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Kalte Shaman

The frozen realm of Kalte is home to many fierce creatures, from the highly territorial Ice Barbarians to the hulking menace of the mighty Kalkoth. Possibly more dangerous than either of these, but until now unknown to most of Magnamund are the Kaltese Shamans. The Shamans of Kalte ha e only e!isted for around fifty years. The founding of the guild coincided with the disco ery of a huge stone statue in an icy ca e dee" in the frozen wastes by a scouting "arty of Ice Barbarians. #ne of their number, a towering man called Iceth was o ercome by isions u"on seeing the statue, and in a fit of rage or madness, slew the rest of the scouting "arty. $is ision told him of one of the Ice %emons, the s"irits from beyond the &agadyn gate who a oided the tra"s set for the rest of his kin by the 'ncients. (hile the im"risoned Ice %emons built Ikaya, this lone Ice %emon fled to the ca e. There, far from the &agadyn gate, and sorely weakened from his "assage through it and subse)uent esca"e, the demon found a statue, an ancient effigy in the form of the 'ncients, and imbued with the magic of that race. Knowing that it would soon e!"ire, the demon transferred its essence to the statue, where it remained e er since. The demon "romised great "ower to Iceth, "ro ided the Ice Barbarian would allow the demon to "osess his body. The ambitious Iceth agreed to this, but found that his mortal frame could only accommodate a tiny "art of the essence of the demon. It was this essence that "ro ided him with his new "owers. But this small taste of freedom was not enough. *nder the suggesti e influence of the demon, Iceth founded the sect of the Kaltese shamans, and since their founding, many more barbarians of Kalte ha e allowed the demon into their souls in e!change for this "ower. The demon ho"es that all of his "ower will e entually be transferred in this way, finally granting it freedom from its timeless "rison. The lair of the sect was founded on the site where the statue was found, and its location ke"t a closely guarded secret. #nly $igh Magister Iceth, who still rules the sect to this day, knows where it is located. 'll of the other members of the Sect can only return to the sect through the use of a magical talisman, which will trans"ort them back to the sect when it is created. 'd entures+ Kaltese Shamans almost always stay in the icy wastes of their homelands. This is because while in closer "ro!imity to the source of their "ower, it is easier for the Ice %emon to grant them access to new "owers. In addition, new Sect recruits are fairly ulnerable, ha ing not yet learned to acce"t the "owers of the Ice %emon, or to channel the "owerful energies at their command. $owe er, in their search for new recruits, and their need to obtain resources not easily a ailable in Kalte, some Shamans ha e tra elled to other lands. Missions are undertaken to "rocure these resources, and these are becoming more common as the Sects members grow in "ower. Iceth has ordered that the sect make contact with others who may be sym"athetic to their cause. The greatest drawback of the demon,s "lan is that it re)uires the full coo"eration of the "ros"ecti e reci"ient of his will. $e

has ordered the sect to contact both the Plague -ords of .uel, and the agents of the %arklords in an effort to find a way around this. /or this reason, more "owerful Kaltese Shamans can be found working with these organisations 0haracteristics+ 'll shamans ha e an air of "ower emanating like a beacon from their beings, due to the "ossession of the Ice %emon. They are mostly surly indi iduals, not "rone to e!tended articulation, "referring actions o er words in most cases. They can be found throughout Magnamund, mostly in the 1orth, where their arious missions for the Sect might lead them into conflict with local authorities, who naturally frown on the demon "ossessed shamans. .eligion+ The Kaltese Shamans worshi" the Ice %emon that li es inside them as a li ing 2od. Though they do not "ray to it or worshi" it o ertly, they are hugely res"ectful of this "owerful being. The demon itself "ays fealty to 1aar, and so may lead some members of the sect down this road. Background+ Kaltese shamans are mostly from Kalte, due to the ease of obtaining recruits from their homeland. $owe er, increasingly they are being recruited from other lands in 1orthern Magnamund. They can be from any walk of life, but mostly are from the lower classes, who are more likely to be swayed by "romises of "ower. #ther 0lasses+ Most Shamans remain in their homeland of Kalte. $owe er, as mentioned, the Kaltese Shamans ha e a""roached the 0eners and the %ark 0ultists in an effort to gain their assistance in their task. They would also )uite ha""ily work with %ark (arriors, and Shadakine (ytches if their "aths were to cross. Pro ided he can hide the ice demon within him, a Kaltese Shaman could also work with some of the other 2ood or Balance aligned classes, although disco ery would be a constant risk. Game Rule Information The Kaltese Shaman has the following game statistics. .acial 1ote+ Kalte Shamans are almost all of Kaltese descent, although some new recruits may ha e come from other nations of 1orthern Magnamund. 1ote that Kaltese Shamans do not benefit from the normal Kaltese wea"on "roficiencies. 'bilities+ The most im"ortant statistic for a Kaltese Shaman is 0onstitution. The s"ells they use are all ery ta!ing on the human body, and ha e a reasonably high 3ndurance cost. (isdom will also "ro e im"ortant when they become able to take Psychic 'ctions. Endurance Die: d6 Base Speed: 30 ft Class Skills The following are class skills for the Kaltese Shamans+

'thletics 4Str5, 0oncentration 40on5, Intimidate40ha5, Knowledge42eogra"hy54Int5 #ccult4Int5, Perce"tion4(is5, Sur i al4(is5, *se Magical Item40ha5 Skill Points at 6st -e el+ 478Int Mod5 9 : Skill Points at 3ach 'dditional -e el+ 7 8 Int Mod Class Features The following are class features for the Kaltese Shamans+ Armour and Weapon Proficiency Kaltese Shamans are "roficient with the dagger and the s"ear. They are also "roficient in Padded 'rmour. Demonic Possession(Su *"on initiation in the Kaltese Sect, the "ros"ecti e Shaman is "ossessed by a "art of the essence of the Ice %emon. This mentally and "hysically fortifies him for his struggles to rise through the ranks of the Sect. This in ol es touching the statue of the %emon in the Shamans, lair, and o"ening his mind to the %emon. The effect of this is to gi e the shaman a 86 bonus to 0on and a 87 bonus to (ill sa ing throws. In addition, the "owers granted by the Ice %emon allow the Shaman great freedom to tra el around the land of Kalte. $e becomes totally immune to natural cold when this class feature is gained. 1ote that this does not include cold generated by the realm of the %arklords 4anywhere with the %arklands Traits feature5. Aura S!roud(Su The demon "ossessing the mind of a Kaltese shaman is hard to detect due to its strong mind "rotection. $owe er, s"ells such as Sense 3 il can detect the "ossession, but they ha e their %0s increased by 79The shaman,s character le el 8 his 0harisma score. If the check fails, the "erson who cast the s"ell becomes con inced that there is nothing amiss, and under usual circumstances, will not cast a detection s"ell on the shaman again. "a#ical Com$at(Su ' Kaltese Shaman uses his class le el as his base combat skill when attacking using his s"ells. S!aman Spells(Sp 't each le el that this class is gained, the Shaman chooses a new s"ell to add to his re"ertoire. This new s"ell is at 0ircle I. In addition, all "re iously learned s"ells automatically ha e 6 added to their 0ircle le el.

Willpo%er Kaltese shamans ha e an additional statistic called (ill"ower. It is not used to "ower their s"ells, which are "owered by 3ndurance, but it is ne ertheless an im"ortant statistic. It is used as a buffer against Psychic 'ssault, and later on, is used to "ower the shaman,s de elo"ing Psychic 'bilities. 't 6st le el, the Shaman,s (ill"ower is e)ual to half his (isdom score rounded down. 't each subse)uent le el, it increases by 68(is Mod 4Minimum of 65. It is refreshed by the Shaman,s 0harisma modifier each morning at dawn. This ha""ens automatically e ery 7: hours. If the Shaman runs out of (ill"ower, he may not cast any s"ells 4e en those that do not ha e an 3ndurance cost5. The Shaman loses his Magical 0ombat ability when his (ill"ower score reaches ;. In addition, the %0 to by"ass his 'ura Shroud is reduced by <=. Psyc!ic A%areness The "resence of the Ice %emon as well as the increasing "ower of the shaman,s own s"irit mean that the "owers of his mind awakens as he walks along his "ath to "ower. 't =th le el, the Shaman can use the .aise a Shield Psychic 'ction. $is abilities "rogress throughout his training, enabling him to e entually use the /ocus and 'ttack actions. 't le el 6:, he raises an Instincti e Shield in combat. Safety of t!e &air(Sp To "rotect the lair of the Sect from all who would harm it, none of the Sects members sa e the $igh Magister know where it is located. To enable them to return there, each Shaman is granted this s"ecial s"ell by the Ice %emon on his initiation. It may be cast only once e ery two days, and is the only s"ell in the Shaman,s arsenal that uses (ill"ower rather than 3ndurance. The (ill"ower cost of this s"ell is always e)ual to the Shaman,s character le el in (P "oints>7. The s"ell has two fi!ed "oints of trans"ortation. #ne is the Sect,s lair, somewhere in the Kaltese wastelands. The other is a location of the Shaman,s own choosing. This may be anywhere in 1orthern Magnamund. (hen the Shaman returns to his lair, he may change the location of the other "oint of Trans"ortation. This may be done each time the Shaman returns to the lair. The s"ell may be cast in combat, which may "ro ide a aluable means of esca"e for the Shaman. "artial 'rainin# 't this le el, the Sect,s elders re eal to the Shaman the skills of wielding some of the wea"ons used on that continent. The Shaman is now "roficient in the use of a sword, and gains 86 to his attack rolls with it. In addition, the Sect gi es the Shaman a Bone Sword at this le el for free. (rand Possession 't 7;th le el, the Shaman has grown in "ower sufficiently that he can acce"t a little more of the Ice %emon,s essence into himself. $e gains a further 86 to 0onstitution, each of his s"ells has the 3ndurance cost reduced by 6, and the %0 to detect his 'ura Shroud is doubled, making the Ice %emon "ractically im"ossible to detect. In order to benefit from this ability 4and reach 7;th le el5 the Shaman must return to the -air. In

addition, his resistance to cold as granted by the %emonic Possession increases, gi ing him damage reduction of 6; against any cold based attack or s"ell. 'ra)ersin# t!e *oid The "owers granted to the Shaman emanate from the statue located in the Sect,s lair. 3ach time he gains a new s"ell, it is "sychically transmitted by the Ice %emon from the statue to the Shaman. This has two effects. /irstly, it takes 6 day for the shaman to recei e knowledge of this s"ell for e ery 6;; miles he is away from Kalte. 3!am"le+ The Shaman is :;; miles away when he recei es a new s"ell, so the s"ell takes : days to enter his mind after he ad ances to the le el he gained the s"ell at. Secondly, recei ing this influ! of knowledge is a "owerful drain on the being of the Shaman. If he is able to return to the Sect, this drain is minimised, and he only loses <6 0onstitution "oint. /or e ery 6;; miles he is away from Kalte, this increases by <6, to a ma!imum loss of <6; 0onstitution "oints. If this would kill the Shaman, he is reduced to 6 0onstitution "oint, and immediately loses conciousness. These lost "oints return at a rate of 6 "er day, and may not be restored by any restorati e means other than time. 1ote that this only a""lies once "er le el, so the Shaman doesn,t suffer negati e effects for his ad ancement in the 0ircles of his s"ells. Ex Kaltese Shaman There is no such thing as an e! Kaltese Shaman. If a Shaman tried to break his oath to the Ice %emon, he would die. Should the Shaman find some way to e!orcise the %emon through ery "owerful magics or di ine inter ention, he would lose all his s"ells, and the %emonic Possession and 2rand Possession class features. Multiclassing into a Kaltese Shaman The Kaltese Shamans are always on the hunt for new recruits. It is "ossible theoretically for any other class to multiclass into the Sect, but it is )uite unlikely that many would choose to do so, seeing as ad enturers ha e more insight than most others into what e!actly demonic "ossession might entail.

The Kalte Shaman -e el 6st Base /ort .ef (ill Base 0S Sa e Sa e Sa e Magical 0S ; ; ; 6 6 Base S"ecial Magical %amage 6d? %emonic Possession, 'ura Shroud, Magical 0ombat, Shaman S"ells 7 6d? 0ounters"ell @ 6d? Shaman S"ells : 6dA = 6dA Psychic 'wareness, Ice Magic ?>6 6dA B>7 6dA Safety of the -air, Shaman S"ells A>@ 6d6; Psychic 'wareness 4'ttack5 C>: 6d6; Shaman S"ells 6;>= 6d6; Psychic 'wareness 4/ocus>65 66>?>6 6d6; Martial Training, Shaman S"ells 67>B>7 7d? Psychic 'wareness 4/ocus>75 6@>A>@ 7d? Shaman S"ells 6:>C>: 7d? Psychic 'wareness 4Instincti e Shield5 6=>6;>= 7d? Shaman S"ells 6?>66>?>6 7dA 6B>67>B>7 7dA Shaman S"ells 6A>6@>A>@ 7dA 6C>6:>C>: 7dA 7;>6=>6;>= 7d6; 2rand Possession

7nd @rd :th =th ?th Bth Ath Cth 6;th 66th 67th 6@th 6:th 6=th 6?th 6Bth 6Ath 6Cth 7;th

6 6 7 7 @ @ : : = = ?>6 ?>6 B>7 B>7 A>@ A>@ C>: C>: 6;>=

6 7 7 7 @ @ @ : : : = = = ? ? ? B B B

; 6 6 6 7 7 7 @ @ @ : : : = = = ? ? ?

7 7 @ @ : : = = ? ? B B A A C C 6; 6; 66

Kaltese Shaman Spells Kaltese Shamanism is an unusual form of magic, seeing as all s"ells are actually cast by the Ice %emon "ossessing the Shaman,s mind. 'ny checks made to cast the s"ell are made to see if the Shaman can successfully channel the ast energy needed to cast these s"ells. /or this reason, a 0oncentration check is needed to cast each of these s"ells. The %0 for such a check is 6; 8 4=9 The Tier le el of the s"ell5. The %0 to resist any of the Shaman,s s"ells is e)ual to the Shaman,s 0onstitution score "lus half his class le el. This can make a high le el Shaman,s s"ells ery difficult to resist, as the "ower channelled through him by the Ice %emon is great indeed.

' Kaltese Shaman may attem"t to cast a s"ell e en if this would reduce him to ; or lower 3ndurance. This actually re"resents the essence of the Ice %emon channelling "ower, regardless of the well being of its host. $owe er, if this would take the caster to <6; 3ndurance, the Ice %emon will sto" the s"ell, lea ing the Shaman stable at <C 3ndurance. If a natural 7; is rolled on the d7;, the s"ell is successfully cast, and a "ortion of the Ice %emon,s ast reser es of energy is channelled into the Shaman. $e immediately regains = 3ndurance. 1ote that the 3ndurance cost of the s"ell is deducted after the = 3ndurance ha e been restored. Counterspell The Shaman may use 0ounters"ell as the Brotherhood of the 0rystal Star. 1ote howe er, that seeing as 0ounters"ell is also cast by the Ice %emon, the Shaman will regain = 3ndurance if a natural 7; is rolled on the d7; to dis"el, regardless of whether this is enough to dis"el the s"ell or not. Ice Mastery 't Ath le el, the Shaman gains another small influ! of "ower from the Ice %emon. $e gains the 0ircle I ability of the Icy Mastery magic. This s"ell then ad ances along with the rest of his re"ertoire. 1ote that the Shaman must be in a frozen en ironment 4which can be either natural or magical in nature5 for these s"ells to be used. Circle + , -ypot!ermia(3 Endurance The Shaman summons a freezing wind that engulfs one target within line of sight. This target is inflicted with a se ere case of hy"othermia. $e is immediately stunned. In addition, he begins to take 6d? lethal cold damage each round. 't the start of each round after the one that the s"ell is cast, the target gets a /ortitude sa e to shrug off the effects of the s"ell. The loss also sto"s automatically if the caster is slain. The affected target immediately reco ers from the stunned effect, and may act freely from now on. 0old resistance a""lies as "er usual to this s"ell. Circle ++ , +ce Beast(. Endurance This s"ell gi es the Shaman the "ower to transform into a Kalkoth. $e gains all the abilities of the beast as listed on Page 7B= of the -( .P2. This is a rather unstable s"ell at best. Should the Shaman in his Kalkoth form be reduced to =;D 3ndurance, he will immediately re ert to his normal form, and be stunned for 6 round. This will also occur if the s"ell is dis"elled for any reason 4such as with 0ounters"ell5. The Shaman may oluntarily re ert to his normal form at no "enalty as a full round action. (hen in his Kalkoth form, he may not cast any s"ells at all. $e retains his ability to use all of his 0lass /eatures, though he may not use any wea"onry or armour in this form. Circle +++ , +ce Storm(/ Endurance

The caster calls forth the "owers of a raging ice storm, that en elo"s an area =; feet in diameter, centred on the caster. This storm lasts for a number of rounds e)ual to the caster,s class le el 4rounding down5, and anyone in the area takes 7d? cold damage and 6d? slashing damage from the hail of razor shar" ice shards that whirl around the area. ' .efle! sa e negates the slashing damage, but not the cold damage. 'll senses 4 ision, smell, hearing5 are reduced to = feet while a being is in the area of the storm. This includes the caster. Hellfire This "ower is a manifestation of the immense "sychic energies of the Ice %emon within each shaman, and gi en form through the will of the Shaman himself. It can be ery useful in melee combat, as the enemies of the caster find their will"ower leached away. 1ote that neither of these s"ells are blocked by "sychic shields of any kind. Circle +(0 Endurance $ellfire at the 6st 0ircle has a radius of 6; feet from the Shaman. If the s"ell is successful, each enemy within this radius must make a (ill sa e, or lose the Shaman,s base magical damage in (P. 'ny enemy with no (P, or whose (P is already at ; are unaffected by this 0ircle. Circle ++(. Endurance $ellfire,s "ower increases, doubling the radius and im"osing the Shaman,s own 0onstitution modifier as a "enalty to his o""onents, (ill sa es. In addition, should an enemy who,s (P score is already at ;, or would enter negati e alues after recei ing this s"ell be affected, the additional damage is taken as 3ndurance damage instead. Shock a!e This s"ell allows the Shaman "ower o er the earth itself. 't the lower le els, "eo"le will tumble and fall, and weak buildings and unsecured items may to""le o er. 't higher le els, the earth is torn asunder, causing wides"read damage. Circle +(0 Endurance 't this le el, the Shaman calls forth a rumbling earth)uake, which affects a radius of 6;; ft around the Shaman. 'ny creature in the area must make a .efle! sa e or fall "rone. Circle ++(/ Endurance 2reat cracks a""ear in the earth as a roaring earth)uake s"lits the land asunder. This 0ircle affects the same area as 0ircle I, but great chasms are torn, which are u" to :; feet dee". 'nyone failing a .efle! sa e will tumble down the chasm, taking falling damage along the way, before falling "rone at the bottom. "loo#pulse

This s"ell is an embodiment of the Ice %emon,s desire for freedom, and in recognition of the fact that it needs its Shamans to stay ali e, it grants this "ower to its followers. These s"ells may be cast a number of times "er day e)ual to the Shaman,s 0on modifier. 3!am"le+ +f t!e S!aman !ad a Con modifier of 12 !e could cast t!e Circle + spell 1 times a day3 Alternati)ely2 !e could cast t!e Circle + spell t%ice2 and t!e Circle ++ spell t%ice2 or any com$ination t!ereof3 Circle +(3 Endurance *"on casting of this s"ell, the caster gets /ast $ealing at a rate e)ual to his 0ircle le el in Blood"ulse 4either 6 or 75 for a number of rounds e)ual to his 0onstitution score. Circle ++(. Endurance 4 5 Endurance for e)ery . DC of t!e +nitial 6ortitude sa)e In addition to the 0ircle I benefits, this le el of Blood"ulse grants the caster the ability to make a (ill sa e to cure himself of the effects of any "oison or disease he may be afflicted with. The %0 is e)ual to the %0 of the initial /ortitude sa e of the disease or "oison. $in#%la#es This is a re"resentation of the hatred and anger of the Ice %emon. It fills the air around the Shaman with a multitude of deadly s"inning blades, aiding him in combat. Circle +(3 Endurance *"on a successful casting, a whirlwind of blades fills the air around the Shaman. This lasts for a number of rounds e)ual to his Base Magical %amage, and any o""onents of the Shaman count as being flanked for the "ur"oses of the combat. 'ny o""onent immune to being flanked is also immune to the effects of this s"ell. Circle ++(. Endurance In addition to the 0ircle I effects, this le el of (indblades allows the caster to use his Base Magical 0ombat Skill in melee combat, rather than his 0ombat Skill. If he deals damage in combat using his base magical blades, he may choose to deal the damage as either Slashing or 0old damage. Spirit Strike This s"ell is "otentially one of the most deadly in the arsenal of the Shaman, allowing him to strike at an o""onent while remaining out of harms way. Circle +(3 Endurance This s"ell gi es the Shaman the "ower to "roEect an incor"oreal image of himself at any enemy within 67; feet that he can see. The Fs"irit self, arri es instantaneously at

the target, and may make one attack on the target. The Shaman,s Base Magical 0ombat skill is used rather than his 0ombat skill, but otherwise the attack takes "lace as if the Shaman was fighting as himself, with one e!ce"tion. The Fs"irit self, can not be harmed in any way while "roEecting, other than by "eo"le or creatures ca"able of attacking non<cor"oreal enemies. The Shaman,s real body may be attacked normally, and counts as being hel"less while "roEecting this attack. 'fter one round, the s"irit returns to the Shaman,s body. Circle ++(6 Endurance The "ower of the 0ircle I s"ell increases, enabling the s"irit self to make a number of actions e)ual to the Shaman,s 0on modifier. -ine of site is still re)uired for each mo e. The actions a ailable are+ 6. Mo e 67; ft. 7. Make one attack against an adEacent enemy. &omination This s"ell is the as"ect of the Ice %emon,s "ersonality that allows it to com"letely dominate another being. Because the %emon essence in each Shaman is so weak, this can only affect a being for a short "eriod of time, but often, this is enough. Circle +(3 Endurance This s"ell, when cast on a creature that the caster can see, can force one creature to take one round,s worth of actions decided by the Shaman. These actions can not be self<inEuring, and may not harm allies directly. The definition of directly here is u" to the 2M, but if the dominated ictim is aware that his actions will harm an ally, generally s"eaking it won,t do it. 'ny other actions are acce"table. ' foe gets a (ill sa e to resist this effect. Circle ++(. Endurance This is a more "owerful ersion of the 0ircle I s"ell, but is also more limiting in what can be achie ed. The caster can gi e a two word command, which will affect as many "eo"le as his 0on modifier that are within line of sight. The command must be achie able in two rounds, and once again, may not harm allies or the ictim itself. 3ach foe gets a (ill sa e to resist the effect, but the %0 is increased by 7. The Horror This s"ell is the dark hand of terror G an e!am"le of the "ower that a true Ice %emon can wield. 1ote that if a target is unable to mo e, then it suffers a <= "enalty to all checks in the turn that it would normally mo e. Circle +(1 Endurance

' flood of terror e!tends from the outstretched hand of the Shaman and tra els along a = foot wide column for a distance of 7;; feet. 'nything caught in this beam must make a (ill sa e or become Panicked for one turn. 3nemies immune to "sychological effects are immune to this s"ell. Circle ++(7 Endurance This has a similar effect to the 0ircle I s"ell, but if successful, it lasts for a number of turns e)ual to the Shaman,s 0harisma modifier 4minimum of 75. In addition, rather than being a beam s"ell, it affects anyone the Shaman desires within 7;; feet "ro ided that he,s aware of their "resence 4e en in isible enemies can be affected if the Shaman is aware of them5. 'ffected enemies are "anicked for the duration of the s"ell, although affected enemies get a (ill sa e each turn to shrug off the effects. 3nemies immune to "sychological effects are immune to this 0ircle as well. Sha#o Spirits The Shaman who commands this "ower has some of the "ower of the s"irit world at his command. $e can use this "ower in a ariety of ways. Circle +(0 Endurance Shamans with this "ower can summon a small, formless s"irit to act as their aid. This s"irit can not affect anything in the cor"oreal world, and nothing from the cor"oreal world 4not e en magical wea"ons or abilities5 can affect it. It can use all fi e senses to act as the senses of the Shaman. It a""ears ne!t to the Shaman and can mo e at a rate of 7;; feet "er round. The Shaman can use any of its senses as if they were his own. In addition, any magical "ersons or items the s"irit sees will glow a faint green colour. The "erson or item 4if sentient5 can hide its "resence with a successful (ill sa e. The s"irit will stay in ser ice to the Shaman for a "eriod e)ual to his 0on modifier in hours, after which, it will return to its own "lane. Circle ++(6 Endurance Shamans with this "ower can call forth a number of S"irit $ounds to aid them in combat. ' shaman can summon a number of hounds e)ual to his 0on modifier, and they will remain in his ser ice for his 0on modifier in rounds, before returning to their own "lane. Statistics for S"irit $ounds are detailed below.

Spirit Houn# Medium 'nimal 4Incor"oreal5 3nd %ice+ 7dA8: 46= 3ndurance5 Initiati e+ 87 S"eed+ =;ft 'rmour 0lass+ 6@4 87 %e!, 86 %eflection Bonus5, /lat /ooted 66 Base 0ombat Skill+ 86 'ttack+ Bite 8@ melee 46d?865 /ull 'ttack+ Bite 8@ melee 46d?865 S"ace>.each+ =ft S"ecial 'ttacks+ < S"ecial Hualities+ %ark ision, Pounce Sa es+ /ort 8:, .ef 8=, (ill 87 'bilities+ Str 6@, %e! 6=, 0on 6=, Int 7, (is 67, 0ha ? 3n ironment+ 3thereal "lanes, %aziarn "lane, (here er summoned. #rganisation+ If encountered on other "lanes+ Solitary, "air or "ack4B<6?5 If summoned+ &aries de"ending on summoner,s abilities. 0hallenge .ating+ 6 'd ancement+ If natural+ @3% 4Medium5, :<?3%4-arge5 If summoned+ 1one. 8ou ad)ance cautiously on t!e fur9clad %i:ard2 your %eapon poised and ready to strike3 Suddenly2 !e utters a s!arp incantation2 and t!e !airs on t!e $ack of your neck $e#in to prickle3 8ou %!irl around to find t!ree snarlin# do#s2 materialisin# out of t!in air3 Wit! et!ereal snarls2 t!ey leap to t!e attack3 S"irit hounds normally reside on the %aziarn "lane, and other "lanes of e!istence. They roam in "acks, rather like the "acks of wild dogs found in 'on. They may be summoned by the will of a "owerful mage to fight by his side, but they ne er remain for ery long in 'on. Should they be Fkilled, on 'on, they sim"ly return to the "lane from whence they came.

'e E(uipment Enc!anted Bone S%ord The Bone Sword ty"ically wielded by Ice Barbarians is also used by the Kaltese Shamans. $owe er, this ty"e of Bone Sword is an enchanted wea"on. In additional to its normal damage, should the Bone Sword deal a critical hit, the wound caused will begin to bleed furiously. ' target struck by a Bone Sword critical hit loses 7 3ndurance e ery round until it can make a /ortitude sa e at a %0 e)ual to the damage done by the critical hit. If desired, the Bone Sword may be used as a club, but in this case, the bleeding effect will not occur. (ea"on 0ost 1ame 3nchanted 6=;;9 Bone Sword %amage 6d? 0ritical 6C>7; !7 .ange < (eight =lbs Ty"e Slashing >Bludgeoning

91ote that 3nchanted Bone Swords are ne er normally sold, but this would be a suitable "rice for buying or selling one on the black market.

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