prerequisites: Craft Universal Item.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. all light sources in his or her possession illuminate an additional 20 ft beyond their normal range or radius. and no surviving members to pass on the psionic disciplines. the Shield Sphere provides a +2 shield bonus to AC that stacks with any other shield or armor bonuses the owner may have. they must be in their orbital path and must be within 3 feet of the owner's head. +5 in-hand) plus the bearer's Dexterity bonus and the bearer's deflection bonus. the owner can trigger this effect. In order to grab a Dawn Sphere. They are difficult to tell apart. they are an easy method to introduce psionic items and some minor psionic abilities to a campaign world that has no other psionics. Caster Level: 12.000 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. Prerequisites: Craft Universal Item.DREADGAZEBO. One major breakthrough was the creation of the Dawn Spheres.500 gp Radiant Sphere While the owner has the Radiant Sphere in use. with an AC of 19 (+4 size. This “dead race” has few artifacts left to this day.
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