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Heroic Paths

Whether they choose to follow their destiny or to deny the gifts they have been given, every hero is born to
be just that. Some have a supernatural connection to the land itself, as they fight against the Shadow’s
withering influence. Others have the blood of angels and devils in their veins or can trace their ancestry to
giants, lycanthropes, or any number of other magical creatures. These birthrights are known as heroic paths.
Some say that these mystical abilities are granted to a lucky few by the will of Aryth itself; others claim that the
power comes from within. Regardless of the source, those who would be heroes against lzrador must choose a
path. It is not a profession, a religion, or a skill ... it is simply part of who the character is.
Heroic paths must be chosen at 1st level for character creation and may not change for any reason. Even great
magics and rituals cannot change heros’ paths, for it is part of who they are. Some hone their skills to best
utilize their path; someone born to the hunter heroic path is quite likely to find himself becoming a wildlander.
On the other hand, some birthrights can have surprising effects on a character; the most peaceful channeler may
suddenly find herself directing seasoned warriors in combat.
Granted spells are treated as if the character had innate spell-like abilities and function at a caster level equal to
the character’s current level. Other abilities are explained in the individual entries for each heroic path.

Beast ..................................................................................................................................................................2
Chanceborn........................................................................................................................................................2
Charismatic........................................................................................................................................................3
Dragonblooded ..................................................................................................................................................3
Earthbonded.......................................................................................................................................................4
Elementalborn....................................................................................................................................................5
Faithful ..............................................................................................................................................................6
Fellhunter...........................................................................................................................................................7
Feyblooded ........................................................................................................................................................7
Giantblooded .....................................................................................................................................................8
Guardian ............................................................................................................................................................9
Healer ................................................................................................................................................................9
Hunter..............................................................................................................................................................10
Ironborn ...........................................................................................................................................................11
Jack-of-All-Trades...........................................................................................................................................11
Juggernaut .......................................................................................................................................................12
Mountainborn ..................................................................................................................................................12
Naturefriend.....................................................................................................................................................13
Northblooded...................................................................................................................................................13
Painless............................................................................................................................................................14
Philosopher ......................................................................................................................................................15
Pureblood.........................................................................................................................................................16
Quickened........................................................................................................................................................16
Seaborn............................................................................................................................................................17
Seer..................................................................................................................................................................18
Shadow Walker ...............................................................................................................................................19
Speaker ............................................................................................................................................................19
Spellsoul ..........................................................................................................................................................20
Steelblooded ....................................................................................................................................................22
Tactician ..........................................................................................................................................................23
Warg ................................................................................................................................................................23
Character Level Claw Bite
1st 1d4 1d2
Beast 6th ld6 ld3
11th 1d8 1d4
Whereas those who follow the path of the warg have
befriended animals and learned to mimic their
abilities, the beast has simply become one. Long years Wild Sense (Ex): At 1st and 16th level, the character
of suffering under the yoke of the Night Kings and may choose either low-light vision or scent as a
their foul minions has taken the last shred of special quality. If the character already has low-light
civilization from the beast, forcing him to revert to a vision, it is improved to darkvision with a range of 60
more primal state to cope with the loss and pain that feet. If the character already has darkvision, he gains
surround him. By living on instinct alone, the beast is nothing by choosing the low-light vision option.
better able to control his surroundings and survive in
the harsh world that Izrador has created. The beast Beastial Aura (Su): The beast character is vicious and
lives by only one code-kill or be killed. He is loyal to territorial, and can make animals or beasts aware of
those he trusts and dangerous to those he does not, and this force. At 3rd level, the beast character may turn
once he sets himself loose on an enemy there can be animals as a good cleric two levels lower turns
only one conclusion to the conflict. undead. He may use these abilities a total number of
times per day equal to 2 + his Charisma modifier. The
Beast beast character also has a -10 penalty to all Handle
Level Ability Animal checks. At 12th level he may turn animals as a
1 Vicious assault, wild sense
good cleric equal to his level, and may do so an
2 Bestial aura
3 Magic fang 1 /day (self only) additional 3 times per day; however, all animals within
4 Expeditious Retreat 1/day (self 15 ft. of him immediately act negatively toward him.
only) Horses buck in their stalls, watchdogs bay, caged
5 +1 Str animals rattle the bars, etc.
6 Vicious assault
7 Rage 1 /day Rage (Ex): Starting at 8th level, a beast character can
8 Endurance 1/day (self only) send himself into a rage when he is in combat. This
9 Cat’s grace 1/day (self only) acts in all ways like a barbarian rage (PHB), except it
t0 +2 Str can only be used once per day, twice per day at 17th
11 Vicious assault
12 Enhanced bestial aura
level.
13 Bull’s Strength 1/day (self only)
14 Greater magic fang I /day (self Chanceborn
only)
15 +3 Str
16 Enhanced wild sense
The chanceborn character is a child of fate, a master
17 Rage 2/day of destiny that can change his fortunes and those of
18 Freedom of Movement 1/day (self his companions with but a thought. The
only) chanceborn hero is often capricious and lighthearted
19 Bull s Strength 2/day even in the face of grave danger. He does not mind
20 +4 Str
taking risks and sometimes will even choose to take
risks that could have consequences for those
Beast Ability Descriptions around him. He trusts in the wheels of fate, and
Vicious Assault (Ex): The beast character is so much to the consternation of those around him, he
vicious and aggressive that he can tear enemies to usually gets out of such situations without a scratch.
pieces with his bare hands. He gains the Improved
Unarmed Strike feat, greater damage, and a bite attack.
At 6th level and 11th level, the beast character’s Chanceborn
unarmed strikes deal greater damage as shown on the
chart below. Because these are natural attacks, the Level Ability
1 Resistance 1/day
character may make both claw attacks at his normal
2 Luck of Heroes +1d4
BAB and bite attacks at -5. He also qualifies for the 3 True strike 1/day
Multiattack feat, which would reduce the bite attack 4 Luck of Heroes +1d6
penalty to -2. 5 Resistance 2/day
6 Luck of Heroes 2/day
7 Entropic shield 1/day
8 Luck of Heroes +1d8
9 True strike 2/day Charismatic
10 Infallible Action 1/day Level Ability
11 Displacement (self only) 1 Charm person 1/day
12 Luck of Heroes +1d10 2 Hypnotism 1/day
13 Break enchantment (self 3 Inspiring oration 1/day
4 Suggestion 1 /day
14 Luck of Heroes 3/day
5 +1 Cha
15 Entropic shield 2/day
6 Charm person 2/day
16 Luck of Heroes +1d12 7 Natural leader +1
17 Displacement 2/day
8 Inspiring oration 2/day
18 Luck of Heroes +1d20
19 Spell turning 1 /day 9 Hypnotism 2/day
20 Infallible Action 2/day 10 +2 Cha
11 Charm monster I /day
12 Emotion 1/day (despair
or hope only;
Chanceborn Ability Descriptions 13 Inspiring oration 3/day
14 Natural leader +2
15 +3 Cha
Luck of Heroes (Ex): The chanceborn character has Charm monster 2/day
16
an uncanny knack for turning a failure into a success 17 Emotion 2/day (despair
by the sheer force of his luck. Once per day, the or hope only’
character may choose to add the appropriate die roll to 18 Mass suggestion 1 /day
any other roll after the dice have been rolled but before 19 Inspiring oration 4/day
he knows whether the outcome is a success or failure. 20 +4 Cha
For example, a 4th-level chanceborn rolls a 17 on an
attack roll and misses his opponent. The following Charismatic Ability Descriptions
round, he rolls a 16 but chooses to use this ability. He Inspiring Oration (Su): Once per day starting at 3rd
rolls 1 d6 and adds the result to his attack roll result of level, a charismatic character can deliver a speech so
16. rousing that it inspires others to rally around him.
After one full round of speaking, all creatures within
At 6th level the chanceborn character may use this
60 feet gain immunity to fear (magical or otherwise)
ability twice per day, and three times per day at 14th.
and a +1 morale bonus to attack rolls for 10 minutes
Infallible Action (Ex): The chanceborn becomes so per level.
lucky that he can automatically succeed at an action
Natural Leader: The character gains a +1 bonus to
that he believes to be absolutely necessary. He can
his Leadership score each time this ability is gained. If
declare the use of this ability before he makes a roll to
he does not yet have the Leadership feat, it applies
determine whether or not he succeeds at some action.
immediately when he takes it.
This ability covers skill checks, attack rolls, saving
throws, and any other similar roll. It cannot be used to
confirm a critical, on damage rolls, effect rolls (such Dragonblooded
as the number of creatures summoned by a spell), or When dragons were a more common sight on Aryth,
any other roll that does not determine the success or they sometimes took on different forms and
failure of an action. Even so, the chanceborn character intermingled with other species. This sometimes
cannot exceed his own capabilities. When he invokes resulted in the birth of a half dragon, and the blood of
this ability, he treats the result as if he had rolled a 20. dragons still flows through the veins of some of the
If this is an attack roll, it is a critical threat. heroes of Aryth. The dragonblooded have a natural
feel for magic and the arcane energies that flow
through the world. They are often hot-tempered and
quick to anger, and the power they radiate can be
Charismatic intimidating to their foes.
Aryth’s common folk do not dare to rise up against the
rule of the Night Kings, lest their families and homes
be destroyed. Occasionally a hero comes along who is Dragonblooded
so charismatic that he can convince even the most Level Ability
reticent to aid those who fight against the Shadow. 1 Bonus spell
Such heroes often lead pockets of rebellion, inspiring 2 Bolster spell
3 Bonus spell energy Y 2
others through their words and deeds and using their
4 Quickened counterspelling
charm and power of personality to aid those in need. 5 Bonus spell
6 Improved spellcasting
7 Bonus spell energy +4 Affected creatures must make a Will save (DC 10 + ½
8 Bolster spell character’s HD + character’s Charisma modifier).
9 Spell penetration +1 Creatures with four or fewer HD that fail the save
10 Bonus spell
Bonus spell energy +6
become panicked for 4d6 rounds and those with five
11
12 Improved spellcasting or more HD become shaken for 4d6 rounds. A creature
13 Spell penetration +2 that succeeds at its Will save is immune to the
14 Bolster spell character’s frightful presence for one day.
15 Bonus spell
16 Bonus spell energy +8 Earthbonded
17 Spell penetration +3
18 Improved spellcasting An earthbonded character is descended from dwarves
19 Frightful presence and other races of the mountain fey who prefer living
20 Bolster spell underground to the surface world. The character still
shares some traits with those creatures, such as the
ability to see normally in darkness and an affinity with
Dragonblooded Ability Descriptions stone of all kinds. Although the earthbonded can easily
Bolster Spell: At 2nd, 8th, 14th, and 20th levels, the survive on the surface of Aryth, the character still
dragonblooded character can choose one spell that he prefers to have a roof of stone over her head whenever
knows. The save DC to resist this spell increases by possible. This can lead her to be somewhat
two. This ability can only be applied to a spell once disagreeable after a long time on the surface, but she is
and stacks with feats such as Spell Focus. a stalwart hero whose loyalty and prowess cannot be
denied.
Bonus Spell: The dragonblooded hero learns a spell of
any school and level he can cast with no cost in gold Earthbonded
Level Ability
or XP. The character gains an additional bonus spell at
1 Cavern sight
5th level, 10th level, and 15th level. 2 Hold portal I /day*
Bonus Spell Energy: Dragonblooded characters 3 Make whole 1/day*
4 Soften earth and stone l -day
receive two additional points of spell energy per day at 5 Stone sight
3rd, 7th, 11th, and 16th levels. 6 Endurance 1/day (self only
7 Hold portal 2/day
Quickened Counterspelling (Ex): Once per round
8 Spike stones 1/day
starting at 4th level, a dragonblooded character can 9 Make whole 2/day
attempt to counterspell even if he does not have a 10 Stone shape 1/day
readied action. He must still follow all other rules 11 Soften earth and stone 2/day
associated with counterspelling, including making a 12 Transmute rock to mud 1/day
Spellcraft check to identify the spell being cast. 13 Endurance 2/day
14 Spike stones 2/day
Spell Penetration: At 9th, 13th, and 17th levels the 15 Blindsight
character gains a +l bonus to all caster level checks 16 Wall of stone l /day
made to beat a target’s spell resistance. 17 Stone shape 2/day
18 Stone tell 1/day
Improved Spellcasting: At 6th level, the 19 Spike stones 3/day
dragonblooded character chooses one school of magic 20 Transmute rock to mild 2/day
for which he has the Spellcasting feat. The spell
energy cost or Constitution damage for all spells cast Earthbonded Ability Descriptions
from that school are reduced by one per casting Cavern Sight (Ex): Earthbonded characters gain
(minimum one). Each time this ability is gained, a new darkvision to a range of 60 feet. If an earthbonded
school must be chosen. This discount does not stack character already has darkvision, the range extends to
with that of any other source, such as the prepared 120 feet.
spells of a wizard or the reduced cost of a spell
talisman. Stone Sight (Ex): The character gains a +2 bonus to
notice unusual stonework, such as sliding walls,
Frightful Presence (Ex): Starting at 19th level, the stonework traps, new construction, unsafe stone sur-
dragonblooded character’s mere presence can unsettle faces, shaky stone ceilings, and the like. An
his foes. This ability takes effect whenever the char- earthbonded character who merely comes within 10
acter casts a spell. Creatures within a radius of 30 feet feet of unusual stonework can make a check as if she
are subject to the effect if they have fewer HD than the were actively searching. If a character already has an
character. ability similar to this, such as dwarven stonecunning,
then both the bonus and the radius of the sense stack his choice, he gains one of the following spell-like
with the other ability. abilities, usable once per day. The elemental resistance
he gains at 1st level is also affected by this choice.
Blindsight (Ex): At 15th level, an earthbonded
character can act without penalty even when she Taint Spell-Like Ability Element
cannot see (such as when she is blinded or in areas of Air: open/close Electricity
magical darkness). She can sense creatures she cannot Earth: detect poison Acid
Fire: flare Fire
see within 5 feet, allowing her to attack invisible or
Water: ray of frost Cold
otherwise concealed creatures as normal. She does not
need to make Spot or Listen checks to detect such
creatures. Elemental Resistance (Ex): The elemental character
gains a level of resistance to all elemental damage as
he grows in power. At 1st level the character gains the
Elementalborn
listed elemental resistance against his primary
Whether by virtue of growing up near a concentrated elemental influence. At 5th, 12th, and 16th levels the
essence of the elemental planes or by some magical character chooses another type of energy to which he
infusion, an elementalborn character shares a connec- is resistant and his resistance against all chosen types
tion to the elemental planes that have been long-sealed increases.
off from the world of Aryth. While these characters
tend to exhibit the traits of all of the elemental planes, Elemental Aspect: The character gains one of the
they almost always have the personality and following elemental aspects. The first aspect must be
sometimes even minor physical traits of one of the one chosen from his primary elemental influence, but
elements, considered their primary elemental all others may be chosen in any order and some may
influence. Fire-influenced characters are rash and hot- be chosen multiple times, as described below. If not
tempered, while water-influenced characters can be detailed, assume the aspect may only be chosen once.
serene and even mannered. Airinfluenced characters Each time the character gains a new aspect, he gains a
are easily distracted and hard to pin down, while earth- very slight physical trait associated with the change.
influenced characters tend to be stubborn and single- Perhaps his hair turns a shade redder or his eyes
minded. Elemental characters are some of the strangest become flecked with gray. These changes should be
heroes on Aryth, and some legates devote their lives to minor, and even after experiencing several of them the
finding and studying these planetouched characters. character should not stand out unless he is placed
Elemental Born under close scrutiny.
Level Ability
Air:
I Elemental taint,
2 Elemental resistance 5 Light Step (Su): The elemental character is able to
Elemental aspect
exert less force as he walks, making it less likely that
3 Elemental cohort (2 HD)
4 Elemental aspect he will trigger traps, break through a rickety bridge, or
5 Elemental resistance 15 (2nd disturb sleeping foes. Each time the character selects
type) this aspect, to a maximum of five times, he gains a +2
6 Elemental aspect bonus to Move Silently checks. In addition each time
7 Elemental cohort (4 HD) it is chosen he counts as 20% less heavy (not including
8 Elemental aspect
Elemental summoning IV 1/day
equipment and clothing carried) for the purposes of
9
10 Elemental cohort (8 HD) setting off traps or breaking through brittle ground.
11 Elemental aspect This aspect may be chosen more than once.
12 Elemental resistance 30 (3rd type)
13 Elemental aspect
Breathless (Ex): The elemental character gets all the
14 Elemental summoning V 1/day oxygen he needs from his own body as long as his skin
15 Elemental aspect is in contact with air. Thus, he has no need to breathe
16 Elemental resistance 40 (4th type) normally, making him immune to gas-based poisons
17 Elemental aspect and other attacks. He still suffers the effects of suf-
18 Elemental cohort (16 HD) focation if he is trapped in an airless environment, and
19 Elemental aspect
Elemental
the character does not gain the ability to breathe while
20
submerged in water or another substance.
Elementalborn Ability Descriptions Earth:
Elemental Taint (Su): The elemental character must Acidic Secretions (Ex): The elemental character gains
choose his primary elemental influence. Depending on the ability to secrete acid from his skin that ignores
cloth, wood, or metal but damages living tissue The elemental cohort will generally remain hidden in
besides his own. Any creature that is grappling him or the earth, air, rivers, etc., coming forth at the
that he is grappling suffers an automatic 1 d4 points of character’s bidding if there is an appropriate amount of
damage per round from the acid. The character is also the element nearby. When summoned, the elemental
considered armed when making an unarmed strike and may never travel more than 100 ft. from the character
deals 1d4 points of acid damage in addition to his nor- without dissipating back into the elements from which
mal unarmed strike damage. it was created. This dissipation does not count as
destruction.
Skin of Stone (Ex): The elemental character’s skin
If the cohort is destroyed, a replacement cohort does
hardens, granting him a +1 natural bonus to AC.
not arrive until the next listed Hit Dice elemental is
Fire: granted to the character. If the cohort is still alive
when the character would normally receive a new
Fiery Metabolism (Ex): The character’s body works
cohort, that cohort instead advances to the appropriate
overtime, affording him several advantages. He gains
Hit Die.
a +4 bonus on all Fortitude saving throws against the
effects of poison and disease. He also gains this bonus Elemental: The character achieves his paragon form, a
when making saving throws against the side effects of perfect blend of elemental energies in a humanoid
using all types of herbal concoctions. body. He is forevermore treated as an elemental rather
than a humanoid for the purpose of spells, magical
Heat Body (Su): Once per day per number of times effects, and immunities. In addition, the character is
chosen, the elemental character can cause his body to immune to all forms of elemental damage and gains
become incredibly hot as a free action. This acts as if the ability to communicate with elementals of all
the character was the target of a heat metal spell, types, regardless of language. Unlike other elementals,
except that neither he nor his equipment takes any the character can still be brought back from the dead
damage. Anyone touching the character with a metal as if he were still a humanoid.
object or his bare hands suffers the effects of the heat
metal spell for that round. Thus, if a character enacted
this ability and was then struck by an orc’s vardatch in
the 3rd round, the orc would suffer 2d4 points of Faithful
damage as his sword became extremely hot to the Even though the gods have been lost to Aryth for
touch. The ore would not suffer any further effects thousands of years, the faith of mortals dies hard. The
unless he touched the character again in a subsequent faithful hero knows that once the gods did bless her
round. This aspect may be chosen more than once. world, and she believes that someday these deities will
return to herald a new age. The power of her faith is
Water: transformed by the magic of destiny into powerful
Water Adaptation (Ex): The character gains a swim effects that protect her and her allies from harm. The
speed of half his normal movement rate and may hold faithful hero rarely preaches what she believes, for she
his breath for twice as long as normal. knows how absurd it sounds to most people she
encounters. Still, they cannot deny the power that she
Aquatic Form (Ex): The character’s body has taken wields.
on some adaptations that make him more like an
aquatic creature. As a result, the character gains +4 Faithful
bonus to all Swim checks and gains a +1 bonus to his Level Ability
1 Bless 1/day
natural armor. 2 Protection from evil 1/day
Elemental Summoning (Sp): This works exactly like 3 Aid 1/day
4 Divine favor 1/day
the spells summon monster IV and summon monster
5 +1 Wis
V, but only elementals may be summoned. 6 Magic circle against evil 1/day
7 Prayer 1/day
Elemental Cohort: At the listed level, the character 8 Divine power 1/day
gains an elemental cohort of the listed Hit Dice. This 9 Turn undead
elemental must be of the same type as the character’s 10 +2 Wis
chosen primary aspect. The elemental is a unique, 11 Aid 2/day
12 Divine favor 2/day
free-willed individual who has chosen to follow the 13 Magic circle against evil 2/day
character out of a feeling of kinship. It will follow the 14 Prayer 2/day
character’s commands, even fighting to the death if 15 +3 Wis
necessary, but will expect friendship in return. 16 Divine power 2/day
17 Bless 3/day Those who follow this heroic path exude an aura that
18 Protection from evil 2/day is painful and disruptive to the undead, allowing them
19 Holy aura 1/day to weaken the bonds holding the spirit to the corpse.
20 +4 Wis
All melee attacks made by the fellhunter which cause
any damage to an undead creature inflict an additional
Faithful Ability Descriptions hit point of damage +1 per five character levels of the
Turn Undead (Su): The character gains the ability to fellhunter. For example, a 3rd-level fellhunter would
turn undead a number of times per day equal to three + do 1 additional point of damage per attack, while an
her Charisma modifier. The character wields Aryth’s 11th-level fellhunter would do 3 additional points of
positive energy and turns it against the undead. damage per attack.
Unseen (Su): This ability renders the character
Fellhunter
invisible to undead until they approach within the
The Fell are a real danger to the people of Eredane, as listed distance. Thus, at 4th level, the character is
well as some of the most horrifying creatures found in invisible to undead that are 40 ft. or more from his
the world. Few things are more frightening than seeing location, while at 16th-level, he is invisible to undead
an expired loved one crawling forth from the grave to who are more than 10 ft. from his current location. The
assault the living. Fortunately for the people of unseen ability is otherwise treated the same as the
Eredane, there are a few determined heroes born with invisibility spell.
the ability to dispatch these foul creatures and release
their tortured spirits. Disrupting Attack (Su): This ability allows the
fellhunter to disrupt the bond between the spirit and its
body, temporarily dazing the undead. This ability may
Fellhunter be used a number of times per day as shown in the
Level Ability table. Undead who are struck by a disrupting attack
1 Sense the dead, 15 ft. must immediately make a Will save (DC 15 + I per 2
2 Touch of the living + 1 character levels) or be dazed for 1d4 rounds.
3 Sense the dead, 20 ft.
4 Unseen, 40 ft. Grave Severance (Su): Once per day, the fellhunter
5 Sense the dead, 25 ft. may use this ability to dispatch an undead. The target
6 Disrupting attack 1/day of this ability must have fewer total Hit Dice than the
7 Sense the dead, 30 ft. fellhunter. This ability may only be used after a suc-
8 Unseen 30 ft.
Sense the dead, 35 ft.
cessful attack against an undead; when it is declared,
9
10 Disrupting attack 3/day the undead must immediately make a successful Will
I1 Sense the dead, 40 ft. save (DC 25) or be utterly destroyed as its spirit is
12 Unseen, 20 ft. freed from its mortal shell.
13 Sense the dead, 45 ft.
14 Disrupting attack 4/day Feyblooded
15 Sense the dead, 50 ft.
16 Unseen, 10 ft. Feyblooded characters are descended from the fey
17 Sense the dead, 55 ft. creatures that were once common in the forests and
18 Disrupting attack 5/day mountains of Aryth. Even if they no longer resemble
19 Sense the dead, 60 ft. their fey ancestors, lingering traces of fey blood have
20 Grave severance
given these individuals incredible powers. They are
able to change their appearance, disappear from view,
Fellhunter Ability Descriptions and affect others with their charismatic presence.
Sense the Dead (Su): The fellhunter can sense the Feyblooded characters will be hunted above all others
presence of the undead at 15 ft. The detection distance by the forces of Izrador, for their link to Aryth’s free
increases by 5 feet every other level. This is not an past and the elves who yet hold out against the dark
automatic ability, however, and does require god angers him, and he desires to see all such
concentration. Using this ability requires a successful creatures completely destroyed.
Spot skill check (DC 10 + 1 per HD of the undead),
which does not provoke an attack of opportunity. The
fellhunter senses the presence of all undead for which Feyblooded
he exceeds the DC of the check. Level Ability
1 Fey vision
Touch of the Living (Su): Melee attacks made by the 2 Detect magic 1/day
fellhunter are particularly effective against the undead. 3 Change self 1/day
4 Charm person 1/day Giantblooded
5 Invisibility 1/day Level Ability
6 Detect thoughts 1/day 1 Large
7 Dispel magic 1 /day 2 Intimidating size +2
8 Confusion 1/day 3 Precise throw +1
9 Summon nature’s ally 4 Fast movement +5 ft.
IV 1/day 5 Fearsome charge +1
10 Blinding presence 1/day 6 Extended throw +10 ft.
11 Detect magic 2/day 7 Intimidating size +4
12 Change self 2/day 8 Precise throw +2
13 Spell resistance 9 Fast movement +10 ft.
14 Charm person 2/day 10 Fearsome charge +2
15 Invisibility 2/day 11 Extended throw +20 ft.
16 Detect thoughts 2/day 12 Intimidating size +6
17 Dispel magic 2/day 13 Precise throw +3
18 Confusion 2/day 14 Fast movement + 15 ft.
19 Summon nature’s ally 15 Fearsome charge +3
IV 2/day 16 Extended throw +30 ft.
20 Unearthly presence 17 Intimidating size +8
1/day 18 Precise throw +4
19 Fast movement +20 ft.
20 Fearsome charge +4
Feyblooded Ability Descriptions
Fey Vision (Ex): The feyblooded character gains low- Giantblooded Ability Descriptions
light vision. If the character already has low-light Large: At 1st level, the giantblooded hero’s size
vision, he also gains darkvision with a range of 60 increases from Medium-size to Large. The character
feet. If the character already has darkvision, its range suffers a -l size penalty to Armor Class, a-1 size penal-
is doubled. ty on attack rolls, a -2 penalty to Dexterity, and a -4
size penalty on Hide checks. The giantblooded hero’s
Blinding Presence (Su): Starting at 10th level, the
armor weighs and costs twice as much as normal (see
feyblooded character can activate an ability once per
Armor for Unusual Creatures, PHB). The
day that affects all creatures within 60 feet as if they
giantblooded hero gains 10-ft. natural reach. He can
had been targeted by a blindness spell. Creatures can
wield Large weapons in one hand and Huge weapons
resist this effect with a successful Fortitude save (DC
in two hands.
15).
Intimidating Size (Ex): At 2nd level, the
Spell Resistance (Ex): Feyblooded characters gain
giantblooded hero gains a +2 competence bonus on
spell resistance equal to their character level + 10.
Intimidate checks. He learns to use his massive size to
Unearthly Presence (Su): At 20th level, the his advantage when interacting with others. This
feyblooded character can activate this ability once per bonus increases to +4 at 7th level, +6 at 12th level, and
day. All creatures within 30 feet that are looking +8 at 17th level.
directly at the character must make a Will save (DC
Precise Throw (Ex): At 3rd level, the giantblooded
17) or die.
hero learns to use his size, power, and leverage to
improve his accuracy with thrown weapons. The char-
Giantblooded acter gains a +1 bonus on attack rolls with thrown
A rare hero in the world of Aryth is known as weapons. This bonus increases to +2 at 8th level, +3 at
giantblooded, though it is disputed whether or not the 13th level, and +4 at 18th level.
blood of giants truly flows through his veins. This
hero grows to eight feet tall or more and is truly Fast Movement (Ex): At 4th level, the giantblooded
terrifying in battle. Though large in size, the hero begins to master his oversized frame. He learns to
giantblooded hero tends to have a subdued personality extend his gait without losing quickness and his base
and often finds it more beneficial to blend in as best he speed increases by 5 feet. His speed increases by
can rather than draw the attention of those who would additional 5 feet at 9th, 14th, and 19th level.
see all heroes destroyed. Only human, ore, and dworg Fearsome Charge (Ex): At 5th level, the giantblooded
characters can choose the giantblooded heroic path. hero learns to harness his great size to make
devastating charge attacks. He gains a +1 bonus on
weapon damage rolls when charging. This bonus
increases to +2 at 10th level, +3 at 15th level, and +4 (if positive) to his attack roll and deals one extra point
at 20th level. of damage per level. If the guardian character
accidentally smites a creature that is not evil, the smite
Extended Throw (Ex): At 6th level, the giantblooded
has no effect but it is still used up for that day. Smite
hero’s mastery of thrown weapons continues to
evil is a supernatural ability. The guardian character
improve. His range increments with thrown weapons
gains an additional smite attack at 9th, 14th, and 19th
are increased by 10 feet. This increases by another 10
level.
feet at 6th, 11th, and 16th level.
Righteous Fury (Ex): Starting at 6th level, all of the
Guardian guardian character’s attacks ignore damage reduction
The hero born to the guardian’s path finds value in as if the character had a +1 weapon. This does not
serving others. This often manifests as a loyal bond to affect attack or damage rolls. This ability increases to
an individual or group, or as a fierce devotion to a +2 at 11th level, and +3 at 16th level.
cause or ideology deemed righteous by the guardian Inspire Valor (Su): At 7th level, the guardian
and those he respects and trusts. A guardian may be character gains the supernatural ability to inspire his
among the most outspoken of those who rebel against allies once per day. All allies within 30 feet of the
the Shadow. The hero seeks out ways to further the guardian character when this ability is activated gain a
fight against Izrador and the Night Kings and does not +1 morale bonus to attack rolls, damage rolls, and sav-
shy away from the danger such quests inevitably ing throws. It is a free action to initiate this ability, and
bring. it lasts for one round per level of the guardian
Guardian character. At 12th level, this ability can be used twice
Level Ability per day and grants a +2 bonus, and at 17th level it can
1 Detect evil 1/day be used three times per day and grants a +3 bonus.
2 Aura of courage
3 Renown Rage: Starting at 8th level, a guardian character can
4 Smite evil I /day enter a righteous fury when he is in combat. This acts
5 +1 Con in all ways like barbarian rage (Barbarian, PHB),
6 Righteous fury +1 except it can only be used once per day, or twice per
7 Inspire valor 1/day day at 17th level.
8 Rage 1/day
9 Smite evil 2/day
10 +2 Con Healer
11 Righteous fury +2 Whether through the blood of the fey or as a magical
12 Inspire valor 2/day expression of deep caring, some heroes are able to
13 Forbiddance 1/day
perform great acts of healing without taxing their bod-
14 Smite evil 3/day
15 +3 Con
ies, or indeed ever learning to cast another spell. A
16 Righteous fury +3 healer will be sought after by all the people he
17 Rage 2/day encounters-the good folk to help allay the abuses of
18 Inspire valor 3/day the dark gods’s minions, and the minions of Izrador
19 Smite evil 4/day that would bend such characters to their evil purpose.
20 +4 Con Most healers therefore do all they can to hide their
nature, often posing as herbalists or trained doctors to
take attention away from the incredible feats of
Guardian Ability Descriptions healing they perform.
Aura of Courage (Su): Beginning at 2nd level, a
guardian character is immune to fear (magical or Healer
otherwise). Allies within 10 feet of the guardian gain a Level Ability
+4 morale bonus on saving throws against fear effects 1 Cure light wounds 1/day
to allies is a supernatural ability. 2 Cure light wounds 2/day
3 Cure moderate wounds 1/day
Renown: At 3rd level, the guardian character receives 4 Delay poison 1 /day
a +2 bonus to all Charisma checks and Charisma- 5 Lesser restoration 1 /day
6 Cure moderate wounds 2/day
related skill checks when dealing with non-evil
7 Cure serious wounds 1 /day
characters. 8 Remove blindness/deafness 1/day
9 Remove disease 1/day
Smite Evil (Su): Once per day, a guardian character of 10 Cure light wounds 3/day
4th level or higher may attempt to smite evil with one 11 Cure critical wounds 1/day
normal melee attack. He adds his Charisma modifier 12 Neutralize poison 1/day
13 Cure moderate wounds 3/day most difficult terrain. For some hunters the prey is
14 Delay poison 2/day game – for others, it is the minions of Izrador.
15 Lesser restoration 2/day Characters without the Track feat may use this skill
16 Cure serious wounds 2/day
Heal 1/day
bonus on Wilderness Lore checks to hunt animals
17
18 Cure light wounds 4/day only. Those with the Track feat may use this skill
19 Cure moderate wounds 4/day bonus to track any creature.
20 Restore life 1 /day
Additionally, the character gains an extraordinary
sense of smell when tracking prey. This does not grant
the character the use of the scent ability; however, the
Healer Ability Descriptions character may use his sense of smell to great benefit
Restore Life (Su): The healer can restore a character when using the Track feat. He may use the scent left
to life that has fallen to less than -10 hp. The character by the creature to ignore the effects of surface
must have suffered the mortal wound (reached -10 hp) conditions and poor visibility, as well as to gain
no more than 10 minutes before the healer uses this bonuses at the DM’s discretion when making tracking
ability, and any poisons, diseases, and other effects are checks to determine the creature’s physical condition
still active on the character unless they were treated (wounds, level of exhaustion), mental condition (fear,
prior to him being restored. Characters that have excitement), or any other factors as determined by the
undergone a transformation after their death, such as DM.
by an undead’s create spawn ability, may not be
restored by this ability. Scentless (Ex): Hunters must learn to suppress their
own scent to approach the creatures of the wild. Once
this ability is gained, the hunter no longer has any
Hunter
specific scent but simply smells vaguely of the
In all times and places, there are some who are outdoors at all times.
predators and others who are prey. Those who follow
the heroic path of the hunter represent the predator’s Determined Hunter (Ex): Hunters develop a building
spirit, the power of the hunter in all its many forms. need for a kill the longer they track. Additionally, each
These characters are strong, confident, and capable of footstep and broken twig tells the hunter a bit more
providing for themselves and others. Though they kill about his prey. This combination of primal urge and
only when necessary, they are more than ready to put intellectual analysis makes the hunter a deadly
their skills to use to help those who are too weak to opponent to anyone he has been tracking. At 2nd level
defend themselves. the hunter may apply a +l competence bonus (+1 for
every 4 levels thereafter) to any one type of roll
Hunter against a creature he has been tracking for 1 hour. For
Level Ability
every additional hour he has been tracking the
1 Feral tracker +1, scentless
2 Determined hunter +1 creature, he may apply the bonus to another type of
3 Detect animals or plants 1/day roll. All bonuses last for the duration of the hunt,
4 Wolf’s pace (normal) including combat with the tracked creature. The
5 Feral tracker +2 bonuses may be applied to attack rolls, damage rolls,
6 Determined hunter +2 specified saving throws, specified Skill checks, and
7 Speak with plants or animals 1/day
Armor Class, but only against the creature being
8 Wolf’s pace (herbal)
9 Feral tracker +3
tracked. If the hunter is tracking multiple creatures of
10 Determined hunter +3 the same race, the bonuses apply to all of them. If he is
11 Neutralize poison 1/day tracking multiple creatures of different races, he must
12 Wolf’s pace (double) choose one race to apply the bonus to.
13 Feral tracker +4
14 Determined hunter +4 Wolf’s Pace (Ex): The hunter gains the ability to
15 Freedom of movement 1/day move quickly and perform additional tasks while
16 Wolf’s pace (restful) tracking. At 4th level, the hunter may track at his
17 Feral track +5 normal speed without taking a penalty to his
18 Determined hunter +5
Wilderness Lore check, and may continue for twice as
19 Commune with nature 1/day
20 Wolf’s pace (run)
long as normal without making a Constitution check.
At 8th level, the hunter may make a Profession
(herbalist) check for every two hours of tracking; if
Hunter Ability Descriptions
successful, the hunter has found a useful herb in his
Feral Tracker (Ex): The character is a natural tracker, travels. At 12th level, the hunter may track at the
able to discern the patterns of animal tracks in even the hustle mode of overland movement without taking a
penalty to his roll. At 16th level, the hunter’s body is Improved Healing (Ex): The ironborn character
so attuned to being pushed over long distances that he recovers from damage much more quickly than others.
gains hit points back as if resting even while exerting Each level of improved healing grants him the ability
himself. Finally, at 20th level, the hunter may use his to recover one hit point per hour, even while
force of personality and knowledge of terrain to track performing normal or strenuous activity.
at a run, as well as to allow others to keep up with him
without having to make Constitution checks. Jack-of-All-Trades
The rare hero of Aryth dabbles in whatever it takes to
Ironborn survive and manages to become a jack-of-all-trades.
The ironborn character can withstand the blows of the Whether it is because their ancestry is varied, their
mightiest creatures, fight on even while punctured by birthplace one of shifting energies, or simply because
many blackfletched arrows, and resist the harshest they have the stuff of pure chaos in them, these heroes
conditions and most potent venoms. The ironborn hero may become adept at any number of abilities and are
can single-handedly turn the tide of a battle and rout among the most adaptable of heroes. These characters
vastly superior forces with his inspiring leadership. tend to favor experimentation over hard work and have
Ironborn characters tend to be loners, privately battling everchanging interests and passions as they shift focus
the pain of a thousand wounds, both physical and from ones with which they have achieved basic
mental. They make loyal allies, however, and those proficiency. Still, the diversity of a jack-of-all-trade’s
who come to know them respect them a great deal. talents can often be just what it takes to get his
companions out of a jam.
Ironborn
Jack of All Trades
Level Ability
Incredible resilience Level Ability
1
+1 bonus on Fort saves 1 Spell choice: 0-level 1/day
2
+1 natural armor 2 Spontaneous spell: 0-level 1/day
3
Improved healing 1 3 Skill boost
4
DR 1/ 4 Ability boost
5
Elemental resistance 5 (first type) 5 Save boost
6
+2 bonus on Fort saves 6 Spell choice: 1st-level 1/day
7
+2 natural armor 7 Bonus feat
8
Improved healing 2 8 Ability boost
9
DR 2/ 9 Save boost
10
Elemental resistance 5 (second 10 Spell choice: 2nd-level I /day
11
type) 11 Skill boost
12 +3 bonus on Fort saves 12 Ability boost
13 +3 natural armor 13 Spontaneous spell: 1st-level 1/day
14 Improved healing 3 14 Bonus feat
15 DR 3/ 15 Save boost
16 Elemental resistance 5 (third type) 16 Spell choice: 3rd-level 1/day
17 +4 bonus on Fort saves 17 Skill boost
18 +4 natural armor 18 Ability boost
19 Improved healing 4 19 Spontaneous spell: 2nd-level
DR 4/ 1/day
20
20 Skill boost

Jack-of -All-Trades Ability Descriptions


Ironborn Ability Descriptions
Incredible Resilience: The ironborn character’s HD Spell Choice (Sp): The jack-of-all-trades character
type increases by one step (d6 becomes d8, d8 chooses a single spell of the listed level from the
becomes d10, d10 becomes d12). If the character channeler spell list. He may not choose spells from the
already has a d12 for HD, he gains one additional hit Greater Conjuration, Greater Evocation, or
point per level. Necromancy schools. He may use the spell as a spell-
like ability 1/day.
Elemental Resistance (Ex): At 6th level, the ironborn
character chooses one elemental energy type (acid, Spontaneous Spell (Sp): The jack-of-all-trades
cold, electricity, or fire). He gains energy resistance 5 character may cast any spell of the appropriate level
against the chosen energy type. At 11th and 16th from the channeler list once per day. He may not cast
levels, he must choose different energy types against spells from the Greater Conjuration, Greater
which he gains energy resistance 5.
Evocation, or Necromancy schools when using this muscular endurance. The character adds his Brute
ability. Strength score to all Strength checks, grapple checks,
and Climb and Jump checks.
Ability Boost (Ex): The jack-of-all-trades character
chooses one ability. He gains a +1 bonus to that ability Ignore Hardness (Ex): The juggernaut’s great
score. The character may not choose the same ability strength and will to power allow him to ignore some
score twice with this ability. of the hardness of objects that he strikes. When a
juggernaut character strikes an object, subtract the
Save Boost (Ex): The jack-of-all-trades character
amount of this ability from an object’s hardness rating
chooses one saving throw. He gains a +1 bonus to that
before applying damage to it.
saving throw. The character may not choose the same
saving throw twice with this ability.
Mountainborn
Skill Boost (Ex): The jack-of-all-trades chooses one The dwarves of the Kaladruns are not the only
skill. He gains a +2 bonus to that skill. The character denizens of Aryth’s mountainous regions. From the
may not choose the same skill twice with this ability. refugee Asmadarins that hide on the Terrace of the
Bonus Feat (Ex): The jack-of-all-trades may select a Elders to the tribes of Erunsil that live amidst the low
feat to which he meets the prerequisites. peaks of the Highhorns, many of Aryth’s denizens
took to the mountains after Izrador’s invasion was
Juggernaut complete. Mountainborn heroes are tough and hardy,
able to withstand the deadly environment of their
Some heroes of Aryth are strong in both body and
homes and trained to overcome the physical
mind. Their physical power is undeniable, but it is challenges of living on the slopes. When they descend
their strength of will that grants them the ability to from their homes for whatever purpose lies in their
boost their natural strength and perform acts of great
heart, they often find life off the mountain easy in
physical exertion. Juggernaut characters sometimes comparison. The mountainborn are practical, however,
tend to come off as too direct and forceful, as they and do not take for granted their lives or their relative
often use their muscles to solve problems before their
freedom.
brains. They are no less intelligent than those around
them but simply prefer to look for a direct answer to Mountainborn
their problems before attempting a more cerebral Level Ability
solution. 1 Mountaineer +4
2 Resistance 2/day
Juggernaut 3 Ambush (+4 Hide)
Level Ability 4 Rallying cry 1/day
1 Brute Strength +1 5 +1 Con
2 Knock 1/day* 6 Mountaineer +6
3 Ignore Hardness 1 7 Ambush (+2 attack
4 Shatter 1/day* bonus)
5 Brute Strength +2 8 Rallying cry 2/day
6 +1 Str 9 Stone shape 1 /day
7 Knock 2/day 10 +2 Con
8 Bull’s strength (self only) 1/day 11 Mountaineer +8
9 Ignore Hardness 2 12 Rallying cry 3/day
10 Brute Strength +3 13 Ambush (+10 Hide)
11 Shatter 2/day 14 Stone tell 2/day
12 +2 Str 15 +3 Con
13 Knock 3/day 16 Mountaineer +10
14 Ignore Hardness 3 17 Rallying cry 4/day
15 Brute Strength +4 18 Ambush (attack while
16 Bull’s strength (self only) 2/day hidden)
17 Shatter 3/day 19 Stone shape 1/day
18 +3 Str 20 +4 Con
19 Ignore Hardness 4
20 Brute Strength +5 Mountainborn Ability Descriptions
Mountaineer (Ex): The mountainborn character
Juggernaut Ability Descriptions excels at the skills needed to survive in the treacherous
mountain environment. As a result, he gains the listed
Brute Strength (Ex): Juggernaut characters can bonus to all Climb and Jump checks, as well as all
perform acts of great strength due to their extreme Wilderness Lore checks made in mountainous terrain.
Rallying Cry (Ex): Mountainborn characters survive she can work to turn back the Shadow before it utterly
in an environment where communication between befouls the world with its dark taint.
members of a hunting party or warband is the key to
avoid being surprised or ambushed by hidden foes.
They may raise powerful cries that help their allies Naturefriend
coordinate attacks against their enemies. When the 1 Calm animals 1/day
mountainborn character fails to be surprised in an 2 Detect animals or plants
ambush, he can raise this cry as a free action, which 1/day
grants his allies a +4 bonus to any roll to avoid being 3 Entangle 1/day
4 Speak with animals 1/day
surprised. Even if his allies are surprised, they are not 5 Animal friend
considered flat-footed during the surprise round thanks 6 Plant growth 1/day
to the mountainborn character’s warning call. 7 Calm animals 2/day
8 Speak with plants 1/day
Ambush (Ex): Ambush tactics are a way of life in the 9 Detect animals or plants
rough and rocky terrain of the mountains, where the 2/day
advantages of surprise and higher ground can mean the 10 Plant friend
difference between success and failure. A 11 Speak with animals 2/day
mountainborn character has an innate talent for 12 Entangle 2/day
13 Calm animals 3/day
different ambush tactics, and he slowly becomes able
14 Plant growth 2/day
to adapt those talents for use no matter what the 15 Wall of thorns 1/day
terrain. 16 Animal growth 1/day
17 Speak with plants 2/day
At 3rd level, the mountainborn character can 18 Speak with animals 3/day
effectively disguise his position and that of up to 11 19 Entangle 3/day
others. This is useful not only for ambushes, but also 20 Liveoak 1/day
for hiding from pursuers. Given 10 minutes to survey
the area and gather local materials, the mountainborn Naturefriend Ability Descriptions
character can grant a +4 bonus to his own and his
Animal Friend (Su): Starting at 5th level, animals
companions’ Hide checks.
must make a Will save (DC 10 + character’s Cha
At 7th level, the mountainborn character grants a +2 modifier) each round in order to attack the
bonus to the first attack made by anyone taking naturefriend character. In addition, the character gains
advantage of the cover he has provided when planning a +4 bonus to all Animal Empathy and Handle Animal
an ambush. checks.
At 13th level, the mountainborn character’s ability to Plant Friend (Su): Starting at 10th level, plant
hide his allies in preparation for an ambush increases. creatures must make a Will save (DC 10 + character’s
The Hide bonus granted by this ability increases to Cha modifier) each round in order to attack the
+10, and any character may use the mountainborn’s naturefriend character. In addition, the character gains
Hide check in place of her own if it is higher. a +4 bonus to all Diplomacy checks against intelligent
plant creatures.
At 18th level, the mountainborn character creates such
excellent cover that he and his allies may attack with
Northblooded
ranged weapons from their hiding places without
revealing their position. Each round of attacks adds a Born in the frozen tundra of the northlands, the
+4 bonus to their enemies’ Spot checks, however, so northblooded character has a hardy constitution that
eventually their positions will be given away. inures her to both the harsh climate of her homeland as
well as the pain and inconvenience of injuries of all
Naturefriend kinds. Northblooded characters tend to be grim and
see humor as a waste of breath. They speak in short
A rare hero of Aryth is born with a connection to the
phrases and always come quickly to the point, not
natural world that goes beyond a simple affinity for
having the patience to dally even when the chilling
nature. She understands how all the natural elements
wind is not freezing their words. Northblooded heroes
of the world plants, animals, weather interact with one
are most often orcs or Dorns from the Northlands who
another and with the other denizens of Aryth. This
have decided to take up arms against their oppressors,
hero has abilities that help her interact with nature and
but some Erunsil and displaced individuals of other
allow her to call upon its help in times of need. She
races also find that they too have souls of ice.
often looks for like-minded companions with whom
Northblooded At 8th level the northblooded character can use this
Level Ability ability twice per day and have two questions
1 Northborn answered. At 12th level the northblooded character
2 Cold resistance 5
can use this ability three times per day and have three
3 Battle cry 1/day
4 Howling winds 1/day
questions answered.
5 +1 Con Aura of Warmth (Su): The northblooded character
6 Aura of warmth
Battle cry 2/day
learns to extend his natural resistance to cold-based
7
8 Howling winds 2/day dangers to his friends. All characters who remain
9 Cold resistance 15 within 10 feet of a northblooded character receive a +4
10 +2 Con circumstance bonus to Fortitude saves versus cold
11 Improved battle cry weather conditions.
12 Howling winds 3/day
13 Frost Weapon 1/day Frost Weapon (So): Once per day starting at 14th
14 Battle cry 3/day level, the northblooded character can imbue his
15 +3 Con weapon with the icy chill of his homeland. Any
16 Cold immunity weapon the character wields for one minute after this
17 Battle cry 4/day
Greater frost weapon
ability is activated acts as if it had the frost special
18
19 Frost weapon 2/day weapon quality. The northblooded character can
20 +4 Con activate this ability twice per day at 19th level.
At 16th level, the weapon acts as if it had the icy burst
Northblooded Ability Descriptions special weapon quality whenever this ability is used.
Northborn (Ex): The northblooded character is famil-
iar with and comfortable in the frigid northern lands. Painless
As a result she may use Animal Empathy as a class Painless characters have become completely detached
skill when interacting with animals native to that from a world they view as dark and hopeless. They are
terrain. She also gains a +2 bonus to all Wilderness often so overwhelmed by the realization that nothing
Lore checks dealing with cold conditions or when anyone does can defeat the power of a god and his
tracking and foraging in such an environment. mortal armies that they cease to care about their own
Battle Cry (Ex): Northblooded characters are steeped or others’ well-being. It is, after all, hopeless. In
in the combat traditions of the Dorns and orcs that ceasing to care, however, the painless transform
predominately populate the frozen northern lands. themselves into ideal warriors against the Shadow.
They learn to use wild battle cries to get their Some painless are driven to mania by their disconnect
adrenaline pumping in combat, making them more from the world, a state of extreme agitation that gives
effective and less likely to fall. As a free action, a them a great deal of energy. Others attempt to keep
northblooded character can shout a battle cry that their mental anguish private, living their everyday
grants him 1 temporary hit point per level that last lives without burdening those around them with their
until the end of the current combat. thoughts. The painless are often found among dwarves
and elves, whose lands are besieged by the forces of
At 11th level the battle cry improves, granting the the dark lord, although there are those of all the races
character a +1 bonus to all attack and damage rolls in that feel hopeless and desperate when faced with the
addition to the temporary hit points. long odds against their survival and liberation.
Howling Winds (Su): The cold, searing winds of the Painless
north can bring portents of danger and many other Level Ability
things when heard by the experienced ears of a 1 Painless
northblooded character. Once per day at 4th level, the 2 Last gasp 25%/+1
northblooded character can listen to the winds and 3 Uncaring mind +1
determine many things about the surrounding land
4 Knockout resistance 2
from their sound. This ability cannot be used 5 Fight to the death
underground or in perfectly still conditions, although 6 Last gasp 50%/+1
the slightest wind is enough to provide clues to a 7 Uncaring mind +2
northman’s trained ear. 8 Last gasp 25%/+2
9 Knockout resistance 6
This ability works exactly like the commune with 10 Increased damage threshold -20
nature spell except that the northblooded character can 11 Last stand 1/day
only get one question answered. 12 Last gasp 50%/+2
13 Uncaring mind +3 Knockout Resistance (Ex): The painless character is
14 Knockout resistance 10 able to ignore most forms of pain that do not cause
15 Increased damage threshold -30 real damage. He gains damage reduction at the listed
16 Last gasp 25%/+3
Uncaring mind +4
level against subdual damage caused by injury (though
17
18 Last stand 2/day not against subdual damage caused by environmental
19 Last gasp 50%/+3 conditions such as extreme weather or other non-
20 Increased damage threshold -40 injury sources).
Painless Ability Descriptions Last Stand (Ex): Once per day at 11th level, the
painless character can declare a last stand as a free
Painless (Ex): The painless character gains one extra action. For one minute the character gains spell resist-
hit point per level. Whenever he falls to within the ance 25, damage reduction 25/-, and energy resistance
threshold of these extra hit points (1 at 1st level, 5 or (all) 50. He may act normally during this time, but at
less at 5th level, etc.), he is considered staggered. the end of the minute the character drops to one hit
Additionally, he receives a +10 bonus to any skill point above his damage threshold and is staggered. For
checks or saving throws made to resist pain (symbol of instance, a 15th-level painless character would be able
pain, Concentration checks to cast spells while taking to fight for 10 rounds once declaring his last stand, but
continual damage, etc.). at the end of the 10th round he would immediately fall
Last Gasp (Ex): The painless character fights more to -29 hit points and would die the next round if he did
aggressively after he has taken damage, even though not receive healing from another source or character
he cannot feel the pain of his wounds. When a before his turn. At 18th level, the character may use
character reaches the listed percentage of his total hit this ability twice per day and his spell resistance
points he gains the listed bonus to attack rolls and increases to 35, damage reduction to 45, and energy
weapon damage rolls for as long as he remains so resistance to 70.
wounded. So, a 2nd-level painless character gains a +1
bonus to attack and weapon damage rolls when he is at Philosopher
25% of his maximum hit points or less. An 8th-level The philosopher hero is born with a power of mind
painless character gains a +1 bonus when he is at 50% that comes from neither study nor magic but is often
or less, and a +2 bonus when he is at 25% or less. cultivated by both. She is able to calculate the best
Uncaring Mind (Ex): The painless character is so course of action, to confuse her opponents with leaps
removed from this world that it is difficult to affect his of logic, and come out ahead on almost any transaction
mind with attacks. The character gains the listed bonus that requires brains over brawn. This character is often
to his Will saving throws against any Enchantment somewhat arrogant about her abilities, which can drive
spells and effects. others away. Those who know her best value her
skills, however, and a philosopher hero can aid her
Fight to the Death (Ex): Starting at 5th level, the friends immensely in times of need.
painless character is never knocked unconscious
Philosopher
because of normal damage. The character may even
Level Ability
act normally when at 0 or fewer hit points, although he 1 Augury 1/day
still dies if brought to -10 hit points. The character is 2 Rational discourse 1/day
still considered dying, however, and must roll 3 Hypnotism 1/day
successful stabilization checks or continue to lose hit 4 Augury 2/day
points. Subdual damage can still knock the character 5 +1 Int
unconscious, as can the effects of poison and other 6 Modem memory 1/day
7 Rational discourse 2/day
conditions.
8 Confusion 1/day
Increased Damage Threshold (Ex): The painless 9 Augury 3/day
10 +2 Int
character can fight on long after others would have
ll Hypnotism 2/day
collapsed and died. He can fight even when reduced 12 Rational discourse 3/day
below -10 hit points until his hit points reach a 13 Modify memory 2/day
negative total equal to that listed in the table above. 14 Feeblemind 1/day
The character is considered staggered whenever below 15 +3 Int
-10 hit points and his wounds will not stabilize on 16 Confusion 2/day
their own. He dies instantly upon reaching his new 17 Augury 4/day
18 Rational discourse 4/day
damage threshold.
19 Modem memory 3/day
20 +4 Int
Philosopher Ability Descriptions Blood of Kings (Ex): The pureblood character is a
Rational Discourse (Ex): Once per day starting at 2nd leader among men and a foe to be feared. His ances-
level, a philosopher character can use logic traps and tors’ blood has been spilled for all the free peoples of
confusing patter to convince someone of her position, Eredane, and his features are akin to those whose gaze
even if it is clearly wrong. This grants the character a has stricken fear into the heart of the darkest orcs and
+10 circumstance bonus to all Bluff and Diplomacy most fell generals. One of the pureblood character’s
checks for one round per level. She may invoke this greatest virtues is that he has a powerful personality
ability additional times at 7th, 12th, and 18th levels. and heroic lineage, but may still manipulate the dark
one’s forces without them ever realizing he is anything
Pureblood but a common Erenlander. This allows him to choose
one of two aspects at the beginning of each day: he
Pureblood characters represent the pinnacle of may act as a canny and subtle hero, gaining the listed
Erenlander lineage, perfectly combining the best traits bonus to any Charisma-based skill used while
of both the Dorns and the Sarcosans from which the interacting with a member of the dark lord’s forces. If
race was born. Their ancestors were the heroes of men he chooses, however, he may reveal himself as a hero
that forged nations, led clans, discovered new lands,
among men, and for that day gains the listed bonus to
and defied lzrador thoughout the centuries. They are all Charisma-based skills when interacting with
versatile and talented, exhibiting a variety of abilities enemies of the Shadow. The Intimidate skill is the one
that make them excellent adventurers. They combine
exception, and may only be used against enemies
physical stamina and skill with a keen mind and sharp when the other bonuses apply to allies, and vice versa.
perceptions characteristics that make them well-suited
to aiding those who would fight against the dark lord Skill Mastery (Ex): Each time the pureblood character
and his minions. Yet they are able to hide those traits gains this ability he can choose a single skill. From
that separate them from the common crowd, waiting then on when making a skill check with this skill, he
until the perfect moment to unveil their heritage and may take 10 even if stress and distractions would
lead the fight against the Night Kings. normally prevent him from doing so.
Pureblood Ability Increase (Ex): Each time the pureblood
Level Ability character gains this ability he may choose any single
1 Master adventurer +2 ability score to which he gains a +1 bonus. He must
2 Blood of kings +2 choose a different ability score each time this ability is
3 Bonus feat
4 Skill mastery
gained.
5 Ability increase
6 Master adventurer +4 Quickened
7 Blood of kings +4 The quickened hero moves faster than those around
8 Bonus Feat
Skill Mastery
him. He develops incredible speed of movement, a
9
10 Ability increase blinding flurry of attacks, and a quickness that allows
11 Master adventurer +6 him to dodge all but the most accurate of blows. He
12 Blood of kings +6 tends to live life to its fullest extent, working as hard
13 Bonus feat as he plays, and is as quick in judgment and action as
14 Skill mastery he is on his feet. A quickened character’s energy can
15 Ability increase
be tiring to those around him, and keeping up with his
16 Master adventurer +8
17 Blood of kings +8 explosive personality can be an ally’s toughest
18 Bonus feat challenge.
19 Skill mastery
Quickend
20 Ability increase
Level Ability
Pureblood Ability Descriptions 1 +2 bonus to initiative
2 +1 dodge bonus to AC
Master Adventurer (Ex): The pureblood character 3 +5 ft. speed
excels at several skills necessary for survival in the 4 Burst of speed I /day
hard life of an adventurer. He chooses three skills at 5 +1 Dex
6 +4 bonus to initiative
first level and gains the listed bonus to those skills. 7 +2 dodge bonus to AC
Each time the bonus increases, it increases for those 8 +10 ft. speed
three skills only. The pureblood may not choose any 9 Burst of speed 2/day
Charisma-based skills, as these receive unique bonuses 10 +2 Dex
as shown below. 11 +6 bonus to initiative
12 +3 dodge bonus to AC
13 +15 ft. speed Seaborn bility Descriptions
14 Burst of speed 3/day
15 +3 Dex Dolphin’s Grace (Ex): The character is perfectly at
16 +8 bonus to initiative home in the water and gains the listed swim speed.
17 +4 dodge bonus to AC She is therefore considered to have a swim speed for
18 +20 ft. speed all purposes of combat adjustments while underwater
19 Burst of speed 4/day
and gains a +8 bonus to all Swim checks made to
20 +4 Dex
avoid hazards in the water. In addition, she may swim
Quickened Ability Descriptions for two hours before she needs to make her first Swim
check to avoid fatigue, but must make the check every
Burst of Speed (Ex): Once per day, the quickened hour thereafter.
character can activate a burst of speed as a free action.
Once activated, he can take one extra attack or move- Deep Lungs (Ex): At 2nd level, the seaborn character
equivalent action each round for a number of rounds may hold her breath for a number of rounds equal to 3
equal to 5 + his Con modifier. At the end of this peri- times her Constitution score. If she may already do so
od, the character is considered fatigued for the because she is a gnome or gnome-raised dwarrow,
duration of the encounter (-2 effective Str and Dex, increase the multiplier by one. This ability increases to
cannot run or charge). four times as long at 6th level. Additionally, at 2nd
level she gains a +5 racial bonus to all saves against
Seaborn cold effects.
Across Eredane one finds those who are more Aquatic Blindsight (Ex): Seaborn characters can
comfortable floating in the water than standing on sense vibrations in the water around them, allowing
their feet. The gnomes, by virtue of their livelihood them to “see” to the listed range even when the water
and role in the post-invasion world, are often of such is too murky or violent to allow them to use normal
demeanor, but there are many others who share their vision. This ability only works if the seaborn is
affinity for life on the water. Some Dorns and completely submerged, and only allows the character
Sarcosans whose families still live in the cities and to detect creatures or objects that are in the same body
towns that line the Pellurian coastline find themselves of water.
drawn to its often icy waters. For many, the time they
spend swimming and fishing is the only shred of Aquatic Ally (Su): Seaborn characters become default
freedom they hold on to, as life in most of these protectors of their realm, much as druids and elves do
settlements is very harsh and tightly regulated by the on land. They may therefore summon aquatic allies as
traitorous lords who now rule them. The seaborn may if casting the spell summon nature’s ally of the
often leave the comforts of their coastal homes in appropriate number and level as listed on the chart.
pursuit of some higher good, but they always long to For instance, at 12th level the seaborn character may
return to the waves. summon aquatic allies three times per day, and may
summon aquatic creatures as if casting summon
Seaborn nature’s ally IV each time the power is used. The
Level Ability animals are not actually summoned or teleported as
1 Dolphin’s grace, 20 ft. per the spell, but rather are magically drawn to the
2 Deep lungs x3, +5 vs. cold
3 Aquatic blindsight 30 ft.
character. Only animals appropriate to the
4 Aquatic ally II, 1/day geographical surroundings may appear. The animals
5 Blur 1 /day arrive I d4+1 minutes after the character calls to them
6 Deep lungs x4, cold resistance 5 and remain to serve the character for 1 minute per
7 Dolphin’s grace, 40 ft. character level.
8 Aquatic ally III, 2/day
9 Fog cloud 1/day Aquatic Adaptation (Ex): At 10th level the seaborn
10 Aquatic adaptation character has completely adapted to life underwater.
11 Aquatic blindsight 60 ft. She may still breathe air and may exist out of water
12 Aquatic ally IV, 3/day indefinitely, but she may also breathe water through
13 Displacement 1/day
14 Total elemental resistance 5
small gills that have grown on her neck and back.
15 Dolphin’s grace, 60 ft. Additionally, the seaborn character does not suffer
16 Aquatic ally V, 4/day pressure damage from swimming below 100 ft. in
17 Aquatic emissary depth.
18 Assist allies
19 Aquatic blindsight 90 ft. Resistance (Ex): At 6th level the seaborn character
20 Aquatic ally VI, 5/day gains cold resistance 5 in addition to her +5 bonus to
saves against cold. At 14th level she gains resistance 5
against all other forms of elemental damage as her 20 Scry future 2/day
body becomes attuned to all of the elements around
her. Seer Ability Descriptions
Aquatic Emissary (Su): At 17th level the seaborn Scry Object (Sp): The seer can divine information
character is blessed with the understanding of all crea- from an object just by touching it. She must make a
tures of the rivers and seas. She may speak to any Scry check (DC 10) in order to make a connection
aquatic animal or creature as if using its native tongue with the object, and for each five points by which she
and understands all such creatures if they attempt to beats the DC, she gains one piece of information. The
communicate with her. All such communications are information gained is up to the DM and can include
limited by the aquatic creatures’ intelligence. any of the following: the object’s most recent owner,
the object’s original or subsequent owners, the events
Assist Allies (Su): At 18th level the seaborn character of the past 24 hours within 30 feet of the object, how
can interact with water on a supernatural level. She the object traveled to its present location, etc. Using
may ferry her allies through the water by controlling this ability requires one minute of concentration on the
the currents around them, allowing them to move at object being scryed.
their normal speeds over long distances underwater.
She may ferry one ally per level in this manner, and Scry Past (Su): A character with this ability can look
may channel oxygen directly to them such that they into the past and see what happened her immediate
may hold their breaths for a number of minutes equal area. She sees all events that happened in the area for
to their constitution modifiers (rather than the norm, up to one hour per level in the past. Using this ability
which is a number of rounds equal to their constitution incapacitates the character for one minute, during
modifiers). which time she is considered helpless. During this
minute, all the information she gains is transferred to
Seer her as a series of quick flashes in her mind. Once this
Seers are descended ‘from an ancient bloodline gifted minute is up, the character stops receiving images and
with second sight. They are rare oracles that were is dazed for one minute. After this time, she
reportedly able to see the future, peer into the past, and remembers the events as if she had been present at
seek any person or object to the farthest corners of the them. A character searching for a specific action or
earth. Visions come to them in their sleep, as they fill object in the past must make a Spot check (DC 15) to
their canteens in clear, reflective pools, and in self- effectively remember the presence or absence of the
induced trances. Seer characters are often object. A character with 5 or more ranks in Scry gains
introspective, searching always within themselves for a +2 synergy bonus on this check.
the answers they cannot glean from their visions. All
Scry Future (Su): With this ability, the character is
seers gain Scry as a class skill.
able to look into the future and see what consequences
a certain course of action might have. Like the scry
Seer
Level Ability
past ability, the character must enter a trance for one
1 Augury V day minute in order to see flashes of what might happen,
2 Clairaudience/clairvoyance 1 and she is similarly dazed when she awakens. She
/day must also make a Spot check (DC 15) to notice any
3 Scry object 1/day particular detail she may be looking for. The
4 Augury 2/day
difference lies in the fact that the character must focus
5 Clairaudience/clairvoyance
2/day on a particular course of action for which she would
6 Divination 1/day like to see the outcome. It is this action and its
7 Scry object 2/day consequences that the character will see in her flashes.
8 Scrying 1/day
9 Augury 3/day So, if a party of adventurers was trying to decide
10 Clairaudience/clairvoyance whether or not to cut a rope bridge that would hinder
3/day their pursuers but trap them in a dangerous area, the
11 Scry past 1/day character would focus on cutting the rope bridge and
12 Scry object 3/day
then enter her trance. When he awoke, and after the
13 Divination 2/day
14 Scry future 1/day
period of disorientation, she would be able to recall a
15 Scrying 2/day general accounting of what would happen if they took
16 Foresight 1/day that course of action.
17 Augury 4/day
18 Scry past 2/day Of course, scrying in this manner is never completely
19 Divination 3/day accurate, as even simple changes can cause a radically
different outcome, but it does provide a reasonable Thus, a character hiding behind a boulder could
idea of an action’s consequences. shadow jump to the other side of the boulder to avoid
searching foes. Moving in this way never provokes
Shadow Walker attacks of opportunity, and it cannot be performed in
Some heroes walk more easily in the night, hidden or through areas lit by the equivalent of full sunlight.
away from the prying eyes of the Night Kings’
minions. They prefer the pale light of the moon and Speaker
stars to the bright, revealing rays of the sun. The In a land where speech decrying lzrador and the Night
power that flows through them grants them Kings has been banned, the power of words can never
extraordinary abilities, including the ability to be underestimated. Speaker characters have taken this
obfuscate their movements and to hastily retreat, on power to an entirely new level by honing their vocal
foot as well as through the shadows themselves. emanations into a source of great power. They can
Shadow walkers are often mistaken for enemies of the shatter doors with a shout, cause intense pain by
peoples of Aryth because of their nocturnal ways, but wailing at their enemies, and affect reality with
a shadow walker hero may be a more effective nothing more than a single word. The speaker
insurgent than those who continue to fight openly. character often sees himself as a leader because of the
power of his words-those who do not heed the words
he uses are fools. Others use their powers more
Shadow Walker humbly, seeing themselves as speaking for an entire
Level Ability population of the downtrodden and defeated. A
1 Night vision speaker character tends to choose his words carefully,
2 Shadow veil 1/day and the first indication of his power may be the last
3 Expeditious retreat 1/day
4 Undetectable alignment 1/day
thing his enemies hear.
5 Blur 1 /day Speaker
6 Shadow jump 10 ft. 1 Comprehend languages 1/day
7 Pass without trace 1/day 2 Persuasive speaker +3
8 Shadow veil 2/day 3 Power word (opening)
9 Expeditious retreat 2/day 4 Whispering Wind 1 /day
10 Nondetection 1/day 5 Cha +1
11 Blur 2/day 6 Power word (shattering)
12 Shadow jump 20 ft. 7 Persuasive speaker +6
13 Shadow veil 3/day 8 Tongues 1/day
14 Expeditious retreat 3/day 9 Power word (conflagration)
15 False vision 1/day 10 Cha +2
16 Blur 3/day 11 Unstoppable voice
17 Shadow jump 30 ft. 12 Shout 1/day
18 Freedom of movement 1/day 13 Power word (silence)
19 Shadow veil 4/day 14 Language Savant
20 Expeditious retreat 4/day 15 Cha +3
16 Power word (command)
17 Control Power Word
18 Greater Shout 1/day
Shadow Walker Ability Descriptions 19 Power word (immobilize)
Night Vision (Ex): Shadow walkers gain darkvision to 20 Cha +4
a range of 60 feet. If a shadow walker character
already has darkvision, the range is doubled. Speaker Ability Descriptions
Shadow Veil (Ex): At 2nd level, the shadow walker Persuasive Speaker (Ex): The speaker character gains
can cover himself in a veil of shadow once per day. the listed bonus to all Charisma-related skill checks in
This grants him a +10 circumstance bonus to Hide and which verbal persuasion plays a role.
Move Silently checks for one minute plus one round Power Words (Su): The speaker character learns
per level. He may invoke this ability additional times primal words that, when intoned, have powerful and
per day at 8th, 13th, and 19th levels. amazing results. As he grows in power, the character
Shadow Jump (Su): Beginning at 6th level, a shadow continues to learn new words that can be used against
walker character can move through shadows. He can his enemies. Using a word of power is a standard
move up to the distance shown as a move-equivalent action that does not provoke an attack of opportunity,
action, bypassing any barriers as if they did not exist. and the character must be able to speak.
The character can use any power word he knows at Spellsoul
will, but he may invoke no more than 3 + Charisma There are many in the lands of Aryth who are born
modifier power words in any given day. All words with the spark of magic within them but for some
allow saving throws as per the spell descriptions refer- reason or another never learn to use it beyond a minor
enced (DC = spell level + speaker’s Charisma enchantment or useful trick. Still, the arcane energies
modifier). The following words are learned throughout that flow within them yearn to find an outlet, and the
the character’s development. spellsoul often finds himself in the company of a more
Word of Opening: When intoned, this word can be powerful spellcaster at some point in his life. When
made to open any door, even those locked by magical magic is used around a spellsoul, he can feel it almost
means. The speaker character can target any door or as if he had shaped the magic himself. He is able to
item as if he had cast a knock spell. lend his energy to power the spells of others, and to
use the energy within him to shape and change any
Word of Shattering: When intoned, this word shatters magic that is cast in his presence.
objects and some creatures as if the character had cast
a shatter spell.
Word of Silencing: When the speaker character Spellsoul
1 Untapped potential
invokes this word, one creature, object, or point in
2 Aura 1/day, metamagic (enlarge)
space is silenced as if targeted by a silence spell. 3 Magic resistance +1
Word of Conflagration: When the speaker character 4 Metamagic aura (extend spell)
5 Aura 2/day, bonus spell energy +2
invokes this word, all creatures within a radius of 10
6 Metamagic aura (reduce spell)
feet per point of the character’s Charisma modifier 7 Magic resistance +2
burst into flame; they take l d6 points of damage the 8 Aura 3/day, metamagic (attract)
first round and each round they remain on fire. A 9 Supernatural resistance
Reflex save (DC 15 + the speaker character’s 10 Metamagic (empower spell)
Charisma modifier) immediately douses the flames, 11 Aura 4/day, bonus spell energy +4
12 Metamagic (maximize)
although creatures still suffer the initial damage.
13 Magic resistance +3
Word of Immobilization: When the speaker character 14 Aura 5/day, metamagic (destroy)
invokes this word, all creatures within a radius of 10 15 Magic resistance +4
16 Metamagic (absorb spell)
feet per point of the character’s Charisma modifier Aura 6/day, bonus spell energy +6
17
must make a Will save or be immobilized as if they 18 Metamagic (redirect spell)
had been targeted by a hold monster spell. 19 Magic resistance +5
20 Aura 7/day, Metamagic (suppress
Word of Command: When the speaker character magic)
invokes this word, all creatures within a radius of 10
feet per point of the character’s Charisma modifier
Spellsoul Ability Descriptions
must make a Will save or act as if affected by a greater
command spell. Untapped Potential (Ex): The spellsoul character
gains spell energy each day equal to 1 + his
Unstoppable Voice (Su): Beginning at 8th level, the Intelligence, Wisdom, or Charisma modifier,
speaker character cannot be silenced by any means. He whichever is highest. This spell energy may not be
is immune to magical silence and attempts to gag him used to cast spells. In fact, the spellsoul character can
physically do not prevent him from speaking, no never take the Magecraft feat or any Spellcasting feats.
matter how tight or restrictive the bonds. He may still cast spells from magic items or from
Language Savant (Su): The speaker character is so in other abilities.
tune with the power of the spoken word that he can The spellsoul character may share this spell energy
understand any language spoken to him, and may with spellcasters near him, however. Any time the
speak fluently in any language once he has heard it spellsoul character is touching a spellcaster, he may
spoken for 10 minutes. consciously decide to let that character use his spell
Control Power Word (Ex): Upon reaching 13th level, energy to power the spell. This works in all ways as if
the speaker character can choose to exclude certain the spell energy was coming from the spellcaster, and
creatures from the effects of his power words. Thus, is a free action. The spellsoul character may not suffer
he could invoke the word of conflagration but choose spell damage in order to power another’s spells; this is
not to target his allies that are within the radius of the simply beyond his abilities. He may, however, con-
ability. tribute spell energy to partially power a spell, in which
case the other character must pay the remainder of the 2nd: Enlarge Spell: This ability functions exactly like
spell energy or suffer spell damage normally. the feat of the same name.
Spellsoul characters recover spell energy normally. 4th: Extend Spell: This ability functions exactly like
the feat of the same name.
Metamagic Aura (Su): Beginning at 2nd level, the
spellsoul is able to use his awareness of magic to shift 6th: Reduce Spell: All variable, numeric effects of a
and shape spells cast in the area around him. This reduced spell are decreased by one-half. A reduced
ability manifests itself in various forms of metamagic spell deals half as much damage as normal, affects half
that the character can use to alter spells as they are as many targets as normal, etc., as appropriate. Saving
cast. Some of the abilities can be used to enhance the throws and opposed rolls (such as that made to
spells cast by his allies, while others can be used to overcome spell resistance) are not affected. Spells
weaken or even nullify spells cast by his enemies. without random variables are not affected.
Any time a spell is cast within 30 feet of the spellsoul 8th: Attract Spell: When the spellsoul uses this ability,
character he can choose to use any metamagic ability he becomes the target of the spell being cast. In order
to which he has access to modify the spell. Only abil- for this ability to work, the spell must have a target
ities gained through this heroic path may be used in (although the target can be an area, such as a fireball)
this manner. Doing so is a free action that does not other than the spellcaster and range of Close, Medium,
provoke an attack of opportunity. The spellsoul can or Long. If both of these conditions are met, the
target any spell whose level is equal to or less than spellsoul becomes the new target of the spell. Thus, if
half the spellsoul’s character level. Thus, a 4th level a legate casts cause fear on one of the spellsoul’s com-
spellsoul could affect up to 2nd-level spells with his panions, the spellsoul can use this ability to have the
metamagic aura. spell target him instead. Area of effect spells still
affect others, but are centered on the spellsoul.
The metamagic aura can be used once per day plus
another time for every four character levels the 10th: Empower Spell: This ability functions exactly
spellsoul possesses. So, a 6th level spellsoul can use like the feat of the same name.
his metamagic aura three times per day, while a 10th
12th: Maximize Spell: This ability functions exactly
level spellsoul can use the ability four times per day,
like the feat of the same name.
etc.
14th: Destroy Spell: The spellsoul automatically
The character must know a spell is being cast to use
dispels the spell on which he uses this ability.
this ability. Thus, a spellsoul character that could not
see a spellcaster who was casting a silent spell would 16th: Absorb Spell: When the spellsoul uses this ability
not be able to use this ability on it. Quickened spells he attracts the spell as if he had used his attract spell
and other spell-like abilities that are free actions ability. If his saving throw fails, the spell affects him
cannot be modified by the metamagic aura either, as normally and he gains nothing. If he succeeds at his
there is not enough time for the spellsoul character to saving throw, however, he absorbs the spell rather than
react. simply resisting it. Doing so provides him with an
amount of temporary spell energy equal to the level of
The spellsoul character does not need to know which
the spell. This spell energy lasts for one hour or until it
spell is being cast in order to affect it, although it is
is used.
helpful. He may identify the spell by making a suc-
cessful Spellcraft check (DC 15 + spell level). If 18th: Redirect Spell: When the spellsoul uses this
unsuccessful he may still attempt to modify the spell, ability, he may choose to redirect the spell to any point
but the effects applied may be helpful, superfluous, or within its normal range. In order for this ability to
dangerous, depending on the actual spell. Knowing work, the spell must have a target (although the target
what spell is being cast is a tactical factor, but in no can be an area, such as a fireball) other than the spell-
way affects the spellsoul’s ability; for instance, an caster and a range of Close, Medium, or Long.
allied caster might explain a round ahead of time that
he is going to cast a fireball, and that he wants the 20th: Suppress Magic: This ability works differently
spellsoul to empower it. If the caster changes his mind from the other metamagic auras. When activated, a
suppression field is created that nullifies all spells and
and casts a lightning bolt, the spellsoul’s ability would
still empower it. spell-like abilities used within a 30-ft. radius. In addi-
tion, all magic items within the radius of this effect are
The following abilities are gained throughout the suppressed as if they had been targeted by a dispel
spellsoul character’s career. magic. These effects last for one minute. If a character
leaves the suppression field all his magic items once
again function and he may cast spells, but should he Steelblooded Ability Descriptions
reenter the field (by his will or involuntarily) then he is
Weapon Sense (Ex): A steelblooded character is able
once again affected by it.
to learn the techniques associated with new weapons
Magic Resistance (Ex): The spellsoul character has a very quickly. This grants him a bonus on all attack
strange relationship with magic, always close to it but rolls using weapons with which he is not proficient
never able to wield it in any meaningful way. As a equal to the bonus shown. At 10th level, a
result, he gains the listed bonus to all saving throws to steelblooded character effectively has no penalty when
resist spells and spell-like effects. The spellsoul using a weapon with which he is not proficient.
character gains this bonus against spells that target him
Offensive Tactics (Ex): At 3rd level, when a
specifically; he does not gain the bonus to resist area
steelblooded character uses the full attack action, he
of effect spells.
gains the listed bonus to either his first attack roll or
At 9th level, the spellsoul character’s magic resistance all damage rolls. The steelblooded character must
also applies to supernatural abilities that target him. choose whether to apply his bonus to attack or damage
at the beginning of the round before any rolls are
Bonus Spell Energy: The spellsoul character
made. At 11th level, this bonus increases to +2.
continues to gain spell energy as he becomes more
powerful. At 5th, 11th, and 17th level the character
Defensive Tactics (Ex): At 4th level, when a
gains an additional two points of spell energy. This
steelblooded character fights defensively with a melee
spell energy is subject to the restrictions mentioned
weapon in hand, he suffers only a -2 penalty to attack
above.
rolls rather than the standard -4. At 9th level, a
steelblooded character armed with a melee weapon
Steelblooded gains a +6 dodge bonus to AC when using the total
The steelblooded hero may serve as a mercenary, defense action. At 14th level, a steelblooded character
aiding rebels and the armies of the Night Kings alike. armed with a melee weapon can move up to his base
Although unable to explain it, he finds himself with a speed each round without suffering attacks of
natural affinity for weapons of all kinds. He usually opportunity due to his movement. At 19th level, a
tries to hide this trait by training hard with the steelblooded character armed with a melee weapon
weapons he uses, for his unique abilities make him never suffers attacks of opportunity for any action.
very valuable. Although his birthright can make him
mercenary, the steelblooded hero still follows his heart Combat Endurance (Ex): Once per combat, the
when it comes to choosing sides in the war against character gains one temporary hit point per level. He
Izrador’s menace. can temporarily have more than his normal allotment
of hit points by using this ability, and all subsequent
Steelblooded damage is taken from these hit points first. The hit
Level Ability points last for one minute, at which time any
1 Weapon sense +1
remaining bonus hit points disappear. Activating this
2 Strategic blow +1
3 Offensive tactics +1 ability is a free action.
4 Defensive tactics Furious Attacks (Ex): When a steelblooded character
5 Weapon sense +2
6 Combat endurance 1/day
fights with both ends of a double weapon or with a
7 Furious attacks +1 weapon in each hand, he gains the listed bonus to all
8 Strategic blow +2 attack rolls. All the normal penalties associated with
9 Defensive tactics fighting with two weapons still apply.
10 Weapon sense +4
11 Offensive tactics +2 Strategic Blow (Ex): Starting at 3rd level, all of the
12 Combat endurance 2/day steelblooded character’s melee attacks ignore damage
13 Strategic blow +3 reduction as if the character had a +1 weapon. This
14 Defensive tactics ability increases to +2 at 8th level, +3 at 13th level, +4
15 Furious attacks +2 at 17th level, and +5 at 20th level.
16 Mastery of steel
17 Strategic blow +4 Mastery of Steel (Ex): At 16th level, the steelblooded
18 Combat endurance 3/day hero may now utilize any weapon-specific feat
19 Defensive tactics
(Weapon Focus, Weapon Specialization, etc.) with any
20 Strategic blow +5
melee weapon of the same damage type (bludgeoning,
piercing, or slashing) and size. Thus, if the
steelblooded character had Weapon Focus
(longsword), he could apply that feat’s benefit to are affected must be declared at that time. If cir-
bastard swords, battleaxes, and scimitars as well. cumstances change such that the attack of oppor-
tunity is not provoked, the ability still counts as
Tactician used.
There are those who claim the spirits of ancient gener- • Apply sneak attack damage to one normal attack.
als wait for those worthy to take up their mantle. The ally, foe, and tactician must all be within 30
Those who follow the heroic path of the tactician may feet of each other.
be the spiritual heirs to these worthies. Their skill in • Allow one ally within 30 ft. to avoid being flat-
commanding is unparalleled, whether desperate footed. When this ability is used, the ally is
peasants organizing their hamlet against attacking Fell immediately considered to be on his guard and is
or seasoned generals rallying their veteran troops to a no longer flat-footed.
last stand. Though usually somewhat skilled at arms,
the tacticians excel at directing others in combat, Coordinated Initiative (Ex): The tactician must
getting the most from the skills possessed by their declare the use of this ability before initiative is deter
allies. mined in a combat. This ability is used as a free action.
When activated, coordinated initiative allows all of the
Tactician tactician’s allies within 30 feet of her current location
Level Ability
to use her initiative instead of theirs if her initiative is
1 Aid another
2 Combat overview, 1/day higher.
3 Coordinated initiative, I /day Coordinated Attack (Ex): Use of this ability is a full-
4 Coordinated attack, 1/day
5 Aid another, +1
round action and the tactician’s allies must delay
6 Combat overview, 2/day their own actions until the tactician’s initiative if they
7 Coordinated initiative, 2/day wish to gain its benefits. On her initiative, the tactician
8 Coordinated attack, 1/day calls out a single target and all of her allies within 30
9 Aid another, +2 ft. may immediately make their normal melee or
10 Combat overview, 3/day ranged weapon attack rolls against that target. These
11 Coordinated initiative, 3/day
attacks all receive a +1 bonus to both attack and
12 Coordinated attack, 1/day
13 Directed attack, 1/day damage for every ally involved, up to a maximum of
14 Aid another, +3 +5.
15 Combat overview, 4/day
16 Coordinated initiative, 4/day
Directed Attack (Ex): As a full-round action, the
17 Coordinated attack, 1/day tactician may add half of her base attack bonus to one
18 Telling blow, 1/day ally’s attack bonus within 30 feet. This bonus is
19 Aid another, +4 applied to the next single attack made by the ally.
20 Perfect assault, 1/day
Telling Blow (Ex): This ability is a standard action.
From the moment this ability is activated until the
Tactician Ability Descriptions
tactician’s next turn, all allies within 30 feet of the
Aid Another (Ex): The tactician is so adept at helping tactician may reroll all damage rolls.
others find their way in the heat of battle that she may
use the aid another combat action as a move action Perfect Assault (Ex): This ability is a full-round
instead of a standard. She also gains an insight bonus action. The use of this ability must be declared by the
as shown above when using the aid another combat tactician at the start of the round in which it will be
action. used. All of the tactician’s allies within 30 ft.
automatically threaten a critical hit with each
Combat Overview (Ex): The tactician is able to see successful hit that round.
the battle and its effects in her mind and may thereby
organize her allies optimally. Use of this ability is a Warg
move-equivalent action that allows the tactician to
enable one of her allies to do one of the following Characters with the blood of animals can be found in
things: all corners of Aryth. They at once have antisocial
tendencies and a pack mentality once they choose their
• Avoid an attack of opportunity. Any single attack companions, they defend them loyally and to the
of opportunity to which an opponent would death. Warg characters are ferocious in combat
otherwise be entitled is avoided entirely by the favoring quick, brutal strikes over fancy maneuvers
tactician’s ally. This ability must be declared on and strategic planning. They have a strong affinity
the tactician’s turn and the ally and opponent who with animals, and their animal companions grow
stronger along with their masters. A warg character
Warg Companion Improvement
must choose a single type of animal as his bonded
creature when this path is chosen. His warg abilities Ch Bonu Natural Str Int Special
apply only to this type of animal. Halfling wargs can Level HD Armor Adj
.
choose the wogren as their bonded creature, even 7-11 +2 +2 +1 6 Share
though the wogren is a magical beast. saving
throws*
12-15 +4 +4 +2 7 Improved
Warg evasion*
16-19 +6 +6 +3 8
Level Ability
1 Wild sense 20 +8 +8 +4 9
2 Animal companion
3 Speak with animals 1/day
4 Charm animal 1/day Charm Animal (Sp): This ability works exactly like
5 Call animal 1/day
the charm person or animal spell except it can only
6 Wildshape 1 /day
7 Improved companion
target the warg character’s chosen type of animal.
8 Wild sense Call Animal (Sp or Su): This ability can be used in
9 Speak with animals 2/day
Wildshape 2/day
one of two ways, each of which counts as a single use
10
11 Charm animal 2/day of the ability. First, the character can communicate
12 Improved companion simple thoughts to his companion over any distance.
13 Call animal 2/day Second, the character can call animal allies from the
14 Wildshape 3/day (dire or surrounding lands as if he had cast summon nature s
advanced) ally. The number and type of creatures called depends
15 Speak with animals 3/day
Improved companion
on the warg character’s level, as shown in the table
16
17 Charm animal 3/day below. Only animals of the warg character’s chosen
18 Wildshape 4/day (dire or creature type heed his call.
advanced)
19 Call animal 3/day
20 Improved companion Call Animal
Level Creatures Summoned
5-9 1 d3 animals or 1 wogren
10-15 1 d6 animals or 2 wogrens
Warg Ability Descriptions 16-20 1d4+1 dire animals or
Wild Sense (Ex): The character may choose either wogrens
low-light vision or scent as a special quality. If the
character already has low-light vision, it improves to Wildshape (Sp): At 6th level, a warg character gains
darkvision with a range of 60 feet. If the character the spell-like ability to polymorph self into his chosen
already has darkvision, he gains nothing by choosing creature type and back again once per day. Unlike the
the low-light vision option. standard use of the spell, however, the warg character
Animal Companion: The character gains a single may only adopt one form. As stated in the spell
animal companion with whom he shares an empathic description, the warg character regains hit points as if
link out to a distance of one mile (see the Paladin’s he or she had rested for a day. The warg character does
Mount, PHB, for more details on the empathic link). not risk the standard penalty for being disoriented
The companion follows all rules as if he had been while in the wildshape.
attracted by an animal friendship spell, whether or not The warg character can use this ability more times per
it could normally be affected by the spell. day at 10th, 14th, and 18th level, as noted. In addition,
The companion’s Hit Dice cannot be more than twice at 14th level the warg character gains the ability to
the warg character’s level. The warg character may take on a dire or advanced form of his chosen animal.
only have one companion at a time. The character may The advanced form at 14th level gains +4 HD and is
dismiss his animal companion at any time and call a one size larger than the base creature.
new one, although this may impact its statistics tem- At 18th level, the warg’s dire form advances +4 HD
porarily (see Improved Companion below). A halfling but retains its same size category. An advanced form
warg may choose a wogren as his bonded companion. advances another +4 HD and remains one size larger
than the base creature.
For example, a human warg could wildshape into a
wolf at 6th level. At 14th level, the warg could wild-
shape into a dire wolf. At 18th level, the character’s
dire wolf form would be advanced by +4 HD and it
would remain a Large creature.
Alternatively, a halfling warg could wildshape into a
wogren at 6th level. At 14th level, the halfling’s
wogren form would have 8 HD and would be a Large
creature. At 18th level, the halfling’s wogren form
would have 12 HD and would remain a Large creature.
Improved Companion: Each time this ability is
gained, the character’s companion improves as shown
in the table above. If the companion is ever dismissed,
it loses one step of benefits per day. Similarly, if a
highlevel warg character gains a new companion, it
improves one step per day until it reaches the highest
level of improvement based on the warg character’s
level. These improvements apply only to the single
companion granted by this heroic path. Note that some
companions, namely wogrens, may already have
Intelligence scores of 6 or higher. Treat this entry as
the companion’s minimum Intelligence score.

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