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table of contents
Chapter 1 - Prestige Classes
Bokor
Bone Archer
Brotherhood of the Golden Blossom
Children of the Snake
Circle of the Lute
Earthbound
Elite Cavalry
Forge Singer
Mad Tailor
Mind Thief
Order of Cordun
Riders of the Duras
Sacred Paladin
Siege Mage
The Society of Heavenly Movements
Timer
Tribal Berserker
Troll Hunter
Venomous
Weapon Cult Paragon
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Page 14
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Page 17
Page 20
Page 24
Page 26
Page 28
Page 30
Page 32
Page 34
Page 37
Page 39
Page 41
Page 43
Page 45
Chapter 2 - Spells
Page 47
Page 47
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Page 49
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I have to thank Larry for editing this work on the fly for me. The
prestige classes themselves went through his fine comb, however much of the flavor material managed to teleport into the document after his revisions were done, so errors and glaring omissions therein are entirely my own fault.
This year we will be releasing at least one more volume in the
Librum Equitis series (most likely two more) and are currently
working on a mega-module entitled Jungles of the Mind. Late in
the year, we are planning the release of the deadEarth d20
game, a conversion of the hardcore violent and gritty deadEarth
RPG to the d20 system. This is designed to work both as its own
RPG as well as being quite possible to use as a supplement for
any other post-apocalyptic d20 game. We also have the free Son
of a Portable Hole Full of Beer warming up for an April 1st
release (you can download the original Portable Hole Full of Beer
for free right now for a taste of the strange things to come) as
well as a few other project getting ready for launch in 2003.
Once again, thanks have to go out to my playtesters and to my
gaming groups for the hours of quality play that goes into a good
RPG. Ive been gaming with some of you for 20 years now, and it
keeps getting better.
Dont forget to check out our site (www.dreadgazebo.com/dnd)
and Mystic Eye Games site (www.mysticeyegames.com) for
more information on our upcoming works and releases.
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chapter one
prestige classes
Some classes use unusual level progressions throughout this
book, being 5, 7 and 12 level prestige classes. Here is the basis
by which we build the level progressions for our prestige classes.
More than likely, not all the prestige classes will be incorporated into an existing or new campaign. Others will easily find a
home in any campaign, while others may require some amount
of contortion to fit in. Many classes make reference to organizations, cults and societies that are fairly campaign-specific. These
can be changed to organizations already in a campaign world,
while other GMs may find that there are niches these organizations can easily fill. Remember that the campaign world you run
your games in is yours to mold and work, and with a little work,
prestige classes appropriate for most organizations, cults, cabals
and guilds can be made from the 40 classes published so far in
these volumes.
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Bokor
With a deft cut, the goblin guard was dispatched by Drelga's
knife, his life-blood gushing over her muddied hands and thick,
yellow claws. Not that she liked using it, but quietly killing guards
was not a job for a half-orc warrior with a long spear.
Unfortunately, not all the guards had gone so quietly, and the last
few had been on full alert, making the job significantly more
challenging. Somewhere in this horrid swamp, someone was
enchanting the Burgomaster with a bleeding disease; one that
that made him vomit blood; one that returned every night, even
after applications of cure disease from the clerics. Drelga and
Sapphire parted the spanish moss hanging from the swamp-willows - making out the torchlit glow of the goblin shaman's hut not
a hundred feet away.
The hut was quite old; there were holes in the roof, and spanish moss draped over it. They approached as quietly as they
could through the black knee-deep waters of the swamp.
Decorating the perimeter were skulls and bones of all shapes
and sizes, mostly other swamp denizens but obviously some
goblin and human skulls in the mix. Pushing through the curtains,
they made their way inside. The inside of the hut well lit and
almost warm, with candles all about, the smell of blood thick in
the air. Obviously, the goblin shaman had heard them coming.
The hut was abandoned, but nailed to the central post by a dark
dagger was a single doll made of burlap and crude stitching,
obviously a caricature of the Burgomaster. Beneath it sat a bowl
of freshly-drawn blood from a dead, black rooster.
Requirements
To qualify to become a Bokor (Bok) a character must fulfill all
the following criteria.
Alignment: Any evil
Intimidate: 5 ranks
Knowledge (arcana): 6 ranks
Knowledge (religion): 6 ranks
Spellcraft: 10 ranks
Feats: Craft Wondrous Item
Spellcasting: ability to cast at least two necromancies and
bestow curse.
Class Skills
The Bokor's class skills (and the key ability for each skill) are
Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int),
Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int),
Knowledge (religion) (Int), and Spellcraft (Int).
Skill Points per level: 4 + Int modifier
Class Features
All of the following are class features of the Bokor prestige
class.
Weapon and Armor Proficiency: The Bokor is proficient in all
simple weapons but with no armor nor with shields. Note that
armor check penalties for armor heavier than leather apply to the
skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
Pick Pockets and Tumble.
Spellcasting
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
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New Poison
Zombie Dust
Format: Ingested
Save DC: 18
Primary Onset: instantaneous
Primary Damage: 1d6 Int
Secondary Onset: 1 minute
Secondary Damage: 2d4 Int
Spot DC: 13
Market Value: 420 gp
Zombie Dust is normally mixed into drinks or served with food,
often to persons who are fully aware that the Bokor is poisoning
them as they consume the poisonous fare before them, with
zombies watching over them.
A person reduced to zero Intelligence by zombie dust is not
rendered comatose, instead he becomes almost an automaton,
easily controlled by anyone he fears. A DC 20 Intimidate check
will make a victim of zombie dust do as he is commanded.
Usually the Bokor administering the zombie dust has a circumstance bonus on this roll due to prior brainwashing that has
occurred as well as his Terrifying Presence ability.
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Bone Archer
Class Features
All of the following are class features of the Bone Archer prestige class.
The black sniper sat upon his perch. Before him, a dozen
barbed shafts of bone stood, each of the hand-carved arrows
waiting for a warm target within which to lodge itself. He had
carved each one from the bones of his slain foes, knowing the
curves and spines of each intimately, knowing exactly how each
would mate with his longbow for that instant before he kissed it
with dark energy and let it fly towards its chosen target.
Weapon and Armor Proficiency: The Bone Archer is proficient in all simple weapons as well as all bows (longbow, shortbow, etc) but with no armor nor with shields. Note that armor
check penalties for armor heavier than leather apply to the skills
Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick
Pockets and Tumble.
Requirements
To qualify to become a Bone Archer (Bon) a character must fulfill all the following criteria.
Spellcasting: ability to cast four or more
necromantic spells, with one at least level 2.
Feats: Weapon Focus (any bow), PointBlank Shot
Spellcraft: 6 ranks
Knowledge (arcana): 6 ranks
Craft (fletcher): 8 ranks
Special: Learned the craft of Bone Fletching from a
Bone Archer.
Class Skills
The Bone Archer's class skills (and
the key ability for each skill) are
Alchemy (Int), Appraise (Int),
Concentration (Con), Craft (Int),
Knowledge (arcana) (Int), Spot (Wis),
and Spellcraft (Int).
Table 1-2: The Bone Archer Level Advancement
Class Attack Fort
Ref
Will
Level Bonus Save Save Save
Special
1
+0
+0
+2
+2 Bone Archery +1
2
+1
+0
+3
+3 Archery Feat
3
+2
+1
+3
+3
4
+3
+1
+4
+4 Bone Archery +2
5
+3
+1
+4
+4 Archery Feat
6
+4
+2
+5
+5
7
+5
+2
+5
+5 Spontaneous Bones
8
+6
+2
+6
+6 Archery Feat
9
+6
+3
+6
+6
10
+7
+3
+7
+7 Bone Archery +3
Fletchings Known
1
2
3
4
5
1
2
2
1
2
2
3
2
1
3
2
2
3
2
2
1
3
3
2
2
3
3
2
2
1
3
3
3
2
2
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Fletchings (Su): Bone Archers have the ability to imbue personally crafted bone arrows with negative energy for a variety of
effects. As they gain levels they learn more techniques and can
trigger them more often per day. Effectively, a fletching is a spell
that is transmitted by a bone arrow. Imbuing a bone arrow with a
fletching and firing it is a standard action which provokes an
attack of opportunity. If the arrow hits, then the effects of the
fletching take effect on the target. The save DC against a fletching is equal to 10 plus the fletching level plus the Bone Archer's
Con modifier. A Bone Archer does not gain additional fletchings
per day based on high ability scores. Only one fletching can be
used on a particular bone arrow.
Skull Snare
This fletching causes the head of the arrow to become a
human skull. The skull bites whomever the arrow strikes, dealing
1 additional point of damage and latching on. Until the skull is
destroyed (AC 10, 2 hardness, 1 hit point) it reduces the target's
speed by one half.
True Arrow
This fletching strikes true on target, the arrow bending and
curving in flight to strike home. It confers a +10 profane bonus on
attack rolls.
Level 2 Bone Archer Fletchings
Chill Arrow
This fletching makes the arrow a conduit for the black cold of
negative energy. Any living creature struck by it takes 1d6 cold
damage and must make a Fortitude save to avoid taking 2 points
of Strength damage.
Bolt of Fear
This fletching causes fear in the target struck. If the creature
succeeds at a Will save, it becomes shaken for 1 round. If it fails,
it flees from the Bone Archer as best it can for 1d4 rounds. If it
cannot flee, it fights with a -2 morale penalty on attack, weapon
damage rolls and saving throws.
Black Wave
This fletching causes the arrow to explode in a wave of negative energy upon impact. All creatures within 10 feet of the point
of impact take 1d4+1 negative energy damage (or are healed the
same amount if undead).
Level 3 Bone Archer Fletchings
Explosive Fletching
This fletching causes the arrow to shatter into a blast of bone
shards. All creatures within 10 feet of the point of impact take
2d6 piercing damage (half damage with a successful Reflex
save). Living creatures that are not immune to critical hits who
fail their save also bleed for 1 point of damage per round until
they either receive medical aid in the form of a cure wounds spell
or a DC 15 Heal check.
Hold Person
This fletching freezes the target in place. The target must succeed at a Will save or be affected as if by a hold person spell for
one round per class level.
Shadow Shaft
The target of this fletching is enveloped in a swirling cloud of
negative energy. The energy deals 1d4+1 strength damage and
stuns the target the next round (both are negated with a successful Fortitude save). Additionally the subject suffers a -2 morale
penalty to attack rolls, ability checks, skill checks and saving
throws for 1 round per 2 class levels.
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Bone Fletching
Bone fletching is the craft of manufacturing razor-sharp,
barbed arrows suited to negative energy channelling out of
bones. This craft is taught to few by the Bone Archers except
those they are eyeing as potential Bone Archers in their own
right. Crafting a bone arrow is the equivalent of crafting a masterwork arrow (value 7gp) except that the ingredients are free to the
Archer, as long as he has bones. The bones of a creature the
same size category as the archer will only yield a single arrow.
Those of a creature one size category larger will yield four, and
those of a creature two sizes larger will yield 16, and so forth
(multiplying the number of arrows by 4 for each size category
larger). Because of their light weight and strange construction,
bone arrows have somewhat shorter range than their wooden,
metal tipped counterparts (subtract 20 ft from the normal range
increments of the bow they are used with), but they are still masterwork weapons providing a +1 bonus on attacks, and the sharp
barbs of the arrows (and their supposed determination to rend
the flesh of the living, something every Bone Archer can attest
to) increase the Crit multiplier by one.
Filthy Darts
The target of this fletching is exposed to Filth Fever, with the
DC to resist it being increased to 14 + Bone Archer's Con modifier and the primary effects taking effect immediately (no incubation period).
Soul Biter
The target of this fletching has a cold piece of negative energy
lodged in his person. Initially this may feel like a piece of the
arrow, but it is more of a metaphysical taint; no amount of healing
will remove it. All necromantic spells and effects (including other
fletchings) that target the victim have a +2 profane bonus to their
DC, and those that deal damage deal an additional point per die.
This effect remains until a remove curse is cast upon the victim.
Level 5 Bone Archer Fletchings
Enervation
The target of this fletching is struck with 1d4 negative levels
that remain for 1 hour per Bone Archer level. Since these cannot
remain for 24 hours, they will never result in actual level loss.
Shrieking Missile
This fletching binds nearby spirits to the arrow, and it screams
the cries of a thousand tortured souls as it flies through the air,
unnerving those near it. Anyone within close range (25 ft + 5 ft /
2 levels) of the target of this fletching is affected as if by a fear
spell.
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Some have left behind the rigorous life of a monk to join the
holy martial orders of their churches of their lands, wartime service to their Deity overcoming their earlier calling to the ascetic
life. There are others who have left their martial order to join the
spartan, contemplative life of a monastery.
In both cases, their martial training and understanding of their
inner selves have fused into a synthesis that takes them beyond
their previous peers, as the calling of their god leads them
against some of their churches' most fearsome foes. The melding
of the abilities of a paladin and a monk creates one who can face
undead and demonic foes, is never unarmed, and carries his
own armor inside of him.
Those who receive the calling feel an urging, a longing for a
place they have never seen before. Lured by a longing, they are
guided by dreams until they locate one of the hidden Golden
Blossom monasteries. Once there, they receive a quest, or a
testing, to prove their worth. Once this test has been passed, the
questor becomes an initiate within the Brotherhood of the Golden
Blossom.
Initiates are shown the detailed and massive libraries of the
brotherhood, where they are trained in the knowledge of undead,
outsiders, or both. The training they receive at the hands of
those too old or too injured to carry on the fight brings out abilities deeply buried within them so that they are never unarmed,
and learn to no longer rely on just swords, or just hands. They
are armed with the knowledge of the minds....
Members of the Brotherhood search out and destroy those
enemies of the Church, and of the forces of Good, with whom
there can be no parley. They are methodical, patient, and careful,
fully researching any demonic or undead creature who is preying
on members or the church or goodly folk. These warriors mix the
Class Skills
The Golden Brother's class skills (and the key ability for each
skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration
(Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal
(Wis), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit
Direction (Wis), Jump (Str), Knowledge (all skills - taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis),
Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis),
Tumble (Dex), and Wilderness Lore (Wis).
Skill Points per level: 2 + Int modifier
Class Features
All of the following are class features of the Brotherhood of the
Golden Blossom prestige class.
Weapon and Armor Proficiency: The Golden Brother is proficient in the use of light, medium and heavy armor; all shields;
and simple, martial, and monkish weaponry. Note that armor
check penalties for armor heavier than leather apply to the skills
Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick
Pockets and Tumble.
Unarmed Damage (Ex): Trained as monks, deadly of foot and
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Shielded Soul (Ex): The level 5 Golden Brother does not suffer from negative levels or ability drain when attacked by evil
beings utilizing spells or supernatural abilities that cause such
damage.
Manifest Destiny (Su): When facing a foe not completely
existing on the same plane, the Golden Brother may attempt to
force it to manifest on the same plane as the Golden Brother.
The target creature must make a Willpower save (DC 10 + Cha
Bonus + Golden Brothers class level) or be pulled physically into
the plane and forced to manifest. The creature will be unable to
leave the plane for one hour per level of the Golden Brother, or
until the Golden Brother is killed. Outsiders killed while under the
effects of this power are treated as if they were killed on their
home plane.
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ens latent psionic ability in those who pass through it alive, granting them powers and abilities similar to those of a pure-blood
yuan-ti.
Children of the Snake are usually spies and saboteurs or insurgents in societies unfriendly to the yuan-ti priesthood. Some are
also trained as assassins and have been known to join the Red
Fangs prestige class in order to perfect their naturally deadly
nature. Others go on to perfect the psionic potential that is
brought about by the change. The Children of the Snake are a
varied lot.
Hit Die: d6
Requirements
To qualify to become a Child of the Snake (Csn) a character
must fulfill all the following criteria.
Race: Human, half-elf
Feats: Alertness, Dodge, Improved Initiative
Special: Must make friendly contact with the yuan-ti and be
converted to their faith.
Special: Must succeed at a DC 18 Fortitude save or be slain
by the deadly venoms during initiation (creatures immune to poison are exempt)
Class Skills
The Child of the Snake's class skills (and the key ability for
each skill) are Animal Empathy (snakes only) (Cha), Climb (Str),
Concentration (Con), Craft (Int), Disguise (Cha), Hide (Int),
Knowledge (all skills taken individually) (Int), Listen (Wis) and
Spot (Wis).
There are those humans who choose alien masters over the
rest of humanity; those who find solace in the conquering armies
and the malevolence of the yuan-ti; even those who yearn for a
connection to the ancient pre-human saurian races that lived
here millennia past. Some of these live out their dreams and
nightmares. They seek out the yuan-ti temples of the Serpent
God and his priests to convert them into the yuan-ti themselves,
or at least half-human servants of the yuan-ti.
The priests are picky about who gets converted and who will
die from the deadly poisons of the ritual. It takes speed and
awareness to survive the initiation into the path of the Snake.
The ritual involves deadly poisonous snakes and more than one
opportunity to be slain by the half-bloods in attendance.
The Children of the Snake show little physical change from the
mutative process instigated by the yuan-ti priests, but often their
personalities and mannerisms show their taint: they develop
habits such as licking their lips, drawing out sibilants and keeping
large snakes as pets. More importantly, the transformation awak-
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Campaigns that don't use the psionics rules can use these abilities as spell-like abilities that the character can trigger as a standard action. Each psionic power can be treated as a spell of the
same name. The Aversion and Chameleon powers are detailed
in the yuan-ti entry in the System Reference Document. Each
one can be cast using power points equal to twice the level listed
beside the power, minus one.
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Requirements
To qualify to become a member of the Circle of the Lute (Clt) a
character must fulfill all the following criteria.
Alignment: non-evil
Bluff: 10 ranks
Diplomacy: 10 ranks
Disguise: 8 ranks
Innuendo: 6 ranks
Knowledge (Arcana): 5 ranks
Knowledge (Nobility & Royalty): 5 ranks
Special: Either 15 ranks of Gather Information or 10 ranks of
Gather Information and the Bardic Knowledge ability or it's equivalent
Class Skills
The Circle of the Lute's class skills (and the key ability for each
skill) are Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha),
Disguise (Cha), Gather Information (Cha), Innuendo (Wis),
Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local)
(Int), Knowledge (Nobility & Royalty) (Int), Knowledge (Int), Listen
(Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha),
Profession (Wis), Read Lips (Int), Scry (Int - Exclusive skill),
Search (Int), Sense Motive (Wis), Speak Language, Spellcraft
(Int).
1
2
3
3
3
3
3
3
4
4
4
Spells
2
0
1
2
3
3
3
3
3
4
per Day
3
4
0
1
2
0
2
1
3
2
3
2
3
3
5
0
1
1
12
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EarthBound
Earthstep
EarthKin
EarthFed
Craft Tablets
EarthBinder
One Earth
Requirements
To qualify to become an EarthBound (Erb) a character must fulfill all the following criteria.
Race: dwarf or stone giant
Feats: Toughness, Great Fortitude, RockBrother
Spellcasting: Ability to cast at least 2 different transmutation
spells of level 2 or higher.
Class Skills
The EarthBound's class skills (and the key ability for each skill)
are Appraise (Int), Climb (Str), Concentration (Con), Craft (Int),
Search (Int), and Spellcraft (Int).
Special
5
2
3
4
5
1
3
4
5
6
7
7
8
8
9
9
9
9
2
1
2
3
4
5
6
7
7
8
8
Spells Known
3
1
2
3
4
5
6
7
7
4
1
2
3
4
5
6
5
1
2
3
4
14
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New Feat
RockBrother [General]
You know stone like a close family member
Prerequisites: Craft (Stonework) skill, member of a race with a
close connection to stone (dwarf, stone giant, xorn, etc)
Benefit: The character gains the dwarven Stonecunning racial
ability. Characters who already possess this ability gain a +3
inherent bonus on all rolls using Stonecunning.
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Elite Cavalry
Elite Cavalry are mounted warriors, elite knights and heavy soldiery of classical warfare. Trained as shock troops and brave
enough to charge into even heavily fortified troop formations (or
at least overconfident enough in the benefits granted by their
higher station and heavier armor), Elite Cavalry are an essential
part of any standing army. Most races have their versions of
these soldiers - from the classic human heavy cavalry in full plate
to the fanatical goblin wolf riders. Not all mounted troops are Elite
Cavalry as such; most are level 1 warriors aspiring to this station.
Most Elite Cavalry are drawn from the ranks of warriors and fighters, with some from the other fighting classes and many rangers
among the elven troops.
Hit Die: d10
Requirements
To qualify to become Elite Cavalry (Ecv) a character must fulfill
all the following criteria.
Base Attack Bonus: 3+
Handle Animal: 6 ranks
Ride: 6 ranks
Feats: Martial Weapon Proficiency, Mounted Combat, Ride-by
Attack, Spirited Charge.
Special: Training in the cavalry unit of any standing army.
Bonus Feat: A levels 4, the Elite Cavalry gains any one feat
that has Mounted Combat as a prerequisite as a bonus feat. If
the Elite Cavalry already has all feats made available by this ability, he may instead select any feat from the Fighter's bonus feat
list. This bonus feat is in addition to the feats that a character
gains through level advancement.
Class Skills
The Elite Cavalry's class skills (and the key ability for each
skill) are Animal Empathy (Cha - exclusive skill), Climb (Sr),
Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex)
Table 1-11: Elite Cavalry Level Advancement
Class
Attack
Fort
Ref
Will
Level
Bonus
Save
Save
Save
1
+1
+2
+0
+0
2
+2
+3
+0
+0
3
+3
+3
+1
+1
4
+4
+4
+1
+1
5
+5
+4
+1
+1
Man
Man
Man
Man
Man
of
of
of
of
of
the
the
the
the
the
Horse
Horse
Horse
Horse
Horse
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Forge Singer
Weapon and Armor Proficiency: Forge Singers gain no additional training with armor or weapons. Note that armor check
penalties for armor heavier than leather apply to the skills
Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick
Pockets and Tumble.
Requirements
To qualify to become a Forge Singer (Fgs) a character must
fulfill all the following criteria.
Knowledge (religion): 6 ranks
Craft (any metal craft): 8 ranks
Perform (song): 6 ranks
Spellcasting: Ability to cast divine enchantments of at least
level 3
Feats: Endurance and at least 1 metamagic feat and 1 item
creation feat.
Class Skills
The Forge Singer's class skills (and the key ability for each
skill) are Appraise (Int), Concentration (Con), Craft (Int),
Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Perform
(Cha), Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Class Features
Table 1-12: The Forge Singer Level Advancement
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1
+0
+2
+0
+2 Forge Domain, Musical Ability
2
+1
+3
+0
+3 Song of the Forge
3
+2
+3
+1
+3 Fire Resistance (2)
4
+3
+4
+1
+4 Song of Strength +4
5
+3
+4
+1
+4 Stokers Song
6
+4
+5
+2
+5 Song of Sharing
7
+5
+5
+2
+5
8
+6
+6
+2
+6 Song of Strength +8
9
+6
+6
+3
+6 Fire Resistance (6)
10
+7
+7
+3
+7 Forge of Self
Spellcasting
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
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Mad Tailor
Class Features
All of the following are features of the Mad Tailor prestige
class.
Weapon and Armor Proficiency: Mad Tailors receive no additional training in armor or weapons use. Note that armor check
penalties for armor heavier than leather apply to the skills
Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick
Pockets and Tumble.
Spellcasting (Su): At each level, the Mad Tailor gains new
spells per day as if he had also gained a level in the spellcasting
class he belonged to before adding the prestige class. He does
not, however, gain any other benefit a character of that class
would have gained (improved chance of controlling or rebuking
undead, metamagic or item creation feats, hit points beyond
those he receives from the prestige class, and so on), except for
an increased effective level of spellcasting. If a character had
more than one spellcasting class before becoming a Mad Tailor,
he must decide to which class he adds the new level for purposes of determining spells per day. If the character can manifest the
Polymorph Other power instead of casting it, then he can elect to
treat these spellcasting levels as manifesting levels instead.
The Mad Tailor is someone who has decided to "remodel" people and creatures, to craft masterpieces from living flesh, not
near-static golem-like constructs from the inanimate or gruesome
animated dead. The Mad Tailor crafts his masterpieces using a
mix of magic and old-fashioned haute-couture. He can never be
found without needle and thread in hand.
Mad Tailors are usually wizards and sorcerers, as few others
ever learn the magics needed for the gruesome process of their
constructions. It is generally a self-taught path, although some
truly infamous mad tailors attract a small entourage of wannabes.
Hit Die: d4
First Signs (Ex): As the Mad Tailor first learns the arts of his
trade, his mind begins to slip (no sane man could do such work
as this). The first signs of insanity manifest as inappropriate
laughter (Will save, DC 20, to keep from laughing when doing so
would be a bad idea) and minor delusions (cannot take 10 on
Listen and Spot rolls, -2 insanity penalty on Sense Motive
checks).
Requirements
To qualify to become a Mad Tailor (Mdt), a character must fulfill
all the following criteria.
Alignment: Any non-lawful, non-good
Craft (Tailor): 10 ranks
Handle Animal: 4 ranks
Diplomacy: 4 ranks
Knowledge (Arcana) or Knowledge (Psionics): 6 ranks
Heal or Knowledge (Anatomy): 8 ranks
Feat: Craft Wondrous Item
Special: Ability to cast or manifest Polymorph Other
Mad Construct I (Ex): The Mad Tailor first hones his skills with
flesh, bone, sinew and thread upon animals and other predictable victims - ones that the Mad Tailor can force to listen to
commands. The act of building a Mad Construct I takes one
week of sewing and "modifying" (often the finishing touches are
referred to by their creator as "hemming" and "basting") the
source creatures. A Mad Construct I requires one small animal or
beast as the base for the construction, and two to five additional
+1
+1
+1
+1
+1
+1
+1
+1
+1
+1
Spellcasting
Spellcaster Level
Spellcaster Level
Spellcaster Level
Spellcaster Level
Spellcaster Level
Spellcaster Level
Spellcaster Level
Spellcaster Level
Spellcaster Level
Spellcaster Level
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Mad Construct V (Ex): At level 9, the Mad Tailor begins making truly monstrous constructs, able to tower over most siege
devices. Requiring a single huge-sized animal, beast, humanoid
or giant as the base creature, with a multitude of additional creatures used throughout the assembly, the Mad Construct V takes
nine weeks to assemble. The process consumes 30,000 gp
worth of ingredients and costs the Mad Tailor 1,900 XP to perform.
Magical Construct (Ex): At level 10, the Mad Tailor can now
use magical beasts as an ingredient in his Mad Constructs. Each
Mad Construct can take on one Extraordinary or Supernatural
ability from this magical beast (such as a gorgon's breath
weapon or a manticore's spike volley).
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Mad Constructs
"They were caught short by a pitiful mewing noise. From
around the corner lurched a beast which looked like a patchwork
hunting dog, sewn together from who knows what. It snarled,
dripping bloody foam to the cobbles beneath it. Then its master
followed, a towering 20 foot monstrosity that may have once
been a small giant, now a quiltwork of body parts and strange,
unfathomable limbs. From its shoulder the mewing continued
from the face of a small cat, grafted there for some obscure ornamental purpose."
Hit Dice
Initiative
Speed
AC
Attacks
Damage
Face / Reach
Special Attacks
Special Qualities
Saves
Abilities
Climate / Terrain
Organization
Challenge Rating
Treasure
Alignment
Advancement
Mad Construct I
Small Construct
1d10 (5 hp)
+1 (Dex)
30 ft
15 (+1 size, +1 Dex, +3 natural)
Slam +3 melee
Slam 1d6+3
5 ft by 5 ft / 5 ft
1 ability from Group I
Berserk
Fort +0, Ref +1, Will +0
Str 15, Dex 13, Con -,
Int -, Wis 10, Cha 4
Any land and underground
Solitary
1/3
None
Always neutral
None
Mad Construct II
Medium-size Construct
3d10 (16 hp)
+1 (Dex)
40 ft
17 (+1 Dex, +6 natural)
Slam +6 melee
Slam 1d8+6
5 ft by 5 ft / 5 ft
2 abilities from Group I
Berserk
Fort +0, Ref +1, Will +1
Str 19, Dex 13, Con -,
Int -, Wis 12, Cha 4
Any land and underground
Solitary
2
None
Always neutral
None
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Hit Dice
Initiative
Speed
AC
Attacks
Damage
Face / Reach
Special Attacks
Special Qualities
Saves
Abilities
Climate / Terrain
Organization
Challenge Rating
Treasure
Alignment
Advancement
Mad Construct IV
Large Construct
13d10 (71 hp)
+0
50 ft
21 (-1 size, +12 natural)
Slam +20 / +15 melee
Slam 1d12+18
5 ft by 5 ft / 10 ft
2 abilities from Group II
Berserk, Damage Reduction 10/+2
Fort +4, Ref +4, Will +6
Str 35, Dex 11, Con -,
Int -, Wis 14, Cha 4
Any land and underground
Solitary
8
None
Always neutral
None
Mad Construct V
Huge Construct
19d10 (104 hp)
-1 (Dex)
50 ft
23 (-2 size, +15 natural)
Slam +27 / +22 / +17 melee
Slam 2d8+22
10 ft by 10 ft / 15 ft
1 ability from Group III
Berserk, Damage Reduction 15/+3
Fort +6, Ref +5, Will +8
Str 41, Dex 9, Con -,
Int -, Wis 14, Cha 4
Any land and underground
Solitary
10
None
Always neutral
None
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Mind Thief
The Grey School of Tuarek is one of the few known schools of
psionics in the world. Many a young psion has found training
behind the tall, stone walls of Tuarek; and the psychic warriors
trained there are known for their combination of psionics and
samurai swordsmanship. The true secret of Tuarek, however, are
the Mind Thieves. Psions who show promise in the arts of movement are watched to see if they have a certain moral flexibility.
Those that do are invited to the order of the Mind Thieves of
Tuarek.
Requirements
To qualify to become a Mind Thief (Mth) a character must fulfill
all the following criteria.
Alignment: non-lawful.
Base Attack Bonus: +4
Concentration: 6 ranks
Jump: 7 ranks
Knowledge (psionics): 5 ranks
Tumble: 7 ranks
Use Magic Device: 6 ranks
Feats: Any two psionic feats (including metapsionic and psionic
item creation feats)
Manifesting: Ability to manifest at least three psychoportive
powers, one of which must be at least level 2 and one or more
telepathic power
Special: Sneak Attack ability
Manifesting
+1 Manifester Level
+1 Manifester Level
+1 Manifester Level
+1 Manifester Level
+1 Manifester Level
+1 Manifester Level
+1 Manifester Level
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Order of Cordun
Requirements
To qualify to become a Knight in the Order of Cordun (Ocd) a
character must fulfill all the following criteria.
Alignment: Chaotic Neutral or Chaotic Evil
Base Attack Bonus: 6+
Feats: Heavy Armor Proficiency, Weapon Focus (one martial
weapon), Cleave, Combat Reflexes
Knowledge (religion): 6 ranks
Ride: 5 ranks
Spellcasting: must be able to cast divine spells
Special: Must swear allegiance to the Order of Cordun and the
Initiates of Cordun
Class Skills
The Order of Cordun's class skills (and the key ability for each
skill) are Climb (Str), Concentration (Con), Craft (Int), Handle
Animal (Cha), Knowledge (religion) (Int), Ride (Dex) and Swim
(Str).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the Order of Cordun
prestige class.
Weapon and Armor Proficiency: Knights of the Order of
Cordun gain no additional training with armor, but are proficient
with all martial weapons. Note that armor check penalties for
armor heavier than leather apply to the skills Balance, Climb,
Escape Artist, Hide, Jump, Move Silently, Pick Pockets and
Tumble.
Spellcasting: At each even level, the Knight of the Order of
Cordun gains new spells per day as if he had also gained a level
in the divine spellcasting class he belonged to before adding the
prestige class. He does not, however, gain any other benefit a
character of that class would have gained (improved chance of
controlling or rebuking undead, metamagic or item creation feats,
hit points beyond those he receives from the prestige class, and
so on), except for an increased effective level of spellcasting. If a
character had more than one divine spellcasting class before
becoming a Knight of the Order of Cordun, he must decide to
which class he adds the new level for purposes of determining
spells per day.
Spellcasting
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
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Armored Tirric
Medium Aberration
Hit Dice: 3d8+6 (20 hp)
Initiative: +0
Speed: 20 ft
AC: 18 (+8 Natural)
Attacks: 2 Claws +3 melee, Bite +0 melee
Damage: Claws 1d4+1, Bite 1d6+1
Face/Reach: 5 ft by 5 ft / 5 ft
Saves: Fort +3, Refl +1, Will +1
Abilities: Str 12, Dex 10, Con 14, Int 6, Wis 6, Cha 4
Skills: Hide +4, Spot +4, Listen +4, Move Silently +4
Climate/Terrain: Underground, indoors
Organization: Stragglers (1-3), Gang (2-8), Breeding Pit (3-36),
Colony (5-50).
Challenge Rating: 2
Treasure: Normal
Alignment: Usually chaotic neutral
Advancement: 4-5 HD (Medium-size); 6-8 HD (Large-size)
COMBAT
Armored Tirrics were the first of their kind to ever show any
aptitude for combat, with their collection of natural weapons and
larger size than the previous Tirrics. Fortunately they were bred
to be cowards, and the constant culling of the herd to make
armor for the mercenaries hired by the Order of Cordun keeps
them in check. They prefer to attack in a rush of other Tirrics, biting and clawing with reckless abandon once in the fight.
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Class Skills
The Riders of the Duras' class skills (and the key ability for
each skill) are Climb (Str), Craft (Int), Handle Animal (Cha),
Intimidate (Cha), Intuit Direction (Wis), Knowledge (nature) (Int),
Knowledge (local) (Int), Ride (Dex), Sense Motive (Wis), Spot
(Wis), Swim (Str), and Wilderness Lore (Wis).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the Riders of the Duras
prestige class.
Requirements
To qualify to become a Rider of the Duras (Rdr) a character
must fulfill all the following criteria.
Race: Elf, Half-Elf or Human
Base Attack Bonus: 5+
Feats: Alertness, Medium Armor Proficiency, Mounted Archery,
Mounted Combat, Track
Ride: 8 ranks
Sense Motive: 5 ranks
Wilderness Lore: 5 ranks
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Sacred Paladin
Russain's blade dug deep into the body of the last orc bodyguard. Finally he stepped forward
across the etched stone floor of
the dark goblinoid temple
towards the inner fane where the
high priest stood snarling, having
expended most of his supposedly
divine might attempting to prevent Russain's very presence
here. With no further guards
between them, Russain took
the time to gloat as he
sheathed his short sword
and prepared to teach the
noseless priest about the
divine right which he bore
with him. His spiked gauntlets
whispered quietly, darkness
seeming to ooze forth from them.
The orc looked slightly impressed,
but held aloft his staff, which bore
the runes of a hundred slain
elves, and brought forth a storm
of axes and swords behind the
dark paladin. The blades
smashed into Russain's armor,
sending him hurling forwards
towards the priest, no longer
gloating, his bloody back sending
him raging to destroy the foul
orc. As Russain lept, the orc
raised an invisible shield before
him, but not one powerful enough
to deflect the profanely charged
blow that bore down upon him.
Russain's gauntlet struck him
soundly above his right ear, rending open his skin and exposing
bright red skull. The second blow
came from the left, smashing
the black spikes into the orc's
Table 1-18: Sacred Paladin Level Advancement
Class
Attack
Fort
Ref
Level
Bonus
Save
Save
1
+1
+2
+0
2
+2
+3
+0
3
+3
+3
+1
4
+4
+4
+1
5
+5
+4
+1
6
+6
+5
+2
7
+7
+5
+2
8
+8
+6
+2
9
+9
+6
+3
10
+10
+7
+3
11
+11
+7
+3
12
+12
+8
+4
Sacred Paladins are the holy warriors of their church, god and
faith. Unlike true Paladins, who find their vocation of their own
will, Sacred Paladins are often drawn from the clergy or defenders of the temples. They are crusading knights who face the
unfaithful, heretics and infidels at every turn. Holy warriors of all
alignments, all churches, all faiths, the Sacred Paladin represents
the wrath and blade of his church. They wield their deity's sacred
weapons into combat against all forces that may oppose them.
Most churches that have any real number of Sacred Paladins
have dedicated orders of knight-paladins quartered near the
headquarters of the church (although only the most military of
churches actually have the knight-paladin order's temple on the
same grounds or even in the same city as their primary temple,
for political reasons at the very least). Most Sacred Paladins are
fighters who have heard the call of the divine and have taken up
the station of holy defenders or holy avengers, as the case may
be. Some few are drawn from the ranks of clerics and even some
rogues and other classes have taken up the call over the years,
depending on the church of course.
Hit Die: d10
Requirements
To qualify to become a Sacred Paladin (Scp) a character must
fulfill all the following criteria.
Alignment: Same alignment as patron deity
Base Attack Bonus: 6+
Feats: Heavy Armor Proficiency, Iron Will, Weapon Focus
(deity's favored weapon)
Knowledge (religion): 4 ranks
Class Skills
The Sacred Paladin's class skills (and the key ability for each
skill) are Climb (Str), Concentration (Con), Craft (Int), Handle
Animal (Cha), Knowledge (religion) (Int), Knowledge (royalty and
nobility) (Int), Ride (Dex) and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
Class Features
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
Special
Divine Grace
Domain
Channel Energy
Weapon Specialization
Channel Strike
Domain
Channel Speed
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Divine Grace (Ex): A Sacred Paladin receives divine protection from harm from his deity. This manifests as a divine bonus
on all saving throws equal to the Sacred Paladin's Charisma
bonus. This bonus does not stack with the Divine Grace bonus
granted to a core class Paladin.
5
0+2d
1+2d
1+2d
2+3d
6
0+2d
1+3d
1
1
2
2
2
3
3
3
4
4
4
5
5
2
1
2
2
2
3
3
3
4
4
4
5
1
2
2
2
6
1
2
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Siege Mage
Weapon and Armor Proficiency: Siege Magi gain no additional training with weapons or armor. Note that armor check
penalties for armor heavier than leather apply to the skills
Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick
Pockets and Tumble.
Requirements
To qualify to become a Siege Mage (Sgm) a character must
fulfill all the following criteria.
Knowledge (Arcana): 7 ranks
Knowledge (Architecture & Engineering): 7 ranks
Feats: Enlarge Spell, Craft Magic Arms and Armor as well as
either Craft Wand or Craft Staff
Spellcasting: must be able to cast at least one arcane abjuration and one arcane evocation spell of level 3 or greater.
Class Skills
The Siege Mage's class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Knowledge (all skills taken
individually) (Int), Search (Int), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Class Features
Table 1-20: Siege Mage Level Advancement
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1
+0
+0
+0
+2 Siegecraft - level
2
+1
+0
+0
+3 Spell Striker
3
+1
+1
+1
+3 Siegecraft - level
4
+2
+1
+1
+4 Fortification
5
+2
+1
+1
+4 Siegecraft - level
6
+3
+2
+2
+5 Danger Zone I
7
+3
+2
+2
+5 Siegecraft - level
8
+4
+2
+2
+6 Danger Zone II
9
+4
+3
+3
+6 Siegecraft - level
10
+5
+3
+3
+7 Siegecraft Lore
Spellcasting
+1 Spellcaster Level
+1 Spellcaster Level
1 spells
2 spells
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
3 spells
4 spells
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
5 spells
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Spells
2 spell levels
3 spell levels
6 spell levels
3 spell levels
6 spell levels
10 spell levels
6 spell levels
10 spell levels
16 spell levels
20 spell levels
28 spell levels
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Requirements
To qualify to become a member of the Society of Heavenly
Movements (Shm) a character must fulfill all the following criteria.
Knowledge (arcana): 10 ranks
Search: 5 ranks
Read Language: Elven & Draconic
Feats: Any one metamagic feat
Spellcasting: Ability to cast at least 2 arcane divinations and 2
arcane enchantments of level 3 or higher.
Class Skills
The Society of Heavenly Movements' class skills (and the key
ability for each skill) are Appraise (Int), Concentration (Con),
Decipher Script (Int - exclusive skill), Gather Information (Cha),
Heal (Wis), Knowledge (all skills - taken individually) (Int),
Profession (Wis), Scry (Int), Search (Int), Sense Motive (Wis),
Speak Language, SpellCraft (Int), and Use Magic Device (Cha,
exclusive skill).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the Society of
Heavenly Movements prestige class.
Weapon and Armor Proficiency: Members of the Society of
Heavenly Movements gain no additional training with weapons or
Spellcasting
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
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Aquarius
1
2
3
4
5
6
7
8
9
1
2
3
4
5
6
7
8
9
1
2
3
4
4
6
7
8
9
1
2
3
4
5
6
7
8
9
Aries
Cancer
Capricorn
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Scorpio
1
2
3
4
5
6
7
8
9
1
2
3
4
5
6
7
8
9
1
2
3
4
5
6
7
8
9
1
2
3
4
5
6
7
8
9
1
2
3
4
5
6
7
8
9
1
2
3
4
5
6
7
8
9
Pisces
Planets
1
2
3
4
5
6
7
8
9
1
2
3
4
5
6
7
8
9
Leo
Taurus
Libra
Virgo
Sagittarius
the Moon
1
2
3
4
5
6
7
8
9
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Timer
Dodge This (Su): At level 2, the Timer can focus his dodging
against a single opponent. During his action, the Timer designates an opponent and receives a +1 dodge bonus to Armor
Class against attacks from that opponent. This can be the same
opponent or opponents designated for the standard Dodge and
Psionic Dodge feats, in which case the dodge bonuses stack.
The Timer can reassign his opponents as a free action on each
action. A condition that makes the Timer lose his Dexterity bonus
to Armor Class (if any) does not make him lose the dodge
bonus(es) from this feat. Every second level after level 2, the
Timer gains an additional opponent that he may target with this
ability (or he may apply the dodge bonuses against the same
opponent, as normal).
Requirements
To qualify to become a Timer (Tmr) a character must fulfill all
the following criteria.
Knowledge (Psionics): 5 ranks
Tumble: 8 ranks
Feats: Dodge, Psionic Charge, Psionic Dodge, Speed of
Thought, Up the Walls
Class Skills
The Timer's class skills (and the key ability for each skill) are
Balance (Dex), Climb (Str), Concentration (Con), Jump (Str),
Knowledge (psionics) (Int), Stabilize Self (Str), Swim (Str),
Tumble (Dex), and Use Psionic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
Manifesting
+1 manifester level
+1 manifester level
+1 manifester level
+1 manifester level
+1 manifester level
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Tribal Berserker
Mingar knew neither fear nor reluctance. Across the muddy
field were the organized phalanxes and archers of the high elven
armies. Beyond them, the tall and fine trees of their home - trees
that would soon be used for longhouses and warships. Mingar
Gowl felt the bile rise in his throat, filled with revulsion for such
frail creatures who dared to claim stewarship over the vast
forests that the tribes needed for their own survival. No elf that
met Mingar today would live to tell the tale; it would be a day of
slaughter for the Dark Wolf whom he served.
Mingar surged forward with a feral cry on his lips. Around him,
the horde exploded into movement, a mass rush towards the
elven lines. Arrows rained down among them, stopping many in
their tracks to feed their blood to the earth mother, but Dark Wolf
pulled Mingar forwards through the rain of wood. Screaming and
frothing, he launched himself towards the phalanx that stood
between himself and the Archers. The
Dark Wolf leaping up within him at the
promise of blood, filling him with power
and ferocity. He yearned for the blood
of his foes, and they saw it in him.
And they ran. The phalanx shattered even before Mingar was
within it, his charge pulling him
through their ranks and
straight into the archers who
were preparing for the next
volley. The red of the Dark
Wolf welled up within him,
stronger again with every
elf that fell to his axe that
day.
Requirements
To qualify to become a Tribal Berserker (Tbz), a character must
fulfill all the following criteria.
Alignment: any non-lawful alignment
Base Attack Bonus: +6 or higher
Base Fortitude Save: +5 or higher
Intimidate: 6 Ranks
Feats: Power Attack, Cleave
Special: Been bitten by or have consumed the blood of a
lycanthrope in the heat of combat and have been accepted into
the ranks of one of the lycanthrope-affiliated barbarian tribes or
blood-cults.
Special: Ability to rage.
Class Skills
The Tribal Berserker's class skills (and the key ability for
each skill) are Control Shape (Wis),
Handle Animal (Cha),
Intimidate (Cha), Intuit
Direction (Wis), Jump (Str),
Listen (Wis), Ride (Dex)
and Wilderness Lore
(Wis).
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to
to
to
to
attacks rolls, concentration and saves, -2 morale penalty to target's allies within 40'
attacks rolls, concentration and saves, -1 morale penalty to target's allies within 40'
attack rolls, concentration checks and saving throws
attack rolls, concentration checks and saving throws
Weapon and Armour Proficiency: Tribal Berserkers are proficient in all basic and martial weapons except projectile weapons
(bows, crossbows and the like) and shields, but are not trained
with any armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist,
Hide, Jump, Move Silently, Pick Pockets and Tumble.
Berserk Rage (Ex): The Tribal Berserker's Berserk Rage ability is almost identical to the Barbarian's rage except as follows.
The Berserk Rage lasts for (5 + new Constitution modifier)
rounds. If the Berserker is still in his Berserk Rage when all
opponents have fallen, there is a flat 11% chance each round
that he will turn on a friendly character. This chance is reduced
by 1% per level in the Tribal Berserker prestige class. During a
Berserk Rage, a Tribal Berserker with the Cleave feat in light or
no armour is treated as having the Great Cleave feat. If the Tribal
Berserker has the Great Cleave feat already and is wearing light
or no armour, then treat her as having the Whirlwind Attack feat.
Berserk Rages are always distinguished from normal Barbarian
Rages, and most berserkers can choose to either berserk rage or
barbarian rage.
Damage Reduction (Ex): A Tribal Berserker's damage reduction (gained at level 2) does not stack with damage reduction
provided by other sources or classes except the Barbarian class.
For Barbarian Tribal Berserkers, one half the Tribal Berserker
damage reduction can be stacked with the character's Barbarian
damage reduction if it would produce a higher damage reduction
than the Tribal Berserker damage reduction on its own.
Heightened Senses (Ex): The Tribal Berserker gains a +2
bonus to Spot, Listen and Search rolls from her refined animallike senses (this does not stack with racial modifiers).
Fearsome Rage (Ex): The Tribal Berserker's Berserk Rage
can cause morale penalties in enemies. Compare the Tribal
Berserker's level to the opponent's level or Hit Dice on table 124: Effects of Fearsome Rage when a Tribal Berserker in
Fearsome Rage attacks. For purposes of this table only, treat the
Tribal Berserker as being two levels higher if she is wearing no
armour other than a shield, or four levels higher if she is completely skyclad (again, except for a shield) and in warpaint.
Detect Invisible (Ex): The Tribal Berserker's senses are
preternaturally sharp and she now treats invisible foes as having
50% concealment (20% miss chance instead of 50% miss
chance).
Great Berserk Rage (Ex): As with the Barbarian "Great Rage"
ability, at this level the Berserker's stat bonuses are greater during a Berserk Rage (but not during a Barbarian Rage).
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Troll Hunter
New Feat
Hardcore [General]
You are as tough as they come, able to take punishment that a
raging, hardened barbarian would cringe at.
Prerequisites: Toughness, Con 15+
Benefit: When you gain this feat, add your current base
Fortitude save +1 to your hit point total.
Special: This feat can be taken multiple times; the benefits
stack.
Requirements
To qualify to become a Troll Hunter (Trh) a character must fulfill
all the following criteria.
Base Attack Bonus: 7+
Wilderness Lore: 5 ranks
Feats: Hardcore, Power Attack,Toughness, Weapon Focus
(any weapon at least one size larger than the character with a
critical multiplier of x3 or greater).
Special: Must have fought with and slain at least two regenerating creatures
Rending Blow (Ex): Whenever a level 2 Troll Hunter successfully deals a critical hit with a weapon that he has the Weapon
Focus feat with, he deals an additional 1d6 damage above and
beyond the normal damage dealt by the attack. This bonus damage increases by 1d6 at levels 5 and 8.
Class Skills
The Troll Hunter's class skills (and the key ability for each skill)
are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), and
Swim (Str).
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Greater Power Attack
Rending Blow +1d6
Mighty Charge
Bloody Murder
Rending Blow +2d6
Massive Power Attack
Rending Blow +3d6
Limb Ripper
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Venomous
Requirements
To qualify to become a Venomous (Vnm) a character must fulfill
all the following criteria.
Alignment: Any evil
Base Fortitude Save: +7 or greater (including any save
bonuses specifically versus poison the character may have automatic if the character is immune to poison through any nonmagical means)
Move Silently: 10 ranks
Hide: 10 ranks
Special: Ability to create poison spontaneously
either through a natural poison ability, or the poison spell
Class Skills
The Venomous' class skills (and the key ability for each skill)
are Balance (Dex), Climb (Str), Disable Device (Int), Disguise
(Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump
(Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis),
Swim (Str) and Tumble (Dex).
More Poison (Sp): The level 3 Venomous is capable of producing more poison per day than is normal for his racial or class
ability. This ability allows the Venomous to spontaneously create
poison as if casting the Poison spell once per day, as a spell-like
Advancement
Ref
Will
Save
Save
+2
+0
+3
+0
+3
+1
+4
+1
+4
+1
+5
+2
+5
+2
+6
+2
+6
+3
+7
+3
Special
Poison Resistance +1, Poison Use
Poison Resistance +2, Deadly Poison +1
Poison Resistance +3, Alternate Damage, More Poison (1/day)
Poison Resistance +4, Deadly Poison +3
Poison Resistance +5
Poison Immunity, Deadly Poison +5, More Poison (2/day)
Alternate Damage, Magical Poison
Deadly Poison +7
More Poison (3/day), Body of Ichor
Deadly Poison +9, Magical Poison
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Poison Immunity (Ex): Constant exposure to and experimentation with poisons and venoms has rendered the Venomous
completely immune to poisons at level 6.
Venomous
This piercing weapon allows the wielder to inflict a poison spell
(DC 14) upon a creature struck by the blade once per day. The
wielder can decide to use the power after he has struck. Doing
so is a free action, but the poison must be inflicted on the same
round that the dagger strikes.
Caster Level: 5; Prerequisites: Craft Magic Arms and Armor,
poison; Market Price: +1 bonus
Magical Poison (Su): A level 7 Venomous has begun to transcend the barriers between mere toxins and magic. The
Venomous may select one of the qualities from the list below to
be added to all his spontaneously created poisons. At level 10,
the Venomous selects a second magical effect he can add to his
poisons (both effects take place, even if they seem contradictory,
such as HeartBurning and SoulChilling).
Black: The victim suffers one negative level each time he fails
a saving throw against the poison.
Crippling: The incredible pain caused by the poison gives the
victim a -3 pain penalty to attack rolls, skill checks and saving
throws for 1 minute per failed saving throw against the poison.
Fear: the victim must make a Will save to avoid suffering as if
panicked for 1d8 rounds.
HeartBurning: the victim suffers an additional 2d6 fire damage
with each failed saving throw against the poison.
SoulChilling: the victim suffers an additional 2d6 cold damage
with each failed saving throw against the poison.
Subtle: The victim must make a Will save in addition to a Fort
save against the poison. If failed, he does not recognize that he
has been poisoned.
Body of Ichor (Ex): The constant exposure to more and more
deadly poisons has made the level 9 Venomous mildly poisonous
in his own right. Any person who ingests any bodily fluid or part
of the Venomous becomes subject to a variety of ill effects. Treat
all such bodily humours as being a mild ingested poison (DC 10
+ half venomous class level + Con bonus) that causes primary
and secondary damage of 1d2 Wisdom, Dex and Con. While this
is rarely deadly, it can be quite distressing. By cutting himself
with a piercing or slashing weapon, the Venomous can coat the
weapon with an injury version of this same venom. This causes 1
point of damage to the Venomous for a weapon two sizes smaller
than himself, plus one point of damage per size category of the
weapon larger.
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Hit Die: d8
Requirements
To qualify to become Weapon Cult Paragon (Wcp) a character
must fulfill all the following criteria.
Base Attack Bonus: +5
Gather Information: 5 ranks
Knowledge (religion): 8 ranks
Feats: Leadership, Weapon Focus (deity's favored weapon)
Spellcasting: ability to cast level 2 divine spells
Special: Access to either the War or Weaponry domains.
Smite (Su): Once per day a Weapon Cult Paragon may make
a single melee attack with a +4 attack bonus and a damage
bonus equal to her level in the prestige class (if she hits). The
Weapon Cult Paragon must declare the smite before making the
attack. At level 5 a Weapon Cult Paragon can smite twice per
day, and at level 10 this increases to three times per day.
If the Weapon Cult Paragon already has a smite evil or smite
ability (for example, a paladin or cleric with the Destruction
domain), she can use the ability one extra time per day (two
extra at level 5, and three extra times at level 10). The attack
bonus does not increase, but the damage bonus is based on the
character's combined level (Weapon Cult Paragon plus Cleric or
Paladin level).
Spellcasting
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
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chapter two
spells & magic
Bard Spell List Additions
Clouds Domain
Level 2
1
2
3
4
5
6
7
8
9
Level 2
Forge Domain
Level 3
Level 7
1
2
3
4
5
6
7
8
9
Level 3
Befuddle. Confusion affects a single target
Claim from the Earth. Exhumes one person or object
Murmur of the Earth. Shock wave topples targets
Horses Domain
Granted Power: Clerics of Horses can maintain a hustle for
one half hour per point of constitution.
Level 4
Blast of Earth. 1d4+1/lvl blast of earth buries targets
Magnetic Covering. Target is immobilized by dust and rock
1
2
3
4
5
6
7
8
9
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1
2
3
4
5
6
7
8
9
Weaponry Domain
1
2
3
4
5
6
7
8
9
Stone Domain
Granted Power: Clerics of Stone get the Toughness feat as a
bonus feat.
1
2
3
4
5
6
7
8
9
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Befuddle
Transmutation
Level: Erb 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft + 5 ft / 2 levels)
Target: Once creature
Duration: Ten minutes
Saving Throw: Special
Spell Resistance: Yes
The target of this spell has his own strength turned against him
as the earth in his body is weighed down. The target's speed and
jump distances are halved (rounded down).
Expeditious retreat dispels and counters clay step and is countered by clay step.
Material Component: a pinch of wet clay.
Creatures affected by this spell behave in a strange and random fashion, as per the confusion spell.
Material Component: 2 half nut shells knocked together.
Blast of Earth
Evocation (earth)
Level: Erb 4, Sor/Wiz 4
Components: V,S,M
Casting Time: 1 action
Range: Short (25 ft + 5 ft / 2 levels)
Area of Effect: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Earths Defender
Transmutation
Level: Erb 3, Drd 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One living creature touched
Duration: 1 minute / level
Saving Throw: Will negates
Spell Resistance: Yes
Essence of Earth
Enchantment
Level: Erb 5, Drd 7
Components: V,S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 5 minutes / level
Transmutation
Level: Erb 2, Sor/Wiz 3
Components: V,S
Casting Time: 1 action
Range: Short (25 ft + 5 ft / 2 levels)
Target: 1 Creature or 1 object up to 1 cu ft / level
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No
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Hands of Clay
Transmutation
Level: Brd 2, Clt 2, Drd 2, Sor/Wiz 2
Components: V,S,M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour / level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Transmutation
Level: Erb 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute
This spell allows the caster the benefits of a spider climb spell,
but only when climbing on earthen or stone surfaces.
Magnetic Covering
Transmutation
Level: Erb 3, Sor/Wiz 4
Components: V,S,M
Casting Time: 1 action
Range: Short
Target: One creature
Duration: 4 rounds + 1 round / level
Saving Throw: Fort partial
Spell Resistance: Yes
Granite Arms
Abjuration
Level: Erb 3, Forge 3
Components: V, S, M, XP
Casting Time: 8 hours
Range: Touch
Target: Weapon touched
Duration: Permanent
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Guardian of Earth
Conjuration (Summoning) [Earth]
Level: Erb 4
Components: V, S, M
Casting Time: 1 full round
Range: 10 ft
Effect: 1 50 sq. ft area + 5 sq. ft per level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Minor Curse
Transmutation
Level: Bok 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft + 10 ft / level)
Target: One living creature
Duration: 10 minutes / level
Saving Throw: Will negates
Spell Resistance: Yes
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Mountain's Fortitude
Transmutation
Level: Erb 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute (D)
Mountain's fortitude allows you to take on some of the enduring
qualities of a mountain. As long as you take no action (standard,
full round or move-equivalent) and aren't forced to make a Reflex
saving throw, you gain damage reduction of 10 / +1.
Stony Purge
Conjuration
Level: Erb 1, Drd 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: See text
Saving Throw: Fortitude half
Spell Resistance: Yes
This spell sends a surge through the target's body, clearing our
all impurities it encounters. This causes 1d4 subdual damage,
and grants the target a +5 resistance bonus against poison and
disease for the next hour.
Material Component: a pinch of salt.
Oubliette
Transmutation
Level: Erb 5
Components: V,S
Casting Time: 1 action
Range: Short (25 ft + 5 ft / level)
Target: 1 Creature or 1 object up to 1 cu ft / level
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No
By means of this spell, the caster causes the target to be swallowed by the ground beneath him. The ground beneath the target
suddenly collapses; a victim failing a Reflex save tumbles into
the hole created by the spell and is buried alive. The victim cannot move and eventually suffocates unless freed as per the
drowning rules. A victim who makes a successful save leaps
clear of the hole and is not entombed. An entombed victim must
make a second Reflex saving throw to determine whether he
managed to get a good gulp of air while falling. If the saving
throw succeeds, he can hold his breath as normal. If the second
save fails, the victim was too startled to fill his lungs with air and
can hold his breath for only one-half the normal time, rounded
up.
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Wall of Earth
Conjuration (Creation)
Level: Erb 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft + 5 ft / 2 levels)
Effect: Earthen wall, 1 5 ft cube per level
Duration: 1 minute / level
This spell creates a barrier of soft earth in an unoccupied area.
The barrier takes up a single 5 foot cube per level of the caster
and can be stacked, at most, 10 feet tall. This barrier has 10 hit
points per inch and can be toppled by a successful Strength
check (DC 25). The wall can be used as cover or used as a simple obstacle. When the wall is destroyed (or the duration
expires), the entire wall crumbles into dust and vanishes.
Material Component: a sprinkle of earth.
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psionic devices
of the duankhat
The Duan'Khat (doo-on - kaht) were an ancient human citystate controlled by six imperial families, each dedicated to one of
the six known psionic disciplines. Their patron deity taught that
the psionic disciplines were his gift to their enduring reign. During
the peak of their rule, their temples researched many great
psionic creations and are even credited with the creation of the
first psicrystals, trapping a small piece of a person's essence and
subconscious personality into a crystal matrix where it can grow
and become a semi-independent part of the psion.
More information on the Duan'Khat, their fallen city-state and
their many wondrous creations will be the central focus of the
2003 Ambient Inc. module, "Jungles of the Mind".
Persistent MetaFragment
The user can manifest one psionic power as if using the
Persistent Power metapsionic feat.
Manifester Level: 10; Prerequisites: Craft Universal Item,
Persistent Power feat; Market Price: 3,000 gp
Hidden MetaFragment
The user can manifest one psionic power as if using the Hide
Power metapsionic feat.
Manifester Level: 10; Prerequisites: Craft Universal Item, Hide
Power feat; Market Price: 500 gp
Maximizing MetaFragment
The user can manifest one psionic power as if using the
Maximize Power metapsionic feat.
Manifester Level: 10; Prerequisites: Craft Universal Item,
Maximize Power feat; Market Price: 2,000 gp
MetaFragments
MetaFragments, or "metashards" are very small fragments of
crystal, usually too flawed to be used in most psionic work, but
not so insignificant in size and quality as to be used as skill
Shards. Each MetaFragment is charged with psionic energy
embedded in a power matrix to augment the manifestation of a
psionic power. Using a MetaFragment requires only that the manifester be holding it in a hand or other grasping appendage and
manifest a power "through" the MetaFragment, burning out the
fragile psionic matrix within it in the process. This grants the benefit of the encoded metapsionic feat to the power manifested
through it. This does not increase the power point cost of the
psionic power it alters. MetaFragments are use-activated (but
manifesting psionic powers in a threatened area still provokes
attacks of opportunity). A manifester may only use one
MetaFragment on any given psionic power, but can also combine
the metapsionic augmentation from the MetaFragment with with
any metapsionic feat the character possesses (although these
obviously would affect the power point cost of the psionic power
manifested).
Twinning MetaFragment
The user can manifest one psionic power as if using the Twin
Power metapsionic feat.
Manifester Level: 10; Prerequisites: Craft Universal Item, Twin
Power feat; Market Price: 3,000 gp
Spellcasters & MetaFragments
The energies imbued in a MetaFragment can be accessed by
spellcasters also. With a successful DC 15 Psicraft or DC 20
Spellcraft roll, a spellcaster can successfully use a
MetaFragment with a divine or arcane spell.
Chain Power
[metapsionic]
You can manifest powers that arc to secondary targets.
Benefit: The power manifested with this feat targets a single
primary target (if it normally targeted multiple targets or had an
area effect, it becomes a single target power; cone powers
become ray powers with this feat). The Power resolves against
the primary target as normal. Once the power hits the primary
target, secondary rays then arc from the primary target to hit a
number of secondary targets. The manifester may generate a
maximum number of secondary rays equal to his caster level.
The caster makes a ranged touch attack to strike each additional
target. The caster may choose which secondary targets he hits,
but they must all be within 30 feet of the primary target. While
more than one extra ray may be targeted at a secondary target,
the target will only suffer the results of one secondary ray, no
matter how many succeed in striking him. The manifester may
choose to affect fewer additional targets than the feat allows.
Secondary targets sufer half damage from the power. If the
power causes an effect other than damage, the save DC for secondary targets is reduced by 4 points. For example, a chained
disintegrate power's secondary targets would receive +4 to their
saving throw, and the characters would suffer only half damage
on a failed save.
A chained power costs a number of power points equal to its
standard cost +6.
Chaining MetaFragment
The user can manifest one psionic power as if using the Chain
Power metapsionic feat.
Manifester Level: 10; Prerequisites: Craft Universal Item, Chain
Power feat; Market Price: 2,000 gp
Delaying MetaFragment
The user can manifest one psionic power as if using the Delay
Power metapsionic feat.
Manifester Level: 10; Prerequisites: Craft Universal Item, Delay
Power feat; Market Price: 2,000 gp
Enlarging MetaFragment
The user can manifest one psionic power as if using the
Enlarge Power metapsionic feat.
Manifester Level: 10; Prerequisites: Craft Universal Item,
Enlarge Power feat; Market Price: 500 gp
Extending MetaFragment
The user can manifest one psionic power as if using the
Extend Power metapsionic feat.
Manifester Level: 10; Prerequisites: Craft Universal Item,
Extend Power feat; Market Price: 500 gp
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Dawn Spheres
As crystals became more and more scarce, the Duan'Khat conducted extensive research into the art of non-crystal psionic energy conduction such as psionic skins and psionic tattoos. One
major breakthrough was the creation of the Dawn Spheres, 1
inch diameter metallic spheres etched with psionic runes that
hover, rotating about the head of the owner at a distance of 1d3
feet. In order for the Dawn Spheres to have any effect upon the
owner, they must be in their orbital path and must be within 3 feet
of the owner's head.
Mirror Sphere
The mirror sphere protects against gaze attacks and all forms
of petrification. It grants its owner a +2 resistance bonus on all
saving throws against gaze attacks and against any form of petrification.
Caster Level: 12; Prerequisites: Craft Universal Item, steadfast
gaze; Market Value: 2,000 gp
QuickSilver Sphere
Bright and darting, the QuickSilver Sphere has an additional +4
dodge bonus to its own AC against attacks aimed at the sphere.
Additionally, it grants its owner a +2 speed bonus to initiative.
Caster Level: 12, Prerequisites: Craft Universal Item, combat
prescience; Market Value: 7,500 gp
Radiant Sphere
While the owner has the Radiant Sphere in use, all light
sources in his or her possession illuminate an additional 20 ft
beyond their normal range or radius.
Caster Level: 12; Prerequisites: Craft Universal Item, my light;
Market Value: 7,500 gp
Non-Psionic Campaigns
Armed Sphere
These Dawn Spheres can spontaneously produce long pointed
shafts and blades of steel from their surface as they spin about.
By concentrating on a Arm Sphere, the owner can trigger this
effect, suddenly creating a 3-foot long blade extending from the
Dawn Sphere as a standard action. This blade gets a single
attack at the owner's full attack bonus with a +2 surprise bonus
the first time it is used in a combat, and never twice against the
same opponent. An Arm Sphere blade is treated as a +1 scimitar. Once it has been triggered, the owner can grasp the newlyformed blade using the sphere as a handle as a move equivalent
action and wield it as a +1 scimitar. Otherwise the blade
"retracts" instantly back "into" the sphere.
Caster Level: 12; Prerequisites: Craft Universal Item, Craft
Psionic Arms and Armor; Market Value: 4,000 gp
Psi Shielding
These sought-after Dawn Spheres provide 1 point of mental
hardness against any psionic attack performed by or against the
owner of the Dawn Sphere. While debilitating to a powerful
psion's own combat manifesting, they are an invaluable aid for
weaker psions or those who will be fighting against psionic creatures who have unlimited uses of potentially deadly psionic attack
modes such as mind flayers.
Caster Level: 12; Prerequisites: Craft Universal Item, Psychic
Bastion feat; Market Value: 4,000 gp
Shield Sphere
This variant on the Arm Sphere can spontaneously generate a
rounded plate of steel extending from the Dawn Sphere as a
shield. Since the owner of the Dawn Sphere does not need to
wield the shield, it has no armor check penalty or arcane spell
failure chance, nor does it take up one of the user's hands.
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IS
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OF THIS LICENSE WITH RESPECT TO SOME OR ALL OF THE OPEN GAME CONTENT DUE TO
STATUTE, JUDICIAL ORDER, OR GOVERNMENTAL REGULATION THEN YOU MAY NOT USE ANY
OPEN GAME MATERIAL SO AFFECTED.
COPYRIGHT
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WITH ALL TERMS HEREIN AND FAIL TO CURE SUCH BREACH WITHIN
LICENSE.
14 REFORMATION: IF
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15 COPYRIGHT NOTICE
OPEN GAME LICENSE
OF THE
COAST, INC.
OF
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OF
COPYRIGHT
THE
GRAVE
AND
INDICATE
COPYRIGHT
YOUR
THE
LEGIONS
OF
AND
JAMES
OF
TION OF THIS
7. USE
ARCANA: SOCIETIES
MALISZEWSKI
LICENSE COPYRIGHT: YOU MUST UPDATE THE COPYRIGHT NOTICE PORLICENSE TO INCLUDE THE EXACT TEXT OF THE COPYRIGHT NOTICE OF ANY
OPEN GAME CONTENT YOU ARE COPYING, MODIFYING OR DISTRIBUTING, AND YOU MUST ADD
THE TITLE, THE COPYRIGHT DATE, AND THE COPYRIGHT HOLDER'S NAME TO THE COPYRIGHT NOTICE OF ANY ORIGINAL OPEN GAME CONTENT YOU DISTRIBUTE.
6.NOTICE
OF
OF
AGREE NOT TO
USE
ANY
PRODUCT IDENTITY,
BEER (THIS
COPYRIGHT 2002,
INCLUDING
LIBRUM EQUITIS
VOLUME
AGREEMENT
OF
8. IDENTIFICATION: IF
YOU DISTRIBUTE
9. UPDATING
VERSIONS OF THIS
10 COPY
OF THIS
COPY OF THE
OF THIS
LICENSE
WITH EVERY
11. USE OF CONTRIBUTOR CREDITS: YOU MAY NOT MARKET OR ADVERTISE THE OPEN GAME
CONTENT USING THE NAME OF ANY CONTRIBUTOR UNLESS YOU HAVE WRITTEN PERMISSION
FROM THE CONTRIBUTOR TO DO SO.
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