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librum

equitis
A BOOK

OF

PRESTIGE CLASSES, VOLUME 2

Written by: M Jason Parent


Additional Material by: Mike Downs, Brendan Quinn, Denise Robinson
Designer: M Jason Parent
Editor: Larry Theden
Interior Artwork: Tony Squidhead Monorchio
Layout / Typesetting / Cover: M Jason Parent
Dedication
To Denise Robinson, for the support, love, and amazing parties.
THIS EDITION OF LIBRUM EQUITIS VOL 2 IS PUBLISHED UNDER VERSION 1.0A OF THE OPEN GAME LICENSE AND VERSION 3 OF THE D20 SYSTEM TRADEMARK LICENSE, D20 SYSTEM
TRADEMARK LOGO GUIDE AND SYSTEM REFERENCE DOCUMENT BY PERMISSION FROM WIZARDS OF THE COAST. SUBSEQUENT EDITIONS WILL INCORPORATE FINAL VERSIONS OF THE LICENSE,
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librum equitis volume two

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

Page 1
Page 2
Page 4
Page 7
Page 9
Page 12
Page 14
Page 16
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

New Spell Lists


Clerical Domains
Spells (alphabetical)

Page 47
Page 47
Page 49

Chapter 3 - Psionic Devices of the DuanKhat


Metafragments
Dawn Spheres
This volume of the Librum Equitis series is my fourth foray into
writing d20 books. My first title, Librum Equitis volume 1, should
be arriving in book stores now in a printed edition, published by
the hoopy froods at Mystic Eye Games.
But this introduction is about electronic publication. I was first
introduced to electronic games publications four years ago
through a game called StaRPlay: Armageddon; StaRPlay is a
game system written by Phillip McGregor and published by his
one-man company Phalanx Games Design. Phillip McGregor is
one of the authors of the FGU Sci Fi classic "Space Opera" as
well as "The Riggers Black Book" for Shadowrun. The full
StaRPlay game system along with rules for use in the modern
day and the Armageddon rules set (some 380 pages in total) was
made available through what is very probably the first electronic
RPG store, at a very reasonable price. Through electronic gaming storefronts such as RPGnow (one of the pioneers of such ecommerce sites), new publishers can make their breakthough
into the gaming market without the massive risk and investment
required to jump directly into print publication. This has allowed
companies like Ambient Inc. and several others to release product to showcase their writers abilities without having to submit the
material to publisher after publisher for it to see the light of day.
Thank you for buying the second book in the Librum Equitis
series, I hope you enjoy it as much as I did creating and using
these classes in my own campaigns.

Ambient Inc.

Page 53
Page 53
Page 54
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.

www.DREADGAZEBO.com

librum equitis volume two

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.

Welcome to the second volume of Librum Equitis - literally "the


book of cavaliers". This chapter is the core of the book, 20 prestige classes handcrafted from the finest d20 components and
playtested to a hard edge for use in your fantasy d20 campaigns.

Three level prestige classes are minor specializations, almost


always directly tied to another character class or social function,
or employment. They do not define a character, and are most
often taken to specialize in a single aspect of a class ability or a
tangent from a normal class training.

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.

Five level prestige classes are generally used for "professional"


prestige classes - those attached to employment, training and
military service. Persons of very high level will normally not
define themselves by a prestige class of this scale, and thus it
cannot make up a majority of his experience levels due to its
small span of levels.
Seven level prestige classes are the middle ground between 5
and 10 level classes. More than a pass-time or a sub-class,
these classes still do not completely redefine the character who
takes it.

Feel free to tweak the classes a little for your campaign. Do


you have a very religious gnomish nation with a large badlands
area? Take the Riders of Duras, rename them to the Tarvin
Zephyrs, give them Knowledge (religion) as a class skill and
change the racial requirements to gnomes and half-gnomes. Add
some text about the mounted patrols of the Tarvin Zephyrs upon
their trained wardogs and you are done.

Ten level prestige classes are generally used for "subclass"


prestige classes. These are prestige classes that can be used to
redefine a character. A high level character in one of these classes may well define himself more by his prestige class than his
primary class.

A note on formatting - Just as in Librum Equitis volume 1,


classes are formatted such that each class begins on a new
page. This results in some amount of white space on some
pages, but it also allows for easier printing of the prestige classes
you want to use in your campaigns without printing out chunks of
other prestige classes also. We obviously dont use this formatting style for the print editions of Librum Equitis, but when buying
PDFs you arent paying per page, but for content.

Prestige classes with more than 10 levels are seen as career


moves that are as final as becoming a paladin or monk in most
game worlds - these are decisions not taken lightly that will lead
the character down his own path to power, with little left of his
original class or classes when he gets there.

Ambient Inc.

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librum equitis volume two


of magical training and the "interpersonal" aspects of the
Bokor's pursuits appeal to dark raconteurs. If anything, the
bardic music makes the Bokor more intimidating, granting his
followers additional abilities during ceremonial chants.
Hit Die: d4

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.

The Bokor are lords of curses, dark sorcerers of voodoo-esque


arcana. They have sought power from dark forces, and rule
those around them through intimidation and fear of their dark
arts. They are rumored to traffic with devils, to slay people with
strange incantations and then have the slain work for them as
their undead servants. Those living in the same community as a
Bokor usually live in awe and fear of his powers. Many powerful
mages see the Bokor's obsession with intimidation and dark arts
used to such ends as petty, but most Bokor seek not arcane
power, but power over their fellows. Many Bokor are hurtful,
spiteful creatures that revel in their power and dark habits.
Bokor are usually drawn from the ranks of sorcerers and wizards. Some clerics worship deities who see the path of the Bokor
as suited to their divine agents, and some dark druids have also
taken this path - making their wildernesses something to be
feared by the common man, thus protecting them from their predations. Bards are also attracted to this class, as the combination

Spellcasting: At the indicated levels, the Bokor 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 divine spellcasting class before becoming a
Bokor, he must decide to which class he adds the new level for
purposes of determining spells per day. The Bokor also gains
access to a new level 2 spell, minor curse, detailed in the spells
chapter.

Table 1-1: The Bokor Level Advancement


Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1
+1
+0
+0
+2 Terrifying Presence -1, Poison Use
2
+2
+0
+0
+3 Sympathetic Figure (Enchantment)
3
+3
+1
+1
+3 Sympathetic Figure (Transmutation)
4
+4
+1
+1
+4 Terrifying Presence -2
5
+5
+1
+1
+4 Sympathetic Figure (Abjuration)
6
+6
+2
+2
+5 Sympathetic Figure (Necromancy)
7
+7
+2
+2
+5 Terrifying Presence -3
8
+8
+2
+2
+6 Sympathetic Figure (Evocation)
9
+9
+3
+3
+6 Sympathetic Figure (Conjuration)
10
+10
+3
+3
+7 Terrifying Presence -4

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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librum equitis volume two


Provided the target is on the same plane as the figure and is not
protected by spells such as antimagic field or the like, he undergoes the full effects of the spell cast upon the Figure (with the
usual saving throws and spell resistance rolls to avoid the spell's
effects). Spells cast on the Figure that normally have an area of
effect are limited to affecting only the person in whose image the
Figure is made.
A level 2 Bokor may only cast Enchantments through a
Sympathetic Figure. He gains the ability to cast Transmutations
through the Figure at level 3, Abjurations at level 5,
Necromancies at level 6, Evocations at level 8 and Conjurations
at level 9.

Terrifying Presence (Ex): The Bokor develops the ability and


aura of fear and confidence. He can inspire obedience through
fear, making those who fear him nearly unable to attempt to do
anything to cross him. Anyone who has been successfully
Intimidated by the Bokor, as well as those who are his underlings
or who answer to his authority suffer a morale penalty on attacks,
skill checks and Will saves against the Bokor. At level 1, the
penalty is -1. It increases to a -2 penalty at level 4, -3 at level 7
and -4 at level 10.
Poison Use (Ex): The Bokor are skilled in the use of poisons,
as they often use various toxins to instill fear, and never risk accidentally poisoning themselves when applying poison to a blade
or other tool.

Bokor and Zombies


Bokor and Zombies go hand-in-hand. Traditionally, Bokor use
zombies as signs of their power over life and death, and many of
their zombie servitors are actually living persons who have been
drugged or dominated into a zombie-like state. This mastery of
their enemies, even in death, is used as a very strong means to
compel service from commoners and other believers in the
Bokors magic.

Sympathetic Figure (Su): The level 2 Bokor learns the most


well known trick of his class, the creation of small dolls that represent living people. The dolls evoke sympathetic magic, allowing the Bokor to direct spells at a doll that affect the person the
figure represents.
A Sympathetic Figure allows the Bokor to use sympathetic
magic in order to cast spells against a target not currently within
the spell's range. To create a Sympathetic Figure, the Bokor must
collect items that have a strong "sympathy" with the person the
Figure is meant to represent. These items must be either parts of
the person (hair, teeth, nails, etc.) or be something they have
worn or held for many years. The objects are crafted into a tiny
figure of the target, taking one day per level of the person the
Figure represents, as well as 1,000 gp for each level. Activating
the Sympathetic Figure costs 1/25 of the gp cost in XP (40 XP
per level of the target).
A Sympathetic Figure is good for 10 uses before it needs to be
recharged. Recharging the Sympathetic Figure requires at least
one new item from the person in question, and requires a ritual
costing half the normal cost in XP and gp and taking half as long
to perform as the creation of the Figure.
Any spell may be cast upon an active Sympathetic Figure.

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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librum equitis volume two


Skill Points per level: 2 + Int modifier

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.

Bone Archers are craftsmen. They have learned an ancient


craft of fletching (crafting arrows) using bones. These arrows are
light and barbed, and they almost seem to seek out living targets
when wielded by their craftsman. Those already familiar with the
necromantic arts find these handcrafted bone arrows are easily
enchanted with short-duration necromantic energies.
Because of the necessity for familiarity with necromantic magic
to truly take on the path of the Bone Archer, all are at least minor
spell-casters, mostly multi-classed
necromancers or clerics.
Because of the traditional elven
skill with bows, they are more likely
to qualify for the class with only levels in
wizard previously.
Hit Die: d8

Bone Archery (Ex): As the Bone Archer progresses, he


becomes more skilled with his personally crafted bone arrows.
Any time he attacks using a missile weapon he is skilled with,
loaded with bone arrows he has
personally crafted, he gains a
bonus to his attack roll.
Archery Feat (Ex): At the
indicated levels, the Bone
Archer gains a bonus
archery feat selected from
the following list: Improved
Critical (any bow)*,
Weapon Focus (any bow)*,
Far Shot, Mounted Archery,
Precise Shot, Rapid Shot,
Shot on the Run, Skill
Focus (Craft: Fletcher).
Some of the bonus feats
available to the Bone
Archer cannot be acquired
until the Bone Archer has
gained one or more prerequisite feats. A Bone Archer
can select feats marked
with an asterisk (*) more
than once, but it must be
for a different weapon each
time. A Bone Archer must
still meet all prerequisites
for a feat, including ability
score and base attack
bonus minimums.

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

Fletchings per Day


1
2
3
4
5
2
4
4
2
6
4
6
4
2
6
4
4
6
6
4
2
6
6
4
4
6
6
4
4
2
6
6
6
4
4

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librum equitis volume two


Spontaneous Bones (Su): Beginning at level 7, the Bone
Archer gains the ability to spontaneously create up to his Con
bonus (minimum of 1) bone arrows per day as one or more free
actions, drawing them from the negative energy plane. These
bone arrows count as personally crafted bone arrows for the purposes of his bone archery and fletchings. They remain in existence for a maximum of 1 round per Bone Archer level.

Level 1 Bone Archer Fletchings


Bloody Arrow
This fletching causes the arrow to crackle and hiss with dark
energies that immediately cause any wound inflicted with the
arrow to weep and bleed. Creatures not immune to critical hits
that are struck by a bloody arrow take one additional point of
damage each round thereafter, for 1 round per level of the Bone
Archer.

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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Level 4 Bone Archer Fletchings
Vampiric Shaft
This fletching deals an additional 1d6 points of negative energy
damage per two caster levels of the Bone Archer (never to
exceed the hit points of the target), and grants them to the Bone
Archer as temporary hit points. These temporary hit points disappear 1 hour later.

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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Brotherhood of the Golden Blossom


The blow slammed into Craytex, lifting him up off his feet, and
shattering ribs. The crushing pain overwhelmed Craytex, and
before the darkness overwhelmed him, he saw the stranger's foot
sweep around and noticed that the heavy calluses on the man's
bare feet were dusty.
Shin Tou stood over his downed foe, smashing his foot twice
more into the bones. He knew that the dread being's soul had
fled to its arcane shelter, but that would pose no problem. He
looked around the ancient laboratory as he idly kicked the bones
away from one another. The place was dusty in some areas,
with half completed arcane projects. Tou could not guess at the
purpose they were to serve, or had served.
His hand still tingled where he had disrupted much of the unnatural creature's life force with a single Eagle's Claw blow. He
shook his hand out to return feeling to it as he approached what
his Elders had spoken of, and dusty tomes within the
monastery's libraries had whispered of in their rustling voices.

Paladin's innate abilities to confront undead and demonic forces


with the Monk's fearsome hand to hand combat abilities.
Golden Brothers do not hate their foes, but instead respect the
abilities and intellect of the Brotherhood's sworn foes. The meditation and extreme training bring out deeply buried abilities that
assist them in overcoming demonic and undead foes. The
Golden Brothers carry with him the support of their Deity, and the
weaponry that their Deity has given to them, within themselves.
Hit Die: d8
Requirements:
To qualify to become Golden Brother (Gbr) a character must
fulfill all the following criteria.
Alignment: Lawful Good
Base Attack Bonus: +10
Skills: Knowledge (Undead) and Knowledge (Planes): 10
ranks in one, 6 ranks in the other (character's choice)
Feats: Weapon Focus, Improved Unarmed Strike
Special: Must have the ability to channel positive energy,
Smite Evil and Ki Strike abilities.
Special: The character must seek out and find a monastery of
the Golden Blossom, applying for membership and passing a
quest/test/challenge to prove their worthiness to the Elders of the
Monastery.

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

Table 1-3: The Brotherhood of the Golden Blossom Level Advancement


Class Attack Fort
Ref
Will Unarmed
AC
Level Bonus Save
Save
Save Damage Bonus Special
1
+1
+2
+0
+2
1d12
+1
Improved Ki Strike (+1), Empower Weapon
2
+2
+3
+0
+3
1d12
+2
True Fist, Core Strike (Fist)
3
+3
+3
+1
+3
1d12
+2
Sunder the Unholy, Inner Harmony
4
+4
+4
+1
+4
1d12
+2
Improved Ki Strike (+2), True Blade, Core Strike (Weapon)
5
+5
+4
+1
+4
1d12
+3
Shielded Soul, Manifest Destiny

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fist, Golden Brothers deal significantly more damage unarmed
than most characters. This damage is scaled as normal for
Golden Brothers of sizes larger or smaller than medium. If the
Golden Brother has another ability which increases his unarmed
damage, then use the greater of the two abilities. Abilities which
add directly to unarmed damage instead of changing the die type
are still added to this damage.

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.

Armor Class Bonus (Ex): Training in the arts of body, soul


and mind trains the Golden Brother also in defensive arts. This is
conferred as a bonus to Armor Class as indicated. This bonus
represents a preternatural awareness of danger, and the Golden
Brother does not lose it even in situations when he loses his
Dexterity modifier due to being flatfooted, stunned and so on
(although he does lose this AC bonus when immobilised). This
Armor Class bonus stacks with the Monk's similar Armor Class
bonus, although this bonus also applies to a Golden Brother
wearing armor.

Ex-Golden Brothers: Should the Golden Brother ever change


from lawful good, he loses all extraordinary and supernatural abilities granted by his levels in this prestige class (except armor
class and unarmed damage modifiers) until his alignment returns
to lawful good and he makes an atonement.

Improved Ki Strike (Su): Because of the damage-resistant


nature of the foes of the Brotherhood, Golden Brothers are
trained to improve the ability of their Ki strikes. This increases the
effective bonus of the Golden Brother's unarmed attacks for the
purpose of bypassing damage resistance. This bonus is added to
the bonus given by the normal Ki strike ability.
Empower Weapon (Su): When wielding any weapon with
which the Golden Brother has the Weapon Focus feat, the
Golden Brother may use his Ki Strike ability to determine if the
weapon can bypass a creature's Damage Resistance. If the
weapon is inherently magical already, then either use the Golden
Brother's combined Ki Strike and Improved Ki Strike, or the
weapon's magical bonus plus the Golden Brother's Improved Ki
Strike bonus.
True Fist (Ex): Seeking a "true" point to strike is central to the
training of the Golden Brother. Beginning at level 2 a Golden
Brother may attack with an unarmed strike as a touch attack,
dealing normal damage. This extraordinary ability can be used a
number of times per day equal to the Golden Brother's class
level plus his Charisma bonus.
Core Strike (Su): Using his unarmed attacks, a level 2 Golden
Brother can cause critical hits against undead and evil outsiders
that are normally immune to critical hits. Beginning at level 4, the
Golden Brother can also cause critical hits against these same
targets using weapons with which he has the Weapon Focus
feat.
Sunder the Unholy (Su): While perfecting his Ki Strike ability,
the Golden Brother learns to specialize this ability against evil
undead and evil outsiders. Against these targets, a level 3
Golden Brother always ignores their damage resistance or hardness ratings, directly affecting the object or being itself.
Inner Harmony (Ex): The level 3 Golden Brother becomes
immune to all fear- and morale-based effects.
True Blade (Ex): Seeking the "true" point to strike has become
a much easier task for the level 4 Golden Brother. He may now
attack with any weapon with which he has the Weapon Focus
feat as a touch attack. To use this ability with a ranged weapon,
the target must be within 30 feet. This extraordinary ability can be
used a number of times per day equal to his Charisma bonus
plus two.

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Children of the Snake


The scream was almost inhuman. Christos could hardly believe
it was coming from his own throat. He watched the veins on his
arms stand out in stark relief from his muscled frame as the venomous blood of the yuan-ti concoction worked its way through
him. Each moment was burning agony as it changed his body, bit
by bit, into something primal and pre-human. The jungle birds
scattered from the ancient stone temple as he lurched against
the chains that restrained him to the yuan-ti altar. He could feel
the change tearing him apart - the venoms were something,
alien, yuan-ti, non-human and deadly. All the while, the yuan-ti
priest stared him in the eyes and spoke quietly to him in the draconic tongue, describing his new duties to the ophidian god they
worshipped. The priest's eyes were strangely mesmerising, his
quiet voice easily heard and understood by Christos, even
through his screams of pain under the burning mid-day sun.
As the sun set, the last spasms of the venom-shock finally left
Christos' dehydrated body. The serpent-priest had left hours ago,
leaving Christos to the last throes of the poison alone on the temple-top. Finally his knees buckled and he fell to the ancient flagstones, worn smooth by millennia of worshippers. As a slave carried up the keys to release him from his chains, Christos was
proud of his new place among these ancient serpent creatures.
Once rulers of the world, they would rise again, retaking the
reigns of power--with Christos at their side.

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-

Skill Points per level: 4 + Int modifier


Class Features
All the following are class features of the Children of the Snake
prestige class.
Weapon and Armour Proficiency: Children of the Snake gain
no additional training or proficiency 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.

Table 1-4: The Children of the Snake Level Advancement


Class
Attack
Fort
Ref
Will
Level
Bonus
Save
Save
Save
Special
1
+0
+0
+2
+0
Acuity, Draconic Heritage
2
+1
+0
+3
+0
Deadly Venom 1/day, Poison Resistance
3
+2
+1
+3
+1
Snake Companion (CR 2), Sneak Attack +1d6, Infusions
4
+3
+1
+4
+1
Deadly Venom 2/day
5
+3
+1
+4
+1
Inhuman Flexibility
6
+4
+2
+5
+2
Deadly Venom 3/day, Snake Companion (CR 6), Sneak Attack +2d6
7
+5
+2
+5
+2
Spell Resistance 15
8
+6
+2
+6
+2
Deadly Venom 4/day
9
+6
+3
+6
+3
Sneak Attack +3d6
10
+7
+3
+7
+3
Deadly Venom 5/day, Snake Companion (CR 12), Spell Resistance 20

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Power Points (Ex): Children of the Snake gain power points
per day as shown on Table 1-5: Children of the Snake Psionics.
These power points are added to any power points the character
had from other classes (if any). Children of the Snake do not gain
additional power points based on any ability score.

Sneak Attack (Ex): If a Child of the Snake of level 3 or higher


attacks an opponent who is unable to defend himself effectively,
the Child of the Snake can strike a vital spot for extra damage.
This ability is identical to the rogue ability of the same name, and
sneak attack dice granted by the Children of the Snake prestige
class stack with sneak attack dice granted by any other source.
The extra damage is +1d6 at level 3 and an additional 1d6 every
three levels thereafter.

Psionic Powers (Sp): Children of the Snake discover a small


assortment of psionic powers as they advance in levels, as
shown on Table 1-5: Children of the Snake Psionics. These powers are added to the character's list of powers known (if any).
The Child of the Snake gains psionic attack and defense modes
as a Psychic Warrior of the same level. Each power is listed with
a level, which is used to calculate the cost in power points to
manifest the power as well as the DC to resist it. (For example,
at level one, the Child of the Snake gains Detect Poison (level 1),
which will have a base DC of +1 and a power point cost of 1 as
with any other level 1 psionic power.)

Infusions (Ex): Many of the powers of the Children of the


Snake come from their metamorphosis into yuan-ti. This requires
occasional painful infusions of yuan-ti blood and ichor that deal
1d6 Con primary and secondary damage to the recipient (this
could be resisted as a poison with a DC of 20, but doing so
would also eliminate the usefulness of the infusions). Without
these infusions the character cannot advance beyond level 3 in
this prestige class. A minimum of one infusion must be submitted
to between levels in order to continue to advance in the class
(until level seven, when the draconic ichor has finally been successfully internalized). yuan-ti produce the infusions with their
own venom and blood, but non yuan-ti can also do so with a DC
24 Alchemy check, requiring 200 gp worth of ingredients and
access to one or more poisonous snakes.

Acuity (Ex): The sharp senses of the yuan-ti transformation


grant the Child of the Snake a +2 racial bonus on all Spot and
Listen checks.
Draconic Heritage (Ex): Shortly after their conversion,
Children of the Snake are taught the Draconic tongue and the
common language of the yuan-ti.

Inhuman Flexibility (Ex): At level 5, the transformation of the


character into a yuan-ti is nearing completion. The Child of the
Snake becomes more and more flexible as his blessings
increase, until he can warp and contort his body in incredible
fashions. This grants the Child of the Snake a +4 racial bonus on
all Escape Artist checks, a +2 racial bonus on all Grappling
checks, as well as a +2 racial bonus to Dexterity. This also grants
a +2 racial bonus to Perform (dance) checks when flexibility is
important (such as belly-dancing). At this point, the Child of the
Snake is no longer a humanoid, and his creature type changes to
monstrous humanoid; his race changes to yuan-ti.

Deadly Venom (Sp): At level 2, the Child of the Snake can


begin to psionically manifest a lethal poison. Since most Children
of the Snake lack a natural attack to apply the poison to, they
usually manifest it on a weapon. Unlike the normal psionic or
magical poison ability, this venom cannot be delivered through a
normal touch attack. A Child of the Snake can manifest this ability as a standard action once per day per two class levels (provoking an attack of opportunity as any other spell-like ability).
The Venom has a save DC of 10 + class level + Constitution
bonus and deals 1d10 Constitution damage immediately and
again in one minute.

Spell Resistance (Ex): The transformation into the yuan-ti is


nearly complete, the constant infusions of draconic and yuan-ti
venoms have imbued the Child of the Snake with spell resistance
of 15. At this level the yuan-ti blood is dominant in the Child of
the Snake and he no longer requires infusions to continue to
advance in the prestige class. The Spell Resistance granted by
this ability increases to SR of 20 at level 10.

Poison Resistance (Ex): The Child of the Snake's ability to


manifest poison at will also results in subtle metabolic changes
which protect him from the same toxins. A level 2 Child of the
Snake gains a racial bonus on all saving throws against poisons
and toxins equal to half his class level. Against the natural poisons of other yuan-ti (including the psionically manifested poisons of other Children of the Snake), this increases to a bonus
equal to his class level.

Table 1-5: Children of the Snake Psionics


Level Power Points Powers Discovered
1
+1
Detect Poison (level 1)
2
+1
Animal Trance (level 1 spell)
3
+2
Chameleon (level 2)
4
+2
Cause Fear (level 2 spell)
5
+3
Suggestion (level 3)
6
+3
Aversion (level 3)
7
+4
8
+4
Neutralize Poison (level 4 spell)
9
+5
10
+5
SnakeForm (level 4 special)

Snake Companion (Ex): Beginning at level 3, Children of the


Snake can "recruit" a snake companion. Treat this animal like a
Druid's animal companion. If the snake is slain, it can be
replaced in d3 weeks at no cost to the character. At level 3 the
snake is restricted to a single CR 2 snake (either a medium constrictor or a large viper; see the System Reference Document
under Animals for more information and stats for snakes). At
higher levels more snakes or more potent snakes can be recruited as indicated. For example a level 5 Child of the Snake can
have CR 6 worth of snakes, so either 3 medium constrictors (CR
2 each) or a Huge Constrictor (CR 5) and a Medium Viper (CR 1)
are appropriate.

Treat the spells on Table 1-5: Children of the Snake Psionics


as psionic powers with descriptions identical to those of the
spells listed. Spells with verbal components are given Audible
(Au) displays, those with somatic components are given Visible
(Vi) displays and those with Material components are given
Mental (Me) displays.

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The spell-like powers on table 1-5: Children of the Snake
Psionics are divided into the disciplines as follows:
Telepathy: Animal Trance, Cause Fear
Psychometabolism: Neutralize Poison, SnakeForm

New Psionic Power


SnakeForm
Psychometabolism (Str)
Level: Csn 4
Display: Vi, Ma
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes / level
Power Points: 7

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.

As polymorph self, except this power enables the manifester to


assume the form of any viper, of sizes tiny through large, or
return to his normal form. The new form works like a polymorph
self form, gaining all extraordinary powers of the new form,
including a poisonous bite, as indicated in the System Reference
Document under Animals, Snake. Once this power has been
manifested, the manifester can change form once each round as
a free action. The change takes place either immediately before
or after the character's regular action, but not during the action.
When the duration ends, the manifester returns to his normal
form.

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stylized lute inside a circle somewhere on their body, usually on a
shoulder or shoulder blade.
Hit Die: d6

Circle of the Lute

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

Braer McFinn glanced around the dark tavern as he entered,


his preternaturally refined sight quickly adjusting from the bright
day outside to the smoky confines of the establishment. None of
the ubiquitous town guard were present on first inspection, and a
longer look into the barkeep's mirror as he purchased an ale
assured him that none of the patrons were members of the watch
working under cover. Braer tipped the dwarven barkeep and
asked if he had heard any news about the war with the orc tribes
to the north. Of course there was little news, as the king had
been faking the on-going battle with the orcs in order to cover up
troop movements towards his eastern neighbor.

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).

Some rulers have learned of the Bardic College of Mac-Fuirmid


meddling in foreign affairs, and now keep Collegiate Bards at
arm's length from the seat of power, if not exiling them outright
from their domain.
Into these kingdoms, the Bardic College of Mac-Fuirmid sends
the Circle of the Lute, a secret order of spies and diplomats who
carry the mission and goals of the college much more quietly
than the already subtle Collegiate Bards. The Circle of the Lute
attempts to quietly foment revolt against the hostile rulership,
becoming members of and aiding the efforts of revolutionary
groups, cabals and secret cults. They also collect what information they can from such countries to pass along to the Bardic
College, where the useful pieces are in turn disseminated to
whichever other countries can best use the information to further
the aims of the College.
The Circle of the Lute requires very specific spellcasting abilities, and unlike most bardic colleges, members are trained in a
very structured arcane mastery more akin to wizardry than sorcery.
Since the Bardic College is a generally peaceful organization;
members of the Circle are rarely dispatched to cause active
uprisings or assassinations, instead the few trained Circle members are usually used to keep these hostile countries in check to
avoid major wars or conflicts.
Membership in the Circle of the Lute is by invitation only - most
members have proven themselves in the past as members of the
College of Mac-Fuirmid and often as Collegiate Bard diplomatic
envoys. Obviously, most members are of the Bard class, but
some rogues have entered the Circle over the years.
All members of the Circle of the Lute have a red tattoo of a
Table 1-6: Circle
Class Attack
Level Bonus
1
+0
2
+1
3
+2
4
+3
5
+3
6
+4
7
+5
8
+6
9
+6
10
+7

Skill Points per level: 6 + Int modifier


Class Features
All the following are class features of the Circle of the Lute
prestige class.
Weapon and Armour Proficiency: The Circle of the Lute provides 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.
Spellcasting: Unlike most bards, members of the Circle of the
Lute are taught specific arcane spellcasting abilities. Because of
the training involved, these are not like spontaneous spellcasting
of bards or sorcerers. Intelligence determines how powerful a
spell a Circle of the Lute member can cast, how many spells he
can cast, and how hard thee spells are to resist. To cast a spell,
a Circle of the Lute member must have an Intelligence score of

of the Lute Level Advancement


Fort
Ref
Will
Save Save Save Special
+0
+2
+2 Bardic Knowledge
+0
+3
+3 Spellcasting Expertise
+1
+3
+3
+1
+4
+4 Alternate Sources (1)
+1
+4
+4 Subliminal Innuendo
+2
+5
+5 Subtle Magic - Silent
+2
+5
+5
+2
+6
+6 Alternate Sources (2)
+3
+6
+6
+3
+7
+7 Subtle Magic - Still

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

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10 + the spell's level. In addition, the member gets additional spells per day based on Intelligence. The DC of a saving
throw agaisnt a member's spell is 10 + the spell's level +
the caster's Intelligence bonus. A member of the Circle of
the Lute must prepare spells ahead of time by studying a
spellbook exactly the same way a wizard does. To determine the member's spellcaster level when casting spells
gained in this manner, the character's Circle of the Lute
level is added to half his spellcaster level in any one other
arcane spellcasting class he may have. Circle members
often conceal their spellbooks in the form of Illuminated
texts, a set of scrolls, or a book of songs and hymns. At
each level gained, the Circle of the Lute member gains two
new spells chosen from the Circle of the Lute spell list.
Additional spells can be scribed into their spellbooks in the
same manner as a wizard's.
Bardic Knowledge (Ex): The College of Mac-Fuirmid
keeps the Circle of the Lute up to date to the best of their
ability through messengers, contacts, travelling bards and
so on. Because of this, and the constant involvement of the
Circle members in local events and society, Circle of the
Lute members gain the Bardic Knowledge ability. Levels of
the Prestige Class stack with levels of the Bard class and
with any other class granting the Bardic Knowledge ability.

Table 1-7: Circle of the Lute Spell List


Level 1 Circle of the Lute Spells
Charm Person. Makes one person your friend
Change Self. Changes your appearance
Comprehend Languages. Understand all spoken and written tongues
Darkvision. See 60 ft in total darkness
Detect Secret Doors. Reveals hidden doors within 60 ft
Erase. Mundane or magical writing vanishes
Expeditious Retreat. Doubles your speed
Hold Portal. Holds one person helpless for 1 round / level
Hypnotism. Fascinates 2d4 HD of creatures
Message. Whispered conversation at distance
Read Magic. Read scrolls and spellbooks
Sleep. Put 2d4 HD of creatures into comatose slumber
Undetectable Alignment. Conceals alignment for 24 hours
Whispering Wind. Sends a short message one mile / level

Level 2 Circle of the Lute Spells


Arcane Lock. Magically locks a portal or chest
Befuddle. Confuses a single target
Cat's Grace. Subject gains 1d4+1 Dex for 1 hour / level
Darkness. 20 ft radius of supernatural darkness
Detect Thoughts. Allows "listening" to surface thoughts
Enthrall. Captivates all within 100 ft + 10 ft / level
Foxs Guile. Subject gains 1d4+1 Cha for 1 hour / level
Spellcasting Expertise (Ex): Starting at level 2, the
Invisibility. Subject is invisible for 10 min / level
Circle of the Lute member can apply one half his class level Knock. Opens locked or magically sealed door
to the spellcaster levels he has in another arcane spellcast- Locate Object. Sense direction toward object
ing class in order to determine his spellcaster level in those Misdirection. Misleads divinations for one creature or object
classes when casting spells - this does not increase the
Sanctuary. Opponents can't attack you, and you can't attack
number of spells per day he may cast or prepare, only at
Silence. Negates sound in 15 ft radius
what spellcaster level he casts them. For example, a level 8 Suggestion. Compels subject to follow stated course of action
Bard with 4 levels of Circle of the Lute casts Bardic spells at Tongues. Speak any language

spellcaster level 10 and casts Circle of the Lute spells at


spellcaster level 8.
Alternate Sources (Ex): Once the Cirlce of the Lute
member is well dug into his new environment (requiring a
DC 20 Knowledge (Local) and Diplomacy check, each roll
requiring a full day of work ingratiating the character into
local society), a member of level 4 or greater can tap into
many sources of information. Effectively, the character can
now make one additional Gather Information check in one
evening of information gathering. At level 8 he gains the
ability to make a third check in one evening as his network
grows.
Subliminal Innuendo (Ex): At level 5, the Circle of the
Lute member can use the Innuendo skill even when communicating with characters that don't have it. The Circle
member makes an Innuendo check as normal to communicate, but if the check is successful, the listening character
gets the message without needing to have the skill also.
Others trying to discern the hidden message sent using
Subliminal Innuendo make an Innuendo skill check as normal, but suffer a -5 circumstance penalty.

Level 3 Circle of the Lute Spells


Clairaudience / Clairvoyance. Hear or see at a distance for 1 min / lvl
Confusion. Makes subjects behave oddly for 1 rnd / lvl
Detect Scrying. Alerts you of magical eavesdropping
Emotion. Arouses strong emotion in subject
Invisibility Sphere. Makes everyone within 10 ft invisible
Illusory Script. Only intended reader can decipher
Lesser Geas. Commands subject of 7HD or less
Scrying. Spies on subject from a distance
Secret Page. Changes one page to hide its content
Nondetection. Hides subject from divination / scrying
Level 4 Circle of the Lute Spells
Dominate Person. Controls humanoid telepathically
Dream. Sends message to anyone sleeping
False Vision. Fools scrying with an illusion
Legend Lore. Learn tales about a person, place or thing
Locate Creature. Indicates direction to familiar creature
Modify Memory. Changes 5 minutes of subject's memories
Nightmare. Sends vision dealing 1d10 damage, fatigue
Polymorph Self. You assume a new form
Shadow Conjuration. Mimics conjuring below level 4
Level 5 Circle of the Lute Spells
Feeblemind. Subject's Int drops to 1
Geas/Quest. As lesser geas, affecting any creature
Greater Scrying. As scrying, faster and longer
Mass Suggestion. As suggestion, plus 1 subject / lvl

Subtle Magic (Ex): A level 6 Circle member gains the


ability to use the Silent Spell metamagic feat spontaneously
on any spell he can cast without extending the casting time.
This can be performed up to twice per day and can be used Mislead. Turns you invisible and creates illusory double
on spells already modified by other metamagic feats. At
Repulsion. Creatures can't approach you
level 10 the member also gains the ability to use the Still
Spell feat in an identical manner twice per day.

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EarthBound

Table 1-8: EarthBound Level Advancement


Class
Attack
Fort
Ref
Will
Level
Bonus
Save
Save
Save
1
+0
+2
+0
+2
2
+1
+3
+0
+3
3
+1
+3
+1
+3
4
+2
+4
+1
+4
5
+2
+4
+1
+4
6
+3
+5
+2
+5
7
+3
+5
+2
+5
8
+4
+6
+2
+6
9
+4
+6
+3
+6
10
+5
+7
+3
+7
11
+5
+7
+3
+7
12
+6
+8
+4
+8

Derrace walked slowly towards the Citadel, years perhaps


since his last visit to the home that had raised him and was now
raising his children. He was stocky, reddish-brown, and barefoot.
Through the stone, he could feel the defenders step to the winches to open the front gate at his approach. He had no desire to
return to the confined society he had left so long ago to listen to
the rock, but the rock had spoken to him, and it warned of troubles. Troubles the dwarves would be unable to handle without
warning and rock-lore.
The EarthBound are dwarves who have heard the summons of
the earth. They claim to hear the voice of stone and earth calling
to them, talking to them, protecting and even nurturing them. The
EarthBound are usually drawn away from Dwarven society in
order to be in silence to listen to the rock and earth around them.
Most are barefoot, with torn and dirty clothing, when they make
their appearances in deep dwarven communities.
Since few dwarves take up a path of magic to begin with, the
EarthBound are particularly rare specimens of their race. Most
are clerics of earth, stone and mining deities, with some few
drawn from the rare dwarven wizards and sorcerers. There are
also rumors of some stone giants who understand the voice of
the earth and who have the necessary spellcasting abilities to
become one of the EarthBound.
Hit Die: d8

Earthstep
EarthKin
EarthFed
Craft Tablets

EarthBinder

One Earth

Skill Points at Each Level: 4 + Int modifier.


Class Features
All of the following are class features of the EarthBound prestige class.
Weapon and Armor Proficiency: EarthBound 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.
Spellcasting: An EarthBound casts arcane spells according to
Table 1-8: EarthBound Spellcasting. An EarthBound's selection of
spells is limited by his level. At each level, the EarthBound gains
additional spells known and additional spell slots to cast spells,
as indicated. The number of spells an EarthBound knows is not
affected by his Wisdom bonus, if any. An EarthBound is limited to
casting a certain number of spells of eah level per day, but he
need not prepare his spells in advance. The number of spells he
can cast per day is improved by his bonus spells from Wisdom, if
any. An EarthBound may use a higher-level slot to cast a lowerlevel spell if he so chooses. To learn or cast a spell, an
EarthBound must have a Wisdom score of at least 10 plus the
spell's level. The Difficulty Class for saving throws against
EarthBound spells is 10 + the spell's level + the EarthBound's
Wisdom modifier.

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).

Table 1-9: EarthBound Spellcasting


Spells per Day
Level
1
2
3
4
1
2
2
3
3
4
2
4
5
3
5
6
4
2
6
6
5
3
7
6
6
4
2
8
6
6
5
3
9
6
6
6
4
10
6
6
6
5
11
6
6
6
6
12
6
6
6
6

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

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Earthstep (Ex): At level 2, the EarthBound gains a +2 circumstance bonus on all move silent checks while barefoot on rock,
earth or sand. This bonus increases to +4 at level 6 and to +6 at
level 10.

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.

EarthKin (Ex): At level 3, the EarthBound gains the ability to


speak Terran if he did not have this ability already.
EarthFed (Su): Beginning at level 4, an Earthbound who
maintains contact with large quantities of earth or stone no longer
needs food to survive. The contact must be made with at least
100 tons of earth or stone that is connected in some way to the
ground, or to the elemental plane of earth. Cobblestones in a
cloud city wouldn't count, nor would a dwarven boat with a stone
fortress atop it. This contact must be maintained at least 16
hours out of every 24. The EarthBound still requires water to
survive.

EarthBinder (Su): At level 8, the EarthBound gains the ability


to rebuke or control creatures with the Earth sub-type. They can
attempt to do so once per day, plus one additional time per two
EarthBound levels greater than 7, plus their Charisma modifier.
This is treated identically to a negative-energy channeling cleric
rebuking or turning undead, with the EarthBound's character level
being used as his cleric level in the attempt.

Craft Tablets (Ex): At level 5, the EarthBound gains the ability


to craft stone or clay tablets that contain most of a spell. This
ability is identical to the Scribe Scroll feat, except for the material
being used. Each tablet weighs 2 pounds, has a hardness of 8
and 5 hit points. Tablets are spell-completion items. Because
they are made of common materials, the cost in gold and XP is
25% less than a scroll to scribe.

One Earth (Su): At level 12, the EarthBound becomes one


with the earth. His creature type changes to Elemental (earth),
and he becomes immune to critical hits.

Table 1-10: EarthBound Spell List


Level 1 EarthBound Spells

Level 3 EarthBound spells

Clay Step. Halves movement of target


Enlarge. Object or creature grows +10%/lvl (max +50%)
Endure Elements. Ignore 5 damage / rnd from 1 energy type
Hands of Clay. May climb stone and earth surfaces
Mage Hand. 5-pound telekinesis
Magic Stone. 3 stones gain +1 attack, deal 1d6+1 damage
Mending. Makes minor repairs on object
Mountain's Fortitude. Remain motionless to gain DR 10 / +1
Pass Without Trace. One subject / level leaves no tracks
Reduce. Object or creature shrinks 10%/lvl (max -50%)
Soften Earth and Stone. Turn stone to clay and earth to sand
Stony Purge. Target is hurt, but poisons are reduced

Commune with Nature. Learn about terrain for 1 mile / lvl


Earth's Defender. Allows the subject to act below 0 hit points
Granite Steel. Weapon gains hardness and hit points
Magnetic Covering. Target is immobilized by dust and rock
Passwall. Breaches walls 1 ft thick / lvl
Protection from Elements. Absorb 12 dmg/lvl from one energy
Spike Stones. Creatures in area take 1d8 dmg, may be slowed
Summon Monster V. Medium-size earth elemental only
Swim Through Earth. Subject melds into stone and can move
Transmute Rock to Mud. Transforms 2 10 ft cubes / lvl
Transmute Mud to Rock. Transforms 2 10 ft cubes / lvl
Wall of Stone. 20hp / 4lvls, can be shaped

Level 2 EarthBound spells

Level 4 EarthBound spells

Barkskin. Grants +3 (or better) natural armor bonus


Bull's Strength. Subject gains 1d4+1 Str for 1 hr/lvl
Claim from the Earth. Exhumes one person or object
Endurance. Subject gains 1d4+1 Con for 1 hr/lvl
Glitterdust. Blinds creatures, outlines invisible creatures
Glyph of Warding. Inscription harms those who pass it
Meld Into Stone. You and your gear merge with stone
Murmur of the Earth. Shock wave topples targets
Slow. 1 sub/lvl takes only part actions, -2 AC, -2 melee attacks
Stone Shape. Sculpts stone into any form
Summon Monster III. Small earth elemental only
Tremor. Cause a minor earthquake in the area
Wall of Earth. 5 foot cube of earth / level

Blast of Earth. 1d4+1/lvl blast of earth buries targets


Flesh to Stone. Turns subject creature into a statue
Greater Glyph of Warding. 10d8 dmg glyph of warding
Guardian of Earth. Binds an earth elemental to guard an area
Move Earth. Digs trenches and builds hills
Statue. Subject can become a statue at will
Stone to Flesh. Restores petrified creature
Stoneskin. Stops blows, cuts, stabs and slashes
Summon Monster VII. Huge earth elemental only
Level 5 EarthBound spells
Earthquake. Intense tremor shakes 5 ft radius / lvl
Essence of Earth. DR 25 / +1 and minor spell immunity
Iron Body. Your body becomes living iron
Oubliette. Ground collapses, devouring target
Summon Monster VIII. Greater earth elemental only

Spells in italics can be found in Chapter 2. Other spells are from


the System Reference Document.

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and Swim (Str).

Elite Cavalry

Skill Points per level: 2 + Int modifier


Class Features
All of the following are class features of the Elite Cavalry prestige class.

Chunks of dirt and sod flew up under the relentless assault of


the running wolves. Each wolf was easily 35 stone, and the
heavy barding and goblin rider increased the weight substantially.
Blood-red pennants snapped in the wind of their speed as they
tore across the glades towards the elven fortress. The power of
each dire wolf would be humbling to most riders, but the elite
goblin cavalry mounted on these were accustomed to the raw
and rippling muscle beneath their saddles - machines of destruction custom-built by mother nature for the elite worg riders.
As they broke into the glade, the riders let out a fierce shout as
the wolves beneath them sprung forward into the elven troops
and their human mercenaries. The first crash was the sound of
dire wolf barding smashing into the front ranks of troops as the
wolves frantically fought for purchase on the armor of those fallen
beneath them, huge teeth reaching forwards to rip the legs out
from under the second rank of troops. Above them, the goblins
lay about with morningstars and axes, quickly smashing through
the armored forms about them. Truly this would be a battle for
the shamans to chant about for ages!

Weapon and Armor Proficiency: Elite Cavalry are trained in


the use of all simple and martial weapons and with light, medium
and heavy armor as well as 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.
Man of the Horse (Ex): Extensive training on horseback
grants the Elite Cavalry a competence bonus on all ride checks
equal to his class level.
Fast in the Saddle (Ex): The level 1 Elite Cavalry no longer
needs to make a Ride check in order to mount or dismount from
a steed as a free action.
Mounted Team (Ex): The level 2 Elite Cavalry learns how to
fight with a mount under him, taking full advantage of the
increased mobility, power and altitude conferred upon him, while
aiding the steed to avoid blows and aiming it to better targets.
This grants both the Elite Cavalry and his mount the benefit of
one-quarter cover (+2 Armor Class, +1 on Reflex saves) and a
+1 competence bonus on all attack rolls.

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

Barding Specialisation (Ex): Given the necessary time (twice


the normal time needed to outfit a steed with barding), a level 3
Elite Cavalry can perfect the placement and attachment of the
barding such that a properly trained animal gains additional
mobility within it. Training the mount is the same as training it to
wear barding in the first place (Handle Animal check, DC 20) but
only takes a week instead of the usual two. The mount treats the
barding as having an armor check penalty one point less than
normal and a maximum Dexterity bonus one point greater than
normal. Combined with masterwork barding, a powerful charger
can perform almost as unencumbered in this fashion.

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

Mounted Cleave (Ex): The Elite Cavalry learn how to follow


through on a powerful blow. If a level 5 Elite Cavalry strikes down
an opponent (typically by reducing it to below 0 hit points, killing
it, etc.) during a Ride-by Attack, he is granted an extra melee
attack at the same attack bonus as
the blow that struck down his target. Before making this attack, he
may continue the movement of his
Special
mount as per the Ride-by Attack
+1, Fast in the Saddle
feat, using this extra melee attack
anywhere along the new move+2, Mounted Team
ment of his mount.
+3, Barding Specialization
+4, Bonus Feat
+5, Mounted Cleave

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All of the following are class features of the Forge Singer prestige class.

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.

The dwarven pulse is that of the beating hammers at the forge.


At the center of almost every dwarven citadel is the forge chamber, where the dwarven iron priests and Forge Singers beat out
the wares of their labor and the heartbeat of their society. They
sing as they work, keeping time with the bellows and hammers of
the forges. There, in the depths of the earth, the Forge Singers
draw together the fire, earth, sweat and song into the souls of his
brethren, and sometimes even their souls into the magics they
craft there. Forge Singers are viewed as both the master smiths
of the dwarven holds, as well as their spiritual heart.
All dwarven Forge Singers are clerics of the dwarven gods,
although many have also multi-classed as bards - indeed the
skills of the Forge Singer are almost wasted on those without
training in the Bardic traditions.
Supposedly there are black orc Forge Singers as well - who
goad the orcs into building weapons and armor for months at a
time in order to successfully field fully equipped armies. It is said
that few orcs have the endurance and skill to keep up with the
Forge Singers, and the body count during a long build-up to war
can be in the thousands as orcs die of heat exhaustion at the
forge.
Hit Die: d8

Spellcasting: At the indicated levels, the Forge Singer 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 Forge Singer, he must decide to which class he adds the new
level for purposes of determining spells per day.
Forge Domain: At level 1, the Forge Singer gains the Forge
Domain, adding the Forge Domain spells to the spells he can
select as a domain spell, and gaining the domain ability of the
Forge Domain.
Musical Ability (Ex): The Forge Singer is granted divine skill
and confidence in his songs. Forge Singers can perform a number of songs per day granted by this class equal to his class
level. If the Forge Singer has any Bardic Music or similar musical
abilities (such as the Dark Minstrel's Dark Music ability from
Librum Equitis volume 1), he gains the ability to use his song or
poetic effects one additional time per day per two levels of Forge
Singer.

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.

Song of the Forge (Ex): A level 2 Forge Singer with at least 7


ranks in Perform gains the ability to inspire workers to great feats
of endurance and skill at the forges. With a successful DC 20
Perform check, the Forge Singer keeps his song of inspiration
alive for 16 hours a day, granting up to twice his level of forge
workers the ability to work at the forges for 16 hours a day. This
effectively doubles how much they can produce in a day of work.
Additionally, any worker who can hear the Song of the Forge
gains a +2 morale bonus on applicable Craft checks during the
time of the song. Song of the Forge is an extraordinary, mindaffecting sonic ability.

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.

Fire Resistance (Ex): Constant exposure to the heat of the


forge combines with the prayers and magics of the Forge Singer

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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to grant him a permanent resistance to heat and fire damage. At
level 3, this resistance reduces the amount of damage taken
from fire and heat by 2 points per round. At level 9, this resistance increases to 6 points per round.

form. Tiny weapons cost the forgemaster two permanent points


of damage to his hit points and take 5 minutes to craft. Small
weapons cause twice as much damage and take twice as long to
craft, medium weapons 3 times, and large weapons 4 times. All
weapons crafted in this way are treated as masterwork adamantine weapons.

Song of Strength (Su): A level 4 Forge Singer with at least 10


ranks in Perform can inspire his fellows to great feats of strength.
To be affected, an ally must be within 200 feet of the Forge
Singer and hear the Forge Singer chant for a full round.
The effect lasts as long as the Forge Singer chants and for
The Forge Domain
2 rounds after the Forge Singer stops chanting (or 2
rounds after the ally can no longer hear the Forge Singer).
While chanting, the Forge Singer can fight but cannot cast Granted Power: The cleric gains a +4 sacred bonus on all craft checks
working with metal.
spells, activate magic items by spell completion (such as
scrolls), or activate magic items by magic word (such as
1. Magic Weapon. Weapon gains +1 bonus
wands). Affected allies receive a +4 morale bonus to
2. Bull's Strength. Subject gains 1d4+1 Str for 1 hr / lvl
Strength. At level 8, the effect of this song increases to a
+8 morale bonus to Strength. Song of Strength is a super- 3. Granite Arms. Weapon gains 5 hardness & hit points
4. Major Creation. Creates one metal object (no cloth, stone, wood)
natural, mind-affecting sonic ability.
5. Wall of Iron. 30 hp / 4 lvls, can topple onto foes
Stoker's Song (Su): A level 5 Forge Singer with at least 6. Permanency. Makes certain spells permanent
11 ranks in Perform can sing to the heart of a fire, making it 7. Stoneskin. Stops blows, cuts, stabs and slashes
stronger, brighter, and much hotter. This song was original- 8. Iron Body. Your body becomes living iron
9. Elemental Swarm. Summons 2d4 Large, 1d4 Huge Iron Elementals.
ly created to increase the heat of smelting operations to
draw metal from ore, but it also affects all fires within 120
Granite Arms is included in chapter 2 of this book.
feet of the Forge Singer. It is often used to increase the
offensive capability of flaming weapons and fire magics
used to defend the forge when it comes under attack. As
long as the Forge Singer sings the Stoker's Song, all fire effects
within 120 feet deal an additional 2 points of damage per die.
While singing the Stoker's Song, the Forge Singer can fight, but
not cast spells, activate magic items by spell completion (such as
scrolls) or activate magic items by magic word (such as wands).
Stoker's Song is a supernatural sonic ability.
Song of Sharing (Su): A level 6 Forge Singer gains the ability
to share the XP cost of manufacturing magic items. Each person
who will share in the cost of crafting the magic item must have at
least one rank in the Perform skill in order to partake in the Song
of Sharing. Each participant in a Song of Sharing must be a willing participant; no amount or type of coercion or mind control can
make someone take part who does not want to be part of it in his
heart. Each person must be present for the final 48 hours of the
magic item's crafting (or for the full duration of the item creation if
the item would take less than 2 days to create). Each participant
with the Song of Sharing ability chooses how much XP to invest
in the creation of the magic item in question. All other participants
(those without the ability but who take part in the song) share the
remaining XP cost equally between them. All investments of XP
are calculated before the Song is begun; each person will therefore know exactly what the cost in XP will be before entering into
the Song.
Forge of Self (Ex): At level 10, the Forge Singer becomes
capable of a powerful metamorphosis into a living forgemaster.
Once per week the metamorphosis can be undertaken, changing
the Forge Singer's creature type to "Elemental" and granting the
effects of the iron body spell as well as complete immunity to fire
damage. The hands of the living forgemaster are treated as +3
magic warhammers and any Craft rolls performed using them
instead of normal hammers and anvils are performed with a +10
equipment bonus. The transformation is extremely taxing to the
Forge Singer, and transforming back out of the living forgemaster
form causes 1d8 damage to the Forge Singer's Constitution, +1
damage per day spent in living forgemaster form. The forgemaster can craft metal weapons out of his own body while in this

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Iron Elemental
Not all elementals from the plane of earth are made of a mix of
earths, stones and metals. Some are a more "pure" form, almost
entirely made of a single elemental component of the plane. The
Forge Singer has the rare ability to summon forth these Iron
Elementals from their home.
Iron elementals look like a steel-plated version of the earth elemental. Some are rusty red-brown, others black as night and
some few are as shiny as freshly beaten and polished steel. All
are adorned with massive steel studs, rivets and spikes.
Creating an Iron Elemental
"Iron Elemental" is a template that can be added to any earth
elemental.
Type: Creature type is changed to Elemental (Iron)
Hit Dice: As base creature. Increased Con stat will increase hit
points by 1 hit point per hit die.
Initiative: As base creature. Reduced Dex stat will decrease
Initiative bonus by 1 point.
Speed: speed is decreased by 25%
AC: Natural armor improves by one-third (round down)
Damage: Increase by 1 die. (1d6 becomes 2d6, 2d10 becomes
3d10, etc). Spikes increase the crit multiplier by one.
Abilities: +2 Con, -2 Dex
Sample Iron Elemental:
The following sample uses a Huge Earth Elemental as the base
creature

Iron Elemental, Huge


Huge Elemental (Iron)
Hit Dice: 16d8+96 (168 hp)
Initiative: -2 (Dex)
Speed: 15 ft
AC: 21 (-2 size, -1 Dex, +14 natural)
Attacks: Slam +19 / +14 / +9 melee
Damage: Slam 3d10+13 (crit x3)
Face/Reach: 10 ft by 5 ft / 15 ft
Special Attacks: Earth mastery, push
Special Qualities: Elemental, damage reduction 10/+2
Saves: Fort +16, Ref +3, Will +5
Abilities: Str 29, Dex 6, Con 23, Int 6, Wis 11, Cha 11
Skills: Listen+18, Spot +18
Feats: Cleave, Great Cleave, Power Attack, Sunder
Earth Mastery (Ex): The Iron Elemental gains a +1 attack and
damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the elemental suffers a -4 penalty
to attack and damage.
Push (Ex): The Iron Elemental can start a bull rush maneuver
without provoking an attack of opportunity. The combat modifiers
given in Earth Mastery also apply to the elemental's opposed
Strength checks.

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Class Skills
The Mad Tailor's class skills (and the key ability for each skill)
are Alchemy (Int), Concentration (Con), Craft (Int), Heal (Wis),
Knowledge (Arcana) (Int), Knowledge (Anatomy) (Int), Profession
(Int), and Spellcraft (Int).

Mad Tailor

Skill Points at Each Level: 4 + Int modifier.

The diminutive tailor looked over his latest masterpiece in


progress. It was functional, no doubt, but not particularly pretty.
But then again, the materials available this time left a lot to be
desired. He looked around, almost furtively, seeking the missing
ingredient for this piece. His little beady eyes became two pinpricks over his long nose as he saw the messenger enter his
study with a package in hand. That was what he needed! With a
gesture and a word from the tailor, the messenger froze in his
tracks, and was then lifted towards the masterpiece in the middle
of the study. His eyes frozen in mute horror, the messenger was
quickly sewn into the massive construct of flesh by the agile
hands of the tailor. Chuckling and almost tittering to himself, the
tailor examined the masterpiece once more with his critical eye,
this time with a content smile upon his drawn lips.

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

Table 1-13: The Mad Tailor Level Advancement


Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1
+0
+0
+0
+2 First Signs, Mad Construct I
2
+1
+0
+0
+3
3
+1
+1
+1
+3 Mad Construct II
4
+2
+1
+1
+4 Homunculus, Delusions
5
+2
+1
+1
+4 Mad Construct III
6
+3
+2
+2
+5
7
+3
+2
+2
+5 Mad Construct IV
8
+4
+2
+2
+6 Psychosis
9
+4
+3
+3
+6 Mad Construct V
10
+5
+3
+3
+7 Magical Construct

+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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animals or beasts of small size or smaller to complete (if the
additional creatures beyond the base are of smaller size than the
base creature, then they are sewn and grafted entirely into the
construct; in the case of creatures of the construct's size, parts of
the creatures in question are grafted and sewn into the construct). The process consumes 1,000 gp worth of special but
obtainable ingredients (special threads and cat-gut sutures, tubing, clamps, staples, lab equipment) and costs the Mad Tailor
100 XP to perform. Once created, it will follow simple orders from
the Mad Tailor.

Psychosis (Ex): At level 8, the Mad Tailor is truly slipping into


the deep end. He becomes manic-depressive (roll 1d6 for the
character's mood each morning and after a major stressful event
- on a 1-3 he is manic, on a 4-6 he is depressed. Manic characters gain a +1 morale bonus on all skill checks and a -1 morale
penalty on all Will saves and tend to be very outgoing and
excitable, but generally brash. Depressed characters receive a -2
morale penalty on all skill checks and saves and rarely take interest in anything except their own masterpieces). In times of
extreme stress (such as combat or being hunted down by a mob
of torch-bearing peasants), he may fall prone to hysterics (Will
save DC 10+1 per round of combat or minute of stress to prevent
hysterics). While in hysterics treat the Mad Tailor as being in a
barbarian rage, except that he gains no bonuses, just the -2 to
AC and the inability to do anything requiring serious thought or
concentration.

Mad Construct II (Ex): Beginning at level 3, the Mad Tailor


begins his trade in earnest, able to assemble creatures from
much finer raw materials. A Mad Construct II is made from a
single medium-sized animal, beast or humanoid (alternately three
small-sized animals, beasts or humanoids can be substituted)
with two to five additional animals, beasts or
humanoids of medium-size or smaller to complete it. A Mad Construct II takes three weeks of
sewing and modifying the source creatures. The
process consumes 4,000 gp worth of ingredients
and costs the Mad Tailor 300 XP to perform.
Homunculus (Ex): The Mad Tailor can begin
to ply his trade upon his own form, often out of
boredom. The usual result of this is a strange
homunculus - a construct created from the Mad
Tailor's own flesh. The creation of the homunculus' body from the Mad Tailor's own flesh requires
a Craft (tailor) check (DC 20) and requires a full
week of work. The construction consumes 100
gp of ingredients and materials and costs the
Mad Tailor 25 XP to perform. In all other ways
the Homunculus is treated as the Homunculus
entry in the System Reference Document.
Delusions (Ex): As the Mad Tailor's mind slips
further away, his delusions become more prominent. These include delusions of grandeur (+2
morale bonus on saves against fear), paranoia
and mild hallucinations (-4 insanity penalty on
sense motive checks, -2 insanity penalty on listen
and spot checks), and mood swings.
Mad Construct III (Ex): At level 5, the Mad
Tailor's constructs require a larger facility for their
construction. A Mad Construct III is made from a
single large-sized animal, beast, humanoid or
giant with two to five additional animals, beasts
or humanoids of large size or smaller to complete
it. (As always, 3 creatures of one size smaller than indicated can
substitute as a creature of the indicated size - such as four dogs
substituting for a human). A Mad Construct III takes five weeks of
sewing and modifying the source creatures to create. The
process consumes 10,000 gp worth of ingredients and costs the
Mad Tailor 700 XP to perform.

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.

Mad Construct IV (Ex): At level 7, the Mad Tailor can create a


much more powerful construct than the Mad Construct IV.
Requiring the same base creatures (although often adding a few
more "minor" creatures to the mix for additional limbs and muscle
tissue), the Mad Construct IV takes seven weeks to complete.
The process consumes 20,000 gp worth of ingredients and costs
the Mad Tailor 1,300 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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age, but when reduced to 0 hit points or less, it is immediately
destroyed. A construct cannot be raised or resurrected, although
its component parts may be. Unlike most constructs, a Mad
Construct requires air, food and water to survive.

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."

Berserk (Ex): When a Mad Construct enters combat, there is a


cumulative 1% chance each round that the tormented beasts that
it is made of manage to regain some small amount of control
over its actions causing it to go berserk. The uncontrolled Mad
Construct goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is
within reach, then moving on to spread more destruction. The
Mad Tailor, if within 60 feet, can try to regain control by speaking
softly and persuasively to the Mad Construct, which requires a
successful Charisma check (DC 20). It takes 1 minute of rest to
reset the Mad Construct's berserk chance to 0%

Mad Constructs are created from living specimens by the Mad


Tailor. While they are still alive, unlike most constructs, they lose
their free will and are otherwise treated as most other constructs
in the game - albeit constructs that require food and drink to survive. They are patchwork creations, a quilt of various living
beings meshed together into a horrific monstrosity under the will
of its creator.

Mad Construct Group I abilities


Additional Attack: Extra limbs give the Mad Construct one
additional attack at its highest attack bonus.
Agile (Ex): Use of light and agile creatures for the construction
grants the Mad Construct a +2 inherent bonus to Dex. This gives
it a +1 on initiative rolls, armor class and Reflex saves. Multiple
uses of Agile do not stack.
Armor: Implanted exoskeletal bones, armor plates or even rhinoceros hide provides a +2 inherent bonus to the Mad
Construct's natural armor.
Resistance (Ex): Choice materials and special preparations
during the crafting of the Mad Construct make it resistant to one
or more energy forms. Choose one of fire, cold, acid, electricity
or sonic resistance 5. The same resistance can be chosen multiple times and stacks.
Sprint (Ex): Powerful legs from a wild animal grant the Mad
Construct the ability to run incredibly fast for short periods. Once
per hour, the Mad Construct can take a charge action to move 10
times normal speed
Swim: The Mad Construct is aquatic, and perhaps even nearly
streamlined. It gains a swim speed of 60 ft.
Trample (Ex): As a standard action during its turn each round,
the construct can run over an opponent at least one size smaller

Creating a Mad Construct


When crafting a Mad Construct from it's component beings,
select special abilities for it from the lists below. Each Mad
Construct gets a certain number of special abilities from this list,
based on the type of construct. Attempts should be made to keep
the powers granted to a Mad Construct in line with the creatures
used in it's construction.
Construct: Constructs usually have no Intelligence scores and
never have Constitution scores. A construct is immune to mindinfluencing effects (charms, compulsions, phantasms, patterns
and morale effects) and to poison, sleep, paralysis, stunning, disease, death effects and necromantic effects. Constructs cannot
heal damage, though they can be healed using curative magics.
They can be repaired as an object can, using Craft (Tailor). A
construct is not subject to critical hits, subdual damage, ability
damage, ability drain or energy drain. It is immune to any effect
that requires a Fortitude save (unless the effect also works on
objects). A construct is not at risk of death from massive dam-

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

Mad Construct III


Large Construct
7d10 (38 hp)
+0
50 ft
18 (-1 size, +9 natural)
Slam +14 melee
Slam 1d12+15
5 ft by 5 ft / 10 ft
1 ability from Group II
Berserk, Damage Reduction 5/+1
Fort +2, Ref +2, Will +3
Str 31, Dex 11, Con -,
Int -, Wis 12, Cha 4
Any land and underground
Solitary
5
None
Always neutral
None

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than itself. It has to move over the opponent to deal bludgeoning
damage equal to 1d6 plus Strength modifier (see Trample in the
System Reference Document for more information on Trample
attacks).
Trip (Ex): Suckers, tentacles, hooks, or even grasping
appendages attached to very strange places grant the Mad
Construct a trip attack. If the Mad Construct hits with a slam
attack it can attempt to trip the opponent as a free action without
making a touch attack or provoking an attack of opportunity. If the
attempt fails, the opponent cannot react to trip the Mad
Construct.

Mad Construct Group III abilities


(You may replace any ability from this Group with three abilities
from Group II)
Armor Plating (Ex): Entirely covered with armor in the form of
bones, steel plates and other reinforcements, the Mad Construct
gains a +8 inherent bonus to it's natural armor.
Gristle (Ex): By working only with the hardest muscles and
bones, the Mad Tailor grants his Mad Construct an additional
10d10 hit points. Multiple uses of Gristle do not stack.
Siege Engine (Ex): The massive fists of the Mad Construct are
reinforced with extra bones and armor. They ignore the hardness
of targets struck and grant the Mad Construct the benefits of the
Sunder feat.

Mad Construct Group II abilities


(You may replace any ability from this Group with three abilities
from Group I)
Brutal (Ex): Massive musculature taken from just about any
source can be of use to a brute like this. The Mad Construct
gains a +4 inherent bonus to Strength. This gives it an additional
+2 on its attack rolls and +3 to damage from its slam attack (and
+2 damage with other attacks). Multiple uses of Brutal do not
stack.
Charge (Ex): Headstrong and ferocious, if the Mad Construct
charges a foe during the first round of combat, it can make a full
attack even if it has already taken a move action.
Heavy Armor (Ex): The use of heavy armor plating (perhaps
even the grafting of metal and wooden armor to the construct)
grants the Mad Construct a +5 inherent bonus to its natural
armor.
Improved Grab (Ex): A bear hug is always a good tactic for a
large creature to take care of smaller threats. To use this ability,
the Mad Construct must hit with its slam attack.
Tough (Ex): Made from hardy beasts and animals, the Mad
Construct gains 3d10 hit points added to its hit point total.
Multiple uses of Tough do not stack.

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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Class Skills
The Mind Thief's class skills (and the key ability for each skill)
are Balance (Dex), Climb (Dex), Concentration (Con), Craft (Int),
Disable Device (Int), Gather Information (Cha), Handle Animal
(Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int),
Knowledge (psionics) (Int), Move Silent (Dex), Open Lock (Dex),
PsiCraft (Int), Search (Int), Spot (Wis), Tumble (Dex), Use Magic
Device (Cha) and Use Rope (Dex).

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.

Skill Points per level: 6 + Int modifier


Class Features
All of the following are class features of the Mind Thief prestige
class.
Weapon and Armor Proficiency: The Mind Thief is proficient
in all light simple and martial weapons and with light and medium
armors. (Light weapons are weapons up to one size category
smaller than the Mind Thief.) 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.

The Mind Thieves of Tuarek are supreme specialists in mobility


and striking into the most tender portions of their foes' bodies,
minds and souls. Most members of this secret society are assassins who hire out specifically against wizards and clerics. Others
are merely rogues with a talent for manifesting psychoportive
powers and a knack for the arcane. Most Mind Thieves were
originally psions with a few levels of rogue, and most of these are
nomads, psions specializing in psychoportive powers. A few are
soulknives, mastering the art of striking deep into their foes with
their fearsome mind blades. A very few psionic rogues discover
their way to these skills on their own, but a vast majority are
trained by the order of the Mind Thieves of Tuarek.
Hit Die: d4

Manifesting: At the indicated levels, the Mind Thief gains new


powers and power points per day as if she had also gained a
level in the manifesting class she belonged to before becoming a
Mind Thief. She does not, however, gain any other benefit a
character of that class would have gained (additional psionic
combat modes, hit points beyond those she receives from the
prestige class, and so on), except for an increased effective level
of manifesting. If a character had more than one manifesting
class before becoming a Mind Thief, she must decide to which
class she adds the new level for purposes of determining manifestation.

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

Sneak Attack (Ex): If a Mind Thief can catch an opponent


when she is unable to defend herself effectively from his attack,
he can strike a vital spot for extra damage. This is treated exactly
as the Rogue's Sneak Attack ability, and all damage bonuses
stack with other Sneak Attack bonuses the character may have.
Uncanny Dodge (Ex): Starting at level 2, the Mind Thief gains
the extraordinary ability to react to danger before his senses
should allow her to even be aware of it. At level 2 and above,
she retains her Dexterity bonus to AC (if any) regardless of being
caught flat-footed or struck by an invisible attacker. (She still
loses her Dexterity bonus to AC if immobilised.)

Table 1-14: The Mind Thief Level Advancement


Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1
+0
+0
+2
+0 Sneak Attack +1d6
2
+1
+0
+3
+0 Uncanny Dodge (Dex bonus to AC)
3
+2
+1
+3
+1 Sneak Attack +2d6
4
+3
+1
+4
+1 Mind Strike
5
+3
+1
+4
+1 Sneak Attack +3d6, Uncanny Dodge (cannot be flanked)
6
+4
+2
+5
+2 Soul Bite
7
+5
+2
+5
+2 Sneak Attack +4d6
8
+6
+2
+6
+2 Greater Mind Strike
9
+6
+3
+6
+3 Sneak Attack +5d6
10
+7
+3
+7
+3 Greater Soul Bite, Uncanny Dodge (+1 vs traps)

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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At level 5, the Mind Thief can no longer be flanked, since she
can react to opponents on opposite sides of her as easily as she
can react to a single attacker. This defence denies rogues the
ability to use flank attacks to sneak attack the Mind Thief. The
exception to this defence is that a rogue at least four levels higher than the Mind Thief can flank her (and thus sneak attack her).
At level 10, the Mind Thief gains an intuitive sense that alerts
her to danger from traps, giving her a +1 bonus to Reflex saves
made to avoid traps.
If the Mind Thief has another class that grants the uncanny
dodge ability, add together all the class levels of the classes that
grant the ability and determine the character's uncanny dodge
ability on that basis.
Mind Strike (Su): At level 4, the Mind Thief learns the art of
the mind strike. On a successful sneak attack against a spellcaster or manifester, the Mind Thief can spend 5 Power Points and
forego 2d6 of his sneak attack damage in order to effect a mind
strike. The target of a mind strike must make a Fortitude save
(DC 10 + Mind Thief level + Charisma bonus) or be unable to
cast any spells or use any spell-like abilities for 1d6+1 rounds.
Soul Bite (Su): At level 6, the Mind Thief's knowledge of body
and soul becomes so finely tuned that she becomes capable of
striking into the animating force of undead and constructs. The
Mind Thief becomes capable of soul biting undead and constructs in any circumstance that would normally allow a sneak
attack, regardless of the target's immunity to sneak attacks and
critical hits. The soul bite is treated identically to a sneak attack,
but only deals half the normal sneak attack damage bonus
(round down). A Mind Thief can only make a soul bite attack if
she has at least 9 Power Points.
Greater Mind Strike (Su): At level 8, the Mind Thief improves
his mind strike ability. As long as the Mind Thief has at least 7
Power Points, he can trigger a greater mind strike whenever he
successfully sneak attacks a spellcaster or manifester. The Mind
Thief foregoes 4d6 of his sneak attack damage to trigger this
ability, which duplicates the effects of a normal mind strike, but
also draws away some of the target's spellcasting ability. The victim of a greater mind strike loses 1d4 prepared spells or spell
slots (starting with their highest-level spells) and the Mind Thief
gains Power Points equal to the total spell levels of lost spells. If
the victim is a manifester, he loses 1d3 times the power point
cost of his highest level psionic power, and the Mind Thief gains
half that many Power Points. The Power Points gained by
Greater Mind Strike can bring the Mind Thief's Power Point total
above his normal maximum. If the Power Points above his maximum are not spent within 2 rounds per Mind Thief level, they are
lost and deal 1 point of damage to the Mind Thief per Power
Point lost.
Greater Soul Bite (Su): At level 10, the Mind Thief's ability to
strike at the animating force within a construct or undead is
improved, and she becomes able to draw the animating force
from them using the same techniques as the greater mind strike.
As long as the Mind Thief has at least 13 Power Points, whenever he makes a soul bite attack against an undead or construct,
he gains half the damage he dealt with the soul bite ability as
temporary hit points that remain for one hour.

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lows.
Hit Die: d10

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

Out of the darkness they rode, eight dark knights on fell


steeds, many wrapped in a hard shell of some strange blue-black
organic exoskeleton. The knights carried no light, but they were
followed by a team of human and half-orc mercenaries bearing
torches and lanterns. Some of the mercenaries also bore the
blue-black exoskeletal armor which they wore with some pride in
their station. The heavy oak city gates had been left open; the
guards lay on the damp stone floors of their watch-stations,
sleeping off the effects of dark socereries cast in the name of
Cordun.
Few looked out their shuttered windows to see the procession
work its way through town to the tenderloin district; those that did
made sure to double-bar their doors after they saw the ilk of man
that now walked their streets. In the tenderloin they were met by
a man in black leathers and cloak who greeted them with both
arms outstretched as if crucified on an invisible cross - except
that his left arm ended in a clean white stump where his hand
had once been. As the knights rode past him double-file, the
Initiate of Cordun touched each with either his fingertips or his
stump as he blessed their arrival. When all he faced were the
mercenaries, the Initiate turned also and followed the Knights up
into the manor house they had appropriated from its previous
owner, a half-orc crime lord whose operations they had taken
over.
Korto, the Initiate of Cordun in charge of operations in the city,
was relieved to see the Knights of the Order had arrived. First, it
meant that he now had a military presence in town that he lacked
previously, and the backing of his church. But more importantly,
their arrival without incident meant that the rest of the nation was
unaware that the Followers of Cordun were re-establishing themselves here. Dark tides would soon wash over the city.

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.

The Initiates of Cordun may be the true believers in the faith of


Cordun, but they are represented on the field of battle by their
armies of mercenaries, the best of whom are dressed in armor
made from the Tirric, a species of armored creature crafted and
bred by the Order in their Onyx Keep. Above these soldiers of
fortune are the elite Order of Cordun - warrior-priests of Cordun,
knights in black armor, fell ravagers and destroyers. While a
majority of the Order of Cordun are drawn from clerics of the
faith, some few are blackguards who have found the road of
Cordun to be pleasing to their twisted selves, and rare others are
actual Initiates of Cordun with a more martial bent than their felTable 1-15: Order of Cordun Level Advancement
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1
+1
+2
+0
+0 Living Armor
2
+2
+3
+0
+0 Aura of Courage
3
+3
+3
+1
+1
4
+4
+4
+1
+1 Unholy Smite
5
+5
+4
+1
+1
6
+6
+5
+2
+2 Armored Grace
7
+7
+5
+2
+2
8
+8
+6
+2
+2 Unholy Strikes
9
+9
+6
+3
+3
10
+10
+7
+3
+3 Unto Death

Spellcasting
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level
+1 Spellcaster Level

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difference between the new bonus and the old). If a Knight of the
Order of Cordun wishes to remove a power invested in his armor
(usually to replace it with something more powerful) he may do
so at the same time, at no cost, but the power and the XP that
were invested to gain the power are both lost. While the table
includes listings for +4 and +6 bonuses, only at even levels does
the Knight of the Order gain advances to his maximum enchantment. At level 10 the Knight can enhance the armor to the equivalent of a +7 enchancement. As normal, enchancement bonuses
above +5 do not exist, and any remaining enhancement bonuses
must be spent on additional powers.

Aura of Courage (Ex, Su): The second-level Knight of the


Order of Cordun is immune to fear (magical or otherwise). Allies
within 10 feet of the Knight of the Order of Cordun gain a +4
morale bonus on saving throws against fear effects. Granting the
morale bonus to allies is a supernatural ability.
Unholy Smite (Su): The Knight of the Order of Cordun learns
to imbue his attacks with the power of the infernal. He can sacrifice spell slots or prepared spells in order to increase the damage
dealt in an attack. The Knight must sacrifice 3 spell levels worth
of spell slots or prepared spells as a free action to trigger this
supernatural ability (for example, 3 level 1 spells, a level 1 and
level 2 spell or a level 3 spell). When triggered, the Knight's next
attack to strike its target gains a damage bonus equal to the
Knight's class level plus his Charisma bonus. If the next attack
misses, the power remains in effect until an attack hits or until a
number of rounds equal to the Knight's class level have passed.

Unto Death (Ex): Seemingly propped up by faith and his


armor, a level 10 Knight of the Order of Cordun can continue to
fight when lesser men would have fallen in their tracks. With a
successful DC 20 Fort save each round, the Knight may continue
to act as normal when reduced to zero hit points or below. This
save must be made each round at zero hit points or below until it
is failed and the Knight topples into unconsciousness and begins
to die as normal, or until the Knight is cured above zero hit
points. If the Knight fails the roll once, this ability ends until the
Knight is healed back above zero hit points.

Armored Grace (Ex): The Knight of the Order of Cordun's


training in armor has progressed to the point where he moves in
it like a natural thing. This reduces the armor check penalty of
any medium or heavy armor the Knight wears by 2 points, and
increases his max Dex bonus by 1 point.

Armored Tirric

Unholy Strikes (Su): The Knight of the Order of Cordun can


sacrifice his infernal magics in order to rain down a flurry of
blows upon his opponents. By sacrificing 6 spell levels worth of
spell slots or prepared spells as a free action, the Knight gains
one additional attack on his next round of combat at his full
attack bonus. This supernatural ability can only be used once per
round.

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)

Living Armor (Ex): The Knights of the Order of Cordun are


blessed with a suit of black, chitinous armor culled from the hide
of the Order's own slave race, the Tirrics. Tirric hide armor, when
properly cured and fitted, is comparable to a suit of masterwork
half-plate armor, with protrusions and spikes covering it. The
Knight is not required to wear this armor, especially if he has a
superior suit of armor already. It is treated as masterwork halfplate with armor spikes and spiked gauntlets, with a max Dex
bonus of +2 and an armor check modifier of -6. As the Knight of
the Order of Cordun gains in levels, he may invest his personal
power into the armor. These investments cost the Knight a small
portion of his accumulated XP to perform. At any time, a Knight
may bring his armor to the temple of Cordun to have it imbued.
This requires one day per 50 XP spent in this way. The bonus (if
greater than +1) can include special magical qualities (such as
spell resistance, or any other magical armor ability in the System
Reference Document). The values listed on the table are the total
expenditure required. If the Knight of the Order of Cordun already
has +4 Tirric Armor, then enchanting it to a +5 bonus costs the
Knight 800 XP and 16 days in contemplation at the temple (the

Bred by the Master Breeders of Cordun based on the ornate


carapaces exhibited by some Arcane Tirrics, the Armored Tirric is
almost a piece of art in design. The Armored Tirric is nearly
humanoid in shape and size, and is covered with interlocking
armor plates almost as strong as steel plate armor.
The Armored Tirrics were also bred to have more natural
weaponry than previous Tirrics, thus making the armor suits
crafted from them more effective. When an Armored Tirric is
killed (usually accomplished by the Initiates of Cordun while they
were sleeping by jamming a steel spike into the soft spot under
the back of the Tirric's skull), the plates make for a very economical suit of plate mail.

Table 1-16: Order of Cordun Armor Enhancement


Class Level
Armor Bonus
XP Sacrifice
2
+1
100
4
+2
400
6
+3
1,000
+4
1,400
8
+5
2,200
+6*
3,000
10
+7*
4,500

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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Riders of the Duras


Perringlas stood high in the saddle, his brown cloak settling
behind him as his mount came to a stop at his signal. His fine
blond hair was a windblown mess, something birds could easily
mistake for a nest, his clothes unkempt and worn. His elven heritage showed in his fine and pointed ears, but he was certain his
appearance would startle or upset his fey kin considering the
poor form he kept himself in. Looking down from the comfortably
worn saddle on his roan mare, he could see the obvious signs of
recent passage through the undergrowth here.
Just what they needed - Hurak's goblin raiders were back in
the area, and from the looks of it not only were they heading
straight to Diem, but they also had a one day lead on him.

Using the Riders in another campaign


The Riders of the Duras can easily be used for any
kingdom or territory that has large, outlying sparsely
populated areas. Just rename them, perhaps change
their selection of favored enemies (Riders in a kingdom constantly threatened by Giants would obviously
have the whole selection of Giants in their list) and let
them rip

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.

Border Patrol and mounted skirmishers, the Riders of the


Duras are looked up to on their steeds as the protectors of the
land. They patrol their edges of their protectorate, keeping an
eye out for hostile forces, evil humanoids and other unwelcome
guests. Travelers who stick to the main roads and beaten paths
are unlikely to meet a Rider except at country inns and taverns,
where they stop in their travels. Others don't even stop there,
only coming back from extended patrols when they have grave
news. They have sharp senses, including an eye for trouble and
troublemakers.
Most Riders of the Duras are rangers, but some cavalry move
on to this station, as well as fighters, warriors and even the occasional druid.
Hit Die: d10

Weapon and Armor Proficiency: Riders of the Duras are


trained with all simple and martial weapons, but are not given
additional training with armor or 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.
Favored Enemy (Ex): At level 1, a Rider of the Duras must
select a type of creature as a favored enemy. Due to his training,
the Rider of the Duras gains a +1 bonus to Bluff, Listen, Sense
Motive, Spot and Wilderness Lore checks when using these skills
against this type of creature. Likewise, he gets the same bonus
to weapon damage rolls against this creature. The Rider also
gets the damage bonus with ranged weapons, but only within 30
feet. At levels 4 and 7, the Rider must select a new favored
enemy, and the bonus associated with every previously selected
favored enemy goes up by +1, just like the ranger class ability of
the same name. The new favored enemy may be the same creature as a previous favored enemy, in which case the bonuses
stack. Unlike the ranger ability, the Rider of the Duras must
select a specific creature as a favored enemy, not a creature
type. For example, while a ranger may have Beasts as a favored
enemy, a Rider of the Duras would have Owlbears instead.
The creatures available as favored enemies include Dire
Animals (all), Ettins, Hill Giants, Ogres, Otyugh, Owlbears, Trolls,
or any Humanoid race (taken individually). In some campaigns,
this list is subject to change (see sidebar).

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

Table 1-17: Riders of the Duras Level Advancement


Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1
+1
+2
+0
+0 Favored Enemy +1, Track from the Saddle
2
+2
+3
+0
+0 Coordinated Attack +1
3
+3
+3
+1
+1 Travelling Shot
4
+4
+4
+1
+1 Second Favored Enemy, Coordinated Attack +2
5
+5
+4
+1
+1 Slayer
6
+6
+5
+2
+2 Coordinated Attack +3, Higher Ground
7
+7
+5
+2
+2 Third Favored Enemy, Night Watch

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Track from the Saddle (Ex): Rarely dismounted, a Rider of
the Duras gains an eye for tracking, even from horseback. A
level 1 Rider can use the Track feat from a mount walking at normal speed without penalty to his Wilderness Lore roll. Riders of
the Duras also gain this benefit to all search checks from the
saddle.
Coordinated Attack (Ex): The Riders of the Duras take full
advantage of the mobility, size and speed of their mounts. If multiple mounted Riders charge the same target in the same round,
each Rider after the first gains a +1 competence bonus on attack
rolls against that target as they swarm at it and past it, striking
from all sides. In the case of flanking attacks, this stacks with the
bonus provided for flanking the target. The initial attack does not
have to be from someone with this ability, but must have come
from someone charging the target from horseback. The competence bonus for a Coordinated Attack increases to +2 at level 4
and +3 at level 6.
Travelling Shot (Ex): As scouts and border patrol, often the
Riders of the Duras have to engage a fleeing enemy, or one at
extreme range. They are therefore trained in shooting from the
saddle of a rapidly moving mount. When using a missile weapon
from the saddle, the Rider of the Duras suffers no penalty when
attacking during a double move, and only a -2 circumstance
penalty to hit when his mount is running. This supersedes the
normal penalties associated with shooting from a moving mount,
as well as those granted by the Mounted Archery feat.
Slayer (Ex): Level 5 Riders of the Duras are exceptionally
skilled at taking down their foes. Whenever a Rider of the Duras
scores a critical threat with a weapon (within 30 feet in the case
of ranged weapons), he deals an additional 1d6 damage to the
target, regardless of whether or not the attack resolves as a critical hit. This bonus is not multiplied in the case of a critical hit.
Creatures that are immune to critical hits are immune to this ability.
Higher Ground (Ex): A level 6 Rider has learned how best to
use his elevated position to aid himself in his patrols. As long as
he is mounted, he gains a +4 altitude bonus on Spot rolls.
Night Watch (Ex): Constantly working against creatures that
travel under cover of night increases the Rider of the Duras'
senses to an almost preternatural level. A level 7 Rider of the
Duras gains a 50% increase to his low-light vision. For creatures
who lack low-light vision, this means they now can see 50% further than most creatures in a low-light condition. For Riders who
already have low-light vision, this increases the range 50% (so a
level 7 Rider elf can see 3 times further in the dark than a normal
human).

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foul throat and sending it sprawling from the impact. The priest's
staff skipped across the floor as his crimson blood sprayed up
onto the altar of his god.
With their temple destroyed and their priest slain, no longer
would the Black Rock orcs be useful allies of the village of
Trieste, and soon the village would fall to the encroaching evils.

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

Domain, Channel Spell

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All of the following are class features of the Sacred Paladin
prestige class.

Paladin turns or rebukes undead as a cleric two levels lower than


his Sacred Paladin level. At levels 6, 9 and 12 the Sacred
Paladin learns additional methods of channelling this divine energy.

Weapon and Armor Proficiency: Sacred Paladins gain no


additional armor training, but are proficient with all simple and
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.

Weapon Specialization (Ex): Beginning at level 4, the Sacred


Paladin becomes eligible to take the Weapon Specialization feat
using one of his normally-obtained feats. This is not a bonus feat.
The Weapon Specialization must be taken with the Sacred
Paladin's deity's favored weapon.

Spellcasting: The Sacred Paladin can cast a small number of


divine spells granted by his deity. To cast a spell, the Sacred
Paladin must have a Wisdom score of at least 10 + the spell's
level. Sacred Paladins do not gain bonus spells based on high
abilities. Saving throws against Sacred Paladin spells have a
Difficulty Class of 10 + spell level + Wisdom modifier. A Sacred
Paladin has a very restricted list of spells known. Each spell
known must be selected from either the Paladin or Cleric spell
lists. Spells with an alignment descriptor (good, chaos, etc) can
only be selected by a Sacred Paladin of that alignment. A Sacred
Paladin prepares and casts spells just as a cleric does (though
the Sacred Paladin cannot use spontaneous casting to lose a
spell and cast a cure or inflict spell in its place).

Channel Strike (Su): At level 6, the Sacred Paladin learns to


channel the divine energy granted by his deity into his weapon.
The Sacred Paladin may declare any melee attack to be a
Channel Strike. Regardless of whether or not the attack hits, this
counts as a channelling attempt. If the attack hits, it deals an
additional 1d8 divine damage to the target.
Channel Speed (Su): At level 9, the Sacred Paladin can channel the divine energy granted by his deity into a lightning-fast
strike. The Sacred Paladin may use this ability in combination
with any attack action, allowing the Sacred Paladin an additional
attack at his full attack bonus during that action. This counts as
two channelling attempts.

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.

Channel Spells (Sp): At level 12, the Sacred Paladin can


channel divine energy into spell-like effects. The Sacred Paladin
can cast any spell from his Sacred Paladin domain lists using
channelling attempts as a spell-like ability. Each spell cast in this
way counts as a number of channellings equal to the spell's
level.

Domain (Ex): At the listed levels, the Sacred Paladin gains


access to one of his deity's domains normally granted to their
clerics. The Sacred Paladin gains the domain ability of the
domain, and adds the level one through six domain spells to his
Sacred Paladin spell list.
Channel Energy (Su): At third level, the Sacred Paladin gains
the ability to channel divine energy. For good Sacred Paladins
this is positive energy, and for evil Sacred Paladins, this is negative energy. Neutral Sacred Paladins must select whether it is
positive or negative energy, using their deity's attitude and
domains as a guide (the Sacred Paladin player should consult
with the Game Master on this). Once the Sacred Paladin has
chosen what type of energy he channels, this choice cannot be
changed. A Sacred Paladin can channel divine energy up to one
half his class level times per day (rounded down). The primary
use for channelled energy is to turn or rebuke undead. A Sacred
Table 1-19: Sacred Paladin Spellcasting
Spells Known
Level
1
2
3
4
1
1
2
2+d
3
2+d
0+d
4
2+d
1+d
5
3+d
1+d
0+d
6
3+d
2+d
1+d
7
3+2d
2+2d
1+2d
0+2d
8
4+2d
2+2d
2+2d
1+2d
9
4+2d
3+2d
2+2d
1+2d
10
4+2d
3+2d
2+2d
2+2d
11
5+2d
3+2d
3+2d
2+2d
12
5+3d
4+3d
3+3d
2+3d

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

Spells per Day


3
4
1
2
2
1
2
2
3
2
3
2
3
3
4
3

5
1
2
2
2

6
1
2

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All of the following are class features of the Siege Mage prestige class.

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.

The School of Warfare has taught many of the realm's greatest


military leaders. The sages there have picked through generations of books and manuscripts regarding tactical warfare, and
they hire many old generals to help teach or to aid the scribes in
recording their knowledge. The students at this school are warriors and nobles, men who lead (or expect to lead) sizeable military forces. They leave with a strong knowledge of mass combat
and warfare, but also with the understanding that war between
nations should be kept as civilized as possible (something that
not all students take to heart, but a lesson taught nonetheless).
But within the repository of information that is the School of
Warfare, there are also many books and scrolls detailing the
uses of magic in warfare. Against armies, a few strong spells can
wield incredible results. Ancient sages and scribes have worked
to uncover ancient battle magics that are supposedly recorded in
the documents they have collected. Nearly sixty years ago they
succeeded at uncovering the lore of tower magic. Now they gather small numbers of arcane students who seek this knowledge some for defending their own towers, but most in the employ of
larger military forces who need defensive or offensive aid in coming campaigns. They are known within the school as the Siege
Magi.
Hit Die: d4

Siegecraft (Su): Siege Magi are able to invest some of their


spells to improve constructions they are in contact with. The size
and type of construction, as well as the level of the Siege Mage,
determine how many spells of what levels can be invested. Each
type of construction lists a maximum number of spell levels that
can be invested into it on the table below. Additionally, a Siege
Mage cannot invest a spell of a level higher than the level indicated on table 1-19: Siege Mage Level Advancement. Spells
invested into the construction can be activated by the Siege
Mage who placed them there as if the construction was a spell
trigger device, but requiring only a move-equivalent action to trigger (and not provoking an attack of opportunity). Investing a spell
into a construction costs the Siege Mage materials and rare components worth 10gp times the level of the spell times the spellcaster level, and 2/25 of this price in XP. Spellcasters other than
the Siege Mage who invested the spells cannot trigger them. All
spells invested in military constructions are cast as if under the
effect of the enlarge spell feat, at no additional cost in time or
spell levels.
Spell Striker (Ex): Because damage to buildings and siege
constructs is vital to a siege or defeating a siege, Siege Magi are
taught how to get the best effect out of their spells against these
immobile (yet tough) targets. All spells that a level 2 or higher
Siege Mage casts ignore the hardness of constructions or buildings that they target.

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.

Fortification (Ex): Defensive spellcasting is a powerful ally,


and correctly used walls can shore up even the most damaged
structures. Beginning at level 4, the Siege Mage casts all "wall
of" spells as a spellcaster of one level higher when determining
duration, size, thickness and all other level-based variables.
Additionally, at this level a Siege Mage can cast abjuration spells
that normally only target "one creature" or "creature touched" to
target "structure touched" instead. This is normally used to cast
spells such as resist elements on besieged fortifications.

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.

Danger Zone (Ex): Evocations during mass warfare are not

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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designed to yield the maximum damage against a target,
but to yield damage against the maximum number of targets. At level 6, Siege Magi casting spells with any elemental designator (fire, sonic, acid, cold) that have an area
effect gain a 50% increase in the numeric area of effect.
For example, a level 7 Siege Mage casting a fireball (a
level 3 spell with the fire designator) increases the effect
from a 20-foot radius spread to a 30-foot radius spread.
Beginning at level 8, the Siege Mage can use this ability
with any spell with an area effect, not only those with elemental designators.
Siegecraft Lore (Ex): At level 10, Siege Magi have transcended the limits of how much magic can be held within
an unprepared receptacle, and are capable of storing twice
as many spell levels as normal within a construct using
their Siegecraft ability (although they still cannot invest
spells of a level higher than fifth without actually building a
magical structure).

Table 1-21: Siegecraft


Construction
Non-military vehicle (cart, wagon, boat)
Small non-military construction (house)
Large non-military construction (mansion)

Spells
2 spell levels
3 spell levels
6 spell levels

Siege weapons (catapult, ballista)


Siege constructs (siege tower, covered ram)
Huge military vehicles (armed boats)

3 spell levels
6 spell levels
10 spell levels

Small stone construction (mannor house)


Medium stone construction (wizard's tower, gate house)
Large stone construction (moathouse, small keep)
Huge stone construction (castle, fortress)
Massive stone construction (mountain fortress)

6 spell levels
10 spell levels
16 spell levels
20 spell levels
28 spell levels

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The Society of Heavenly Movements


ens. The convocations are supposed to be used to establish
what major changes have been discovered by various members,
but are generally used instead to reconnect with old friends and
researchers within the society and to introduce new members to
the group. Additionally, there are smaller meetings during many
major celestial events, usually at the location of a researcher who
has a large enough observatory to suit a larger group of Society
members who share his interests and ethics.
Due to the studious arcane nature of the Society, almost all
members are wizards. Few sorcerers find the pure research to
their taste; although those that do discover they learn new spells
quite unusual to their ilk. Even some rare bards have become
members of the Society over the ages, forever telling tales of the
mythology of the constellations and their interactions.
Hit Die: d4

The sky ( of Plancus' city ) forebodes to us


Through clear signs and fixed stars,
That the time of its sudden change is approaching,
Neither for its good, nor for its evils.
Within the pit will be found the bones,
Incest will be committed by the stepmother:
The state changed, they will demand fame and praise,
And they will have Mars attending as their star.
The great force which will pass the mountains.
Saturn in Sagittarius Mars turning from the fish:
Poison hidden under the heads of salmon,
their war-chief hung with cord.
from the prophecies of Nostradamus

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.

The Society of Heavenly Movements tracks the movements of


the stars and planets, and how each relates to the casting of
magical spells and enchantments. They are regarded as loremasters of the heavens, drawing insight and powers from their
studies of the night sky. The society is a very loose grouping of
sages and wizards dedicated to this study of the heavens and
heavenly magic. Within the society are a variety of cliques and
clans, groups of wizards and sages who share the same goals
and ambitions, often linked together by alignment, sometimes by
nationality or race.
Millennia ago, the stars were mapped into constellations that
are accepted by the Society for their research. This solar zodiac
was based on several racial constellations and the astrological
beliefs most prevalent within the Society at the time - thus most
of them are based on draconic and elven heritage and mythology, as are most of the old books of astrological lore the Society
has collected since its inception. This gives the Society as a
whole a subtle but distinct elven bias that is constantly fought
against by the few dwarven members. Most of the (now dominant) human membership dismiss these concerns, pointing out
the draconic material's dominance and the continued use of draconic to this day in most matters of arcana.
Officially, the Society meets annually, although only the most
upper-ranking members usually arrive at these convocations.
Major convocations of the Society occur once every nine years at
a time that is agreed to be fairly boring for students of the heav-

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

Table 1-22: The Society of Heavenly Movements Level Advancement


Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1
+0
+0
+0
+2 Astrological Studies
2
+1
+0
+0
+3 Night Casting +1
3
+1
+1
+1
+3 Heavenly Lore
4
+2
+1
+1
+4 Astrological Studies
5
+2
+1
+1
+4 Night Casting +2
6
+3
+2
+2
+5 Lesser Conjunction
7
+3
+2
+2
+5 Astrological Studies
8
+4
+2
+2
+6 Night Casting +3
9
+4
+3
+3
+6 Greater Conjunction
10
+5
+3
+3
+7 Astrological Studies

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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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.

Astrological Studies of the Society


Each planet and constellation is given its own spell list of nine
spells. For this volume, we have included the classic 12 signs of
the zodiac, several planets in the solar system, as well as the
sun and moon. To customize the class for your own campaign,
rename the constellations and planets or even reassign their
spells based on the perceived personalities of these heavenly
bodies.
When creating new spell lists for your alternate heavenly bodies, the quick cheat is to select domains that best suit the supposed personas of these entities, and remove the granted power
from the domain. For example, we have used several domains to
represent the studies of the planets, based on their supposed
persona in Roman myth.

Spellcasting: At the indicated levels, the member of the


Society of Heavenly Movements gains new spells per day as if
he had also gained a level in the arcane 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 arcane spellcasting class before becoming a Member of
the Society of Heavenly Movements, he must decide to which
class he adds the new level for purposes of determining spells
per day. The character does not learn new spells as normal for
gaining a level in a spellcasting class (i.e.: he does not learn two
new spells from the spell lists for prepared spellcasters, nor does
he gain the normal spell known for a spontaneous spellcaster);
instead he gains access to new spells as indicated in the
Astrological Studies ability below.

Aquarius

Astrological Studies (Ex): At the indicated levels, the member


of the Society of Heavenly Movements must select one astrological feature to have learned magical abilities from. This grants the
member of the Society of Heavenly Movements knowledge of
nine spells, (one of each level,) associated with the heavenly
body or astrological feature studied.

1
2
3
4
5
6
7
8
9

Endure Elements. Ignore 5 dmg / round from one energy type


Soften Earth & Stone. Turn stone to clay or dirt to mud
Water Breathing. Subjects can breathe underwater
Solid Fog. Blocks vision and slows movement
Commune with Nature. Learn about terrain for one mile / level
Luke's Freezing Sphere. Freezes water or deals cold damage
Control Weather. Changes weather in local area
Horrid Wilting. Deals 1d8 damage / level within 30 ft
Summon Monster IX. Water elementals only

1
2
3
4
5
6
7
8
9

Pass without Trace. One subject / level leaves no tracks


Bull's Strength. Subject gains 1d4+1 Str for 1 hr / level
Meld into Stone. You and your gear merge with stone
Stoneskin. Stops blows, cuts, stabs, and slashes
Wall of Stone. 20 hp / 4 levels, can be shaped
Summon Natures Ally VI. 1d3 dire boars or earth elementals
Summon Natures Ally VII. Earth elementals only
Earthquake. Intense tremor shakes 5 ft / level radius
Summon Natures Ally IX. Earth elementals only

1
2
3
4
4
6
7
8
9

Mage Armor. Gives subject +4 armor bonus


Bull's Strength. Subject gains 1d4+1 Str for 1 hour / level
Magic Vestment. Armor or shield gains +1 / 3 levels
Sleet Storm. Hampers vision and movement
Stoneskin. Stops blows, cuts, stabs, and slashes
Summon Monster VI. Fiendish Chuul
Iron Body. Body becomes living iron
Regenerate. Subjects severed limbs grow back
Implosion. Kills one creature / round

1
2
3
4
5
6
7
8
9

Magic Fang. Natural weapon gets +1bonus


Speak with Animals. Communicate with natural animals
Summon Nature's Ally III. Calls creature to fight
Greater Magic Fang. Natural weapon gets +1 / level (max +5)
Animal Growth. One animal / two levels doubles in size, HD
Summon Nature's Ally VI. Calls creature to fight
Liveoak. Oak becomes treant guardian
Animal Shapes. One ally/level polymorphs into chosen animal
Summon Nature's Ally IX. Calls creature to fight

Aries

Night Casting (Ex): Empowered by the stars above, whenever


casting spells under the night sky, the level 2 member of the
Society of Heavenly Movements increases the DC of all saves
against his spells by one. This bonus increases to +2 at level 5
and +3 at level 8. This does not apply when the character is
underground or in a building, as he must be exposed to the night
sky.
Heavenly Lore (Ex): The knowledge gathered through the
stars is diverse indeed. At third level, members of the Society of
Heavenly Movements gain the ability to know legends and information regarding various topics as a bard with the Bardic
Knowledge ability. The member of the Society of Heavenly
Movements adds half his level and his Intelligence modifier to the
Bardic Knowledge check, as per the ability description for the
bard class in the System Reference Document.

Cancer

Lesser Conjunction (Su): Once per night, a level 6 member of


the Society of Heavenly Movements may cast a single spell,
spontaneously using a known metamagic feat on it without
increasing the level of the spell slot required. The metamagic feat
used cannot be one that would increase the spell slot by more
than two levels. Using this ability increases the casting time of
the spell to a full round action.

Capricorn

Greater Conjunction (Su): Once per night, a level 9 member


of the Society of Heavenly Movements may cast a single spell,
spontaneously using any known metamagic feat on it without
increasing the level of the spell slot required. Using this ability
increases the casting time of the spell to a full round action.

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Gemini

Scorpio

1
2
3
4
5
6
7
8
9

Charm Person. Makes one person your friend


Mirror Image. Creates decoy duplicates of you
Charm Monster. Makes one creature your friend
Scrying. Spies on subject from a distance
False Vision. Fools scrying with an illusion
Mislead. Turns you invisible and creates illusory double
Shadow Walk. Step into shadow to travel rapidly
Reverse Gravity. Objects and creature fall upward
Shapechange. Transform into any form, change form 1/rnd.

1
2
3
4
5
6
7
8
9

Chill Touch. 1 touch / level deal 1d6 damage / level


Summon Swarm. Swarm of small crawling or flying creatures
Poison. Touch deals 1d10 Con damage, repeat in 1 minute
Giant Vermin. Turns insects into giant vermin
Insect Plague. Limits vision, inflicts damage, creatures flee
Acid Fog. Fog deals acid damage
Creeping Doom. Carpet of insects attacks at your command
Horrid Wilting. Deals 1d8 damage / level within 30 ft
Implosion. Kills one creature / round.

1
2
3
4
5
6
7
8
9

Faerie Fire. Outline subject with light


Flame Blade. Touch attack deals 1d8+1 per 2 levels
Flame Arrow. Shoots flaming projectiles or fiery bolts
Summon Nature's Ally IV. Lion
Summon Nature's Ally V. d3 lions, 1 dire lion or fire elemental
Commune with Nature. Learn about terrain for one mile / level
Fire Storm. Deals 1d6 fire damage / level
Incendiary Cloud. Cloud deals 4d6 fire damage / round
Summon Monster IX. Fire elementals

1
2
3
4
5
6
7
8
9

Bless. Allies gain +1 attack and +1 saves against fear


Bull's Strength. Subject gains 1d4+1 Str for 1hr/level
Magic Vestment. Armor or shield gains +1 / three levels
Divine Power. Gain attack bonus, 18 Str, an 1 hp per level
Wall of Stone. 20 hp / four levels; can be shaped
Stoneskin. Stops blows, cuts, stabs, and slashes
Earthquake. Intense tremor shakes 5 ft / level radius
Shield of Law. +4 AC, +4 Resistance, & SR 25 vs Chaos
Bigby's Crushing Hand. Provides cover, pushes, or grapples.

1
2
3
4
5
6
7
8
9

Magic Weapon. Weapon gains +1 bonus


Bull's Strength. Subject gains 1d4+1 Str for 1 hr./level
Keen Edge. Doubles normal weapon's threat range
Divine Power. You gain attack bonus, 18 Str, and 1 hp / level
Righteous Might. Your size increases and you gain +4 Str
Heroes' Feast. Food for one creature / level cures and blesses
Mordenkainen's Sword. Magic blade strikes opponents
Symbol. Triggered runes have array of effects
Summon Monster IX. Calls creature to fight

1
2
3
4
5
6
7
8
9

Charm Person. Makes one person your friend


Detect Thoughts. Allows "listening" to surface thoughts
Charm Monster. Makes monster believe it is your ally
Emotion. Arouses strong emotion in subject
Dominate Person. Controls humanoid telepathically
Mass Suggestion. As suggestion, plus one / level subjects
Sympathy. Object or location attracts certain creatures
Antipathy. Object or location repels certain creatures
Dominate Monster. As dominate person, but any creature

Pisces

Planets

1
2
3
4
5
6
7
8
9

Know Direction. You discern north


Invisibility. Invisible for 10 min/ level or until attacks
Haste. Extra Partial Action and +4 AC
Dimension Door. Teleports you and up to 500 lb.
Ice Storm. Hail deals 5d6 damage / level
Find the Path. Shows most direct way to a location
Plane Shift. Up to eight subjects travel to another plane
Horrid Wilting. 1d8 damage / level within 30 ft.
Astral Projection. Project selft and companions to the astral

For the Planets, we've designated a clerical domain that best


suits each planet. As with the constellations, when converting a
domain into a spell list for the Society of Heavenly Movements,
remove the "granted power" of the domain. We have not included
Uranus, because the traditional Uranus is the father of the gods
in Roman myth, not given his own portfolio.

1
2
3
4
5
6
7
8
9

Goodberry. 2d4 berries each cure 1 hp (max hp/24 hours)


Warp Wood. Bends wood (shaft, handle, door, plank)
Speak with Plants. Talk to normal plants and plant creatures
Antiplant Shell. Keeps animated plants at bay
Commune with Nature. Learn about terrain for one mile/level
Ironwood. Magical wood is strong as steel
Changestaff. Staff becomes a treant on command
Sunburst. Blinds all within 10 ft., deals 3d6 damage
Storm of Vengeance. Storm rains acid, lightning, and hail

Leo

Taurus

Libra

Virgo

Mercury - Travel domain spells


Venus - Love domain spells
Mars - War domain spells
Saturn - Plants domain spells
Jupiter - Storms domain spells
Neptune - Water domain spells
Pluto - Death domain spells

Sagittarius

Sun - Sun domain spells

the Moon
1
2
3
4
5
6
7
8
9

Faerie Fire. Outline subject with light


See Invisibility. Reveals invisible creatures and objects
Charm Monster. Makes monster believe it is your ally
Emotion. Arouses strong emotion in subject
Shadow Evocation. Mimics evocation less than 5th level
Permanent Image. Includes sight, sound and smell
Insanity. Permanent confusion on one target
Animal Shapes. One ally/level polymorphs into chosen animal
Gate. Connects two planes for travel and communication

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Class Features
All of the following are class features of the Timer prestige
class.

Timer

Weapon and Armor Proficiency: Timers 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.

Like an arrow from a tight-strung bow, Errises erupted from the


shadows towards the hideous, tentacled head of the mind flayer.
The mind flayer turned, preparing a blast of psionic energy to
send Errises back to the recesses from which he had exploded.
But momentarily, time seemed to cease for the flayer, as Errises
ran along the wall and ceiling, dropping down in front of the creature and sending it reeling back towards the black precipice. As
time seemed to right itself, the surprised flayer launched a blast
of psychic energy at Errises, sending a shockwave rippling past
him that no amount of dodging could avoid. The blast jarred his
mind, but did not slow his progress. Once again time seemed to
play tricks on the flayer. Errises stepped forwards again and
tripped the beast, then struck it with his crystal katana as it
began to fall, following up the blow with yet another strike once
the flayer landed upon the basalt beneath it.

Manifesting: At the indicated levels, a Timer gains additional


power points per day and discovers psionic abilities as if increasing in level in the manifesting class he had prior to becoming a
Timer. He gains no other benefits normally associated with gaining a level in that class (hit points, saving throws, additional
psionic combat modes, etc).
Personal Time (Su): The level 1 Timer can slow his perceptions of time just enough that he never feels harassed or worried.
This allows him to take 10 on any skill check even in situations
where this would normally not be allowed. The Timer may manifest this ability once per day per class level at no cost; additional
manifestations of this ability cost 1 power point per use.

Timers are as fast as thought itself. They have honed their


psionic arts to be able to move faster than anyone else, to the
point of bending time to their needs. They jump further, move
faster, run up walls and dodge harder than anyone else.
Due to the incredible amount of psionic and physical prowess
required to become a Timer, almost all timers are psychic warriors with a few drawn from other psionic classes, most typically
nomads.
Hit Die: d8

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

Act Up (Su): A level 3 Timer can accelerate his own time


frame sufficiently to allow an additional partial action in a round.
Manifesting this ability is a free action for the Timer. This partial
action is treated the same as any other partial action, and can be
used for an attack action or a move-equivalent action or for anything else that does not require a full round action to complete. At
level 3 the Timer can manifest this ability once per day. It may be
manifested one additional time per day per two class levels
thereafter (as per table 1-22: The Timer). A Timer may manifest

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.

Table 1-23: Timer Level Advancement


Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1
+0
+2
+2
+0 Personal Time
2
+1
+3
+3
+0 Dodge This (1)
3
+2
+3
+3
+1 Act Up 1/day, Mental Speed
4
+3
+4
+4
+1 Dodge This (2)
5
+3
+4
+4
+1 Act Up 2/day, Up and Over
6
+4
+5
+5
+2 Dodge This (3)
7
+5
+5
+5
+2 Act Up 3/day, Instant Action
8
+6
+6
+6
+2 Dodge This (4)
9
+6
+6
+6
+3 Act Up 4/day, Mental Speed
10
+7
+7
+7
+3 Dodge This (5)

Manifesting
+1 manifester level
+1 manifester level
+1 manifester level
+1 manifester level
+1 manifester level

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this ability no more than twice in one round.
Mental Speed (Ex): A levels 3, 6 and 9, a Timer gains one of
either Mental Leap, Quicken Power or Speed of Thought as a
bonus feat. These bonus feats are in addition to the feats that a
character gains through level advancement.
Up and Over (Su): Through a combination of the Up the Walls
feat and sheer speed, a level 5 Timer can use the Up the Walls
feat to move under overhangs, across ceilings and so on.
Instant Action (Su): A level 7 Timer can manifest the Act Up
ability at any point in a round, as long as he has not manifested
the ability already during the round. This is treated as a readied
action, except the Timer has the option to select what he will do
with the action when he elects to manifest the ability, instead of
when readying the action. In this way, a Timer may interrupt
another person's action with an Act Up action. Once the Timer
has used Instant Action in a round, he cannot use the Act Up
ability for the remainder of the round.

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served store of blood from their lycanthropic totem. A promising
young warrior of the tribes is sometimes chosen to join the ranks
of the berserker tribes in a ritual that involves the mingling of her
blood with the tribal stores of their lycanthropic totem. Some
tribes are aligned with a specific lycanthrope, while in other tribes
the Berserkers are more of a religious blood cult tolerated within
the tribe because of their fierce nature as tribal warriors.
Regardless, the Berserkers are ready and willing front-line shocktroops known for their savage frenzies even within a culture
where raging barbarians are the norm, not the exception.
Almost all Tribal Berserkers are barbarians, although some are
holy warriors of the blood cults, clerics and druids who have multiclassed as barbarians before gaining levels of Tribal Berserker.
Hit Die: d12

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).

Tribal Berserkers are at


once feared and revered
by the barbarian tribes
they come from. They are
members of strange animal battle-cults that were
originally founded ages
ago. Many tribal bloodcults or warrior groups
keep a magically pre-

Skill Points at Each Level: 2 + Intelligence


modifier
Class Features
All of the following are class features of the Tribal
Berserker prestige class.

Table 1-24: Tribal Berserker Level Advancement


Class
Attack
Fort
Ref
Will
Level
Bonus
Save
Save
Save Special
1
+1
+2
+0
+0 Berserk Rage 1/day
2
+2
+3
+0
+0 Damage Reduction 1/3
+3
+3
+1
+1 Heightened Senses, Fearsome Rage
4
+4
+4
+1
+1 Berserk Rage 2/day
5
+5
+4
+1
+1 Damage Reduction 2/6
+6
+5
+2
+2 WereRat Shape, Detect Invisible
7
+7
+5
+2
+2 WereWolf Shape, Berserk Rage 3/day
8
+8
+6
+2
+2 WereBoar Shape, Damage Reduction 3/9
+9
+6
+3
+3 WereTiger Shape, Great Berserk Rage
10
+10
+7
+3
+3 WereBear Shape, Berserk Rage 4/day

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Table 1-25: Effects of Fearsome Rage
Level Difference
Effect
5+
-4 morale penalty
+1 to +4
-3 morale penalty
0
-2 morale penalty
-1 to -4
-1 morale penalty
-5
No effect

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.

WereShape (Su): Beginning at the level indicated, the Tribal


Berserker gains the ability to shapeshift into the form of his lycanthropic totem during his Berserk and regular Rages. Treat this in
all ways as the Druidic wildshape abilities. Each Tribal Berserker
can assume only one wereshape, and this shape is determined
by what Lycanthropic tribe the Berserker is a member of.
For example, a Tribal Berserker of the wererat blood cult gains
the wereshape ability at level 6. A Tribal Berserker of the
weretiger tribe would only gain his wereshape ability at level 9.

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.

It takes a special kind of crazy to go out looking for trolls. More


than that, it takes some serious combat training to take down a
troll and keep it down until the backup shows up with the
alchemist's fire. Troll Hunters have it in spades. They are the
toughest, meanest guys in town, trained to be savage butchers.
They keep the beasts down not with finesse, but with massive
damage and gory chunks. Troll Hunters favor large two-handed
weapons that can rend gobbets from their foes, usually axes and
other large blades. Because of their focus on offense instead of
defense, Troll Hunters that manage to survive are some of the
hardiest and most scarred members of their races. Obviously,
most Troll Hunters are drawn from the ranks of barbarians and
fighters, with some particularly determined rangers making up
most of the remainder. Troll Hunters tend to be loud and boisterous, living life as a grand and deadly game that seems to revolve
around drinking and chopping up Trolls.
Hit Die: d12

Weapon and Armor Proficiency: Troll Hunters are proficient


with all simple and martial melee weapons as well as with all
types of armor, but not 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.
Greater Power Attack (Ex): The first lesson of Troll Hunting is
to take them down as fast as possible. When wielding a weapon
at least one size category larger than himself, a Troll Hunter
using the Power Attack feat gains +3 to damage for every -2
taken to his attack roll. This ability supersedes (does not stack
with) the extra damage normally granted by the Power Attack
feat.

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).

Mighty Charge (Ex): When a level 3 Troll Hunter charges a


foe, he may declare it to be a Mighty Charge. Mighty Charges
gain a +4 bonus to hit and a +2 bonus to damage, but reduce the
charging Troll Hunter's Armor Class by 5 points for the round.
This ability supersedes (does not stack with) the normal bonuses
for charging into melee.

Skill Points at Each Level: 2 + Int modifier.


Class Features
All of the following are class features of the Troll Hunter prestige class.

Table 1-26: Troll Hunter 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

Bloody Murder (Ex): Beginning at level 4, half of any damage


dealt by the Troll Hunter's Rending Blow ability is exceedingly
hard to heal (even in the case of regenerating monsters). This is
because the Troll Hunter is ripping and cleaving this flesh from
the body of his opponent, often sending gobbets of troll-meat flying for yards around with every attack. Each point of damage

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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dealt in this way is treated as 5 points of damage for the creature
to regenerate (so a creature with regeneration of 3 will take 5
rounds to heal 3 points of damage dealt with this ability).
Massive Power Attack (Ex): When wielding a weapon at least
one size category larger than himself, a level 7 Troll Hunter using
the Power Attack feat gains +2 to damage for every -1 taken on
his attack roll. This ability supersedes (does not stack with) the
extra damage granted by the Power Attack feat or the Greater
Power Attack ability. In addition, half the bonus damage dealt by
this ability is always in the form of hard to heal damage as per
the Bloody Murder ability.
Limb Ripper (Ex): Whenever the level 10 Troll Hunter successfully deals a critical hit, the target not only has chunks of
itself flung around the battlefield, but more than likely one of
these chunks is one of its limbs. The target must make a
Fortitude saving throw with a DC equal to the damage dealt by
the critical hit. If the save is failed, roll a d6 on the table below to
determine what has been removed from the creature.
1 Hand
2 Arm
3 Arm
4 Leg
5 Leg
6 Ear

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Class Features
All of the following are class features of the Venomous prestige
class.

Venomous

Weapon and Armor Proficiency: Venomous are proficient


with all simple weapons, their choice of three light and one nonlight martial weapon, and any one exotic weapon. They gain no
additional proficiencies with armor or 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.

The Venomous is a prestige class followed by several different


groups and organizations. Most of the Venomous are holy yuan-ti
assassins (as were the original members of the class), granted
special powers by their dark saurian gods. Other sentient races
with natural poisons such as medusae have duplicated the efforts
of the Venomous, and even some senior assassins and evil sorcerers with the poison spell have learned the tricks of this trade.
The Venomous focuses training on physical movement and
manipulation as well as the fortification of their natural poisons,
as opposed to the more personal and interpersonal skills that
many assassins master.
Most NPC Venomous are low-brow assassins - those who are
more concerned with the dispatching of their target than the finer
arts of getting to and from the target. Some few are top professional assassins who seek ways to make their venoms deadlier
for use against more powerful opponents, or members of nearforgotten races who seek to make their mark in the world.
Hit Die: d6

Poison Resistance (Ex): The Venomous work constantly with


poisons and slowly grow more and more resistant to their effects.
This is reflected by a resistance bonus on all saving throws
against poison gained at level 1 that increases at each level
gained until level 6, when the Venomous gain complete immunity
to poison.
Poison Use (Ex): The Venomous are keenly aware of the
effects of poisons, and never risk accidentally poisoning themselves when applying poison to a blade.
Deadly Poison (Su): The core of the art of the Venomous is
their extremely potent, spontaneously created poisons. This
includes poisons from natural attack forms as well as those created through the use of the spell or psionic ability poison, but
does not include those created alchemically or via the Craft (poison) skill. Beginning at level 2, the DC of all saves against these
poisons are increased by 1. This increases an additional 2 points
every two class levels thereafter.

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

Alternate Damage (Su): Beginning at level 3, the Venomous


can change the form of his spontaneously created venom such
that it deals damage to a different ability score than normal. The
new ability score must be selected when the Venomous gains
this ability, and from then on, any dose of poison can either deal
its normal damage, or the same damage to the alternate ability
score, decided by the Venomous when the attack is made. For
most Venomous who have natural poisons that don't deal Con
damage, the first choice is obviously to deal Con damage. At
level 7, the venomous can select a second alternate ability score
that the poison can damage.

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

Skill Points at Each Level: 4 + Int modifier.

Table 1-27: Venomous Level


Class
Attack
Fort
Level
Bonus
Save
1
+1
+2
2
+2
+3
3
+3
+3
4
+4
+4
5
+5
+4
6
+6
+5
7
+7
+5
8
+8
+6
9
+9
+6
10
+10
+7

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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ability. The Venomous can use this ability one additional time per
day at level 6, and again at level 9.

New Weapon Enhancement

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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Class Skills
The Weapon Cult Paragon's class skills
(and the key ability for each skill) are
Concentration (Con), Craft (Int), Gather
Information (Cha), Handle Animal (Cha),
Intimidate (Cha), Knowledge (local) (Int), Knowledge (religion)
(Int), Sense Motive (Wis), and SpellCraft (Int).

Weapon Cult Paragon


Many militaristic and warlike religions sponsor the existance of
the weapon cults. Few deities of war are welcome in peace-loving countries, and the warrior cults they normally bring with them
are even less welcome. The weapon cults are often the reaction
of a people who have been converted to the faith of such a deity
whos worship is unwelcome in their lands. Some lesser evil
deities cultivate weapon cults as a primary form of worship for
their young religions. But not all weapon cults serve secret
deities or hidden agendas, some deities well known for their
armament have so-called weapon cults in their worship also, as
their chosen weapon is an easy sign of faith and a tangible benefit of worship.
Weapon cults are usually small churches or cult cells who represent themselves by their use of their deity's favored weapon
instead of their deity's holy symbol. Deities who are particularly
out of favor in an area are more likely to have weapon cults in
that area than a deity who is well received. Weapon Cults usually
see themselves as fighting for their right to worship, as underdogs and believers among heretics and infidels.
The leaders of the Weapon Cults are often not actual members
of the individual cells, but wandering warrior clerics who fight for
their faith. These Paragons use the weapon cults as a means to
hide when under too much duress and a place to re-equip or to
collect needed help for strikes against the established religions in
the area.

Skill Points per level: 2 + Int modifier


Class Features
All of the following are class features of the Weapon Cult
Paragon prestige class.
Weapon and Armor Proficiency: The Weapon Cult Paragon
is proficient in all simple and martial weapons and with light and
medium armors and 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: At the indicated levels, the Weapon Cult
Paragon gains new spells per day as if she had also gained a
level in the divine spellcasting class he belonged to before
adding the prestige class. She 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 she 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 Weapon Cult Paragon, she must decide
to which class he adds the new level for purposes of determining
spells per day.

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).

Table 1-28: Paragon Level Advancement


Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1
+0
+2
+0
+0 Smite 1/day
2
+1
+3
+0
+0 Wandering Warlord
3
+2
+3
+1
+1 Renown +2
4
+3
+4
+1
+1 Faithful Blow 1/day
5
+3
+4
+1
+1 Smite 2/day
6
+4
+5
+2
+2 Renown +4, Faithful Blow 2/day
7
+5
+5
+2
+2
8
+6
+6
+2
+2 Faithful Blow 3/day
9
+6
+6
+3
+3 Renown +6
10
+7
+7
+3
+3 Smite 3/day, Faithful Blow 4/day

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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Wandering Warlord (Ex): Paragons of the Weapon Cults are
expected to travel. Because of this, at level 2, the Paragon no
longer suffers the -1 Leadership Modifier for moving around.
Additionally, since most Weapon Cult Paragons travel with only
their Cohorts, the Paragon may "tap" a local cell of the Weapon
Cult whenever in a settlement of sufficient size, allowing her to
collect one quarter of the number of followers normally available
based on her leadership score in a matter of hours. With one
day's notice, she can collect twice this number (half her normal
limit for her leadership score) and in a week she can collect her
full number of followers in the region.
Renown (Ex): As tales of the Paragon's deeds spread, she
gains an effective boost to her Charisma ability score whenever
dealing with members of her faith (not just members of her faith's
weapon cults). This also affects her leadership score as appropriate. At level 3 this begins as a +2 circumstance bonus to
Charisma, increasing to +4 at level 6 and +6 at level 9.
Faithful Blow (Ex): At level 4, the Paragon gains the ability to
make a faithful blow once each day, plus an additional time per
day every two levels of the prestige class thereafter (2 at level 6,
3 at level 8 and 4 at level 10), to a maximum of her Charisma
bonus of Faithful blows per day. (For example, a level 10
Paragon with 14 Charisma would only have the ability to make 2
faithful blows per day). The Paragon may declare any single
melee attack with her deity's favored weapon to be a faithful
blow. A faithful blow counts against the Paragon's turning
attempts for the day and is always a critical threat.

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chapter two
spells & magic
Bard Spell List Additions

Clouds Domain

Level 2

Granted Power: Clerics of Clouds can see through natural and


supernatural clouds, fog and rain without any impairment.

Befuddle. Confusion affects a single target


Foxs Guile. Target gains 1d4+1 Cha for 1 hour / level

1
2
3
4
5
6
7
8
9

Druid Spell List Additions


Level 1
Stony Purge. Target is hurt, but poisons are reduced

Level 2

Clouds Domain Spells


Obscuring Mist. Fog surrounds you
Fog Cloud. Fog obscures vision
Stinking Cloud. Nauseating vapours, 1 round / level
Air Walk. Subject treads on air as if solid
Solid Fog. Blocks vision and slows movement
Cloudkill. Kills 3 HD or less, 4-6 HD save or die
Acid Fog. Fog deals acid damage
Prismatic Spray. Rays hit subject with a variety of effects
Incendiary Cloud. Cloud deals 4d6 fire damage / round

Foxs Guile. Target gains 1d4+1 Cha for 1 hour / level

Forge Domain

Level 3

Granted Power: The cleric gains a +4 sacred bonus on all


craft checks working with metal.

Earth's Defender. Allows the subject to act below 0 hit points

Level 7

1
2
3
4
5
6
7
8
9

Essence of Earth. DR 25 / +1 and minor spell immunity

Sorcerer / Wizard Spell List Additions


Level 2
Foxs Guile. Target gains 1d4+1 Cha for 1 hour / level

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

Forge Domain Spells


Magic Weapon. Weapon gains +1 bonus
Bull's Strength. Subject gains 1d4+1 Str for 1 hr / lvl
Granite Arms. Weapon gains 5 hardness & hit points
Major Creation. Create a metal object (no cloth, stone, wood)
Wall of Iron. 30 hp / 4 lvls, can topple onto foes
Permanency. Makes certain spells permanent
Stoneskin. Stops blows, cuts, stabs and slashes
Iron Body. Your body becomes living iron
Elemental Swarm. 2d4 Large, 1d4 Huge Iron Elementals.

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

Horses Domain Spells


Mount. Summons riding horse for 2 hours / level
Expeditious Retreat. Doubles your speed
Phantom Steed. Magical horse appears for 1 hour / level
Heal Mount. As heal on warhorse or other mount
Summon Monster V. (Celestial or Fiendish Pegasus)
Summon Monster VI. (Celestial or Fiendish Unicorn)
Wind Walk. You and your allies turn vaporous and travel fast
Animal Shapes. One ally / level polymorphs into animal form
Summon Monster IX. (Nightmare)

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Traps Domain

Negative Energy Domain

Granted Power: Clerics of Traps gain the rogue ability to


detect traps when the search DC is higher than 20.

Granted Power: Clerics of Negative Energy cast all Inflict


Wounds spells at +2 caster levels.
1
2
3
4
5
6
7
8
9

Negative Energy Domain Spells


Bane. Enemies suffer -1 attack, -1 on saves vs fear
Desecrate. Fills are with negative energy
Animate Dead. Creates undead skeletons and zombies
Circle of Doom. Deals 1d8+1/level damage in all directions
Unhallow. Designates location as unholy
Harm. Subject loses all but 1d4 hit points
Destruction. Kills subject and destroys remains
Unholy Aura. +4 AC, +4 resistance, SR 25 vs good spells
Energy Drain. Subject gains 2d4 negative levels

1
2
3
4
5
6
7
8
9

Weaponry Domain

Positive Energy Domain

Granted Power: Clerics of Weaponry gain a +3 sacred bonus


on Craft and Appraise rolls regarding weapons.

Granted Power: Clerics of Positive Energy can create a


Positive Energy Ward , a spell-like ability to grant herself or
someone touched a +5 sacred bonus on all saves against
attacks utilizing negative energy (such as inflict wounds spells)
and all special abilities of the undead.
1
2
3
4
5
6
7
8
9

Traps Domain Spells


Alarm. Wards an area for 2 hours / level
Glyph of Warding. Inscription harms those who pass it
Explosive Runes. Deals 6d6 damage when read
Fire Trap. Opened object deals 1d4+1/level damage
Greater Glyph of Warding. Glyph deals 10d8 or level 6 spell
Guards and Wards. Array of magical effects protect area
Symbol. Triggered runes have array of effects
Trap the Soul. Imprisons subject within gem
Imprisonment. Entombs subject beneath the earth

1
2
3
4
5
6
7
8
9

Positive Energy Domain Spells


Bless. Allies gain +1 attack and +1 on saves vs fear
Consecrate. Fills area with positive energy
Negative Energy Protection. Resist level and ability drain
Death Ward. Immunity to death spells and effects
Hallow. Designate location as holy
Heal. Cures all damage, diseases and mental conditions
Greater Restoration. restoration, plus restores levels and stats
Holy Aura. +4 AC, +4 resistance, SR 25 vs evil spells
True Resurrection. Resurrection, remains arent needed

Weaponry Domain Spells


Magic Weapon. Weapon gains +1 bonus
Spiritual Weapon. Magical weapon attacks on its own
Keen Edge. Doubles threat range of slashing or piercing wpn
Greater Magic Weapon. +1 bonus / 3 levels (max +5)
Slay Living. Touch attack kills target
Blade Barrier. Blades encircling you deal 1d6 dmg / lvl
Legend Lore. Learn tales about a person, place or thing
Iron Body. Your body becomes living iron
Power Word: Kill. Kills one or more targets

Stone Domain
Granted Power: Clerics of Stone get the Toughness feat as a
bonus feat.
1
2
3
4
5
6
7
8
9

Stone Domain Spells


Magic Stone. 3 Stones gain +1 attack, 1d6+1 damage
Endurance. Target gains 1d4+1 Con for 1 hr / level
Stone Shape. Sculpts stone into any form
Spike Stones. Creatures take 1d8 damage, may be slowed
Wall of Stone. 20 hp / 4 lvls; can be shaped
Stoneskin. Stops blows, cuts, stabs, slashes
Statue. Subject can become a statue at will
Earthquake. Tremor shakes 5-ft radius per level
Elemental Swarm. Earth Elementals only

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Clay Step

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

Enchantment (Compulsion) [Mind-Affecting]


Level: Brd 2, Clt 2, Sor/Wiz 3
Components: V, S, M
Casting Time: One action
Range: Medium (100 ft + 10 ft / level)
Target: One creature
Duration: 1 round per level
Saving Throw: Will negates
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

This spell creates a blast of hurtling earth in a cone of short


range. The cone inflicts 1d4+1 impact damage per level of the
caster, to a maximum of 10d4+10 damage. Creatures of up to
Large size struck by the cone who fail their Reflex save are partially buried and must spend 1-2 rounds digging their way out.
While digging their way out, they are considered prone and
immobile. Those victims who make a successful reflex saving
throw suffer half damage and are not buried. Huge and largersized creatures cannot be buried by this spell (but still receive
damage as normal).
Material Component: a small piece of fool's gold.

By summoning the inner strength of the target, this spell allows


a creature to continue to function for a time after they normally
would have been laid low. For the duration of the spell, if the target ever drops to 0 (or lower) hit points, or would be knocked
unconscious or even immediately killed, he instead may continue
to move and act normally for the duration of the spell. This effect
is broken if the target is reduced to -50 hit points.

Essence of Earth

Claim from the 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

This spell turns the caster into a walking incarnation of the


earth. His features become a little sharper and more angular, and
his skin and hair take on a gray-brown tone. While this spell is in
effect, the caster gains 25/ +1 DR and is immune to damage
from spells of 3rd level or lower. The caster's movement rate is
also reduced by one-third (rounded down), and he cannot be
affected by a haste spell.
Material Component: 400 gp worth of gemstone dust.

Claim from the earth, the opposite of oubliette, causes the


ground to shift, gently raising to the surface any single buried
creature (dead or alive) or object designated by the caster. The
caster must know that such a creature or object exists for the
spell to work, although he need not know its exact nature. For
example, the caster may elect to exhume a body buried in a
grave plot without knowing its identity or how long it has been
interred. If the creature or object to be exhumed is buried deeper
than ten feet, the spell fails.

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Fox's Guile

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.

The target of this spell gains an enhancement bonus to


Charisma of 1d4+1 points, adding the usual benefits to all
Charisma-based skill checks, turning / rebuking undead, and so
on.
Arcane Material Component: a few hairs, or a pinch of dung
from a fox.

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)

When this spell is cast, the victim is covered in a "magnetic"


field that attracts nearby loose earth, sand or gravel and dust. If
the victim fails a Fortitude saving throw, on the first round, he is
covered by a thin film of dust particles. Enough particles of significant size accumulate on the second round to cause a -2 circumstance penalty to the victim's armor class, attack rolls and all skill
checks that normally suffer from an armor check penalty. The victim suffers the effects of a slow spell on the third round. On the
fourth round and thereafter, the victim is immobilized until a successful dispel magic is cast upon him or the accumulated particles are washed away. Two gallons of liquid per size category of
the victim (ten gallons for man-sized creatures) can wash the
matter away.
If the victim makes his saving throw, the dust causes him only
to sneeze once, disrupting his concentration (DC 20
Concentration check to not lose a spell being cast).
Material Component: dried quicksand and magnetized iron filings.

This spell allows the caster to place a portion of his own


essence within a blade, greatly strengthening the steel against
wear and damage. The target weapon gains +5 hardness and +5
hit points. A weapon may only be targeted by this spell once.
Material Component: Dust containing manganese or molybdenum ore (5 gp value)
XP cost: 100 XP

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

This spell calls a medium-sized or two small earth elementals.


They can obey simple commands from the caster, but must
remain in the area defined by the spell. No two spells of this type
(including other "Guardian of" spells) may have overlapping
areas of effect.
Material Component: One small rock or two pebbles.

This minor curse gives the target a -3 profane penalty on all


skill and ability checks, attack rolls and saving throws. A minor
curse can be dispelled or removed by any spell or effect that
removes the effects of a bestow curse spell.

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The ground upon which the victim formerly stood is immediately safe to walk upon but has obviously been disturbed, marking
the site of the entombment. Regardless of the victim's size, his
head is always located ten feet beneath the surface. In the case
of entombed objects, the top of the object is always ten feet
beneath the surface. If there is an open space ten feet beneath
the location where the spell is cast, then the target is deposited
there (with normal falling damage), without the knowledge of the
spellcaster.

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

Murmur of the Earth


Evocation
Level: Erb 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft + 5 ft / 2 levels)
Area: 2-dimensional cone parallel to a flat surface
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No

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.

By striking the ground with your fist, you generate a shock


wave, accompanied by a low rumble, which topples creatures
and loose objects (flying creatures are unaffected). All creatures
in the affected area take 2d6 damage and are knocked prone.

Swim Through Earth


Transmutation
Level: Erb 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute / level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

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

As meld into stone, except that it affects a willing creature by


touch. In addition, the target can move through natural stone and
earth at normal walking speed for the duration of the spell.

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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Tremor
Evocation
Level: Erb 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft + 10 ft / level)
Target: 100 ft radius area
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No
Everyone caught within the area of effect of this spell (except
the caster) must make a Reflex save or be knocked prone.
Mounted characters must make a Ride check at a -5 penalty or
be thrown from their mount, taking 2d6 subdual damage. Staying
atop a horse that is knocked to the ground incurs the same
penalties as failing your saving throw.

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

53

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librum equitis volume two


When active, the Shield Sphere provides a +2 shield bonus to
AC that stacks with any other shield or armor bonuses the owner
may have. Also, when active, the large metal shield circling the
owner's head can interfere with sight, causing a -4 circumstance
penalty on all Spot and Search rolls while the Dawn Sphere is
active. Activating or deactivating the Dawn Sphere requires a
command word.
Caster Level: 12; Prerequisites: Craft Universal Item, Craft
Psionic Arms and Armor; Market Value: 5,000 gp

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

Attacking a Dawn Sphere is the same as attacking an attended


object, with an AC of 19 (+4 size, +5 in-hand) plus the bearer's
Dexterity bonus and the bearer's deflection bonus. This attack
provokes an attack of opportunity. Dawn Spheres have a hardness of 10 and 5 hit points.
In order to grab a Dawn Sphere, the attacker must initiate a
grapple with the Dawn Sphere. The grapple check is made as if
the Dawn Sphere had a Strength of 10 and no size modifiers are
used for either party. If the grapple check succeeds, the attacker
now has the Dawn Stone in his hand and possession.

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

A large variety of Dawn Spheres exist, duplicating many of the


effects of Ioun stones without requiring the valuable crystal components used therein. They are difficult to tell apart, seemingly
identical in construction except for the psionic runes and tracings
embossed across the entire spherical surface.

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

All the basic Ioun stones from the System Reference


Document are available as Dawn Spheres, in addition to the following.

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

The DuanKhat are also an interesting way to incorporate


psionics into a non-psionic campaign. As the DuanKhat civilization was destroyed millenia ago, they are an easy method to
introduce psionic items and some minor psionic abilities to a
campaign world that has no other psionics. This dead race has
few artifacts left to this day, and no surviving members to pass
on the psionic disciplines, thus not opening the can of worms
that many people see as the psionic rules.
The items in this chapter were included for exactly this reason;
none of them require the use of psionic characters or the psionics rules (except for descriptions of the metapsionic feats in
question).

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

Jason Parent is a 30 year old cannuck living on a 200 acre chunk of


privacy in Eastern Ontario with his lovely wife and two kids. He has been
playing these crazy games since his introduction to the red box Basic
Rules set bought by his parents over 20 years ago. He was the webmaster and chief writer for the largest CyberPunk fansite on the net. He still
ran original Basic Rules style campaigns for his family and friends until
late 1999. With the advent of the d20 license, he put his gaming skills
towards the writing of d20 supplements. On line, he can usually be found
sneaking around the message boards at www.realmsofevil.net, even
occasionally posting preview and playtest material there.

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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