Professional Documents
Culture Documents
Please feel free to leave comments here or on the related thread: I’ll check both places for feedback, so
don’t worry about your comments getting lost in the noise.
James Raine
10/31:
I’ve added a Tzocatl Check Expectations Table on the bottom. In addition, the Recitation litanies
have been modified and DCs have been adjusted universally downwards. Other misc changes from various
discussions.
11/3:
Ranges adjusted to make more sense
11/12:
Added KnightScholar base class, some edicts, and some feats.
11/18:
Progress stalled somewhat due to some sort of bronchial death plague, but it should resume shortly.
Base Classes
The Advocate
Hit Die:
d8.
Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth
10 gp or less.
Class Skills: The advocate's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha),
Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Spellcraft
(Int), and Use Magic Device (Cha).
2
Skill Ranks per Level: + Int modifier
Weapon and Armor Proficiency: Advocates are proficient with all simple weapons, with light armor, and
with shields (but not tower shields).
To learn or use an edict, an advocate must have the appropriate minimum Intelligence score: 11 for
apprentice edicts, 14 for initiate edicts, 17 for master edicts, and 20 for grandmaster edicts. The Difficulty
Class for an edict is equal to 10 + ½ the advocate’s class level (minimum 1) + his Intelligence modifier.
Unlike other spellcasters, an advocate can speak his edicts as often as he desires
: there is no per day limit
on edicts. However, if an advocate speaks the same edict on two or more rounds in a row , he takes a 5
penalty on the Tzocatl check for each prior utterance of that edict in that time frame. For instance, if an
advocate speaks the eternal armament edict in one round, and then speaks eternal armament again in the
round immediately following, he takes a 5 penalty on the Tzocatl check for the second utterance.
Edicts change when uttered via two mechanisms: most edicts have automatically scaling results based upon
the result of your Tzocatl check made when you speak an edict (called emphases), and some edicts also
have the option to willingly lower your Tzocatl check result for a new or different effect (called cadences).
When determining the power of an edict, use the Tzocatl check result after any subtractions for cadences
are made. Rarely, edicts may have multiple cadences: these may be combined, but you must make any
necessary subtractions individually.
An advocate knows a limited number of edicts, as shown on the class table. At first through fifth level, an
advocate may only select apprenticelevel edicts. At sixth level, he may begin selecting initiatelevel edicts.
At 12th level, he may begin selecting masterlevel edicts. At 18th level, he may begin selecting
grandmasterlevel edicts.
Edicts do not have somatic or material components, merely verbal ones, and as such edicts are not subject
to arcane spell failure chance. In an area of
silence (or due to another effect that would render the advocate
unable to speak, such as a gag), an advocate cannot utter edicts. If the advocate's ability to hear or speak is
impeded (such as being underwater or deafened), any edict spoken by the advocate suffers a 20% chance
of failure. Unlike other magic, edicts cannot be made silent (unlike how a wizard can make a spell silent with
the Silent Spell metamagic feat).
When speaking an edict, an advocate must make a special Tzocatl check: the result of this check augments
the features of the edict as it is cast. Failing to surpass the base Tzocatl DC for an edict indicates that the
edict’s base effects still occur, but the advocate is unable to augment the edict through the use of
emphases, cadences, suffixes, or other effects. See the individual edict descriptions for details. Like other
magics, speaking an edict requires concentration.
An advocate's caster level is equal to his advocate level (but see Advocates and Prerequisites, below).
Apprentice edicts are the equivalent of firstlevel spells for determining how they interact with spells and
globe of invulnerability
effects reliant on spell level (such as spell turning
or ): similarly, initiate edicts are the
equivalent of thirdlevel spells, master edicts are the equivalent of fifthlevel spells, and grandmaster edicts
are the equivalent of seventhlevel spells.
Bonus Languages : An advocate may substitute Abyssal, Celestial, Draconic, or Infernal for one of the
bonus languages available to the character because of his race.
Specialized Lexicon: All advocates are specialized in one lexicon of edicts: alteration, creation,
destruction, or protection. At first level, an advocate selects ones of these lexicons as his focus, gaining a
bonus edict from the chosen lexicon. He also gains an additional bonus edict from the chosen lexicon at
fourth level and every four levels thereafter (4th, 8th, 12th, 16th, and 20th).
Tzocatl Training: Advocates can make Tzocatl checks to speak edicts, as described above. To make a
Tzocatl check, an advocate rolls 1d20 + ½ his class level (minimum 1) + his Intelligence modifier.
Esoterica (Ex, Sp, or Su): An advocate's understanding of how to properly utter edicts and how they
interact with the universe grants insight into their daily lives. Each edict has one or more esoterica listed
under their functions. At 2nd level, and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th), an
advocate selects an esoterica from an edict he knows and permanently gains the associated ability. If for
some reason the advocate loses access to the edict that teaches him the esoterica, he loses the esoterica
and does not gain a replacement. He can, however, reacquire the esoterica by relearning the edict. Most
esoterica are extraordinary abilities, but see their individual descriptions for details.
Bonus Feat: At 3rd level, and every four levels thereafter, an advocate gains a bonus feat in addition to
those gained from normal advancement. These bonus feats must be selected from those listed here.
Careful Speaker (ISWG), Combat Casting, Cosmopolitan (APG), Dilettante (SoS), Druidic Decoder (F&P),
Esoteric Advantage (PSP), Esoteric Linguistics (ACG), Magical Aptitude, Open Minded (PU), Persuasive,
Prodigy (UM), Scholar (ISWG), Skill Focus, Stone Read (ISG), Wild Talent (PU)
+ many feats added in the
feats chapter, TBD this ability will change
Litanies (Sp): Starting at 4th level, an advocate begins learning litanies. Litanies are special edicts that are
activated as a swift action and remain active until the advocate begins a new litany or specifically ends the
litany. While an advocate may speak and perform other actions while speaking a litany, he must otherwise
continue speaking the litany for as long as he wishes to be under its effects. For this reason, litanies do not
function in an area where an advocate is unable to speak clearly (such as in an area of silence).
Litanies are otherwise identical to edicts; however, a litany may not be selected in place of an edict.
Master Orator (Ex): Starting at 6th level, an advocate’s practice with speaking the Tzocatl language
improves his ability to correctly pronounce and emphasize edicts. He gains a +2 bonus on Tzocatl checks.
This bonus improves to +4 at 12th level, and +6 at 18th level.
Bonus Recitation: At 9th level, an advocate gains the recitation associated with their specialized lexicon as
a bonus recitation if they do not already possess it.
Comprehend Languages (Su): Starting at 10th level, an advocate is considered to be constantly under
the effects of a
comprehend languages spell.
If this ability is suppressed or dispelled by any means, he may
resume it as a free action.
Rhetorical Resistance (Su): Starting at 13th level, an advocate gains a +2 bonus on saving throws against
spells or effects with a name including word
(such as power word: stun,holy word, resonating word,
or but
mage’s sword
not ) and against all edicts.
spells that only have a verbal component, including against edicts.
Tongues
(Su): Starting at 16th level, an advocate is considered to be constantly under the effects of a
tongues
spell.
If this ability is suppressed or dispelled by any means, he may resume it as a free action.
Advocates and Prerequisites: Classes that progress spellcasting also progress an advocate's caster
level, his number of edicts known, and the kinds of edicts the advocate may select; it does not, however,
progress Specialized Lexicon unless otherwise specified. A class that advances more than one spellcasting
progression (such as the mystic theurge) only advances an advocate’s edicts in one part of that progression.
In addition, when determining if an advocate can enter a prestige class or take a feat, treat apprentice edicts
as firstlevel spells, initiate edicts as thirdlevel spells, master edicts as fifthlevel spells, and grandmaster
edicts as seventhlevel spells. Edicts are both arcane and divine in nature. Abilities that require the
expenditure of a spell slot cannot be activated by an advocate’s edicts, as they do not expend spell slots, but
abilities that work based upon the casting of a spell trigger as usual when an advocate speaks an edict.
The Knight-Scholar
Hit Die:
d8.
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth
10 gp or less.
Class Skills: The knightscholar’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha),
Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), and
Survival (Wis).
Weapon and Armor Proficiency: Knightscholars are proficient with all simple and martial weapons, with
light and medium armor, and with shields (but not tower shields).
Expertise (Ex): At the beginning of each encounter, a knightscholar gains a small pool of expertise equal
to ½ her class level plus her Intelligence modifier (minimum 1). Expertise is used to power some
knightscholar class features. If she has leftover expertise from a previous encounter, it is overwritten by the
new pool.
An encounter begins when Initiative is rolled. A knightscholar can regain a single point of expertise as a
standard action.
Scholarly Knowledge (Ex): A knightscholar adds ½ her class level (minimum 1) to all Knowledge skill
checks and may make Knowledge checks untrained. Scholarly Knowledge counts as Bardic Knowledge for
the purposes of meeting prerequisites.
Tzocatl Training:
Knightscholars can make Tzocatl checks as part of their litanies, as described below. To
make a Tzocatl check, a knightscholar rolls 1d20 + ½ their class level (minimum 1) + their Intelligence
modifier.
Words of Power (Su): Starting at first level, a knightscholar may spend expertise as a swift action to
quickly gain a temporary effect against her enemies. Words of Power require spending one point of
expertise to activate. Unless otherwise noted, effects last for a number of rounds equal to the
knightscholar’s Intelligence modifier, and any necessary saving throw DCs are equal to 10 + ½ her class
level + her Intelligence modifier.
Yaotlalia
: Starting at first level, a knightscholar may use this ability to gain an insight bonus on
attack rolls equal to her Intelligence modifier.
Itlacoa: Starting at first level, a knightscholar may use this ability to gain an insight bonus on
damage rolls equal to her Intelligence modifier.
Coyoni: Starting at fourth level, a knightscholar may use this ability to lower the damage reduction
of a creature she has just struck with a melee attack by 5. Halve this value if the damage reduction
cannot be overcome (DR/).
Tlatvic: Starting at seventh level, a knightscholar may use this ability to lower the spell resistance of
a creature she has just struck with a melee attack by 5. Halve this value if the creature makes a
successful Fortitude saving throw.
Chicahuilia: Starting at 10th level, a knightscholar may use this ability to cast haste as a spelllike
ability, except that it only targets the knightscholar. Her caster level for this effect is equal to her
class level.
Mixtia: Starting at 13th level, a knightscholar may use this ability to lower the resistances of a
creature she has just struck. The creature struck has any energy resistances it possesses lowered
by 10. Any energy immunities the creature may possess instead become a resistance to the same
energy for 30 points. Halve this value if the creature has a resistance and makes a successful
Fortitude saving throw.
A successful Fortitude saving throw negates reducing immunity.
Chocholoa: chicahuilia
Starting at 16th level, the knightscholar’s ability targets herself and all allies
within 60 ft.
Teini: Starting at 19th level, a knightscholar may use this ability to lower the immunities of a
creature she has just struck. Any immunities to nondamage effects (such as sleep
, mindaffecting
abilities, or fear) are instead decreased to a +5 saving throw bonus (so that a creature immune to
mindaffecting effects targeted by a knightscholar with this ability would have its immunity
decreased to a +5 bonus on saves against mindaffecting effects). If the creature makes a
successful saving throw, it instead has its immunities lowered to a +10 bonus on saving throws.
Intelligent Defenses (Ex): Starting at second level, a knightscholar, through her superior insight and
knowledge, gains the ability to better defend herself. Starting at second level, she gains an insight bonus
equal to her Intelligence modifier to her armor class, provided she wears
light or no armor medium or lighter
armor.
Starting at fifth level, she gains a resistance bonus equal to her Intelligence modifier to her saving throws,
provided she wears light or no armor
medium or lighter armor.
Starting at 10th level, she gains immunity to languagedependent effects unless she chooses to be affected.
Starting at 15th level, a knightscholar can use mental and physical resiliency to avoid certain attacks. If she
makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she
instead avoids the effect entirely. This ability can only be used if the knightscholar is wearing
light or no
armor medium or lighter armor. A helpless knightscholar does not gain the benefit of the stalwart ability.
Litanies (Sp): Starting at second level, a knightscholar begins learning litanies. Litanies are special edicts
that are activated as a swift action and remain active until the knightscholar begins a new litany or
specifically ends the litany. While a knightscholar may speak and perform other actions while speaking a
litany, she must otherwise continue speaking the litany for as long as she wishes to be under its effects. For
this reason, litanies do not function in an area where a knightscholar is unable to speak clearly (such as in
an area of silence).
Litanies are otherwise identical to edicts (see the advocate class feature of the same name).
Say My Name:
At third level, a knightscholar gains the Say My Name feat as a bonus feat.
Bonus Feats: At sixth level, and every three levels thereafter (9th, 12th, 15th, and 18th), a knightscholar
gains a bonus feat. This feat must have Say My Name listed as one of the prerequisites, and the
knightscholar must meet all other prerequisites as normal.
Double Litany (Ex): Starting at 11th level, a knightscholar may have two litanies active at the same time.
Both litanies must be of different tiers (apprentice, initiate, master, or grandmaster). She must still take
individual actions to activate each litany.
Tongues
(Su):
Starting at 17th level, a knightscholar is considered to be constantly under the effects of a
tongues
spell.
Master Litanist (Ex): At 20th level, a knightscholar gains the ability to have three litanies active at the
same time. All three litanies cannot be of the same tier, though two litanies may be of the same tier as long
as the third is of another. She must still take individual actions to activate each litany.
KnightScholars and Prerequisites: Classes that progress spellcasting also progress a knightscholar’s
caster level, her number of litanies known, and the kinds of edicts she may select. A class that advances
more than one spellcasting progression (such as the mystic theurge) only advances an advocate’s edicts in
one part of that progression. In addition, when determining if a knightscholar can enter a prestige class or
take a feat, treat apprentice edicts as firstlevel spells, initiate edicts as thirdlevel spells, master edicts as
fifthlevel spells, and grandmaster edicts as seventhlevel spells. Edicts are both arcane and divine in
nature.
Archetypes
Acolyte of the First Word
Base Class:
Monk
AC Bonus (Ex):
An acolyte of the first word adds his Intelligence bonus to his armor class instead of his
Wisdom bonus. This ability changes, but does not replace, the monk’s standard AC Bonus ability.
Tzocatl Training: Starting at first level, an acolyte of the first word can make Tzocatl checks as part of his
edicts, as described below. To make a Tzocatl check, an acolyte of the first word rolls 1d20 + ½ his class
level (minimum 1) + his Intelligence modifier.
Edicts (Sp): Starting at first level, an acolyte of the first word gains the ability to speak a limited number of
edicts. At first level, an acolyte of the first word learns one edict and gains additional edicts according to the
following table.
To learn or use an edict, an acolyte of the first word must have the appropriate minimum Intelligence score:
11 for apprentice edicts, 14 for initiate edicts, and 17 for master edicts. The Difficulty Class for an edict is
equal to 10 plus one half the acolyte of the first word’s class level (round down) plus his Intelligence
modifier.
Unlike other spellcasters, an acolyte of the first word can speak his edicts as often as he desires: there is no
usage per day limit on edicts. However, if an acolyte of the first word speaks an edict in two or more rounds
in a row, he takes a 5 penalty on the Tzocatl check for each prior utterance of that edict in that time frame.
For instance, if an acolyte of the first word speaks the eternal armament edict in one round, and then
speaks eternal armament again in the round immediately following, he takes a 5 penalty on the Tzocatl
check for the second utterance.
Edicts change when uttered via two mechanisms: most edicts have automatically scaling results based upon
the result of your Tzocatl check made when you speak an edict (called emphases), and some edicts also
have the option to willingly lower your Tzocatl check result for a new or different effect (called cadences).
When determining the power of an edict, use the Tzocatl check result after any subtractions for cadences
are made. Rarely, edicts may have multiple cadences: these may be combined, but you must make any
necessary subtractions individually.
An acolyte of the first word knows a limited number of edicts, as shown on the below table. At first through
eighth level, an acolyte of the first word may only select apprenticelevel edicts. At ninth level, he may begin
selecting initiatelevel edicts. At 15th level, he may begin selecting masterlevel edicts.
Edicts do not have somatic or material components, merely verbal ones, and as such edicts are not subject
to arcane spell failure chance. In an area of
silence (or due to another effect that would render the acolyte of
the first word unable to speak, such as a gag), an acolyte of the first word cannot utter edicts. If the acolyte
of the first word’s ability to hear or speak is impeded (such as being underwater or deafened), any edict
spoken by the acolyte of the first word suffers a 20% chance of failure. Unlike other magic, edicts cannot be
made silent (unlike how a wizard can make a spell silent with the Silent Spell metamagic feat).
When speaking an edict, an acolyte of the first word must make a special Tzocatl check: the result of this
check augments the features of the edict as it is cast. Failing to surpass the base Tzocatl DC for an edict
indicates that the edict’s base effects still occur, but the acolyte of the first word is unable to augment the
edict through the use of emphases, cadences, suffixes, or other effects. See the individual edict descriptions
for details. Like other magics, speaking an edict requires concentration.
An acolyte of the first word ’s caster level is equal to her acolyte of the first word level (but see Acolytes of
the First Word and Prestige Classes, below). Apprentice edicts are the equivalent of firstlevel spells for
determining how they interact with spells and effects reliant on spell level (such as globe of invulnerability
or
spell turning ): similarly, initiate edicts are the equivalent of thirdlevel spells, master edicts are the equivalent
of fifthlevel spells, and grandmaster edicts are the equivalent of seventhlevel spells.
This class feature replaces the standard monk’s flurry of blows class feature. An acolyte of the first word
never gains the flurry of blows class feature.
1 Apprentice 1
2 1
3 1
4 1 1
5 2 2
6 2 2
7 2 2
8 2 2
9 Initiate 2 3
10 3 3
11 3 3
12 3 3
13 3 4
14 3 4
15 Master 4 4
16 4 4
17 4 5
18 4 5
19 4 5
20 5 5
Esoterica (Ex, Sp, or Su): An acolyte of the first word’s understanding of how to properly utter edicts and
how they interact with the universe grants insight into their daily lives. Each edict has one or more esoterica
listed under their functions. At 3rd level, 9th level, 15th level, and 20th level, an acolyte of the first word
selects an esoterica from an edict he knows and permanently gains the associated ability. If for some reason
the acolyte of the first word loses access to the edict that teaches him the esoterica, he loses the esoterica
and does not gain a replacement. He can, however, reacquire the esoterica by relearning the edict. Most
esoterica are extraordinary abilities, but see their individual descriptions for details.
This ability replaces the monk’s fast movement ability. An acolyte of the first word never gains the fast
movement ability.
Litanies (Sp): Starting at fourth level, an acolyte of the first word begins learning litanies. Litanies are
special edicts that are activated as a swift action and remain active until the acolyte of the first word begins a
new litany or specifically ends the litany. While an acolyte of the first word may speak and perform other
actions while speaking a litany, he must otherwise continue speaking the litany for as long as he wishes to
be under its effects. For this reason, litanies do not function in an area where an acolyte of the first word is
unable to speak clearly (such as in an area of silence
).
This ability replaces the monk’s slow fall ability. An acolyte of the first word never gains the slow fall ability.
Ki Pool (Su): ki
An acolyte of the first word adds his Intelligence bonus to his pool instead of his Wisdom
bonus. This ability changes, but does not replace, the monk’s standard ki
pool ability.
Quivering Palm (Su): An acolyte of the first word uses his Intelligence modifier instead of his Wisdom
modifier to determine the saving throw DC of his quivering palm ability. This ability changes, but does not
replace, the monk’s standard quivering palm ability.
Acolytes of the First Word and Prerequisites: Classes that progress spellcasting also progress an
acolyte of the first word’s caster level, his number of edicts known, and the kinds of edicts the acolyte of the
first word may select. A class that advances more than one spellcasting progression (such as the mystic
theurge) only advances an acolyte of the first word’s edicts in one part of that progression. In addition, when
determining if an acolyte of the first word can enter a prestige class or take a feat, treat apprentice edicts as
firstlevel spells, initiate edicts as thirdlevel spells, master edicts as fifthlevel spells, and grandmaster edicts
as seventhlevel spells. Edicts are both arcane and divine in nature. Abilities that require the expenditure of
a spell slot cannot be activated by an acolyte of the first word’s edicts, as they do not expend spell slots, but
abilities that work based upon the casting of a spell trigger as usual when an acolyte of the first word speaks
an edict.
Inscribed Barbarian
Base Class:
Barbarian
An inscribed barbarian who knows how to speak edicts does not gain the ability to speak edicts learned from
this feature, but can inscribe herself with edicts she knows from other sources.
To learn an edict, an inscribed barbarian must have the appropriate minimum Wisdom score: 11 for
apprentice edicts, 14 for initiate edicts, 17 for master edicts, and 20 for grandmaster edicts. The Difficulty
Class for an edict is equal to 10 plus one half the inscribed barbarian’s class level (round down) plus her
Wisdom modifier, though most edicts of an inscribed barbarian will not have saving throws.
An inscribed barbarian may inscribe herself with an edict she knows. This is a process that takes 10 minutes
and inflicts Constitution damage to the inscribed barbarian: one point for an apprentice or initiate edict, two
for a master edict, and three for a grandmaster edict. Once inscribed, the inscribed barbarian gains the
esoterica associated with the edict. Inscriptions made in this fashion are effectively permanent, though she
may remove an inscription at any time by inscribing a new inscription over it (inflicting damage and taking
time as normal for making a new inscription). Once inflicted, an inscribed barbarian can heal the Constitution
damage without penalty.
An inscribed barbarian may have a maximum number of scribed inscriptions equal to her Constitution
modifier.
This class feature replaces the barbarian’s fast movement and trap sense class features. An inscribed
barbarian never gains the fast movement or trap sense abilities.
1 Apprentice 1
2 1
3 2
4 2
5 2
6 Initiate 3
7 3
8 3
9 4
10 4
11 4
12 Master 5
13 5
14 5
15 6
16 6
17 6
18 Grandmaster 7
19 7
20 7
Rhetorical Fury (Su): Starting at 11th level, when entering a rage, an inscribed barbarian may speak one
edict or litany she has inscribed upon her body with a casting time of one standard action or less by using a
swift action and expending two rounds of rage. This immediately consumes the inscription, erasing it from
her body and removing the esoterica’s effects, and speaks the edict as if spoken by an advocate of equal
class level to the inscribed barbarian. If the spoken edict is a litany, the duration of the litany is “Permanent,
until another litany is spoken, or until rage ends”; otherwise, the edict uses its standard duration.
An inscribed barbarian makes a special Tzocatl check while activating this ability: she rolls 1d20 + ½ her
inscribed barbarian level + her Wisdom modifier and uses it to determine the edict’s effects. She may not
purchase cadences with this ability: the check merely augments the edict via its emphases (if any).
This class feature replaces the barbarian’s greater rage feature. An inscribed barbarian instead gains the
greater rage ability at 20th level instead of the mighty rage ability.
Divine Grace (Su): A paladin of the holy word bases the bonus to saving throws granted by her divine
grace ability on her Intelligence modifier rather than her Charisma modifier. This ability changes, but does
not replace, the paladin’s standard divine grace ability.
Tzocatl Training: Starting at second level, paladins of the holy word can make Tzocatl checks as part of
their edicts, as described above. To make a Tzocatl check, a paladin of the holy word rolls 1d20 + ½ their
class level (minimum 1) + their Intelligence modifier.
Litanies (Sp): Starting at second level, a paladin of the holy word begins learning litanies. Litanies are
special edicts that are activated as a swift action and remain active until the paladin of the holy word begins
a new litany or specifically ends the litany. While a paladin of the holy word may speak and perform other
actions while speaking a litany, she must otherwise continue speaking the litany for as long as she wishes to
be under its effects. For this reason, litanies do not function in an area where a paladin of the holy word is
unable to speak clearly (such as in an area of silence
).
This ability replaces the paladin’s lay on hands and mercy abilities. A paladin of the holy word never gains
the lay on hands or mercy abilities.
Litany Against Fear (Sp): A paladin of the holy word learns litany against fear
as a bonus litany at third
level. This ability replaces the paladin’s aura of courage ability.
Edicts (Sp): Starting at fourth level, a paladin of the holy word gains the ability to speak a limited number of
edicts. At fourth level, a paladin of the holy word learns one edict and gains additional edicts according to
the following table.
To learn or use an edict, a paladin of the holy word must have the appropriate minimum Intelligence score:
11 for apprentice edicts, 14 for initiate edicts, and 17 for master edicts. The Difficulty Class for an edict is
equal to 10 plus onehalf the paladin of the holy word’s class level (round down) plus her Intelligence
modifier.
Unlike other spellcasters, a paladin of the holy word can speak her edicts as often as she is able: there is no
usage per day limit on edicts. However, if a paladin of the holy word speaks an edict more often than every
other round, she takes a 5 penalty on the Tzocatl check for each prior utterance of that edict in that time
frame. For instance, if a paladin of the holy word speaks the
eternal armament edict in one round, and then
speaks eternal armament again in the round immediately following, she takes a 5 penalty on the Tzocatl
check for the second utterance.
Edicts change when uttered via two mechanisms: most edicts have automatically scaling results based upon
the result of your Tzocatl check made when you speak an edict (called emphases), and some edicts also
have the option to willingly lower your Tzocatl check result for a new or different effect (called cadences).
When determining the power of an edict, use the Tzocatl check result after any subtractions for cadences
are made. Rarely, edicts may have multiple cadences: these may be combined, but you must make any
necessary subtractions individually.
A paladin of the holy word knows a limited number of edicts, as shown on the below table. At fourth through
eighth level, a paladin of the holy word may only select apprenticelevel edicts. At ninth level, she may begin
selecting initiatelevel edicts. At 15th level, she may begin selecting masterlevel edicts.
Edicts do not have somatic or material components, merely verbal ones, and as such edicts are not subject
to arcane spell failure chance. In an area of
silence (or due to another effect that would render the paladin of
the holy word unable to speak, such as a gag), a paladin of the holy word cannot utter edicts. If the paladin
of the holy word’s ability to hear or speak is impeded (such as being underwater or deafened), any edict
spoken by the paladin of the holy word suffers a 20% chance of failure. Unlike other magic, edicts cannot be
silent (unlike how a wizard can make a spell silent with the Silent Spell metamagic feat).
When speaking an edict, a paladin of the holy word must make a special Tzocatl check: the result of this
check augments the features of the edict as it is cast. Failing to surpass the base Tzocatl DC for an edict
indicates that the edict’s base effects still occur, but the paladin of the holy word is unable to augment the
edict through the use of emphases, cadences, suffixes, or other effects. See the individual edict descriptions
for details. Like other magics, speaking an edict requires concentration.
A paladin of the holy word’s caster level is equal to her paladin of the holy word level (but see Paladins of
the Holy Word and Prestige Classes, below). Apprentice edicts are the equivalent of firstlevel spells for
determining how they interact with spells and effects reliant on spell level (such as globe of invulnerability
or
spell turning ): similarly, initiate edicts are the equivalent of thirdlevel spells, master edicts are the equivalent
of fifthlevel spells, and grandmaster edicts are the equivalent of seventhlevel spells.
This class feature replaces the paladin’s spells class feature. A paladin of the holy word does not gain any
spells or spellcasting abilities and cannot use spell trigger or spell completion magic items without a Use
Magic Device check.
2 Apprentice 1
3 1
4 1 1
5 2 2
6 2 2
7 2 2
8 2 2
9 Initiate 3 2
10 3 3
11 3 3
12 3 3
13 4 3
14 4 3
15 Master 4 4
16 4 4
17 5 4
18 5 4
19 5 4
20 5 5
Words of the Divine (Su): Starting at fourth level, a paladin of the holy word learns how to channel two
litanies at once for a brief time. A number of times per day equal to onethird her paladin level (round down),
a paladin of the holy word may activate and use two litanies simultaneously. A paladin of the holy word may
use two litanies simultaneously in this fashion for a number of rounds equal to her Intelligence modifier: after
that duration, one of those litanies (as chosen by the paladin of the holy word) ends.
Paladins of the Holy Word and Prerequisites: Classes that progress spellcasting also progress a
paladin of the holy word’s caster level, her number of edicts known, and the kinds of edicts the paladin of the
holy word may select. A class that advances more than one spellcasting progression (such as the mystic
theurge) only advances a paladin of the holy word’s edicts in one part of that progression. In addition, when
determining if a paladin of the holy word can enter a prestige class or take a feat, treat apprentice edicts as
firstlevel spells, initiate edicts as thirdlevel spells, master edicts as fifthlevel spells, and grandmaster edicts
as seventhlevel spells. Edicts are both arcane and divine in nature. Abilities that require the expenditure of
a spell slot cannot be activated by a paladin of the holy word’s edicts, as they do not expend spell slots, but
abilities that work based upon the casting of a spell trigger as usual when a paladin of the holy word speaks
an edict.
Stalwart Speaker
Base Class:
Fighter
This ability changes but does not replace the fighter’s bonus feats ability.
Edicts (Sp): Starting at third level, a stalwart speaker gains the ability to speak a limited number of edicts.
At third level, a stalwart speaker learns one edict and gains additional edicts according to the following table.
To learn or use an edict, a stalwart speaker must have the appropriate minimum Intelligence score: 11 for
apprentice edicts, 14 for initiate edicts, and 17 for master edicts. The Difficulty Class for an edict is equal to
10 plus onehalf the stalwart speaker’s class level (round down) plus his Intelligence modifier.
Unlike other spellcasters, a stalwart speaker can speak his edicts as often as he desires: there is no usage
per day limit on edicts. However, if a stalwart speaker speaks the same edict in two or more rounds in a row,
he takes a 5 penalty on the Tzocatl check for each prior utterance of that edict in that time frame. For
instance, if a stalwart speaker speaks the eternal armament edict in one round, and then speaks eternal
armament again in the round immediately following, he takes a 5 penalty on the Tzocatl check for the
second utterance.
Edicts change when uttered via two mechanisms: most edicts have automatically scaling results based upon
the result of your Tzocatl check made when you speak an edict (called emphases), and some edicts also
have the option to willingly lower your Tzocatl check result for a new or different effect (called cadences).
When determining the power of an edict, use the Tzocatl check result after any subtractions for cadences
are made. Rarely, edicts may have multiple cadences: these may be combined, but you must make any
necessary subtractions individually.
A stalwart speaker knows a limited number of edicts, as shown on the below table. At third through ninth
level, a stalwart speaker may only select apprenticelevel edicts. At tenth level, he may begin selecting
initiatelevel edicts. At 17th level, he may begin selecting masterlevel edicts.
Edicts do not have somatic or material components, merely verbal ones, and as such edicts are not subject
to arcane spell failure chance. In an area of
silence (or due to another effect that would render the stalwart
speaker unable to speak, such as a gag), a stalwart speaker cannot utter edicts. If the stalwart speaker’s
ability to hear or speak is impeded (such as being underwater or deafened), any edict spoken by the stalwart
speaker suffers a 20% chance of failure. Unlike other magic, edicts cannot be made silent (unlike how a
wizard can make a spell silent with the Silent Spell metamagic feat).
When speaking an edict, a stalwart speaker must make a special Tzocatl check: the result of this check
augments the features of the edict as it is cast. Failing to surpass the base Tzocatl DC for an edict indicates
that the edict’s base effects still occur, but the stalwart speaker is unable to augment the edict through the
use of emphases, cadences, suffixes, or other effects. See the individual edict descriptions for details. Like
other magics, speaking an edict requires concentration.
A stalwart speaker’s caster level is equal to his a stalwart speaker level (but see Stalwart Speakers and
Prestige Classes, below). Apprentice edicts are the equivalent of firstlevel spells for determining how they
interact with spells and effects reliant on spell level (such as globe of invulnerability spell turning
or ):
similarly, initiate edicts are the equivalent of thirdlevel spells, master edicts are the equivalent of fifthlevel
spells, and grandmaster edicts are the equivalent of seventhlevel spells.
This ability replaces the fighter’s second, sixth, tenth, fourteenth, and eighteenth level bonus feats.
3 Apprentice 1
4 2
5 2 1
6 2 1
7 3 1
8 3 1
9 3 1
10 Initiate 4 2
11 4 2
12 4 2
13 4 2
14 5 3
15 5 3
16 5 3
17 Master 6 3
18 6 4
19 6 4
20 7 4
Tzocatl Training: Starting at third level, stalwart speakers can make Tzocatl checks as part of their edicts,
as described above. To make a Tzocatl check, a stalwart speaker rolls 1d20 + ½ their class level (minimum
1) + his Intelligence modifier.
Litanies (Sp): Starting at fifth level, a stalwart speaker begins learning litanies. Litanies are special edicts
that are activated as a swift action and remain active until the stalwart speaker begins a new litany or
specifically ends the litany. While a stalwart speaker may speak and perform other actions while speaking a
litany, he must otherwise continue speaking the litany for as long as he wishes to be under its effects. For
this reason, litanies do not function in an area where a stalwart speaker is unable to speak clearly (such as
silence
in an area of ).
This ability replaces the fighter’s weapon training ability. A stalwart speaker never gains the weapon training
ability.
Stalwart Speakers and Prerequisites: Classes that progress spellcasting also progress a stalwart
speaker’s caster level, his number of edicts known, and the kinds of edicts the stalwart speaker may select.
A class that advances more than one spellcasting progression (such as the mystic theurge) only advances a
stalwart speaker’s edicts in one part of that progression. In addition, when determining if a stalwart speaker
can enter a prestige class or take a feat, treat apprentice edicts as firstlevel spells, initiate edicts as
thirdlevel spells, and master edicts as fifthlevel spells. Edicts are both arcane and divine in nature. Abilities
that require the expenditure of a spell slot cannot be activated by a stalwart speaker’s edicts, as they do not
expend spell slots, but abilities that work based upon the casting of a spell trigger as usual when a stalwart
speaker speaks an edict.
Edicts
Apprentice Edicts
Blade Barrage create and hurl blades at an opponent
Burst of Light create light or dazzle opponents
Command of Imbuement make a weapon magical for a short time
Distort Speech make it difficult for another creature to talk
Frost Ray fire a ray of frost
Imperative of Deflection deflect incoming attacks
Imperative of Emulation change another creature’s alignment
Name the Earth render an area difficult to move through
Petrify
turn an object to stone
Plunge into Darkness darken an area
Shove push a creature away from you
Subvert Armor make a creature’s armor work against it
Subvert Confidence dispel morale effects and invoke fear
True Clarity gain a bonus on perception checks
Ventriloquism throw your voice
War Cry grant a bonus on attack and damage rolls
Whirling Blades create a small tornado of blades
Whisper of Distraction flatfoot an opponent
Initiate Edicts
Command of Flight bestow limited flight capabilities
Command of Prowess grant a bonus on ability scores
Dancing Blade bring a weapon to life
Demand Object force a creature to give you what they’re holding
Eternal Armament always have a weapon
Intimation of Weakening inflict a penalty to Strength
Mandate of Agony cause a creature to suffer horrible pain
Mandate of Impaired Motion slow or stop a creature’s movement
Mandate of Impaired Senses deafen the target (or worse)
Mantra of Focus bestow psionic focus
Name of the Wind weaponize the very air
Scream from Beyond inflict confusion and damage with your scream
Subvert Oath force a creature to act as if they had violated their oath
Whirling Gale dash forwards and attack
Whisper of Diversion become unseen
Whisper of Theft transfer an active spell from a creature to yourself
Word of Purification remove poisons
Word of Transport teleport a short distance
Word of Unmaking dispel edicts and unravel magics
Master Edicts
Absolute Position freeze an object in space
Exploit Defect detonate an object
Impale
pull a spike of stone from the earth
Lexical Limb use an extra magic item
Manipulate Fate alter a creature’s attack roll or saving throw
Rhabdomantic Hack activate someone else’s wand
Thundering Shout
knock over, deafen, and stun opponents
Word of Cleansing
remove a variety of conditions
Grandmaster Edicts
Forbid Action
forbid a creature from taking a specific course of action or suffer consequences
Unname erase a creature from existence
Word of Annihilation disintegrate your opponent
Absolute Position
Lexicon alteration;
Level
master
Casting Time 1 standard action
Range touch
Target
metal object of no more than 5 lbs. touched
Duration five rounds
Saving Throw none (object);
Spell Resistance y
es (object)
Base Tzocatl DC 27
Cactihuectia
The touched metal object is immobilized with magnetic power. It may not be moved from where it rests,
even if it is in midair, functioning identically to an
immovable rod except as noted here. An object subjected
to
absolute position can support up to 1000 lbs. before it falls, and it requires a Strength check (with a DC
equal to 10 + your caster level) to move it up to 10 ft. in one round. A creature trapped by or in the
immobilized object may make an Acrobatics check (with a DC equal to 10 + your caster level) as a move
action to escape the immobilized object (unless the immobilized object normally has a higher Acrobatics
check to escape from, such as a pair of manacles) although this does not free the object from the effect.
Emphasis: For each point you surpass the Tzocatl DC by, increase the weight the object can support by 10
lbs. and the maximum weight of object this edict can target by 1 lb. For each three points you surpass the
Tzocatl DC by, increase this edict's duration by one round.
Cadence: If you beat the Tzocatl DC by at least five, you may subtract five from your Tzocatl check result. If
you do so, the touched object need not be metal.
Esoterica:
You gain a +3 insight bonus to attack rolls made against targets wearing metal (or mostly metal)
armor.
Blade Barrage
Lexicon
creation;
Level
apprentice
Casting Time 1 standard action
Range 30 ft.
Target
one creature
Durationinstantaneous
Saving Throw none;
Spell Resistance
no
Base Tzocatl DC 15
Patlanitztli
This edict forms your spoken words into whirling blades that hurtle towards the targeted creature at startling
speed. To use this edict, you must succeed on a ranged attack roll, as if you were making a thrown weapon
attack: use your Intelligence modifier the ability modifier you apply to Tzocatl checks instead of your
Dexterity modifier when making this attack roll. If you hit, the targeted creature takes 1d8 slashing damage.
You threaten a critical hit on 1820, and you add your Intelligence modifier to your damage instead of your
Strength modifier.
Emphasis: For each three points you surpass the Tzocatl DC by, increase the enhancement bonus on the
whirling blades by 1, to a maximum of +5.
Cadence: If you beat the Tzocatl DC by at least five, you may subtract five from your Tzocatl check result. If
you do so, increase the critical multiplier of the blades by one, to a maximum multiplier of x5. You may apply
this subtraction multiple times: each time you decrease your result by five, the critical multiplier increases by
an additional one. You may not decrease your Tzocatl check below the Base Tzocatl DC when using this
option.
Esoterica:
You gain a +1 insight bonus on attack rolls with thrown weapons (including this edict).
Burst of Light
Lexicon creation [light];
Level apprentice
Casting Time 1 standard action
Range 50 ft.+ 10 ft./point of Tzocatl modifier
Area
30 ft. radius emanation
Duration 1 minute (D)
Saving Throw none; Spell Resistance yes
Base Tzocatl DC 15
Ocuepontlanextlia
This edict causes a point in space to glow like a torch, shedding normal light in a 10 foot radius from the
point touched, and increasing the light level for an additional 20 feet by one step, up to normal light
(darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this
edict has no effect. The effect is immobile.
Burst of light
dispels any darkness effects of 1st level or lower within its area.
Emphasis: For each two points you surpass the Tzocatl DC by, burst of light increases its range by 5 ft. For
each three points you surpass the Tzocatl DC by, burst of light
increases the radius of normal light by 5 ft.
and the surrounding ambient light by 5 ft. For each three points you surpass the Tzocatl DC by, burst of light
increases its duration by 1 minute. For each four points you surpass the Tzocatl DC by, burst of light
dispels
darkness effects of one level higher within its area and counts as a light spell of one level higher.
Esoterica:
You gain darkvision out to 60 ft. If you already have darkvision, instead improve its range by 30 ft.
You may take this esoterica multiple times.
Command of Flight
Lexicon alteration;
Level
initiate
Casting Time 1 standard action
Range touch
Target
creature touched
Duration
10 minutes (D)
Saving Throw Will negates (harmless);
Spell Resistance y
es (harmless)
Base Tzocatl DC 20
Itlatolzayolli
The touched creature gains a fly speed equal to their land speed (with good maneuverability) for the
duration of this edict.
Emphasis: For each three points you surpass the Tzocatl DC by, increase the duration of
command of flight
by
ten minutes
.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, this edict’s range increases to “50 ft.”, and its target changes to “Two creatures within range”.
When using this option, for each three points you surpass the Tzocatl DC by, you may target an additional
creature.
Esoterica:
Add Fly to your class skills. You gain a +2 insight bonus on Fly checks. Increase any fly speed
you possess (whether it be from this edict, natural flight, or another source) by +30 ft.
Command of Imbuement
Lexicon alteration;
Level
apprentice
Casting Time 1 standard action
Range touch
Target
weapon or armor touched
Duration10 minutes (D)
Saving Throw Will negates (harmless, object);
Spell Resistance y
es (harmless, object)
Base Tzocatl DC 15
Tihuelitilizameyalli
Increase the enhancement bonus of the touched weapon or armor by +1 for the duration of this edict. This
edict cannot enhance a natural weapon, but it can enhance a monk’s unarmed strike.
Emphasis:
For each three points you surpass the Tzocatl DC by, increase the enhancement bonus provided
command of imbuement
by by 1, to a maximum of +5.
Cadence: If you beat the Tzocatl DC by at least two, you may subtract two from your Tzocatl check result. If
you do so, this edict’s duration increases by ten minutes. You may apply this subtraction multiple times:
each time you decrease your result by two, the duration increases by an additional ten minutes. You may
not decrease your Tzocatl check below the Base Tzocatl DC when using this option.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, this edict’s range increases to “25 ft.”, and its target changes to “Two weapons or armor within
range”. When using this option, for each three points you surpass the Tzocatl DC by, you may target an
additional weapon or armor.
Esoterica:
Any masterwork weapon you wield is treated as a
+1 weapon instead while in your hands. If you
wield a magical weapon, it is treated as having an enhancement bonus one higher than its actual
enhancement bonus.
Command of Prowess
Lexicon alteration;
Level
initiate
Casting Time 1 standard action
Range touch
Target
creature touched
Duration 10 minutes (D)
Saving Throw Will negates (harmless);
Spell Resistance y
es (harmless)
Base Tzocatl DC 20
Moyaochichiuhtihuitze
The touched creature gains a +4 enhancement bonus to Strength, Dexterity, or Constitution (your choice).
Alternatively, you may instead provide a +2 enhancement bonus to all three ability scores.
Emphasis: For each six points you surpass the Tzocatl DC by, increase the bonus provided by this edict by
two. For each four points you surpass the Tzocatl DC by, increase this edict’s duration by 10 minutes.
Cadence: If you beat the Tzocatl DC by at least ten, you may subtract ten from your Tzocatl check result. If
you do so, this edict provides an insight bonus instead of an enhancement bonus.
Esoterica:
You become proficient with all martial weapons.
Dancing Blade
Lexicon alteration;
Level
initiate
Casting Time 1 standard action
Range touch
Target
one touched manufactured melee weapon appropriate for your size
Duration 5 rounds
Saving Throw none (object); o (object)
Spell Resistance n
Base Tzocatl DC 20
Mococoloa
Your words animate a melee weapon currently in your possession, causing it to fight your foes as you direct
it. Once each round as a free action, you can direct the blade to attack an opponent within reach. The
weapon uses your base attack bonus, plus your Intelligence modifier the ability modifier you apply to Tzocatl
checks for its attack rolls
, and inflicts damage equal to the weapon’s base damage plus your Intelligence
modifier the ability modifier you apply to Tzocatl checks . If the weapon is enchanted, it retains any
enhancement bonus or special properties it may have.
The weapon attacks once per round. Despite the spell's name, it works on any manufactured melee
weapon, not just blades.A dancing blade
cannot make attacks of opportunity, and you are not considered
armed with the weapon. It remains in your space and accompanies you everywhere, whether you move by
physical or magical means. The weapon cannot be disarmed.
dancing blade
If you already have a , speaking the edict again immediately ends the earlier edict.
Emphasis:
For each two points you beat the Tzocatl DC by, this edict’s duration increases by one round.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, this edict may instead target one touched ranged weapon appropriate for your size. As long as
you have ammunition for the weapon, it reloads and fires itself. The weapon otherwise functions identically
to a melee weapon affected by this edict.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, the weapon targeted by this edict may make an additional attack each round, up to a maximum
number of attacks normally allowed to you by your base attack bonus. You may purchase this cadence
multiple times, but you may not reduce your Tzocatl check result below this edict’s base Tzocatl DC when
using this option.
Esoterica:
You gain proficiency with one martial melee weapon of your choice. If you are already proficient
with all martial weapons, you instead gain the Weapon Focus feat
as a bonus feat.
Demand Object
Lexicon
alteration (compulsion) [languagedependent, mindaffecting];
Level
initiate
Casting Time 1 standard action
Range 25 ft. + 5 ft./point of Tzocatl modifier
Target
one creature
Duration1 round
Saving Throw Will negates; Spell Resistance
yes
Base Tzocatl DC 20
Tinechmaca
You compel a creature to give you what it is holding when you speak this edict. On the creature's next
action, it moves as close to you as it can get in a single round and offers you the object as a standard action.
Its priority is to reach you and offer the object: as such, if necessary it will move through threatened areas,
but it will attempt to avoid them if possible. This edict allows you to act out of turn and accept the object if the
creature reaches you, assuming you have a free hand and can accept it. The subject defends itself normally,
and acts as it wishes on subsequent rounds, including attempting to get the object back if desired. If the
subject is prevented from doing as the edict compels, the edict has no effect.
Should the targeted creature be holding more than one object in its hands (such as a sword and a shield),
you can specify which one it offers you. If you don’t specify, the creature chooses which one to offer you.
Emphasis:
For each three points you beat the Tzocatl DC by, this edict’s range increases by 10 ft.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, this edict loses the languagedependent descriptor.
Esoterica:
Add Diplomacy to your class skills. In addition, you may use your Intelligence modifier instead of
your Charisma modifier when using Diplomacy, if it would be beneficial to do so.
Distort Speech
Lexicon alteration; Level apprentice
Casting Time 1 standard action
Range 25 ft. + 5 ft./point of Tzocatl modifier
Target
one creature
Duration 5 rounds
Saving Throw Will negates; Spell Resistance
yes
Base Tzocatl DC 15
Nitlancotonimotlatol
The targeted creature's voice and words warp as they are spoken. Any spell cast with a verbal component
for the duration of this edict has a 20% of failing, as does any ability or item activated via a verbal
component. Communicating verbally while under the effects of this edict is nearly impossible: most words
come out slurred, mistranslated, or otherwise incomprehensible.
Emphasis: For each three points you surpass the Tzocatl DC by, increase the chance of failure by 5% and
this edict's duration by 1 round.
Cadence: If you beat the Tzocatl DC by at least 15, you may subtract 15 from your Tzocatl check result. If
you do so, this edict no longer offers a saving throw to resist.
Esoterica:
You no longer suffer a chance of failure when casting a spell with a verbal component or
speaking an edict if you are unable to hear clearly.
Electrospark
Lexicon
destruction [electricity]; Level
apprentice
Casting Time 1 standard action
Range 25 ft. + 5 ft./point of Tzocatl modifier
Target
one creature
DurationInstantaneous
Saving Throw Reflex half; Spell Resistance
yes
Base Tzocatl DC 15
Intlapetlanilcuauh
Your voice forms in midair into a shining bolt of lightning, streaking towards the targeted creature. The
targeted creature takes 1d6 electric damage. A successful Reflex save halves this damage.
Emphasis:
For each three points you surpass the Tzocatl DC by, increase this edict’s damage by 1d6.
Cadence: If you beat the Tzocatl DC by at least four, you may subtract four from your Tzocatl check result. If
you do so, the targeted creature must also make a Will save or be dazed for one round.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, this edict deals damage in d10s instead of d6s.
Cadence: If you beat the Tzocatl DC by at least eight, you may subtract eight from your Tzocatl check
result. If you do so, the electricity arcs to up to a number of secondary targets equal to your Intelligence
modifier. Each secondary target must be within this edict’s range as well, and is dealt half the damage the
primary target suffered (round down). A secondary target may make a Reflex save for half damage. The
save DC for this edict for a secondary target is two less than normal.
Esoterica : Any magic weapon you hold gains the shocking special property. may convert one weapon
special property with a price is measured in effective enhancement bonus (such as flaming keen
or ) to
shocking , at your desire. If the weapon already has the
shocking property, you may instead remove the
shocking property to grant the weapon the shocking burst property. Changing a weapon’s special property
shocking
to burst
or returning the weapon to normal is a swift action. If the weapon leaves your hands, it
returns to normal at the end of the round.
Eternal Armament
Lexicon creation;
Level
initiate
Casting Time 1 standard action
Range 0 ft.
Effect
one melee weapon
Duration
one minute10 minutes (D)
Saving Throw none;
Spell Resistance
no
Base Tzocatl DC
20
Cemicactepozmaccuahuitl
Your words coalesce the vapor of nuance into physical form, shaping a weapon in your hands. This weapon,
chosen by you at the time you speak this edict, may be any one weapon you are proficient in. The weapon is
suitably sized for you and is considered masterwork. If the weapon leaves your grasp, it disappears
instantly
at the end of your turn
.
Eternal armament
cannot create ammunition.
Emphasis:
For each four points you surpass the Tzocatl DC by, the weapon created by eternal armament
gains a +1 enhancement bonus and the duration of this edict increases by one minute ten minutes. No
matter how high your check result is, you may not create a weapon with a greater than +5 enhancement
bonus.
Cadence: If you beat the Tzocatl DC by at least eight, you may subtract eight from your Tzocatl check
result. If you do so, the weapon created is a +1 weapon and has one weapon enchantment valued at +1
(such as flaming). If you use this option, you may use this subtraction multiple times, each time increasing
the enhancement bonus by +1 and applying a weapon enchantment valued at +1. If you spend enough this
way to receive multiple weapon enchantments valued at +1, you may combine them to purchase highercost
weapon enchantments: for instance, if your Tzocatl check result was 37, you could subtract 16 from your
result and create a wounding longsword +2 . You may not decrease your Tzocatl check below the Base
Tzocatl DC when using this option.
Esoterica:
When you speak the eternal armament edict, weapons do not disappear immediately upon
leaving your grasp, instead lingering for the edict’s duration. This allows weapons you create with
eternal
armament to be thrown or given to allies.
Exploit Defect
Lexicon destruction [fire,
force,
sonic
];
Level
initiate
Casting Time 1 standard action
Range 50 ft.+ 10 ft./point of Tzocatl modifier
Target
one nonmagical metallic object weighing no more than 5 lbs.
Duration instantaneous
Saving Throw Fortitude or Reflex half; see text (object); o
Spell Resistance n
Base Tzocatl DC 20
Techpalehuizimitlacauhca
The targeted object takes 7d6 points of sonic damage, bypassing hardness. The object only receives a
Fortitude saving throw for half damage if it is masterwork or attended: if it is a masterwork attended object, it
receives a +2 bonus on the saving throw. If the object would break from this damage, it explodes like a
disintegrate
grenade, utterly destroying the object (as if by ) and sending shards of metal in all directions. All
creatures and objects within 15 ft. take 1d8 damage, plus an additional 1d8 damage per pound of the
exploding object. Half of the damage is fire damage, and the other half is piercing and slashing damage.
Affected creatures (except any creatures sharing a space with the object) may make a Reflex save for half
damage. If the exploded object is made of a special substance (such as adamantine), then the damage from
this attack overcomes damage reduction as if also made of that material.
Emphasis: For each four points you surpass the Tzocatl DC by, increase the amount of sonic damage
inflicted to the object by 2d6,
and
increase the maximum weight this edict can affect by 1 lb.
, and increase
its range 10 ft.
Cadence: If you surpass the Tzocatl DC by at least
eight, you may subtract
eight
from your Tzocatl check
result. If you do so, this edict may target magical objects in addition to nonmagical ones.
Esoterica:
You gain DR 2/adamantine. If you already have DR/adamantine, instead increase the amount of
damage reduction by 2. You may take this esoterica multiple times.
Forbid Action
Lexicon
protection [electricity];
Level grandmaster
Casting Time 1 round
Range 25 ft.
+ 5 ft./point of Tzocatl modifier
Targetone creature
Durationten minutes or until discharged; see text
Saving Throw Reflex half and Fortitude negates; see text;
Spell Resistance
yes
Base Tzocatl DC 35
Tetlacahualtiloya
This edict brings into being a small storm cloud invisible to all but the caster and those employing detect
magic. This cloud appears in the air directly above the target creature. The cloud has no physical existence,
and cannot be attacked, magically repulsed, dispelled, or left behind by teleportation effects or travel to other
planes.
It will strike (upon the target creature only, regardless of physical or magical barriers) upon the fulfillment of
a single condition set verbally during speaking the edict, doing 10d10 points of electrical damage (with a
Reflex save for half damage). A gigantic bolt of lightning blasts downwards, electrocuting the target and
causing them severe, wracking painvictims of this spell often fall, writhing, to the ground. This pain, should
the target survive, causes the target to fall prone and also requires the creature to make a Fortitude save or
be nauseated for 1d3 rounds.
Once the condition is met, the thundercloud dissipates and the edict ends.
Typical conditions include the target creature uttering a certain name or word, commencing spellcasting,
drawing a weapon, or going to sleep. The condition cannot be tied to a specific time or location, and in some
cases many years have passed between the speaking of forbid actionand its strike.
If the creature hears you speak this edict, they perceive mentally what actions they are forbidden from
taking; a creature who does not hear you speak this edict innately understands that there is an action they
should not take but are unable to determine what that action is.
Emphasis: For each two points you surpass the Tzocatl DC by, increase the damage by 1d10
, the range by
5 ft.,
and the duration by one minute.
Cadence: If you beat the Tzocatl DC by at least eight
, you may subtract
eight
from your Tzocatl check
result. If you do so, this edict’s duration changes to “permanent (D)”.
Esoterica:
You gain the burn universal monster ability, except it deals electricity damage instead of fire
damage. It inflicts electricity damage equal to your Intelligence modifier.
Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking fire damage
equal to your Intelligence modifier for an additional 1d4 rounds at the start of its turn. The save DC is equal
to this edict’s save DC. A burning creature can attempt a new save as a fullround action. Dropping and
rolling on the ground grants a +4 bonus on this save.
Creatures that strike you with natural weapons or unarmed attacks take electrical damage as though struck
by you and must make a Reflex save to avoid catching on fire.
Frost Ray
Lexicon
destruction [cold]; Level
apprentice
Casting Time 1 standard action
Range 20 ft. + 5 ft./point of Tzocatl modifier
Effect
ray
Durationinstantaneous
Saving Throw none; Spell Resistance yes
Base Tzocatl DC 15
Cetlmitl
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack
with the ray to deal damage to a target. The ray deals 1d6 points of cold damage.
Emphasis:
For each
three points you surpass the Tzocatl DC by,
frost ray deals an additional 1d6 points of
cold damage.
For each three points you surpass the Tzocatl DC by, frost ray
’s range extends by 5 ft.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, this edict’s “Effect: ray” entry changes to “Area: 25 ft. line”
, and you no longer need to succeed on
a ranged touch to strike your opponent. For each three points you surpass the Tzocatl DC by after you make
the subtraction, increase the edict’s area by 5 ft. A successful Reflex save halves this edict’s damage when
using this cadence.
Esoterica:
You gain cold resist 3. If you already have cold resistance, instead improve that cold resistance
by 3. You may take this esoterica multiple times.
Impale
Lexicon
creation [earth]; Level master
Casting Time 1 standard action
Range 50 ft.
+ 10 ft./point of Tzocatl modifier
Target
one creature within 5 ft. of the ground
Durationfive rounds (D)
Saving Throw Fortitude partial;
Spell Resistance
no
Base Tzocatl DC 25
Tlacochtli
Your words pull a giant stalagmite from the ground and spear one opponent with it. An impaled creature
takes 8d6 points of magic, piercing damage, is stunned for one round, and is immobilized until it can break
free.
An immobilized creature is unable to move from their current space. An immobilized creature is capable of
defending itself: it is just unable to move from its current position via its own power. Forced movement,
Teleportation effects and similar abilities allow movement for an immobilized character and immediately end
the immobilization effect . An airborne creature that cannot hover that is immobilized immediately goes into a
stall and begins falling.
A successful Fortitude save negates the stunning and halves the damage. A creature is still immobilized on
a successful save. An immobilized creature can break free as a standard action by making a successful
Strength check
or Escape Artist check against this edict’s DC.
Another creature may attempt to free the
immobilized creature with their own Strength check, or they may use the aid another action to assist in the
immobilized creature’s Strength or Escape Artist check.
Once the impaled creature breaks free, the stalagmite crumbles away to nothingness in a matter of
moments.
Emphasis: For each four points you surpass the Tzocatl DC by, increase the damage this edict inflicts by
2d6 and its duration by one round.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, the targeted creature does not need to be within 5 ft. of the ground and the stalagmite is created
in midair.
Esoterica:
You are treated as having cover against flying creatures.
Imperative of Deflection
Lexicon
creation [force];
Level
apprentice
Casting Time 1 standard action
Range personal
Target
you
Durationone minute
10 minutes
Saving Throw None; Spell Resistance no
Base Tzocatl DC 15
Mochimaltia
You gain a +5 armor bonus to armor class. Unlike mundane armor, imperative of deflection
entails no armor
check penalty, arcane spell failure chance, or speed reduction. Since imperative of deflection is made of
force, incorporeal creatures can't bypass it the way they do normal armor.
Alternatively, you may reduce the armor bonus provided by this edict by two. If you do so, this edict’s range
becomes “touch”, the target becomes “creature touched”, and the armor bonus becomes a shield bonus.
Emphasis: For every three points you beat the Tzocatl DC by, this edict increases the amount of armor
class provided by 1 (to a maximum armor class bonus of twice your advocate level or +5, whichever is
higher), and increases its duration by
one minute
10 minutes
.
Cadence: If you beat the Tzocatl DC by at least five, you may subtract five from your Tzocatl check result. If
you do so, you gain a 20% miss chance against ranged attacks.
Esoterica: Whenever you would take a penalty to Constitution or take Constitution damage, reduce that
penalty or damage by one, to a minimum of one.
Imperative of Emulation
Lexicon
alteration; Level apprentice
Casting Time 1 standard action
Range 30 ft.
+ 10 ft./point of Tzocatl modifier
Target
one Humanoid creature
Durationfive rounds
Saving Throw Will negates; Spell Resistance
yes
Base Tzocatl DC 15
Imiztlacateohuan
You speak incredible syllables and your foe feels their personal aura shift and change. The target of this
edict treats their alignment as a different alignment of your choice for the duration of this edict. The target's
new alignment must be within one step of their original alignment (so that a Lawful Good creature targeted
by this edict could be treated as Neutral Good or Lawful Neutral, but not Lawful Evil or True Neutral), one
alignment of your choice. A Will save negates this effect.
This alignment emulation is not actually alignment shift, is temporary, and does not deny class features,
feats, or other effects that are reliant upon being a specific alignment. In essence, a Lawful Good creature
targeted by this maneuver who is treated as a Lawful Neutral creature is both Lawful Good and Lawful
Neutral at the same time for all effects dependent upon alignment.
Emphasis: For each three points you surpass the Tzocatl DC by, the duration of this edict increases by one
round
, and its range increases by 10 ft
.
Cadence: If you beat the Tzocatl DC by at least five, you may subtract five from your Tzocatl check result. If
you do so, the targeted creature’s emulated alignment may be one additional step further away from their
true alignment. You may purchase this cadence multiple times, but you may not reduce your Tzocatl check
result below this edict’s base Tzocatl DC when using this option.
Esoterica:
You may cast undetectable alignment as a spelllike ability once per day, with a caster level
equal to onehalf your hit dice (round down). You may select this esoterica multiple times: each time you do,
you gain an additional use per day.
Intimation of Weakening
Lexicon alteration;
Level initiate
Casting Time 1 standard action
Range 30 ft.
+ 5 ft./point of Tzocatl modifier
Target
one creature
Duration one round
five rounds
Saving Throw Fortitude negates; Spell Resistance
yes
Base Tzocatl DC 20
Mociauquetza
The subject of this edict has their physical energies sapped a nd is fatigued. They must succeed on a
Fortitude save or take a 2 penalty to their Strength score for the duration of this edict. This edict cannot
reduce a creature’s Strength score below 1.
Emphasis:
For every two points you beat the Tzocatl DC by, this edict lasts an additional round.
Cadence: If you beat the Tzocatl DC by at least three, you may subtract three from your Tzocatl check
result. If you do so, this edict’s penalty to Strength increases by 2. You may purchase this augment multiple
times, but you may not reduce your final Tzocatl check result below this edict’s Base Tzocatl DC using this
ability.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, this edict’s penalty to Strength instead becomes Strength damage, no longer fatigues its target,
and this edict may reduce the target’s Strength to zero.
Esoterica:
Whenever you would take a penalty to Strength or take Strength damage, reduce that penalty or
damage by one, to a minimum of one.
Lexical Limb
Lexicon creation;
Level
master
Casting Time 1 minute
Range personal
Target
you
Duration one hour (D)
Saving Throw none;
Spell Resistance
no
Base Tzocatl DC 25
Occequimatzozopotzli
You craft a phantom limb from the power of your words, which allows you to benefit from an item you place
in this location. Essentially, you create a floating item slot outside your body where you can "wear" a
wondrous item to gain its benefit without actually taking up the location on your body. This slot may mimic
the throat, ring, arms, or feet body slots, chosen at time of speaking.
Emphasis:
For each three points you surpass the Tzocatl DC by, the duration of this edict increases by one
hour.
Cadence: If you beat the Tzocatl DC by at least twelve, you may subtract twelve from your Tzocatl check
lexical limb
result. If you do so, may emulate any body slot (rather than just throat, ring, arms, or feet).
Esoterica:
You gain an additional ring slot, for a total of three ring slots.
Mandate of Agony
Lexicon
destruction; Level initiate
Casting Time 1 standard action
Range 50 ft.
+ 10 ft./point of Tzocatl modifier
Target
one creature
Durationthree rounds (D)
Saving Throw Will
negates and Fortitude
partial; see text;
Spell Resistance
yes
Base Tzocatl DC 20
Nictoliniz
Your spoken word flings the targeted creature headlong into a world of agony. The creature must make a
Will save or be is wracked with physical, overwhelming pain for the duration of the edict. A successful Will
saving throw reduces this edict’s duration to one round. This pain inflicts a 2 penalty to attacks, saves, AC,
and damage rolls. A creature that fails its Will saving throw must also make a Fortitude save or fall prone.
In addition, at the start of each of its turns, the creature takes nonlethal damage equal to your Intelligence
modifier.
Emphasis: For each three points you surpass the Tzocatl DC by, increase the duration of this edict by one
round
, and its range by 10 ft
.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, increase the penalty to 4.
Cadence: If you beat the Tzocatl DC by at least 15, you may subtract 15 from your Tzocatl check result. If
you do so, increase the penalty to 6.
Esoterica:
You gain DR 1/. If you already have DR/, instead increase its value by one You may select this
esoterica multiple times.
Ximocahuacochamachaloa
Your spoken mandate congeals an ephemeral force around the targeted creature’s limbs, freezing them in
their tracks.
The targeted creature must succeed on a Will save or have has all their modes of movement reduced by 10
ft. for this edict’s duration.
A successful Will saving throw reduces this edict’s duration to one round.
This edict cannot affect a creature who moves without the use of limbs.
Emphasis: For each four points you surpass the Tzocatl DC by, you may target an additional creature with
this edict.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, increase the penalty to movement modes by 10 ft., to a minimum of 0 ft. A creature whose speed
is reduced to 0 ft. by this edict cannot move out of their current square of their own volition, but can be
moved by other creatures and effects (such as by being bullrushed or dragged). They retain the ability to
defend themselves and retain their Dexterity bonus to AC: only their ability to move out of their current
position is impaired. You may purchase this cadence multiple times, but you cannot reduce the result of your
Tzocatl check result below this edict’s base Tzocatl DC.
Esoterica:
You gain a +10 ft. insight bonus to your land speed.
Anitlachia
Your words warp the truename of the targeted creature, stripping them of their hearing and leaving them
deaf. A deafened character takes a –4 penalty on initiative checks, automatically fails Perception checks
based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure
when casting spells with verbal components or speaking edicts.
Emphasis: For each three points you beat the Tzocatl DC by, increase this edict’s duration by one round
and its range by 10 ft
.
Cadence: If you beat the Tzocatl DC by at least four, you may subtract four from your Tzocatl check result. If
you do so, you may select one of the following senses to remove instead of hearing: lowlight vision,
darkvision, or the see in darkness ability.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, you may select one of the following senses to remove instead of hearing: vision (inflicting
blindness), tremorsense, scent, or allaround vision.
Cadence: If you beat the Tzocatl DC by at least nine, you may subtract nine from your Tzocatl check result.
If you do so, you may select one of the following senses to remove instead of hearing: tremorsense,
blindsight, blindsense, lifesense, telepathy, or any gaze attack the creature may have.
Cadence: If you beat the Tzocatl DC by at least nine, you may subtract nine from your Tzocatl check result.
If you do so, this edict becomes permanent and may be removed by lesser restoration. When using this
option, if you beat the DC by at least six, this edict may only be removed by restoration, and if you beat the
DC by at least 12, this edict may only be removed by greater restoration
.
Esoterica:
You gain the Alertness feat as a bonus feat.
Manipulate Fate
Lexicon
alteration; Level master
Casting Time 1 immediate action
Range 25 ft. + 5 ft./point of Tzocatl modifier
Target
one creature
Durationinstantaneous
Saving Throw none; Spell Resistance yes
Base Tzocatl DC 25
Nemactli
Your words alter and shift the very nature of reality, potentially changing a success into a failure, or vice
versa.
The targeted creature, who must have just made an attack roll or a saving throw but has not yet determined
the result
(that is, after the die has been cast but before the results of the die are determined) of such, adds
or subtracts (your choice) two from their result and then determines effects accordingly.
Emphasis: For each three points you surpass the Tzocatl DC by, increase the amount added or subtracted
by one (to a maximum adjustment equal to your Intelligence modifier), and increase this edict’s range by 10
ft
.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, this edict may modify
any d20 roll (except a Tzocatl check)
, not just an attack roll or saving throw.
Esoterica:
Once per day, you may expend an immediate action to reroll an attack roll or saving throw. You
may only use this ability after the die has been rolled but before the result is determined. You may select this
esoterica multiple times: each time, you gain an additional reroll per day.
Mantra of Focus
Lexicon protection;
Level
initiate
Casting Time 1 standard action
Range touch
Target
one touched psionic creature
Duration one round
Saving Throw none;
Spell Resistance
no
Base Tzocatl DC 20
Iyollochipacaltic
Your calming words help a friendly psionic creature recenter themselves. The touched creature may regain
psionic focus as a standard action while under the effects of this edict. If the touched creature has the
Psionic Meditation feat, they can instead regain psionic focus as a swift action while under the effects of this
edict.
Cadence: If you beat the Tzocatl DC by at least four, you may subtract four from your Tzocatl check result. If
you do so, the touched creature may regain psionic focus as a move action while under the effects of this
edict.
If the touched creature has the Psionic Meditation feat, they can instead regain psionic focus as a swift
action while under the effects of this edict.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, the duration of this edict increases by one round.
Cadence: If you beat the Tzocatl DC by at least twelve, you may subtract twelve from your Tzocatl check
result. if you do so, the touched creature may regain psionic focus as a swift action while under the effects of
this edict.
Esoterica:
You gain the Wild Talent feat. If you already have a power point pool, you instead gain the
Psionic Talent feat. You may take this esoterica multiple times.
Ineixcahuiltocaecatl
Esoterica: Weather and effects with the air descriptor that have effects based upon your size treat you as if
you were Colossal if it were advantageous to do so, regardless of your actual size.
Ineixcahuiltocatlalli
Emphasis: For each three points you beat the Tzocatl DC by, increase this edict’s area by one square
, its
range by 10 ft.,
and its duration by one minute.
Cadence: If you beat the Tzocatl DC by at least five, you may subtract five from your Tzocatl check result. If
you do so, this edict deals 2 points of magic, piercing damage to any creature that moves through an
affected square. For each four points you beat the Tzocatl DC by, increase this damage by 2 points. Any
creature that takes damage from this edict must make a Reflex save or be slowed (as the spell) for one
round.
Esoterica: You gain the Woodland Stride ability. You may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage
or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically
manipulated to impede motion, however, still affect you.
Petrify
Lexicon alteration (polymorph) [earth];
Level
apprentice
Casting Time 10 minutes
Range touch
Target object touched, not exceeding 1 cubic foot of material
Duration instantaneous
Saving Throw Fortitude negates (object);
Spell Resistance y
es (object)
Base Tzocatl DC 15
Tlatoltetl
The touched object transforms as you touch it and speak a mantra of power, transfiguring it into stone. A
touched object transformed in this way loses no pliability and remains fully functional. It also increases its
hardness to 10 and its hit points to 8 points per inch of thickness.
Previously combustible items that have been altered by petrify are no longer flammable. An article of
petrify
clothing altered via provides its wearer a +2 armor bonus to Armor Class. The clothes have a 2
armor check penalty, a maximum Dexterity bonus of +5, and 10% arcane spell failure chance. Similarly, a
weapon altered by petrify
changes its damage type to bludgeoning. In any case, the item can be enchanted
as though it were masterwork.
Break enchantment, remove curse , or another application of this edict reverses this edict's effects. A
petrified
item that is not masterwork to begin with and is enchanted after the application of this edict loses
any and all enchantments if this edict is reversed or removed, as the item is no longer a valid target for
enchanting.
Emphasis: For each six points you surpass the Tzocatl DC by, increase the maximum volume of material
this edict can affect by 1 cubic foot.
Cadence: If you beat the Tzocatl DC by at least 15, you may subtract 15 from your Tzocatl check result: if
you do so, this edict's casting time becomes "1 fullround action".
Esoterica:
You gain a +3 insight bonus on Craft checks when working with rock or stone.
Phantom Guardian
Lexicon creation [force]; Level initiate
Casting Time 1 standard action
Range 20 ft. + 5 ft./point of Tzocatl modifier
Effect
a phantom guardian
Duration three rounds
Saving Throw none; Spell Resistance no
Base Tzocatl DC 20
Yaotlapializtli
Your words congeal and form into a ghostly humanoid warrior. The warrior is Mediumsized and occupies
one empty square within this edict’s range, standing on the ground in that space.
The guardian threatens squares around him and deals damage as if it were wielding a masterwork
longsword.
The guardian can make one attack of opportunity per round. It uses your base attack bonus, and uses your
Intelligence score in place of its Strength score to determine attack and damage rolls, but has no other
ability scores: it is not alive and is little more than a projection of force. It cannot be damaged or struck by
attacks, cannot speak, and remains stationary other than to make attacks of opportunity against creatures
that pass.
The guardian does not block line of sight or line of effect, nor does it hinder movement. A creature can move
through the guardian’s space without penalty and without making an overrun attempt, though the guardian
will make an attack of opportunity if it is able.
A guardian can benefit from flanking and can flank an opponent with you or your allies.
Emphasis: For each four points you surpass the Tzocatl DC by, increase the
phantom guardian’s weapon’s
enhancement bonus by +1, to a maximum enhancement bonus equal to your Intelligence modifier, and
increase the duration of this edict by one round.
Cadence: If you beat the base Tzocatl DC by at least two, you may subtract two from your Tzocatl check
result. If you do so, the phantom guardian wields a masterwork longspear instead of a masterwork
longsword.
Cadence: If you beat the base Tzocatl DC by at least four, you may subtract four from your Tzocatl check
result. If you do so, the phantom guardian may make a number of attacks of opportunity each round equal
to your Intelligence modifier.
Cadence: If you beat the base Tzocatl DC by at least six, you may subtract six from your Tzocatl check
result. If you do so, increase the number of guardians created by this edict by one. You may purchase this
cadence multiple times: each time you do so, increase the number of guardians created by this edict by one.
All guardians created in this way must stand adjacent to one another. You may not reduce your Tzocatl
check result below
this edict’s base Tzocatl DC when using this option.
Esoterica:
You may make an additional attack of opportunity each round.
Nitlayohualli
This edict causes a point in space to dim as light is magically leeched from the area. The area is darkened
by one step (bright light becomes normal light, normal light becomes dim light, and dim light becomes
darkness). In an area of darkness, this edict has no effect. The effect is immobile.
Cadence: If you beat the Tzocatl DC by at least 10, you may subtract 10 from your Tzocatl check result. If
you do so, this edict’s area becomes "Target: one creature". A creature targeted by plunge into darkness
that has been altered in this fashion must make a Fortitude save or be permanently blinded.
Esoterica:
You gain blindsense out to 5 ft. If you already have blindsense, instead improve its range by 5 ft.
You may take this esoterica multiple times.
Rhabdomantic Hack
Lexicon
alteration; Level master
Casting Time 1 standard action
Range 25 ft.
+ 5 ft./point of Tzocatl modifier
Target
one wand or dorje; see text
Durationinstantaneous
Saving Throw Will negates (object); see text;
Spell Resistance
no
Base Tzocatl DC 25
Nahualcuahuitlquinamoya
You speak the targeted wand’s true name, activating it. You choose a target and any other options the wand
has upon casting. If you activate a wand that has a range of touch, you may make a ranged touch attack
against a target within 20' of the wand: if you hit, you treat the target as though it were touched.
The wand expends double its normal charges for activation. If you do not have the ability to cast a spell from
the targeted wand, you must make a Use Magic Device check as part of the speaking of this edict in order to
activate the wand. If the wand is of a spell that takes a longer time to cast than a standard action, this edict’s
casting time increases to that time.
The targeted wand receives a Will saving throw to negate if it is attended; otherwise, it does not receive a
saving throw.
Rhabdomantic hack
works identically when used on a dorje.
Emphasis: For each three points you surpass the Tzocatl DC by, increase this edict’s range by 5 ft. For
each four points you surpass the Tzocatl DC by, you gain a +1 insight bonus on any Use Magic Device
check made as part of speaking this edict.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, this edict can also target a scroll or icuiloa inscription. A scroll or icuiloa inscription successfully
cast from using this edict is expended as normal. This edict otherwise functions identically.
Cadence: If you beat the Tzocatl DC by at least twelve, you may subtract twelve from your Tzocatl check
result. If you do so, this edict can also target a staff. This edict otherwise functions identically.
Yollotlahueliloc
Upon uttering this edict, you throw your voice and elevate the volume to damaging levels. All creatures and
objects within the edict’s area take 4d6 sonic damage, and creatures are deafened for one minute. A
successful Fortitude save halves this damage and negates the deafening effect.
Cadence: If you beat the Tzocatl DC by at least four, you may subtract four from your Tzocatl check result. If
you do so, the duration of the deafening effect becomes permanent.
Cadence: If you beat the Tzocatl DC by at least ten, you may subtract ten from your Tzocatl check result. If
you do so, any creature that is damaged by this edict must also make a Will save or be confused for 1d3+1
rounds. Creatures immune to mindaffecting effects are immune to this feature, but still take the sonic
damage and may be deafened.
Esoterica:
You gain sonic resistance 3. If you already have sonic resistance, instead improve that sonic
resistance by 3. You may take this esoterica multiple times.
Shove
Lexicon
protection [force]; Level
apprentice
Casting Time 1 standard action
Range
25 ft. + 5 ft./point of Tzocatl modifier
Target
one creature
Durationinstantaneous
Saving Throw None; Spell Resistance yes
Base Tzocatl DC 15
Quihualmayauhque
Upon uttering this edict, you immediately make a bullrush check against the targeted creature. Use your
effective advocate level in place of your base attack bonus and your Intelligence modifier instead of your
Strength modifier when determining your CMB. A creature bullrushed by this edict cannot be moved beyond
the limits of the edict’s range, and you do to not need to move with a bullrushed creature.
You may bullrush
creatures of up to one size larger than yourself with this edict.
Emphasis: For every two points you beat the Tzocatl DC by, increase your effective CMB for your bullrush
attempt by 1.
For every three points you beat the Tzocatl DC by, increase this edict’s range by 5 ft.
Cadence: If you beat the Tzocatl DC by at least three, you may subtract three from your Tzocatl check
result. If you do so, increase the size of creature you can attempt to push with this edict by one size category
(Medium to Large, Large to Huge, Huge to Gargantuan, etc.). You may purchase this augment multiple
times, but you may not reduce your final Tzocatl check result below this edict’s Base Tzocatl DC using this
ability.
Cadence: If you beat the Tzocatl DC by at least five, you may subtract five from your Tzocatl check result. If
you do so, then the creature takes an additional 2d6 bludgeoning damage if it is bull rushed into a solid,
immobile object (such as a wall).. For each three points you beat the Tzocatl DC by, increase this damage
by 1d6.
Esoterica:
You gain the Improved Bull Rush feat as a bonus feat.
Subvert Armor
Lexicon
alteration;
Level apprentice
Casting Time 1 standard action
Range 50 ft.
+ 10 ft./point of Tzocatl modifier
Target
one suit of armor
Durationone minute
Saving Throw Fortitude negates (object); Spell Resistance y
es (object)
Base Tzocatl DC 15
Iztlacatlatolli
The armor targeted by this edict stiffens and hardens, becoming less flexible. If the targeted armor is worn
by a creature, all of that creature’s modes of movement are reduced to 10 ft. and they lose their Dexterity
bonus to AC (if any). Subverted armor becomes impossible to put on or take off. Attended (worn) armor and
magical armor receive a Fortitude saving throw to negate this effect, but unattended nonmagical armor
receives no saving throw.
Subverted armor
also
inflicts
a 1 penalty to AC and a 1 penalty to saving throws
to any creature wearing it
.
Emphasis: For each three points you surpass the Tzocatl DC by, increase the penalty to AC and saving
throws by 1 (to a minimum effective Armor Class of +0 and saving throw bonus of +0)
, increase this edict’s
range by 10 ft.,
and this edict’s duration increases by one minute.
Cadence: If you beat the Tzocatl DC by at least ten, you may subtract ten from your Tzocatl check result. If
you do so, you may target an additional suit of armor with subvert armor .
You may purchase this cadence
multiple times: each time you do so, you may target an additional suit of armor. You may not reduce your
Tzocatl check result below this edict’s base Tzocatl DC when using this option.
Esoterica:
You become proficient in medium armor.
Subvert Confidence
Lexicon
alteration [fear, mindaffecting, languagedependent];
Level
apprentice
Casting Time 1 standard action
Range 50 ft.
+ 10 ft./point of Tzocatl modifier
Target
one creature
Durationthree rounds
Saving Throw Will negates (see text);
Spell Resistance
yes
Base Tzocatl DC 15
Momauhcatlaloa
The creature targeted by this edict, hearing your words, loses confidence and becomes afraid. The targeted
creature must make a Will save or be rendered shaken for the duration of this edict. A creature already
shaken does not escalate their fear to frightened when targeted by this edict.
In addition,
after determining the effects of this edict, you may attempt to dispel any spells currently affecting
the creature that provide morale bonuses, as if you had used word of unmaking .
Emphasis: For each three points you surpass the Tzocatl DC by, increase the duration of this edict by one
round and its range by 10 ft . For each six points you surpass the Tzocatl DC by, you may target an
additional creature.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, the targeted creature takes a penalty on this edict’s saving throw equal to the highest morale
bonus affecting it.
Cadence: If you beat the Tzocatl DC by at least four, you may subtract four from your Tzocatl check result. If
you do so, this edict loses the languagedependent descriptor.
Cadence: If you beat the Tzocatl DC by at least four, you may subtract four from your Tzocatl check result. If
you do so, this edict loses the mindaffecting descriptor.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, the targeted creature becomes frightened instead of shaken. A creature already shaken or
frightened does not escalate their fear to beyond frightened when targeted by this edict.
Cadence: If you beat the Tzocatl DC by at least 12, you may subtract 12 from your Tzocatl check result. If
you do so, the targeted creature becomes panicked instead of shaken.
Esoterica:
You gain a +3 insight bonus on saves against fear effects.
Subvert Oath
Lexicon
alteration;
Level initiate
Casting Time 1 standard action
Range50 ft.
+ 10 ft./point of Tzocatl modifier
Target
one creature
Durationone round
Saving Throw Will negates;
Spell Resistance
yes
Base Tzocatl DC 20
Tzozonalonimonetol
This edict twists and contorts the target’s truename, conning the universe into believing the target has
violated their personal ethics. For the duration of this edict, the targeted creature is considered to be in
violation of any code of conduct it might have (such as a paladin’s code of conduct, the edicts of a cavalier’s
order, or a cleric’s code of conduct). Once the duration of this edict ends, the targeted creature is returned to
normal, and their oath is restored (unless they committed acts during this edict’s duration that would
normally violate their oath). A successful Will save negates this effect.
Emphasis: For each three points you surpass the Tzocatl DC by, increase the duration of this edict by one
round
and its range by 10 ft
.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, this edict instead allows the targeted creature to perform actions normally in violation with their
code of conduct for the duration of this edict. Particularly egregious or heinous acts (typically those that
result in alignment shift) cause the targeted creature to be in violation of their code of conduct when this
edict ends, and they suffer any resultant effects as normal.
Esoterica:
Choose an alignment (chaotic, evil, good, lawful, or neutral) that you do not possess. For the
purposes of determining the effects of spells and effects that base their effects on your alignment, you count
both as your true alignment and as the selected alignment.
Thundering Shout
Lexicon destruction [sonic]; Level
master
Casting Time 1 standard action
Range 50 ft.+ 10 ft./point of Tzocatl modifier
Area
10 ft. radius burst
Duration instantaneous
Saving Throw Fortitude and Reflex and Will partial; see text;
Spell Resistance y
es
Base Tzocatl DC 25
Tlatlatziniliztli
Creatures in this edict's area must make a Fortitude save or be permanently deafened, a Reflex save or be
knocked prone, and a Will save or be stunned for one round.
Emphasis:
For each four points you surpass the Tzocatl DC by, increase this edict's range and radius by 5
ft.
Cadence: If you beat the Tzocatl DC by at least 8, you may subtract 8 from your Tzocatl check result. If you
do so, this edict’s area becomes “two 10 ft. cubes (S)”. When using this cadence, for each four points you
surpass the Tzocatl DC by, increase the number of 10 ft. cubes by one.
Esoterica: Edicts you speak that have the sonic descriptor dispel areas of silence, as if by
word of
unmaking . All your edicts that have the sonic descriptor increase the bonus to your dispel check by one for
each two points they surpass the Tzocatl DC by.
True Clarity
Lexicon
protection;
Level
apprentice
Casting Time 1 standard action
Range personal
Target
you
Durationfive rounds
one minute
Saving Throw none;
Spell Resistance
no
Base Tzocatl DC 15
Chipahuacaneci
Your words cause the world to sharpen and increase in contrast. For the duration of this edict, you gain a +2
competence bonus on Perception checks.
Emphasis: For each three points you surpass the Tzocatl DC by, increase the bonus to Perception checks
by one and increase this edict's duration by one
round
minute
.
Cadence: If you beat the Tzocatl DC by at least four, you may subtract four from your Tzocatl check result. If
you do so, this edict also grants lowlight vision.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, this edict also grants darkvision 60 ft.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. if
you do so, this edict's range becomes "touch" and it's target becomes "creature touched".
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
see invisibility spell)
you do so, this edict allows you to see invisible creatures within 30 ft (as the , but it no
longer provides a bonus to Perception checks.
Cadence: If you beat the Tzocatl DC by at least 12, you may subtract 12 from your Tzocatl check result. If
you do so, this edict grants blindsense 30 ft., but no longer provides a bonus to Perception checks.
Cadence: If you beat the Tzocatl DC by at least 20, you may subtract 20 from your Tzocatl check result. if
you do so, this edict grants blindsight 15 ft., but no longer provides a bonus to Perception checks.
Esoterica:
You gain darkvision 30 ft. If you already have darkvision, instead improve that darkvision's range
by 15 ft. You may select this esoterica multiple times: its effects stack.
Unname
Lexicon
destruction [death]; Level
grandmaster
Casting Time 1 standard action
Range 50 ft.
+ 10 ft./point of Tzocatl modifier
Target
one living creature
Durationinstantaneous
Saving Throw Fortitude negates; Spell Resistance
yes
Base Tzocatl DC 35
Nichuicaitlalticpactoca
This powerful edict strips a creature of its true name, killing it instantly and rendering it difficult to resurrect.
The targeted creature must make a Fortitude save or be slain instantly. A targeted creature with more than
unname
100 hit points is unaffected by .
A creature killed by
unname disappears: there is no corpse or other remains, and the creature’s soul is
similarly destroyed. Over the course of a month, creatures find it increasingly difficult to recall information
about the unnamed creature: at the end of the duration, recalling any information at all about it requires a
Wisdom check or relevant Knowledge check against this edict’s DC. Legend lore and similar effects may
recall the creature but must succeed on a caster level check against your caster level: failing this check only
reveals that the creature never existed.
A wish spell followed by a true resurrection spell can restore the creature to life, but lesser magic (such as
limited wish,resurrection reincarnate
, or ) are ineffective.
Cadence: If you beat the Tzocatl DC by at least ten, you may subtract ten from your Tzocatl check result. If
you do so, this edict’s target becomes “one creature”, and you may affect creatures normally immune to
effects that have a Fortitude save that do not affect objects.
Esoterica:
You gain a +4 insight bonus on saving throws against death effects and energy drain effects.
Ventriloquism
Lexicon creation (figment); Level apprentice
Casting Time 1 standard action
Range
25 ft. + 5 ft./point of Tzocatl modifier
Effect
intelligible sound, usually speech
Duration 5 minutes
Saving Throw Will negates; Spell Resistance
no
Base Tzocatl DC 15
Huecayectozque
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace
else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears
the sound and rolls a successful save recognizes it as illusory (but still hears it). While you can make the
source of your edicts sound as if they are coming from a different location, they still originate from you (and
therefore measure their range and area based upon your location instead of the source of the
ventriloquism
).
Emphasis: ventriloquism’s
For every two points you beat the Tzocatl DC by, range increases by 5 ft. and its
duration increases by one minute.
Esoterica:
You gain a +1 insight bonus on saving throws versus figment effects.
Intozquitetzahuitl
Upon speaking this edict, you let out a mighty roar, a true word entangled into its volume. All creatures
within the cone’s effect take 8d6 sonic damage and must make a Fortitude save or be permanently
deafened. In addition, the area within the cone is affected as if by an area shatter spell, using this edict’s
caster level to determine its effects. This aspect of the edict is instantaneous
In addition, your form shifts and changes, becoming more draconic: for the duration of this edict, you gain
several benefits, as listed below:
● You gain two claw attacks and a bite attack. Your bite attack is a primary attack, dealing 1d8
damage, and your claw attacks are secondary attacks, dealing 1d6 damage. If you already have
claws or a bite, instead increase their damage die by one step.
● You gain a natural armor bonus equal to your Intelligence modifier.
● You gain two large, leathery wings, granting a fly speed equal to your land speed with average
maneuverability.
● You gain darkvision usable out to 60 ft. and blindsense usable out to 10 ft. If you already possess
either of these abilities, instead improve their respective ranges by 30 ft. (for darkvision) or 10 ft. (for
blindsense).
● You gain immunity to sleep , paralysis, and one element of your description (acid, cold, electricity, or
fire). This edict shares a descriptor with the selected element.
In addition, you gain a +4 bonus on Tzocatl checks made as part of dragonfire litany while under the effects
voice of the dragon
of . If you use voice of the dragon
dragonfire litany while under the effects of , you gain a
+4 bonus on Tzocatl checks made as part of dragonfire litany
, and
dragonfire litany deals identical damage
to the selected element instead of fire damage. Dragonfire litany also loses the fire descriptor and gains the
descriptor that matches the selected element.
Emphasis: For each two points you beat the Tzocatl DC by, increase this edict’s duration by one minute, the
darkvision range by 10 ft., and the blindsense range by 5 ft. For each three points you beat the Tzocatl DC
by, increase the sonic damage dealt by this edict by 1d6.
Cadence: If you beat the Tzocatl DC by at least ten, you may subtract ten from your Tzocatl check result. If
you do so, this edict’s range becomes “30 ft. and touch; see text”, and its target becomes “creature touched;
see text”, so that you may bestow this edict’s beneficial effects on another creature. The cone of sonic
damage still emanates from your position.
Esoterica:
You count as having the dragon type, if it would be beneficial to do so.
Intozhuimitzli
Upon speaking this edict, you let out a mighty roar, a true word entangled into its volume. All opponents
within the cone’s effect take 1d6 sonic damage and must make a Fortitude save or be deafened for one
round. This portion of the edict is instantaneous.
Allies within the cone gain temporary hit points equal to your character level and a +1 morale bonus on
attack rolls for the duration of this edict.
In addition, your form shifts and changes, becoming more leonine: for the duration of this edict, you gain
several benefits, as listed below:
● You gain a bite attack. It is a primary natural attack that deals 1d6 damage. When you charge, you
may make a bite attack in addition to your normal attack or attacks.
● You gain the scent ability and lowlight vision.
● You gain a +3 competence bonus on Acrobatics checks.
● You gain the Run feat as a bonus feat.
Emphasis: For each two points you beat the Tzocatl DC by, increase this edict’s duration by one minute. For
each three points you beat the Tzocatl DC by, increase the sonic damage dealt by this edict by 1d6.
Cadence: If you beat the Tzocatl DC by at least five, you may subtract five from your Tzocatl check result. If
you do so, this edict’s range becomes “30 ft. and touch; see text”, and its target becomes “creature touched;
see text”, so that you may bestow this edict’s beneficial effects on another creature. The cone of sonic
damage still emanates from your position.
Esoterica:
You gain the Weapon Focus (Bite) feat as a bonus feat.
War Cry
Lexicon
alteration [languagedependent]; Level
apprentice
Casting Time 1 standard action
Range 30 ft.
Target
one creature
Durationfive rounds (D)
Saving Throw Will negates (harmless);
Spell Resistance y
es (harmless)
Base Tzocatl DC 15
Yaotlatoa
The targeted creature gains a +1 insight bonus on attack and damage rolls for the duration of this edict.
Emphasis: For each five points you surpass the Tzocatl DC by, increase the bonus provided by this edict by
1 and its duration by one round.
Cadence: If you surpass the Tzocatl DC by at least five , you may subtract four from your Tzocatl check
result. If you do so, you may target an additional creature with this edict. You may purchase this cadence
multiple times, but you may not decrease your Tzocatl check below the Base Tzocatl DC when using this
option.
Cadence: If you surpass the Tzocatl DC by at least five , you may subtract four from your Tzocatl check
result. If you do so, this edict loses the languagedependent descriptor.
Esoterica:
You gain a bonus combat feat. You must meet the feat’s prerequisites to select and use the feat,
as normal.
Whirling Blades
Lexicon
creation; Level apprentice
Casting Time 1 standard action
Range 25 ft. + 5 ft./point of Tzocatl modifier
Area
one 5 ft. cube (S)
Durationthree rounds
Saving Throw Reflex negates half
; o
Spell Resistance n
Base Tzocatl DC 15
Tepozhuictica
Your words cause several dozen small knives to appear and swirl about in the edict’s area. Creatures who
begin their turns within the edict’s area, or those who move into it,
must make a Reflex save or take 1d6
slashing damage. A successful Reflex save halves this damage.
Emphasis: For each three points you surpass the Tzocatl DC by, increase the enhancement bonus on the
whirling bladesby 1, to a maximum of +5.
Cadence: If you beat the Tzocatl DC by at least four, you may subtract four from your Tzocatl check result. If
you do so, creatures damaged by this edict must make a Fortitude save or be nauseated for one round (as if
by a swarm creature’s distraction ability). Immunity to the distraction universal monster ability provides
immunity to this effect.
Cadence: If you beat the Tzocatl DC by at least four, you may subtract four from your Tzocatl check result. If
you do so, increase the damage dealt by the blades by 1d6. You may apply this subtraction multiple times:
each time you decrease your result by four, the damage increases by 1d6. You may not decrease your
Tzocatl check below the Base Tzocatl DC when using this option.
Cadence: If you beat the Tzocatl DC by at least four, you may subtract four from your Tzocatl check result. If
you do so, increase the number of cubes created by this edict by one. You may apply this subtraction
multiple times: each time you decrease your result by four, add an additional cube. All cubes must be
contiguous. You may not decrease your Tzocatl check below the Base Tzocatl DC when using this option.
Esoterica:
You become immune to the distraction universal monster ability.
Whirling Gale
Lexicon
destruction (teleportation);
Level
initiate
Casting Time 1 standard action
Range personal
Target
you
Durationinstantaneous
Saving Throw none;
Spell Resistance no
Base Tzocatl DC 20
Tehecatl
With a word, you accelerate instantly and dash forwards, teleporting up to 20 ft. away (plus 5 ft. per point of
Tzocatl modifier) or twice your speed (whichever is lower). You must have both line of sight and line of effect
to your destination, and your destination must be in an unoccupied space. In addition, you may make a
single melee attack at your full base attack bonus against one creature whose square you pass through
between your origin and your destination.
Emphasis: For each four points you surpass the Tzocatl DC by, increase
the teleport’s range by 10 ft. and
the number of creatures you may attack by one.
Cadence: If you surpass the Tzocatl DC by at least four, you may subtract four from your Tzocatl check
result. If you do so, this edict is no longer limited by your speed.
Cadence: If you surpass the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result.
If you do so, you gain a circumstance bonus on any attack rolls made during this edict equal to your
Intelligence modifier.
Esoterica:
You gain a +2 insight bonus to Reflex saving throws as long as you are not flatfooted.
Whisper of Distraction
Lexicon
alteration [mindaffecting];
Level
apprentice
Casting Time 1 swift
action
Range 30 ft.
Target
one creature
Durationone round
Saving Throw Will negates;
Spell Resistance
yes
Base Tzocatl DC 15
Atlachia
The subject of this edict is distracted, flinching at blows that seem to come from the shadows. A creature
affected by this spell is flatfooted until the beginning of its next turn.
Emphasis:
For every
six
points you beat the Tzocatl DC by, you may target an additional creature.
Esoterica:
You gain a +2 insight bonus on Bluff checks made to feint.
Whisper of Diversion
Lexicon
alteration [mindaffecting];
Level
initiate
Casting Time 1 standard action
Range 30 ft.
Target
one creature
Durationone minute
Saving Throw Will negates;
Spell Resistance yes
Base Tzocatl DC 20
Quicuepazque
You make yourself completely undetectable to the subject by erasing all awareness of your presence from
its mind. This edict has the following effects:
First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of
blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.
Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any
obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the
edict ends.
If you take an action that creates a sustained and obvious change in the subject’s environment—for
example, attacking a creature aside from the subject or moving a large or attended object the subject can
see—the subject immediately gains a new saving throw against the power. An ally of the subject creature
that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new
saving throw.
Emphasis:
For every three points you beat the Tzocatl DC by, you may target an additional creature.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, this edict may be spoken as an immediate action. If you attempt to speak this edict as an
immediate action but fail to sufficiently beat the DC to make it an immediate action, the edict is not spoken
but your immediate action is still used.
Esoterica:
You gain a +2 insight bonus on Bluff checks.
Whisper of Theft
Lexicon alteration;
Level
initiate
Casting Time 1 standard action
Range touch
Target
creature touched
Duration
instantaneous
Saving Throw Will negates;
Spell Resistance
yes
Base Tzocatl DC 20
Ichtequiliztli
With a softly spoken word and a touch, you strip the touched creature of one ongoing spell (such as bull’s
strength
) of 2nd level or lower and apply it to yourself. Caster level, remaining duration, and other selections
made at time of casting are unaltered: only the target changes. A successful Will save negates this effect.
You may specify a particular effect when speaking this edict: if you do so, whisper of theft will attempt to
move that particular effect. If that effect is not present, or if you do not specify one, this spell randomly
chooses one.
Emphasis: For each four points you beat the Tzocatl DC by, increase the level of spell that this edict can
steal by one.
Esoterica:
You gain a +2 insight bonus to Stealth checks.
Word of Annihilation
Lexicon
destruction; Level grandmaster
Casting Time 1 standard action
Range 50 ft.
+ 5 ft./point of Tzocatl modifier
Target
one creature
Durationinstantaneous
Saving Throw Fortitude half and Will partial; see text;
Spell Resistance y
es
Base Tzocatl DC 35
Mahuizyopolihui
The targeted creature takes 15d6 points of damage. If your opponent is extraplanar in nature, they must
immediately make a Will save or be immediately banished to their home plane. A foe affected
by this edict is
also immediately rendered mute. This interferes with spells and abilities that require vocal components. A
successful Fortitude save negates the muting and halves the damage.
Any creature who is brought to 0 or less HP by this edict is immediately discorporated, as if by the
disintegrate spell, and cannot be resurrected short of a wish miracle
or . Any
of the creature’s allies
within
30' of a creature slain by this edict must make a Will save or be rendered shaken for a number of rounds
equal to your Charisma modifier. Any such creature that fails this save also takes 5d6 points of damage.
Similarly, if they are brought to 0 or less HP by this edict, they are also discorporated, as if by a
disintegrate
spell
.
Esoterica:
Any creature that fails its save against one of your destruction edicts that inflict damage takes
damage again 1 round later equal to twice your Intelligence modifier
.
Word of Cleansing
Lexicon protection (healing);
Level
master
Casting Time 1 standard action
Range touch
Target
creature touched
Duration instantaneous
Saving Throw none;
Spell Resistance no
Base Tzocatl DC
25
Ayatleneneliuhqui
This edict removes one of the touched creature's afflictions, immediately ending any of the following
conditions: blinded, confused feebleminded
, dazed, deafened, , nauseated, paralyzed, petrified, sickened,
or stunned. If the creature is asleep, they are awoken.
This edict also heals hit points equal to your Tzocatl check, to a maximum of half the target's full hit points.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, this edict instead removes all of the listed conditions instead of just one.
Esoterica:
You gain a +1 insight bonus to resist any effect that this edict removes.
Word of Purification
Lexicon
protection;
Level
initiate
Casting Time 1 standard action
Range personal
Target
you
Durationinstantaneous
Saving Throw none;
Spell Resistance
no
Base Tzocatl DC 20
Chipahuacanemiliztli
Feeling a poison course through your veins, you utter a word of cleansing and feel your blood cleanse of its
taint. Upon uttering this edict, you cleanse your body of one poison effect currently affecting you. You suffer
no additional effects from the poison, and any temporary related effects are ended. Instantaneous effects
such as hit point damage, ability damage, or permanent related effects that don’t go away on their own
remain until they are cleansed from you by time or magic.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, this edict’s range changes to “touch”, and its target changes to “creature touched”.
Esoterica:
You gain a +2 insight bonus to resist poison effects. You may take this esoterica multiple times:
each time beyond the first, the insight bonus increases by one.
Word of Thunder
Lexicon
destruction [sonic]; Level apprentice
Casting Time 1 standard action
Range 25 ft.
+ 5 ft./point of Tzocatl modifier
Target
one creature
Durationinstantaneous
Saving Throw Fortitude half;
Spell Resistance y
es
Base Tzocatl DC 15
Onotlatlatzin
With a word, a crack of thunder resounds, reverberating through your foe. Your target takes 1d4 points of
sonic damage and is stunned
. A successful Fortitude save halves the damage.
Emphasis: For each four points you surpass the Tzocatl DC by,
word of thunder deals an additional 1d4
points of sonic damage. For each three points you surpass the Tzocatl DC by, word of thunder’ s range
extends by 5 ft.
Cadence: If you beat the Tzocatl DC by at least six, you may subtract six from your Tzocatl check result. If
you do so, this edict also stuns the targeted creature for one round
if it fails the saving throw
.
Esoterica:
You gain a +2 bonus on saving throws to resist effects that inflict the stunned condition.
Word of Transport
Lexicon
alteration [teleportation];
Level
initiate
Casting Time 1 standard action
Range 50 ft.
+ 10 ft./point of Tzocatl modifier
Target
one willing
creature
Durationinstantaneous
Saving Throw Will negates (harmless);
Spell Resistance y
es (harmless)
Base Tzocatl DC 20
Otlatocazque
You utter a word and with a quiet popping sound you move yourself or one touched creature
nighinstantaneously from one location to another. You must have line of sight and line of effect to this
edict’s destination. If you attempt to use this edict to move a creature into an occupied space, the creature
does not move and the edict is expended without effect.
Cadence: If you beat the Tzocatl DC by at least four, you may subtract four from your Tzocatl check result. If
you do so, you may touch and transport an additional creature. You may make this subtraction multiple
times: each time you do so, you may touch and transport one additional creature. You may not decrease
your Tzocatl check below the Base Tzocatl DC when using this option.
Esoterica: When targeted by a teleportation effects originating from another creature, you may choose to not
count towards that effect’s creature limitations (if any). In addition, you also may make a Will save to resist
teleportation effects if you do not wish to be transported, including for teleportation effects that do not
normally offer a saving throw. The saving throw DC for a teleportation effect that does not normally offer a
saving throw is 10 + the spell’s level + the caster’s relevant ability modifier (in the case of a spell or spelllike
ability), or 10 + ½ the creature’s hit dice + the creature’s Charisma modifier (in the case of other teleportation
effects).
Word of Unmaking
Lexicon
destruction;
Level initiate
Casting Time 1 standard action
Range 25 ft.
Target
one creature, spell, or object
Durationinstantaneous
Saving Throw none;
Spell Resistance
no
Base Tzocatl DC 20
Quicanizinahual
You can use word of unmaking to dispel one ongoing spell that has been cast on a creature or object or to
temporarily suppress the magical abilities of a magic item. A dispelled spell ends as if its duration had
expired. Spells unable to be removed by dispel magic are similarly immune to word of unmaking .
Word of
unmaking can dispel spelllike effects just as it does spells. The effect of a spell with an instantaneous
duration can't be dispelled, because the magical effect is already over before the word of unmaking can
take effect.
For example, a 7thlevel caster speaks word of unmaking, targeting a creature affected by stoneskin (caster
level 12th) and fly (caster level 6th). The dispel check results in a 19. This check is not high enough to end
the
stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only
required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled,
fly
leaving the intact. Had the dispel check been a 16 or less, no spells would have been affected.
You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an
area (such as a wall of fire
). You must name the specific spell effect to be targeted in this way. If your dispel
check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are
dispelled if your check is not high enough to end the targeted effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by
summon monster ), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11
+ the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds,
after which the item recovers its magical properties. A suppressed item becomes nonmagical for the
duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic
item's physical properties are unchanged: a suppressed magic sword is still a sword (a masterwork sword, in
fact). Artifacts and deities are unaffected by mortal magic such as this.
You may choose to automatically succeed on a dispel check against any edict that you speak yourself.
Emphasis:
For each two points you surpass the Tzocatl DC, you gain a +1 bonus to your dispel check.
Cadence: If you beat the Tzocatl DC by at least ten, you may subtract ten from your Tzocatl check result. If
you do so, this edict’s target becomes “Area: 20 ft. radius burst”, and you apply the dispelling effect once to
each creature and areaaffecting spell within the edict’s area. Roll one dispel check and apply that check to
word of unmaking
each creature in the area, as if targeted by . For each object within the area that is the
target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by this
word of unmaking
version of .
word of unmaking
For each ongoing area or effect spell whose point of origin is within the area of the , apply
the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the word of
unmaking edict, apply the dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon
monster ) is in the area, apply the dispel check to end the spell that conjured that object or creature
(returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.
Esoterica:
The DC to dispel one of your edicts becomes 15 + your caster level (rather than 11 + your caster
level).
Litanies
Apprentice Litanies
Dragonfire Litany gain a breath weapon
Litany of Daggers become surrounded by whirling blades
Litany of Mercy deal nonlethal damage without penalty
Litany of Resilience gain damage resistance
Recitation of Flame throw orbs of fire
Recitation of Venom gain the ability to use poison safely
Soliloquy of Balance gain a bonus to CMD
Soliloquy of the Thief gain trapfinding
Initiate Litanies
Litany Against Fear become immune to fear
Litany of Sight Unbroken gain detectionbased effects
Litany of Wolves gain a bite attack
Mantra of Sheltered Life nearby creatures stabilize and resist death magic
Recitation of Alteration increase your Tzocatl check when speaking alteration edicts
Recitation of Creation increase your Tzocatl check when speaking creation edicts
Recitation of Destruction increase your Tzocatl check when speaking destruction edicts
Recitation of Protection increase your Tzocatl check when speaking protection edicts
Soliloquy of Hatred enemies you strike are sickened
Soliloquy of Risk gamble on your damage rolls
Master Litanies
Bolstering Voice gain a pool of floating bonus that you can divide between your allies
Litany of Lightning call down lightning from the sky
Litany of the Clouds walk on air
Mantra of Retributive Shielding creatures that strike you are dealt acid damage
Mantra of Vitality gain fast healing
Soliloquy of Alignment be treated as another alignment
Soliloquy of Liquid Earth gain the earth glide ability
Grandmaster Litanies
Supplication of Perfection gain a bonus to ability scores
Supplication of the Lifted Veil see the truth
Supplication of the Master Arcanist your magics become harder to break and resist
Bolstering Voice
Lexicon protection (litany);
Level
master (litany)
Casting Time 1 swift action
Range personal
Target
you
Duration permanent until dispelled or until a new litany begins
While
bolstering voice is active, you may, as a move action, gain a number of command points equal to
onethird
your level (rounded down, minimum 1 point). You may divide these points as a free action
as you
choose to provide a competence bonus to any attack, damage, save, or skill check roll an ally (other than
yourself) makes within 30 ft. of you before the start of your next turn. You may divide this bonus as many
times as you like, but the bonus cannot provide a larger bonus than your Intelligence modifier to any one roll.
Any bonus provided by bolstering voice is assigned after the die roll is cast but before the effect is
determined.
Esoterica:
When you use bolstering voice to gain command points, you gain additional command points
equal to your Intelligence modifier.
Dragonfire Litany
Lexicon
alteration (litany) [fire];
Level
apprentice (litany)
Casting Time 1 swift action
Range personal
Target
you
Duration
permanent until dispelled or until a new litany begins
While
dragonfire litany is active, you gain the ability to breathe a 15 ft. cone of fire as a standard action.
Creatures caught within the cone take fire damage according to your Tzocatl check (made as part of your
standard action to breathe).
15 or less 1d6
1619 2d6
2023 4d6
2427 6d6
2832 8d6
3336 10d6
3740 12d6
4145 14d6
4650 16d6
5155 18d6
56 or more 20d6
A successful Reflex save halves this damage.
Esoterica:
You gain the evasion ability, as the rogue ability of the same name, except you may only use it
against breath weapons.
Esoterica:
You gain a +2 morale bonus to resist fear effects.
Litany of Daggers
Lexicon creation (litany);
Level
apprentice (litany)
Casting Time 1 swift action
Range personal
Target
you
Duration permanent until dispelled or until a new litany begins
The daggers created by this litany dissolve into nothingness if the litany ends or they are forcibly removed by
the swarm. If a dagger leaves the swarm while the litany is still active, a new dagger is made and takes its
place.
When you first speak this litany, make a Tzocatl check. The daggers have an enhancement according to the
below table:
17 or less No bonus
1821 +1
2225 +2
2629 +3
3033 +4
34+ +5
Litany of Lightning
Lexicon destruction (litany) [electricity];
Level
master (litany)
Casting Time 1 swift action
Range personal
Target
you
Duration permanent until dispelled or until a new litany begins
Esoterica: You gain electrical resist 3. If you already have electrical resistance, instead improve that
electrical resistance by 3. You may take this esoterica multiple times.
Litany of Mercy
Lexicon protection (litany);
Level
apprentice (litany)
Casting Time 1 swift action
Range personal
Target
you
Duration permanent until dispelled or until a new litany begins
litany of mercy
While is active, your
weapons
deal nonlethal damage instead of lethal damage.
Esoterica:
Whenever you deal nonlethal damage, increase the damage you inflict by 1d6.
Litany of Resilience
Lexicon protection (litany);
Level
apprentice (litany)
Casting Time 1 swift action
Range personal
Target
you
Duration
permanent until dispelled or until a new litany begins
While
litany of resilience is active, you gain damage reduction based upon your Tzocatl check, made at the
time you activate the litany, as follows:
17 or less DR 1/magic
1821 DR 3/magic
2225 DR 5/magic
2629 DR 7/magic
30 or more DR 10/magic
Esoterica:
You gain DR 1/adamantine. You may select this esoterica multiple times: its effects stack.
Esoterica:
You automatically trigger a feather fall effect whenever you fall further than 20 feet
, except it may
only target you. This feather fall effect may not trigger more frequently than once every five rounds.
Substitute onehalf your level for your caster level when determining how this effect functions.
While
litany of sight unbroken is active, you are treated as if under a constant effect based upon your
Tzocatl check made at the time you activate the litany, as follows:
While
litany of wolves is active, you gain a bite attack that deals damage equal to a longsword appropriate
for your size. This bite attack has an enhancement bonus based upon your Tzocatl check, made at the time
you activate the litany, as follows:
Tzocatl Check Result Enhancement Bonus
17 or less No bonus
1821 +1
2225 +2
2629 +3
3033 +4
34 or more +5
Esoterica:
You gain the trip universal monster ability, usable only with bite attacks.
While this litany is active, any creature that strikes you in melee takes 5d6 points of acid damage.
Esoterica:
Your acid effects increase their acid damage by an amount equal to your
Intelligence
modifier.
While this litany is active, any creature within 15 ft. of you automatically passes a roll made to stabilize. In
addition, creatures within the same area gain a +2 insight bonus on saves against death effects.
Esoterica:
You gain a +2 insight bonus on Heal checks.
Mantra of Vitality
Lexicon
protection (litany);
Level
master (litany)
Casting Time 1 swift action
Range personal
Target
you
Duration
permanent until dispelled or until a new litany begins
Recitation of Alteration
Lexicon alteration (litany);
Level
initiate (litany)
Casting Time 1 swift action
Range personal
Target
you
Duration permanent until dispelled or until a new litany begins
While this litany is active, edicts you utter of the alteration lexicon increase their ranges by
20
%, if they have
a range that is measured in feet.
Special: You may not select recitation of creation, recitation of destruction, recitation of protection
or if you
have recitation of alteration
. Should you gain one of the aforementioned recitations, you immediately lose
this recitation.
Recitation of Creation
Lexicon creation (litany);
Level
initiate (litany)
Casting Time 1 swift action
Range personal
Target
you
Duration permanent until dispelled or until a new litany begins
While this litany is active, edicts you utter of the creation lexicon increase their durations by
20%
, if they
have noninstantaneous durations.
Special: You may not select recitation of alteration, recitation of destruction, recitation of protection
or if
you have recitation of creation
. Should you gain one of the aforementioned recitations, you immediately lose
this recitation.
Recitation of Destruction
Lexicon destruction (litany);
Level
initiate (litany)
Casting Time 1 swift action
Range personal
Target
you
Duration permanent until dispelled or until a new litany begins
While this litany is active, edicts you utter of the destruction lexicon deal an additional
20% damage, if they
have damaging effects.
Special: You may not select recitation of alteration, recitation of creation, recitation of protection
or if you
have recitation of destruction. Should you gain one of the aforementioned recitations, you immediately lose
this recitation.
Recitation of Flame
Lexicon
creation (litany) [fire];
Level
apprentice (litany)
Casting Time 1 swift action
Range personal
Target
you
Duration
permanent until dispelled or until a new litany begins
Your speech heats the air around you and balls of fire appear in your hands. In addition to providing
illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee
touch attack, dealing 1d6 fire damage plus your Intelligence modifier. Alternatively, you can hurl the flames
as a thrown weapon. When doing so, you attack with a ranged touch attack and deal the same damage as
with the melee attack. As soon as you hurl flames, more appear in your hands. The flames have a range
increment of 10 ft. If your base attack bonus is high enough to allow you multiple attacks, you may make
ranged attacks using the flames as if they were thrown or melee weapons, as appropriate.
recitation of flame
Flames created by shed light as a torch.
Esoterica:
Your fire effects increase their fire damage by an amount equal to your Intelligence modifier.
Recitation of Protection
Lexicon protection (litany);
Level
initiate (litany)
Casting Time 1 swift action
Range personal
Target
you
Duration permanent until dispelled or until a new litany begins
While this litany is active, edicts you utter of the protection lexicon increase their areas by
20%
, if they have
an area that is measured in feet.
Recitation of Venom
Lexicon protection (litany);
Level
apprentice (litany)
Casting Time 1 swift action
Range personal
Target
you
Duration permanent until dispelled or until a new litany begins
While this litany is active, you have no chance to poison yourself when applying poison to a weapon.
Esoterica:
Any poison effect you create (such as a naturallycreated poison from a bite attack) or apply
(such as applying black lotus extract to a weapon) increases its save DC by 1.
Soliloquy of Alignment
Lexicon
alteration (litany);
Level
master
initiate
(litany)
Casting Time 1 swift action
Range personal
Target
you
Duration
permanent until dispelled or until a new litany begins
While this litany is active, you gain one alignment subtype of your choice (chaotic, evil, good, or lawful). Your
attacks overcome damage reduction as if they were aligned to the alignment you chose. You gain damage
reduction 5, which can be overcome by attacks aligned with the opposite alignment to the one that you
chose.
Esoterica:
When using soliloquy of alignment , you may cast detect evil, detect, good, detect chaos , or
detect law as a spelllike ability atwill. You do not select which one you cast: instead, you cast the spell that
detects the alignment opposite to the alignment subtype you chose.
Soliloquy of Balance
Lexicon
protection (litany);
Level
apprentice (litany)
Casting Time 1 swift action
Range personal
Target
you
Duration
permanent until dispelled or until a new litany begins
While this litany is active, you gain a +2 bonus to your CMD. If you have the ability to speak initiatelevel
edicts, this bonus increases to +3. If you have the ability to speak masterlevel edicts, this bonus increases
to +4. If you have the ability to speak grandmasterlevel edicts, this bonus increases to +6.
Esoterica:
You gain a +1 insight bonus to your CMD.
Soliloquy of Hatred
Lexicon
destruction (litany);
Level
initiate (litany)
Casting Time 1 swift action
Range personal
Target
you
Duration
permanent until dispelled or until a new litany begins
While this litany is active, you gain the ability to sicken your foes with your melee attacks. Whenever you
strike a foe in melee, you may make a Tzocatl check versus a DC of 10 plus your target's HD. If you
succeed, roll your damage as normal. Your target must make a Fortitude save against a DC equal to the
damage dealt or be sickened for one round. You may only affect a particular opponent with this ability once
per round.
Esoterica:
You gain a +2 insight bonus on saving throws against effects that cause the sickened condition.
While this litany is active, you can glide through any sort of natural earth or stone as easily as a fish swims
through water, with a burrow speed equal to half your normal speed. You do not leave a tunnel or trace of
your passage. You still need to be able to breathe and cannot speak while burrowing. Should this litany end
while you are burrowing, you are immediately shunted to the nearest open space, taking 1d6 points of
damage per 5 ft. you are moved in this way.
Esoterica:
You may move over stone or rockbased difficult terrain (such as scree or rubble) without
penalty.
Soliloquy of Risk
Lexicon
destruction (litany);
Level
initiate (litany)
Casting Time
1 swift action
Range personal
Target
you
Duration
permanent until dispelled or until a new litany begins
While this litany is active, you gain the ability to deal more damage with your melee attacks. Whenever you
strike a foe in melee, you may make a Tzocatl check versus a DC of 10 plus your target's HD. If you
succeed, roll your damage as normal, but you may choose to reroll your damage once after seeing the total
amount. If you choose to reroll, you must take the new result. You may only affect a particular opponent with
this ability once per round.
Esoterica:
You deal +1d6 damage whenever you strike a foe after a charge.
While this litany is active, you gain the ability to disable magic traps with the Disable Device skill (similar to a
rogue with the Trapfinding ability).
Esoterica:
Add Disable Device to your class skills. You gain a +2 insight bonus on Disable Device checks.
Supplication of Perfection
Lexicon
alteration (litany);
Level
grandmaster (litany)
Casting Time 1 swift action
Range personal
Target
you
Duration
permanent until dispelled or until a new litany begins
While this litany is active, you gain a +4 insight bonus to an ability score of your choice.
Esoterica:
You gain a +2 insight bonus to an ability score of your choice.
true seeing
While this litany is active, you are treated as if under a constant effect.
Esoterica:
You gain blindsight, effective out to 60 ft.
Esoterica:
You may take 10 on caster level checks.
Feats
And Be Afraid
Prerequisites:
Say My Name feat, ability to speak initiate edicts
Benefit
: Anyone other than you who speaks your true name within 100 ft. of you becomes greatly unnerved,
as are all who hear it (other than you).
An y creature other than yourself opponent who speaks your true name (including a creature who speaks an
edict or a power word spell that targets you) within range must make a Will save (DC 10 + ½ your level +
your Intelligence modifier) or be shaken for 3 rounds. A creature that successfully saves against this effect
is immune to further applications of it for 24 hours.
Opponents who hear your true name (including a creature who hears an edict spoken or a power word spell
cast that targets you) within range must make a Will save (DC 10 + ½ your level + your Intelligence modifier)
or become shaken for 1 round. Knowledge of your presence has no affect on this ability: your true name has
gained an inherent power all its own. And Be Afraid cannot escalate fear from shaken to panicked or
frightened.
Special:
If you have the ability to speak grandmasterlevel edicts, you need only be on the same plane
(instead of within 100 ft.) in order for And Be Afraid to have an effect.
And Be At Peace
Prerequisites:
Say My Name feat, ability to speak initiate edicts
Benefit
: Once per day, when you perceive your true name being spoken via your Say My Name feat, you
may heal the creature speaking your true name an amount of hit points equal to your Tzocatl check as an
immediate action.
Special:
If you have the ability to speak masterlevel edicts, you may use this ability three times per day. If
you have the ability to speak grandmasterlevel edicts, you may use this ability five times per day.
And I Am There
Prerequisites:
Say My Name feat, ability to speak initiate edicts
Benefit
: Once per week, when you perceive your true name being spoken via your Say My Name feat, you
may instantly teleport yourself and up to 50 lbs. of your belongings directly adjacent to the speaker as an
immediate action.
Special: If you have the ability to speak masterlevel edicts, you may bring along up to 100 lbs of your
belongings. If you have the ability to speak grandmasterlevel edicts, you may also transport up to six other
willing creatures that are within 30 ft. of you and 100 lbs. of their personal belongings.
Benefit: You no longer take penalties to your ability scores for aging and cannot be magically aged. Any
such penalties that you have already taken, however, remain in place. Age bonuses still accrue, and you still
dies of old age when your time is up.
Special:
And I Shall Live counts as the Timeless Body class feature for the purposes of prerequisites.
Benefit
: Allies within 30 ft.
who are conscious and can see you are inspired by your presence and gain
a +2
morale bonus to attack rolls, damage rolls, Armor Class, and saving throws. Fast Healing 2.
When a creature falls unconscious but not dead within 30 ft. of you, you may spend an immediate action and
make a Tzocatl check: if you do so, the unconscious creature immediately heals hit points equal to your
Tzocatl check. You may use this ability a number of times per day equal to 3 + your Charisma modifier. This
is a spelllike ability. Your caster level for this ability is equal to your hit dice, and it is treated as a spell with a
level equal to half your hit dice.
Special:
If you possess And You Shall Be Saved, you may not select And You Shall Fear Me. Should you
somehow gain And You Shall Fear Me, you immediately lose And You Shall Be Saved, and you may not
select a different feat in its place.
Benefit: Even creatures normally immune to fear effects and mindaffecting effects are not immune to your
fear effects, though they do receive a +4 racial bonus on saving throws against them.
When a creature with at least onehalf your hit dice dies within 30 ft. of you, you gain a +2 profane bonus to
your
Charisma Intelligence
score and 2 temporary hit points per character level for one minute. This is a
supernatural ability.
You may cast speak with dead as a spelllike ability. You may use this ability a number of times per day
equal to 3 + your
Charisma
Intelligence
modifier. Your caster level for this ability is equal to your hit dice.
Special:
If you possess And You Shall Fear Me, you may not select And You Shall Be Saved. Should you
somehow gain And You Shall Be Saved, you immediately lose And You Shall Fear Me, and you may not
select a different feat in its place.
Extra Edict
Prerequisites:
Character level 6th, ability to speak edicts
Benefit
: You gain the knowledge of one apprenticelevel edict and gain the ability to speak that edict. Use
half your character level or your effective advocate level (whichever is higher) to determine the edict’s caster
level when necessary.
Special:
If you have the ability to speak masterlevel edicts, you may select an initiatelevel edict instead of
an apprenticelevel edict. If you have the ability to speak grandmasterlevel edicts, you may select a
masterlevel edict instead of an apprenticelevel edict.
Extra Litany
Prerequisites:
Character level 6th, ability to speak edicts
Benefit: You gain the knowledge of one apprenticelevel litany and gain the ability to speak that litany . Use
half your character level or your effective advocate level (whichever is higher) to determine the litany’s
caster level when necessary.
Special:
If you have the ability to speak masterlevel edicts, you may select an initiatelevel litany instead of
an apprenticelevel litany. If you have the ability to speak grandmasterlevel edicts, you may select a
masterlevel litany instead of an apprenticelevel litany.
Favored Edict
Prerequisites:
Ability to speak edicts
Benefit:
Select an edict you can speak. You gain a +2 bonus on Tzocatl checks made to speak that edict.
Special: You may select this feat multiple times. Its effects do not stack. Each time you take this feat, it
applies to a new edict.
Focused Lexicon
Prerequisites:
Ability to speak edicts, Favored Edict
Benefit:
Select a lexicon of edicts (alteration, creation, destruction, or protection) that includes an edict for
which you have selected the Favored Edict feat. You gain a +1 bonus on Tzocatl checks made to speak
edicts of that lexicon. This bonus stacks with that of Favored Edict.
Benefit
: Opponents within 30 ft. who hear you speak an edict take a
2 1 penalty to Armor Class and saving
throws. This penalty lasts for a number of rounds equal to your Intelligence modifier.
Special:
For I Am Great and Terrible is a supernatural ability.
For I Am Eternal
Prerequisites:
And I Shall Live feat, Say My Name feat, ability to speak grandmaster edicts
Benefit
: Once per year, if a creature speaks your truename and successfully makes a Tzocatl check (DC
equal to 10 plus your level plus your Intelligence modifier) when you are dead, you are immediately
resurrection
resurrected as if by a spell.
Special:
For I Am Eternal is a supernatural ability.
Benefit
: Allies within 30 ft. who hear you speak an edict gain a +
2 +1 sacred bonus to Armor Class and
saving throws. These benefits last for a number of rounds equal to your Intelligence modifier.
Special:
For I Will Protect You is a supernatural ability.
Prerequisites:
Ability to use at least one litany
Benefit
: Select one litany that you know. While you use the chosen litany, you gain a +1 insight bonus on
melee
attack and damage rolls.
Special: If you have the ability to speak initiatelevel edicts, the bonus to attack and damage rolls provided
by this feat increases to +2. If you have the ability to speak masterlevel edicts, the bonus to attack and
damage rolls provided by this feat increases to +3. If you have the ability to speak grandmasterlevel edicts,
the bonus to attack and damage rolls provided by this feat increases to +4. You can gain this feat multiple
times. Its effects do not stack. Each time you take the feat, it applies to a new litany.
Mastered Edict
Prerequisites:
Ability to speak edicts, Favored Edict, Studied Edict
Benefit:
Choose one edict for which you have already selected the Studied Edict feat.
You gain an additional
+4 bonus on Tzocatl checks made to speak that edict.
Special: You may select this feat multiple times. Its effects do not stack. Each time you take this feat, it
applies to a new edict.
Melodic Tzocatl
Prerequisites:
Bardic Performance class feature, Perform (Oratory or Sing) 5 ranks, able to speak edicts
Benefit
: In any round in which you use both bardic music with an oratory or singing performance component
and also speak an edict, you may increase the save DC of your spoken edict or bardic performance (if
applicable) by 2.
Say My Name
Prerequisites:
Ability to speak edicts
Benefit
:
If anyone within a radius of 5 miles per level speaks your true name, you hear it and instantaneously
know the direction of, distance to, and name of the speaker. No concentration or action is required to gain
this knowledge. Incoming information does not distract or hinder you, although if a great many people speak
the name at once, the incoming information is lost.
Special:
Say My Name is a supernatural ability.
Silver Tongue
Benefit
:
You gain a +2 competence bonus on Diplomacy checks. In addition, you gain a +1 bonus to the
save DCs of your languagedependent spells, spelllike abilities, and supernatural abilities.
Studied Edict
Prerequisites:
Ability to speak edicts, Favored Edict
Benefit
:Choose one edict for which you have already selected the Favored Edict feat. You immediately
acquire that edict’s esoterica. If you already possess that edict’s esoterica, increase any numeric benefits it
provides by 1. An already known esoterica that does not provide a numeric benefit (such as eternal
armament’s esoterica) does not gain any benefit from this ability.
Special: You may select this feat multiple times. Its effects do not stack. Each time you take this feat, it
applies to a new edict.
Benefit
:If you beat the base Tzocatl DC of an edict with an energy descriptor (acid, cold, electricity, fire, or
sonic) by at least 3, you may subtract 3 from your Tzocatl check result. If you do so, change the edict’s
descriptor and damage dealt to cold. In addition, after you use this ability, if you still beat the base Tzocatl
DC by at least 7, you may subtract an additional 7 from your Tzocatl check result. If you do so, creatures
affected by the edict must make Fortitude saves or be immobilized for the duration of the edict . This is in
addition to the edict’s standard effects.
An immobilized creature is unable to move from their current space. An immobilized creature is capable of
defending itself: it is just unable to move from its current position via its own power. Forced movement,
teleportation effects, and similar abilities allow movement for an immobilized character. An airborne creature
that cannot hover that is immobilized immediately goes into a stall and begins falling.
Benefit: If you beat the base Tzocatl DC of an edict with an energy descriptor (acid, cold, electricity, fire, or
sonic) by at least 5, you may subtract 5 from your Tzocatl check result. If you do so, all variable, numeric
effects of an edict using this suffix are increased by half, including bonuses to those dice rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables.
Special: An edict using both Ixqui and Hueya gains the separate benefits of each feat: the maximum result
plus half the normally rolled result.
Benefit:If you beat the base Tzocatl DC of an edict by at least 10, you may subtract 10 from your Tzocatl
check result. If you do so, you may speak that edict as a swift action. If you attempt to speak an edict using
this suffix but fail to beat the base Tzocatl DC by enough to purchase this ability, your swift action is still
used up but the edict has no effect.
Benefit:
If you beat the base Tzocatl DC of an edict by at least 8, you may subtract 8 from your Tzocatl
check result. If you do so, all variable, numeric effects of an edict modified by this feat are maximized.
Saving throws and opposed rolls are not affected, nor are spells without random variables.
Special: An edict using both Ixqui and Hueya gains the separate benefits of each feat: the maximum result
plus half the normally rolled result.
Benefit: If you beat the base Tzocatl DC of an edict by at least 5, you may subtract 5 from your Tzocatl
check result. If you do so, double the edict’s range.
Benefit
:
If you beat the base Tzocatl DC of a languagedependent edict by at least 6, you may subtract 6
from your Tzocatl check result. If you do so, that edict loses the languagedependent descriptor.
Alternatively, if you beat the base Tzocatl DC of an edict without the languagedependent descriptor by at
least 6, you may subtract 6 from your Tzocatl check result. If you do so, that edict gains the
languagedependent descriptor.
Benefit:If you beat the base Tzocatl DC of an edict with an energy descriptor (acid, cold, electricity, fire, or
sonic) by at least 3, you may subtract 3 from your Tzocatl check result. If you do so, change the edict’s
descriptor and damage dealt to electricity. In addition, after you use this ability, if you still beat the base
Tzocatl DC by at least 7, you may subtract an additional 7 from your Tzocatl check result. If you do so,
creatures affected by the edict must make Will saves or be dazed for one round. This is in addition to the
edict’s standard effects.
Benefit
:
If you beat the base Tzocatl DC of an edict that deals damage by at least 3, you may subtract 3
from your Tzocatl check result. If you do so, that edict inflicts nonlethal damage instead of its normal
damage. Edicts that deal damage of a particular type (such as fire damage) inflict nonlethal damage of that
same type.
Benefit: If you beat the base Tzocatl DC of a mindaffecting edict by at least 4, you may subtract 4 from your
Tzocatl check result. If you do so, the edict can affect oozes and vermin as if they weren’t mindless.
If you beah the base Tzocatl DC of a mindaffecting edict by at least 8, you may subtract 8 from your Tzocatl
check result. If you do so, the edict can affect undead as if they weren’t mindless.
Benefit:
If you beat the base Tzocatl DC of an edict with an energy descriptor (acid, cold, electricity, fire, or
sonic) by at least 3, you may subtract 3 from your Tzocatl check result. If you do so, change the edict’s
descriptor and damage dealt to fire. In addition, after you use this ability, if you still beat the base Tzocatl DC
by at least 4, you may subtract an additional 4 from your Tzocatl check result. If you do so, creatures
affected by the edict must make Reflex saves or catch on fire. This is in addition to the edict’s standard
effects.
If a creature catches fire, it takes 1d6 points of damage immediately. In each subsequent round, the burning
creature must make another Reflex saving throw. Failure means it takes another 1d6 points of damage that
round. Success means that the fire has gone out—that is, once it succeeds on his saving throw, it’s no
longer on fire.
A creature on fire may automatically extinguish the flames by jumping into enough water to douse itself. If no
body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like (both fullround
actions) permits the creature another save with a +4 bonus.
Benefit
:If you beat the base Tzocatl DC of an edict with an energy descriptor (acid, cold, electricity, fire, or
sonic) by at least 5, you may subtract 5 from your Tzocatl check result. If you do so, change the edict’s
descriptor and damage dealt to sonic. In addition, after you use this ability, if you still beat the base Tzocatl
DC by at least 5, you may subtract an additional 5 from your Tzocatl check result. If you do so, creatures
affected by the edict must make Fortitude saves or be deafened for 1 minute. This is in addition to the edict’s
standard effects.
Benefit: Choose one weapon for which you have already selected the Weapon Focus feat and that you own.
The weapon must be of masterwork quality but nonmagical, and it must be an item that you have personally
used for an extended period of time.
At any time, you may spend an hour in meditation, reciting the item’s truename in order to imbue it with
ancient power. Make a Tzocatl check as part of this meditation, and consult the following table.
15 or less +1 +1
The item remains imbued in this fashion until you spend another hour in meditation to remove or alter the
weapon’s abilities. You may not imbue more than one weapon at a time with this ability, and the
enhancements only function for you: in the hands of someone else, the imbued weapon is a mundane–albeit
masterwork–weapon. The weapon detects as magical for the purposes of detect magic and similar, even
when not wielded by you. The weapon otherwise functions identically to a magic weapon.
If your meditation is interrupted, the weapon remains unchanged and you must start anew.
Special:
This feat is a supernatural ability.
Tzocatl Backlash
Prerequisites:
Ability to speak masterlevel edicts
Benefit:
When you are targeted by or included in the area of effect of a spell (but not an edict) with a name
word
including (such as power word: stun holy word,
, resonating word,
or mage’s sword
but not ), whoever
casts the spell is also affected by it (as if he had also cast it on himself).
Tzocatl Novice
Prerequisites:
Four or more languages known
Benefit:
You are trained in the use of Tzocatl and can make Tzocatl checks using your Intelligence modifier.
Select one apprenticelevel edict: you gain the ability to speak that edict. Use half your character level or
your effective advocate level (whichever is higher) to determine the edict’s caster level when necessary,.
Prestige Classes
Rhetorical Blade
Hit Die:
d10.
Requirements
To qualify to become a rhetorical blade, a character must fulfill all the following criteria.
Class Skills: The rhetorical blade’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int),
Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes)
(Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
1 +1 +1 +0 +1 Imbued Blades
Imbued Blades (Su): Starting at first level, when a rhetorical blade meditates to imbue her truenamed
weapon, she may take a 8 penalty on her Tzocatl check. If she does so, then she may imbue some of her
edicts. Any blades created by her edicts (such as those created by blade barrage, litany of daggers
, or
eternal armament ), share the enchantments provided to her weapon by her Truenamed Weapon feat. If
those edicts include emphases or cadences that provide an enhancement bonus, she must determine if she
is going to use the effects granted by the emphasis and cadence or those granted by her Truenamed
Weapon feat when she speaks the edict.
Martial Training (Ex): Starting at second level, a rhetorical blade counts her class level as her fighter level
for the purpose of qualifying for feats. If she already has fighter levels, these levels stack.
Edicts (Sp): At each level except first and sixth, a rhetorical blade gains new edicts known, new litanies
known, and new kinds of edicts known as if she had also gained a level in an edictusing class she belonged
to before adding the prestige class. She does not, however, gain other benefits a character of that class
would have gained, except for an increased modifier on Tzocatl checks and an increased effective caster
level. If a character had more than one edictusing class before becoming a rhetorical blade, she must
decide to which class she adds the new level for purposes of determining this feature’s effects.
Greater Esoterica (Ex): Starting at third level, and again every two levels thereafter (fifth, seventh, and
ninth), the rhetorical blade gains a greater esoterica from the below list. They must know the associated
edict to be able to select a greater esoterica.
Dancing blade: If you select this ability, you may have two dancing blades active simultaneously,
dancing blade
and the duration of the edict is measured in minutes instead of rounds.
Eternal armament:
???
Litany of daggers: When using litany of daggers , each round as a free action at the beginning of
your turn, you can mentally fling one of the knives at any target within 30 ft. that you can see. Treat
this as a thrown weapon attack, except you substitute your Intelligence modifier for your Strength
modifier. A successful hit deals damage as if the creature was within the swarm created by litany of
daggers . A knife flung by this ability threatens a critical hit on a 19 or 20 for x2 damage.
Rhetorical Might (Su): Starting at fourth level, a rhetorical blade gains a +1 competence bonus on attack
and damage rolls in any round in which she speaks an edict (but not a litany), including attack and damage
rolls made as part of an edict.
Perfect Imbuement (Su): At tenth level, when a rhetorical blade uses her imbued blades ability, she takes
no penalty on her Tzocatl check.