Professional Documents
Culture Documents
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