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TABLE OF CONTENTS
Introduction .....................................................................................................................3
Such flavor has been provided mostly to embrace (rather than downplay) those wacky, gonzo elements which
are the natural territory of any fantasy supplement based entirely around Metal music. Should you find
yourself in the presence of adventurers and storytellers who do not appreciate such over-the-top motifs, rest
assured: you can easily disregard the Heavy Metal fluff of these character classes and other chaotic creations
and utilize them solely for the mechanics and inspiration they provide.
3
A Brief History of Metal
Lost between the ages when mortal civilization was naught but a flickering candle in howling winds, there lies
a thousand-year span that history has failed to record. For countless generations, the material realm would lay
shrouded in silence and perpetual night. Its wretched inhabitants knew neither the flame of wisdom nor the
exuberance of vitality, huddling frightfully amidst shriveled ruins and cradling their desolate hope.
Then came a wind which sundered mountains and shattered the cathedral spires of ancient empires. A
massive roar broke from the trembling heavens. The forlorn creatures looked up at the crumbling sky in awe
and wonder. What they saw through the celestial rift was a maelstrom of unimaginable wonder and brutality:
an eruption of infernal pyroclasm, a convocation of demons, minotaurs, and minotaur-demons, and an
unquenchable essence which spoke to the primeval soul of mortalkind.
A new divinity descended upon the world, bringing with it all the carnage and majesty that had once been
isolated within the Planes of Mayhem. These Gods of Metal stoked the fires of civilization, giving its creatures
life, purpose, and zeal. They imparted sonorous, earth-shaking power to their Disciples, chosen for their
ardent and relentless spirits, and commanded to them that Metal must be played across lands far and wide,
and louder than the totality of every screaming spirit which dwelled within the Nine Hells.
And so they played, leaving no land quiet or unchanged. The mortal races set entire cities aflame, turning
them into bonfires for the kingdom-wide mosh pits they held. Many such bitter enemies as orcs and dwarves
joined together, united in transcendence, dancing to the ruination of empires and the annihilation of old
order… and when they did not, then they did fight - but not as they had fought in the past. Their battles were
impossibly bloody and brutal, fought with an animalistic ferocity that would humble barbarian kings.
Those who tried to thwart the Metal found their efforts met with catastrophic reprisal, followed by failure.
The aboleths - those ageless masterminds of forgotten power and grandeur - thought in their alien brains that
they could kill the Metal. But the Gods of Metal and their servants kicked the living shit out of them, blowing
apart their inconceivable undersea palaces like they were castles of sand, and stomping those fish-headed
overlords so thoroughly that their names would forever become afterthoughts in the stories of campaigns to
come.
Then there were those other gods, who many mortals had come to adulate and fear, which thought that they
could stop Metal’s inexorable crusade. How comically wrong they were! They were bitten, smitten, and
stricken, banished back to their divine realms, and the tragic ballad of their vanquishing at the hands of Metal
is one oft told in warning still today.
4
But like the flame which burns hotter and brighter than any other, the Age ofMetal was not to last.
It only took the Gods of Metal just over ten years to rock out the entire world. And so, on the eleventh day of
the eleventh year, as the body and soul of a galvanized world lay spent after a decade of tumultuous revelry,
these Gods uttered a message that resounded across the realms. It was a proclamation of ages, at once and
forever:
And so they returned to the Planes of Mayhem, their departure heralded by a grand conjuration as abrupt and
magnificent as the one which brought them.
Darkness returned.
It is an age of omens lost; mortalkind has written a million songs, cried countless tears, kicked down doors
and slain monsters without number. The deities of Ages Old have since rekindled their power base and
recruited a prodigious number of followers. After the passage of many millennia, the Age of Metal has
become but an unwritten chapter in the realm’s long history, forgotten by nearly all.
5
crumbles with the blackened claw of arrow-fire,
Track 1. The Gods of Metal and deep within trenches where the massive roar
They stand watch over the realms from cathedral of gunfire fills the endless grey. His essence is the
spires. They inspire fear and awe among the horror and the glory which can only be born in
festering craters of all Hells real and imagined. the dark crucible of mass conflict. Whether it is
Their thoughts are primordial storms that churn the courage to carry on or actually the screaming,
oceans and shake landscapes. adrenaline-fueled bloodlust to kill everything in
sight, it is said that the Metal of Amok-Rhaun
They are the Gods ofMetal. provides.
Each of the entities presented before you The physical description above is a portmanteau
embodies themes which Metal features of Amok-Rhaun’s artistic depictions, which vary
prominently, and possesses power which significantly depending on the setting or
commands respect across the cosmos. historical context one seeks to portray. In
battlefields where firearms and mechanical
Alignment monstrosities are present, Amok-Rhaun is shown
It has been said that Metal transcends the quaint with an army helmet; on the bloodied tundra of
boundaries of alignment. Even those who seek to the frozen north, his headgear may be like the
damage and oppress others have need for beauty helmets of Vikings.
and majesty. Even those who seek to rescue and
liberate may find themselves rightfully enamored Followers ofAmok-Rhaun
by the macabre and grotesque. Therefore, It is said that Amok-Rhaun carries a grim and
characters who wish to serve a Metal god may do twisted sense of humor. While bards, warriors
so regardless of their professed alignment. and Disciples across the land may call to Amok-
Rhaun for uplifting melodies to vanquish evil,
Domain Powers those who specifically follow him also recognize
The Metal gods are able to grant their own special and employ the darker motifs that come inherent
domain powers, separate from what’s available to war and battle. Tales of the terror one feels as
through the domains under them. A character they are about to greet death, of the carnage that
who obtains domain powers (such as a Cleric or surrounds a warrior fighting only to survive -
Inquisitor) may choose to substitute one of their these are Amok-Rhaun’s purview as well.
domain powers for the equivalent-level domain Amongst said followers, Amok-Rhaun is
power granted by their chosen god of Metal. sometimes depicted as being a skeleton instead of
a human man.
Amok-Rhaun, Headsman of War Domains: Earth, Glory, Madness, Strength, War.
A helmeted warrior stares forward, beard streaked Subdomains: Ferocity, Heroism, Hubris, Legend,
with droplets of blood and eyes luminous with an Nightmare, Resolve.
otherworldly glow. He carries a shotgun over his Favored Weapon: Battle Axe.
shoulder with one hand, and clutches an arming sword
in the other. A bandolier of shells crosses over the Alternative Domain Powers
diety’s chain mail vest. A smile is beginning to form You may choose to permanently replace one of your
upon his face, his expression subtly sardonic. domain powers available at 1st level with the one
below:
In the totality of all battles past and present Disposable Heroes (Sp): Once per day as a
Amok-Rhaun dwells: atop hills where the sky standard action, you can conjure a hapless
7
humanoid combatant to fight for you. This melee weapons.
functions as though you had cast Summon At 3rd level, you summon 1d3 creatures of the
Monster I, except the creature you summon is rolled type. At 5th level, you summon 1d4+1
based on the roll of a d4 and consulting the table creatures instead.
below.
You may choose to permanently replace one of your
Die Result Creature Summoned domain powers available at 6th or 8th level with the
1 Coward one below:
2 Servant Cry of the Blackbirds (Su): At 6th level, once
3 Blind Man per day as a standard action, you can unleash a
4 Frontliner war cry that briefly galvanizes the fighting spirits
of you and your allies.
Here the creatures are briefly described:
For 1 round, allies within 30 feet gain the
Coward: A commoner-turned-soldier who is following improvements when charging:
rightfully terrified for their lives. (1 HD warrior, 8 - Their speed increases by 20 feet, effectively
hp, AC 13, +2 bonus to attack rolls (before adding 40 feet to the distance they can cover.
applying shaken), 1d6+1 longspear damage, +2 - They no longer need to move in a straight line,
Fortitude saves, +0 to other saves. Always enters and they can charge even if impeded by difficult
the fight shaken and will easily become frightened terrain (provided that they have sufficient
or panicked at the sight of fearsome opposition.) movement to still make the charge).
- They are able to make a full attack after moving
Servant: A loyal, obedient worker probably (as though possessing the Pounce special attack).
doomed to be sacrificed for the greater mayhem.
(1 HD commoner, 4 hp, AC 10, +1 bonus to When you use this ability, you can choose to
attack rolls, 1d4+1 club damage. +0 to all saves. expend an unused divine spell slot of 3rd level or
Skilled at select mundane tasks such as cooking, higher, making this spell slot unavailable until you
bed-making or greeting visitors.) rest. If you do, the ability improves depending on
the level of the spell slot you expended. Unless
Blind Man: A courageous fighter who never otherwise specified, all of the improvements are
manages to keep one eye open. (1 HD warrior, 8 cumulative: for example, if you use a 9th level
hp, AC 11 (after Blinded penalty), +2 bonus to spell slot, your ability improves in all of the listed
attack rolls, 1d8+1 battle axe damage. +2 to ways.
Fortitude saves, +0 to other saves. Permanently 3rd or higher: For 1 round, affected allies also gain
blind, but competent and attentive enough to a +2 morale bonus to attack and weapon damage
move toward the source of danger and swing at rolls, and become immune to fear; if they are
its direction.) shaken, frightened or panicked, those conditions
Frontliner: An expendable warrior with dogged immediately end.
determination. (1 HD warrior, 8 hp, AC 15, +2 5th or higher: Allies gain a +4 morale bonus to
bonus to attack rolls, 1d8+1 longsword damage. attack and weapon damage rolls (instead of +2).
+2 to all saves. Immune to fear, charm and 7th or higher: You can use this ability as a swift
compulsion.) action when you charge, which allows you to gain
its full benefits.
If firearms are present in your setting, the above 9th or higher: This ability affects all allies who can
combatants might, at DM's discretion, be armed hear your voice.
with muskets and similar weapons instead of
8
Carpathia, Mistress of the Nihil Darkness Our Bride (Su): Whenever you are in
A winter cloak shrouds the scene, backdropped by a pitch black darkness (natural, magical or
frozen lake amidst the severed limbs of a decaying otherwise), you can spend a swift action to draw
forest. The cloak-bearer is a pale-skinned woman ephemeral power, gaining a +1 morale bonus to
whose long ashen hair cascades and undulates like a effective caster level (improving your spells but
serpent’s dance. Her eyes, which seem to bore into the not granting you new ones). At 5th level, using
viewer’s very being, reflect pools oflimitless emptiness, this ability also grants you a +2 morale bonus to
darker than black. Wisdom and Charisma. These benefits last for 1
round. You can use this ability even if you have
That feeling of falling through a black abyss for the ability to see in the darkness. You can use this
which there is no end or exit? That is Carpathia’s ability a number of times per day equal to 3 +
embrace. The reverence which one feels for dying your Wisdom modifier.
landscapes, or for monoliths to empires fallen?
That is her warmth and solace. Carpathia is You may choose to permanently replace one of your
melancholy; Carpathia is oblivion, yet it is not domain powers available at 6th or 8th level with the
always despair which she brings. She is the one below:
embodiment of that dark beauty which comforts This White Mountain On Which You Will
forlorn creatures and renews lost and wounded Die And Fade Away in Silence (Sp): At 8th
spirits. level, once per day as a standard action, you can
touch a creature and banish them into oblivion.
Followers ofCarpathia On a successful melee touch attack, you force the
Carpathia’s followers tend to meet amongst target to make a Will saving throw (DC 10 + ½
timeless ruins, remote wilderness groves or other your Cleric level + your Wisdom modifier). On a
discreet places secluded away from major failed save, the creature vanishes from existence
civilization. Their rituals and offerings are often for 3 rounds. During this time, they are not
solemn and macabre in nature. Even outside of affected by damage, spells or effects (other than
the clerical spheres, those who venerate Carpathia this one) and durations from other spells and
tend toward pursuits of ancient and esoteric effects do not elapse for them. At the end of the
magic, seeking to comb the depths of the second round of banishment and again at the end
Multiverse and its mysteries. It is not uncommon, of the third, the target makes a new Will save.
even, for such followers to consort with the dead
or even creatures from beyond this realm, finding Once the target succeeds on one of the Will saves,
them to be more amicable company than the this effect ends, they reappear in the last location
alternative. they occupied, and they become shaken from the
ordeal for 1 minute; they are otherwise
Domains: Darkness, Death, Madness, Water, unchanged from their sojourn into oblivion. If the
Void. target fails both of the Will saves, they disappear
Subdomains: Dark Tapestry, Isolation, Night, from the realms of being, and no mortal magic
Stars, Truth, Undead. can return them; over a long span of time
Favored Weapon: Scythe. arbitrarily determined by the DM, their name and
history will be forgotten.
Alternative Domain Powers
You may choose to permanently replace one of your When you use this ability, you can choose to
domain powers available at 1st level with the one expend an unused divine spell slot of 3rd level or
below: higher, making this spell slot unavailable until you
rest. If you do, the ability improves depending on
9
the level of the spell slot you expended. Unless Followers ofDiosborne
otherwise specified, all of the improvements are Diosborne’s followers tend toward being, in some
cumulative: for example, if you use a 9th level ways, more laid back and well-adjusted than
spell slot, your ability improves in all of the listed clerics of other Metal Gods. They eschew extreme
ways. carnage and other over-the-top trappings in favor
of preserving Metal’s pure invigorating essence. It
3rd or higher: If the target succeeds on their initial is, however, prophesied that one day Diosborne
Will save (thereby avoiding banishment), they will end his silent vigil and join his champions in
receive a haunting glimpse of the void beyond the crusades of Metal. When this happens, his
existence and become shaken for 1d3+1 rounds. descent upon mortal realms will be more savage
5th or higher: This ability can be used at a range of and profound than anything the latest generation
25 feet + 5 feet per 2 caster levels (as a Close range of Metal Disciples could dream of.
spell) without requiring a touch attack.
7th or higher: You gain a +4 insight bonus to your Domains: Air, Artifice, Earth, Knowledge, Luck.
caster level check to overcome spell resistance (if Subdomains: Construct, Fate, Imagination,
applicable). Furthermore, a target who fails the Lightning, Memory, Metal.
initial saving throw suffers a -4 circumstance Favored Weapon: Longsword.
penalty to their second and third saving throws
against this ability. Alternative Domain Powers
9th or higher: The ability can be used at a range of You may choose to permanently replace one of your
100 feet +10 feet per caster level (as a Medium domain powers available at 1st level with the one
range spell). Furthermore, a target who fails the below:
initial saving throw but succeeds on a subsequent Technical Ecstasy (Ex): Whenever you roll a
one suffers a harrowing experience, gaining 2d4 natural 15 or higher on an attack roll, ability
temporary negative levels upon returning from check or skill check, you can magnify your likely
oblivion (as per an Energy Drain spell). success with technical perfection and attain a
result as though you had rolled a natural 20. You
declare your usage of this ability after seeing the
Diosborne, Grandfather of Metal roll but before the results are declared. You can
An old man with a long mane ofsilver hair stares into use this ability once per day.
perpetual vacancy. A pair ofsunglasses covers his eyes,
and his expression is otherwise reminiscent ofZen. If your campaign uses the Hero Points optional
rule, you may also use this ability when you spend
Diosborne is the eldest of the Metal Gods, and a Hero Point on an attack roll, ability check or
one of very few entities to have witnessed the skill check (regardless of what you initially rolled);
formation of the Planes of Mayhem and the you treat the roll as a natural 20 instead of
origins of Metal: cosmic mysteries which befuddle rerolling it or adding any bonus to it.
even divine beings. For millennia Diosborne has
cultivated the growth of the Metal Gods’ power You may choose to permanently replace one of your
and influence without needing to take a direct domain powers available at 6th or 8th level with the
role in conflicts himself. Indeed, even among the one below:
divine ranks, Diosborne seldom speaks, leaving Heaven and Hell (Sp): At 8th level, as standard
follower and divine alike to guessat his mystical action once per day, you can conjure interplanar
will and ambitions. The other Gods of Metal ripples from the Planes of Mayhem that produce a
venerate Diosborne in particular and attribute variety of spell-like effects upon the battlefield.
much of their legacy to him. Roll 1d20 and consult the table below to see what
10
happens. Unless otherwise specified, these effects other creatures - especially its allies (if any). On
only target creatures within range; the range is the following round, a creature so afflicted by
equal to 100 feet + 10 feet per Cleric level you paranoia must make an additional Will save; if
possess and the saving throw DCs (when they fail, they treat their former allies as hostile
applicable) are 10 + ½ your Cleric level + your and react accordingly. This is a mind-affecting
Wisdom modifier. ability.
19. The gates of Hell open, calling forth 1d4+1
1. A hole appears in the sky (or something fiendish creatures of a type determined by the
resembling a ceiling, if you are indoors) and DM. The strength of these creatures depends on
begins pulling all objects and creatures within the Cleric’s level, and should closely correspond to
range toward it. This creates the lasting effect of a what a Summon Monster spell of the highest
Reverse Gravity spell for a number of rounds equal castable spell level can produce (for example, use
to your Cleric level. hellhounds - which are on the list for Summon
2-3. A randomly determined foe must succeed on Monster IV - for an 8th level Cleric). While they
a Will save or be banished into the void. might be reasoned with, these called creatures are
4-8. Electricity shocks all foes within range, in no way aligned toward or controlled by the
pronouncing their funerals by dealing 1d6 damage caster, and will do and kill as they please.
per Cleric level you possess (Reflex half). 20. Neon knights descend from the heavens,
9-10. One ally of your choice becomes equipped taking the form of 1d4+1 celestial creatures of a
with a pair of Fey-enchanted boots that grant the type determined by the DM. The strength of these
following spell benefits upon that ally, as though creatures depends on the Cleric’s level, and should
cast by a Cleric of your level: Divine Favor, Haste, closely correspond to what a Summon Monster
Fly, Freedom ofMovement. These boots replace that spell of the highest castable spell level can
ally’s footwear and override any benefit they produce. Alternatively, the DM may choose
would receive from their own magical boots (if elementals with the Celestial template when there
any). After a number of rounds equal to your are no appropriate angelic creatures for the spell
Cleric level, the boots vanish, all of these spell level (such as greater elementals when this effect
effects end and the ally regains their original is triggered by a 13th level Cleric, since there are
footwear. no good-aligned outsiders on the list for Summon
11-12. One foe of your choice must succeed on a Monster VII) or simply improvise. While they
Fortitude save or be turned to stone (as per the might be reasoned with, these called creatures are
Flesh to Stone spell). in no way aligned toward or controlled by the
13. Danger overwhelms the immediate zone, caster, and will do and vindicate as they please.
dealing 3d6 damage of a randomly determined When you use this ability, you can choose to
energy type (between fire, acid, cold, or sonic) to expend an unused divine spell slot of 3rd level or
all creatures and unattended objects within range; higher, making this spell slot unavailable until you
a successful Reflex save negates this damage. This rest. If you do, the ability improves depending on
effect repeats each round within the area where the level of the spell slot you expended. Unless
you originally triggered it, lasting a total number otherwise specified, all of the improvements are
of rounds equal to your Cleric level. cumulative: for example, if you use a 9th level
14-15. Allies become infused with the spirits of spell slot, your ability improves in all of the listed
ancient warriors, gaining a +2 competence bonus ways.
to attack rolls, damage rolls and saving throws for
a number of rounds equal to your Cleric level. 3rd or higher: Roll twice on the above table and
16-18. One foe of your choice must succeed on a take whichever result you prefer.
Will save or become violently paranoid of all 5th or higher: Treat your Cleric level as 2 higher
11
for all level-dependent effects of whatever you concentration, you can impart vitality to all allies
roll, and increase the saving throw DC by 2 (if who can hear your chanting song, restoring 1d6
applicable). points of damage per Cleric level you possess. At
7th or higher: You gain a +4 luck bonus on rolls to 5th level, this ability also removes the fatigued
overcome spell resistance (if applicable). and exhausted conditions from those affected.
9th or higher: You may choose your desired effect
(instead of rolling on the table). You may choose to permanently replace one of your
domain powers available at 6th or 8th level with the
one below:
Epicona, the Matriarch of Wonder This Moment is Eternity (Sp): At 8th level,
A woman with gaze ablaze watches from a horizon of once per day as a standard action, you can urge
constellations. Her crimson hair flows outwards as your allies to timeless greatness by bolstering
though whirling in a tempest; her eyes are burning them with a variety of effects, as per the spell
maelstroms which bear the essence ofinfinity. Blessing ofFervor.
Epicona is the essence of wonder, majesty and When you use this ability, you can choose to
transcendence. Her glorious cadences impart a expend an unused divine spell slot of 3rd level or
feeling of resplendent grandeur and of fusing with higher, making this spell slot unavailable until you
the absolute. While other aspects of Metal may rest. If you do, the ability improves depending on
terrify with intensity or transform with savagery, the level of the spell slot you expended. Unless
Epicona brings that aspect which unites creatures otherwise specified, all of the improvements are
across numerous races and alignments to be one cumulative: for example, if you use a 9th level
in the presence… of Metal. spell slot, your ability improves in all of the listed
ways.
Like the followers of Carpathia, Epicona
adherents tend toward an affinity for the natural 3rd level: You can use this ability as though it were
world. They instill the music of ancient cultures a Medium range spell (100 ft. +10 ft. per level).
with Metal in order to bring out the splendor of 5th or higher: Any character who chooses the
nature in ways thought unfathomable. Epicona bonus ‘cast a single spell of 2nd level or lower as if
gives a directive to her followers which is simple it were an enlarged, extended, silent, or still spell’’
and pure: play music from the tallest peaks and may select a spell of 4th level or lower instead.
perches that it may reach the ears of all and unite Any character who chooses the bonus ‘gain a +2
the realms in ecstatic wonder. bonus on attack rolls and a +2 dodge bonus to AC
and Reflex saves’ gains a +3 bonus instead.
Domains: Air, Community, Magic, Sun, 7th or higher: The ability’s duration increases to 10
Weather. minutes (instead of 1 round per caster level).
Subdomains: Arcane, Day, Divine, Light, Storm, 9th or higher: You can use this ability as a swift
Wind. action (instead of a standard).
Favored Weapon: Longspear.
Alternative Domain Powers
You may choose to permanently replace one of your
domain powers available at 1st level with the one
below:
The Song of Life (Su): Once per day, by spending
one uninterrupted minute in ritual and
12
Gorgrinderoth, Alternative Domain Powers
Harbinger of Brutality You may choose to permanently replace one of your
A monstrous behemoth of a figure stands, pressing its domain powers available at 1st level with the one
hooves against a floor of melting organs. Wrathful below:
faces churn and roar incomprehensibly from atop the Coffinfeeder (Sp): As a standard action, you can
creature’s biceps. Six-hundred and sixty-six horns feast on the corpse of a once-living creature that
protrude from its skull, and blood maggots cascade out has died within the last minute. You gain power
from its milk-white eyes. from the feast as though you had cast Death Knell
Gorgrinderoth embodies the grotesque and the on a dying creature. You can use this ability once
unseemly. Whether it is the melting of faces, the per day. At 5th level, you can use this ability twice
filling of carcasses with vermin, or the masses per day.
being bathed in writhing lava, any imagery that You may choose to permanently replace one of your
the uninitiated would find revolting and associate domain powers available at 6th or 8th level with the
with unsound minds likely channels the spirit of one below:
Gorgrinderoth. Aside from possessing a name Death Comes Ripping (Sp): At 8th level, as a
that is a mouthful to say, he stands for violence melee touch attack, you can cause a living creature
turned up to eleven, manifest through over-the- to suffer unpleasantly. Roll 1d6 per Cleric level
top executions and displays of power that even you possess. If the total is equal to or greater than
creatures beyond the reach of civilization find that creature’s current hit points, the creature
terrifying - and rightfully so, for what mundane keels over and starts vomiting blood maggots
psyche can withstand the blast waves of Metal’s from their eye sockets; skeletal hands tear through
purest, most vitriolic aggression? dimensional rifts and pull apart the victim’s body;
Followers ofGorgrinderoth organs push against the walls of their flesh and
While widely respected by adherents to the rites disperse in a sanguine pus bleeding from every
of Metal, Gorgrinderoth is the one Metal God orifice; also, the creature dies (no save). If the
whose actual clerics and priests tend most rolled number is less than the creature’s current
frequently toward evil alignments. This is because hit points, that creature suffers negative energy
Gorgrinderoth’s motifs and rituals sometimes damage equal to the rolled amount; a successful
include relishing in the infliction of exquisite pain Fortitude save (DC 10 + ½ your level + your
and suffering upon the living. Gorgrinderoth Charisma modifier) halves this damage. This is a
himself is not necessarily evil, since a desire to death effect (in case you needed that clarified).
destroy one’s foes in a spectacularly gruesome You can use this ability once per day.
fashion does not Evil make, provided this desire When you use this ability, you can choose to
does not extend into the realms of torture and expend an unused divine spell slot of 3rd level or
excessive suffering. Those who devote their lives higher, making this spell slot unavailable until you
to the aspect of Brutality, specifically, may tend rest. If you do, the ability improves depending on
toward that extreme. the level of the spell slot you expended. Unless
Domains: Chaos, Death, Destruction, Fire, otherwise specified, all of the improvements are
Vermin. cumulative: for example, if you use a 9th level
Subdomains: Cannibalism, Demon, Murder, spell slot, your ability improves in all of the listed
Plague, Rage, Torture. ways.
Favored Weapon: Earth Breaker. 3rd or higher: The ability requires a ranged touch
attack (instead of a melee touch attack) and can be
13
used with a range increment of 30 feet.
5th or higher: Roll 1d8 per Cleric level you possess
(instead of 1d6).
7th or higher: You gain a +4 insight bonus to your
caster level check to overcome spell resistance (if
applicable).
9th or higher: The ability can be used at a range of
100 feet without requiring a ranged touch attack.
Roll 2d6 per Cleric level (instead of 1d8).
14
Track 2. Classes of Metal have sections discussing 3.5 compatibility as they
Here are chronicled those lost arts and professions all involve replacing or altering specific class
which sprang from the Metal realms and traditions. features which appear differently in the
You know them as prestige classes, and there are even Pathfinder Roleplaying Game than they do in 3.5.
a few archetypes as well.
A Reminder on Terminology
Regarding Balance & Design “Character level” and “Hit Dice” are used mostly
These character options were balanced with synonymously in this Book; remember that such
mindfulness toward moderately advanced groups terms refer to the total number of levels possessed
where full-level spellcasters are busy nearly by the character in any class. In contrast, the term
wrecking reality and those without spellcasting “class level” always refers to levels specifically in
play with some degree of optimization. They are the class that is being described or referred to.
quite potent, certainly strong enough to put most
single-class Fighters to shame, but then, that's not Brutalmancer
such a travesty, now is it? While all of these “Blood magic?” The cowled mage shook his head and
classes are respectably powerful, you may notice emitted a rasp, aqueous laugh. “That magic, is for the
that particular generosity has been given to those weak and faint ofheart.”
classes designed for rogues and warriors so as to
help give them an exciting and even playing field. Forward he leaned, revealing two eyeless sockets and
May they serve you well, reader. an ashen face so ravaged and misshapen that the bone
Additional Feat Options seemed to protrude through flesh.
Each character option, in addition to the “Let me show you some real magic.”
customization choices offered within the class or
archetype itself, brings to bear a list of feats which Millennia ago, when a cabal of wizards
are only available to members of that class or rediscovered the lost text of Epicus Doomicus
archetype. These feats are selected just like any Metallicus - which contained ancient rituals from
other, serve to provide yet more options and the Age of Metal - they learned how to harness
diversity, and should not be necessary for any energies from the Planes of Mayhem and wield
class to perform its intended function. greater power than they had ever known before.
Class Conversions to 3.5 But these arcanists were not servants of Metal
At the end of each prestige class will be a short Gods. They sought the power for their own ends,
section describing its compatibility with and so, wielding that power came at a price.
Dungeons & Dragons 3.5th Edition, and what The price was melted faces, cooked brains,
steps can be taken to most expediently convert the severed limbs, and all the trappings of Metal’s
class from the Pathfinder Roleplaying Game to most violent and brutal side. Many of those
D&D 3.5. It bears mentioning that for any wizards and their students shunned the lost art,
prestige class, one of necessary steps is to increase deciding that some forgotten rituals should
the requisite number of ranks for any skill remain so. But a small handful of them were
prerequisite by 3; otherwise, a character might totally badass, perhaps even masochistic - but
end up qualifying for the prestige class far sooner most certainly out of concerns to give.
than intended. Likewise, certain skills and abilities
will need to be renamed or replaced with their 3.5 And so the realm’s first Brutalmancers came to be.
equivalents. Character class archetypes will not
15
A Note from the Author themselves clever since they have transcended the
Of all the prestige classes in this book, this one is need for vital organs. The Gods of Metal laugh at
probably the most susceptible to becoming truly them, for creatures which cannot pay the
broken when used with nefarious intent. This necessary tolls of anguish and viscera cannot reap
possibility for abuse cannot be fully eliminated the benefits of Brutalmancy.
without compromising the raw, essential nature
of this class. Proceed with caution and healthy Hit Die: d8.
communication with your
gaming group. Requirements
To endure the path of
Role: Brutalmancers mutilation necessary for
partake in over-the- becoming a Brutalmancer, a
top personal injury character must fulfill all the
in exchange for following criteria.
drastically increased
power: power Alignment: Any non-
which is usually good, unless your DM
directed toward decides that alignment
applications of restrictions should
murder. Thus, a drown in a lake of
Brutalmancer is very writhing poisonous
handy to have around spiders.
when you really need
something to die right Feats: Endurance,
then-and-there and can Diehard.
afford to worry about the
consequences later. However, should Skills: Knowledge
a Brutalmancer find themselves (planes) 5 ranks.
paired with a powerful,
particularly patient and Spells: Ability to
dedicated healer, true mayhem is cast 3rd-level
sure to follow. arcane spells.
Alignment: Brutalmancy is Special: At the
offensive and torturous in nature; its DM’s discretion,
practitioners must be the caster may not
comfortable with covering the landscape in be a creature physically incapable of paying the
bloody viscera and subjecting others to tolls demanded by Brutalmancy (such as most
particularly violent and painful deaths. Thus, if undead).
there are any good-aligned Brutalmancers out
there, they are probably insane. Class Skills
The Brutalmancer’s class skills (and the key ability
The Dead & The Bodiless: Invariably, there will for each skill) are Craft (Int), Intimidate (Cha),
be inspiring Brutalmancers who have attained Knowledge (all) (Int), Linguistics (Int), Perform
lichdom or otherwise shed their weak and flesh- (Cha), Profession (Wis), Spellcraft (Int), and Use
filled bodies. These creatures may think Magic Device (Cha).
16
Skill Ranks at Each Level: 2 + Int modifier. to torment (DM’s discretion).
Spellcasting: At the indicated levels (all except Brain Boil
1st and 10th), the Brutalmancer adds one to his Benefit: Three times per day as a swift action, the
arcane spellcasting class level for spell casting Brutalmancer can overclock his brain to achieve
purposes, granting him more spells per day, spells immense intellect and arcane potency. This grants
known, and increasing his caster level with such the Brutalmancer a +2 profane bonus to his
spells. This does not grant or improve other Intelligence score for a number of rounds equal to
features from a previous class. If a character had 3 + his Constitution modifier.
more than one arcane spellcasting class before A character with 5 class levels in Brutalmancer
becoming a Brutalmancer, he is a loser, and must can overclock their brain further, choosing
decide which class to treat as one level higher for whether to gain a +2 bonus or +4 bonus when
these purposes. activating this ability, and a character with 10
class levels can choose between a +2, +4, or +6
Brutal Ritual (Su): At 1st level and again every bonus.
three levels thereafter, the Brutalmancer learns Sacrifice: The Brutalmaster cooks his brain in the
one of the signature techniques of that wicked, process. At the end of the duration, the
wild power harnessed from the Planes of Brutalmancer suffers Intelligence drain equal to
Mayhem. He chooses one ability from the list half the Intelligence bonus he received from this
below. When called upon, these abilities each ritual (so 3 points of drain for a +6 boost).
have a Benefit and a Sacrifice. These Sacrifices
take effect immediately after activating the ability Circle of Entrails
and after the completion of any spell being cast Benefit: As a full-round action, the Brutalmancer
with the ability (if applicable). If the Brutalmancer can use his entrails to create a 10’ radius circle of
is somehow prevented from actually paying the magical power on the ground at a point within 5
sacrifice or otherwise finds a way to cheat the feet of him. The entrails meld with the surface
ritual, then the Brutalmancer either suffers a upon which they are created so that the circle
violent and spectacular mishap such that he cannot easily be broken by physical disturbances;
regrets his hubris, or some terrifying, dimension- it remains active for 10 minutes per Hit Die the
hopping nemesis from the Planes of Mayhem Brutalmancer possesses. Whenever the
adds the Brutalmancer’s name to its list of mortals Brutalmancer casts a spell while standing within
Up to caster’s hit dice -10 0 (unworthy A Better Living Through Metal: When the
sacrifice)
Brutalmancer reaches 5th level, he undergoes a
transformation which permanently makes him
Up to caster’s hit dice -5 +1 more Metal and capable, granting him one chosen
feature from the list below. At 10th level, he gains
Up to caster’s hit dice +2 another such feature.
Up to caster’s hit dice +10 +3 While most of the below abilities are
supernatural, the sacrifices and consequences
Up to caster’s hit dice +20 +4 involved in obtaining them (such as losing his
More than caster’s hit * eyes and becoming blind) are quite rooted in
physical reality and persist even in an antimagic
dice +20 field. Magical attempts to reverse the price for a
listed ability below (such as regrowing a lost arm)
*First, how in the Nine Hells did somebody in generally fail or at the very least result in the loss
your campaign manage to pull this off? Second, it of the class ability gained through that sacrifice; in
is recommended that the Brutalmancer be able to extreme situations such as divine intervention or
pull off some epic shit - at least equivalent to a a Wish or Miracle spell, discretion is left to the
caster level increase of +6. DM.
Sacrifice: This instantly kills or destroys the target
creature and removes its physical remains from Follow the Blind (Su): The Brutalmancer carves
the current plane of existence. out his eyes and gains the ability to truly see. This
Impossible Regrowth (Su): Upon taking his renders the Brutalmancer permanently blind, but
first level in this class, the Brutalmancer learns grants him the following benefits:
how to gradually replace his cooked and ruptured – Blindsense 90 feet.
organs; if he undergoes an 8 hour rest while at full – Constant True Seeing (as the spell), which
hit points and while he possesses no ability functions through his blindsense. In the
damage, he can recover one point of ability drain unlikely event that an illusion or facade is able
from each affected ability score.
20
to fool a blind arcanist in the first place, the floating, spectral arm as a swift action. The
Brutalmancer automatically “sees” through it spectral arm allows the Brutalmancer to deliver
and he can focus his vision to see into the touch range spells at a distance, functioning as
Ethereal Plane. though he had cast a Spectral Hand spell with
– Constant Arcane Sight (as the spell) except that it significant differences. The spectral arm can
works out to 90 feet. If the Brutalmancer deliver touch range spells of any level (not just 4th
reaches 10th level in this class, this ability level or lower), and it can also be used to deliver
improves and instead functions as Greater spells with a range of Close (such as Finger of
Arcane Sight. Death). When delivered through the spectral arm,
– Once per day, the Brutalmancer can conjure a close range spells function as touch range spells,
remote magical sensor that allows him to see requiring a melee touch attack roll to deliver as
afar; this functions as Arcane Eye, except with a normal and also having their range extended by
casting time of 1 standard action. Since the eye the spectral arm. The Brutalmancer does not need
“sees” as he would see, it has a sensory range of to invest his own life force to create the arm; it
60 feet with all of the above effects. always manifests with a hit point value of twice
the Brutalmancer’s character level. The spectral
Made of Metal (Ex): The Brutalmancer infuses arm has a duration of 8 hours (instead of 1 minute
his skin with metal plating. This prevents the per caster level), but it ends prematurely when the
Brutalmancer from donning most manufactured Brutalmancer sleeps or otherwise falls
armors (they won’t fit), but grants him an armor unconscious. The Brutalmancer can theoretically
bonus to AC equal to 4 + ½ the Brutalmancer’s use the spectral arm to perform simple
class level, peaking at a +9 bonus when the interactions with objects and environments, but
Brutalmancer reaches 10th level in the class. he is limited by its incorporeal nature.
The Brutalmancer can dismiss the spectral arm as
Pulse of the Maggots (Su): The Brutalmancer a free action. If the spectral arm is destroyed, the
replaces many of his internal organs with Brutalmancer loses the ability to conjure it until
symbiotic maggots and other fine insects. This he rests and recovers his spells; otherwise, there is
reduces the effect of magical healing on the no limit to how often he can dismiss or re-
Brutalmancer; whenever he would be subject to a summon the arm.
spell that instantly restores hit points such as Cure
Light Wounds or Heal, he recovers hit points as Brutal Feats - More Ways to Brutalize
though the caster level was five less (minimum 1). The following feats are available for
The Brutalmancer’s natural healing rate is Brutalmancers.
doubled, allowing him to recover twice as many
hit points, points of ability damage, and points of Adept ofBrutality
ability drain than he normally would after an 8 Prerequisites: Two or more Brutal Rituals
hour rest. Furthermore, whenever the Benefit: You learn one additional Brutal Ritual.
Brutalmancer would be struck by a critical hit or Special: You can take this feat multiple times. Its
sneak attack, there is a 50% chance that the critical effects stack.
hit or sneak attack is negated and damage is rolled
normally (as per a moderate fortification armor Pain Magnificent
effect). Prerequisites: Pain Divine
Benefit: You can channel the energy of incoming
Severed Survival (Su): The Brutalmancer hacks pain magic into a burst of invigorating energy.
off his arm, thereby permanently becoming one- Once per hour, when you would be subject to a
armed. In its place he gains the ability to conjure a pain effect, you may choose to gain a morale
21
bonus equal to the penalty that would otherwise grants a 75% chance to ignore critical hits, etc in
be afflicted (for example, Inflict Pain would grant 3.5 (instead of the 50% in the Pathfinder
you a +4 morale bonus on attack rolls, skill checks Roleplaying Game). Finally, if we are being
and ability checks) and also become healed for any honest, this class might be tenuously balanced
damage that would be caused by the effect. These under current rules as-is; there’s no telling what
benefits last for as long as the particular spell or could happen when you integrate it into the even
effect lasts (for example, Pain Strike would greater plethora of options available for 3.5.
continue to heal you over multiple rounds unless
dispelled or dismissed by the caster).
Cowboy from Hell
Superior Impossible Regrowth “Don’t you go telling me about the horrors of the
Prerequisites: Great Fortitude, Brutalmancer level dungeon. You haven’t been out there on the frontier
8th wastes, far beyond the feeble grasp of civilization,
Benefit: You gain one additional daily use of your staring down the maw of a towering worm of death,
spell-like ability option from Impossible weathering dust storms that’’ll flay the flesh right off
Regrowth (for a total of two); furthermore, you your bones… yeah, I’ve seen some shit. But then they
may choose to cast Greater Restoration on yourself say, there’s at least one rugged slinger who’s been to
(instead of Restoration) as a spell-like ability. Hell and back from those wastes, and I don’t mean that
Whenever you cast Regenerate as a spell-like like no poem. What’s it take, I wonder, to put the fear
ability, the casting time is only 1 standard action. of mortal extinction into a cuss who’s survived such
trials?
Transformation ofBrutality
Prerequisites: Adept of Brutality, Toughness, You’ll know one when you see one. Know them by the
Brutalmancer level 10th way the air seems to burn with brimstone when they
Benefit: You gain one additional ability from the walk on by in their black dusters. Know them by the
list under A Better Living Through Metal. way they stand tall in the light and when bullets just
can’t seem to touch them. And you’ll definitely know
Converting this Class into 3.5 them by their eyes, both haunted and fearless, for they
This class requires some work to fully translate gone and they gazed into the abyss, and the abyss… it
into 3.5 and works best if your DM allows for went and gazed right back.”
other content to be imported from the Pathfinder
Roleplaying Game. The Circle of Entrails ritual How adventurers like these come to be is truly the
refers to multiple metamagic feats that don’t exist realm of legend and mystery, but this much is
in 3.5, so substitutes may need to be chosen. The surmised: sometimes, a tough bastard from the
class also refers to the bleed damage mechanic blasted frontier greets Death, but doesn’t stay for
which 3.5 does not have. The Ultimate Power the arrangement. Their encounter grants them a
ritual refers to Intensified Spell (also not in 3.5 – nightmarish tour through the Lower Planes as
the Epic Level Handbook version doesn't count), they bear witness to sights reserved for the long-
but you can easily just say that the ability increases gone and truly damned. Then, just as it seems
the “damage dice cap” of the spell by 5, which is their sojourn with Hell might become a
what the metamagic feat does anyway. permanent stay, they go and claw themselves
The Vital Catalyst ritual lists multiple spells that right out - alive, but changed.
3.5 does not have, but it’s still viable when limited
to “Core” 3.5 spells. Under A Better Living Role: Cowboys from Hell wield new and
through Metal, Pulse of the Maggots refers to the frightening powers from the depths of all nine
moderate fortification armor property, which Hells. While this may occasionally allow them to
22
step outside their traditional role of artillery, (Str).
more often than not these powers serve to Skill Ranks at Each Level: 4 + Int modifier.
supplement the already existing abilities they
possessed as a gun-toting warrior. Grit (Ex): If the Cowboy from Hell wasn’t a
hardass to begin with, he is now. At first level, the
Alignment: Cowboys from Hell can be of any Cowboy gains the Grit class feature if he did not
alignment. However, since the class presumes that already have it (see Gunslinger class). The
one has formed a connection with the Lower Cowboy from Hell does not learn new Gunslinger
Planes, it is far more common for such characters Deeds from his levels in this prestige class.
to be evil-aligned. If the character is good-aligned, Since the Cowboy has literally seen Hell and lived
aesthetic trends of the time might nonetheless to tell of it, he gains immunity to all non-magical
demand that they wear black. fear effects.
Hit Die: d10. Vulgar Displays ofPower: Starting at first level,
the Cowboy from Hell gains the ability to invoke
Requirements spell-like abilities using his Grit. The Cowboy
In order to have what it takes to be a Cowboy begins knowing three 1st level spells and one 2nd
from Hell, a character must have the following: level spell, all chosen from the Vulgar Display
Spell List. As the Cowboy gains levels in this class,
Base Attack Bonus: +5. he learns additional spells as shown on the table
Feats: Must be proficient with Firearms. below. When casting a spell from the Vulgar
Display Spell List, the saving throw DC is equal to
Class Skills 10 + ½ the Cowboy’s Hit Dice + his Wisdom or
The Cowboy from Hell’s class skills (and the key Charisma modifier (whichever is higher); the
ability for each skill) are Acrobatics (Dex), Bluff caster level is equal to the Cowboy’s Hit Dice.
(Cha), Climb (Str), Craft (Int), Handle Animal Upon reaching 2nd level in the prestige class and
(Cha), Intimidate (Cha), Knowledge (local) (Int), every level thereafter, the Cowboy can choose to
Knowledge (planes) (Int), Knowledge (religion) learn a new spell in place of one he already
(Int), Perception (Wis), Profession (Wis), Ride knows, effectively “losing” the old spell in
(Dex), Sense Motive (Wis), Sleight of Hand exchange for the new one.
(Dex), Stealth (Dex), Survival (Wis), and Swim
2 +2 +3 +0 +3 3 Dauntless
3 +3 +3 +1 +3 3 Against all Odds
4 +4 +4 +1 +4 4 None Left to Give
5 +5 +4 +1 +4 4 Ultimate Invocation of Badassdom
45
Beautiful Death (Ex): As soon as the Knight of activate.
Badassdom reaches Death's Door, the Gods of
Metal begin a cosmic fanfare to welcome a Badass Boast (Ex): Whenever the Knight of
worthy soul among their ranks. The Knight of Badassdom spends at least one round espousing
Badassdom soars with resolve and Metal power the successes of himself or his group, detailing the
such that he may attain the most spectacular end manner in which enemies will be vanquished, or
to his adventuring career. When Death finally undergoing a similar boast, he may spend one or
knocks, the Knight's essence is drawn into the more Badass Points to invoke a variety of effects.
Planes of Mayhem, beyond the realms of Death, The Knight may spend up to three Badass Points,
where it is forever outside of mortalkind’s reach. and he chooses one effect from the list below for
each such Point he spends. Using this ability when
This results in the following benefits for the combat has already started requires a standard
Knight of Badassdom: action.
- The Knight of Badassdom does not become 1 Point: The Knight makes an Intimidate check to
staggered as a result of being reduced to 0 HP or demoralize each enemy within 30 feet who can
less, and may act normally even at the brink of hear and understand his boast. He gains a morale
annihilation. bonus to this check equal to one-half his Hit Dice.
- The Knight of Badassdom adds his Hit Dice to 2 Points: As above. Furthermore, the Knight and
his Constitution score for the purpose of allies within 30 feet who can hear and understand
determining how much of a negative HP total he him gain a +2 morale bonus to attack rolls and
can obtain before dying. (For example, a 10 Hit saving throws for 1 minute.
Die Knight dies when his hit points are reduced 3 Points: As above, except that both effects have no
to a negative amount equal to his Constitution range limit and instead affect all enemies or allies
score +10). who can hear and understand the Boast.
- Once per day, when the Knight of Badassdom
would be reduced from 0 HP or greater to -1 HP Culling Strike (Ex): After damaging a creature
or less, his HP total becomes 0 instead and he with a melee attack, the Knight of Badassdom
gains 3 Badass Points. may spend one or more Badass Points to perform
- Whenever a spell or effect would cause instant a Culling Strike; if he does, he has a chance of
death or destruction to the Knight of Badassdom instantly disabling or incapacitating the attack’s
(including Disintegrate and other such effects that target, as noted below. The Knight may choose to
trigger upon reducing a target to 0 HP), the use this ability after seeing the effects of his attack
Knight of Badassdom ignores that effect and (and thus avoid wasting his points).
merely suffers the damage and other spell effects 1 Point: The Knight rolls 1d4 per point of Base
normally. Attack Bonus that he has. If the total roll is equal
- As long as the Knight of Badassdom has a to or greater than the creature’s remaining Hit
Constitution score, it may not be reduced below Points, the creature is immediately reduced to 0
1. hit points; otherwise, there is no additional effect.
When the Knight of Badassdom is killed, no 2 Points: As above, except that the Knight rolls 1d6
mortal magic - not even a Wish or Miracle spell - per point of Base Attack Bonus.
may restore his soul to its body. 3 Points: As above, except that the Knight rolls 1d8
per point of Base Attack Bonus.
Feats of Prowess: At 1st level, the Knight of
Badassdom learns two abilities from the list Deluge of Nightmares (Su): As a standard action,
below, and one additional ability every class level the Knight of Badassdom can briefly assume the
thereafter. These abilities require Badass Points to visage of forces far more terrifying than whatever
46
fools he happens to be fighting. He must spend 1 Point: The Knight gains a climb speed equal to
two or more Badass Points to use this ability. his base land speed, and a +20 enhancement
2 Points: All enemies within 30 feet must succeed bonus to Acrobatics checks made to attempt high
on a Willpower save (DC 10 + ½ the Knight’s Hit or long jumps.
Dice + the Knight’s Charisma modifier) or 2 Points: As above, and the Knight becomes
become panicked for 1 round, then shaken for 1 affected by Freedom of Movement (as the spell).
minute. Enemies who succeed on their saving Alternatively, if the Knight of Badassdom is
throw instead become shaken for 1 round. This is already under this ability’s effects, he may spend a
a fear effect. Badass Point to extend their duration by 1 round;
3 Points: As above, except enemies who fail their this does not require an action, and he may do so
saving throw are panicked for 1d4+1 rounds as often as he has Badass Points and desires to
(instead of 1 round). extend or renew the duration.
Inexorable (Ex): Whenever the Knight of Radiant Burst (Su): As a standard action, the
Badassdom would make a saving throw, he may Knight of Badassdom can cause his weapon to
spend a Badass Point to gain benefits as indicated emit a burst of blinding light and glory that is
below. He must choose to use this ability prior to awesome to behold. He must spend two or more
rolling. Badass Points to use this ability.
1 Point: The Knight gains a +4 luck bonus to the 2 Points: All enemies within 30 feet must succeed
saving throw. on a Fortitude save (DC 10 + ½ the Knight’s Hit
2 Points: As above, except that if the Knight rolls Dice + the Knight’s Charisma modifier) or
below a 10 on his saving throw, he may treat the become blinded for 1 round, then dazzled for 1
result as though he had rolled a 10. minute. Enemies who succeed on their saving
3 Points: As above, and furthermore the Knight throw instead become dazzled for 1d4+1 rounds.
gains the Evasion and Stalwart class abilities until 3 Points: As above, except enemies who fail their
the start of his next turn. saving throw are blinded for 1d4+1 rounds
(instead of 1 round).
Martial Virtuosity (Ex): As a free action during
combat, the Knight of Badassdom may spend a Reach for Blood (Su): Whenever the Knight of
Badass Point to gain a single Combat feat of his Badassdom takes the attack action, he may spend
choice. He must choose a feat for which he meets Badass Points to embark upon a brutal rampage
the prerequisites, and he learns the feat only for that rends even the air, causing his attack to affect
the duration of the combat. The Knight of multiple foes in an area.
Badassdom may use this ability up to three times 1 Point: Instead of attacking one creature, the
during a single combat to gain a different feat he Knight makes a single melee attack against all foes
qualifies for each time; if the Knight uses this in a 15-foot cone. Situational benefits and abilities
ability more than that in the same combat, he - such as charging or the Vital Strike feat - apply
changes one of his three feat selections from to all of the attack’s targets.
Martial Virtuosity to a different feat instead of 2 Points: As above, except the Knight makes a
gaining another one. single melee attack against all foes in a 30-foot
cone.
No Limits (Su): As an immediate action, the 3 Points: The Knight of Badassdom may use this
Knight of Badassdom may spend one or more ability when taking the full attack action (instead
Badass Points to overcome boundaries and of an attack action). If he does, he makes all of his
limitations as per the options below. These regular attacks against a single creature as normal,
benefits last for 1 round. and then furthermore makes a single melee attack
47
against every foe within a 30-foot cone. 2 Points: As above, but each creature also suffers
1d6 sonic damage per 2 Hit Dice the Knight
Relentless Charge (Ex): Whenever the Knight of possesses (max 10d6). A successful Fortitude save
Badassdom makes a charge, he may spend two or (DC 10 + ½ the Knight’s Hit Dice + the Knight’s
more Badass Points to increase the ferocity of said Strength modifier) halves this damage. This
charge. damage is dealt regardless of whether the Knight’s
2 Points: The Knight gains the Pounce special foes are knocked prone.
ability until end of turn. 3 Points: As above, but creatures who fail their
3 Point: As above, and the Knight gains a +2 bonus saving throw are also stunned for 1 round.
to attack rolls made as part of his charge (in
addition to the normal +2 bonus for charging). Dauntless (Ex): Upon reaching 2nd level, the
Knight of Badassdom becomes even more
Second Wind (Ex): As an immediate action, the courageous and incorrigible. Whenever the
Knight of Badassdom may spend one or more Knight fails a saving throw against a fear or
Badass Points to regain hit points and surmount charm effect, he may immediately attempt a new
afflictions as indicated below. saving throw to avoid or overcome the effect; he
1 Point: The Knight regains hit points equal to his only gets one extra chance per saving throw that
Hit Dice. he would fail. (Passing the second saving throw
2 Points: The Knight regains hit points equal to also counts as having made his save for the
twice his Hit Dice. The Knight loses the fatigued purpose of Sheer Tenacity.)
condition (if he has it); if the Knight has the
exhausted condition, it becomes replaced by the Against all Odds (Ex): The Knight of Badassdom
fatigued condition. The Knight loses one fights at his best when the odds are stacked
temporary negative level (if he has any). against him. Starting at 3rd level, the Knight of
3 Points: As above, except that the Knight ends all Badassdom gains a +2 morale bonus to AC and
of the following conditions upon him: exhausted, damage rolls whenever he is threatened by three
fatigued, nauseated, sickened, staggered, stunned. or more enemies. Once per combat, if the Knight
Furthermore, use of this ability does not count as of Badassdom makes a melee attack against a
an action when 3 Badass Points are spent, creature whose Hit Dice exceeds his own by 5 or
allowing the Knight to recover hit points and more, he gains 1 Badass Point (even if his attack
conditions even if he would normally be misses).
prevented from doing so. The Knight of
Badassdom must still be conscious to use this None Left to Give (Ex): At 4th level, the Knight
ability. of Badassdom automatically succeeds on saving
throws against all fear and charm effects. This
Seismic Slam (Su): As a standard action, the ability allows the Knight to gain Badass Points
Knight of Badassdom can smash the ground to from Sheer Tenacity when foes foolishly attempt
create a shockwave of Metal energy with might to charm or frighten him.
and power based on how many Badass Points he
spends. Ultimate Invocation of Badassdom (Su):
1 Point: The Knight makes a trip attempt against When he reaches 5th level, the Knight of
all creatures within 10 feet that are standing on Badassdom becomes worthy of petitioning the
the same ground. This does not provoke any Metal Gods for direct intervention.
attacks of opportunity, and no creature may
attempt to trip the Knight in response to a failed Once per week, the Knight of Badassdom may
attempt. spend 5 Badass Points to invoke one of the boons
48
below. The Knight of Badassdom must be at his summoned could be represented as Valkyries
maximum allotment of 8 Badass Points before he literally descending from the sky in a host of
can use this ability. thunder while cacophonous riffs rock the
horizon. Alternatively, the Metal Gods may send
Berserker Rage: The Knight of Badassdom has set demons instead. These creatures are not directly
forth onto him The Berserker Rage(TM); this is under the Knight’s control, but they are helpful
not to be confused with ordinary, inferior and friendly toward him and his allies. After 1
barbarian rage. This imparts him with nothing minute, the summoned creatures depart to deal
short of superhuman power for a very short with matters of greater cosmic significance.
amount of time. Using this ability is a free action. In either case, consider the table to be a set of
polite suggestions, subject to the DM’s discretion;
For the next minute, the Knight of Badassdom creatures of similar power will also do. This
gains the following benefits: ability is designed to be roughly the equivalent of
- All the effects of the Rage feature from the casting Summon Monster at 2 spell levels higher
Barbarian class, except the Knight does not than the indicated number of Hit Dice would
become fatigued afterwards; furthermore, the allow (for example, the benefit at 12 HD - when a
duration is fixed at one minute and is not Cleric or Wizard would normally be able to cast
influenced by his Barbarian level or Constitution Summon Monster VI - is roughly comparable to
score. If the Knight of Badassdom has at least six casting Summon Monster VIII).
levels in Barbarian, he benefits from Greater Rage
instead, and furthermore benefits from Mighty Hit Dice Outsider Summoned
Rage if he has fifteen or more levels in Barbarian.
The DM may rule that other classes with Rage 11 or less 2 Celestial Griffons / 2
progressions may enhance The Berserker Shadow Demons
Rage(TM) in a similar fashion. 12-13 3 Celestial Griffons / 3
- Immunity to the fatigued and exhausted
conditions, and the Knight immediately recovers Shadow Demons
from those conditions. 14-15 3 Celestial Rocs / 3
- DR/magic equal to the Knight’s Hit Dice (so DR Vrocks
15/magic at 15 HD). If the Knight of Badassdom
possesses 20 or more Hit Dice, he also gains DR 16-17 2 Valkyries
10/epic.
- Once per round, the Knight of Badassdom may 18-19 3 Valkyries
use any one Feat of Prowess he knows without 20+ 1 Solar / 1 Balor
requiring or expending any Badass Points; he may
even use the stronger, 3-point variations of those On Wings of Steel: As a free action, the Knight of
abilities. Badassdom assumes the likeness of a powerful
outsider; this outsider may be good, evil or
Iron Clad Angels: As a full-round action, the otherwise, as long as it is Metal AF. At the DM’s
Knight of Badassdom calls forth the Metal Gods’ discretion, this outsider may be one which most
otherworldly servants. The strength and number reflects the aesthetic inclinations of the Knight’s
of the Metal host varies with the Knight’s Hit own moral compass - or some nonsense like that.
Dice, as per the table below.
For 10 minutes, the Knight of Badassdom gains
Depending upon thematic implications and what the following benefits:
role outsiders play in the campaign, the creatures - A +4 bonus to Strength, Constitution, Wisdom
49
and Charisma. This bonus is profane (if the Knight Feats - More Ways to Die
Knight’s alignment is evil or neutral) or sacred (if Gloriously
the Knight’s alignment is good). The following feats are available for Knights of
- Spell resistance equal to 12 + the Knight's Hit Badassdom.
Dice. Face the Almighty
- The Knight’s attacks with natural or Prerequisites: Against all Odds
manufactured weapons are considered to be the Benefit: You gain a +2 bonus to attack rolls
most favorable material and alignment for the against creatures whose Hit Dice exceed your own
purpose of bypassing Damage Reduction. by 5 or more, as well as a +2 bonus to saving
- A fly speed of 60 feet (good maneuverability) throws against the spells and abilities of such
and a +5 competence bonus to Fly checks. creatures.
- The ability to speak and understand all
languages known to mortalkind; this benefit may Face the Horde
be restricted to merely granting a benefit similar Prerequisites: Against all Odds
to the Tongues spell, if it would cause the DM to Benefit: Whenever you are threatened by six or
have an aneurism otherwise. more enemies, your morale bonus to AC and
- The power to invoke a number of spell-like damage rolls increases to +4.
abilities, each usable once per instance of this
ability. The Knight’s Hit Dice determines what Inner Badassery
spell-like abilities are available to him. The Prerequisites: Beautiful Death
abilities are cumulative, such that an 18th level Benefit: You start each day with one additional
Knight of Badassdom will have five abilities he Badass Point.
can use. The caster level for these abilities is equal Special: You can gain this feat twice. Its effects
to the Knight’s Hit Dice and the saving throw stack.
DCs are based off of the Knight's Wisdom or Splendor ofAsskicking
Charisma (whichever is higher). Prerequisites: Beautiful Death
Benefit: Treat your Hit Dice as two greater for the
Hit Dice Spell-Like Ability purpose of using Feats of Prowess. This improves
saving throw DCs as well as other effects
10-11 Flame Strike dependent on Hit Dice.
12-13 Blade Barrier
Versatile Badass
14-15 Heal Prerequisites: Beautiful Death
16-17 Fire Storm Benefit: You learn one additional ability from the
Feats of Prowess list.
18-19 Storm of Vengeance Special: You can gain this feat multiple times. Its
effects stack.
20+ Implosion
Converting this Class into 3.5
The DM might allow the Knight of Badassdom to This class easily translates into 3.5. It should be
substitute some of the spells listed below for other noted that 3.5 characters normally die at -10 HP
divine spells of similar spell level (for example, instead of a negative amount equal to their
swapping Fire Storm for Sunburst) if doing so Constitution score, but this minor difference
would be thematically appropriate. doesn’t change the functionality of the class. The
Inexorable ability references the Stalwart class
feature, which doesn’t exist in 3.5, but can be
50
simply understood as being Evasion for Fortitude Role: Psychotron excel at murdering. To this end,
and Willpower effects. If your Knight of they are fairly adaptable because of their ability to
Badassdom takes the Iron Clad Angels capstone alternate effectively between ranged and melee
ability, the DM will want to modify the table for murder even while specializing in one of the two.
which monsters are summoned (or create their When Psychotron are not murdering a single
own) since the monsters listed may be different or creature of their choice, they are most likely
nonexistent in 3.5. murdering multiple foes at once. Occasionally, a
Psychotron will demonstrate other useful skills -
such as infiltration or technological savvy - which
Psychotron serve to supplement his capacity for murder.
Part bionic / And organic
Not a cyborg / Call him Psychotron Alignment: Psychotron can be of any alignment,
as strange as it may sound. It is true that they are
To create the ultimate living killing machine has often the product of heedless ambition at
been a pursuit among certain alchemists and best, and quite likely violent
engineers for as long as their respective practices obsession. While Psychotron are
have existed. It is only in recent years that the most naturally dispositioned toward
secret has been found (or more Neutral or Evil alignments, it is possible
accurately, rediscovered): imbue that their powers may be put to what one
the host’s enhancements with may tentatively call “a good cause.”
the power of Metal. How,
precisely, one instills an Hit Die: d8.
essence of “Metal” into
alchemical and Requirements
engineering artifices Regardless of whether a character facilitated
remains the subject of their own transformation into the
much bewildering Psychotron or had another do it on their
debate. To behalf, a character must fulfill the following
obfuscate the criteria to maintain their systems at peak
matter further, efficiency:
many of those who Base Attack Bonus: +3.
managed to figure it out
ended up violently and Feats: Skill Focus (Knowledge
inexplicably murdered shortly [engineering]).
thereafter. Thus, so far as the
popular arcano-scientific circles Skills: Knowledge (engineering)
are concerned, the creation of the 5 ranks.
fabled “Psychotron” has become
something of a cursed subject Class Skills
matter. Surely such a radical The Psychotron’s class skills (and the key
transformation could only lead to an ability for each skill) are Acrobatics (Dex),
unstable and unpredictable instrument of Climb (Str), Craft (Int), Escape Artist (Dex),
mayhem, to no betterment of the civilized Fly (Dex), Intimidate (Cha), Knowledge
realms.... (arcana) (Int), Knowledge (engineering)
(Int), Sleight of Hand (Dex), and
Stealth (Dex).
51
Skill Ranks at Each Level: 4 + Int modifier. a foe at will. An energy blast is a ranged attack
with a range increment of 60 feet, which deals
Close Weapon System (Su): The Psychotron 2d6 points of damage plus 1 for every Hit Die the
gains the ability to transform one of his arms into Psychotron has (for example, a 5th level character
a melee weapon. He chooses a single type of light would deal 2d6+5 damage with an energy blast).
or one-handed melee weapon. As a free action Upon gaining this ability, the Psychotron must
once per turn, the Psychotron may call a choose one type of damage for his energy blast:
masterwork version of that weapon into being; acid, cold, electricity, or fire. He may change this
this causes the Psychotron to drop whatever else selection each time he gains a level. The
he may be holding or carrying in that hand. The Psychotron must have at least one hand free to
Psychotron may spend another free action to use this ability.
recall the weapon, but because the weapon is a
part of his arm, he may not drop it or change MDK Battery: Upon reaching his second level,
hands with it, and he cannot be disarmed of it as the Psychotron gains a reserve of Murder Points
long as he retains that limb; the hand is not which he uses to empower many of his systems -
considered free until he recalls the weapon. especially those that emulate the effects of various
spells. The Psychotron’s Murder Points replenish
The Psychotron may “repurpose” other melee to their maximum whenever the Psychotron
weapons as the means of changing or upgrading completes an eight hour recovery period.
his weapon selection. By spending one minute
installing the new weapon and recalibrating his Whenever any Psychotron class ability duplicates
systems, the Psychotron may change his weapon a spell, the caster level is equal to the Psychotron’s
selection to that of any specific masterwork light Hit Dice; when applicable, the saving throw DCs
or one-handed melee weapon available to him are equal to 10 + ½ the Psychotron’s Hit Dice +
(even magical weapons); this consumes the the Psychotron’s Intelligence modifier.
weapon in question, as it literally becomes a part
of the Psychotron. At the DM’s discretion, some Auxiliary Weapon System (Sp): At levels 2, 5,
weapons (such as powerful artifacts) may prove and 8, the Psychotron improves his affinity for
resistant to being absorbed in this manner, or murder by gaining one choice from the list of
cause baleful complications for attempting such. abilities below. These abilities emulate various
spells and the Psychotron must spend the
Regardless of which specific weapon he uses, the indicated amount of Murder Points to use them.
Psychotron ensures that it is always optimized for Whenever the Psychotron gains a level, he may
violence. He gains an enhancement bonus on choose to replace one of his Auxiliary Weapon
attack and damage rolls with his close weapon Systems with another (in addition to any new
system equal to 1 per +4 Hit Dice he possesses (up systems he gains that level, if any).
to a maximum of +5 at 20th level). Since this is an
enhancement bonus, it doesn't stack with the Artillery Shot (2 Murder Points): The Psychotron
bonus from magic weapons. For example, a fires a long-distance barrage to hamper opponents
Psychotron with 12 character levels treats a +1 (and also kill them), functioning as Volcanic Storm.
flaming sickle effectively as a +3 flaming sickle.
Destructive Overload (2 Murder Points): The
Energy Blast (Su): The Psychotron gains the use Psychotron releases an explosion of energy as per
of a retractable laser cannon, or some similar the Detonate spell.
instrument of mayhem. As a standard action, the
Psychotron can fire a blast of destructive energy at Flamethrower (1 Murder Point*): The Psychotron
52
emits a fan of flames as per a Burning Hands spell, lets loose a crackling bolt of electricity,
except that the spell deals additional damage equal functioning aptly as per Chain Lightning.
to the Psychotron's Hit Dice (for example, 5d4+6
at 6th level), and creatures which fail their saving Poison Canister (3 Murder Points): The Psychotron
throw catch on fire. When the Psychotron uses fills a space with poisonous gasses as per Cloudkill.
this Auxiliary Weapon System, he may use it
again on the following round without spending Seeker Bolts (3 Murder Points): The Psychotron
any additional Murder Points; this allows him to launches a quick salvo of murder-seeking bolts as
effectively maintain the flamethrower for many per the spell Magic Missile, except that the casting
rounds or even minutes at a time if there is no time is a swift action.
interruption.
8th Level Options
Incendiary Grenade (2 Murder Points): The Starting with his selection at 8th level, the
Psychotron launches a tried-and-true projectile Psychotron may also choose from below.
that bursts into flame, as per Fireball.
Cluster Bomb (6 Murder Points): The Psychotron
Shock Cannon (2 Murder Points): The Psychotron launches a devastating barrage as per Fire Storm.
fires a long line of electricity, functioning as
Lightning Bolt, except that the spell’s damage Death Ray (6 Murder Points): The Psychotron
improves to 1d8 per caster level, up to a shoots a ray of instantly fatal energy, just like a
maximum of 10d8 at 10th level. Finger ofDeath.
5th Level Options Sonic Boom (6 Murder Points): The Psychotron lets
Starting with his selection at 5th level, the forth a devastating sonic boom, functioning as
Psychotron may also choose from below. Greater Shout.
Absolute Zero (3 Murder Points): The Psychotron Ultraviolet Burst (6 Murder Points): The Psychotron
covers the area in front of him with sub-zero fires a weapon with the power of the sun; this
temperatures, functioning as a Cone ofCold spell. functions as the Sunburst spell, except that the
blindness only lasts for 1d4+1 rounds.
Lightning Coil (3 Murder Points): The Psychotron
Knives Like Bullets The Veteran of the Psychic Wars is one who
Prerequisites: One or more Sentinel Techniques bears the soul of the Eternal Champion: a timeless
Benefit: Your throwing knives have a maximum role for individuals chosen to uphold the balance
range of ten increments (instead of five). Treat between Law and Chaos. Willing or not, and
your Hit Dice as 5 greater for the purpose of knowingly or not, this champion serves the cause
determining the range and maximum area-of- of the Cosmic Balance: a grand force for
effect for all of your Sentinel Techniques. neutrality which seeks to prevent the dominance
of power by either Law or Chaos.
Seeds ofDeath
Prerequisites: Sentinel level 7th Having been reincarnated endlessly through these
Benefit: Once per day, you may use one of your multiverse-spanning wars, the Veteran has served
Sentinel Techniques as a swift action (instead of a the Cosmic Balance through many lives for a time
standard). beyond mortal reckoning. It is precisely this
shared duty among countless incarnations that the
Tempt Not the Blade Veteran distinguishes themselves - for they have
Prerequisites: One or more Sentinel Techniques gained the power to reach beyond the meagre
Benefit: Twice per day, you may spend a free skills of their latest incarnation and access their
action to instantly regain one of your per- memories from an interminable cycle of conflict.
encounter uses of Sentinel Technique.
Role: The Veteran’s role in a group cannot be
Upon their Deadly Course easily defined because certain components of their
Prerequisites: One or more Sentinel Techniques skill set may change from moment to minute. In
Benefit: You learn one additional Sentinel one battle the Veteran may embody the art of a
Technique. You may instead choose to improve a skilled warrior; in the next, a duplicitous spy. The
Sentinel Technique you already know by Veteran may be a jack-of-all-trades, or a savvy
choosing it a second time. Add 1 to the saving specialist who possesses multiple tools to
throw DC of all your Sentinel Techniques. surmount the challenges before them.
Converting this Class into 3.5 Alignment: The Cosmic Balance only chooses
This class easily translates into 3.5. The only point souls with a distinct tendency to avoid heavy
of discrepancy is that many feats on the Bonus leanings toward either Law or Chaos. Beyond this
Feat list are specific to the Pathfinder Roleplaying qualification, the Veteran of the Psychic Wars
Game or function differently within it; this could need not be virtuous, nor even a willing and
be addressed simply by allowing any Combat feat mindful participant in the endless struggle.
66
Hit Die: d8. incarnation at a time; if he uses this ability while
an incarnation is already active, that previous
Requirements incarnation ends. He can use this ability twice per
To qualify for membership as Veteran of the day. At levels 3 and 5 in the class, he gains an
Psychic Wars, a character must fulfill the additional daily use of Incarnations of the Eternal
following criteria: Champion.
Alignment: Any nonlawful, nonchaotic. Adventurer’s Virtuosity: The Veteran gains a single
feat of his choice. He must choose a feat for which
Base Attack Bonus: +4. he meets the prerequisites, and he may not choose
feats which have class features as prerequisites
Feats: Alertness, Iron Will. (such as Extra Rogue Talent or Fluidity of
Remembrance). At 5th level in this class, the
Class Skills Veteran may also reroll any ability check or skill
The Veteran’s class skills (and the key ability for check which comes up with a natural roll of 4 or
each skill) are Acrobatics (Dex), Appraise (Int), less on the d20.
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy
(Cha), Fly (Dex), Intimidate(Cha), Knowledge August Leadership: The Veteran projects a spirit of
(all) (Int), Perception (Wis), Perform (Cha), confidence and bravery, granting a +2 morale
Profession (Wis), Ride(Dex), Sense Motive (Wis), bonus to saving throws to himself and allies
Sleight of Hand (Dex), Spellcraft (Int), Stealth within 30 feet. As a free action once per turn, he
(Dex), Swim(Str), Survival (Wis), and Use Magic may grant an ally under the influence of a charm
Device (Cha). or fear effect a new saving throw against that
effect, provided that it allowed a saving throw to
Skill Ranks at Each Level: 6 + Int modifier. begin with. At 5th level in this class, the Veteran
also grants a +2 morale bonus to attack and
Incarnations of the Eternal Champion (Su): damage rolls.
As a swift action, the Veteran of the Psychic Wars
may call upon certain powers and skills which he Cold Rage: The Veteran enters a trance-like state
possessed in a previous incarnation. When he of combat hyper-awareness. He gains a +2 insight
uses this ability, he chooses one incarnation that bonus to attack and damage rolls and the
he knows and gains the listed benefits for 10 Uncanny Dodge class feature. While this ability is
minutes. At 1st level, the Veteran learns of two active, the Veteran may not use any ability which
incarnations whose abilities he may draw upon; denies him the ability to concentrate (such as a
he learns an additional incarnation at levels 2 and Barbarian's rage). At 5th level in this class, the
4. The Veteran may only benefit from one bonus increases to +1 per three Hit Dice the
Level BaB Fort Ref Will Special
71
enhancements for another one which they qualify uses in total.
for. Sheer Power: The saving throw DC of your Lay
Waste ability increases by 2; this also applies to
Enhancements for Lay Waste the saving throw DC of secondary effects, such as
Concentrated Effect: Instead of targeting an area, other Lay Waste abilities.
you can make a ranged touch attack against a Sickening Blast: Creatures damaged by your Lay
single target when you use Lay Waste. Instead of Waste ability must also succeed on a Fortitude
having a fixed range, this attack is considered to save or become sickened for 3 rounds. This
have a range increment of 20 feet (regardless of enhancement may not be combined with
your Bard level) and suffers range penalties as Haunting Blast.
normal. When you use Lay Waste in this way, Split Blast (requires 7th level): Each time you use
you add your Charisma bonus to damage and Lay Waste, you may choose two different target
creatures do not receive a Reflex saving throw to areas; you deal damage to creatures within the
reduce the damage; other saving throws (such as appropriate radius (usually 5 feet) of either point
from other abilities) may still apply. This of origin. Creatures in overlapping spaces (for
enhancement may not be combined with example, if you target two areas close to each
Increased Area-of-Effect. other) only suffer damage from your ability once.
Haunting Blast: Creatures damaged by your Lay If you combine this enhancement with
Waste must also succeed on a Will save or Concentrated Effect, you instead choose two
become shaken for 3 rounds. This enhancement different targets for the blast.
may not be combined with Sickening Blast.
Increased Area-of-Effect: The radius of Lay Waste Harmonies of the Grave (Su): Upon reaching
increases to 10 feet. This enhancement can be fifth level, the Deathsinger learns how to weave
taken up to three times; it doubles the radius each potent death magic into their bardic
time (from 10 feet to 20 feet, then 20 feet to 40 performances. The Deathsinger chooses two
feet). spells drawn from the Deathsinger spell list; they
Inferno Blast (requires 7th level): You may choose may only choose spells up to a certain spell level,
to deal fire damage with Lay Waste (instead of based on how many levels they have in Bard.
sonic damage); if you do, you deal an additional Whenever the Deathsinger has a bardic
1d6 points of damage. If your damage allows for a performance active, they may spend a standard
Reflex saving throw for half damage, then action to cast one of their chosen spells as a spell-
creatures who fail their Reflex saving throw like ability. The caster level for these spells is
against your blast also catch on fire. equal to the Deathsinger’s Bard level and the
Forceful Blast: Whenever you damage a creature saving throw DCs are equal to 10 + the spell level
with your Lay Waste, you can immediately + the Deathsinger’s Charisma modifier. If the
attempt a bull rush or trip maneuver against Deathsinger ends their bardic performance
them. This attempt does not provoke an attack of (including if they end it to change to another
opportunity and you do not risk being knocked performance), each spell with a duration that was
prone yourself. Instead of using your combat cast during that performance also ends.
maneuver bonus for the attempt, you have a
modifier equal to your Bard level plus your The Deathsinger may choose one additional spell
Charisma bonus. from the Deathsinger spell list at each odd-
Quickened Blast (requires 10th level): You may use numbered level in Bard (7, 9, etc). Each time the
Lay Waste as a swift action; doing so expends two Deathsinger gains a level, they may also exchange
daily uses of the ability. This allows you to use Lay one of their chosen spells for another one which
Waste twice in a single round by expending three they qualify for (for example, an 8th level
72
Deathsinger could exchange one of their 2nd level Raining Blood*.
spells for a 3rd level spell). 7th level: Control Undead, Plague Storm, Tou
Thanatou*, Waves ofExhaustion.
Table: Deathslinger Spells Available *New spell featured in the Book of Metal.
This ability replaces Lore Master.
Bard Spells Highest
Alternative Performances
Level Known Spell Level The Deathsinger learns some bardic
performances which are not practiced by other
5 2 2nd bards, and which replace some performances that
6 2 2nd would otherwise be available to them.
7 3 3rd Song of Quietus (Sp): At 6th level, the
8 3 3rd
Deathsinger can use their performance to drain a
dying creature’s life force, affecting them as per a
9 4 3rd Death Knell spell except that the range is 25 feet
plus 5 feet per 2 Bard levels the Deathsinger has.
10 4 4th This replaces Suggestion.
11 5 4th
Mass Song of Quietus (Sp): At 12th level, the
12 5 4th Deathsinger can use their performance to hasten
13 6 5th all nearby, dying souls to oblivion. All living
creatures within 30 feet of the Deathsinger who
14 6 5th have been reduced to 0 or fewer hit points suffer
15 7 5th
1 point of bleed damage, and furthermore must
make a saving throw or die as though the
16 7 6th Deathsinger had cast Death Knell on them.
Furthermore, a living creature who is killed while
17 8 6th this performance is active (through any means)
18 8 6th automatically has their soul siphoned as though
they had failed a saving throw against Death Knell
19 9 7th spell cast by the Deathsinger. This replaces
20 9 7th Soothing Performance.
Deathsinger Spell List Requiem (Sp): At 18th level, the Deathsinger can
1st level: Ray ofEnfeeblement, Ray ofSickening. use their performance to call even distant souls to
2nd level: Command Undead, False Life, Ghoul their grave, ensuring the demise of foes who
Touch, Scare, Stricken Heart. would think to flee from the Deathsinger and
3rd level: Lesser Animate Dead, Howling Agony, their entourage. Using this ability requires three
Malediction, Vampiric Touch. consecutive rounds of performance before there is
4th level: Animate Dead, Bestow Curse, Fear, Wall of any effect; after the third round, the Deathsinger
Pain*. creates an effect equivalent to the Deathsinger’s
5th level: Blight, Slay Living, Suffocate, Vampiric Requiem spell, using their Bard level as their caster
Shadow Shield, Waves ofFatigue. level. The Deathsinger may only successfully use
6th level: Banshee Blast, Circle of Death, this performance once per hour; if it is
Deathsinger’s Defilement*, Eyebite, Major Curse, interrupted before reaching the third round, they
73
may attempt it again until the spell is successfully like ability. If you have five or more levels in
cast. This replaces Mass Suggestion. Deathsinger, you can also expend three rounds of
your bardic performance to cast Speak with Dead
Deathsinger Feats - Singing About Death as a spell-like ability. These spell-like abilities still
The following feats are available for Deathsingers. have verbal components.
Arsenal ofDesolation Greater Songs ofReaping
Prerequisites: Deathsinger level 4th Prerequisites: Deathsinger level 12th, Songs of
Benefit: Whenever you rest and regain your daily Reaping
bardic performances, you may exchange any one Benefit: Any temporary hit points you gain from
Lay Waste enhancement you know for another the Death Knell spell stack, up to a maximum
one which you qualify for. amount of temporary hit points equal to twice
your character level. Whenever you use Mass
Desolator Song of Quietus, it affects all living creatures
Prerequisites: Deathsinger level 1st within 60 feet of you (instead of 30 feet).
Benefit: You may use your Lay Waste ability three
additional times per day. Necrodancer
Special: You can gain this feat multiple times; its Prerequisites: Deathsinger level 1st
effects stack. Benefit: Whenever you use Inspire Courage,
Inspire Greatness or Inspire Heroics, you may
Extra Harmony ofthe Grave choose to have your performance also affect
Prerequisites: Deathsinger level 5th undead allies who are immune to mind-affecting
Benefit: Choose one additional spell from the abilities (such as mindless ones). Instead of
Deathsinger spell list which you qualify for. You granting such creatures a morale bonus to saving
gain the ability to cast this spell using your throws against charm and fear effects, Inspire
Harmonies of the Grave class feature. Courage grants them a profane bonus to saving
Special: You can gain this feat multiple times, throws to resist channeled positive energy;
choosing a different spell each time. instead of granting such creatures a morale bonus
to all saving throws, Inspire Heroics grants them a
Gravecaller profane bonus to all saving throws. The effects of
Prerequisites: Deathsinger level 11th, your bardic performances are otherwise identical
Gravespeaker and other creatures continue to receive the
Benefit: You can expend five rounds of your normal benefits.
bardic performance to cast Create Undead as a
spell-like ability. If you have 16 or more levels in Songs ofReaping
Deathsinger, you can also expend eight rounds of Prerequisites: Deathsinger level 6th
your bardic performance to cast Create Greater Benefit: Once per minute, you may use Song of
Undead as a spell-like ability. These spell-like Quietus without ending or interrupting another
abilities still have verbal components and, bardic performance which you have already
furthermore, you must still provide the material started. Whenever you slay a creature using Death
components for them. Knell, you gain a +2 profane bonus to Charisma.
Gravespeaker
Prerequisites: Deathsinger level 3rd Lightning Lotus (Monk Archetype)
Benefit: You can expend two rounds of your Rumors have emerged regarding a monastery in
bardic performance to cast Gentle Repose as a spell- distant lands where the ascetics strive not for
74
purity and balance, but to become one with the Arcing Fists, Caller of the Storm’s Brethren, Child
maelstrom of thunder and lightning. The monks of the Storm, Extra Hands of Lightning,
from this school train upon a gateway to the Plane Inexorable Storm, Lightning Stance, Piercing
of Air and wield abilities more akin to what one Storm, Sudden Storm, Wind Stance, or Wings of
would expect from a sorcerer. A few fortunate the Storm. (All of these feats, except Wind Stance
souls have even witnessed the masters of this and Lightning Stance, are new feats specific to
school transform into pure lightning themselves: this archetype and detailed further below.)
such is the power and majesty of the little-known
Lightning Lotus discipline. Energy Resistance (Su): Upon reaching 3rd
level, the Lightning Lotus permanently gains 10
Hands of Lightning (Su): At 1st level, the points of electricity resistance. This amount
Lighting Lotus gains the ability to imbue her improves to 20 points at 8th level and again to 30
attacks with electrical energy. Whenever she points at 13th level. This ability replaces Still
strikes a creature with an unarmed strike or monk Mind.
special weapon, she may spend a swift action to
add 1d6 points of electricity damage to the attack. Disciple of the Storm (Sp): At the indicated
At 3rd level and every odd-numbered level levels, the Lightning Lotus gains access to spell-
thereafter, the Lightning Lotus adds 1d6 to the like abilities which she may use by spending the
electricity damage she deals with this ability. The indicated amount of ki points. She uses her Monk
extra damage from Hands of Lightning is not class level as the caster level for these spell-like
multiplied on a critical hit. The Lighting Lotus abilities, and her Wisdom bonus to determine the
may use this ability a number of times per day saving throw DCs.
equal to 3 + her Wisdom modifier. 4th level: Defensive Shock (1 point), Resist Energy
(electricity only, 1 point), Shocking Grasp (1 point),
Starting at 6th level, the Lightning Lotus may Shock Shield (1 point)
spend 1 ki point whenever she uses Hands of 6th level: Elemental Touch (electricity only, 2
Lightning to cause the added electricity damage to points), Lightning Bolt (2 points), Protection from
spread to all enemies within 10 feet of her target; Energy (electricity only, 2 points)
a successful Reflex save (DC 10 + ½ her Monk 8th level: Ball Lightning (2 points), Communal
level + her Wisdom modifier) halves this damage. Resist Energy (electricity only, 2 points), Detonate
(electricity only, 2 points)
Upon reaching 11th level, the Lightning Lotus 10th level: Lightning Arc (3 points), Communal
may use Hands of Lightning as a free action once Protection from Energy (electricity only, 3 points)
per round. This allows her to activate Hands of 12th level: Chain Lightning (3 points), Elemental
Lightning twice in a single round - once as a free Aura (electricity only, 2 points)
action and once as a swift action - though she may 15th level: Ride the Lightning (4 points)
only activate the ability once per successful attack. 18th level: Stormbolts (6 points)
This ability replaces Stunning Fist. These abilities replace Slow Fall, Wholeness of
Body, Diamond Body, Abundant Step, Quivering
Bonus Feats: The Lightning Lotus adds many Palm, and Tongue of Sun and Moon.
new feats to the lists of bonus feats available to
her at levels 1, 2, 6, 10, 14, and 18. Unlike other Tongue of the Storm’s Brethren (Ex): Starting
feats on the list, the Lightning Lotus must meet all at 5th level, the Lighting Lotus may speak with
prerequisites for any feat she chooses from the list any creature of the Air subtype. She also receives
below. These feats may be taken at any level an insight bonus equal to ½ her Monk level on
unless otherwise noted in their prerequisites: Bluff, Diplomacy, Intimidate and Sense Motive
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checks when dealing with such creatures. This Elementals, or 1d4+1 medium Lightning
ability replaces Purity of Body. elementals.
14th level: You may spend 4 ki points to summon
Perfect Self: At 20th level, the monk gains the a Greater lightning elemental, 1d3 huge Lightning
Air subtype in addition to the other effects listed Elementals, or 1d4+1 large Lightning Elementals.
under Perfect Self. This ability modifies Perfect 16th level: You may spend 5 ki points to summon
Self. an Elder lightning elemental, 1d3 greater
Lightning Elementals, or 1d4+1 huge Lightning
Lightning Lotus Feats - Elementals.
More Ways to Shock the Opposition
The following feats are available for Lightning When you reach 18th level in Lightning Lotus,
Lotuses. you can also spend 6 ki points to cast Elemental
Swarm as a spell-like ability (using your Monk
Arcing Fists level as your caster level), except that you may
Prerequisites: Lightning Lotus level 6th only choose to open a portal to the Plane of Air.
Benefit: Whenever you spend a ki point to spread All elementals which appear are lightning
the damage from Hands of Lightning to nearby elementals, rather than air elementals.
enemies, it affects enemies within 15 feet (instead
of 10 feet). Whenever you score a critical hit with Child ofthe Storm
an attack that’s enhanced with Hands of Prerequisites: Lighting Lotus level 14th
Lightning, you may spend an immediate action to Benefit: As long as you have at least 1 ki point
cast one of your spell-like abilities granted by remaining, you are immune to electricity damage.
Disciple of the Storm; you must spend ki points as Whenever you would be affected by a spell
normal to use said ability. dealing electricity damage, you may spend 1 ki
point as an immediate action to do one of the
Caller ofthe Storm’s Brethren following (your choice):
Prerequisites: Inexorable Storm, Lightning Lotus - Gain a bonus to your caster level for the purpose
level 8th of spell-like abilities available through Disciple of
Benefit: As a full-round action, you may spend 2 the Storm. The bonus is equal to one-half the
ki points to summon a Medium lightning level of the spell you were affected by (minimum
elemental or 1d4+1 Small lightning elementals. 1) and lasts for only 1 round.
Your summoned elementals appear where you - Gain temporary hit points equal to one-half the
designate within a range of 25 ft. + 5 ft. per 2 electricity damage that would have been dealt by
Monk levels you possess, last for 1 round per the spell (disregarding your immunity and energy
Monk level or until dismissed, and function resistance).
identically to creatures summoned with a Summon - Turn the spell back upon the original caster, as
Nature’s Ally spell. though it were bounced back with Spell Turning.
This option only works if the spell has only you as
As your Monk level increases, you gain the ability a target.
to spend additional ki points to summon more
powerful elementals in the same manner as above. Extra Hands ofLightning
10th level: You may spend 3 ki points to summon Prerequisites: Hands of Lightning
a Large lightning elemental or 1d3 medium Benefit: You gain three additional daily uses of
Lightning Elementals. Hands of Lightning.
12th level: You may spend 3 ki points to summon Special: You can gain this feat multiple times. Its
a Huge lightning elemental, 1d3 large Lightning effects stack.
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Inexorable Storm Arcane Rockets (Su): At 1st level, the Rocket
Prerequisites: Lightning Lotus level 4th Queen creates magic-infused rockets with which
Benefit: Whenever you use a spell-like ability to level her enemies. Each day, the Rocket Queen
granted to you by Disciple of the Storm, add 1 to can use a number of rockets equal to her
its saving throw DC and you gain a +2 bonus to Intelligence modifier. Firing an arcane rocket is a
your caster level check made to overcome spell standard action that provokes an attack of
resistance, if applicable. opportunity. Arcane rockets have a range of 30
feet and use the Throw Splash Weapon special
Piercing Storm attack (although they are not thrown). Rockets
Prerequisites: Lightning Lotus level 4th are considered weapons and can be selected using
Benefit: Whenever you deal electricity damage feats such as Point-Blank Shot and Weapon
with Hands of Lightning or any spell-like ability Focus. On a direct hit, a Rocket Queen’s rocket
granted to you by Disciple of the Storm, you may inflicts 1d6 points of fire damage + additional
spend 1 ki point (in addition to any ki points damage equal to the Rocket Queen’s Intelligence
spent to use the spell-like ability); if you do, the modifier. The damage of her rockets increases by
damage ignores 10 points of energy resistance per 1d6 points at every third Magus level; the bonus
5 Monk levels you possess. damage is not multiplied on a critical hit or by
using feats such as Vital Strike. Splash damage
Sudden Storm from the rockets is equal to their minimum
Prerequisites: Lightning Lotus level 10th damage (so a rocket from a 9th level Magus
Benefit: Whenever you use a spell-like ability dealing 4d6+6 points of fire damage on a direct
granted to you by Disciple of the Storm which has hit would deal 10 points of splash damage). Those
a casting time of a standard action, you may caught in the splash damage can attempt a Reflex
double the ki point cost to reduce the casting time save for half damage. The DC of the saving throw
to a swift action. is equal to 10 + ½ the Magus’ level + her
Intelligence modifier.
Wings ofthe Storm This ability replaces Spell Combat.
Prerequisites: Lightning Lotus level 6th
Benefit: As long as you have at least 1 ki point Arcane Pool (Su): At 1st level, the Rocket Queen
remaining, you may levitate as though you had gains a reservoir of arcane energy that she can use
cast Levitate on yourself. You may spend 2 ki to fuel and empower her arcane rockets (see
points to cast Fly as a spell-like ability, but you below). This arcane pool has a number of points
may only target yourself; if you have 14 or more equal to ½ her Magus level (minimum 1) + her
Monk levels, you may spend 4 ki points (instead Intelligence modifier. The pool refreshes once per
of 2) to do so as a swift action. day when the Rocket Queen prepares her spells.
As a free action, the Rocket Queen may expend 2
points from her arcane pool to regain her entire
Rocket Queen (Magus Archetype) daily allotment of Arcane Rockets.
In realms of decadence and grandeur there existed
a Magus who did not follow the way of the blade. The Rocket Queen may also expend 1 point from
Instead this noble-blooded arcanist devised a way her arcane pool as a swift action to choose one of
to weave her spells into exploding projectiles so the enhancements below. The enhancement lasts
dubbed “rockets”. This queen of rockets would for 1 minute and affects all rockets that she fires
later foster a chain of apprentices who carried on in that time. Only one enhancement may be active
this esoteric tradition. at a time; if she uses this ability again, the first use
immediately ends.
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Guided Rocket: The range increment on her arcane be fired during the round that the casting is
rockets is doubled. completed or the spell is wasted.
Rocket Spread: Arcane rockets have their splash This ability replaces Spellstrike.
radius increased by 5 feet (up to 10 feet). At 10th
level, the splash damage of her rockets is the same Explosive Discoveries (Su): Whenever the
amount of damage that would be dealt on a direct Rocket Queen gains a magus arcana, she may
hit (instead of the minimum). At 15th level, the choose from certain Alchemist discoveries which
splash radius increases by another 5 feet (up to affect the Bomb class feature instead of choosing
15). from the Magus Arcana list. When chosen in this
way, the discovery affects the Arcane Rocket
At 5th level, the Rocket Queen gains two ability (instead of Bomb) and uses the Rocket
additional options when using this ability: Queen’s magus level in place of an alchemist level
Energy Infusion: Choose an energy type: acid, cold, for the purpose of effects and prerequisites (which
electricity, or fire. Her rockets deal 1d6 damage of she is otherwise still required to meet). The
the chosen energy type (in addition to their following discoveries may be selected: Acid
normal damage). If she fires multiple rockets in a Bomb, Concussive Bomb, Explosive Bomb, Force
round (such as from Rocket Barrage), the extra Bomb, Frost Bomb, Precise Bombs, Shock Bomb.
damage only applies to the first rocket she fires in At the DM’s discretion, other, similar discoveries
a round. The amount of extra damage increases to may also be permitted.
2d6 at 10th level and 3d6 at 15th level. This ability modifies Magus Arcana.
Seeking: The arcane rockets ignore any miss
chance that would apply from concealment or Rocket Ray (Su): At 5th level, the Rocket Queen
similar sources (as a Seeking weapon). can place any spell which calls for a ranged attack
At 10th level, the Rocket Queen gains even upon one of her rockets (such as Scorching Ray or
further options when using this ability: Enervation). This ability otherwise functions
Alacritous: Firing rockets no longer provokes an identically to Rocket Spellstrike, and it also allows
attack of opportunity. her to use the range of her rockets rather than the
Deluge: When the Rocket Queen uses her Rocket range of her spell.
Barrage ability, she may choose to fire one This ability replaces the bonus feat gained at 5th
additional rocket at her highest Base Attack level.
Bonus; if she does, all rockets she fires this round
have their damage reduced by 1d6. Improved Range (Su): At 7th level, the Rocket
This ability modifies Arcane Pool. Queen extends the range increment of her rockets
to 40 feet. At 14th level, the range improves again
Rocket Spellstrike (Su): At 2nd level, the to 60 feet.
Rocket Queen gains the ability to place a spell This ability replaces Medium Armor and Greater
with a range of “touch” upon one of her arcane Spell Combat.
rockets. She foregoes the free touch attack
normally allowed to deliver the spell; instead, she Spellblast (Su): At 8th level, the Rocket Queen
makes a rocket attack as normal and the spell’s gains the ability to place an area spell upon a
target becomes the creature or object struck rocket. When the rocket is fired, the spell’s area is
directly by the rocket. The rocket deals its normal centered where the rocket lands (except for cone
damage and effects in addition to the effects of the or line spells), even if the spell could normally be
spell it delivers. A spell cast in this way uses its centered only on the caster. A cone-shaped or
standard casting time and the Rocket Queen fires line-shaped spell treats the target’s square as the
the rocket as part of the casting. The rocket must point of origin, and the Rocket Queen may
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choose the direction of the spell. This ability attacks with rockets, you only expend two uses of
allows the Rocket Queen to use the range of her Arcane Rockets.
rockets rather than her spell. A spell cast in this
way uses its standard casting time and the Rocket Diffusing Barrier
Queen fires the rocket as part of the casting. The Prerequisites: Extended Charge
rocket must be fired during the round that the Benefit: As a standard action, you can spend 1
casting is completed or the spell is wasted. If the point from your arcane pool to imbue your armor
rocket misses its intended target, the spell with arcane energy for 1 hour. During this time, if
nonetheless goes off after determining which you would suffer damage from a spell or effect
square the rocket lands in. that allows a Reflex save for half damage, you may
This ability replaces Improved Spell Combat, end this effect to automatically take half damage
Heavy Armor and Counterstrike. from the ability (or none if you make a successful
save).
Rocket Barrage (Su): At 10th level, the Rocket
Queen’s power increases such that she can fire a Extended Charge
barrage of multiple rockets. As a full-round Prerequisites: Arcane Rockets
action, she may expend 1 point from her arcane Benefit: Whenever you expend one or more
pool to fire multiple rockets based on her Base points from your arcane pool to enhance your
Attack Bonus; this functions just like a full-attack Arcane Rockets, the enhancement lasts for 1
with a ranged weapon. She may not use this minute per Magus level you possess.
ability in conjunction with Ranged Spellstrike,
Rocket Ray, or Spellblast. Greater Extended Charge
This ability replaces Fighter Training. Prerequisites: Extended Charge
Benefit: Whenever you expend one or more
Missile Matriarch (Su): At 20th level, the points from your arcane pool to enhance your
Rocket Queen becomes the undisputed sovereign Arcane Rockets, the enhancement lasts for 10
of arcane missiles. Whenever she uses her Arcane minutes per Magus level you possess.
Pool to enhance her rockets, she may spend 3
points (instead of one) to choose two Inexorable Rockets
enhancements to apply to her rockets Prerequisites: Arcane Rockets
simultaneously. Furthermore, using the Rocket Benefit: Add 1 to the DC for saving throws
Barrage ability no longer expends points from her against your Arcane Rockets, as well as to the DC
arcane pool. for all saving throws against a spell you placed on
This ability replaces True Magus. a rocket (through either Rocket Spellstrike,
Rocket Ray or Spellblast).
Rocket Queen Explosive Feats Piercing Rockets
The following feats are available for Rocket Prerequisites: Arcane Rockets
Queens. Benefit: As a swift action, you may expend 1 point
from your arcane pool to cause all of your Arcane
Rockets to ignore 10 points of energy resistance
Abundant Rockets for 1 round.
Prerequisites: Rocket Queen level 12th
Benefit: Whenever you use Rocket Barrage, you Reactive Barrier
expend one less daily use of your Arcane Rockets Prerequisites: Extended Charge
(minimum 1); for example, if you make three Benefit: Whenever you are struck by a melee
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attack, you may expend 1 point from your arcane
pool as an immediate action to damage the
attacker as though they were struck directly by
one of your Arcane Rockets. The rocket also deals
its splash damage to all creatures within range
(other than yourself). Use of this feat also expends
one of your rockets.
Queen’s Regalia
Prerequisites: Proficiency with medium armor,
Rocket Queen level 9th
Benefit: You gain proficiency with heavy armor.
You can cast Magus spells while wearing heavy
armor without incurring the normal arcane spell
failure chance.
Unstable Imbuement
Prerequisites: Arcane Rockets
Benefit: As long as your Arcane Rockets are
benefiting from one or more enhancements, the
critical threat range on your Arcane Rockets is
doubled and, on a successful critical hit, an Arcane
Rocket deals +1 damage per die (this applies to
splash damage as well). Whenever you roll a
natural 1 on an attack roll with an Arcane Rocket
benefiting from one or more enhancements, that
rocket immediately detonates in your square,
damaging you as though it had scored a direct hit
on you as well as dealing splash damage to all
creatures within range.
Wild Imbuement
Prerequisites: Rocket Queen level 6th
Benefit: Whenever you expend one or more
arcane points to enhance your Arcane Rockets,
you may choose to grant one additional
enhancement (usually resulting in a total of two).
If you do, all of the enhancements you grant are
randomly determined. Roll 2d4 to determine
which ones you grant, or 2d6 if you are a Rocket
Queen of 10th level or higher. If you roll the same
result twice, you lose out on the additional
enhancement but immediately regain 1 arcane
point.
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Power, Wisdom, Courage: Grant one of three
Track 3. - Grimoire of Metal distinct boons upon a creature.
Here are listed those new and terrifying spells which Raining Blood: From a lacerated sky.
practitioners discovered by tapping into the Planes of Reign of Madness: Iron, fire, sickness, and death
Mayhem. wash over an area over a span of time.
Ride the Void: Briefly sequester yourself beyond
Spell Name time and space.
Agitated Screams of Maggots: Deal 1d8 sonic Secular Haze: Grant spell resistance against the
damage/two levels and sicken creatures. divine magic of other faiths.
A Voice Like Thunder: Project your voice and Set the World on Fire: A maelstrom of fire
music for hundreds of feet; choose from effects. gradually grows from you in all directions.
Bestow Terror of the Nemesis: Impart the Stand Up and Fight: Cause your allies to
powers of an Antipaladin onto the target. overcome disabling conditions.
Blind Fury: All-consuming rage strengthens a Tornado of Souls: As Whirlwind but inflicts
creature, but may cause them to attack allies. negative levels as well.
Call of Ktulu: Looming rift punishes, terrifies, Tou Thanatou: Inflicts a curse of certain death.
and maddens creatures over a span of time. Triple Corpse Hammerblow: Add force
Cleanse in Pestilence: Magical pestilence inflicts damage to a bludgeoning attack; strike multiple
a Constitution penalty to a living creature. foes.
Crimson Thunder: Bolster a melee attack with Wall of Pain: Wall of pain weakens, slows and
electricity and affect multiple foes. staggers creatures.
Crown of Thorns: Mystical crown makes a Well of Sadness: Drown the whole land in
martyr, willing or otherwise. sorrows for a month.
Deathsinger’s Defilement: Aura of spirits Wrath of the Sun: Fire sunbeams dealing 7d6
damages foes and desecrates the area. damage multiple times over one minute.
Deathsinger’s Requiem: Destroy enemies with
negative energy from afar.
Dirge Inferno: Burn foes for 1d8 damage/two Agitated Screams of Maggots
levels and potentially frighten them. School evocation [sonic]; Level shaman 3,
Dirge Inferno, Greater: As Dirge Inferno, but sorcerer/wizard 3, witch 3
deals 1d6 damage per caster level. Casting Time 1 standard action
Flames of Revenge: Fiery melee attack becomes Components V, S
more dangerous when you are near death. Range 30 ft.
F*cking Hostile: A moshing rage helps your Area cone-shaped burst
allies to push foes around. Duration instantaneous; see text
Hail to the Hammer: Grant your allies a blessing Saving Throw Fortitude partial; Spell
which they may freely trigger later. Resistance yes
Hearts on Fire: Confer fighting inspiration and You generate a buzzing cacophony of anguish-
temporary hit points round-by-round. filled bugs which causes death and discomfort,
Inhuman Rampage: Attack all foes within reach; dealing 1d8 points of sonic damage per two caster
deal extra sonic damage. levels (maximum 5d8) and causing creatures to
Mummy Dust: Create a cloud that sickens and become sickened for 1d4+1 rounds. A successful
inflicts mummy rot. Fortitude save halves the damage and negates the
Power of the Dragonflame: Touch a foe to sickened effect.
cause severe, lingering elemental damage. This spell inexplicably (or perhaps, aptly) ravages
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vermin and insect-like creatures. Any such doubled, and its saving throw DC (if any)
creature within the spell’s area instead suffers 1d8 increased by 2.
points of sonic damage per caster level (maximum Although this spell has a verbal component, you
10d8); on a failed saving throw, these creatures can cast it while you are under the effects of
become nauseated for 1 round, sickened for 1 Silence; if you do, it counts as an attempt to dispel
minute, and also lose any tremorsense they may it with a bonus (see above) and ends immediately.
possess for 1 minute.
When this spell ends, you must succeed on a
Fortitude save against your own spell DC; if you
A Voice Like Thunder fail, your voice becomes hoarse and you cannot
School transmutation [sonic]; Level bard 4, speak any louder than a soft, barely audible croak
bloodrager 4 for 1 hour.
Casting Time 1 swift action
Components V
Range personal Bestow Terror of the Nemesis
Target you School transmutation [evil, chaos]; Level cleric
Duration 1 round/level (D) or until discharged 7, antipaladin 4
Saving Throw see text; Spell Resistance no Casting Time 1 standard action
Your voice becomes as potent and far-reaching as Components V, S, DF
a force of nature. When you speak, you can make Range touch
your voice audible and understandable for out to Target chaotic evil creature touched
200 feet per caster level; if you play a musical Duration 1 round/level (see text)
instrument, you can extend this effect to the Saving Throw yes (harmless); Spell Resistance
sound of the instrument as well. This allows you yes (harmless)
to affect creatures with Inspire Courage that This spell is the reverse of Bestow Grace of the
would not otherwise be able to perceive you due Champion and grants the powers of an
to a great distance. You also double the numerical Antipaladin. You channel the power of chaos and
range on all other bardic performances (even evil into the target, temporarily giving it powers
those that duplicate spells); when applicable, your similar to those of an Antipaladin. The target
targets must still be able to see, hear, and/or gains the ability to use Detect Good at will as a
understand you. spell-like ability, immunity to disease
As a free action, you may end the spell to do any (suppressing any diseases currently affecting it),
one of the following: and immunity to fear (ending any fear effects
currently affecting it); can use Touch of
- Make a single check to dispel a Silence spell that Corruption once as an Antipaladin of ½ your
is affecting you or an area that you are in (as caster level, and can Smite Good once as an
though you were casting Dispel Magic upon it); Antipaladin of ½ your caster level. It adds its
you gain a +5 enhancement bonus to your caster Charisma bonus to all its saving throws. It can use
level check to end the spell. spell completion, spell trigger, or other magic
- The next spell with the sonic descriptor that you items that require the ability to cast spells as an
cast before the end of your turn has its range Antipaladin. Any abilities not used by the time
tripled, and its saving throw DC (if any) increased the spell expires are lost. This spell has no effect if
by 2. cast on an Antipaladin.
- If you are a Disciple of Metal, the next spell-like
ability you use from a Cacophony has its range
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Blind Fury 3rd Round: Alien mouths and appendages pour
School enchantment (compulsion) [emotion, through the rift and assail creatures. Six randomly
mind-affecting]; Level bard 4, bloodrager 4, determined creatures suffer 20d6 bludgeoning
shaman 5, sorcerer/wizard 5, witch 5 and piercing damage. A creature targeted can
Casting Time 1 standard action attempt a Reflex save to avoid this damage.
Components V, S
Range medium (100 ft. +10 ft./level) 4th Round: Inexplicable dread reigns over the area,
Target one living creature causing creatures to become shaken for 1 hour
Duration 1 round/level (no save); creatures who were already shaken
Saving Throw Will negates; Spell Resistance must succeed on another Will save or become
yes panicked for 1 hour.
You cause a single target to be overcome with a
destructive, all-consuming rage. The affected 5th through 9th Rounds: Giant tentacles lash out
creature gains a +6 morale bonus to Strength and intermittently across the area. At the start of each
Constitution, a +3 morale bonus on Will saves, round, two randomly determined creatures
and a -2 penalty to AC. Each round, the target become the target of a combat maneuver check
must attack the nearest creature other than itself. made to grapple them; the CMB of this effect is
The effects are otherwise identical with a equal to 15 + your caster level. Creatures who
Barbarian’s Rage, except that the subject isn’t become grappled are thrashed about and then
fatigued at the end of the rage. released on the next round, freeing them and
dealing 10d6 points of bludgeoning damage
(though they might become grappled again on the
Call of Ktulu following round). This effect cannot be dispelled,
School conjuration (summoning); Level nor can the tentacles be damaged.
cleric/oracle 9, shaman 9, sorcerer/wizard 9,
summoner 6, witch 9 10th Round: Those within the area receive a
Casting Time 1 round glimpse of the Great Old One himself, and must
Components V, S succeed on a Will save or die in terrified agony.
Range long (400 ft. + 40 ft./level) Those who have already become confused or
Effect 360-ft. radius cloud of madness and terror insane by this spell automatically fail their saving
Duration concentration (maximum 10 rounds) throw. This is a fear effect and a death effect.
(D) Creatures immune to fear become stunned for
Saving Throw see text; Spell Resistance yes 1d4 rounds on a failed save (instead of killed).
You create a looming rift through which seeps the
essence of alien realms. Each creature in the area Psychic discord interferes with concentration and
must succeed on a Will save or become shaken mental faculties. For as long as they remain in the
for 1 hour. Each round you continue to area, creatures suffer a -4 penalty on Intelligence,
concentrate, the spell generates additional effects Wisdom and Charisma. Spells cast within the
as noted below. Each effect occurs on your turn. area are disrupted unless the caster succeeds on a
concentration check against a DC equal to the
2nd Round: Echoes of madness ripple through the spell’s save DC + the level of the spell the caster is
rift. Creatures in the area with 8 or less Hit Dice trying to cast.
go permanently insane (no save); other creatures
must succeed on a Will save or become confused
for 1d4 minutes.
83
Call of Valhalla matter) to shrivel and decay. The target takes a
School enchantment (compulsion) [mind- penalty to Constitution equal to 2d6+1 per three
affecting]; Level bard 3, cleric/oracle 4, shaman 4 caster levels you possess (maximum 2d6+5). A
Casting Time 1 standard action successful Fortitude save reduces this penalty by
Components V, S half. This spell cannot reduce a creature’s
Range medium (100 ft. + 10 ft./level) Constitution score below 1, and the penalty does
Target one living creature not stack with itself.
Duration 1 round/level
Saving Throw yes (harmless); Spell Resistance
yes (harmless) Crimson Thunder
One creature who is near to the afterlife becomes School evocation [electricity]; Level cleric 4,
filled with renewed strength and vitality. As long druid 4, inquisitor 4, magus 4, paladin 4
as the creature’s hit points are at or below half of Casting Time 1 swift action
their maximum, they gain immunity to fear Components V, S
effects as well as a +1 morale bonus on attack rolls Range touch or reach of melee weapon
and weapon damage rolls for every three caster Target one creature, plus foes within 10 feet of
levels you possess (maximum +5). the target
Duration instantaneous
Once during the spell’s duration, if the creature Saving Throw Reflex half; Spell Resistance yes
would take damage reducing them to less than 0 You cast this spell as you strike with a melee
hit points, they can choose to immediately gain a weapon, unarmed strike, or natural attack to
+6 sacred bonus to their Constitution score; this unleash a roaring arc of crimson thunder. In
may prevent the creature from dying or falling addition to the normal weapon damage of the
unconscious, though the hit points gained as a attack, you deal 1d4 points of electricity damage
result of this increase are not lost first like per caster level (maximum 10d4). This additional
temporary hit points. damage arcs out to nearby foes, damaging
enemies within 10 feet of the target. A successful
Although this spell will work on a creature with Reflex save halves the electricity damage.
more than half of their remaining hit points, it
does not confer any benefit until that creature’s
hit points are reduced. Crown of Thorns
School necromancy [pain]; Level cleric/oracle 5,
inquisitor 5, shaman 5, witch 5
Cleanse in Pestilence Casting Time 1 standard action
School necromancy [disease]; Level Components V, S
sorcerer/wizard 5, witch 5 Range touch
Casting Time 1 standard action Target creature touched
Components V, S Duration 1 minute/level
Range touch Saving Throw see text; Spell Resistance yes
Target living creature touched When laying your hand upon the creature, you
Duration 1 hour/level adorn them with a crown of thorns that causes
Saving Throw Fortitude half; Spell Resistance pain and duress and gives them the ability to
yes absorb the pain of others.
You wrack the target with a short-lived, magical
disease which causes one’s flesh (or similar Whenever one of the creature’s allies within 30
84
feet of them takes hit point damage, the creature Deathsinger’s Requiem
may choose to reduce the damage dealt to their School necromancy [death]; Level
ally by one-half; the amount of damage prevented sorcerer/wizard 8, witch 8
in this way is taken by the creature (similar to a Casting Time 2 rounds
Shield Other spell effect). This does not require Components V, S
any action, but the creature must be aware of Range 1 mile
their ally being under attack and willing to share Targets up to one living creature per three caster
in their damage. levels
Duration instantaneous
At the start of each of the creature’s turns, they Saving Throw Will half; Spell Resistance yes
must succeed on a Fortitude saving throw or You call down a dirge of profane, spiritual energy
become staggered for 1 round as a result of the to annihilate distant foes. Each target suffers 1d8
excruciating pain. If the creature is a willing points of negative energy damage per caster level
recipient of this spell, they gain a +8 morale you possess (max 20d8); a successful Will save
bonus to this saving throw. A creature who halves this damage. Creatures reduced to 0 hit
succeeds at this saving throw for two consecutive points or less by this damage die instantly. If you
rounds may choose to end the spell immediately. have firsthand knowledge of a creature (you have
met them), you do not need to be able to perceive
Even if this spell is used on an unwilling creature, them to target them with this spell; the spell
there is no initial saving throw against it. simply fails to affect any target who is not in
Furthermore, an unwilling recipient of this spell range when you complete the casting.
becomes sickened for its duration. If you use this
spell against an unwilling creature, it becomes a
spell of the evil type. Dirge Inferno
School necromancy [fear, fire, mind-affecting];
Level deathsinger 4, sorcerer/wizard 4, witch 4
Deathsinger’s Defilement Casting Time 1 standard action
School necromancy [evil]; Level cleric/oracle 6, Components V, S
deathsinger 6, sorcerer/wizard 6 Range 30 ft.
Casting Time 1 standard action Area cone-shaped burst
Components V, S Duration instantaneous and 1d4+1 rounds or 1
Range personal round (see text)
Targets you Saving Throw Reflex half and Will negates (see
Duration 1 round/level (D) text); Spell Resistance yes
Saving Throw see below; Spell Resistance yes You unleash a cone of roaring flames followed by
An aura of wailing spirits and destructive energy an ominous, soul-wrenching dirge. Creatures and
surrounds you. The area within a 20’ radius unattended objects in the area suffer 1d8 points of
around you becomes imbued with negative fire damage per two caster levels (maximum 5d8);
energy and affected as though under a Desecrate a successful Reflex save halves this damage.
spell; each round, enemies within this area must Creatures who fail their Reflex save must succeed
succeed on a Will save or suffer 4d6 points of on a Will save or become panicked for 1d4+1
damage. rounds. If a creature fails its Reflex save and
succeeds on its Will save, it becomes shaken for 1
round.
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Dirge Inferno, Greater F*cking Hostile
School necromancy [fear, fire, mind-affecting]; School enchantment (compulsion) [emotion,
Level deathsinger 7, sorcerer/wizard 7, witch 7 mind-affecting]; Level bard 3, bloodrager 3,
Casting Time 1 standard action sorcerer/wizard 4
Components V, S Casting Time 1 standard action
Range 60 ft. Components V, S
Area cone-shaped burst Range medium (100 ft. +10 ft./level)
Duration instantaneous and 1d4+1 rounds or 1 Target one willing living creature per three
round (see text) levels, no two of which may be more than 30 ft.
Saving Throw Reflex half and Will negates (see apart
text); Spell Resistance yes Duration concentration + 1 round/level; see text
This spell functions as Dirge Inferno, except that Saving Throw none; Spell Resistance yes
the damage is 1d6 points per caster level You let loose a primordial dirge which launches
(maximum 15d6). your allies into a face-mauling, moshing rage.
This spell functions as the Rage spell, except that
affected creatures also gain the following
Flames of Revenge additional benefits:
School evocation [fire]; Level cleric 6, druid 6, - A competence bonus equal to half your caster
inquisitor 6, magus 6 level to combat maneuver checks made to
Casting Time 1 swift action perform the bull rush, overrun, or grapple
Components V, S maneuvers.
Range touch or reach of melee weapon - After succeeding on a melee attack against
Target one creature another creature, they may spend a swift action to
Duration instantaneous attempt a bull rush combat maneuver against that
Saving Throw Reflex half; Spell Resistance yes same creature. This does not provoke an attack of
You cast this spell as you strike with a melee opportunity.
weapon, unarmed strike, or natural attack to Furthermore, if one of the affected creatures
unleash a vengeful cascade of white-hot flames. In would benefit from a rage effect other than this
addition to the normal weapon damage of the spell (Barbarian Rage, Inspired Rage, etc), this
attack, you deal 1d4 points of fire damage per spell improves their existing rage instead of
caster level (maximum 15d4). A successful Reflex granting a similar, redundant effect; the target’s
save halves the fire damage. Creatures that fail morale bonuses to Strength and Constitution
their Reflex save catch on fire, taking 4d6 points each increase by 2, and the morale bonus to Will
of fire damage each round until the flames are saves increases by 1. If the target’s own rage
extinguished. Extinguishing the flames is a full- would end while this spell remains active, they
round action that requires a DC 20 Reflex save. gain the lesser benefits of the Rage spell as
This spell becomes more dangerous as you draw normal. Multiple castings of this spell do not stack
close to death. If you are at one-half or less of to further increase the benefits of rage.
your maximum hit points when you cast this To maintain the benefits of this spell, an affected
spell, the damage increases to 1d6 per caster level creature must either attack or be attacked each
(maximum 15d6). If you are at 0 or less hit points round. If an affected creature goes an entire round
when you cast this spell, the damage instead without attacking or being attacked, this spell
becomes 1d10 per caster level (maximum 15d10). immediately ends for them.
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Hail to the Hammer increases to long (400 ft. + 40 ft./level).
School enchantment (compulsion) [mind- You ignite your allies’ hearts with a burning desire
affecting]; Level bard 3, cleric/oracle 3, to overcome all foes. Immediately upon
inquisitor 3, shaman 3, paladin 3 completion of the spell, and once per round
Casting Time 1 hour thereafter, you may cause a single ally to gain a +4
Components V, S, DF morale bonus to attack rolls, saves, and skill
Range 40 ft. checks, immunity to fear effects, and temporary
Area all allies within a 40-ft.-radius burst hit points equal to your caster level (similar to a
centered on you Greater Heroism spell); these benefits last for only
Duration 1 hour/level or until discharged 1 round.
Saving Throw none; Spell Resistance yes You need not confer this spell’s benefits
In those long periods of ennui between action, immediately; other actions, even spellcasting, can
you enact a ritual to invoke the favor of the gods be performed first. Each round after the first, you
of battle… eventually. Each affected creature may, may use a standard action (concentrating on the
once during the spell’s duration, grant themselves spell) to grant the above benefits to another ally
a +2 luck bonus to attack rolls, weapon damage of your choice for 1 round. You can use this spell
rolls, saving throws and AC for 1 round. to repeatedly bolster the same ally (refreshing
Activating the spell’s effect doesn’t take an action; their temporary hit points each time), or to
a creature can even activate it on another spread out the benefits to different allies.
character’s turn. Once used, the spell ends for that
particular creature. A creature may not have
more than one Hail to the Hammer spell active on Inhuman Rampage
them at the same time. School evocation [sonic]; Level cleric 7, inquisitor
6, magus 6
Casting Time 1 round
Hearts on Fire Components V
School enchantment (compulsion) [mind- Range personal
affecting]; Level bard 4 Target you
Casting Time 1 round Duration instantaneous
Components V, S When you cast this spell, you make a single melee
Range close (25 ft. + 5 ft./2 levels) attack at your highest base attack bonus against
Effect one or more bursts of inspiration and every foe within reach. You must make a separate
vigor roll against each opponent. Each of these attacks
Duration see text becomes infused with destructive energy, dealing
Saving Throw Will negates (harmless); Spell 6d6 points of sonic damage in addition to the
Resistance yes (harmless) attack’s regular damage.
When you cast this spell, make a Perform check.
The result of your check determines the duration
of this spell and may affect the range as well. Mummy Dust
Less than 20: 1 round. School necromancy [disease, evil]; Level
20-29: 1 round/level. cleric/oracle 5, sorcerer/wizard 6, witch 5
30-39: 1 minute/level. Casting Time 1 standard action
40-49: 1 minute/level, and the spell’s range Components V, S
increases to medium (100 ft. + 10 ft./level). Range medium (100 ft. + 10 ft./level)
50+: 10 minutes/level, and the spell’s range Effect cloud spreads in 20-ft. Radius, 20 ft. high
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Duration 1 round/level spell on a successful saving throw.
Saving Throw Fortitude negates; Will partial,
see text; Spell Resistance yes
You create a debilitating cloud of necrotic dust. Power, Wisdom & Courage
Living creatures in the cloud become sickened for School evocation; Level cleric/oracle 6, druid 7
as long as they remain within the cloud and for Casting Time 1 standard action
1d4+1 rounds after they leave. Creatures who fail Components V, S
their Fortitude save must also make a Will save; if Range touch
the second save fails, the creature contracts Target creature touched
mummy rot. A creature that succeeds on its Duration 1 minute
saving throw but remains in the cloud must Saving Throw Will negates (harmless); Spell
continue to save each round on your turn. Resistance yes (harmless)
This spell grants a creature you touch one of the
The disease is contracted immediately (the onset three boons below, chosen by you at the time of
period does not apply). Since mummy rot does casting. You can’t cast this spell on yourself.
not heal naturally, an afflicted creature can only Power: The creature gains a +4 sacred bonus to
be cured by having Remove Disease and Remove Strength and a +1 sacred bonus to their effective
Curse cast on them within 1 minute of each other. caster level; this improves effects dependent on
Use the disease’s listed frequency of 1/day and caster level but does not grant additional spells.
saving throw DC of 16 to determine further Once during this spell’s duration, the creature
effects. may, as a free action, choose to double both of the
above bonuses for 1 round; if they do, the spell
ends after the round.
Power of the Dragonflame Wisdom: The creature gains telepathy out to 100
School evocation [acid, cold, electricity, or fire]; feet, allowing them to mentally communicate
Level druid 7, sorcerer/wizard 7 with any other creature within range that has a
Casting Time 1 standard action language. The creature also gains a +4 sacred
Components V, S bonus to Wisdom checks, Wisdom-based skill
Range touch checks, and Will saving throws. Once during this
Target creature touched spell’s duration, the creature may cast Cure Critical
Duration instantaneous and 1 round/level Wounds as a spell-like ability; doing so causes this
Saving Throw Reflex partial; Spell Resistance spell’s effect to end immediately afterwards.
yes Courage: The creature gains immunity to fear and
You lay your hand upon a creature and cause to any spell or effect that would possess or
them to become consumed in dragonfire (or frost, exercise mental control over them (similar to the
etc). Choose an energy type: acid, cold, electricity, benefit granted by a Protection from Evil spell); the
or fire. All damage from this spell is of the chosen creature also gains a +4 sacred bonus to saving
type. The target suffers 1d8 points of damage per throws against death spells and magical death
caster level (maximum 20d8). Furthermore, the effects, and receives a save to negate such effects
target must succeed on a Reflex save or continue even if one would not normally be allowed. Any
to be affected by the spell, suffering an additional time during the spell’s duration, the creature may
1d8 points of damage per 2 caster levels end this spell effect upon them to immediately
(maximum 10d8) at the start of each of your gain one Hero Point, which must be spent on the
turns. Each time this spell deals damage, the same round it is gained or be lost.
target can attempt a new Reflex save, ending the
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A mighty and venerable relic once promised power, forcing all creatures in the area to make a Will
wisdom and courage to whoever possessed it. Yet dark save or become confused for 1d4+3 rounds.
ambitions and wicked hearts corrupted the relic, and
into pieces it shattered. Calling upon aspects of that Each round you continue to concentrate, you
ancient artifice, this spell is that relic’s vestige and also suffer 3d6 damage (no save) and the spell
its remembrance. generates additional effects as noted below. Each
effect occurs on your turn.
2nd Round: Treads of iron and mechanical
Raining Blood appendages reach out through the planes and
School necromancy [evil, poison]; Level smash up to one creature of your choice per three
cleric/oracle 7, magus 6, sorcerer/wizard 6, witch caster levels, dealing 10d8 bludgeoning damage. A
6 creature targeted can attempt a Reflex save to
Casting Time 1 standard action avoid this damage. Creatures who fail their Reflex
Components V, S, DF saving throw must also roll a Fortitude save; if
Range medium (100 ft. +10 ft./level) they fail, they become stunned for 1 round.
Effect 40-ft. radius sanguine cloud
Duration 1 round/level 3rd Round: Scorching fire rains from above,
Saving Throw Fortitude partial; Spell dealing 1d6 points of fire damage per caster level
Resistance yes to all creatures in the area; a successful Reflex save
You cause blood, infused with negative energy, to halves this damage.
rain down from a lacerated sky. Each round, the
profane shower deals 3d6 points of negative 4th Round: A festering sickness takes hold over the
energy damage to all creatures within the area (no area, affecting all living creatures with a disease of
save). The blood is both toxic and distressing to your choice unless they succeed on a Fortitude
living creatures, who must succeed on a Fortitude save, as per the Contagion spell.
save or also become sickened for 1 minute;
creatures immune to poison do not need to make 5th Round: A wave of negative energy smothers all
this saving throw. creatures in the area, dealing 1d6 points of
negative energy damage per two caster levels. A
successful Will save halves this damage.
Reign of Madness Furthermore, all applicable corpses in the area
School conjuration (summoning); Level rise to become undead skeletons or zombies
cleric/oracle 9, shaman 9, sorcerer/wizard 8, (randomly determined). Unlike with an Animate
witch 8 Dead spell, these undead are not under your
Casting Time 1 round control, and are instead hostile to all living
Components V, S, M (crushed gemstones worth creatures.
6,666 gp)
Range long (400 ft. + 40 ft./level) When the spell ends (regardless of how it ends),
Effect 100-ft. radius storm of brutality wracking pain surges through your form and you
Duration concentration (maximum 5 rounds) must immediately succeed on a Fortitude save
(D) against the spell DC or suffer a -4 penalty on
Saving Throw see text; Spell Resistance yes attack rolls, skill checks, and ability checks for 1
You call forth energy from the Planes of Mayhem hour.
to unleash waves of madness and destruction.
Discordant screams echo across the battlefield,
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Ride the Void except that it only protects against divine magic.
School transmutation; Level sorcerer/wizard 6, Creatures who share your faith (including
witch 6 yourself) do not have their divine spells affected
Casting Time 1 standard action by this spell resistance.
Components V, S
Range personal
Target you Set the World on Fire
Duration see text School evocation [fire]; Level druid 8,
You briefly sequester yourself into a void beyond sorcerer/wizard 8, witch 8
time and space. For 1 round, you gain all the Casting Time 1 standard action
effects of both the Ethereal Jaunt and the True Components V, S
Seeing spells. After 1 round when you return to Range see text
the material world, you gain a +2 insight bonus Effect Flames extending outward from you
on ability checks, attack rolls, damage rolls, saving Duration concentration (see text) (D)
throws, skill checks and caster level checks, as Saving Throw Reflex half; Spell Resistance yes
well as immunity to energy drain and all negative You send forth a writhing maelstrom of fire in all
energy effects; these benefits last for 1 minute per directions, dealing 6d6 points of fire damage to
caster level. creatures and objects within 30 feet; a successful
Reflex save halves this damage. This damage also
Immediately after casting this spell, there is a 1% ignores 5 points of hardness on objects. Within
chance per caster level that you will receive a this area, structures may burn down, metals may
great vision or revelation from the void. If you melt, and natural vegetation may be eradicated.
do, you gain the wisdom to solve a single problem
or answer a single question you query about At the end of each round, the fire grows and
within 1 year, similar to the effects of a Vizier spreads out another 20 feet, so that by the second
card drawn from a Deck of Many Things. Upon round the flames damage everything within 50
utilizing this benefit, you must succeed on a DC feet, 70 feet on the third round, and so forth. A
15 Wisdom check or go permanently insane. solid barrier (such as a stone wall or building)
Regardless of whether you succeed or fail, you may halt this advancement in a given direction -
can never again in your mortal lifetime receive until it, too, is worn down and destroyed. While
such a vision or revelation as a result of casting this spell’s area may grow almost indefinitely, it
this spell. has only a limited ability to follow your
movement; the spell ends if you move more than
5 feet during a round, voluntarily or otherwise.
Secular Haze
School abjuration; Level cleric/oracle 4, While concentrating on this spell, you are
inquisitor 4, paladin 4 immune to fire damage and complications related
Casting Time 1 standard action to extreme heat. You also no longer need to
Components V, S, DF breathe, protecting you from smoke or a lack of
Range touch air. This spell is difficult and arduous to maintain
Target creature touched for an extended period of time. After
Duration 1 min./level concentrating on this spell for 1 minute, you must
Saving Throw Will negates (harmless); Spell succeed on a concentration check (DC 25) at the
Resistance yes (harmless) end of each round or lose this spell; after each
This spell functions similarly to Spell Resistance, such successful check, the DC for subsequent
90
checks increases by 1. that all damage dealt by the spell is negative
energy damage. Furthermore, any living creature
which becomes suspended in the powerful winds
Stand Up and Fight (after failing two Reflex saves) gains one negative
School abjuration; Level bard 5, inquisitor 5, level each round (no save) in addition to suffering
paladin 4 damage.
Casting Time 1 standard action Assuming the subject survives, they regain lost
Components V, S levels after a number of hours equal to your caster
Range 50 ft. level (maximum 15 hours) instead of having a
Area The caster and all allies within a 50-ft. chance to gain them permanently.
burst, centered on the caster An undead creature suspended in the winds gains
Duration 1 minute a +4 profane bonus to Strength and Dexterity for
Saving Throw none; Spell Resistance yes 1 minute.
(harmless)
You halt conditions that would prevent your allies
from partaking in the battle. This does not end Tou Thanatou
the effect causing the condition; it merely School necromancy [curse, death]; Level
suspends the condition’s effects for the duration cleric/oracle 8, deathsinger 7, shaman 8,
of the spell. Allies affected by this spell sorcerer/wizard 8, witch 8
temporarily overcome the following conditions: Casting Time 1 standard action
dazed, frightened, panicked, paralyzed, stunned. Components V, S
Range medium (100 ft. + 10 ft./level)
You can attempt to cast this spell even if you Target one creature
would be prevented from doing so by one of the Duration permanent
above conditions. To do so, you must succeed on Saving Throw Will negates; Spell Resistance
a Charisma check (DC 15). If you succeed, you yes
cast the spell despite your affliction and begin to You inflict a curse of certain death upon the
suppress the listed conditions. If you fail, you do subject, causing the following:
not take any action and the spell is wasted. - The target can’t heal naturally, nor can they
receive any form of magical healing. Fast healing
and regeneration are suppressed and have no
Tornado of Souls effect.
School necromancy [air, death]; Level shaman 9, - Every 30 days, the target must succeed on a
sorcerer/wizard 9 Fortitude save or age one category.
Casting Time 1 standard action - If the target dies, no spell of 8th level or lower
Components V, S may successfully bring them back from the dead
Range long (400 ft. + 40 ft./level) or raise them as an undead.
Effect cyclone 10 ft. wide at base, 30 ft. wide at
top, and 30 ft. tall When you cast this spell, you can make a major
Duration 1 round/level (D) offering to an appropriate god of Death (such as
Saving Throw Reflex negates; see text; Spell an artifact or the soul of a creature with at least 20
Resistance yes Hit Dice); if you do, you can cast Tou Thanatou on
You summon a cyclone of wailing spirits that a target who you are familiar with and who does
ravages the life force of creatures. This spell not need to be in the spell’s range, as long as they
functions similarly to the Whirlwind spell, except are on the same plane of existence. Furthermore,
91
if that target dies while under the effect of Tou Components V, S
Thanatou, the spell immediately spreads to their Range medium (100 ft. + 10 ft./level)
next of kin (or one at random, if there would be Effect writhing shadowy barrier up to 20 ft.
multiple) who also receives a saving throw as long/level or a ring of energy with a radius of up
normal. to 5 ft./two levels; either form 20 ft. high
Duration concentration + 1 round/level
When you cast this spell, you may take your own Saving Throw see below; Spell Resistance yes
life. If you do, there is no saving throw against You conjure a wall of pain-inducing energy. One
this spell and spell resistance does not apply (the side of the wall, selected by you, projects waves of
target still receives regular Fortitude saves to fend agony dealing 2d6 points of nonlethal damage to
off magical aging, however). Your departed soul each creature that ends its turn within 10 feet of
travels beyond the realm of mortal influence that side or inside the wall. A creature takes the
where even a Wish or Miracle spell cannot reclaim same damage when it enters the wall for the first
it. time on a turn or ends its turn there. In addition,
any living creature damaged by the wall must
succeed on a Fortitude save or become staggered
Triple Corpse Hammerblow and have its movement speed halved (round
School evocation [force]; Level cleric 3, down to the next 5-foot increment); these effects
inquisitor 3, magus 3, paladin 3 last for 1 round.
Casting Time 1 swift action
Components V, S If you evoke the wall so that it appears where
Range touch or reach of melee weapon creatures are, each creature within its area suffers
Target one creature damage and must make a Fortitude saving throw
Duration instantaneous as though they ended their turn inside of it.
Saving Throw Fortitude partial; Spell
Resistance yes
You cast this spell as you strike with a melee Well of Sadness
attack that would deal bludgeoning damage. In School enchantment (compulsion) [emotion,
addition to the normal weapon of the attack, you mind-affecting]; Level cleric/oracle 9, shaman 8,
deal 1d6 points of force damage per 2 caster levels sorcerer/wizard 9, witch 8
(maximum 5d6); a successful Fortitude salve Casting Time 1 hour
halves the force damage. If your target drops to 0 Components V, S, M (crushed obsidian worth
or fewer hit points as a result of your attack, you 10,000 gp), DF
can make another melee attack at your highest Range touch
base attack bonus against another foe within Area 1-mile radius emanating from the touched
reach. You can make no more than two extra point
attacks as a result of casting this spell and Duration 1 month
dropping foes. Saving Throw see text; Spell Resistance see
text
You drown the surrounding land into a well of
Wall of Pain sorrows. Creatures suffer a -2 morale penalty on
School necromancy [pain]; Level cleric/oracle 4, attack rolls, saving throws, ability checks, skill
deathsinger 4, shaman 4, sorcerer/wizard 4, witch checks, and weapon damage rolls, and any morale
4 bonuses they would receive are suppressed.
Casting Time 1 standard action Creatures also have a 20% chance each round to
92
lose their action as they contemplate the fleeting You need not blast foes with sunrays immediately;
and futile nature of existence (animals and other actions, even spellcasting, can be performed
creatures of low Intelligence may simply lie first. Each round after the first, you may use a
around morosely). Even plant growth is reduced standard action (concentrating on the spell) to
by one-half, as if affected by the stunt growth fire a beam. You may call a total number of beams
effect of Diminish Plants. There is no saving throw equal to 1/2 your caster level (maximum 10
against these effects for a creature within the area, beams).
and spell resistance does not apply.
Once during the spell’s duration, you may spend a
A creature who leaves the affected area makes a full-round action to fire one beam per three caster
Will saving throw against the spell (and also levels - up to a maximum of the remaining
checks for spell resistance, if applicable); if they number of beams. If you do, each beam deals its
are successful, the spell’s effects end on them damage as normal, except that a creature caught
immediately (though re-entering the area will in the area of multiple beams only suffers damage
cause them to be afflicted again). A failed saving once, and this spell immediately ends regardless of
throw means that the creature continues to suffer any beams remaining.
the spell’s effects. As long as a creature remains
outside of the affected area, they may continue to
make new saving throws each week to break free
of the spell.
You are immune to the effects of your own Well
ofSadness.
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Track 4. - Armory of Metal Properties +1 Vicious Dagger, special
Weapons and relics left behind during the Age of
Metal, or perhaps seized from the Planes of Mayhem. The story of Akatsuki begins with the story of
Beware: the power contained herein may not be meant three sorceresses who sought to champion the
for mortal hands. crusade of Metal Gods. At first there was dissent
among the Gods about this, but in time the trio
A Note on Power Levels became among those chosen to wield the Metal
When a system encompasses such a wide range of Gods’ power. Many skilled Disciples joined with
levels as the Pathfinder Roleplaying Game, the them and the resulting band became a mighty
result is that the awesomeness of an item is often force to be reckoned with. But even the Metal
relative to when the party encounters it. Gods knew not what they had wrought, for the
That’s why some of the scaleable items listed sorceresses suspected that the legions of Metal
henceforth have two or three versions presented, may one day turn against them. Secretly, the trio
with some abilities only appearing in a higher crafted an artifact that would become the terror of
level version. all monsters which dwell in the Planes of
Mayhem.
Mid-Level: Means that the item is intended to be
discovered sometime around 4th-9th level. Dye Bloody Crimson: It is said that Akatsuki draws
High-Level: Means that the item is intended to be strength from the fragile hearts of its wielders,
discovered sometime around 10th-14th level. but the blade actually, literally requires blood to
Damn High: Also known as ‘Too Damn High of a work. The more strength of charm and
Level’, this means that the item is intended for personality a wielder possesses, the more power
levels 15 and above. the blade draws from them. As a swift action,
Akatsuki’s wielder may nick themselves with the
As with all other resources, these are merely blade to infuse it with power. The wielder loses
guidelines which DMs should feel free to play 1d6 hit points per point of Charisma bonus that
with as they wish. If you instead want an item they have (minimum 1d6), and Akatsuki’s number
that scales with the party and grows from Mid- of charges becomes equal to the wielder’s
Level instead of becoming an outclassed novelty Charisma bonus (or 1, if they have none),
half-way through the campaign, just do it! regardless of how many charges it had before.
1 -1 Lunatic insight
Artifices like these are not uncommon in the
realms. In cities, merchants can be found peddling 2 -2 Augury 1/day
baubles by the dozens claiming them to be
protective relics or trinkets of auspicious fortune. 4 -3 Truesight
But this Effigy is no mere novelty. Even a cursory 6 -4 Legend lore 1/day
glance upon it is enough to impart inexplicable
chills to the imaginative viewer. An extended 8 -6 Mind blank
observation of the Effigy will reveal that time 10 -8 Moment of
seems to slip away and become lost in its prescience 1/day
presence. Then there are the voices; pulsating
echoes from another world call out to whoever
holds the Effigy. Whatever ineffable force directs Lunatic insight. Even the smallest taste of the
these whispers must possess potent divinations Effigy’s enlightenment grants them answers to
indeed, for they seem to always know the Effigy’s questions they never knew they had. The
wielder very closely, and speak of lessons and character gains a +2 insight bonus to all
wisdoms that will benefit their situation. These Intelligence checks and Intelligence-based skill
cryptic echoes impart tremendous insight - and checks, and is furthermore considered trained on
also madness. all Knowledge skills.
Augury. By listening closely to the lessons
A character in possession of the Celestial Effigy embedded in the chorus of whispers, the character
periodically receives visions of alien landscapes may use Augury as a spell-like ability once per day.
and hears voices from the darkness of space. After Truesight. The Effigy opens the character’s senses
each week, the character gains one point of to see the twisted truth beyond all obscurement,
Whispers (detailed below). A character who granting them Truesight out to a range of 60 feet.
actively chooses to shun the visions and voices Legend lore. The Effigy is prepared to grant
can avoid gaining a point of Whispers by extensive knowledge of whatever significant
succeeding on a DC 20 Will saving throw. subject the character desires to understand,
emulating Legend Lore as a spell-like ability.
Whispers Mind blank. The character’s own consciousness
As a character gains levels of Whispers from the becomes so warped and altered that they become
Effigy’s influence, their grasp on reality becomes immune to mind-affecting spells and abilities.
tenuous, resulting in a penalty to their Wisdom Moment of prescience. By feverishly praying to the
score. In exchange for their deteriorating mental Effigy and whatever otherworldly patron it
103
represents, the character can grant themselves a eleven Disciples survived to claim the Cloak; so
profound boost of insight when they need it most; goes the legend, and so remains the Cloak: an
this functions as a spell-like ability for Moment of undiscovered mystery.
Prescience. The caster level is equal to 15, or the
character’s Hit Dice - whichever is greater. Crowd-Pleaser: The Cloak of Heavy Metal
Thunder serves to enhance the wearer’s
In the company ofMadness magnetism and performance. As such, it imparts
Terrible things will come to pass if the Effigy an enhancement bonus to Charisma.
should fall into the hands of one who is a servant Furthermore, a wearer who is sufficiently skilled
of madness and mental discord. When a cleric (or in their art gains the ability to use the below
member of a similar class) who has selected the Finale spells as spell-like abilities; this is based on
Madness Domain gains points of Whispers, they the number of ranks they possess in Perform
do not suffer any penalty to Wisdom for doing so, (Metal). The spell-like abilities do not come
and the Effigy may see fit to benefit the character entirely without cost; to use them, the wearer
in other ways…. must expend three rounds of Bardic Performance
(or a similar resource) and succeed on a Perform
(Metal) check lest the action and energy be
Cloak of Heavy Metal Thunder wasted.
This impractically large cloak always protrudes from
the wearer’s shoulders, resulting in a wide and 7ranks: Purging Finale (DC 25 Perform check)
menacing silhouette. Lightning courses through it at all 10 ranks: Heroic Finale (DC 30 Perform check)
times. 13 ranks: Stunning Finale (DC 35 Perform check)*
Aura moderate enchantment and transmutation; 16 ranks: Deadly Finale (DC 40 Perform check)*
CL 8th (mid-level), 13th (high-level), 16th (damn *Only available with the High-level and Damn
high); Price 16,700 gp (mid-level), 59,950 gp high level variants.
(high-level), 99,150 gp (damn high)
Properties Encore: The wearer can maintain their
Mid-level: Grants +2 enhancement bonus to performance while using finishing chords which
Charisma, Crowd-Pleaser are rote to them. Once per day, the wearer may
High-level: Grants +4 enhancement bonus to cast a Bard spell ending with the word “Finale”
Charisma, Crowd-Pleaser & Encore without actually ending their bardic performance;
Damn high: Grants +6 enhancement bonus to the performance appears to stop for a few
Charisma, Crowd-Pleaser & Encore seconds, only to instantly start back up again. This
only functions when the wearer actually knows
It is understood that atop the mountain of and casts the spell in question; it does not apply to
Skaulfokery, eleven Disciples of Metal competed spell-like abilities.
in a rock-off battle to win the Metal Gods’ favor…
and earn the right to have the Cloak of Heavy Construction Requirements
Metal Thunder bestowed upon them. The ground Craft Wondrous Item, eagle’s splendor, purging
quaked and the air shuddered and the skies bled in finale, heroic finale (mid-level and up), stunning
the midst of their performance. So calamitous was finale (high-level and up), deadly finale (damn
the competition that it’s said the mountain even high); Cost 8,350 gp (mid-level), 29,975 gp (high
collapsed under the weight of the contest. Mount level), 49,575 gp (damn high)
Skaulfokery had never been known as a volcano,
yet still it spat such a complete deluge of fire and
Rock, literal and otherwise, that not one of the
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Cloak of the Wanderer following powers also become available:
The scent ofdistant lands clings to this slightly frayed Spell-Like Ability Charges
cloak ofgreen and brown.
Aura moderate transmutation Dimension Door 4
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Special Abilities make a determination as to whether winning the
Voice of Treason (Su): Once per week, the battle is worth exposing its identity. In some cases
Demon of the Fall can unleash an otherworldly it may choose to retreat from a fight it could easily
cacophony that drives beast and mortal alike into win, or insist on maintaining a disguise in combat
a murderous, treacherous frenzy. Creatures even if doing so puts it at a disadvantage.
within 1000 feet must attack their nearest allies Preferably, it would seek to win a battle without
for 1 hour; if no allies are visible to them, they really fighting at all - by means of powerful
instead attack the nearest creature. A successful enchantments and deadly illusions. Only when
Will save (DC 30) negates this ability. This is a engaging in a high-stakes, no-holds-barred
mind-affecting ability and the saving throw DC is combat scenario does the Demon use its most
Charisma based. powerful ability, Voices of Treason, or leverage
its formidable array of melee attacks.
Background
This creature is so called because of its affinity for Dungeon Master CR 25
corrupting civilizations from within, fostering the Cradling dice in his palms, this cowled magister emits
rise of villainous cults and spreading the influence a palpable sense ofdestiny and foreboding.
of the Lower Planes. It is thought by some that XP 1,640,000
the collapse of numerous towns and at least one LN Medium outsider
nation can be attributed to a grand labyrinth of Init +15; Senses true seeing; Perception +40
schemes for which this singular being is Defense
responsible. AC 45, touch 41, flat-footed 33 (+4 armor, +11
Dex, +1 dodge, +15 deflection, +4 luck)
Some say that the creature was a glabrezu or other Hit Points 402 (23d10+276); regeneration 20
demon who seized unprecedented arcane power (epic and chaotic)
for its stature. Others surmise that it was an angel Fort +24 Ref +30 Will +29
who wandered the darkness between worlds and DR 15/epic; Resist acid 20, cold 20, electricity 20,
returned changed. Regardless, not even the fire 20, sonic 20; Immune ability damage, energy
creature’s name is known, shrouded as it is in a drain, mind-affecting effects, paralysis, permanent
boundless web of subterfuge. Those who wounds, petrification, polymorph; SR 36
acknowledge its existence and the major role it Offense
plays in the perversion of society simply call it the Speed 30 ft.
Demon of the Fall. Melee cosmic smiting touch +23/+18/+13/+8
(15d6 force/x2)
Tactics Ranged fistfuls of dice +32/+27/+22/+17 (6d4
The Demon of the Fall rarely needs to engage in fire plus 5d6 electricity plus 4d8 cold plus 3d10
direct conflict and, in fact, doing so often would acid plus 2d12 sonic/x2)
risk drawing unwanted attention that could Special Attacks Calamity of Rocks (DC 32),
compromise its goal of corrupting civilization. Master of Reality (DC 29), Master of Worlds
Such is its influence and resourcefulness that it Spell-Like Abilities (CL 23rd)
could easily command entire city guards or Constant - Blink (see below), True Seeing
temples of evil worship. When interacting with Spells Known (CL 23rd; concentration +34)
others it always does so under the guise of potent 9th (4/day) - All - see below.
illusions so that even its allies on the Lower 8th (6/day) - All - see below.
Planes usually have not seen its true form. 7th (6/day) - All - see below.
6th (6/day) - All - see below.
Prior to engaging in combat, the Demon will first
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5th (6/day) - All - see below. saving throws (reflected above).
4th (6/day) - All - see below. Four times per week, he may spend an immediate
3rd (6/day) - All - see below. action to do one of the following:
2nd (6/day) - All - see below. - Add a +8 luck bonus to a single ability check,
1st (6/day) - All - see below. attack roll, saving throw or skill check, or instead
0th (at will) - All - see below. impose a -8 luck penalty to such a check. The
Statistics check may be one of the Dungeon Master’s or one
Str 10, Dex 32, Con 32, Int 28, Wis 30, Cha 32 of another creature within sight, and the
Base Atk +23; CMB +23; CMD 64 Dungeon Master may use this ability on a roll that
Feats Alertness, Combat Casting, Destructive has already been made.
Dispel, Dodge, Great Fortitude, Improved - Force (or allow) a single creature to reroll one
Initiative, Improved Iron Will, Iron Will, ability check, attack roll, saving throw or skill
Lightning Reflexes, Spell Penetration, Toughness, check; they must use the new result, whether it is
Uncanny Concentration better or worse.
Skills Bluff +37, Craft (books) +35, Craft
(sculptures) +35, Knowledge (arcana) +35, Master of Magic Transcendent (Su): The
Knowledge (dungeoneering) +35, Knowledge Dungeon Master possesses an affinity with magic
(engineering) +21, Knowledge (geography) +20, which transcends even what are thought to be the
Knowledge (history) +32, Knowledge (nobility) rules of said magic. Although he possesses a
+21, Knowledge (planes) +35, Knowledge limited number of spell slots, he may use these
(nature) +32, Knowledge (religion) +35, spell slots to cast any sorcerer/wizard spell of the
Perception +40, Perform (oratory) +37, Sense appropriate spell level; alternatively, he may cast a
Motive +40, Spellcraft +35, Stealth +22 spell not on the sorcerer/wizard list, but the spell
SQ Master of Fates Unknown, Master of Magic must be one level lower than the slot expended.
Transcendent (For example, he may use an 8th level spell slot to
Languages Abyssal, Celestial, Common, Elven, cast any sorcerer/wizard spell of up to 8th level,
Draconic, Infernal or any non-sorcerer/wizard spell of up to 7th
level.) Once per round, the Dungeon Master may
Special Abilities perform one of the following feats of metamagic:
Calamity of Rocks (Su): Once per week as a full- - Apply the Quicken Spell metamagic feat to any
round action, the Dungeon Master may bombard spell he casts of 7th level or lower.
the surrounding area with falling, - Apply the Maximize Spell metamagic feat to any
transdimensional rocks which bring death to all. spell he casts of 8th level or lower.
This deals 30d8 damage to all creatures within - Apply the Widen Spell metamagic feat to any
1,000 feet of the Dungeon Master (excluding spell he casts of 8th level or lower.
himself); half of the damage is bludgeoning, and - Apply virtually any other single metamagic feat,
half of it is force. A successful Reflex save (DC 32) provided that it would not ordinarily increase the
halves this damage. A creature who fails their level of the spell slot to higher than 11.
saving throw must also make a Fortitude save When the Dungeon Master uses this ability to
(DC 32) or die instantly, regardless of damage apply metamagic feats, he does not increase the
dealt. The saving throw DC is Charisma-based. level of the spell slot needed to cast the spell. In
addition to only being able to choose one
Master of Fates Unknown (Su): The Dungeon metamagic option per round, the Dungeon
Master can exercise limited control over the Master may use a single metamagic feat no more
whimsical powers of fate and probability. He than four times per week.
gains a +4 luck bonus to his Armor Class and all
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Master of Reality (Su): The Dungeon Master the Will saving throw DC is 32 and the maze is
can shape physical and metaphysical reality, permanent until the subject frees themselves
sometimes even to the point of altering the state (instead of disappearing in 10 minutes).
of existence. He benefits continuously from a
Blink spell effect, except that the Dungeon Master Background
does not suffer a miss chance on his own spells or In far-off realms the Dungeon Master was a
attacks. Furthermore, four times per week, the magician without equal, with knowledge and
Dungeon Master may spend a swift or move ability tantamount to the gods, who could bend
action to do one of the following: and shape reality with neigh-impunity. Through
- Cause a magical item in sight to sunder into circumstances unknown and perhaps best not
pieces, transform into a useless trinket, or wink spoken of, the powers of this realm managed to
out of existence. A creature holding or wearing bind and chain the Dungeon Master to this world
the item may negate this ability with a Will save and in doing so, squelch his once-limitless power.
(DC 29). Transformed or winked-out items Even still, it has since become understood by
return only when the Dungeon Master wills it, or those who chained the Dungeon Master that an
when the Dungeon Master is slain. awful and profound reckoning is due.
- Modify a single ability score of one creature in
sight; the Dungeon Master can lower the ability Tactics
score to as low as 3, or raise it to as high as 40. Aptly, the Dungeon Master is about as powerful
Unwilling targets can negate this ability with a as the actual DM needs them to be. With the
Will save (DC 29). This effect lasts for one hour. ability to cast nearly any spell in the game -
including Wish - or the ability to transport all
Master of Worlds (Su): The Dungeon Master combatants into an inhospitable plane, conjure
has influence in many worlds beyond this one. and destroy artifacts, etc, the Dungeon Master can
Four times per week, he may spend a standard lay waste to parties and monsters alike. Whether
action to do one of the following: the Dungeon Master actually possesses the will to
- Summon a single creature of CR 19 or lower to break reality and annihilate plucky adventurers is
do his bidding for 1 hour before vanishing. another question altogether, as their motives
Conjure a single magical item which persists for 1 might be as mysterious as the nature of their
hour before vanishing. The Dungeon Master can power. Indeed, even if faced with their worst
call any well known magical item this way, or enemies, the Dungeon Master prefers to toy with
even an artifact that he has seen and is familiar and torment their adversaries rather than destroy
with. them outright - until their patience is at an end, at
- Deluge the surrounding area with an least.
interplanetary maelstrom that transports all
creatures within 1,000 feet of the Dungeon If the DM is feeling particularly adventurous, they
Master (including himself) to another plane of may even determine the Dungeon Master’s tactics
existence of his choice (with the same accuracy as and goal with the roll of a die, such as what’s
a Plane Shift spell). Creatures maintain their shown below:
positions relative to each other after being - Summon powerful creatures for the party to
teleported. The Dungeon Master may choose to face, never engaging them directly. Use Master of
affect a lesser area as long as it is centered upon Fates Unknown to help the losing side and keep
himself. There is no saving throw. the battle’s outcome uncertain.
- Imprison a single creature within a world of - Use Master of Worlds and various conjuration
fantastic imagination and phantasmagory. This spells to isolate the party into different prisons or
functions identically to the Maze spell, except that planes of existence, leaving them with the
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challenge of escaping and regrouping. Spell-Like Abilities (CL 16th)
- Conjure an artifact which the party most At will - Blistering Invective (DC 20), Dispel Magic,
needs/desires and prompt the adventurers to Shout (DC 22), Sympathetic Vibration, Thundering
undergo a brutal gauntlet to get to it. Drums (DC 21)
- Use Master of Reality to cripple the party’s 3/day - Animate Dead, Greater Dispel Magic,
mental ability scores specifically, and then Quickened Dispel Magic, Greater Shout (DC 24),
challenge them to undergo a puzzle or Sonic Thrust (DC 22), Triple Corpse Hammerblow*,
thoughtful/social situation with their diminished True Seeing
abilities. 1/day - Animate Objects, Inhuman Rampage*, Power
- Transport the entire party into a realm where Word Stun (DC 26), Greater Teleport (self plus 666
things are not as they seem, and the party must lbs. of objects only)
use their wits to find the truth and escape. Once *New spell featured in the Book of Metal.
the realm is revealed for what it is, the Dungeon Statistics
Master uses Calamity of Rocks to destroy it all. Str 28, Dex 10, Con 22, Int 12, Wis 18, Cha 26
- Allow the party to partake in a cosmic game of Base Atk +16; CMB +26; CMD 41
chance, such as dice or cards, with potential losses Feats Critical Focus, Deafening Critical,
proportionate to the possible gains. Improved Critical (Heavy Mace), Improved
Initiative, Power Attack, Quicken Spell-Like
Ability (Dispel Magic), Staggering Critical,
The Emperor of Murder CR 17 Weapon Focus (Heavy Mace)
The Emperor is a twelve-foot tall monster of a Skills Intimidate +27, Knowledge (arcana) +21,
humanoid which appears to be made entirely out of Knowledge (the planes) +21, Perception +20,
thick, glistening metal. Spikes, horns and jagged blades Perform (Metal) +47, Sense Motive +20,
protrude from its hulking form. A cloak flows behind Spellcraft +18; Racial Modifiers +20 Perform
it, regal and crimson. (Metal)
XP 102,400 Languages Abyssal, Common, Giant, Infernal
NE Large Outsider (evil, extraplanar) SQ Presence of Metal
Init +4; Senses darkvision 60 ft., low-light vision;
Perception +20 Special Abilities
Defense Ghostspawn Curse (Su): Once per day, the
AC 29, touch 14, flat-footed 29 (+5 profane, +15 Emperor of Murder can place a terrible curse
natural, -1 size) upon a living creature which may cause a ghost of
Hit Points 184 (16d10+96) them to rise against their former allies. As a swift
Fort +24 Ref +10 Will +22 action, the Emperor of Murder chooses a single
Defensive Abilities Shield of Metal; DR living creature within 100 feet; that creature must
10/adamantium and magic; Immune poison, succeed on a Will save (DC 26) or be affected by
sonic; Resist acid 10, cold 10, fire 10; SR 28 the curse for 3 rounds. At the start of each of their
Offense rounds, the creature suffers 1 point of negative
Speed 25 ft. energy damage per hit die they possess. If the
Melee +4 heavy mace wielded in both hands creature is reduced to 0 hit points during the
+30/+25/+20/+15 (2d6+17/19-20/x2) or 2 slams curse’s duration, they are instantly killed and their
+25 (1d8+9) lifeforce is used to animate a spirit which rises
Space 10 ft.; Reach 10 ft. over the spot of their death. The save DC is
Special Attacks Ghostspawn Curse (DC 26), Charisma-based.
Shredding Death (DC 24), Siphon of Destruction
(DC 23) This spirit fights like a lesser version of the slain
158
creature. It functions almost identically to a leftover damage carrying over to the Emperor.
duplicate created by the Simulacrum spell, with the Once the shield’s hit points are depleted, it
following differences: becomes inactive only until the Emperor
Unlike an illusory duplicate, this spirit is very real. generates more hit points for it.
It gains the undead type and incorporeal subtype.
It resembles the original’s likeness, including the Whenever the Emperor of Murder deals sonic or
armor and clothing worn when the original electricity damage to one or more creatures, his
creature was killed, but has a pale, ghostly hue shield gains hit points equal to half the damage
that clearly sets it apart. The spirit is completely dealt by the attack; if multiple creatures are
under the Emperor of Murder’s control; while it affected by a single such attack, use only the
may be intelligent, it is devoid of free will and highest amount of damage received by any one
personality and serves only to inflict pain and creature. (For example, if he uses Siphon of
destruction for the Emperor. Destruction and deals 30 damage to one creature
and 15 to two others, his shield gains hit points
The spirit rises with a spectral copy of any equal to half of 30.)
weapon or implement that the original creature
was holding when it died (if applicable). If this The Shield of Metal can continue to grow in
results in the spirit possessing a manufactured strength as the Emperor deals more damage, to a
weapon, that weapon functions as a +1 Ghost maximum amount of hit points equal to one-half
Touch weapon of its type. The spirit’s natural of the Emperor’s own hit point total (usually 92).
attacks are likewise treated as magic for the When the Emperor is no longer in combat, the
purpose of overcoming damage reduction, and as shield dissipates at the rate of 10 hit points per
though they had the Ghost Touch special quality. round until it is no more.
Magical items the creature may have held (such as
staves or wands) do not otherwise retain their Shredding Death (Su): As a swift action, the
properties or serve any function in the spirit’s Emperor of Murder can protect himself or an ally
hands. within 60 feet in a cloud of crackling metal shards
After 1 minute, or if reduced to 0 hit points, the which block attacks and shred foes who draw
spirit dissipates with a hoarse wail along with any near. For the next minute, this grants the target a
equipment that had been created with it. While +4 circumstance bonus to Armor Class and to
the spirit is animate, the slain creature cannot be Reflex saving throws against area attacks for the
brought back to life, and the Emperor of Murder next minute. Furthermore, enemies who begin
gains a +4 profane bonus to Strength and their turn within 10 feet of the target while this
Charisma. ability is active suffer 3d6 slashing damage and
3d6 electricity damage; a successful Reflex save
Presence of Metal (Su): The Emperor of Metal (DC 24) halves this damage. Only a single
adds his Charisma modifier as a profane bonus to character can be affected by this ability at a time;
Fortitude and Will saving throws. if the Emperor of Murder uses this ability while it
is already active, it ends on the previous target.
Shield of Metal (Su): As the Emperor wields The save DC is Charisma-based.
destructive power, he generates an immaterial
shield of Metal essence. This shield has its own hit Siphon of Destruction (Su): Once every 1d4+1
point total. While the shield has hit points, any rounds, the Emperor of Murder can call forth a
damage that would be dealt to the Emperor of devastating wave of energy that deals 15d6 sonic
Murder is dealt to the shield until its hit points are damage to enemy creatures within a 60-foot cone.
depleted (as with temporary hit points) with A successful Fortitude save (DC 23) halves the
159
damage. The save DC is Charisma-based. Harbinger of Hel CR 24
Though not physically imposing, this disease-ridden
This ability is especially potent at empowering the figure moves like a reaping wind and blights the land
Emperor’s Shield of Metal; when the Emperor around her. Her blackened eyes are ancient, cruel and
uses it, his shield gains an additional 10 hit points sardonic.
for each creature with 5 or more Hit Dice that’s XP 1,228,800
damaged by the ability. NE Medium Outsider (evil, extraplanar)
Init +12; Senses darkvision 200 ft., low-light
Background vision, true seeing; Perception +37
Known by many names and deeds, the Emperor Aura Cursed Earth (1 mile, DC 31, see below)
of Murder distinguished himself with his brutal Defense
service during the crusades in the Age of Metal. AC 43, touch 39, flat-footed n/a (+9 insight, +6
Yet his power is thought to be arcane in nature, deflection, +2 dodge, +12 dex, +4 natural)
and it is unclear to what extent that he serves the Hit Points 389 (23d10+253), regeneration 50 (see
will of Metal Gods. Naught is known of the below)
Emperor’s goals or agenda, only that he is a force Fort +26 Ref +19 Will +26
to reckoned with, and one who commands his Defensive Abilities Improved evasion;
own retinue of Metal monsters where he resides improved uncanny dodge; DR 15/epic; Immune
on the Planes of Mayhem. He has traveled far, and ability damage, charm effects, cold, compulsion
even earned glory in a cosmic arena where effects, death effects, disease, energy drain,
champions of light and dark battled from across petrification, poison; Resist acid 20, electricity 20;
the worlds. Though his disposition for violence is SR 34
legendary, it is whispered in rumor that the Offense
Emperor of Murder will grant a powerful boon to Speed 120 ft. (includes 30-ft. enhancement bonus
any mortal bold enough to challenge and skilled from Haste)
enough to defeat him in a Metal rock-off. Melee +5 icy burst ghost touch dagger
+43/+43/+38/+33/+28 (1d4+11 plus 1d6 cold)
Tactics and 2 slams +33/+33 (1d4+6 plus Plague from
The Emperor of Murder is aware that much of his Beyond)
tenacity against worthy foes hinges upon Special Attacks Plague from Beyond (DC 32),
generating his shield. The Emperor of Murder Sneak Attack 10d6
uses Siphon of Destruction upon as many worthy Spell-Like Abilities (CL 23rd)
foes as possible in order to generate his shield, Constant - Cursed Earth (see below, DC 31),
and activates Shredding Death just before wading Displacement, Haste, True Seeing
into melee. He uses his spell-like abilities early in At will - Animate Dead, Bestow Curse (DC 25),
the fight to establish dominance. Afterwards, he Blight (DC 27), Control Undead, Greater Contagion
prefers to use Ghostspawn Curse upon a single, (DC 28), Greater Dispel Magic, Remove Disease,
highly damaging target whose immediate Water Walk
destruction he prioritizes. If the Emperor of 3/day - Quickened Circle of Death (DC 28),
Murder is ambushed or a dangerous foe otherwise Maximized Cold Ice Strike (DC 27), Create Greater
manages to “get the drop” on him, he is not Undead, Greater Teleport, Harm (DC 28), Horrid
adverse to teleporting away and planning a Wilting (DC 30), Plague Storm (DC 28), Polar Ray,
revenge confrontation on his own terms. Quickened Greater Contagion (DC 28), Unhallow
1/day - Greater Bestow Curse (DC 30), Soul Bind
(DC 31), Wail of the Banshee (DC 31), Winds of
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Vengeance contact with the Harbinger (striking her with an
Statistics unarmed attack or natural weapon, being hit with
Str 22, Dex 34, Con 32, Int 20, Wis 32, Cha 22 her slam attack, etc) must succeed on a Fortitude
Base Atk +24; CMB +36; CMD 68 save (DC 32) or suffer 3d6 points of damage to
Feats Agile Maneuvers, Combat Reflexes, Dodge, their Strength, Dexterity, and Constitution scores;
Great Fortitude, Iron Will, Maximize Spell-Like on a successful saving throw, the creature instead
Ability (Cold Ice Strike), Mobility, Piranha Strike, suffers 1d6 points of Constitution damage. A
Quicken Spell-Like Ability (Circle of Death), single creature may only be affected by this ability
Quicken Spell-Like Ability (Greater Contagion), once per day. Creatures immune to disease are
Spell Focus (Necromancy), Spring Attack, not necessarily immune to this effect, though they
Weapon Finesse, Weapon Focus (Dagger) do gain a +10 bonus to their saving throw against
Skills Acrobatics +38, Bluff +32, Climb +17, it. The saving throw DC is Constitution-based.
Diplomacy +21, Fly +23, Knowledge (arcana)
+28, Knowledge (nature) +29, Knowledge (the Background
planes) +32, Knowledge (religion) +32, Calamity befalls any who encounter the
Perception +37, Sense Motive +37, Spellcraft +31, Harbinger of Hel, for her sighting can only mean
Stealth +38, Swim +17 that the Hordes of Hel have arrived at last,
Languages Abyssal, Common, Elven, Giant, bearing inescapable tidings of doom. The
Infernal; telepathy 300 ft. Harbinger of Hel is nothing less than the greatest
SQ Festering Regeneration of champions for the Death goddess Hel - though
some might even surmise that she is Hel herself,
Special Abilities taken mortal form. She leads the undead armies of
Cursed Earth (Sp): Where the Harbinger walks, Hel in an obscene rampage across the realms of
plants die, sickness spreads, and the dead rise the living: a small recompense for countless ages
within an entire mile. Her Cursed Earth aura spent in isolation of cold realms of the dead.
functions identically to the spell except that it Tactics
simultaneously performs all three of the spell’s Since the Harbinger would most likely be
listed functions (instead of just one); if the aura is encountered alongside a veritable undead army,
ever suppressed or dispelled, all three of the it’s rarely necessary for her to fight in personal
effects likewise end. combat. Her spell-like abilities allow her to lay
waste to mortal hordes without even giving them
Festering Regeneration (Su): The Harbinger is the chance to draw near. If forced to deal with a
sustained by that same force of plague which legendary foe, she takes no chances, surrounding
brings misery to mortals. Her regeneration cannot her opponent with undead minions and using the
be halted by damage from any mortal weapon; chaos of the fight to skirmish and deal a great
however, a Remove Disease or Heal spell many devastating spells and sneak attacks. Her
successfully cast on the Harbinger will suppress regeneration allows her to wear down nearly any
her regeneration for 2 rounds. At the DM’s opponent in a drawn out fight - at least until
discretion, other spells which specifically remove savvy foes discover the way to defeat it. Only if
disease may serve the same purpose. The truly and clearly outmatched does the Harbinger
Harbinger does not recover hit points from any of Hel consider retreat.
Heal spell cast upon her.
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Spawn of Gorgrinderoth must succeed on a Background
Fortitude save (DC 21) or suffer a -4 penalty on At the end of the Crusade of Metal,
attack rolls, skill checks and ability checks. These Gorgrinderoth - cruelest of the Metal Gods -
effects last for 1 minute after the creature is no sought out his most despicable enemies (those
longer within 60 feet of the Spawn of who had particularly earned His disfavor) and
Gorgrinderoth. A creature that succeeds on its cursed them with these wretched, insatiable
saving throw becomes immune to this effect for forms. Most such creatures have since been put
24 hours. The save DC is Wisdom-based. out of their torment, but those few which remain
are foes which no adventuring party ought be
Breath Weapon (Su): Once per 1d4 rounds, the eager to engage with.
Spawn of Gorgrinderoth can breathe out a 60-ft.
cone of all-consuming acid. Creatures and Tactics
unattended objects in the area suffer 15d6 acid The Spawn of Gorgrinderoth usually opens the
damage; a successful Reflex save (DC 24) halves fight with Raining Blood and uses its breath
this damage. On the Spawn’s turn for 2 additional weapon as soon and as often as possible. It also
rounds, creatures and objects that failed their enjoys using Burst of Speed to throw its prey off-
saves against the breath weapon suffer an guard with a sudden, powerful charge. Beyond
additional 7d6 acid damage (no save) unless the this semblance of tactics, the monster engages
acid is dispelled or washed away. The ongoing fearlessly and ruthlessly, taking the time to finish
acid damage may be dispelled as though it were a off disabled creatures and taking every
spell cast by the Spawn of Gorgrinderoth (CL opportunity to devour flesh and end lives - as
15th). Any creature or object reduced to 0 hit though lacking any other purpose in its sordid
points by the acid’s initial or ongoing damage existence. If the Spawn of Gorgrinderoth senses
becomes entirely consumed, as though destroyed that its own death is imminent, it tries to position
by a Disintegrate spell. itself close to as many enemy combatants as
possible to make the most out of Death Throes.
Death Throes (Su): When slain, the Spawn of
Gorgrinderoth’s corpse hisses and bubbles. After 1
round, the body explodes and spills out a veritable The Stargazer CR 13
lake of guts and viscera, dealing 50 points of acid Within the eyes ofthis vigorous and youthful-seeming
damage to anything within 30 feet; a successful wizard there gleams a mad and fervent ambition.
Reflex save (DC 24) halves this damage. Any XP 25,600
creature that failed its Reflex saving throw must Human wizard 14 (enchanter)
immediately succeed on a Fortitude save (DC 24) NE Medium Humanoid
or gain 2d4 permanent negative levels. The save Init +3; Senses Perception +15
DC is Constitution-based. Aura Cloak ofDreams (5 ft., DC 22)
Ravage and Feast (Ex): As an immediate action, Defense
the Spawn of Gorgrinderoth can make a single AC 24, touch 17, flat-footed 20 (+4 armor, +3
bite attack against any creature within its deflection, +3 dex, +1 dodge, +3 natural)
threatened area that falls prone or becomes Hit Points 105 (14d6+56); fast healing 20
incapacitated. If this attack kills a creature, the Fort +10 Ref +12 Will +15
Spawn of Gorgrinderoth instantly devours their Immune aging, disease; SR 21
remains such that no corpse is left and gains 1d6 Offense
temporary hit points per Hit Die of the creature it Speed 30 ft.
devoured. Melee quarterstaff +6 (1d6-1) or touch +6
(dazing touch)
191
Special Attacks Aura of Despair (30 feet, 14 Treasure Amulet of Natural Armor +3, Cloak of
rounds/day, Enchantment School Power), Cast to Resistance +3, Gloves of Dexterity +2, Headband of
the Stars 1/three rounds, Dazing Touch 9/day Intellect +4, Mantle of Spell Resistance, Ring of
(Enchantment School Power) Protection +3
Wizard Spells Prepared (CL 14th; Special Abilities
concentration +20) Cast to the Stars (Su): Once per three rounds,
7th - Quickened Fireball (DC 19), Mass Hold Person the Stargazer may, with a mere thought, turn the
(DC 24, S), Scouring Winds (DC 23) tower itself against an intruder who is within 5
6th - Chain Lightning (DC 22), Forceful Hand (+23 feet of a wall or outer ledge. Skeletal hands reach
bonus), Quickened Mirror Image (1d4+4 images), out from the tower structure and make a combat
Bouncing Dominate Person (DC 22, S) maneuver check (+22 bonus) against the targeted
5th - Feeblemind (DC 22, S), Bouncing Charm creature; on a success, the creature gains the
Monster (DC 21), Mind Fog, Quickened Shield grappled condition and the many hands pull them
4th - Ball Lightning (DC 20), Greater Invisibility, upwards by 60 feet. On each subsequent round
Overwhelming Grief (DC 21, S), Resilient Sphere that the creature remains grappled, the hands
(DC 20), Stone Shape, Stoneskin (via Contingency) make another combat maneuver check and, if
3rd - Dispel Magic, Displacement, Extended successful, force the creature to ascend by another
Protection from Arrows (already cast), Fly, 60 feet. The hands release the creature when they
Suggestion (DC 20, S) escape from the grapple or when they reach the
2nd - Hold Person (DC 19, S), Extended Mage highest point possible (room’s ceiling, etc),
Armor (already cast), Resist Energy, Scorching Ray, retracting back into the structure as their quarry
See Invisibility plummets. Dealing 30 hit points of damage to a
1st - Charm Person (DC 18), Feather Fall, Jump, mass of skeletal hands (AC 15) also releases a
Magic Missile, Sleep (DC 18, S) creature from their grip.
0 - Daze (DC 17), Detect Magic, Mage Hand, Ghost
Sound Cloak of Dreams (Su): Such is the Stargazer’s
Opposition Schools Conjuration, Necromancy will that he is constantly surrounded by a Cloak of
Statistics Dreams (as per the spell). A character who falls
Str 9, Dex 17, Con 16, Int 22, Wis 13, Cha 18 asleep from this aura dreams a majestic scene of
Base Atk +7; CMB +6; CMD 30 the wizard soaring across the stars.
Feats Bouncing Spell, Craft Wondrous Item,
Defensive Combat Training, Dodge, Extend Spell, Immortality (Ex): It is said that as long as the
Iron Will, Lightning Reflexes, Quicken Spell, Stargazer’s dream endures, so must his life. 4d6
Scribe Scroll, Spell Focus (Enchantment), weeks after perishing, the Stargazer resurrects
Toughness within his tower, along with any slaves who -
Skills Acrobatics +16, Bluff +15, Craft (alchemy) cruelly denied the respite of death - return to life
+23, Diplomacy +21, Intimidate +15, Linguistics with him. Destroying the tower of stone ends the
+15, Knowledge (arcana) +23, Knowledge curse and prevents the wizard’s revival. At the
(history) +15, Knowledge (the planes) +15, DM’s discretion, certain other, creative methods
Perception +15, Profession (astronomy) +12, may also work.
Spellcraft +23
Languages Common, Celestial, Elven, Draconic, Background
Dwarven The Stargazer is a wizard who dreams of
SQ Enchanting Smile (Enchantment School ascending to the realms above. To this end, he
Power, already included) used his wealth and influence to amass a veritable
legion of slaves and forced them to construct
192
within the desert a tower of unfathomable height. Udoroth CR 25
Such was the Stargazer’s ambition and magnetism Eyes of burning crimson stare out from the gaunt,
that many of the slaves came to embrace the horned head ofthis demon lord; wicked, jagged spikes
wizard’s dream as their own, and they longed to protrude from the shoulder pauldrons ofhis armor.
see him walk among the stars. Yet when the time XP 1,638,400
came the wizard fell to his demise, and their CE Large Outsider (chaotic, demon, evil,
hopes would seem to blow away like castles of extraplanar)
sand. Init +5; Senses darkvision 60 ft., low-light vision,
true seeing; Perception +36
This was not the end. For reasons that might only Aura Overwhelming Presence (30 ft., DC 29)
be known to the gods, the wizard returned to life Defense
in flesh and blood… as did his slaves, bound in a AC 42, touch 22, flat-footed n/a (+8 deflection,
terrible and inexplicable curse. The undying +5 dex, +6 armor, +14 natural, -1 size)
Stargazer has set his sights on climbing up to the Hit Points 537 (25d10+400); regeneration 15
Astral Plane; his slaves toil endlessly to the task of (epic and good)
building the tower higher and higher, restless, Fort +33 Ref +17 Will +28
longing for home, yet trapped by the Stargazer’s Defensive Abilities Improved uncanny dodge;
will. DR 15/epic and good; Immune ability damage,
charm effects, compulsion effects, death effects,
Tactics energy drain, fire, electricity, petrification; Resist
The Stargazer seeks to entrance others with his acid 30, cold 30; SR 36
dream, so he would rather take foes alive as Offense
enthralled servants than utterly slay them. To this Speed 50 ft.
end, the Stargazer will try and defeat intruders Melee +5 cruel unholy flail +43/+38/+33/+28
quickly and bloodlessly using such spells as Mass (1d8+19 plus 2d6) and +3 vorpal bastard sword
Hold Person or Dominate Person. Since one can +41/+36/+31/+26 (1d10+17) and 1 gore +33
expect the tower of stone to be filled with rooms (1d8+7/19-20x2)
designed to pose obstacles to would-be intruders, Space 10 ft.; Reach 5 ft.
the more nuanced of the Stargazer’s tactics will Special Attacks Cries of the Tortured, Mighty
reflect this: setting up the field with Mind Fog, Rage and Rage Powers
pushing foes off of ledges with Forceful Hand, Spell-Like Abilities (CL 20th)
trapping foes with a timely use of Stone Shape, etc. Constant - True Seeing
If the Stargazer becomes overwhelmed, he uses a At will - Greater Dispel Magic, Greater Teleport,
mixture of flight, invisibility, and/or the tower’s Mass Pain Strike (DC 25), Power Word Blind, Power
built-in mechanisms to withdraw higher into the Word Stun, Symbol of Pain (DC 25), Unholy Aura
structure and regain his bearings. (DC 28)
The Stargazer fights intelligently, but ultimately 3/day - Summon (Level 8, 2d6x10 Dretches or
to the death - for he (rightly) believes himself 1d4+1 Hezrous at 100%)
immortal. He is fiercely proud of the tower he 1/day - Blasphemy (DC 27), Implosion (DC 29),
presides over, and any overt attempt to demolish Mass Hold Monster (DC 29), Power Word Kill,
or desecrate this structure might well infuriate the Summon (Level 9, any 1 CR 20 or lower demon at
wizard and compel him to behave more 100%)
recklessly. Though the Stargazer may have Statistics
guardians scattered throughout the tower, he does Str 38, Dex 20, Con 40, Int 16, Wis 26, Cha 30
not command his vast hordes of slave-labor to Base Atk +25; CMB +40; CMD 63
battle unless he becomes livid and desperate.
193
Feats Bleeding Critical, Cleave, Combat Reflexes, Deathless Frenzy (Ex): While raging, Udoroth
Critical Focus, Great Cleave, Greater Two- ignores the effects of being at 0 or fewer hit
Weapon Fighting, Improved Critical (Gore), points for 1 round, after which the appropriate
Improved Iron Will, Improved Two-Weapon consequences for his current hit point total take
Fighting, Iron Will, Power Attack, Toughness, effect.
Two-Weapon Fighting Fearless Rage (Ex): While raging, Udoroth is
Skills Acrobatics +33, Climb +42, Craft immune to the shaken and frightened conditions.
(weaponsmithing) +32, Intimidate +38, Greater Fiend Totem (Su): While raging, an aura of
Knowledge (history) +16, Knowledge (nature) menace surrounds Udoroth. Good-aligned
+20, Perception +36, Ride +33, Survival +36, creatures adjacent to Udoroth become shaken (no
Swim +42 save) and take 2d6 points of slashing damage at
Languages Abyssal, Common, Draconic, Giant; the beginning of Udoroth’s turn as dozens of
telepathy 300 ft. small cuts open across their flesh. Neutral-aligned
SQ Superior Two-Weapon Fighting creatures are shaken, but do not take any damage.
Moment of Clarity (Ex): Once per rage, Udoroth
Special Abilities may spend a swift action and choose not to
Cries of the Tortured (Su): Whenever Udoroth receive any of the benefits or penalties from rage
damages a creature with a melee attack, he may for 1 round (such as the penalty to AC and the
spend a swift action to wrack them with painful restriction on what actions can be performed).
agony; the affected creature must succeed on a
Fortitude save (DC 30) or suffer a -4 penalty on Superior Two-Weapon Fighting (Ex):
attack rolls, skill checks and ability checks for 1 Udoroth’s martial prowess is such that two-
hour. The anguish-filled screams fill Udoroth weapon fighting does not cause him to suffer a
with dark glee and resolve; he gains a +1 morale penalty to attack rolls, and he adds his full
bonus to attack rolls, damage rolls and saving Strength bonus to damage with off-hand attacks.
throws for each foe who he can hear that is under
this ability’s effect (up to a maximum of +10). The Background
saving throw DC is Constitution-based. Udoroth was a barbarian warlord whose might
was exceeded only by his sadism, cruelty and
Mighty Rage (Ex): Udoroth possesses the rapacity. He butchered entire settlements, leaving
Mighty Rage class feature, allowing him to rage not one creature alive. Such terror did he incite
for a +8 morale bonus to Strength and across the land that it was indeed one of his own,
Constitution, a +4 morale bonus to Will saves, former adventuring parties that laid him low in
and a -2 penalty to AC. Unlike other creatures order to end his baleful rampage across the
with rage, Udoroth is not fatigued after a rage and kingdom. This act of exigent justice, however,
there is no daily limit to how often or for how only helped propel him toward his true destiny.
long he may rage. He possesses the following
Rage Powers: Udoroth was born again in the realms below as a
Bloody Fist (Ex): Once per round, Udoroth may lowly demon, and yet, against all reason, he
attempt to punch through an opponent’s flesh and climbed the abyssal ranks with unprecedented
rip out one of their vital organs. When Udoroth speed. Within a few mortal generations he had
confirms a critical hit with a natural attack or ascended and was well on his way to becoming a
unarmed strike, his opponent must succeed on a lord of demons... and thus the kingdom's troubles
Fortitude save (DC 36) or suffer 1d4 points of began.
Constitution damage as a vital organ is ripped free
from its body. The save DC is Strength-based.
194
Tactics Litany ofSight
Udoroth’s relative lack of cunning as a nascent 1/day - Forceful Strike, Litany ofThunder (DC 19),
demon lord stems from his youth and Surmount Affliction, Weapon ofAwe
inexperience (compared to other demons). Statistics
Nonetheless, he is still a savvy opponent by most Str -, Dex 13, Con -, Int 11, Wis 17, Cha 21
standards and knows to use his demonic magic to Base Atk +9; CMB +11; CMD 26
effect, summoning hordes and elite troops just Feats Critical Focus, Improved Critical
before a fight and softening up his opposition (Falchion), Improved Initiative, Quicken Spell-
with spell-like powers. He revels in melee combat, Like Ability (Blistering Invective), Toughness,
as that has always been his calling. Above all else Weapon Focus (Falchion)
Udoroth delights in causing pain and agony, Skills Fly +5, Intimidate +20, Knowledge
either with Mass Pain Strike or by using his Cries (history) +6, Knowledge (religion) +6, Perception
of the Tortured ability. +14 Spellcraft +9, Sense Motive +10
SQ Grace of Sheer Resolve, Until the World Goes
Udoroth does not spend his barbarian rage Cold
cheaply, especially since it prevents the use of his Languages Common
magic. Only a true badass who proves they can
stand toe to toe with Udoroth warrants the Special Abilities
privilege of facing the demon lord in his full, Grace of Sheer Resolve (Su): The undying
raging glory. crusader adds his Charisma bonus to all saving
throws. He also benefits from the continuous spell
effects of Haste and Resounding Blow. The crusader
Undying Crusader CR 10 is always considered to be using a smite ability
Clad in plate armor, this faceless spectral warrior against his target for the purpose of determining
bears a long, curved blade which crackles with ghostly the secondary effects of Resounding Blow (although
flame. he lacks a smite ability).
XP 9,600XP
LN Medium undead (incorporeal) Until the World Goes Cold (Su): A
Init +5; Senses darkvision 60 ft.; Perception +14 combination of divine power and sheer will keeps
Defense the crusader from being suppressed or
AC 26, touch 17, flat-footed 24 (+9 armor, +1 permanently slain. Whenever the crusader would
dex, +1 dodge, +5 deflection) be subject to a harmful condition or affliction
Hit Points 126 (12d8+72) (such as paralyzed or stunned), he delays the onset
Fort +9 Ref +11 Will +16 of that condition until the end of his next turn,
Defensive Abilities channel resistance +4, after which the condition takes effect as normal.
incorporeal; Immune undead traits If the undying crusader is destroyed, his spirit
Offense seems to be whisked away along with his ghostly
Speed fly 60 ft. (good) equipment - only to reform 3d6 weeks later. Only
Melee +2 flaming ghost touch falchion the destruction of his original nemesis, or mortal
+14/+14/+9 (2d4+2 plus 1d6 fire and 1d6 magic akin to a Wish or Miracle spell, can put the
sonic/15-20x2) crusader to peace.
Space 5 ft.; Reach 5 ft Background
Spell-Like Abilities (CL 12th) The undying crusader was once a mortal hero
Constant - Haste, Resounding Blow (DC 19) whose order of righteous warriors suffered
At will - Detect Evil devastating losses in their pursuit of a resourceful
3/day - Quickened Blistering Invective (DC 17), and conniving foe. The order’s mission to bring
195
their quarry to justice ended in dismal failure - as 3/day - Dimension Door, Greater Dispel Magic,
well as the crusader’s death. Yet such was the Widened Fireball (sometimes represented by
crusader’s resolve that he to clung to this world appearing to throw a grenade at the target area,
after death, having vowed to continue his fight DC 19)
for justice for as long as the flame of life burns Statistics
within the realms. Str 22, Dex 24, Con 22, Int 13, Wis 19, Cha 22
Base Atk +13; CMB +22; CMD 41
Tactics Feats Deadly Aim, Improved Precise Shot, Point
The undying crusader fights without fear or Blank Shot, Precise Shot, Rapid Shot, Quick
quarter. He calls upon Weapon of Awe if he has Draw, Two-Weapon Fighting
the luxury of preparation, and uses his swift spell- Skills Acrobatics +23, Climb +8, Fly +14,
like abilities to frighten and disrupt opponents Knowledge (engineering) +9, Knowledge (the
without interrupting the flow of his melee attacks planes) +9, Disable Device +17, Perception +20,
- all while staggering and stunning his foes with Sense Motive +20, Sleight of Hand +13
Resounding Blow. Should the crusader identify a Languages All
particularly wicked transgressor among a party of SQ Dark Messiah, Immortalized, Warrior
foes, he may decide to hound that creature
relentlessly until the threat is no longer. Special Abilities
Dark Messiah (Su): Allies within 100 feet of the
Vengeful One (excluding himself) gain a +4
The Vengeful One CR 13 morale bonus to attack rolls, damage rolls, and
A cowled, leather-clad figure appraises its quarry with saving throws against fear effects.
eyes of burning crimson, and a white-toothed smile
stretched impossibly wide; aside from those features, Immortalized (Ex): The Vengeful One’s
only pitch darkness can be seen beneath its hood. presence may be fleeting, but he always escapes
XP 25,600 true death. Should the Vengeful One be reduced
CN Medium Outsider (chaotic, extraplanar) to 0 hit points or otherwise face destruction, his
Init +9 (includes bonus for Gunslinger Initiative essence disperses into the darkness of space where
deed); Senses darkvision 60 ft.; Perception +20 he will simply reform… most likely, at a new place
Defense and time far removed from his previous venture.
AC 29, touch 22, flat-footed 22 (+7 dex, +5
deflection, +5 armor, +2 natural) Warrior (Su): The Vengeful One carries the
Hit Points 154 (13d10+78); fast healing 10 spirit of warriors through many ages and worlds
Fort +14 Ref +15 Will +12 past; any natural or manufactured weapons he
DR 10/lawful, Immune mind-affecting, Resist uses gain a +3 enhancement bonus to attack and
acid 10, cold 10, fire 10, electricity 10; SR 24 damage rolls. He adds his Dexterity bonus to the
Offense damage rolls of any ranged weapon he wields.
Speed 30 ft. Firearms he wields never misfire, and he can
Melee 3 slams +22/+17/+12 (1d4+9) reload any ranged weapon on his person as a free
Ranged 2 enhanced revolvers action. Furthermore, the Vengeful One starts
+19/+19/+19/+14/+9 (1d8+10) each day with 4 Grit Points (based on his Wisdom
Spell-Like Abilities (CL 15th) modifier); he possesses all the deeds of a 15th level
Constant - True Seeing Gunslinger, and can regain and use Grit Points
At will - Dispel Magic, Overland Flight accordingly.
1/day - Disintegrate (DC 22), Ethereal Jaunt, Greater
Teleport (self and worn/carried equipment only)
196
Background combat attacks so as to emphasize the
When a kingdom festers with a monolithic powerlessness of his opponents. Whether alone
corruption and decadence; when scheming or fighting as part of a group, the Vengeful One
tyrants conquer society from within and leave a prefers to save his powerful Disintegrate ability as
populace suffering and oppressed; when the a dramatic finisher after wounding the most
rapacious hunger of powermad overlords place a worthy of enemies, which usually results in
world itself in peril - that is when it is said that overkill.
the Vengeful One will descend from the ocean of
stars and take human form.
The Water God CR 20
The Vengeful One’s threefold plan: unchain the This lean, imposing merfolk with long flowing hair
brainwashed masses, expose the wicked hearts of wields two tridents which crackle with ancient power.
the land’s rulers, and violently avenge the His eyes burn visibly through the ocean mire and
countless souls who have died in the name of radiate the very essence ofmajesty.
profit and plunder. Despite the Vengeful One’s XP 307,200
considerable prowess, he usually does not possess TN Medium Humanoid (aquatic)
the means to liberate a dying world alone. Rather, Init +10; Senses darkvision 60 ft., low-light
should the masses accept him as their champion vision; Perception +28
and follow in his example, the Vengeful One Defense
serves as a harbinger of change and upheaval to AC 40, touch 32, flat-footed 30 (+10 dex, +8
come. Once the seed of chaos has been sewn and deflection, +4 insight, +8 natural)
necessary action has been taken, the Vengeful Hit Points 270 (20d8+180); fast healing 10
One departs back into the void instead of Fort +15 Ref +16 Will +17
remaining behind to see the future through. DR 10/magic; Immune cold, poison, Resist acid
20; SR 31
The Vengeful One is an immortal entity whose Offense
existence clearly transcends individual worlds. It’s Speed 5 ft., swim 80 ft.
unclear what his motivates him to providing Melee +4 icy burst trident +35/+30/+25 (1d8+11
succor for realms in crisis. Some would say that plus 1d6 cold/19-20/x3 plus an additional 2d10
his essence is the collective energy of a species’ cold), +4 returning corrosive trident +35/+30/+25
rage and anguish, and that he is summoned (1d8+11 plus 1d6 acid/19-20/x3), 1 bite +30
because of those whose souls cry out for (1d6+7 plus poison/x3)
vindication. Ranged +4 returning corrosive trident
+35/+30/+25 (1d8+11 plus 1d6 acid/19-20/x3)
Tactics Special Attacks Mordant Tentacles and
The Vengeful One will often initiate the fight Constrict (4d6+7 plus 4d6 acid), Corrosive Gaze
with a Fireball and afterwards rely on (DC 26), Explosive Spines (DC 27), Fatal Scream
manufactured weapons to efficiently dispose of (DC 25)
foes Though he prefers firearms, he is fully Spell-Like Abilities (CL 20th)
capable of employing hand crossbows or other At will - Control Water, Obscuring Mist
weapons in settings where guns would be 1/day - Elemental Swarm (water only), Polar Ray,
anachronistic. The Vengeful One is aware of his Summon Nature’s Ally IX (only water-breathing
immortality and will sometimes engage in creatures), Tsunami (DC 27)
methods that favor psychology and theatrics. 3/day - Quickened Cone of Cold (DC 23), Ethereal
When leading a crowd, the Vengeful One Jaunt (for swimming through matter), Freezing
marches at the very front of it and utilizes close- Sphere (DC 24), True Seeing
197
Statistics from the effect.
Str 24, Dex 30, Con 28, Int 16, Wis 20, Cha 26
Base Atk +15; CMB +22 (+30 when grappling Mordant Tentacles (Ex): With a thought, the
with tentacles); CMD 55 Water God can sprout a series of tentacles from
Feats Bleeding Critical, Critical Focus, Greater his back. As a swift action, he can command these
Two-Weapon Fighting, Improved Critical tentacles to reach out and grapple an opponent
(Trident), Improved Two-Weapon Fighting, with a +8 circumstance bonus to their combat
Piranha Strike, Quicken Spell-Like Ability (Cone maneuver check; if successful, these tentacles
of Cold), Weapon Finesse, Weapon Focus constrict, dealing 4d6+7 bludgeoning damage and
(Trident), Two-Weapon Fighting 4d6 acid damage. Because of how the tentacles are
Skills Intimidate +21, Knowledge (religion) +15, separate from the rest of the Water God’s body,
Perception +28, Stealth +33, Swim +40 he may continue to take actions and full attacks as
Languages Aboleth, Aklo, Aquan, Common, normal even while the tentacles maintain a
Draconic grapple against a single creature. A creature can
SQ The Art of Murder attempt to sever the tentacles by making a sunder
attempt with a slashing weapon targeting them.
Special Abilities The tentacles are collectively considered their
Corrosive Gaze (Su): The Water God can emit own weapon with hardness 5 and 20 hit points.
corrosive beams from his eyes. The beams are Severing the tentacles instantly frees any creature
invisible and fire so quickly that the attack has the grappled by them. If destroyed, the tentacles
appearance of causing a foe to melt just by looking regrow in five rounds.
at them. The Water God chooses a creature
within 100 feet and deals 20d8 acid damage to Poisonous Bite (Ex): Any creature struck by the
them; a successful Fortitude save (DC 26) halves Water God’s bite attack must succeed on a
this damage. The Water God’s gaze recharges in 4 Fortitude save (DC 29) or suffer 2d4 points of
rounds, until which he cannot use it again. The Constitution damage. The save DC is
save DC is Charisma-based. Constitution-based.
Explosive Spines (Sp): The Water God can The Art of Murder (Ex): The Water God gains
launch four powerful exploding spines from his a +5 competence bonus to attack rolls and
back out to a range of up to 400 feet. This ability increases the critical multiplier of all his attacks by
otherwise functions identically to a Meteor Swarm one. He treats all tridents as light weapons, adds
spell, except that creatures struck directly by his full Strength bonus to damage with off-hand
spines suffer 4d6 piercing damage (instead of 2d6 attacks and never suffers penalties to his attack
bludgeoning damage). The Water God’s rolls for fighting with two weapons.
exploding spines regrow in 4 rounds, until which
he cannot use this ability again. Background
So it was prophesied that a paragon among the
Fatal Scream (Sp): Once per day, the Water God merfolk population would ascend to divinity and
can unleash a howl so terrifying that it literally bring newfound hope and glory to his subjects
kills the faint of spirit. This functions identically within the many seas. To do this, he would need
to a Blasphemy spell except that its range and area to undertake such myriad trials and
of effect encompass all those are able to hear his misadventures that he would become an enemy of
scream (instead of 40 feet); at the Water God’s the sacred, cursed by the gods for all time.
discretion, he may choose to spare his minions
and other denizens of the sea by omitting them
198
Specifically, this Bestiary entry represents the
Water God while he is still nascent and in the
process of fulfilling his destiny; he has not entirely
passed through the threshold of divinity and
mortal adventurers may still challenge him.
Tactics
When given the opportunity, the Water God
showcases his power from afar using his mighty
spells and abilities. Once the battle approaches
close quarters, he does not hesitate to engage
swiftly and ruthlessly in melee. He calls allies to
him only when outnumbered against formidable
opponents, and uses his Fatal Scream ability to
weed out those he suspects are simply unworthy
of facing him. The Water God waits until he is
engaged in melee before calling forth his tentacles
to maximize their shock factor and grapple an
opponent he finds annoying to deal with, but not
quite worthy of simply slaying with his tridents
instead.
199
A Note from the Author - The Book of Metal’s Origins
It has long been my conviction that Heavy Metal and tabletop roleplaying
games go hand-in-hand, since both interests draw in those who take
fascination with the heroic, the profound, and in some cases, the brutally
macabre. When I posted the Disciple of Metal “Heavy Metal Bard” prestige class
to the D&D 3.5 forums in 2009, the overwhelmingly positive responses provided
assurance that I was well within my wits to think so.
Five years later, I sought to release the Disciple of Metal updated for the
Pathfinder Roleplaying Game. This time, I hoped to provide the class with
some amazing cover art - so I launched a Kickstarter to raise hundreds of
dollars for that very purpose. When this crowdfunding fell short of its goal, I
decided that just one class was too little, too late; by then, the Interwebs had
already seen many variations ofthe Metal Bard / Rocker archetype, such that it
alone no longer warranted a galvanized response. So I set upon the task of
writing an entire armory of Metal magic items. It followed that I should also
write a Metal Bestiary, and then more and more prestige classes - all while
receiving valuable feedback and criticism from my additional sojourns into
the online forums.
Fast forward to 2017 and the Book of Metal Kickstarter came to be. It was still,
even then, a book of modest length, which would double in size due to the
sheer volume of backer submissions and requests for new content. It was, to
put it succinctly, more successful than I could have guessed. From its modest
beginnings and through every step onward, the Book of Metal has owed its
ascent to the unrelenting spirits of the tabletop gaming communities - for the
most part, from enthusiastic fellow gamers who I have never met. I truly could
not be more humbled.
200
The Accolades of Metal
Below lay chronicled the accolades ofthose who backed the Book ofMetal Kickstarter or otherwise
contributed heroically to the Book’s existence. Without these heroes, the Book would never have been,
for it was their blood and money from which the tome was forged.
Patrons ofMetal Johnny Freedom
The bards record their names among those who are allies in Jordan
the crusade ofMetal. Jose Fernandez
Jose “Gigio” Esteras
Joshua King Joseph Wells
Joyce Ann Garcia from McAllen, Texas Josh Bender
Lucas DP Jude
TorSword Kawika Liu
Kts2008
Disciples ofMetal Llarry Amrose
Their fame spreads far and wide; peasants and merchants Laszlo Halford
give reverent bows at their approach. Mario “Fenris” Karcher
Mathew Breitenbach
Big Rockin’ Daddy Brad Matt Pomroy
Brendan Sheehan Merlin Benneth
Caleb (Darr-kas) Flores Michael Francis
Charles Burkart Michael P. Charlton
Chris Avery Nathan of Broc
Chris Griffin Nicholas Berkeley
Chris Stewart Nick Colombo
Dave “Wintergreen” Harrison Nick W
Dawid “Dievas” Wojcieszynski Nightbat13131
Dennis S Ralf “Sandfox” Sandfuchs
Emil the Barn Owl Randy Bobandy
Erik Quist Reverend Jesus H. Christ
Esmee Robert Stevens
Garen Hartley Rolland Therrien
H Alexander Perez Ron Beck
Hamish Cooper Sasquatch
Hunters Books Scott Crandall
J Scott Schmitt
Jakob Orri Jonsson Scurvy Jim
Jeff Sheepy
Jim Powers Shervin Ejlali
Joe McDonald Skorpychan
Joe Villa Stephen White
Joey Martin Stereofm
John Doe Taco
203
TaiyakiOni Gravity Gravy (Brendon Small - Arena ofthe Immortal
Thaddeus Ryker Masters)
Wanderer Kait Westerman (Rotting Christ)
Wolfshead Michaelage Skullbasher (Månegarm)
Michael & Jennifer Toolan (Blue Oyster Cult - Veteran
Champions ofMetal ofthe Psychic Wars)
Sages and kings are humbled by their presence. They share Michael McDowell (Ensiferum - Wanderer)
in the treasure-filled hoards ofdragons, and mysterious Mike Jacobs (Lordi - Bite it Like a Bulldog)
hooded figures seek them out in far-away taverns. Nick ThatWeirdGeckoGuy Esposito (Slayer - Raining
Blood, Pantera - Fucking Hostile)
Almnier The Blessed Fool (Ozzy Osbourne - Crazy Ólafur Ágúst (Angel Witch - Angel Witch)
Train) Richard & Sandra Acero (Primordial - Sons ofthe
André Maack (Ghost - Square Hammer) Morrigan)
Andrew Jensen (Dio) Robert Eberly (Dwarf) (A Sound ofThunder - Udoroth)
Ange & Minza (Blind Guardian - Traveller in Time) Rob "The Blackest Smith" Day (Nightwish - The
Aram "Apocalypse" Khalili (Armageddon) Kinslayer)
Benjamin Bernard (Gloryhammer - The Hollywood Rotkaeppchen (Hammerfall - Hearts on Fire)
Hootsman) Samuel "Doom" Fuentes (Metallica - Call ofKtulu)
Bishop (GWAR) Sasha Hall (Kylver - The Island)
Boredomrules (Babymetal - Akatsuki) Seth "Two Hands" Brown (Symphony X - Reign in
Brandi F (Babymetal - Karate) Madness)
Brian Shroyer (Type O Negative - Black No. 1) Skylar Simmons (Holy Grail - Call ofValhalla)
Charlie Daniel (KISS) Stephen Guttridge (Manowar - Sons ofOdin)
Dave Cohoe aka Alaric Hornpiper, Esq. (Ozzy Osbourne - Steve Haynes (Opeth - Demon ofthe Fall)
Diary ofa Madman) S. Snyder (Uriah Heep - Rainbow Demon)
David Starner (Black Sabbath - Heaven and Hell) Tattooed Toad (Tenacious D - Beelzeboss)
Devin Brown (Rush - Temples ofSyrinx) The Harbinger (Dream Evil - The Book ofHeavy Metal)
DonMetallo (Gloryhammer - Legend ofthe Astral The Roth (In Flames)
Hammer) Tony Elaluf (Savatage - Hall ofthe Mountain King)
Easmith (Falconer - Mindtraveller) White Cat from Taiwan (Guns N’ Roses - Rocket Queen)
Fischfail (Turisas - Battle Metal) William Murakami-Brundage (The Sawyer Family)
Hail Zeon - Dolan Ross Scherfel (Dragonforce - Black
Fire) Gods ofMetal
Jeff Riddle (Rainbow - Stargazer) Angels and demons alike defer to them; guitar riffs sound
Jody "The Bunny of Doom" Conner (Iced Earth - My when they enter the room. They are legends among legends,
Own Savior) always welcome in the halls ofMetal Gods.
John "Plaguegrinder" Raybourne (Black Anvil - Angels to
Dust) Katherine Sproull (Black Veil Brides)
Josh Rogers (Trivium - Until The World Goes Cold) "Salty" Travis Schachtner (The Dread Crew ofOddwood
Keloth "Thunderballs" McGee (Cannibal Corpse - - Heavy Mahogany)
Hammer Smashed Face) Tyler Brenman (Noble Beast - Iron Clad Angels)
Greg "Ozzy" Osborn (Lillian Axe - Wil Jordan (Ghost - Papa Emeritus monster)
Psychoschizophrenia) Jodie Potter (Powerglove - Power, Wisdom, Courage)
204
Index ofMetal blood of the kings 99
class abilities and their tables book of heavy metal 100
a better living through metal (brutalmancer) 20 boots of demon speeding 102
auxiliary weapon systems (psychotron) 52 celestial effigy 103
boon of the road (roadie of the damned) 58 cloak of heavy metal thunder 104
brutal rituals (brutalmancer) 17 cloak of the wanderer 104
cacophony (disciple of metal) 30 circlet of the mindtraveller 105
deathsinger spell list (deathsinger) 73 dark chest of wonders 106
defensive systems (psychotron) 55 dead skin mask 109
desperado abilities (cowboy from hell) 24 deathfire grasp 109
feats of prowess (knight of badassdom) 46 diary of a madman 110
disciple abilities (disciple of metal) 33 dimmu burger 111
euphony (disciple of metal) 28 emerald sword 111
great boon of the road (roadie of the damned) 60 eye of the beholder 112
invocations of the eternal champion (veteran of the frayed ends of sanity 113
psychic wars) 67 gloves of death punching 114
primary weapon upgrade (psychotron) 54 goblet of gore 115
rite of sacred worlds (guardian of the sacred worlds) 38 hammer of the emperor 116
roadie of the damned spell list 60 hammer of face smashing 117
sentinel technique (sentinel) 64 hand of doom 117
superior conditioning (sentinel) 65 heavy mahogany mandolin 118
ultimate invocations (knight of badassdom) 48 hell’s bells 119
vulgar display spell list (cowboy from hell) 24 hellbent leather armor 120
feat listings implements of destruction 120
brutalmancer 21 lightbringer 121
cowboy from hell 26 lillian axe 122
deathsinger 74 mace of spades 123
disciple of metal 35 mirror’s truth 124
guardian of sacred worlds 43 mystic sash of karate 125
knight of badassdom 50 nightfall 126
lightning lotus 75 number of the beast 127
psychotron 56 obsidian crown unbound 128
roadie of the damned 61 plectrum of fate 129
rocket queen 79 potion of motorbreath 130
sentinel 65 pride of the tyrant 130
veteran of the psychic wars 69 primo victoria 131
magic items rage of the self savior 131
akatsuki 95 ring of the holy diver 132
astral hammer of destiny 96 scythe of the black anvil 133
battle metal banner 97 serpentine offering 133
b.f.g 97 siege perilous 134
black no. 1 98 sign of the morrigan 135
black no. 1 affected commoner 99 spiked mask of bulldog biting 136
205
spurs of lightning riding 136 vengeful one 196
square hammer 137 water god 197
staff of carnage 138 spells
stone of kylver 138 agitated screams of maggots 81
token of time 139 a voice like thunder 82
trooper’s carbine 140 bestow terror of the nemesis 82
warcurse 140 blind fury 83
monsters call of ktulu 83
angel witch 142 call of valhalla 84
atomic penguin 143 cleanse in pestilence 84
atomic penguin commando 144 crimson thunder 84
beast of black fire 145 crown of thorns 84
dire wolf of black fire 146 deathsinger's defilement 85
beelzeboss 147 deathsinger's requiem 85
crazy train 148 dirge inferno 85
creature of the night 150 dirge inferno, greater 86
hill giant, roc of the night 151 flames of revenge 86
cyber-demon 152 f*cking hostile 86
demon of the fall 153 hail to the hammer 87
dungeon master 155 hearts on fire 87
emperor of murder 158 inhuman rampage 87
harbinger of hel 160 mummy dust 87
hell patrol 162 power of the dragonflame 88
hollywood hootsman 164 power, wisdom, courage 88
house of amon 166 raining blood 89
grandma 168 reign in madness 89
jugulator 169 ride the void 90
kinslayer 171 secular haze 90
metal meltdown 172 set the world on fire 90
mountain king 174 stand up and fight 91
noc-lar 176 tornado of souls 91
papa emeritus 178 tou thanatou 91
nameless ghoul 179 triple corpse hammerblow 92
priest of syrinx 180 wall of pain 92
rainbow demon 181 well of sadness 92
sawyer family 182 wrath of the sun 93
shai'dib, traveler in time 185
space pirate immortal master 187
spawn of epicona 188
spawn of gorgrinderoth 189
stargazer 191
udoroth 193
undying crusader 195
206
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Inc.; Author: Jason Bulmahn, based on
material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
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Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick
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The Book of Metal. © 2018, Kriss Morton. All rights reserved.
208